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							- #include "../StartInfo.h"
 
- #include "../hch/CArtHandler.h"
 
- #include "../hch/CBuildingHandler.h"
 
- #include "../hch/CDefObjInfoHandler.h"
 
- #include "../hch/CGeneralTextHandler.h"
 
- #include "../hch/CHeroHandler.h"
 
- #include "../hch/CObjectHandler.h"
 
- #include "../hch/CSpellHandler.h"
 
- #include "../hch/CTownHandler.h"
 
- #include "../CGameState.h"
 
- #include "../lib/CondSh.h"
 
- #include "../lib/Connection.h"
 
- #include "../lib/NetPacks.h"
 
- #include "../lib/VCMI_Lib.h"
 
- #include "../map.h"
 
- #include "CGameHandler.h"
 
- #include <boost/bind.hpp>
 
- #include <boost/date_time/posix_time/posix_time_types.hpp> //no i/o just types
 
- #include <boost/foreach.hpp>
 
- #include <boost/thread.hpp>
 
- #include <boost/thread/shared_mutex.hpp>
 
- #include <fstream>
 
- #ifndef _MSC_VER
 
- #include <boost/thread/xtime.hpp>
 
- #endif
 
- extern bool end2;
 
- #include "../lib/BattleAction.h"
 
- #ifdef min
 
- #undef min
 
- #endif
 
- #ifdef max
 
- #undef max
 
- #endif
 
- #define NEW_ROUND 		BattleNextRound bnr;\
 
- 		bnr.round = gs->curB->round + 1;\
 
- 		sendAndApply(&bnr);
 
- boost::mutex gsm;
 
- ui32 CGameHandler::QID = 1;
 
- CondSh<bool> battleMadeAction;
 
- CondSh<BattleResult *> battleResult(NULL);
 
- std::map<ui32, CFunctionList<void(ui32)> > callbacks; //question id => callback function - for selection dialogs
 
- class CMP_stack
 
- {
 
- public:
 
- 	inline bool operator ()(const CStack* a, const CStack* b)
 
- 	{
 
- 		return (a->speed())>(b->speed());
 
- 	}
 
- } cmpst ;
 
- double distance(int3 a, int3 b)
 
- {
 
- 	return std::sqrt( (double)(a.x-b.x)*(a.x-b.x) + (a.y-b.y)*(a.y-b.y) );
 
- }
 
- int getSchoolLevel(const CGHeroInstance *h, const CSpell *s)
 
- {
 
- 	ui8 ret = 0;
 
- 	if(s->fire)
 
- 		ret = std::max(ret,h->getSecSkillLevel(14));
 
- 	if(s->air)
 
- 		ret = std::max(ret,h->getSecSkillLevel(15));
 
- 	if(s->water)
 
- 		ret = std::max(ret,h->getSecSkillLevel(16));
 
- 	if(s->earth)
 
- 		ret = std::max(ret,h->getSecSkillLevel(17));
 
- 	return ret;
 
- }
 
- void giveExp(BattleResult &r)
 
- {
 
- 	r.exp[0] = 0;
 
- 	r.exp[1] = 0;
 
- 	for(std::set<std::pair<ui32,si32> >::iterator i = r.casualties[!r.winner].begin(); i!=r.casualties[!r.winner].end(); i++)
 
- 	{
 
- 		r.exp[r.winner] += VLC->creh->creatures[i->first].hitPoints * i->second;
 
- 	}
 
- }
 
- //bool CGameState::checkFunc(int obid, std::string name)
 
- //{
 
- //	if (objscr.find(obid)!=objscr.end())
 
- //	{
 
- //		if(objscr[obid].find(name)!=objscr[obid].end())
 
- //		{
 
- //			return true;
 
- //		}
 
- //	}
 
- //	return false;
 
- //}
 
- PlayerStatus PlayerStatuses::operator[](ui8 player)
 
- {
 
- 	boost::unique_lock<boost::mutex> l(mx);
 
- 	if(players.find(player) != players.end())
 
- 	{
 
- 		return players[player];
 
- 	}
 
- 	else
 
- 	{
 
- 		throw std::string("No such player!");
 
- 	}
 
- }
 
- void PlayerStatuses::addPlayer(ui8 player)
 
- {
 
- 	boost::unique_lock<boost::mutex> l(mx);
 
- 	players[player];
 
- }
 
- bool PlayerStatuses::hasQueries(ui8 player)
 
- {
 
- 	boost::unique_lock<boost::mutex> l(mx);
 
- 	if(players.find(player) != players.end())
 
- 	{
 
- 		return players[player].queries.size();
 
- 	}
 
- 	else
 
- 	{
 
- 		throw std::string("No such player!");
 
- 	}
 
- }
 
- bool PlayerStatuses::checkFlag(ui8 player, bool PlayerStatus::*flag)
 
- {
 
- 	boost::unique_lock<boost::mutex> l(mx);
 
- 	if(players.find(player) != players.end())
 
- 	{
 
- 		return players[player].*flag;
 
- 	}
 
- 	else
 
- 	{
 
- 		throw std::string("No such player!");
 
- 	}
 
- }
 
- void PlayerStatuses::setFlag(ui8 player, bool PlayerStatus::*flag, bool val)
 
- {
 
- 	boost::unique_lock<boost::mutex> l(mx);
 
- 	if(players.find(player) != players.end())
 
- 	{
 
- 		players[player].*flag = val;
 
- 	}
 
- 	else
 
- 	{
 
- 		throw std::string("No such player!");
 
- 	}
 
- 	cv.notify_all();
 
- }
 
- void PlayerStatuses::addQuery(ui8 player, ui32 id)
 
- {
 
- 	boost::unique_lock<boost::mutex> l(mx);
 
- 	if(players.find(player) != players.end())
 
- 	{
 
- 		players[player].queries.insert(id);
 
- 	}
 
- 	else
 
- 	{
 
- 		throw std::string("No such player!");
 
- 	}
 
- 	cv.notify_all();
 
- }
 
- void PlayerStatuses::removeQuery(ui8 player, ui32 id)
 
- {
 
- 	boost::unique_lock<boost::mutex> l(mx);
 
- 	if(players.find(player) != players.end())
 
- 	{
 
- 		players[player].queries.erase(id);
 
- 	}
 
- 	else
 
- 	{
 
- 		throw std::string("No such player!");
 
- 	}
 
- 	cv.notify_all();
 
- }
 
- //void CGameHandler::handleCPPObjS(std::map<int,CCPPObjectScript*> * mapa, CCPPObjectScript * script)
 
