瀏覽代碼

* splitted CGameState into general game state and battle game state
* added missing fields to serialize in CHero

mateuszb 15 年之前
父節點
當前提交
b3fd14b524

+ 1 - 0
AI/GeniusAI/BattleLogic.cpp

@@ -1,4 +1,5 @@
 #include "BattleLogic.h"
+#include "../../lib/BattleState.h"
 #include <math.h>
 #include <boost/lexical_cast.hpp>
 #include <boost/lambda/lambda.hpp>

+ 1 - 0
AI/GeniusAI/CGeniusAI.cpp

@@ -3,6 +3,7 @@
 #include <iostream>
 #include <boost/lexical_cast.hpp>
 
+#include "../../lib/BattleState.h"
 #include "../../lib/CBuildingHandler.h"
 #include "../../lib/CHeroHandler.h"
 #include "../../lib/VCMI_Lib.h"

+ 1 - 1
AI/StupidAI/StupidAI.cpp

@@ -1,6 +1,6 @@
 #include "stdafx.h"
 #include "StupidAI.h"
-#include "../../lib/CGameState.h"
+#include "../../lib/BattleState.h"
 
 CStupidAI::CStupidAI(void)
 	: side(-1), cb(NULL)

+ 1 - 0
CCallback.cpp

@@ -3,6 +3,7 @@
 #include "lib/CCreatureHandler.h"
 #include "client/CGameInfo.h"
 #include "lib/CGameState.h"
+#include "lib/BattleState.h"
 #include "client/CPlayerInterface.h"
 #include "client/Client.h"
 #include "lib/map.h"

+ 1 - 0
CCallback.h

@@ -43,6 +43,7 @@ class CMapHeader;
 struct CGPathNode;
 struct CGPath;
 class CGGarrison;
+class CObstacleInstance;
 
 struct InfoAboutTown
 {

+ 1 - 1
CGameInterface.cpp

@@ -1,6 +1,6 @@
 #include "stdafx.h"
 #include "CGameInterface.h"
-#include "lib/CGameState.h"
+#include "lib/BattleState.h"
 
 #ifdef _WIN32
 	#define WIN32_LEAN_AND_MEAN //excludes rarely used stuff from windows headers - delete this line if something is missing

+ 1 - 1
client/CBattleInterface.cpp

@@ -13,7 +13,7 @@
 #include "CMessage.h"
 #include "CCursorHandler.h"
 #include "../CCallback.h"
-#include "../lib/CGameState.h"
+#include "../lib/BattleState.h"
 #include "../lib/CGeneralTextHandler.h"
 #include "CCreatureAnimation.h"
 #include "Graphics.h"

+ 1 - 0
client/CPlayerInterface.cpp

@@ -25,6 +25,7 @@
 #include "../lib/Connection.h"
 #include "../lib/CSpellHandler.h"
 #include "../lib/CTownHandler.h"
+#include "../lib/BattleState.h"
 #include "CMusicHandler.h"
 #include "../lib/CondSh.h"
 #include "../lib/NetPacks.h"

+ 1 - 0
client/Client.cpp

@@ -6,6 +6,7 @@
 #include "../lib/CGameState.h"
 #include "CPlayerInterface.h"
 #include "../StartInfo.h"
+#include "../lib/BattleState.h"
 #include "../lib/CArtHandler.h"
 #include "../lib/CDefObjInfoHandler.h"
 #include "../lib/CGeneralTextHandler.h"

+ 3 - 0
client/NetPacksClient.cpp

@@ -23,6 +23,9 @@
 #include "SDL_Extensions.h"
 #include "CBattleInterface.h"
 #include "../lib/CCampaignHandler.h"
+#include "../lib/CGameState.h"
+#include "../lib/BattleState.h"
+
 
 //macro to avoid code duplication - calls given method with given arguments if interface for specific player is present
 #define INTERFACE_CALL_IF_PRESENT(player,function,...) 	\

+ 11 - 1
lib/BattleAction.cpp

@@ -1,6 +1,16 @@
 #define VCMI_DLL
 #include "BattleAction.h"
-#include "CGameState.h"
+#include "BattleState.h"
+
+/*
+ * BattleAction.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
+ *
+ */
 