- //{
 
- //	std::vector<int> tempv = script->yourObjects();
 
- //	for (unsigned i=0;i<tempv.size();i++)
 
- //	{
 
- //		(*mapa)[tempv[i]]=script;
 
- //	}
 
- //	cppscripts.insert(script);
 
- //}
 
- template <typename T>
 
- void callWith(std::vector<T> args, boost::function<void(T)> fun, ui32 which)
 
- {
 
- 	fun(args[which]);
 
- }
 
- void CGameHandler::changeSecSkill( int ID, int which, int val, bool abs/*=false*/ )
 
- {
 
- 	SetSecSkill sss;
 
- 	sss.id = ID;
 
- 	sss.which = which;
 
- 	sss.val = val;
 
- 	sss.abs = abs;
 
- 	sendAndApply(&sss);
 
- }
 
- void CGameHandler::changePrimSkill(int ID, int which, int val, bool abs)
 
- {
 
- 	SetPrimSkill sps;
 
- 	sps.id = ID;
 
- 	sps.which = which;
 
- 	sps.abs = abs;
 
- 	sps.val = val;
 
- 	sendAndApply(&sps);
 
- 	if(which==4) //only for exp - hero may level up
 
- 	{
 
- 		CGHeroInstance *hero = static_cast<CGHeroInstance *>(gs->map->objects[ID]);
 
- 		if(hero->exp >= VLC->heroh->reqExp(hero->level+1)) //new level
 
- 		{
 
- 			//give prim skill
 
- 			tlog5 << hero->name <<" got level "<<hero->level<<std::endl;
 
- 			int r = rand()%100, pom=0, x=0;
 
- 			int std::pair<int,int>::*g  =  (hero->level>9) ? (&std::pair<int,int>::second) : (&std::pair<int,int>::first);
 
- 			for(;x<PRIMARY_SKILLS;x++)
 
- 			{
 
- 				pom += hero->type->heroClass->primChance[x].*g;
 
- 				if(r<pom)
 
- 					break;
 
- 			}
 
- 			tlog5 << "Bohater dostaje umiejetnosc pierwszorzedna " << x << " (wynik losowania "<<r<<")"<<std::endl; 
 
- 			SetPrimSkill sps;
 
- 			sps.id = ID;
 
- 			sps.which = x;
 
- 			sps.abs = false;
 
- 			sps.val = 1;
 
- 			sendAndApply(&sps);
 
- 			HeroLevelUp hlu;
 
- 			hlu.heroid = ID;
 
- 			hlu.primskill = x;
 
- 			hlu.level = hero->level+1;
 
- 			//picking sec. skills for choice
 
- 			std::set<int> basicAndAdv, expert, none;
 
- 			for(int i=0;i<SKILL_QUANTITY;i++) none.insert(i);
 
- 			for(unsigned i=0;i<hero->secSkills.size();i++)
 
- 			{
 
- 				if(hero->secSkills[i].second < 3)
 
- 					basicAndAdv.insert(hero->secSkills[i].first);
 
- 				else
 
- 					expert.insert(hero->secSkills[i].first);
 
- 				none.erase(hero->secSkills[i].first);
 
- 			}
 
- 			if(hero->secSkills.size() < hero->type->heroClass->skillLimit) //free skill slot
 
- 			{
 
- 				hlu.skills.push_back(hero->type->heroClass->chooseSecSkill(none)); //new skill
 
- 			}
 
- 			else
 
- 			{
 
- 				int s = hero->type->heroClass->chooseSecSkill(basicAndAdv);
 
- 				hlu.skills.push_back(s);
 
- 				basicAndAdv.erase(s);
 
- 			}
 
- 			if(basicAndAdv.size())
 
- 			{
 
- 				hlu.skills.push_back(hero->type->heroClass->chooseSecSkill(basicAndAdv)); //new skill
 
- 			}
 
- 			else if(hero->secSkills.size() < hero->type->heroClass->skillLimit)
 
- 			{
 
- 				hlu.skills.push_back(hero->type->heroClass->chooseSecSkill(none)); //new skill
 
- 			}
 
- 			boost::function<void(ui32)> callback = boost::function<void(ui32)>(boost::bind(callWith<ui16>,hlu.skills,boost::function<void(ui16)>(boost::bind(&CGameHandler::changeSecSkill,this,ID,_1,1,0)),_1));
 
- 			applyAndAsk(&hlu,hero->tempOwner,callback); //call changeSecSkill with appropriate args when client responds
 
- 		}
 
- 	}
 
- }
 
- CCreatureSet takeCasualties(int color, const CCreatureSet &set, BattleInfo *bat)
 
- {
 
- 	CCreatureSet ret(set);
 
- 	for(int i=0; i<bat->stacks.size();i++)
 
- 	{
 
- 		CStack *st = bat->stacks[i];
 
- 		if(st->owner==color && vstd::contains(set.slots,st->slot) && st->amount < set.slots.find(st->slot)->second.second)
 
- 		{
 
- 			if(st->alive())
 
- 				ret.slots[st->slot].second = st->amount;
 
- 			else
 
- 				ret.slots.erase(st->slot);
 
- 		}
 
- 	}
 
- 	return ret;
 
- }
 
- void CGameHandler::startBattle(CCreatureSet army1, CCreatureSet army2, int3 tile, CGHeroInstance *hero1, CGHeroInstance *hero2, boost::function<void(BattleResult*)> cb)
 
- {
 
- 	BattleInfo *curB = new BattleInfo;
 
- 	setupBattle(curB, tile, army1, army2, hero1, hero2); //initializes stacks, places creatures on battlefield, blocks and informs player interfaces
 
- 	NEW_ROUND;
 
- 	//TODO: pre-tactic stuff, call scripts etc.
 