 BattleAction::BattleAction()
 {

+ 1926 - 0
lib/BattleState.cpp

@@ -0,0 +1,1926 @@
+#define VCMI_DLL
+#include "BattleState.h"
+#include <fstream>
+#include <queue>
+#include <algorithm>
+#include <numeric>
+#include <sstream>
+#include <boost/foreach.hpp>
+#include <boost/assign/list_of.hpp>
+
+#include "VCMI_Lib.h"
+#include "CObjectHandler.h"
+#include "CHeroHandler.h"
+#include "CCreatureHandler.h"
+#include "CSpellHandler.h"
+#include "CTownHandler.h"
+
+/*
+ * BattleState.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
+ *
+ */
+
+
+const CStack * BattleInfo::getNextStack() const
+{
+	std::vector<const CStack *> hlp;
+	getStackQueue(hlp, 1, -1);
+
+	if(hlp.size())
+		return hlp[0];
+	else
+		return NULL;
+}
+
+static const CStack *takeStack(std::vector<const CStack *> &st, int &curside, int turn)
+{
+	const CStack *ret = NULL;
+	unsigned i, //fastest stack
+		j; //fastest stack of the other side
+	for(i = 0; i < st.size(); i++)
+		if(st[i])
+			break;
+
+	//no stacks left
+	if(i == st.size())
+		return NULL;
+
+	const CStack *fastest = st[i], *other = NULL;
+	int bestSpeed = fastest->Speed(turn);
+
+	if(fastest->attackerOwned != curside)
+	{
+		ret = fastest;
+	}
+	else
+	{
+		for(j = i + 1; j < st.size(); j++)
+		{
+			if(!st[j]) continue;
+			if(st[j]->attackerOwned != curside || st[j]->Speed(turn) != bestSpeed)
+				break;
+		}
+
+		if(j >= st.size())
+		{
+			ret = fastest;
+		}
+		else
+		{
+			other = st[j];
+			if(other->Speed(turn) != bestSpeed)
+				ret = fastest;
+			else
+				ret = other;
+		}
+	}
+
+	assert(ret);
+	if(ret == fastest)
+		st[i] = NULL;
+	else
+		st[j] = NULL;
+
+	curside = ret->attackerOwned;
+	return ret;
+}
+
+
+
+CStack * BattleInfo::getStack(int stackID, bool onlyAlive)
+{
+	for(unsigned int g=0; g<stacks.size(); ++g)
+	{
+		if(stacks[g]->ID == stackID && (!onlyAlive || stacks[g]->alive()))
+			return stacks[g];
+	}
+	return NULL;
+}
+
+const CStack * BattleInfo::getStack(int stackID, bool onlyAlive) const
+{
+	return const_cast<BattleInfo * const>(this)->getStack(stackID, onlyAlive);
+}
+
+CStack * BattleInfo::getStackT(THex tileID, bool onlyAlive)
+{
+	for(unsigned int g=0; g<stacks.size(); ++g)
+	{
+		if(stacks[g]->position == tileID 
+			|| (stacks[g]->doubleWide() && stacks[g]->attackerOwned && stacks[g]->position-1 == tileID)
+			|| (stacks[g]->doubleWide() && !stacks[g]->attackerOwned && stacks[g]->position+1 == tileID))
+		{
+			if(!onlyAlive || stacks[g]->alive())
+			{
+				return stacks[g];
+			}
+		}
+	}
+	return NULL;
+}
+
+const CStack * BattleInfo::getStackT(THex tileID, bool onlyAlive) const
+{
+	return const_cast<BattleInfo * const>(this)->getStackT(tileID, onlyAlive);
+}
+
+void BattleInfo::getAccessibilityMap(bool *accessibility, bool twoHex, bool attackerOwned, bool addOccupiable, std::set<int> & occupyable, bool flying, int stackToOmmit) const
+{
+	memset(accessibility, 1, BFIELD_SIZE); //initialize array with trues
+
+	//removing accessibility for side columns of hexes
+	for(int v = 0; v < BFIELD_SIZE; ++v)
+	{
+		if( v % BFIELD_WIDTH == 0 || v % BFIELD_WIDTH == (BFIELD_WIDTH - 1) )
+			accessibility[v] = false;
+	}
+
+	for(unsigned int g=0; g<stacks.size(); ++g)
+	{
+		if(!stacks[g]->alive() || stacks[g]->ID==stackToOmmit || stacks[g]->position < 0) //we don't want to lock position of this stack (eg. if it's a turret)
+			continue;
+
+		accessibility[stacks[g]->position] = false;
+		if(stacks[g]->doubleWide()) //if it's a double hex creature
+		{
+			if(stacks[g]->attackerOwned)
+				accessibility[stacks[g]->position-1] = false;
+			else
+				accessibility[stacks[g]->position+1] = false;
+		}
+	}
+	//obstacles
+	for(unsigned int b=0; b<obstacles.size(); ++b)
+	{
+		std::vector<int> blocked = VLC->heroh->obstacles[obstacles[b].ID].getBlocked(obstacles[b].pos);
+		for(unsigned int c=0; c<blocked.size(); ++c)
+		{
+			if(blocked[c] >=0 && blocked[c] < BFIELD_SIZE)
+				accessibility[blocked[c]] = false;
+		}
+	}
+
+	//walls
+	if(siege > 0)
+	{
+		static const int permanentlyLocked[] = {12, 45, 78, 112, 147, 165};
+		for(int b=0; b<ARRAY_COUNT(permanentlyLocked); ++b)
+		{
+			accessibility[permanentlyLocked[b]] = false;
+		}
+
+		static const std::pair<int, int> lockedIfNotDestroyed[] = //(which part of wall, which hex is blocked if this part of wall is not destroyed
+			{std::make_pair(2, 182), std::make_pair(3, 130), std::make_pair(4, 62), std::make_pair(5, 29)};
+		for(int b=0; b<ARRAY_COUNT(lockedIfNotDestroyed); ++b)
+		{
+			if(si.wallState[lockedIfNotDestroyed[b].first] < 3)
+			{
+				accessibility[lockedIfNotDestroyed[b].second] = false;
+			}
+		}
+
+		//gate
+		if(attackerOwned && si.wallState[7] < 3) //if it attacker's unit and gate is not destroyed
+		{
+			accessibility[95] = accessibility[96] = false; //block gate's hexes
+		}
+	}
+
+	//occupyability
+	if(addOccupiable && twoHex)
+	{
+		std::set<int> rem; //tiles to unlock
+		for(int h=0; h<BFIELD_HEIGHT; ++h)
+		{
+			for(int w=1; w<BFIELD_WIDTH-1; ++w)
+			{
+				int hex = h * BFIELD_WIDTH + w;
+				if(!isAccessible(hex, accessibility, twoHex, attackerOwned, flying, true)
+					&& (attackerOwned ? isAccessible(hex+1, accessibility, twoHex, attackerOwned, flying, true) : isAccessible(hex-1, accessibility, twoHex, attackerOwned, flying, true) )
+					)
+					rem.insert(hex);
+			}
+		}
+		occupyable = rem;
+		/*for(std::set<int>::const_iterator it = rem.begin(); it != rem.end(); ++it)
+		{
+			accessibility[*it] = true;
+		}*/
+	}
+}
+
+bool BattleInfo::isAccessible(int hex, bool * accessibility, bool twoHex, bool attackerOwned, bool flying, bool lastPos)
+{
+	if(flying && !lastPos)
+		return true;
+
+	if(twoHex)
+	{
+		//if given hex is accessible and appropriate adjacent one is free too
+		return accessibility[hex] && accessibility[hex + (attackerOwned ? -1 : 1 )];
+	}
+	else
+	{
+		return accessibility[hex];
+	}
+}
+
+void BattleInfo::makeBFS(int start, bool *accessibility, int *predecessor, int *dists, bool twoHex, bool attackerOwned, bool flying, bool fillPredecessors) const //both pointers must point to the at least 187-elements int arrays
+{
+	//inits
+	for(int b=0; b<BFIELD_SIZE; ++b)
+		predecessor[b] = -1;
+	for(int g=0; g<BFIELD_SIZE; ++g)
+		dists[g] = 100000000;	
+	
+	std::queue< std::pair<int, bool> > hexq; //bfs queue <hex, accessible> (second filed used only if fillPredecessors is true)
+	hexq.push(std::make_pair(start, true));
+	dists[hexq.front().first] = 0;
+	int curNext = -1; //for bfs loop only (helper var)
+	while(!hexq.empty()) //bfs loop
+	{
+		std::pair<int, bool> curHex = hexq.front();
+		std::vector<int> neighbours = neighbouringTiles(curHex.first);
+		hexq.pop();
+		for(unsigned int nr=0; nr<neighbours.size(); nr++)
+		{
+			curNext = neighbours[nr]; //if(!accessibility[curNext] || (dists[curHex]+1)>=dists[curNext])
+			bool accessible = isAccessible(curNext, accessibility, twoHex, attackerOwned, flying, dists[curHex.first]+1 == dists[curNext]);
+			if( dists[curHex.first]+1 >= dists[curNext] )
+				continue;
+			if(accessible && curHex.second)
+			{
+				hexq.push(std::make_pair(curNext, true));
+				dists[curNext] = dists[curHex.first] + 1;
+			}
+			else if(fillPredecessors && !(accessible && !curHex.second))
+			{
+				hexq.push(std::make_pair(curNext, false));
+				dists[curNext] = dists[curHex.first] + 1;
+			}
+			predecessor[curNext] = curHex.first;
+		}
+	}
+};
+
+std::vector<int> BattleInfo::getAccessibility(int stackID, bool addOccupiable) const
+{
+	std::vector<int> ret;
+	bool ac[BFIELD_SIZE];
+	const CStack *s = getStack(stackID, false); //this function is called from healedOrResurrected, so our stack can be dead
+
+	if(s->position < 0) //turrets
+		return std::vector<int>();
+
+	std::set<int> occupyable;
+
+	getAccessibilityMap(ac, s->doubleWide(), s->attackerOwned, addOccupiable, occupyable, s->hasBonusOfType(Bonus::FLYING), stackID);
+
+	int pr[BFIELD_SIZE], dist[BFIELD_SIZE];
+	makeBFS(s->position, ac, pr, dist, s->doubleWide(), s->attackerOwned, s->hasBonusOfType(Bonus::FLYING), false);
+
+	if(s->doubleWide())
+	{
+		if(!addOccupiable)
+		{
+			std::vector<int> rem;
+			for(int b=0; b<BFIELD_SIZE; ++b)
+			{
+				//don't take into account most left and most right columns of hexes
+				if( b % BFIELD_WIDTH == 0 || b % BFIELD_WIDTH == BFIELD_WIDTH - 1 )
+					continue;
+
+				if( ac[b] && !(s->attackerOwned ? ac[b-1] : ac[b+1]) )
+				{
+					rem.push_back(b);
+				}
+			}
+
+			for(unsigned int g=0; g<rem.size(); ++g)
+			{
+				ac[rem[g]] = false;
+			}
+
+			//removing accessibility for side hexes
+			for(int v=0; v<BFIELD_SIZE; ++v)
+				if(s->attackerOwned ? (v%BFIELD_WIDTH)==1 : (v%BFIELD_WIDTH)==(BFIELD_WIDTH - 2))
+					ac[v] = false;
+		}
+	}
+	
+	for (int i=0; i < BFIELD_SIZE ; ++i) {
+		if(
+			( ( !addOccupiable && dist[i] <= s->Speed() && ac[i] ) || ( addOccupiable && dist[i] <= s->Speed() && isAccessible(i, ac, s->doubleWide(), s->attackerOwned, s->hasBonusOfType(Bonus::FLYING), true) ) )//we can reach it
+			|| (vstd::contains(occupyable, i) && ( dist[ i + (s->attackerOwned ? 1 : -1 ) ] <= s->Speed() ) &&
+				ac[i + (s->attackerOwned ? 1 : -1 )] ) //it's occupyable and we can reach adjacent hex
+			)
+		{
+			ret.push_back(i);
+		}
+	}
+
+	return ret;
+}
+bool BattleInfo::isStackBlocked(int ID)
+{
+	CStack *our = getStack(ID);
+	if(our->hasBonusOfType(Bonus::SIEGE_WEAPON)) //siege weapons cannot be blocked
+		return false;
+
+	for(unsigned int i=0; i<stacks.size();i++)
+	{
+		if( !stacks[i]->alive()
+			|| stacks[i]->owner==our->owner
+		  )
+			continue; //we omit dead and allied stacks
+		if(stacks[i]->doubleWide())
+		{
+			if( mutualPosition(stacks[i]->position, our->position) >= 0  
+			  || mutualPosition(stacks[i]->position + (stacks[i]->attackerOwned ? -1 : 1), our->position) >= 0)
+				return true;
+		}
+		else
+		{
+			if( mutualPosition(stacks[i]->position, our->position) >= 0 )
+				return true;
+		}
+	}
+	return false;
+}
+
+signed char BattleInfo::mutualPosition(THex hex1, THex hex2)
+{
+	if(hex2 == hex1 - ( (hex1/17)%2 ? 18 : 17 )) //top left
+		return 0;
+	if(hex2 == hex1 - ( (hex1/17)%2 ? 17 : 16 )) //top right
+		return 1;
+	if(hex2 == hex1 - 1 && hex1%17 != 0) //left
+		return 5;
+	if(hex2 == hex1 + 1 && hex1%17 != 16) //right
+		return 2;
+	if(hex2 == hex1 + ( (hex1/17)%2 ? 16 : 17 )) //bottom left
+		return 4;
+	if(hex2 == hex1 + ( (hex1/17)%2 ? 17 : 18 )) //bottom right
+		return 3;
+	return -1;
+}
+
+std::vector<int> BattleInfo::neighbouringTiles(int hex)
+{
+#define CHECK_AND_PUSH(tile) {int hlp = (tile); if(hlp>=0 && hlp<BFIELD_SIZE && (hlp%BFIELD_WIDTH!=16) && hlp%BFIELD_WIDTH) ret.push_back(hlp);}
+	std::vector<int> ret;
+	CHECK_AND_PUSH(hex - ( (hex/17)%2 ? 18 : 17 ));
+	CHECK_AND_PUSH(hex - ( (hex/17)%2 ? 17 : 16 ));
+	CHECK_AND_PUSH(hex - 1);
+	CHECK_AND_PUSH(hex + 1);
+	CHECK_AND_PUSH(hex + ( (hex/17)%2 ? 16 : 17 ));
+	CHECK_AND_PUSH(hex + ( (hex/17)%2 ? 17 : 18 ));
+#undef CHECK_AND_PUSH
+	return ret;
+}
+std::pair< std::vector<int>, int > BattleInfo::getPath(int start, int dest, bool*accessibility, bool flyingCreature, bool twoHex, bool attackerOwned)
+{							
+	int predecessor[BFIELD_SIZE]; //for getting the Path
+	int dist[BFIELD_SIZE]; //calculated distances
+
+	makeBFS(start, accessibility, predecessor, dist, twoHex, attackerOwned, flyingCreature, false);
+	
+	if(predecessor[dest] == -1) //cannot reach destination
+	{
+		return std::make_pair(std::vector<int>(), 0);
+	}
+
+	//making the Path
+	std::vector<int> path;
+	int curElem = dest;
+	while(curElem != start)
+	{
+		path.push_back(curElem);
+		curElem = predecessor[curElem];
+	}
+
+	return std::make_pair(path, dist[dest]);
+}
+
+std::pair<ui32, ui32> BattleInfo::calculateDmgRange( const CStack* attacker, const CStack* defender, const CGHeroInstance * attackerHero, const CGHeroInstance * defendingHero, bool shooting, ui8 charge, bool lucky )
+{
+	float additiveBonus=1.0f, multBonus=1.0f,