- 	//tactic round
 
- 	{
 
- 		NEW_ROUND;
 
- 		if( (hero1 && hero1->getSecSkillLevel(19)>0) || 
 
- 			( hero2 && hero2->getSecSkillLevel(19)>0)  )//someone has tactics
 
- 		{
 
- 			//TODO: tactic round (round -1)
 
- 		}
 
- 	}
 
- 	//main loop
 
- 	while(!battleResult.get()) //till the end of the battle ;]
 
- 	{
 
- 		NEW_ROUND;
 
- 		std::vector<CStack*> & stacks = (gs->curB->stacks);
 
- 		const BattleInfo & curB = *gs->curB;
 
- 		//stack loop
 
- 		CStack *next;
 
- 		while(!battleResult.get() && (next=gs->curB->getNextStack()))
 
- 		{
 
- 			next->state -= WAITING; //if stack was waiting it'll now make move, so it won't be "waiting" anymore
 
- 			//check for bad morale => freeze
 
- 			if(next->Morale() < 0)
 
- 			{
 
- 				if( rand()%24   <   (-next->Morale())*2 )
 
- 				{
 
- 					//unit loses its turn - empty freeze action
 
- 					BattleAction ba;
 
- 					ba.actionType = 11;
 
- 					ba.additionalInfo = 1;
 
- 					ba.side = !next->attackerOwned;
 
- 					ba.stackNumber = next->ID;
 
- 					sendAndApply(&StartAction(ba));
 
- 					sendDataToClients(ui16(3008));
 
- 					checkForBattleEnd(stacks); //check if this "action" ended the battle (not likely but who knows...)
 
- 					continue;
 
- 				}
 
- 			}
 
- askInterfaceForMove:
 
- 			//ask interface and wait for answer
 
- 			{
 
- 				BattleSetActiveStack sas;
 
- 				sas.stack = next->ID;
 
- 				sendAndApply(&sas);
 
- 				boost::unique_lock<boost::mutex> lock(battleMadeAction.mx);
 
- 				while(!battleMadeAction.data  &&  !battleResult.get()) //active stack hasn't made its action and battle is still going
 
- 					battleMadeAction.cond.wait(lock);
 
- 				battleMadeAction.data = false;
 
- 			}
 
- 			//we're after action, all results applied
 
- 			checkForBattleEnd(stacks); //check if this action ended the battle
 
- 			//check for good morale
 
- 			if(!vstd::contains(next->state,HAD_MORALE)  //only one extra move per turn possible
 
- 				&& !vstd::contains(next->state,DEFENDING)
 
- 				&& !vstd::contains(next->state,WAITING)
 
- 				&&  next->alive()
 
- 				&&  next->Morale() > 0
 
- 			)
 
- 				if(rand()%24 < next->Morale()) //this stack hasn't got morale this turn
 
- 					goto askInterfaceForMove; //move this stack once more
 
- 		}
 
- 	}
 
- 	//unblock engaged players
 
- 	if(hero1->tempOwner<PLAYER_LIMIT)
 
- 		states.setFlag(hero1->tempOwner,&PlayerStatus::engagedIntoBattle,false);
 
- 	if(hero2 && hero2->tempOwner<PLAYER_LIMIT)
 
- 		states.setFlag(hero2->tempOwner,&PlayerStatus::engagedIntoBattle,false);	
 
- 	//casualties among heroes armies
 
- 	SetGarrisons sg;
 
- 	if(hero1)
 
- 		sg.garrs[hero1->id] = takeCasualties(hero1->tempOwner,hero1->army,gs->curB);
 
- 	if(hero2)
 
- 		sg.garrs[hero2->id] = takeCasualties(hero2->tempOwner,hero2->army,gs->curB);
 
- 	sendAndApply(&sg);
 
- 	//end battle, remove all info, free memory
 
- 	giveExp(*battleResult.data);
 
- 	sendAndApply(battleResult.data);
 
- 	if(cb)
 
- 		cb(battleResult.data);
 
- 	//if one hero has lost we will erase him
 
- 	if(battleResult.data->winner!=0 && hero1)
 
- 	{
 
- 		RemoveObject ro(hero1->id);
 
- 		sendAndApply(&ro);
 
- 	}
 
- 	if(battleResult.data->winner!=1 && hero2)
 
- 	{
 
- 		RemoveObject ro(hero2->id);
 
- 		sendAndApply(&ro);
 
- 	}
 
- 	//give exp
 
- 	if(battleResult.data->exp[0] && hero1)
 
- 		changePrimSkill(hero1->id,4,battleResult.data->exp[0]);
 
- 	if(battleResult.data->exp[1] && hero2)
 
- 		changePrimSkill(hero2->id,4,battleResult.data->exp[1]);
 
- 	delete battleResult.data;
 
- }
 
- void CGameHandler::prepareAttacked(BattleStackAttacked &bsa, CStack *def)
 
- {	
 
- 	bsa.killedAmount = bsa.damageAmount / def->creature->hitPoints;
 
- 	unsigned damageFirst = bsa.damageAmount % def->creature->hitPoints;
 
- 	if( def->firstHPleft <= damageFirst )
 
- 	{
 
- 		bsa.killedAmount++;
 
- 		bsa.newHP = def->firstHPleft + def->creature->hitPoints - damageFirst;
 
- 	}
 
- 	else
 
- 	{
 
- 		bsa.newHP = def->firstHPleft - damageFirst;
 
- 	}
 
- 	if(def->amount <= bsa.killedAmount) //stack killed
 
- 	{
 
- 		bsa.newAmount = 0;
 
- 		bsa.flags |= 1;
 
- 		bsa.killedAmount = def->amount; //we cannot kill more creatures than we have
 
- 	}
 
- 	else
 
- 	{
 
- 		bsa.newAmount = def->amount - bsa.killedAmount;
 
- 	}
 
- }
 
- void CGameHandler::prepareAttack(BattleAttack &bat, CStack *att, CStack *def)
 
- {
 
- 	bat.stackAttacking = att->ID;
 
- 	bat.bsa.stackAttacked = def->ID;
 
- 	bat.bsa.damageAmount = BattleInfo::calculateDmg(att, def, gs->getHero(att->attackerOwned ? gs->curB->hero1 : gs->curB->hero2), gs->getHero(def->attackerOwned ? gs->curB->hero1 : gs->curB->hero2), bat.shot());//counting dealt damage
 
- 	if(att->Luck() > 0  &&  rand()%24 < att->Luck())
 
- 	{
 
- 		bat.bsa.damageAmount *= 2;
 
- 		bat.bsa.flags |= 4;
 
- 	}
 
- 	prepareAttacked(bat.bsa,def);
 
- }
 
- void CGameHandler::handleConnection(std::set<int> players, CConnection &c)
 
- {
 
- 	try
 
- 	{
 
- 		ui16 pom;
 
- 		while(!end2)
 
- 		{
 
- 			c >> pom;
 
- 			bool blockvis = false;
 
- 			switch(pom)
 
- 			{
 
- 			case 98:
 
- 				{
 
- 					std::string fname;
 
- 					Mapa * mapa;
 
- 					c >> fname;
 
- 					{
 
- 						sendMessageTo(c,"Serializing game info...");
 
- 						CSaveFile save(std::string("Games") + PATHSEPARATOR + fname + ".vlgm1");
 
- 						char hlp[8] = "VCMISVG";
 
- 						save << hlp << version << static_cast<CMapHeader&>(*gs->map) << gs->scenarioOps->difficulty << *VLC << gs;
 
- 					}
 
- 					{
 
- 						sendMessageTo(c,"Serializing server info...");
 
- 						CSaveFile save(std::string("Games") + PATHSEPARATOR + fname + ".vsgm1");
 
- 						save << *this;
 
- 					}
 
- 					sendMessageTo(c,"Game has been succesfully saved!");
 
- 					break;
 
- 				}
 
- 			case 99: //end!
 