+		minDmg = attacker->getMinDamage() * attacker->count, 
+		maxDmg = attacker->getMaxDamage() * attacker->count;
+
+	if(attacker->getCreature()->idNumber == 149) //arrow turret
+	{
+		switch(attacker->position)
+		{
+		case -2: //keep
+			minDmg = 15;
+			maxDmg = 15;
+			break;
+		case -3: case -4: //turrets
+			minDmg = 7.5f;
+			maxDmg = 7.5f;
+			break;
+		}
+	}
+
+	if(attacker->hasBonusOfType(Bonus::SIEGE_WEAPON) && attacker->getCreature()->idNumber != 149) //any siege weapon, but only ballista can attack (second condition - not arrow turret)
+	{ //minDmg and maxDmg are multiplied by hero attack + 1
+		minDmg *= attackerHero->getPrimSkillLevel(0) + 1; 
+		maxDmg *= attackerHero->getPrimSkillLevel(0) + 1; 
+	}
+
+	int attackDefenceDifference = 0;
+	if(attacker->hasBonusOfType(Bonus::GENERAL_ATTACK_REDUCTION))
+	{
+		float multAttackReduction = attacker->valOfBonuses(Bonus::GENERAL_ATTACK_REDUCTION, -1024) / 100.0f;
+		attackDefenceDifference = attacker->Attack() * multAttackReduction;
+	}
+	else
+	{
+		attackDefenceDifference = attacker->Attack();
+	}
+
+	if(attacker->hasBonusOfType(Bonus::ENEMY_DEFENCE_REDUCTION))
+	{
+		float multDefenceReduction = (100.0f - attacker->valOfBonuses(Bonus::ENEMY_DEFENCE_REDUCTION, -1024)) / 100.0f;
+		attackDefenceDifference -= defender->Defense() * multDefenceReduction;
+	}
+	else
+	{
+		attackDefenceDifference -= defender->Defense();
+	}
+
+	//calculating total attack/defense skills modifier
+
+	if(shooting) //precision handling (etc.)
+		attackDefenceDifference += attacker->getBonuses(Selector::typeSybtype(Bonus::PRIMARY_SKILL, PrimarySkill::ATTACK), Selector::effectRange(Bonus::ONLY_DISTANCE_FIGHT)).totalValue();
+	else //bloodlust handling (etc.)
+		attackDefenceDifference += attacker->getBonuses(Selector::typeSybtype(Bonus::PRIMARY_SKILL, PrimarySkill::ATTACK), Selector::effectRange(Bonus::ONLY_MELEE_FIGHT)).totalValue();
+
+
+	if(attacker->getEffect(55)) //slayer handling
+	{
+		std::vector<int> affectedIds;
+		int spLevel = attacker->getEffect(55)->val;
+
+		for(int g = 0; g < VLC->creh->creatures.size(); ++g)
+		{
+			BOOST_FOREACH(const Bonus *b, VLC->creh->creatures[g]->bonuses)
+			{
+				if ( (b->type == Bonus::KING3 && spLevel >= 3) || //expert
+					(b->type == Bonus::KING2 && spLevel >= 2) || //adv +
+					(b->type == Bonus::KING1 && spLevel >= 0) ) //none or basic +
+				{
+					affectedIds.push_back(g);
+					break;
+				}
+			}
+		}
+
+		for(unsigned int g=0; g<affectedIds.size(); ++g)
+		{
+			if(defender->getCreature()->idNumber == affectedIds[g])
+			{
+				attackDefenceDifference += VLC->spellh->spells[55]->powers[attacker->getEffect(55)->val];
+				break;
+			}
+		}
+	}
+
+	//bonus from attack/defense skills
+	if(attackDefenceDifference < 0) //decreasing dmg
+	{
+		float dec = 0.025f * (-attackDefenceDifference);
+		if(dec > 0.7f)
+		{
+			multBonus *= 0.3f; //1.0 - 0.7
+		}
+		else
+		{
+			multBonus *= 1.0f - dec;
+		}
+	}
+	else //increasing dmg
+	{
+		float inc = 0.05f * attackDefenceDifference;
+		if(inc > 4.0f)
+		{
+			additiveBonus += 4.0f;
+		}
+		else
+		{
+			additiveBonus += inc;
+		}
+	}
+
+
+	//applying jousting bonus
+	if( attacker->hasBonusOfType(Bonus::JOUSTING) && !defender->hasBonusOfType(Bonus::CHARGE_IMMUNITY) )
+		additiveBonus += charge * 0.05f;
+
+
+	//handling secondary abilities and artifacts giving premies to them
+	if(attackerHero)
+	{
+		if(shooting)
+		{
+			additiveBonus += attackerHero->valOfBonuses(Bonus::SECONDARY_SKILL_PREMY, 1) / 100.0f;
+		}
+		else
+		{
+			additiveBonus += attackerHero->valOfBonuses(Bonus::SECONDARY_SKILL_PREMY, 22) / 100.0f;
+		}
+	}
+
+	if(defendingHero)
+	{
+		multBonus *= (std::max(0, 100-defendingHero->valOfBonuses(Bonus::SECONDARY_SKILL_PREMY, 23))) / 100.0f;
+	}
+
+	//handling hate effect
+	if( attacker->hasBonusOfType(Bonus::HATE, defender->getCreature()->idNumber) )
+		additiveBonus += 0.5f;
+
+	//luck bonus
+	if (lucky)
+	{
+		additiveBonus += 1.0f;
+	}
+
+	//handling spell effects
+	if(!shooting && defender->hasBonusOfType(Bonus::GENERAL_DAMAGE_REDUCTION, 0)) //eg. shield
+	{
+		multBonus *= float(defender->valOfBonuses(Bonus::GENERAL_DAMAGE_REDUCTION, 0)) / 100.0f;
+	}
+	else if(shooting && defender->hasBonusOfType(Bonus::GENERAL_DAMAGE_REDUCTION, 1)) //eg. air shield
+	{
+		multBonus *= float(defender->valOfBonuses(Bonus::GENERAL_DAMAGE_REDUCTION, 1)) / 100.0f;
+	}
+	if(attacker->getEffect(42)) //curse handling (partial, the rest is below)
+	{
+		multBonus *= 0.8f * float(VLC->spellh->spells[42]->powers[attacker->getEffect(42)->val]); //the second factor is 1 or 0
+	}
+
+	class HLP
+	{
+	public:
+		static bool hasAdvancedAirShield(const CStack * stack)
+		{
+
+			BOOST_FOREACH(const Bonus *it, stack->bonuses)
+			{
+				if (it->source == Bonus::SPELL_EFFECT && it->id == 28 && it->val >= 2)
+				{
+					return true;
+				}
+			}
+			return false;
+		}
+	};
+
+	//wall / distance penalty + advanced air shield
+	if (shooting && !NBonus::hasOfType(attackerHero, Bonus::NO_SHOTING_PENALTY) && (
+		hasDistancePenalty(attacker->ID, defender->position) || hasWallPenalty(attacker->ID, defender->position) ||
+		HLP::hasAdvancedAirShield(defender) )
+		)
+	{
+		multBonus *= 0.5;
+	}
+	if (!shooting && attacker->hasBonusOfType(Bonus::SHOOTER) && !attacker->hasBonusOfType(Bonus::NO_MELEE_PENALTY))
+	{
+		multBonus *= 0.5;
+	}
+
+	minDmg *= additiveBonus * multBonus;
+	maxDmg *= additiveBonus * multBonus;
+
+	std::pair<ui32, ui32> returnedVal;
+
+	if(attacker->getEffect(42)) //curse handling (rest)
+	{
+		minDmg -= VLC->spellh->spells[42]->powers[attacker->getEffect(42)->val];
+		returnedVal = std::make_pair(int(minDmg), int(minDmg));
+	}
+	else if(attacker->getEffect(41)) //bless handling
+	{
+		maxDmg += VLC->spellh->spells[41]->powers[attacker->getEffect(41)->val];
+		returnedVal =  std::make_pair(int(maxDmg), int(maxDmg));
+	}
+	else
+	{
+		returnedVal =  std::make_pair(int(minDmg), int(maxDmg));
+	}
+
+	//damage cannot be less than 1
+	amax(returnedVal.first, 1);
+	amax(returnedVal.second, 1);
+
+	return returnedVal;
+}
+
+ui32 BattleInfo::calculateDmg( const CStack* attacker, const CStack* defender, const CGHeroInstance * attackerHero, const CGHeroInstance * defendingHero, bool shooting, ui8 charge, bool lucky )
+{
+	std::pair<ui32, ui32> range = calculateDmgRange(attacker, defender, attackerHero, defendingHero, shooting, charge, lucky);
+
+	if(range.first != range.second)
+	{
+		int valuesToAverage[10];
+		int howManyToAv = std::min<ui32>(10, attacker->count);
+		for (int g=0; g<howManyToAv; ++g)
+		{
+			valuesToAverage[g] = range.first  +  rand() % (range.second - range.first + 1);
+		}
+
+		return std::accumulate(valuesToAverage, valuesToAverage + howManyToAv, 0) / howManyToAv;
+	}
+	else
+		return range.first;
+}
+
+void BattleInfo::calculateCasualties( std::map<ui32,si32> *casualties ) const
+{
+	for(unsigned int i=0; i<stacks.size();i++)//setting casualties
+	{
+		const CStack * const st = stacks[i];
+		si32 killed = (st->alive() ? st->baseAmount - st->count : st->baseAmount);
+		amax(killed, 0);
+		if(killed)
+			casualties[!st->attackerOwned][st->getCreature()->idNumber] += killed;
+	}
+}
+
+std::set<CStack*> BattleInfo::getAttackedCreatures( const CSpell * s, int skillLevel, ui8 attackerOwner, int destinationTile )
+{
+	std::set<ui16> attackedHexes = s->rangeInHexes(destinationTile, skillLevel);
+	std::set<CStack*> attackedCres; /*std::set to exclude multiple occurrences of two hex creatures*/
+
+	bool onlyAlive = s->id != 38 && s->id != 39; //when casting resurrection or animate dead we should be allow to select dead stack
+
+	if(s->id == 24 || s->id == 25 || s->id == 26) //death ripple, destroy undead and Armageddon
+	{
+		for(int it=0; it<stacks.size(); ++it)
+		{
+			if((s->id == 24 && !stacks[it]->getCreature()->isUndead()) //death ripple
+				|| (s->id == 25 && stacks[it]->getCreature()->isUndead()) //destroy undead
+				|| (s->id == 26) //Armageddon
+				)
+			{
+				if(stacks[it]->alive())
+					attackedCres.insert(stacks[it]);
+			}
+		}
+	}
+	else if (s->range[skillLevel].size() > 1) //custom many-hex range
+	{
+		for(std::set<ui16>::iterator it = attackedHexes.begin(); it != attackedHexes.end(); ++it)
+		{
+			CStack * st = getStackT(*it, onlyAlive);
+			if(st)
+				attackedCres.insert(st);
+		}
+	}
+	else if(VLC->spellh->spells[s->id]->attributes.find("CREATURE_TARGET_1") != std::string::npos
+		|| VLC->spellh->spells[s->id]->attributes.find("CREATURE_TARGET_2") != std::string::npos) //spell to be cast on a specific creature but massive on expert
+	{
+		if(skillLevel < 3)  /*not expert */
+		{
+			CStack * st = getStackT(destinationTile, onlyAlive);
+			if(st)
+				attackedCres.insert(st);
+		}
+		else
+		{
+			for(int it=0; it<stacks.size(); ++it)
+			{
+				/*if it's non negative spell and our unit or non positive spell and hostile unit */
+				if((VLC->spellh->spells[s->id]->positiveness >= 0 && stacks[it]->owner == attackerOwner)
+					||(VLC->spellh->spells[s->id]->positiveness <= 0 && stacks[it]->owner != attackerOwner )
+					)
+				{
+					if(!onlyAlive || stacks[it]->alive())
+						attackedCres.insert(stacks[it]);
+				}
+			}
+		} //if(caster->getSpellSchoolLevel(s) < 3)
+	}
+	else if(VLC->spellh->spells[s->id]->attributes.find("CREATURE_TARGET") != std::string::npos) //spell to be cast on one specific creature
+	{
+		CStack * st = getStackT(destinationTile, onlyAlive);
+		if(st)
+			attackedCres.insert(st);
+	}
+	else //custom range from attackedHexes
+	{
+		for(std::set<ui16>::iterator it = attackedHexes.begin(); it != attackedHexes.end(); ++it)
+		{
+			CStack * st = getStackT(*it, onlyAlive);
+			if(st)
+				attackedCres.insert(st);
+		}
+	}
+	return attackedCres;
+}
+
+int BattleInfo::calculateSpellDuration( const CSpell * spell, const CGHeroInstance * caster, int usedSpellPower )
+{
+	if(!caster) //TODO: something better
+		return std::max(5, usedSpellPower);
+	switch(spell->id)
+	{
+	case 56: //frenzy
+		return 1;
+	default: //other spells
+		return caster->getPrimSkillLevel(2) + caster->valOfBonuses(Bonus::SPELL_DURATION);
+	}
+}
+
+CStack * BattleInfo::generateNewStack(const CStackInstance &base, int stackID, bool attackerOwned, int slot, int position) const
+{
+	int owner = attackerOwned ? side1 : side2;
+	assert(owner >= PLAYER_LIMIT  ||  base.armyObj && base.armyObj->tempOwner == owner);
+
+	CStack * ret = new CStack(&base, owner, stackID, attackerOwned, slot);
+	ret->position = position;
+	return ret;
+}
+
+CStack * BattleInfo::generateNewStack(const CStackBasicDescriptor &base, int stackID, bool attackerOwned, int slot, int position) const
+{
+	int owner = attackerOwned ? side1 : side2;
+	CStack * ret = new CStack(&base, owner, stackID, attackerOwned, slot);
+	ret->position = position;
+	return ret;
+}
+
+ui32 BattleInfo::getSpellCost(const CSpell * sp, const CGHeroInstance * caster) const
+{
+	ui32 ret = caster->getSpellCost(sp);
+
+	//checking for friendly stacks reducing cost of the spell and
+	//enemy stacks increasing it
+	si32 manaReduction = 0;
+	si32 manaIncrease = 0;
+	for(int g=0; g<stacks.size(); ++g)
+	{
+		if( stacks[g]->owner == caster->tempOwner && stacks[g]->hasBonusOfType(Bonus::CHANGES_SPELL_COST_FOR_ALLY) )
+		{
+			amin(manaReduction, stacks[g]->valOfBonuses(Bonus::CHANGES_SPELL_COST_FOR_ALLY));
+		}
+		if( stacks[g]->owner != caster->tempOwner && stacks[g]->hasBonusOfType(Bonus::CHANGES_SPELL_COST_FOR_ENEMY) )
+		{
+			amax(manaIncrease, stacks[g]->valOfBonuses(Bonus::CHANGES_SPELL_COST_FOR_ENEMY));
+		}
+	}
+
+	return ret + manaReduction + manaIncrease;
+}
+
+int BattleInfo::hexToWallPart(int hex) const
+{
+	if(siege == 0) //there is no battle!
+		return -1;
+
+	static const std::pair<int, int> attackable[] = //potentially attackable parts of wall
+	{std::make_pair(50, 0), std::make_pair(183, 1), std::make_pair(182, 2), std::make_pair(130, 3),