- 				{
 
- 					tlog0 << "We have been requested to close.\n";
 
- 					exit(0);
 
- 				}
 
- 			case 100: //my interface ended its turn
 
- 				{
 
- 					states.setFlag(gs->currentPlayer,&PlayerStatus::makingTurn,false);
 
- 					break;
 
- 				}
 
- 			case 500: //dismiss hero
 
- 				{
 
- 					si32 id;
 
- 					c >> id;
 
- 					RemoveObject rh(id);
 
- 					sendAndApply(&rh);
 
- 					break;
 
- 				}
 
- 			case 501://interface wants to move hero
 
- 				{
 
- 					int3 start, end;
 
- 					si32 id;
 
- 					c >> id >> start >> end;
 
- 					tlog5 << "Interface wants to move hero "<<id << " from "<<start << " to " << end << std::endl;
 
- 					int3 hmpos = end + int3(-1,0,0);
 
- 					TerrainTile t = gs->map->terrain[hmpos.x][hmpos.y][hmpos.z];
 
- 					CGHeroInstance *h = static_cast<CGHeroInstance *>(gs->map->objects[id]);
 
- 					int cost = (int)((double)h->getTileCost(t.tertype,t.malle,t.nuine) * distance(start,end));
 
- 					TryMoveHero tmh;
 
- 					tmh.id = id;
 
- 					tmh.start = start;
 
- 					tmh.end = end;
 
- 					tmh.result = 0;
 
- 					tmh.movePoints = h->movement;
 
- 					if((h->getOwner() != gs->currentPlayer) //not turn of that hero
 
- 						|| (distance(start,end)>=1.5) //tiles are not neighouring
 
- 						|| (h->movement < cost) //lack of movement points
 
- 						|| (t.tertype == rock)  //rock
 
- 						|| (!h->canWalkOnSea() && t.tertype == water)
 
- 						|| (t.blocked && !t.visitable) //tile is blocked andnot visitable
 
- 						) 
 
- 						goto fail;
 
- 					
 
- 					//check if there is blocking visitable object
 
- 					blockvis = false;
 
- 					tmh.movePoints = h->movement = (h->movement-cost); //take move points
 
- 					BOOST_FOREACH(CGObjectInstance *obj, t.visitableObjects)
 
- 					{
 
- 						if(obj->blockVisit)
 
- 						{
 
- 							blockvis = true;
 
- 							break;
 
- 						}
 
- 					}
 
- 					//we start moving
 
- 					if(blockvis)//interaction with blocking object (like resources)
 
- 					{
 
- 						sendAndApply(&tmh); //failed to move to that tile but we visit object
 
- 						BOOST_FOREACH(CGObjectInstance *obj, t.visitableObjects)
 
- 						{
 
- 							if (obj->blockVisit)
 
- 							{
 
- 								//if(gs->checkFunc(obj->ID,"heroVisit")) //script function
 
- 								//	gs->objscr[obj->ID]["heroVisit"]->onHeroVisit(obj,h->subID);
 
- 								//if(obj->state) //hard-coded function
 
- 									obj->onHeroVisit(h);
 
- 							}
 
- 						}
 
- 						tlog5 << "Blocing visit at " << hmpos << std::endl;
 
- 						break;
 
- 					}
 
- 					else //normal move
 
- 					{
 
- 						tmh.result = 1;
 
- 						BOOST_FOREACH(CGObjectInstance *obj, gs->map->terrain[start.x-1][start.y][start.z].visitableObjects)
 
- 						{
 
- 							//TODO: allow to handle this in script-languages
 
- 							//if(obj->state) //hard-coded function
 
- 								obj->onHeroLeave(h);
 
- 						}
 
- 						tmh.fowRevealed = gs->tilesToReveal(h->getPosition(false),h->getSightDistance(),h->tempOwner);
 
- 						sendAndApply(&tmh);
 
- 						tlog5 << "Moved to " <<tmh.end<<std::endl;
 
- 						BOOST_FOREACH(CGObjectInstance *obj, t.visitableObjects)//call objects if they are visited
 
- 						{
 
- 							//if(gs->checkFunc(obj->ID,"heroVisit")) //script function
 
- 							//	gs->objscr[obj->ID]["heroVisit"]->onHeroVisit(obj,h->subID);
 
- 							//if(obj->state) //hard-coded function
 
- 								obj->onHeroVisit(h);
 
- 						}
 
- 					}
 
- 					tlog5 << "Movement end!\n";
 
- 					break;
 
- 				fail:
 
- 					tlog2 << "Movement failed to " << tmh.end << std::endl;
 
- 					sendAndApply(&tmh);
 
- 					break;
 
- 				}
 
- 			case 502: //swap creatures in garrison
 
- 				{
 
- 					ui8 what, p1, p2; si32 id1, id2;
 
- 					c >> what >> id1 >> p1 >> id2 >> p2;
 
- 					CArmedInstance *s1 = static_cast<CArmedInstance*>(gs->map->objects[id1]),
 
- 						*s2 = static_cast<CArmedInstance*>(gs->map->objects[id2]);
 
- 					CCreatureSet temp1 = s1->army, temp2 = s2->army,
 
- 						&S1 = temp1, &S2 = (s1!=s2)?(temp2):(temp1);
 
- 					
 
- 					if(what==1) //swap
 
- 					{
 
- 						std::swap(S1.slots[p1],S2.slots[p2]);
 
- 						if(!S1.slots[p1].second)
 
- 							S1.slots.erase(p1);
 
- 						if(!S2.slots[p2].second)
 
- 							S2.slots.erase(p2);
 
- 					}
 
- 					else if(what==2)//merge
 
- 					{
 
- 						if(S1.slots[p1].first != S2.slots[p2].first) break; //not same creature
 
- 						S2.slots[p2].second += S1.slots[p1].second;
 
- 						S1.slots.erase(p1);
 
- 					}
 
- 					else if(what==3) //split
 
- 					{
 
- 						si32 val;
 
- 						c >> val;
 
- 						if(	vstd::contains(S2.slots,p2)		//dest. slot not free
 
- 						  || !vstd::contains(S1.slots,p1)	//no creatures to split
 
- 						  || S1.slots[p1].second < val		//not enough creatures
 
- 						  || val<1							//val must be positive
 
- 						) 
 
- 							break; 
 
- 						S2.slots[p2].first = S1.slots[p1].first;
 
- 						S2.slots[p2].second = val;
 
- 						S1.slots[p1].second -= val;
 
- 						if(!S1.slots[p1].second) //if we've moved all creatures
 
- 							S1.slots.erase(p1); 
 
- 					}
 
- 					if((s1->needsLastStack() && !S1.slots.size()) //it's not allowed to take last stack from hero army!
 
- 					  || (s2->needsLastStack() && !S2.slots.size())
 
- 					)
 
- 					{
 
- 						break; //leave without applying changes to garrison
 
- 					}
 
- 					SetGarrisons sg;
 
- 					sg.garrs[id1] = S1;
 
- 					if(s1 != s2)
 
- 						sg.garrs[id2] = S2;
 
- 					sendAndApply(&sg);
 
- 					break;
 
- 				}
 
- 			case 503: //disband creature
 
- 				{
 
- 					si32 id;
 
- 					ui8 pos;
 
- 					c >> id >> pos;
 
- 					CArmedInstance *s1 = static_cast<CArmedInstance*>(gs->map->objects[id]);
 
- 					s1->army.slots.erase(pos);
 
- 					SetGarrisons sg;
 
- 					sg.garrs[id] = s1->army;
 
- 					sendAndApply(&sg);
 
- 					break;
 
- 				}
 
- 			case 504: //build structure
 
- 				{
 
- 					si32 tid, bid;
 
- 					c >> tid >> bid;
 
- 					CGTownInstance * t = static_cast<CGTownInstance*>(gs->map->objects[tid]);
 
- 					CBuilding * b = VLC->buildh->buildings[t->subID][bid];
 
- 					for(int i=0;i<RESOURCE_QUANTITY;i++)
 
- 						if(b->resources[i] > gs->players[t->tempOwner].resources[i])
 
- 							break; //no res
 
- 					for( std::set<int>::iterator ri  =  VLC->townh->requirements[t->subID][bid].begin();
 
- 						 ri != VLC->townh->requirements[t->subID][bid].end();
 
- 						 ri++ )
 
- 					{
 
- 						if(!vstd::contains(t->builtBuildings,*ri))
 
- 							break; //lack of requirements - cannot build
 
- 					}
 
- 					if(vstd::contains(t->forbiddenBuildings,bid))
 
- 						break; //this building is forbidden
 
- 					NewStructures ns;
 
- 					ns.tid = tid;
 
- 					if(bid>36) //upg dwelling
 
- 					{
 
- 						if(t->getHordeLevel(0) == (bid-37))
 
- 							ns.bid.insert(19);
 
- 						else if(t->getHordeLevel(1) == (bid-37))
 
- 							ns.bid.insert(25);
 
- 					}
 
- 					else if(bid >= 30) //bas. dwelling
 
- 					{
 
- 						SetAvailableCreatures ssi;
 
- 						ssi.tid = tid;
 
- 						ssi.creatures = t->strInfo.creatures;
 
- 						ssi.creatures[bid-30] = VLC->creh->creatures[t->town->basicCreatures[bid-30]].growth;
 
- 						sendAndApply(&ssi);
 
- 					}
 
- 					ns.bid.insert(bid);
 
- 					ns.builded = t->builded + 1;
 
- 					sendAndApply(&ns);
 
- 					SetResources sr;
 
- 					sr.player = t->tempOwner;
 
- 					sr.res = gs->players[t->tempOwner].resources;
 
- 					for(int i=0;i<7;i++)
 
- 						sr.res[i]-=b->resources[i];
 
- 					sendAndApply(&sr);
 
- 					if(bid<5) //it's mage guild
 
- 					{
 
- 						if(t->visitingHero)
 
- 							giveSpells(t,t->visitingHero);
 
- 						if(t->garrisonHero)
 
- 							giveSpells(t,t->garrisonHero);
 
- 					}
 
- 					break;
 
- 				}
 
- 			case 506: //recruit creature
 
- 				{
 
- 					si32 objid, ser=-1; //ser - used dwelling level
 
- 					ui32 crid, cram; //recruited creature id and amount
 
- 					c >> objid >> crid >> cram;
 
- 					CGTownInstance * t = static_cast<CGTownInstance*>(gs->map->objects[objid]);
 
- 					//verify
 
- 					bool found = false;
 
- 					typedef std::pair<const int,int> Parka;
 
- 					for(std::map<si32,ui32>::iterator av = t->strInfo.creatures.begin();  av!=t->strInfo.creatures.end();  av++)
 
- 					{
 
- 						if(	(   found  = (crid == t->town->basicCreatures[av->first])   ) //creature is available among basic cretures
 
- 							|| (found  = (crid == t->town->upgradedCreatures[av->first]))			)//creature is available among upgraded cretures
 
- 						{
 
- 							cram = std::min(cram,av->second); //reduce recruited amount up to available amount
 
- 							ser = av->first;
 
- 							break;
 
- 						}
 
- 					}
 
- 					int slot = t->army.getSlotFor(crid);
 
- 					if(!found ||	//no such creature
 
- 						cram > VLC->creh->creatures[crid].maxAmount(gs->players[t->tempOwner].resources) ||  //lack of resources
 
- 						cram<=0	||
 
- 						slot<0	) 
 
- 						break;
 
- 					//recruit
 
- 					SetResources sr;
 
- 					sr.player = t->tempOwner;
 
- 					for(int i=0;i<RESOURCE_QUANTITY;i++)
 
- 						sr.res[i]  =  gs->players[t->tempOwner].resources[i] - (VLC->creh->creatures[crid].cost[i] * cram);
 
- 					SetAvailableCreatures sac;
 
- 					sac.tid = objid;
 
- 					sac.creatures = t->strInfo.creatures;
 
- 					sac.creatures[ser] -= cram;
 
- 					SetGarrisons sg;
 
- 					sg.garrs[objid] = t->army;
 
- 					if(sg.garrs[objid].slots.find(slot) == sg.garrs[objid].slots.end()) //take a free slot
 
- 					{
 
- 						sg.garrs[objid].slots[slot] = std::make_pair(crid,cram);
 