+	std::make_pair(62, 4), std::make_pair(29, 5), std::make_pair(12, 6), std::make_pair(95, 7), std::make_pair(96, 7)};
+
+	for(int g = 0; g < ARRAY_COUNT(attackable); ++g)
+	{
+		if(attackable[g].first == hex)
+			return attackable[g].second;
+	}
+
+	return -1; //not found!
+}
+
+int BattleInfo::lineToWallHex( int line ) const
+{
+	static const int lineToHex[] = {12, 29, 45, 62, 78, 95, 112, 130, 147, 165, 182};
+
+	return lineToHex[line];
+}
+
+std::pair<const CStack *, int> BattleInfo::getNearestStack(const CStack * closest, boost::logic::tribool attackerOwned) const
+{	
+	bool ac[BFIELD_SIZE];
+	std::set<int> occupyable;
+
+	getAccessibilityMap(ac, closest->doubleWide(), closest->attackerOwned, false, occupyable, closest->hasBonusOfType(Bonus::FLYING), closest->ID);
+
+	int predecessor[BFIELD_SIZE], dist[BFIELD_SIZE];
+	makeBFS(closest->position, ac, predecessor, dist, closest->doubleWide(), closest->attackerOwned, closest->hasBonusOfType(Bonus::FLYING), true);
+
+	std::vector< std::pair< std::pair<int, int>, const CStack *> > stackPairs; //pairs <<distance, hex>, stack>
+	for(int g=0; g<BFIELD_SIZE; ++g)
+	{
+		const CStack * atG = getStackT(g);
+		if(!atG || atG->ID == closest->ID) //if there is not stack or we are the closest one
+			continue;
+		if(boost::logic::indeterminate(attackerOwned) || atG->attackerOwned == attackerOwned)
+		{
+			if(predecessor[g] == -1) //TODO: is it really the best solution?
+				continue;
+			stackPairs.push_back( std::make_pair( std::make_pair(dist[predecessor[g]], g), atG) );
+		}
+	}
+
+	if(stackPairs.size() > 0)
+	{
+		std::vector< std::pair< std::pair<int, int>, const CStack *> > minimalPairs;
+		minimalPairs.push_back(stackPairs[0]);
+
+		for(int b=1; b<stackPairs.size(); ++b)
+		{
+			if(stackPairs[b].first.first < minimalPairs[0].first.first)
+			{
+				minimalPairs.clear();
+				minimalPairs.push_back(stackPairs[b]);
+			}
+			else if(stackPairs[b].first.first == minimalPairs[0].first.first)
+			{
+				minimalPairs.push_back(stackPairs[b]);
+			}
+		}
+
+		std::pair< std::pair<int, int>, const CStack *> minPair = minimalPairs[minimalPairs.size()/2];
+
+		return std::make_pair(minPair.second, predecessor[minPair.first.second]);
+	}
+
+	return std::make_pair<const CStack * , int>(NULL, -1);
+}
+ui32 BattleInfo::calculateSpellBonus(ui32 baseDamage, const CSpell * sp, const CGHeroInstance * caster, const CStack * affectedCreature) const
+{
+	ui32 ret = baseDamage;
+	//applying sorcery secondary skill
+	if(caster)
+	{
+		ret *= (100.f + caster->valOfBonuses(Bonus::SECONDARY_SKILL_PREMY, 25)) / 100.0f; //sorcery
+		ret *= (100.f + caster->valOfBonuses(Bonus::SPELL_DAMAGE) + caster->valOfBonuses(Bonus::SPECIFIC_SPELL_DAMAGE, sp->id)) / 100.0f;
+
+		if(sp->air)
+			ret *= (100.0f + caster->valOfBonuses(Bonus::AIR_SPELL_DMG_PREMY)) / 100.0f;
+		else if(sp->fire) //only one type of bonus for Magic Arrow
+			ret *= (100.0f + caster->valOfBonuses(Bonus::FIRE_SPELL_DMG_PREMY)) / 100.0f;
+		else if(sp->water)
+			ret *= (100.0f + caster->valOfBonuses(Bonus::WATER_SPELL_DMG_PREMY)) / 100.0f;
+		else if(sp->earth)
+			ret *= (100.0f + caster->valOfBonuses(Bonus::EARTH_SPELL_DMG_PREMY)) / 100.0f;
+
+		if (affectedCreature) //Hero specials like Solmyr, Deemer
+			ret *= (100.f + ((caster->valOfBonuses(Bonus::SPECIAL_SPELL_LEV, sp->id) * caster->level) / affectedCreature->getCreature()->level)) / 100.0f;
+	}
+	return ret;
+}
+
+ui32 BattleInfo::calculateSpellDmg( const CSpell * sp, const CGHeroInstance * caster, const CStack * affectedCreature, int spellSchoolLevel, int usedSpellPower ) const
+{
+	ui32 ret = 0; //value to return
+
+	//15 - magic arrows, 16 - ice bolt, 17 - lightning bolt, 18 - implosion, 20 - frost ring, 21 - fireball, 22 - inferno, 23 - meteor shower,
+	//24 - death ripple, 25 - destroy undead, 26 - armageddon, 77 - thunderbolt
+	static std::map <int, int> dmgMultipliers = boost::assign::map_list_of(15, 10)(16, 20)(17, 25)(18, 75)(20, 10)(21, 10)(22, 10)(23, 10)(24, 5)(25, 10)(26, 50)(77, 10);
+
+	//check if spell really does damage - if not, return 0
+	if(dmgMultipliers.find(sp->id) == dmgMultipliers.end())
+		return 0;
+
+	ret = usedSpellPower * dmgMultipliers[sp->id];
+	ret += sp->powers[spellSchoolLevel];
+
+	//affected creature-specific part
+	if(affectedCreature)
+	{
+		//applying protections - when spell has more then one elements, only one protection should be applied (I think)
+		if(sp->air && affectedCreature->hasBonusOfType(Bonus::SPELL_DAMAGE_REDUCTION, 0)) //air spell & protection from air
+		{
+			ret *= affectedCreature->valOfBonuses(Bonus::SPELL_DAMAGE_REDUCTION, 0);
+			ret /= 100;
+		}
+		else if(sp->fire && affectedCreature->hasBonusOfType(Bonus::SPELL_DAMAGE_REDUCTION, 1)) //fire spell & protection from fire
+		{
+			ret *= affectedCreature->valOfBonuses(Bonus::SPELL_DAMAGE_REDUCTION, 1);
+			ret /= 100;
+		}
+		else if(sp->water && affectedCreature->hasBonusOfType(Bonus::SPELL_DAMAGE_REDUCTION, 2)) //water spell & protection from water
+		{
+			ret *= affectedCreature->valOfBonuses(Bonus::SPELL_DAMAGE_REDUCTION, 2);
+			ret /= 100;
+		}
+		else if (sp->earth && affectedCreature->hasBonusOfType(Bonus::SPELL_DAMAGE_REDUCTION, 3)) //earth spell & protection from earth
+		{
+			ret *= affectedCreature->valOfBonuses(Bonus::SPELL_DAMAGE_REDUCTION, 3);
+			ret /= 100;
+		}
+		//general spell dmg reduction
+		if(sp->air && affectedCreature->hasBonusOfType(Bonus::SPELL_DAMAGE_REDUCTION, -1)) //air spell & protection from air
+		{
+			ret *= affectedCreature->valOfBonuses(Bonus::SPELL_DAMAGE_REDUCTION, -1);
+			ret /= 100;
+		}
+		//dmg increasing
+		if( affectedCreature->hasBonusOfType(Bonus::MORE_DAMAGE_FROM_SPELL, sp->id) )
+		{
+			ret *= 100 + affectedCreature->valOfBonuses(Bonus::MORE_DAMAGE_FROM_SPELL, sp->id);
+			ret /= 100;
+		}
+	}
+	ret = calculateSpellBonus(ret, sp, caster, affectedCreature);
+	return ret;
+}
+
+ui32 BattleInfo::calculateHealedHP(const CGHeroInstance * caster, const CSpell * spell, const CStack * stack) const
+{
+	int powerPerLevel;
+	bool resurrect;
+	switch(spell->id)
+	{
+	case 37: //cure
+		{
+			powerPerLevel = 5;
+			resurrect = false;
+			break;
+		}
+	case 38: //resurrection
+	case 39: //animate dead
+		{
+			powerPerLevel = 50;
+			resurrect = true;
+			break;
+		}
+	}
+	int healedHealth = caster->getPrimSkillLevel(2) * powerPerLevel + spell->powers[caster->getSpellSchoolLevel(spell)];
+	healedHealth = calculateSpellBonus(healedHealth, spell, caster, stack);
+	return std::min<ui32>(healedHealth, stack->MaxHealth() - stack->firstHPleft + (resurrect ? stack->baseAmount * stack->MaxHealth() : 0));
+}
+
+void BattleInfo::getStackQueue( std::vector<const CStack *> &out, int howMany, int turn /*= 0*/, int lastMoved /*= -1*/ ) const
+{
+	//we'll split creatures with remaining movement to 4 parts
+	std::vector<const CStack *> phase[4]; //0 - turrets/catapult, 1 - normal (unmoved) creatures, other war machines, 2 - waited cres that had morale, 3 - rest of waited cres
+	int toMove = 0; //how many stacks still has move
+	const CStack *active = getStack(activeStack);
+
+	//active stack hasn't taken any action yet - must be placed at the beginning of queue, no matter what
+	if(!turn && active && active->willMove() && !vstd::contains(active->state, WAITING))
+	{
+		out.push_back(active);
+		if(out.size() == howMany)
+			return;
+	}
+
+
+	for(unsigned int i=0; i<stacks.size(); ++i)
+	{
+		const CStack * const s = stacks[i];
+		if(turn <= 0 && !s->willMove() //we are considering current round and stack won't move
+			|| turn > 0 && !s->canMove(turn) //stack won't be able to move in later rounds
+			|| turn <= 0 && s == active && out.size() && s == out.front()) //it's active stack already added at the beginning of queue
+		{
+			continue;
+		}
+
+		int p = -1; //in which phase this tack will move?
+		if(turn <= 0 && vstd::contains(s->state, WAITING)) //consider waiting state only for ongoing round
+		{
+			if(vstd::contains(s->state, HAD_MORALE))
+				p = 2;
+			else
+				p = 3;
+		}
+		else if(s->getCreature()->idNumber == 145  ||  s->getCreature()->idNumber == 149) //catapult and turrets are first
+		{
+			p = 0;
+		}
+		else
+		{
+			p = 1;
+		}
+
+		phase[p].push_back(s);
+		toMove++;
+	}
+
+	for(int i = 0; i < 4; i++)
+		std::sort(phase[i].begin(), phase[i].end(), CMP_stack(i, turn > 0 ? turn : 0));
+
+	for(size_t i = 0; i < phase[0].size() && i < howMany; i++)
+		out.push_back(phase[0][i]);
+
+	if(out.size() == howMany)
+		return;
+
+	if(lastMoved == -1)
+	{
+		if(active)
+		{
+			if(out.size() && out.front() == active)
+				lastMoved = active->attackerOwned;
+			else
+				lastMoved = active->attackerOwned;
+		}
+		else
+		{
+			lastMoved = 0;
+		}
+	}
+
+	int pi = 1;
+	while(out.size() < howMany)
+	{
+		const CStack *hlp = takeStack(phase[pi], lastMoved, turn);
+		if(!hlp)
+		{
+			pi++;
+			if(pi > 3)
+			{
+				//if(turn != 2)
+				getStackQueue(out, howMany, turn + 1, lastMoved);
+				return;
+			}
+		}
+		else
+		{
+			out.push_back(hlp);
+		}
+	}
+}
+
+si8 BattleInfo::hasDistancePenalty( int stackID, int destHex )
+{
+	const CStack * stack = getStack(stackID);
+
+	struct HLP
+	{
+		static bool lowerAnalyze(const CStack * stack, int hex)
+		{
+			int distance = BattleInfo::getDistance(hex, stack->position);
+
+			//I hope it's approximately correct
+			return distance > 10 && !stack->hasBonusOfType(Bonus::NO_DISTANCE_PENALTY);
+		}
+	};
+	const CStack * dstStack = getStackT(destHex, false);
+
+	if (dstStack->doubleWide())
+		return HLP::lowerAnalyze(stack, destHex) && HLP::lowerAnalyze(stack, dstStack->occupiedHex());
+	else
+		return HLP::lowerAnalyze(stack, destHex);
+
+}
+
+si8 BattleInfo::sameSideOfWall(int pos1, int pos2)
+{
+	int wallInStackLine = lineToWallHex(pos1/BFIELD_WIDTH);
+	int wallInDestLine = lineToWallHex(pos2/BFIELD_WIDTH);
+
+	bool stackLeft = pos1 < wallInStackLine;
+	bool destLeft = pos2 < wallInDestLine;
+
+	return stackLeft != destLeft;
+}
+
+si8 BattleInfo::hasWallPenalty( int stackID, int destHex )
+{
+	if (siege == 0)
+	{
+		return false;
+	}
+	const CStack * stack = getStack(stackID);
+	if (stack->hasBonusOfType(Bonus::NO_WALL_PENALTY))
+	{
+		return false;
+	}
+
+	return !sameSideOfWall(stack->position, destHex);
+}
+
+si8 BattleInfo::canTeleportTo(int stackID, int destHex, int telportLevel)
+{
+	bool ac[BFIELD_SIZE];
+	const CStack *s = getStack(stackID, false); //this function is called from healedOrResurrected, so our stack can be dead
+
+	std::set<int> occupyable;
+
+	getAccessibilityMap(ac, s->doubleWide(), s->attackerOwned, false, occupyable, s->hasBonusOfType(Bonus::FLYING), stackID);
+
+	if (siege && telportLevel < 2) //check for wall
+	{
+		return ac[destHex] && sameSideOfWall(s->position, destHex);
+	}
+	else
+	{
+		return ac[destHex];
+	}
+
+}
+
+// void BattleInfo::getBonuses(BonusList &out, const CSelector &selector, const CBonusSystemNode *root /*= NULL*/) const
+// {
+// 	CBonusSystemNode::getBonuses(out, selector, root);
+// 
+// 	const CStack *dest = dynamic_cast<const CStack*>(root);
+// 	if (!dest)
+// 		return;
+// 
+// 	//TODO: make it in clean way
+// 	if(Selector::matchesType(selector, Bonus::MORALE) || Selector::matchesType(selector, Bonus::LUCK))
+// 	{
+// 		BOOST_FOREACH(const CStack *s, stacks)
+// 		{
+// 			if(s->owner == dest->owner)
+// 				s->getBonuses(out, selector, Selector::effectRange(Bonus::ONLY_ALLIED_ARMY), this);
+// 			else
+// 				s->getBonuses(out, selector, Selector::effectRange(Bonus::ONLY_ENEMY_ARMY), this);
+// 		}
+// 	}
+// }
+
+si8 BattleInfo::getDistance( THex hex1, THex hex2 )
+{
+	int xDst = std::abs(hex1 % BFIELD_WIDTH - hex2 % BFIELD_WIDTH),
+		yDst = std::abs(hex1 / BFIELD_WIDTH - hex2 / BFIELD_WIDTH);
+	return std::max(xDst, yDst) + std::min(xDst, yDst) - (yDst + 1)/2;
+}
+
+void BattleInfo::localInit()
+{
+	belligerents[0]->battle = belligerents[1]->battle = this;
+	//TODO: attach battle to belligerents
+
+	BOOST_FOREACH(CStack *s, stacks)
+	{
+		if(s->base) //stack originating from "real" stack in garrison -> attach to it
+		{
+			s->attachTo(const_cast<CStackInstance*>(s->base));
+		}
+		else //attach directly to obj to which stack belongs and creature type
+		{
+			CArmedInstance *army = belligerents[!s->attackerOwned];
+			s->attachTo(army);
+			assert(s->type);
+			s->attachTo(const_cast<CCreature*>(s->type));
+		}
+		s->postInit();
+	}
+}
+
+namespace CGH
+{
+	using namespace std;
+	static void readItTo(ifstream & input, vector< vector<int> > & dest) //reads 7 lines, i-th one containing i integers, and puts it to dest
+	{
+		for(int j=0; j<7; ++j)
+		{
+			std::vector<int> pom;
+			for(int g=0; g<j+1; ++g)
+			{
+				int hlp; input>>hlp;
+				pom.push_back(hlp);
+			}
+			dest.push_back(pom);
+		}
+	}
+}
+
+BattleInfo * BattleInfo::setupBattle( int3 tile, int terrain, int terType, const CArmedInstance *armies[2], const CGHeroInstance * heroes[2], bool creatureBank, const CGTownInstance *town )
+{
+	CMP_stack cmpst;
+	BattleInfo *curB = new BattleInfo;
+	curB->side1 = armies[0]->tempOwner;
+	curB->side2 = armies[1]->tempOwner;
+	if(curB->side2 == 254) 
+		curB->side2 = 255;
+
+	std::vector<CStack*> & stacks = (curB->stacks);
+
+	curB->tile = tile;
+	curB->battlefieldType = terType;
+	curB->belligerents[0] = const_cast<CArmedInstance*>(armies[0]);
+	curB->belligerents[1] = const_cast<CArmedInstance*>(armies[1]);
+	curB->heroes[0] = const_cast<CGHeroInstance*>(heroes[0]);
+	curB->heroes[1] = const_cast<CGHeroInstance*>(heroes[1]);
+	curB->round = -2;
+	curB->activeStack = -1;
+
+	if(town)
+	{
+		curB->tid = town->id;
+		curB->siege = town->fortLevel();
+	}
+	else
+	{
+		curB->tid = -1;
+		curB->siege = 0;
+	}
+
+	//reading battleStartpos
+	std::ifstream positions;
+	positions.open(DATA_DIR "/config/battleStartpos.txt", std::ios_base::in|std::ios_base::binary);
+	if(!positions.is_open())
+	{
+		tlog1<<"Unable to open battleStartpos.txt!"<<std::endl;
+	}
+	std::string dump;
+	positions>>dump; positions>>dump;
+	std::vector< std::vector<int> > attackerLoose, defenderLoose, attackerTight, defenderTight, attackerCreBank, defenderCreBank;
+	CGH::readItTo(positions, attackerLoose);
+	positions>>dump;
+	CGH::readItTo(positions, defenderLoose);
+	positions>>dump;
+	positions>>dump;
+	CGH::readItTo(positions, attackerTight);
+	positions>>dump;
+	CGH::readItTo(positions, defenderTight);
+	positions>>dump;
+	positions>>dump;
+	CGH::readItTo(positions, attackerCreBank);
+	positions>>dump;
+	CGH::readItTo(positions, defenderCreBank);
+	positions.close();
+	//battleStartpos read
+
+	int k = 0; //stack serial 
+	for(TSlots::const_iterator i = armies[0]->Slots().begin(); i!=armies[0]->Slots().end(); i++, k++)
+	{
+		int pos;
+		if(creatureBank)
+			pos = attackerCreBank[armies[0]->stacksCount()-1][k];
+		else if(armies[0]->formation)
+			pos = attackerTight[armies[0]->stacksCount()-1][k];
+		else
+			pos = attackerLoose[armies[0]->stacksCount()-1][k];
+
+		CStack * stack = curB->generateNewStack(*i->second, stacks.size(), true, i->first, pos);
+		stacks.push_back(stack);
+	}
+
+	k = 0;
+	for(TSlots::const_iterator i = armies[1]->Slots().begin(); i!=armies[1]->Slots().end(); i++, k++)
+	{
+		int pos;
+		if(creatureBank)
+			pos = defenderCreBank[armies[1]->stacksCount()-1][k];
+		else if(armies[1]->formation)
+			pos = defenderTight[armies[1]->stacksCount()-1][k];
+		else
+			pos = defenderLoose[armies[1]->stacksCount()-1][k];
+
+		CStack * stack = curB->generateNewStack(*i->second, stacks.size(), false, i->first, pos);
+		stacks.push_back(stack);
+	}
+
+	for(unsigned g=0; g<stacks.size(); ++g) //shifting positions of two-hex creatures
+	{
+		if((stacks[g]->position%17)==1 && stacks[g]->doubleWide() && stacks[g]->attackerOwned)
+		{
+			stacks[g]->position += 1;
+		}
+		else if((stacks[g]->position%17)==15 && stacks[g]->doubleWide() && !stacks[g]->attackerOwned)
+		{
+			stacks[g]->position -= 1;
+		}
+	}
+
+	//adding war machines
+	if(heroes[0])
+	{
+		if(heroes[0]->getArt(13)) //ballista
+		{
+			CStack * stack = curB->generateNewStack(CStackBasicDescriptor(146, 1), stacks.size(), true, 255, 52);
+			stacks.push_back(stack);
+		}
+		if(heroes[0]->getArt(14)) //ammo cart
+		{
+			CStack * stack = curB->generateNewStack(CStackBasicDescriptor(148, 1), stacks.size(), true, 255, 18);
+			stacks.push_back(stack);
+		}
+		if(heroes[0]->getArt(15)) //first aid tent
+		{
+			CStack * stack = curB->generateNewStack(CStackBasicDescriptor(147, 1), stacks.size(), true, 255, 154);
+			stacks.push_back(stack);
+		}
+	}
+	if(heroes[1])
+	{
+		//defending hero shouldn't receive ballista (bug #551)
+		if(heroes[1]->getArt(13) && !town) //ballista
+		{
+			CStack * stack = curB->generateNewStack(CStackBasicDescriptor(146, 1),  stacks.size(), false, 255, 66);
+			stacks.push_back(stack);
+		}
+		if(heroes[1]->getArt(14)) //ammo cart
+		{
+			CStack * stack = curB->generateNewStack(CStackBasicDescriptor(148, 1), stacks.size(), false, 255, 32);
+			stacks.push_back(stack);
+		}
+		if(heroes[1]->getArt(15)) //first aid tent
+		{
+			CStack * stack = curB->generateNewStack(CStackBasicDescriptor(147, 1), stacks.size(), false, 255, 168);
+			stacks.push_back(stack);
+		}
+	}
+	if(town && heroes[0] && town->hasFort()) //catapult
+	{
+		CStack * stack = curB->generateNewStack(CStackBasicDescriptor(145, 1), stacks.size(), true, 255, 120);
+		stacks.push_back(stack);
+	}
+	//war machines added
+
+	switch(curB->siege) //adding towers
+	{
+
+	case 3: //castle
+		{//lower tower / upper tower
+			CStack * stack = curB->generateNewStack(CStackBasicDescriptor(149, 1), stacks.size(), false, 255, -4);
+			stacks.push_back(stack);
+			stack = curB->generateNewStack(CStackBasicDescriptor(149, 1), stacks.size(), false, 255, -3);
+			stacks.push_back(stack);
+		}
+	case 2: //citadel
+		{//main tower
+			CStack * stack = curB->generateNewStack(CStackBasicDescriptor(149, 1), stacks.size(), false, 255, -2);
+			stacks.push_back(stack);
+		}
+	}
+
+	std::stable_sort(stacks.begin(),stacks.end(),cmpst);
+
+	//seting up siege
+	if(town && town->hasFort())
+	{
+		for(int b=0; b<ARRAY_COUNT(curB->si.wallState); ++b)
+		{
+			curB->si.wallState[b] = 1;
+		}
+	}
+
+	//randomize obstacles
+	if(town == NULL && !creatureBank) //do it only when it's not siege and not creature bank
+	{
+		bool obAv[BFIELD_SIZE]; //availability of hexes for obstacles;
+		std::vector<int> possibleObstacles;
+
+		for(int i=0; i<BFIELD_SIZE; ++i)
+		{
+			if(i%17 < 4 || i%17 > 12)
+			{
+				obAv[i] = false;
+			}
+			else
+			{
+				obAv[i] = true;
+			}
+		}
+
+		for(std::map<int, CObstacleInfo>::const_iterator g=VLC->heroh->obstacles.begin(); g!=VLC->heroh->obstacles.end(); ++g)
+		{
+			if(g->second.allowedTerrains[terType-1] == '1') //we need to take terType with -1 because terrain ids start from 1 and allowedTerrains array is indexed from 0
+			{
+				possibleObstacles.push_back(g->first);
+			}
+		}
+
+		srand(time(NULL));
+		if(possibleObstacles.size() > 0) //we cannot place any obstacles when we don't have them
+		{
+			int toBlock = rand()%6 + 6; //how many hexes should be blocked by obstacles
+			while(toBlock>0)
+			{
+				CObstacleInstance coi;
+				coi.uniqueID = curB->obstacles.size();
+				coi.ID = possibleObstacles[rand()%possibleObstacles.size()];
+				coi.pos = rand()%BFIELD_SIZE;
+				std::vector<int> block = VLC->heroh->obstacles[coi.ID].getBlocked(coi.pos);
+				bool badObstacle = false;
+				for(int b=0; b<block.size(); ++b)
+				{
+					if(block[b] < 0 || block[b] >= BFIELD_SIZE || !obAv[block[b]])
+					{
+						badObstacle = true;
+						break;
+					}
+				}
+				if(badObstacle) continue;
+				//obstacle can be placed
+				curB->obstacles.push_back(coi);
+				for(int b=0; b<block.size(); ++b)
+				{
+					if(block[b] >= 0 && block[b] < BFIELD_SIZE)
+						obAv[block[b]] = false;
+				}
+				toBlock -= block.size();
+			}
+		}
+	}
+
+	// 	//giving building bonuses, if siege and we have harrisoned hero
+	// 	if (town)
+	// 	{
+	// 		if (heroes[1])
+	// 		{
+	// 			for (int i=0; i<4; i++)
+	// 			{
+	// 				int val = town->defenceBonus(i);
+	// 				if (val)
+	// 				{
+	// 					GiveBonus gs;
+	// 					gs.bonus = Bonus(Bonus::ONE_BATTLE, Bonus::PRIMARY_SKILL, Bonus::OBJECT, val, -1, "", i);
+	// 					gs.id = heroes[1]->id;
+	// 					sendAndApply(&gs);
+	// 				}
+	// 			}
+	// 		}
+	// 		else//if we don't have hero - apply separately, if hero present - will be taken from hero bonuses
+	// 		{
+	// 			if(town->subID == 0  &&  vstd::contains(town->builtBuildings,22)) //castle, brotherhood of sword built
+	// 				for(int g=0; g<stacks.size(); ++g)
+	// 					stacks[g]->addNewBonus(makeFeature(Bonus::MORALE, Bonus::ONE_BATTLE, 0, 2, Bonus::TOWN_STRUCTURE));
+	// 
+	// 			else if(vstd::contains(town->builtBuildings,5)) //tavern is built
+	// 				for(int g=0; g<stacks.size(); ++g)
+	// 					stacks[g]->addNewBonus(makeFeature(Bonus::MORALE, Bonus::ONE_BATTLE, 0, 1, Bonus::TOWN_STRUCTURE));
+	// 
+	// 			if(town->subID == 1  &&  vstd::contains(town->builtBuildings,21)) //rampart, fountain of fortune is present
+	// 				for(int g=0; g<stacks.size(); ++g)
+	// 					stacks[g]->addNewBonus(makeFeature(Bonus::LUCK, Bonus::ONE_BATTLE, 0, 2, Bonus::TOWN_STRUCTURE));
+	// 		}
+	// 	}
+
+	//giving terrain overalay premies
+	int bonusSubtype = -1;
+	switch(terType)
+	{
+	case 9: //magic plains
+		{
+			bonusSubtype = 0;
+		}
+	case 14: //fiery fields
+		{
+			if(bonusSubtype == -1) bonusSubtype = 1;
+		}
+	case 15: //rock lands
+		{
+			if(bonusSubtype == -1) bonusSubtype = 8;
+		}
+	case 16: //magic clouds
+		{
+			if(bonusSubtype == -1) bonusSubtype = 2;
+		}
+	case 17: //lucid pools
+		{
+			if(bonusSubtype == -1) bonusSubtype = 4;
+		}
+
+		{ //common part for cases 9, 14, 15, 16, 17
+			curB->addNewBonus(new Bonus(Bonus::ONE_BATTLE, Bonus::MAGIC_SCHOOL_SKILL, Bonus::TERRAIN_OVERLAY, 3, -1, "", bonusSubtype));
+			break;
+		}
+
+	case 18: //holy ground
+		{
+			curB->addNewBonus(makeFeature(Bonus::MORALE, Bonus::ONE_BATTLE, 0, +1, Bonus::TERRAIN_OVERLAY)->addLimiter(new CreatureAlignmentLimiter(GOOD)));
+			curB->addNewBonus(makeFeature(Bonus::MORALE, Bonus::ONE_BATTLE, 0, -1, Bonus::TERRAIN_OVERLAY)->addLimiter(new CreatureAlignmentLimiter(EVIL)));
+			break;
+		}
+	case 19: //clover field
+		{ //+2 luck bonus for neutral creatures
+			curB->addNewBonus(makeFeature(Bonus::LUCK, Bonus::ONE_BATTLE, 0, +2, Bonus::TERRAIN_OVERLAY)->addLimiter(new CreatureFactionLimiter(-1)));
+			break;
+		}
+	case 20: //evil fog
+		{
+			curB->addNewBonus(makeFeature(Bonus::MORALE, Bonus::ONE_BATTLE, 0, -1, Bonus::TERRAIN_OVERLAY)->addLimiter(new CreatureAlignmentLimiter(GOOD)));
+			curB->addNewBonus(makeFeature(Bonus::MORALE, Bonus::ONE_BATTLE, 0, +1, Bonus::TERRAIN_OVERLAY)->addLimiter(new CreatureAlignmentLimiter(EVIL)));
+			break;
+		}
+	case 22: //cursed ground
+		{
+			curB->addNewBonus(makeFeature(Bonus::NO_MORALE, Bonus::ONE_BATTLE, 0, 0, Bonus::TERRAIN_OVERLAY));
+			curB->addNewBonus(makeFeature(Bonus::NO_LUCK, Bonus::ONE_BATTLE, 0, 0, Bonus::TERRAIN_OVERLAY));
+			curB->addNewBonus(makeFeature(Bonus::BLOCK_SPELLS_ABOVE_LEVEL, Bonus::ONE_BATTLE, 0, 1, Bonus::TERRAIN_OVERLAY));
+			break;
+		}
+	}
+	//overlay premies given
+
+	//native terrain bonuses
+	if(town) //during siege always take premies for native terrain of faction
+		terrain = VLC->heroh->nativeTerrains[town->town->typeID];
+
+	ILimiter *nativeTerrain = new CreatureNativeTerrainLimiter(terrain);
+	curB->addNewBonus(makeFeature(Bonus::STACKS_SPEED, Bonus::ONE_BATTLE, 0, 1, Bonus::TERRAIN_NATIVE)->addLimiter(nativeTerrain));
+	curB->addNewBonus(makeFeature(Bonus::PRIMARY_SKILL, Bonus::ONE_BATTLE, PrimarySkill::ATTACK, 1, Bonus::TERRAIN_NATIVE)->addLimiter(nativeTerrain));
+	curB->addNewBonus(makeFeature(Bonus::PRIMARY_SKILL, Bonus::ONE_BATTLE, PrimarySkill::DEFENSE, 1, Bonus::TERRAIN_NATIVE)->addLimiter(nativeTerrain));