- 					}
 
- 					else //add creatures to a already existing stack
 
- 					{
 
- 						sg.garrs[objid].slots[slot].second += cram;
 
- 					}
 
- 					sendAndApply(&sr); 
 
- 					sendAndApply(&sac);
 
- 					sendAndApply(&sg);
 
- 					break;
 
- 				}
 
- 			case 507://upgrade creature
 
- 				{
 
- 					ui32 objid, upgID;
 
- 					ui8 pos;
 
- 					c >> objid >> pos >> upgID;
 
- 					CArmedInstance *obj = static_cast<CArmedInstance*>(gs->map->objects[objid]);
 
- 					UpgradeInfo ui = gs->getUpgradeInfo(obj,pos);
 
- 					int player = obj->tempOwner;
 
- 					int crQuantity = obj->army.slots[pos].second;
 
- 					//check if upgrade is possible
 
- 					if(ui.oldID<0 || !vstd::contains(ui.newID,upgID)) 
 
- 						break;
 
- 					//check if player has enough resources
 
- 					for(int i=0;i<ui.cost.size();i++)
 
- 					{
 
- 						for (std::set<std::pair<int,int> >::iterator j=ui.cost[i].begin(); j!=ui.cost[i].end(); j++)
 
- 						{
 
- 							if(gs->players[player].resources[j->first] < j->second*crQuantity)
 
- 								goto upgend;
 
- 						}
 
- 					}
 
- 					//take resources
 
- 					for(int i=0;i<ui.cost.size();i++)
 
- 					{
 
- 						for (std::set<std::pair<int,int> >::iterator j=ui.cost[i].begin(); j!=ui.cost[i].end(); j++)
 
- 						{
 
- 							SetResource sr;
 
- 							sr.player = player;
 
- 							sr.resid = j->first;
 
- 							sr.val = gs->players[player].resources[j->first] - j->second*crQuantity;
 
- 							sendAndApply(&sr);
 
- 						}
 
- 					}
 
- 					{
 
- 						//upgrade creature
 
- 						SetGarrisons sg;
 
- 						sg.garrs[objid] = obj->army;
 
- 						sg.garrs[objid].slots[pos].first = upgID;
 
- 						sendAndApply(&sg);	
 
- 					}		
 
- upgend:
 
- 					break;
 
- 				}
 
- 			case 508: //garrison swap
 
- 				{
 
- 					si32 tid;
 
- 					c >> tid;
 
- 					CGTownInstance *town = gs->getTown(tid);
 
- 					if(!town->garrisonHero && town->visitingHero) //visiting => garrison, merge armies
 
- 					{
 
- 						CCreatureSet csn = town->visitingHero->army, cso = town->army;
 
- 						while(!cso.slots.empty())//while there are unmoved creatures
 
- 						{
 
- 							int pos = csn.getSlotFor(cso.slots.begin()->second.first);
 
- 							if(pos<0)
 
- 								goto handleConEnd;
 
- 							if(csn.slots.find(pos)!=csn.slots.end()) //add creatures to the existing stack
 
- 							{
 
- 								csn.slots[pos].second += cso.slots.begin()->second.second;
 
- 							}
 
- 							else //move stack on the free pos
 
- 							{
 
- 								csn.slots[pos].first = cso.slots.begin()->second.first;
 
- 								csn.slots[pos].second = cso.slots.begin()->second.second;
 
- 							}
 
- 							cso.slots.erase(cso.slots.begin());
 
- 						}
 
- 						SetGarrisons sg;
 
- 						sg.garrs[town->visitingHero->id] = csn;
 
- 						sg.garrs[town->id] = csn;
 
- 						sendAndApply(&sg);
 
- 						SetHeroesInTown intown;
 
- 						intown.tid = tid;
 
- 						intown.visiting = -1;
 
- 						intown.garrison = town->visitingHero->id;
 
- 						sendAndApply(&intown);
 
- 					}
 
- 					else if (town->garrisonHero && !town->visitingHero) //move hero out of the garrison
 
- 					{
 
- 						SetHeroesInTown intown;
 
- 						intown.tid = tid;
 
- 						intown.garrison = -1;
 
- 						intown.visiting =  town->garrisonHero->id;
 
- 						sendAndApply(&intown);
 
- 						//town will be empty
 
- 						SetGarrisons sg;
 
- 						sg.garrs[tid] = CCreatureSet();
 
- 						sendAndApply(&sg);
 
- 					}
 
- 					else if (town->garrisonHero && town->visitingHero) //swap visiting and garrison hero
 
- 					{
 
- 						SetGarrisons sg;
 
- 						sg.garrs[town->id] = town->visitingHero->army;
 
- 						sg.garrs[town->garrisonHero->id] = town->garrisonHero->army;
 
- 						//sg.garrs[town->visitingHero->id] = town->visitingHero->army;
 
- 						SetHeroesInTown intown;
 
- 						intown.tid = tid;
 
- 						intown.garrison = town->visitingHero->id;
 
- 						intown.visiting =  town->garrisonHero->id;
 
- 						sendAndApply(&intown);
 
- 						sendAndApply(&sg);
 
- 					}
 
- 					else
 
- 					{
 
- 						tlog3 << "Warning, wrong garrison swap command for " << tid << std::endl;
 
- 					}
 
- 					break;
 
- 				}
 
- 			case 509: //swap artifacts
 
- 				{
 
- 					si32 hid1, hid2;
 
- 					ui16 slot1, slot2;
 
- 					c >> hid1 >> slot1 >> hid2 >> slot2;
 
- 					CGHeroInstance *h1 = gs->getHero(hid1), *h2 = gs->getHero(hid2);
 
- 					if((distance(h1->pos,h2->pos) > 1.0)   ||   (h1->tempOwner != h2->tempOwner))
 
- 						break;
 
- 					int a1=h1->getArtAtPos(slot1), a2=h2->getArtAtPos(slot2);
 
- 					h2->setArtAtPos(slot2,a1);
 
- 					h1->setArtAtPos(slot1,a2);
 
- 					SetHeroArtifacts sha;
 
- 					sha.hid = hid1;
 
- 					sha.artifacts = h1->artifacts;
 
- 					sha.artifWorn = h1->artifWorn;
 
- 					sendAndApply(&sha);
 
- 					if(hid1 != hid2)
 
- 					{
 
- 						sha.hid = hid2;
 
- 						sha.artifacts = h2->artifacts;
 
- 						sha.artifWorn = h2->artifWorn;
 
- 						sendAndApply(&sha);
 