+	//////////////////////////////////////////////////////////////////////////
+
+	return curB;
+}
+
+
+
+
+
+CStack::CStack(const CStackInstance *Base, int O, int I, bool AO, int S)
+	: base(Base), ID(I), owner(O), slot(S), attackerOwned(AO), position(-1),   
+	counterAttacks(1)
+{
+	assert(base);
+	type = base->type;
+	count = baseAmount = base->count;
+}
+
+CStack::CStack()
+{
+	init();
+}
+
+CStack::CStack(const CStackBasicDescriptor *stack, int O, int I, bool AO, int S)
+	: base(NULL), ID(I), owner(O), slot(S), attackerOwned(AO), position(-1), counterAttacks(1)
+{
+	type = stack->type;
+	count = baseAmount = stack->count;
+}
+
+void CStack::init()
+{
+	base = NULL;
+	type = NULL;
+	ID = -1;
+	count = baseAmount = -1;
+	firstHPleft = -1;
+	owner = 255;
+	slot = 255;
+	attackerOwned = false;
+	position = -1;
+	counterAttacks = -1;
+}
+
+void CStack::postInit()
+{
+	assert(type);
+	assert(parents.size());
+
+	firstHPleft = valOfBonuses(Bonus::STACK_HEALTH);
+	shots = getCreature()->shots;
+	counterAttacks = 1 + valOfBonuses(Bonus::ADDITIONAL_RETALIATION);
+	state.insert(ALIVE);  //alive state indication
+
+
+	assert(firstHPleft > 0);
+}
+
+ui32 CStack::Speed( int turn /*= 0*/ ) const
+{
+	if(hasBonus(Selector::type(Bonus::SIEGE_WEAPON) && Selector::turns(turn))) //war machines cannot move
+		return 0;
+
+	int speed = valOfBonuses(Selector::type(Bonus::STACKS_SPEED) && Selector::turns(turn));
+
+	int percentBonus = 0;
+	BOOST_FOREACH(const Bonus *b, bonuses)
+	{
+		if(b->type == Bonus::STACKS_SPEED)
+		{
+			percentBonus += b->additionalInfo;
+		}
+	}
+
+	speed = ((100 + percentBonus) * speed)/100;
+
+	//bind effect check
+	if(getEffect(72)) 
+	{
+		return 0;
+	}
+
+	return speed;
+}
+
+const Bonus * CStack::getEffect( ui16 id, int turn /*= 0*/ ) const
+{
+	BOOST_FOREACH(Bonus *it, bonuses)
+	{
+		if(it->source == Bonus::SPELL_EFFECT && it->id == id)
+		{
+			if(!turn || it->turnsRemain > turn)
+				return &(*it);
+		}
+	}
+	return NULL;
+}
+
+void CStack::stackEffectToFeature(BonusList & sf, const Bonus & sse)
+{
+	// 	si32 power = VLC->spellh->spells[sse.id]->powers[sse.val];
+	// 	Bonus * bonus = getBonus(Selector::typeSybtype(Bonus::SPECIAL_PECULIAR_ENCHANT, sse.id));
+	// 	if (bonus)
+	// 	{
+	// 		switch(bonus->additionalInfo)
+	// 		{
+	// 			case 0: //normal
+	// 				switch(type->level)
+	// 				{
+	// 					case 1: case 2:
+	// 						power += 3; //it doesn't necessarily make sense for some spells, use it wisely
+	// 					break;
+	// 					case 3: case 4:
+	// 						power += 2;
+	// 					break;
+	// 					case 5: case 6:
+	// 						power += 1;
+	// 					break;
+	// 				}
+	// 			break;
+	// 			case 1: //only Coronius as yet
+	// 				power = std::max(5 - type->level, 0);
+	// 			break;
+	// 		}
+	// 	}
+	// 
+	// 	switch(sse.id)
+	// 	{
+	// 	case 27: //shield 
+	// 		sf.push_back(featureGenerator(Bonus::GENERAL_DAMAGE_REDUCTION, 0, power, sse.turnsRemain));
+	// 		sf.back().id = sse.id;
+	// 		break;
+	// 	case 28: //air shield
+	// 		sf.push_back(featureGenerator(Bonus::GENERAL_DAMAGE_REDUCTION, 1, power, sse.turnsRemain));
+	// 		sf.back().id = sse.id;
+	// 		break;
+	// 	case 29: //fire shield
+	// 		sf.push_back(featureGenerator(Bonus::FIRE_SHIELD, 0, power, sse.turnsRemain));
+	// 		sf.back().id = sse.id;
+	// 		break;
+	// 	case 30: //protection from air
+	// 		sf.push_back(featureGenerator(Bonus::SPELL_DAMAGE_REDUCTION, 0, power, sse.turnsRemain));
+	// 		sf.back().id = sse.id;
+	// 		break;
+	// 	case 31: //protection from fire
+	// 		sf.push_back(featureGenerator(Bonus::SPELL_DAMAGE_REDUCTION, 1, power, sse.turnsRemain));
+	// 		sf.back().id = sse.id;
+	// 		break;
+	// 	case 32: //protection from water
+	// 		sf.push_back(featureGenerator(Bonus::SPELL_DAMAGE_REDUCTION, 2, power, sse.turnsRemain));
+	// 		sf.back().id = sse.id;
+	// 		break;
+	// 	case 33: //protection from earth
+	// 		sf.push_back(featureGenerator(Bonus::SPELL_DAMAGE_REDUCTION, 3, power, sse.turnsRemain));
+	// 		sf.back().id = sse.id;
+	// 		break;
+	// 	case 34: //anti-magic
+	// 		sf.push_back(featureGenerator(Bonus::LEVEL_SPELL_IMMUNITY, 0, power - 1, sse.turnsRemain));
+	// 		sf.back().id = sse.id;
+	// 		break;
+	// 	case 41: //bless
+	// 		if (hasBonusOfType(Bonus::SPECIAL_BLESS_DAMAGE, 41)) //TODO: better handling of bonus percentages
+	// 		{
+	// 			int damagePercent = dynamic_cast<const CGHeroInstance*>(armyObj)->level * valOfBonuses(Bonus::SPECIAL_BLESS_DAMAGE, 41) / type->level;
+	// 			sf.push_back(featureGenerator(Bonus::CREATURE_DAMAGE, 0, damagePercent, sse.turnsRemain));
+	// 			sf.back().id = sse.id;
+	// 			sf.back().valType = Bonus::PERCENT_TO_ALL;
+	// 		}
+	// 		sf.push_back(featureGenerator(Bonus::ALWAYS_MAXIMUM_DAMAGE, -1, power, sse.turnsRemain));
+	// 		sf.back().id = sse.id;
+	// 		break;
+	// 	case 42: //curse
+	// 		sf.push_back(featureGenerator(Bonus::ALWAYS_MINIMUM_DAMAGE, -1, -1 * power, sse.turnsRemain, sse.val >= 2 ? 20 : 0));
+	// 		sf.back().id = sse.id;
+	// 		break;
+	// 	case 43: //bloodlust
+	// 		sf.push_back(featureGenerator(Bonus::PRIMARY_SKILL, PrimarySkill::ATTACK, power, sse.turnsRemain, 0, Bonus::ONLY_MELEE_FIGHT));
+	// 		sf.back().id = sse.id;
+	// 		break;
+	// 	case 44: //precision
+	// 		sf.push_back(featureGenerator(Bonus::PRIMARY_SKILL, PrimarySkill::ATTACK, power, sse.turnsRemain, 0, Bonus::ONLY_DISTANCE_FIGHT));
+	// 		sf.back().id = sse.id;
+	// 		break;
+	// 	case 45: //weakness
+	// 		sf.push_back(featureGenerator(Bonus::PRIMARY_SKILL, PrimarySkill::ATTACK, -1 * power, sse.turnsRemain));
+	// 		sf.back().id = sse.id;
+	// 		break;
+	// 	case 46: //stone skin
+	// 		sf.push_back(featureGenerator(Bonus::PRIMARY_SKILL, PrimarySkill::DEFENSE, power, sse.turnsRemain));
+	// 		sf.back().id = sse.id;
+	// 		break;
+	// 	case 47: //disrupting ray
+	// 		sf.push_back(featureGenerator(Bonus::PRIMARY_SKILL, PrimarySkill::DEFENSE, -1 * power, sse.turnsRemain));
+	// 		sf.back().id = sse.id;
+	// 		break;
+	// 	case 48: //prayer
+	// 		sf.push_back(featureGenerator(Bonus::PRIMARY_SKILL, PrimarySkill::ATTACK, power, sse.turnsRemain));
+	// 		sf.back().id = sse.id;
+	// 		sf.push_back(featureGenerator(Bonus::PRIMARY_SKILL, PrimarySkill::DEFENSE, power, sse.turnsRemain));
+	// 		sf.back().id = sse.id;
+	// 		sf.push_back(featureGenerator(Bonus::STACKS_SPEED, 0, power, sse.turnsRemain));
+	// 		sf.back().id = sse.id;
+	// 		break;
+	// 	case 49: //mirth
+	// 		sf.push_back(featureGenerator(Bonus::MORALE, 0, power, sse.turnsRemain));
+	// 		sf.back().id = sse.id;
+	// 		break;
+	// 	case 50: //sorrow
+	// 		sf.push_back(featureGenerator(Bonus::MORALE, 0, -1 * power, sse.turnsRemain));
+	// 		sf.back().id = sse.id;
+	// 		break;
+	// 	case 51: //fortune
+	// 		sf.push_back(featureGenerator(Bonus::LUCK, 0, power, sse.turnsRemain));
+	// 		sf.back().id = sse.id;
+	// 		break;
+	// 	case 52: //misfortune
+	// 		sf.push_back(featureGenerator(Bonus::LUCK, 0, -1 * power, sse.turnsRemain));
+	// 		sf.back().id = sse.id;
+	// 		break;
+	// 	case 53: //haste
+	// 		sf.push_back(featureGenerator(Bonus::STACKS_SPEED, 0, power, sse.turnsRemain));
+	// 		sf.back().id = sse.id;
+	// 		break;
+	// 	case 54: //slow
+	// 		sf.push_back(featureGeneratorVT(Bonus::STACKS_SPEED, 0, -1 * ( 100 - power ), sse.turnsRemain, Bonus::PERCENT_TO_ALL));
+	// 		sf.back().id = sse.id;
+	// 		break;
+	// 	case 55: //slayer
+	// 		if (bonus) //Coronius
+	// 		{
+	// 			sf.push_back(featureGenerator(Bonus::PRIMARY_SKILL, PrimarySkill::ATTACK, power, sse.turnsRemain));
+	// 			sf.back().id = sse.id;
+	// 		}
+	// 		sf.push_back(featureGenerator(Bonus::SLAYER, 0, sse.val, sse.turnsRemain));
+	// 		sf.back().id = sse.id;
+	// 		break;
+	// 	case 56: //frenzy
+	// 		sf.push_back(featureGenerator(Bonus::IN_FRENZY, 0, VLC->spellh->spells[56]->powers[sse.val]/100.0, sse.turnsRemain));
+	// 		sf.back().id = sse.id;
+	// 		break;
+	// 	case 58: //counterstrike
+	// 		sf.push_back(featureGenerator(Bonus::ADDITIONAL_RETALIATION, 0, power, sse.turnsRemain));
+	// 		sf.back().id = sse.id;
+	// 		break;
+	// 	case 59: //bersek
+	// 		sf.push_back(featureGenerator(Bonus::ATTACKS_NEAREST_CREATURE, 0, sse.val, sse.turnsRemain));
+	// 		sf.back().id = sse.id;
+	// 		break;
+	// 	case 60: //hypnotize
+	// 		sf.push_back(featureGenerator(Bonus::HYPNOTIZED, 0, sse.val, sse.turnsRemain));
+	// 		sf.back().id = sse.id;
+	// 		break;
+	// 	case 61: //forgetfulness
+	// 		sf.push_back(featureGenerator(Bonus::FORGETFULL, 0, sse.val, sse.turnsRemain));
+	// 		sf.back().id = sse.id;
+	// 		break;
+	// 	case 62: //blind
+	// 		sf.push_back(makeFeature(Bonus::NOT_ACTIVE, Bonus::UNITL_BEING_ATTACKED | Bonus::N_TURNS, 0, 0, Bonus::SPELL_EFFECT, sse.turnsRemain));
+	// 		sf.back().id = sse.id;
+	// 		sf.push_back(makeFeature(Bonus::GENERAL_ATTACK_REDUCTION, Bonus::UNTIL_ATTACK | Bonus::N_TURNS, 0, power, Bonus::SPELL_EFFECT, sse.turnsRemain));
+	// 		sf.back().id = sse.id;
+	// 		break;
+	// 	}
+}
+
+ui8 CStack::howManyEffectsSet(ui16 id) const
+{
+	ui8 ret = 0;
+	BOOST_FOREACH(const Bonus *it, bonuses)
+		if(it->source == Bonus::SPELL_EFFECT && it->id == id) //effect found
+		{
+			++ret;
+		}
+		return ret;
+}
+
+bool CStack::willMove(int turn /*= 0*/) const
+{
+	return ( turn ? true : !vstd::contains(state, DEFENDING) )
+		&& !moved(turn)
+		&& canMove(turn);
+}
+
+bool CStack::canMove( int turn /*= 0*/ ) const
+{
+	return alive()
+		&& !hasBonus(Selector::type(Bonus::NOT_ACTIVE) && Selector::turns(turn)); //eg. Ammo Cart or blinded creature
+}
+
+bool CStack::moved( int turn /*= 0*/ ) const
+{
+	if(!turn)
+		return vstd::contains(state, MOVED);
+	else
+		return false;
+}
+
+bool CStack::doubleWide() const
+{
+	return getCreature()->doubleWide;
+}
+
+int CStack::occupiedHex() const
+{
+	if (doubleWide())
+	{
+		if (attackerOwned)
+			return position - 1;
+		else
+			return position + 1;
+	} 
+	else
+	{
+		return -1;
+	}
+}
+BonusList CStack::getSpellBonuses() const
+{
+	return getBonuses(Selector::sourceTypeSel(Bonus::CASTED_SPELL));
+}
+
+std::vector<si32> CStack::activeSpells() const
+{
+	std::vector<si32> ret;
+
+	BonusList spellEffects = getSpellBonuses();
+	BOOST_FOREACH(const Bonus *it, spellEffects)
+	{
+		if (!vstd::contains(ret, it->id)) //do not duplicate spells with multiple effects
+			ret.push_back(it->id);
+	}
+
+	return ret;
+}
+
+CStack::~CStack()
+{
+	detachFromAll();
+	if(vstd::contains(state, SUMMONED))
+		delNull(base);
+}
+
+const CGHeroInstance * CStack::getMyHero() const
+{
+	if(base)
+		return dynamic_cast<const CGHeroInstance *>(base->armyObj);
+	else //we are attached directly?
+		BOOST_FOREACH(const CBonusSystemNode *n, parents)
+		if(n->nodeType == HERO)
+			dynamic_cast<const CGHeroInstance *>(n);
+
+	return NULL;
+}
+
+std::string CStack::nodeName() const
+{
+	std::ostringstream oss;
+	oss << "Battle stack [" << ID << "]: " << count << " creatures of ";
+	if(type)
+		oss << type->namePl;
+	else
+		oss << "[UNDEFINED TYPE]";
+
+	oss << " from slot " << (int)slot;
+	if(base && base->armyObj)
+		oss << " of armyobj=" << base->armyObj->id;
+	return oss.str();
+}
+
+bool CMP_stack::operator()( const CStack* a, const CStack* b )
+{
+	switch(phase)
+	{
+	case 0: //catapult moves after turrets
+		return a->getCreature()->idNumber < b->getCreature()->idNumber; //catapult is 145 and turrets are 149
+		//TODO? turrets order
+	case 1: //fastest first, upper slot first
+		{
+			int as = a->Speed(turn), bs = b->Speed(turn);
+			if(as != bs)
+				return as > bs;
+			else
+				return a->slot < b->slot;
+		}
+	case 2: //fastest last, upper slot first
+		//TODO: should be replaced with order of receiving morale!
+	case 3: //fastest last, upper slot first
+		{
+			int as = a->Speed(turn), bs = b->Speed(turn);
+			if(as != bs)
+				return as < bs;
+			else
+				return a->slot < b->slot;
+		}
+	default:
+		assert(0);
+		return false;
+	}
+
+}
+
+CMP_stack::CMP_stack( int Phase /*= 1*/, int Turn )
+{
+	phase = Phase;
+	turn = Turn;
+}
+