- 					}
 
- 					break;
 
- 				}
 
- 			case 510: //buy artifact
 
- 				{
 
- 					ui32 hid;
 
- 					si32 aid, bid;
 
- 					c >> hid >> aid;
 
- 					CGHeroInstance *hero = gs->getHero(hid);
 
- 					CGTownInstance *town = hero->visitedTown;
 
- 					if(aid==0) //spellbok
 
- 					{
 
- 						if(!vstd::contains(town->builtBuildings,si32(0)))
 
- 							break;
 
- 						SetResource sr;
 
- 						sr.player = hero->tempOwner;
 
- 						sr.resid = 6;
 
- 						sr.val = gs->players[hero->tempOwner].resources[6] - 500;
 
- 						sendAndApply(&sr);
 
- 						SetHeroArtifacts sha;
 
- 						sha.hid = hid;
 
- 						sha.artifacts = hero->artifacts;
 
- 						sha.artifWorn = hero->artifWorn;
 
- 						sha.artifWorn[17] = 0;
 
- 						sendAndApply(&sha);
 
- 						giveSpells(town,hero);
 
- 					}
 
- 					else if(aid < 7  &&  aid > 3) //war machine
 
- 					{
 
- 						int price = VLC->arth->artifacts[aid].price;
 
- 						if(vstd::contains(hero->artifWorn,ui16(9+aid))  //hero already has this machine
 
- 							|| !vstd::contains(town->builtBuildings,si32(16)) //no blackismith
 
- 							|| gs->players[hero->tempOwner].resources[6] < price //no gold
 
- 							|| town->town->warMachine!= aid ) //this machine is not available here (//TODO: support ballista yard in stronghold)
 
- 						{
 
- 							break;
 
- 						}
 
- 						SetResource sr;
 
- 						sr.player = hero->tempOwner;
 
- 						sr.resid = 6;
 
- 						sr.val = gs->players[hero->tempOwner].resources[6] - price;
 
- 						sendAndApply(&sr);
 
- 						SetHeroArtifacts sha;
 
- 						sha.hid = hid;
 
- 						sha.artifacts = hero->artifacts;
 
- 						sha.artifWorn = hero->artifWorn;
 
- 						sha.artifWorn[9+aid] = aid;
 
- 						sendAndApply(&sha);
 
- 					}
 
- 					break;
 
- 				}
 
- 			case 511: //trade at marketplace
 
- 				{
 
- 					ui8 player;
 
- 					ui32 mode, id1, id2, val;
 
- 					c >> player >> mode >> id1 >> id2 >> val;
 
- 					val = std::min(si32(val),gs->players[player].resources[id1]);
 
- 					double uzysk = (double)gs->resVals[id1] * val * gs->getMarketEfficiency(player);
 
- 					uzysk /= gs->resVals[id2];
 
- 					SetResource sr;
 
- 					sr.player = player;
 
- 					sr.resid = id1;
 
- 					sr.val = gs->players[player].resources[id1] - val;
 
- 					sendAndApply(&sr);
 
- 					sr.resid = id2;
 
- 					sr.val = gs->players[player].resources[id2] + (int)uzysk;
 
- 					sendAndApply(&sr);
 
- 					break;
 
- 				}
 
- 			case 512:
 
- 				{
 
- 					si32 hid;
 
- 					ui8 formation;
 
- 					c >> hid >> formation;
 
- 					gs->getHero(hid)->army.formation = formation;
 
- 					break;
 
- 				}
 
- 			case 513:
 
- 				{
 
- 					std::string message;
 
- 					c >> message;
 
- 					bool cheated=true;
 
- 					sendDataToClients(ui16(513));
 
- 					sendDataToClients(ui8(*players.begin()));
 
- 					sendDataToClients(message);
 
- 					if(message == "vcmiistari") //give all spells and 999 mana
 
- 					{
 
- 						SetMana sm;
 
- 						ChangeSpells cs;
 
- 						cs.learn = 1;
 
- 						for(int i=0;i<VLC->spellh->spells.size();i++)
 
- 							cs.spells.insert(i);
 
- 						sm.hid = cs.hid = gs->players[*players.begin()].currentSelection;
 
- 						sm.val = 999;
 
- 						if(gs->getHero(cs.hid))
 
- 						{
 
- 							sendAndApply(&cs);
 
- 							sendAndApply(&sm);
 
- 						}
 
- 					}
 
- 					else if(message == "vcmiainur") //gives 5 archangels into each slot
 
- 					{
 
- 						SetGarrisons sg;
 
- 						CGHeroInstance *hero = gs->getHero(gs->players[*players.begin()].currentSelection);
 
- 						if(!hero) break;
 
- 						sg.garrs[hero->id] = hero->army;
 
- 						for(int i=0;i<7;i++)
 
- 							if(!vstd::contains(sg.garrs[hero->id].slots,i))
 
- 								sg.garrs[hero->id].slots[i] = std::pair<ui32,si32>(13,5);
 
- 						sendAndApply(&sg);
 
- 					}
 
- 					else if(message == "vcmiangband") //gives 10 black knightinto each slot
 
- 					{
 
- 						SetGarrisons sg;
 
- 						CGHeroInstance *hero = gs->getHero(gs->players[*players.begin()].currentSelection);
 
- 						if(!hero) break;
 
- 						sg.garrs[hero->id] = hero->army;
 
- 						for(int i=0;i<7;i++)
 
- 							if(!vstd::contains(sg.garrs[hero->id].slots,i))
 
- 								sg.garrs[hero->id].slots[i] = std::pair<ui32,si32>(66,10);
 
- 						sendAndApply(&sg);
 
- 					}
 
- 					else if(message == "vcminoldor") //all war machines
 
- 					{
 
- 						CGHeroInstance *hero = gs->getHero(gs->players[*players.begin()].currentSelection);
 
- 						if(!hero) break;
 
- 						SetHeroArtifacts sha;
 
- 						sha.hid = hero->id;
 
- 						sha.artifacts = hero->artifacts;
 
- 						sha.artifWorn = hero->artifWorn;
 
- 						sha.artifWorn[13] = 4;
 
- 						sha.artifWorn[14] = 5;
 
- 						sha.artifWorn[15] = 6;
 
- 						sendAndApply(&sha);
 
- 					}
 
- 					else if(message == "vcminahar") //1000000 movement points
 
- 					{
 
- 						CGHeroInstance *hero = gs->getHero(gs->players[*players.begin()].currentSelection);
 
- 						if(!hero) break;
 
- 						SetMovePoints smp;
 