+ 212 - 0
lib/BattleState.h

@@ -0,0 +1,212 @@
+#pragma once
+
+#include "../global.h"
+#include "HeroBonus.h"
+#include "CCreatureSet.h"
+
+#include "ConstTransitivePtr.h"
+
+/*
+ * BattleState.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
+ *
+ */
+
+class CGHeroInstance;
+class CStack;
+class CArmedInstance;
+class CGTownInstance;
+class CStackInstance;
+
+
+struct DLL_EXPORT CObstacleInstance
+{
+	int uniqueID;
+	int ID; //ID of obstacle (defines type of it)
+	int pos; //position on battlefield
+	template <typename Handler> void serialize(Handler &h, const int version)
+	{
+		h & ID & pos & uniqueID;
+	}
+};
+
+//only for use in BattleInfo
+struct DLL_EXPORT SiegeInfo
+{
+	ui8 wallState[8]; //[0] - keep, [1] - bottom tower, [2] - bottom wall, [3] - below gate, [4] - over gate, [5] - upper wall, [6] - uppert tower, [7] - gate; 1 - intact, 2 - damaged, 3 - destroyed
+
+	template <typename Handler> void serialize(Handler &h, const int version)
+	{
+		h & wallState;
+	}
+};
+
+struct DLL_EXPORT BattleInfo : public CBonusSystemNode
+{
+	ui8 side1, side2; //side1 - attacker, side2 - defender
+	si32 round, activeStack;
+	ui8 siege; //    = 0 ordinary battle    = 1 a siege with a Fort    = 2 a siege with a Citadel    = 3 a siege with a Castle
+	si32 tid; //used during town siege - id of attacked town; -1 if not town defence
+	int3 tile; //for background and bonuses
+	CGHeroInstance *heroes[2];
+	CArmedInstance *belligerents[2]; //may be same as heroes
+	std::vector<CStack*> stacks;
+	std::vector<CObstacleInstance> obstacles;
+	ui8 castSpells[2]; //[0] - attacker, [1] - defender
+	SiegeInfo si;
+	si32 battlefieldType;
+
+	template <typename Handler> void serialize(Handler &h, const int version)
+	{
+		h & side1 & side2 & round & activeStack & siege & tid & tile & stacks & belligerents & obstacles
+			& castSpells & si & battlefieldType;
+		h & heroes;
+		h & static_cast<CBonusSystemNode&>(*this);
+	}
+
+	//////////////////////////////////////////////////////////////////////////
+	//void getBonuses(BonusList &out, const CSelector &selector, const CBonusSystemNode *root = NULL) const;
+	//////////////////////////////////////////////////////////////////////////
+
+	const CStack * getNextStack() const; //which stack will have turn after current one
+	void getStackQueue(std::vector<const CStack *> &out, int howMany, int turn = 0, int lastMoved = -1) const; //returns stack in order of their movement action
+	CStack * getStack(int stackID, bool onlyAlive = true);
+	const CStack * getStack(int stackID, bool onlyAlive = true) const;
+	CStack * getStackT(THex tileID, bool onlyAlive = true);
+	const CStack * getStackT(THex tileID, bool onlyAlive = true) const;
+	void getAccessibilityMap(bool *accessibility, bool twoHex, bool attackerOwned, bool addOccupiable, std::set<int> & occupyable, bool flying, int stackToOmmit=-1) const; //send pointer to at least 187 allocated bytes
+	static bool isAccessible(int hex, bool * accessibility, bool twoHex, bool attackerOwned, bool flying, bool lastPos); //helper for makeBFS
+	void makeBFS(int start, bool*accessibility, int *predecessor, int *dists, bool twoHex, bool attackerOwned, bool flying, bool fillPredecessors) const; //*accessibility must be prepared bool[187] array; last two pointers must point to the at least 187-elements int arrays - there is written result
+	std::pair< std::vector<int>, int > getPath(int start, int dest, bool*accessibility, bool flyingCreature, bool twoHex, bool attackerOwned); //returned value: pair<path, length>; length may be different than number of elements in path since flying vreatures jump between distant hexes
+	std::vector<int> getAccessibility(int stackID, bool addOccupiable) const; //returns vector of accessible tiles (taking into account the creature range)
+
+	bool isStackBlocked(int ID); //returns true if there is neighboring enemy stack
+	static signed char mutualPosition(THex hex1, THex hex2); //returns info about mutual position of given hexes (-1 - they're distant, 0 - left top, 1 - right top, 2 - right, 3 - right bottom, 4 - left bottom, 5 - left)
+	static std::vector<int> neighbouringTiles(int hex);
+	static si8 getDistance(THex hex1, THex hex2); //returns distance between given hexes
+	ui32 calculateDmg(const CStack* attacker, const CStack* defender, const CGHeroInstance * attackerHero, const CGHeroInstance * defendingHero, bool shooting, ui8 charge, bool lucky); //charge - number of hexes travelled before attack (for champion's jousting)
+	std::pair<ui32, ui32> calculateDmgRange(const CStack* attacker, const CStack* defender, const CGHeroInstance * attackerHero, const CGHeroInstance * defendingHero, bool shooting, ui8 charge, bool lucky); //charge - number of hexes travelled before attack (for champion's jousting); returns pair <min dmg, max dmg>
+	void calculateCasualties(std::map<ui32,si32> *casualties) const; //casualties are array of maps size 2 (attacker, defeneder), maps are (crid => amount)
+	std::set<CStack*> getAttackedCreatures(const CSpell * s, int skillLevel, ui8 attackerOwner, int destinationTile); //calculates stack affected by given spell
+	static int calculateSpellDuration(const CSpell * spell, const CGHeroInstance * caster, int usedSpellPower);
+	CStack * generateNewStack(const CStackInstance &base, int stackID, bool attackerOwned, int slot, int position) const; //helper for CGameHandler::setupBattle and spells addign new stacks to the battlefield
+	CStack * generateNewStack(const CStackBasicDescriptor &base, int stackID, bool attackerOwned, int slot, int position) const; //helper for CGameHandler::setupBattle and spells addign new stacks to the battlefield
+	ui32 getSpellCost(const CSpell * sp, const CGHeroInstance * caster) const; //returns cost of given spell
+	int hexToWallPart(int hex) const; //returns part of destructible wall / gate / keep under given hex or -1 if not found
+	int lineToWallHex(int line) const; //returns hex with wall in given line
+	std::pair<const CStack *, int> getNearestStack(const CStack * closest, boost::logic::tribool attackerOwned) const; //if attackerOwned is indetermnate, returened stack is of any owner; hex is the number of hex we should be looking from; returns (nerarest creature, predecessorHex)
+	ui32 calculateSpellBonus(ui32 baseDamage, const CSpell * sp, const CGHeroInstance * caster, const CStack * affectedCreature) const;
+	ui32 calculateSpellDmg(const CSpell * sp, const CGHeroInstance * caster, const CStack * affectedCreature, int spellSchoolLevel, int usedSpellPower) const; //calculates damage inflicted by spell
+	ui32 calculateHealedHP(const CGHeroInstance * caster, const CSpell * spell, const CStack * stack) const;
+	si8 hasDistancePenalty(int stackID, int destHex); //determines if given stack has distance penalty shooting given pos
+	si8 sameSideOfWall(int pos1, int pos2); //determines if given positions are on the same side of wall
+	si8 hasWallPenalty(int stackID, int destHex); //determines if given stack has wall penalty shooting given pos
+	si8 canTeleportTo(int stackID, int destHex, int telportLevel); //determines if given stack can teleport to given place
+	void localInit();
+	static BattleInfo * BattleInfo::setupBattle( int3 tile, int terrain, int terType, const CArmedInstance *armies[2], const CGHeroInstance * heroes[2], bool creatureBank, const CGTownInstance *town );
+};
+
+class DLL_EXPORT CStack : public CBonusSystemNode, public CStackBasicDescriptor
+{ 
+public:
+	const CStackInstance *base;
+
+	ui32 ID; //unique ID of stack
+	ui32 baseAmount;
+	ui32 firstHPleft; //HP of first creature in stack
+	ui8 owner, slot;  //owner - player colour (255 for neutrals), slot - position in garrison (may be 255 for neutrals/called creatures)
+	ui8 attackerOwned; //if true, this stack is owned by attakcer (this one from left hand side of battle)
+	THex position; //position on battlefield; -2 - keep, -3 - lower tower, -4 - upper tower
+	ui8 counterAttacks; //how many counter attacks can be performed more in this turn (by default set at the beginning of the round to 1)
+	si16 shots; //how many shots left
+
+	std::set<ECombatInfo> state;
+	//overrides
+	const CCreature* getCreature() const {return type;}
+
+	CStack(const CStackInstance *base, int O, int I, bool AO, int S); //c-tor
+	CStack(const CStackBasicDescriptor *stack, int O, int I, bool AO, int S = 255); //c-tor
+	CStack(); //c-tor
+	~CStack();
+	std::string nodeName() const OVERRIDE;
+
+	void init(); //set initial (invalid) values
+	void postInit(); //used to finish initialization when inheriting creature parameters is working
+	const Bonus * getEffect(ui16 id, int turn = 0) const; //effect id (SP)
+	ui8 howManyEffectsSet(ui16 id) const; //returns amount of effects with given id set for this stack
+	bool willMove(int turn = 0) const; //if stack has remaining move this turn
+	bool moved(int turn = 0) const; //if stack was already moved this turn
+	bool canMove(int turn = 0) const; //if stack can move
+	ui32 Speed(int turn = 0) const; //get speed of creature with all modificators
+	BonusList getSpellBonuses() const;
+	void stackEffectToFeature(BonusList & sf, const Bonus & sse);
+	std::vector<si32> activeSpells() const; //returns vector of active spell IDs sorted by time of cast
+	const CGHeroInstance *getMyHero() const; //if stack belongs to hero (directly or was by him summoned) returns hero, NULL otherwise
+
+	static inline Bonus *featureGenerator(Bonus::BonusType type, si16 subtype, si32 value, ui16 turnsRemain, si32 additionalInfo = 0, si32 limit = Bonus::NO_LIMIT)
+	{
+		Bonus *hb = makeFeature(type, Bonus::N_TURNS, subtype, value, Bonus::SPELL_EFFECT, turnsRemain, additionalInfo);
+		hb->effectRange = limit;
+		hb->source = Bonus::CASTED_SPELL; //right?
+		return hb;
+	}
+
+	static inline Bonus *featureGeneratorVT(Bonus::BonusType type, si16 subtype, si32 value, ui16 turnsRemain, ui8 valType)
+	{
+		Bonus *ret(makeFeature(type, Bonus::N_TURNS, subtype, value, Bonus::SPELL_EFFECT, turnsRemain));
+		ret->valType = valType;
+		ret->source = Bonus::CASTED_SPELL; //right?
+		return ret;
+	}
+
+	bool doubleWide() const;
+	int occupiedHex() const; //returns number of occupied hex (not the position) if stack is double wide; otherwise -1
+
+	template <typename Handler> void serialize(Handler &h, const int version)
+	{
+		assert(isIndependentNode());
+		h & static_cast<CBonusSystemNode&>(*this);
+		h & static_cast<CStackBasicDescriptor&>(*this);
+		h & ID & baseAmount & firstHPleft & owner & slot & attackerOwned & position & state & counterAttacks
+			& shots & count;
+
+		TSlot slot = (base ? base->armyObj->findStack(base) : -1);
+		const CArmedInstance *army = (base ? base->armyObj : NULL);
+		if(h.saving)
+		{
+			h & army & slot;
+		}
+		else
+		{
+			h & army & slot;
+			if(!army || slot == -1 || !army->hasStackAtSlot(slot))
+			{
+				base = NULL;
+				tlog3 << type->nameSing << " don't have a base stack!\n";
+			}
+			else
+			{
+				base = &army->getStack(slot);
+			}
+		}
+
+	}
+	bool alive() const //determines if stack is alive
+	{
+		return vstd::contains(state,ALIVE);
+	}
+};
+
+class DLL_EXPORT CMP_stack
+{
+	int phase; //rules of which phase will be used
+	int turn;
+public:
+
+	bool operator ()(const CStack* a, const CStack* b);
+	CMP_stack(int Phase = 1, int Turn = 0);
+};

+ 1 - 1
lib/CCreatureSet.h

@@ -115,7 +115,7 @@ public:
 	int getArmyStrength() const; //sum of AI values of creatures
 	ui64 getPower (TSlot slot) const; //value of specific stack
 	std::string getRoughAmount (TSlot slot) const; //rough size of specific stack
-	bool hasStackAtSlot(TSlot slot) const;
+	bool hasStackAtSlot(TSlot slot) const;
 	
 	bool contains(const CStackInstance *stack) const;
 	bool canBeMergedWith(const CCreatureSet &cs, bool allowMergingStacks = true) const;

File diff suppressed because it is too large
+ 10 - 1036
lib/CGameState.cpp


+ 2 - 185
lib/CGameState.h

@@ -177,192 +177,7 @@ public:
 
 };
 
-struct DLL_EXPORT CObstacleInstance
-{
-	int uniqueID;
-	int ID; //ID of obstacle (defines type of it)
-	int pos; //position on battlefield
-	template <typename Handler> void serialize(Handler &h, const int version)
-	{
-		h & ID & pos & uniqueID;
-	}
-};
-
-//only for use in BattleInfo
-struct DLL_EXPORT SiegeInfo
-{
-	ui8 wallState[8]; //[0] - keep, [1] - bottom tower, [2] - bottom wall, [3] - below gate, [4] - over gate, [5] - upper wall, [6] - uppert tower, [7] - gate; 1 - intact, 2 - damaged, 3 - destroyed
-
-	template <typename Handler> void serialize(Handler &h, const int version)
-	{
-		h & wallState;
-	}
-};
-
-struct DLL_EXPORT BattleInfo : public CBonusSystemNode
-{
-	ui8 side1, side2; //side1 - attacker, side2 - defender
-	si32 round, activeStack;
-	ui8 siege; //    = 0 ordinary battle    = 1 a siege with a Fort    = 2 a siege with a Citadel    = 3 a siege with a Castle
-	si32 tid; //used during town siege - id of attacked town; -1 if not town defence
-	int3 tile; //for background and bonuses
-	CGHeroInstance *heroes[2];
-	CArmedInstance *belligerents[2]; //may be same as heroes
-	std::vector<CStack*> stacks;
-	std::vector<CObstacleInstance> obstacles;
-	ui8 castSpells[2]; //[0] - attacker, [1] - defender
-	SiegeInfo si;
-	si32 battlefieldType;
 
-	template <typename Handler> void serialize(Handler &h, const int version)
-	{
-		h & side1 & side2 & round & activeStack & siege & tid & tile & stacks & belligerents & obstacles
-			& castSpells & si & battlefieldType;
-		h & heroes;
-		h & static_cast<CBonusSystemNode&>(*this);
-	}
-
-	//////////////////////////////////////////////////////////////////////////
-	//void getBonuses(BonusList &out, const CSelector &selector, const CBonusSystemNode *root = NULL) const;
-	//////////////////////////////////////////////////////////////////////////
-
-	const CStack * getNextStack() const; //which stack will have turn after current one
-	void getStackQueue(std::vector<const CStack *> &out, int howMany, int turn = 0, int lastMoved = -1) const; //returns stack in order of their movement action
-	CStack * getStack(int stackID, bool onlyAlive = true);
-	const CStack * getStack(int stackID, bool onlyAlive = true) const;
-	CStack * getStackT(THex tileID, bool onlyAlive = true);
-	const CStack * getStackT(THex tileID, bool onlyAlive = true) const;
-	void getAccessibilityMap(bool *accessibility, bool twoHex, bool attackerOwned, bool addOccupiable, std::set<int> & occupyable, bool flying, int stackToOmmit=-1) const; //send pointer to at least 187 allocated bytes
-	static bool isAccessible(int hex, bool * accessibility, bool twoHex, bool attackerOwned, bool flying, bool lastPos); //helper for makeBFS
-	void makeBFS(int start, bool*accessibility, int *predecessor, int *dists, bool twoHex, bool attackerOwned, bool flying, bool fillPredecessors) const; //*accessibility must be prepared bool[187] array; last two pointers must point to the at least 187-elements int arrays - there is written result
-	std::pair< std::vector<int>, int > getPath(int start, int dest, bool*accessibility, bool flyingCreature, bool twoHex, bool attackerOwned); //returned value: pair<path, length>; length may be different than number of elements in path since flying vreatures jump between distant hexes
-	std::vector<int> getAccessibility(int stackID, bool addOccupiable) const; //returns vector of accessible tiles (taking into account the creature range)
-
-	bool isStackBlocked(int ID); //returns true if there is neighboring enemy stack
-	static signed char mutualPosition(THex hex1, THex hex2); //returns info about mutual position of given hexes (-1 - they're distant, 0 - left top, 1 - right top, 2 - right, 3 - right bottom, 4 - left bottom, 5 - left)
-	static std::vector<int> neighbouringTiles(int hex);
-	static si8 getDistance(THex hex1, THex hex2); //returns distance between given hexes
-	ui32 calculateDmg(const CStack* attacker, const CStack* defender, const CGHeroInstance * attackerHero, const CGHeroInstance * defendingHero, bool shooting, ui8 charge, bool lucky); //charge - number of hexes travelled before attack (for champion's jousting)
-	std::pair<ui32, ui32> calculateDmgRange(const CStack* attacker, const CStack* defender, const CGHeroInstance * attackerHero, const CGHeroInstance * defendingHero, bool shooting, ui8 charge, bool lucky); //charge - number of hexes travelled before attack (for champion's jousting); returns pair <min dmg, max dmg>
-	void calculateCasualties(std::map<ui32,si32> *casualties) const; //casualties are array of maps size 2 (attacker, defeneder), maps are (crid => amount)
-	std::set<CStack*> getAttackedCreatures(const CSpell * s, int skillLevel, ui8 attackerOwner, int destinationTile); //calculates stack affected by given spell
-	static int calculateSpellDuration(const CSpell * spell, const CGHeroInstance * caster, int usedSpellPower);
-	CStack * generateNewStack(const CStackInstance &base, int stackID, bool attackerOwned, int slot, int position) const; //helper for CGameHandler::setupBattle and spells addign new stacks to the battlefield
-	CStack * generateNewStack(const CStackBasicDescriptor &base, int stackID, bool attackerOwned, int slot, int position) const; //helper for CGameHandler::setupBattle and spells addign new stacks to the battlefield
-	ui32 getSpellCost(const CSpell * sp, const CGHeroInstance * caster) const; //returns cost of given spell
-	int hexToWallPart(int hex) const; //returns part of destructible wall / gate / keep under given hex or -1 if not found
-	int lineToWallHex(int line) const; //returns hex with wall in given line
-	std::pair<const CStack *, int> getNearestStack(const CStack * closest, boost::logic::tribool attackerOwned) const; //if attackerOwned is indetermnate, returened stack is of any owner; hex is the number of hex we should be looking from; returns (nerarest creature, predecessorHex)
-	ui32 calculateSpellBonus(ui32 baseDamage, const CSpell * sp, const CGHeroInstance * caster, const CStack * affectedCreature) const;
-	ui32 calculateSpellDmg(const CSpell * sp, const CGHeroInstance * caster, const CStack * affectedCreature, int spellSchoolLevel, int usedSpellPower) const; //calculates damage inflicted by spell
-	ui32 calculateHealedHP(const CGHeroInstance * caster, const CSpell * spell, const CStack * stack) const;
-	si8 hasDistancePenalty(int stackID, int destHex); //determines if given stack has distance penalty shooting given pos
-	si8 sameSideOfWall(int pos1, int pos2); //determines if given positions are on the same side of wall
-	si8 hasWallPenalty(int stackID, int destHex); //determines if given stack has wall penalty shooting given pos
-	si8 canTeleportTo(int stackID, int destHex, int telportLevel); //determines if given stack can teleport to given place
-	void localInit();
-};
-
-class DLL_EXPORT CStack : public CBonusSystemNode, public CStackBasicDescriptor
-{ 
-public:
-	const CStackInstance *base;
-
-	ui32 ID; //unique ID of stack
-	ui32 baseAmount;
-	ui32 firstHPleft; //HP of first creature in stack
-	ui8 owner, slot;  //owner - player colour (255 for neutrals), slot - position in garrison (may be 255 for neutrals/called creatures)
-	ui8 attackerOwned; //if true, this stack is owned by attakcer (this one from left hand side of battle)
-	THex position; //position on battlefield; -2 - keep, -3 - lower tower, -4 - upper tower
-	ui8 counterAttacks; //how many counter attacks can be performed more in this turn (by default set at the beginning of the round to 1)
-	si16 shots; //how many shots left
-
-	std::set<ECombatInfo> state;
-	//overrides
-	const CCreature* getCreature() const {return type;}
-
-	CStack(const CStackInstance *base, int O, int I, bool AO, int S); //c-tor
-	CStack(const CStackBasicDescriptor *stack, int O, int I, bool AO, int S = 255); //c-tor
-	CStack(); //c-tor
-	~CStack();
-	std::string nodeName() const OVERRIDE;
-
-	void init(); //set initial (invalid) values
-	void postInit(); //used to finish initialization when inheriting creature parameters is working
-	const Bonus * getEffect(ui16 id, int turn = 0) const; //effect id (SP)
-	ui8 howManyEffectsSet(ui16 id) const; //returns amount of effects with given id set for this stack
-	bool willMove(int turn = 0) const; //if stack has remaining move this turn
-	bool moved(int turn = 0) const; //if stack was already moved this turn
-	bool canMove(int turn = 0) const; //if stack can move
-	ui32 Speed(int turn = 0) const; //get speed of creature with all modificators
-	BonusList getSpellBonuses() const;
-	void stackEffectToFeature(BonusList & sf, const Bonus & sse);
-	std::vector<si32> activeSpells() const; //returns vector of active spell IDs sorted by time of cast
-	const CGHeroInstance *getMyHero() const; //if stack belongs to hero (directly or was by him summoned) returns hero, NULL otherwise
-
-	static inline Bonus *featureGenerator(Bonus::BonusType type, si16 subtype, si32 value, ui16 turnsRemain, si32 additionalInfo = 0, si32 limit = Bonus::NO_LIMIT)
-	{
-		Bonus *hb = makeFeature(type, Bonus::N_TURNS, subtype, value, Bonus::SPELL_EFFECT, turnsRemain, additionalInfo);
-		hb->effectRange = limit;
-		hb->source = Bonus::CASTED_SPELL; //right?
-		return hb;
-	}
-
-	static inline Bonus *featureGeneratorVT(Bonus::BonusType type, si16 subtype, si32 value, ui16 turnsRemain, ui8 valType)
-	{
-		Bonus *ret(makeFeature(type, Bonus::N_TURNS, subtype, value, Bonus::SPELL_EFFECT, turnsRemain));
-		ret->valType = valType;
-		ret->source = Bonus::CASTED_SPELL; //right?
-		return ret;
-	}
-
-	bool doubleWide() const;
-	int occupiedHex() const; //returns number of occupied hex (not the position) if stack is double wide; otherwise -1
-
-	template <typename Handler> void serialize(Handler &h, const int version)
-	{
-		assert(isIndependentNode());
-		h & static_cast<CBonusSystemNode&>(*this);
-		h & static_cast<CStackBasicDescriptor&>(*this);
-		h & ID & baseAmount & firstHPleft & owner & slot & attackerOwned & position & state & counterAttacks
-			& shots & count;
-
-		TSlot slot = (base ? base->armyObj->findStack(base) : -1);
-		const CArmedInstance *army = (base ? base->armyObj : NULL);
-		if(h.saving)
-		{
-			h & army & slot;
-		}
-		else
-		{
-			h & army & slot;
-			if(!army || slot == -1 || !army->hasStackAtSlot(slot))
-			{
-				base = NULL;
-				tlog3 << type->nameSing << " don't have a base stack!\n";
-			}
-			else
-			{
-				base = &army->getStack(slot);
-			}
-		}
-
-	}
-	bool alive() const //determines if stack is alive
-	{
-		return vstd::contains(state,ALIVE);
-	}
-};
-
-class DLL_EXPORT CMP_stack
-{
-	int phase; //rules of which phase will be used
-	int turn;
-public:
-
-	bool operator ()(const CStack* a, const CStack* b);
-	CMP_stack(int Phase = 1, int Turn = 0);
-};
 
 struct UpgradeInfo
 {
@@ -432,6 +247,8 @@ struct DLL_EXPORT CPathsInfo
 	~CPathsInfo();
 };
 
+class BattleInfo;
+
 class DLL_EXPORT CGameState
 {
 public:

+ 5 - 1
lib/CHeroHandler.h

@@ -26,6 +26,10 @@ struct SSpecialtyInfo
 	si32 val;
 	si32 subtype;
 	si32 additionalinfo;
+	template <typename Handler> void serialize(Handler &h, const int version)
+	{
+		h & type & val & subtype & additionalinfo;
+	}
 };
 
 class DLL_EXPORT CHero
@@ -52,7 +56,7 @@ public:
 
 	template <typename Handler> void serialize(Handler &h, const int version)
 	{
-		h & name & ID & lowStack & highStack & refTypeStack	& heroType & startingSpell & heroClass;
+		h & name & ID & lowStack & highStack & refTypeStack	& heroClass & heroType & secSkillsInit & spec & startingSpell & sex;
 	}
 };
 

+ 1 - 1
lib/NetPacks.h

@@ -1,7 +1,6 @@
 #ifndef __NETPACKS_H__
 #define __NETPACKS_H__
 #include "../global.h"
-#include "CGameState.h"
 #include "BattleAction.h"
 #include "HeroBonus.h"
 #include <set>
@@ -27,6 +26,7 @@ class CConnection;
 class CCampaignState;
 class CArtifact;
 class CSelectionScreen;
+class CGObjectInstance;
 //class CMapInfo;
 
 struct CPack

+ 2 - 0
lib/NetPacksLib.cpp

@@ -15,6 +15,8 @@
 #include <boost/algorithm/string/replace.hpp>
 #include <boost/thread.hpp>
 #include <boost/thread/shared_mutex.hpp>
+#include "CGameState.h"
+#include "BattleState.h"
 
 #undef min
 #undef max

+ 1 - 0
server/CGameHandler.cpp

@@ -11,6 +11,7 @@
 #include "../lib/CTownHandler.h"
 #include "../lib/CCreatureHandler.h"
 #include "../lib/CGameState.h"
+#include "../lib/BattleState.h"
 #include "../lib/CondSh.h"
 #include "../lib/NetPacks.h"
 #include "../lib/VCMI_Lib.h"

+ 2 - 0
server/NetPacksServer.cpp

@@ -4,6 +4,8 @@
 #include "../lib/CObjectHandler.h"
 #include "../lib/IGameCallback.h"
 #include "../lib/map.h"
+#include "../lib/CGameState.h"
+#include "../lib/BattleState.h"
 
 
 #define PLAYER_OWNS(id) (gh->getPlayerAt(c)==gh->getOwner(id))

Some files were not shown because too many files changed in this diff