- 						smp.hid = hero->id;
 
- 						smp.val = 1000000;
 
- 						sendAndApply(&smp);
 
- 					}
 
- 					else if(message == "vcmiformenos") //give resources
 
- 					{
 
- 						SetResources sr;
 
- 						sr.player = *players.begin();
 
- 						sr.res = gs->players[sr.player].resources;
 
- 						for(int i=0;i<7;i++)
 
- 							sr.res[i] += 100;
 
- 						sr.res[6] += 19900;
 
- 						sendAndApply(&sr);
 
- 					}
 
- 					else if(message == "vcmieagles") //reveal FoW
 
- 					{
 
- 						FoWChange fc;
 
- 						fc.player = *players.begin();
 
- 						for(int i=0;i<gs->map->width;i++)
 
- 							for(int j=0;j<gs->map->height;j++)
 
- 								for(int k=0;k<gs->map->twoLevel+1;k++)
 
- 									if(!gs->players[fc.player].fogOfWarMap[i][j][k])
 
- 										fc.tiles.insert(int3(i,j,k));
 
- 						sendAndApply(&fc);
 
- 					}
 
- 					else if(message == "vcmiglorfindel")
 
- 					{
 
- 						CGHeroInstance *hero = gs->getHero(gs->players[*players.begin()].currentSelection);
 
- 						changePrimSkill(hero->id,4,VLC->heroh->reqExp(hero->level+1) - VLC->heroh->reqExp(hero->level));
 
- 					}
 
- 					else
 
- 						cheated = false;
 
- 					if(cheated)
 
- 					{
 
- 						message = "CHEATER!!!";
 
- 						sendDataToClients(ui16(513));
 
- 						sendDataToClients(ui8(*players.begin()));
 
- 						sendDataToClients(message);
 
- 					}
 
- 					break;
 
- 				}
 
- 			case 514:
 
- 				{
 
- 					SetSelection ss;
 
- 					c >> ss;
 
- 					sendAndApply(&ss);
 
- 					break;
 
- 				}
 
- 			case 515:
 
- 				{
 
- 					ui32 tid;
 
- 					ui8 hid;
 
- 					c >> tid >> hid;
 
- 					CGTownInstance *t = gs->getTown(tid);
 
- 					if(!vstd::contains(players,t->tempOwner) //not our town
 
- 					  || !vstd::contains(t->builtBuildings,5) //no tavern in the town
 
- 					  || gs->players[t->tempOwner].resources[6]<2500 //not enough gold
 
- 					  || t->visitingHero //there is visiting hero - no place
 
- 					  || gs->players[t->tempOwner].heroes.size()>7 //8 hero limit
 
- 					  )
 
- 						break;
 
- 					CGHeroInstance *nh = gs->players[t->tempOwner].availableHeroes[hid];
 
- 					HeroRecruited hr;
 
- 					hr.tid = tid;
 
- 					hr.hid = nh->subID;
 
- 					hr.player = t->tempOwner;
 
- 					hr.tile = t->pos - int3(1,0,0);
 
- 					sendAndApply(&hr);
 
- 					SetAvailableHeroes sah;
 
- 					(hid ? sah.hid2 : sah.hid1) = gs->hpool.pickHeroFor(false,t->tempOwner,t->town)->subID;
 
- 					(hid ? sah.hid1 : sah.hid2) = gs->players[t->tempOwner].availableHeroes[!hid]->subID;
 
- 					sah.player = t->tempOwner;
 
- 					sah.flags = hid+1;
 
- 					sendAndApply(&sah);
 
- 					SetResource sr;
 
- 					sr.player = t->tempOwner;
 
- 					sr.resid = 6;
 
- 					sr.val = gs->players[t->tempOwner].resources[6] - 2500;
 
- 					sendAndApply(&sr);
 
- 					break;
 
- 				}
 
- 			case 2001:
 
- 				{
 
- 					ui32 qid, answer;
 
- 					c >> qid >> answer;
 
- 					gsm.lock();
 
- 					CFunctionList<void(ui32)> callb = callbacks[qid];
 
- 					callbacks.erase(qid);
 
- 					gsm.unlock();
 
- 					callb(answer);
 
- 					break;
 
- 				}
 
- 			case 3002:
 
- 				{	
 
- 					BattleAction ba;
 
- 					c >> ba;
 
- 					switch(ba.actionType)
 
- 					{
 
- 					case 2: //walk
 
- 						{
 
- 							sendAndApply(&StartAction(ba)); //start movement
 
- 							moveStack(ba.stackNumber,ba.destinationTile); //move
 
- 							sendDataToClients(ui16(3008)); //end movement
 
- 							break;
 
- 						}
 
- 					case 3: //defend
 
- 					case 8: //wait
 
- 						{
 
- 							sendAndApply(&StartAction(ba));
 
- 							sendDataToClients(ui16(3008));
 
- 							break;
 
- 						}
 
- 					case 4: //retreat/flee
 
- 						{
 
- 							//TODO: check if fleeing is possible (e.g. enemy may have Shackles of War)
 
- 							//TODO: calculate casualties
 
- 							//TODO: remove retreating hero from map and place it in recruitment list
 
- 							BattleResult *br = new BattleResult;
 
- 							br->result = 1;
 
- 							br->winner = !ba.side; //fleeing side loses
 
- 							gs->curB->calculateCasualties(br->casualties);
 
- 							giveExp(*br);
 
- 							battleResult.set(br);
 
- 							break;
 
- 						}
 
- 					case 6: //walk or attack
 
- 						{
 
- 							sendAndApply(&StartAction(ba)); //start movement and attack
 
- 							moveStack(ba.stackNumber,ba.destinationTile);
 
- 							CStack *curStack = gs->curB->getStack(ba.stackNumber),
 
- 								*stackAtEnd = gs->curB->getStackT(ba.additionalInfo);
 
- 							if(curStack->position != ba.destinationTile) //we wasn't able to reach destination tile
 
- 							{
 
- 								tlog3<<"We cannot move this stack to its destination "<<curStack->creature->namePl<<std::endl;
 
- 							}
 
- 							if(!stackAtEnd)
 
- 							{
 
- 								tlog3 << "There is no stack on " << ba.additionalInfo << " tile (no attack)!";
 
- 								break;
 
- 							}
 
- 							ui16 curpos = curStack->position, 
 
- 								enemypos = stackAtEnd->position;
 
- 							if( !(
 
- 								(BattleInfo::mutualPosition(curpos, enemypos) >= 0)						//front <=> front
 
- 								|| (curStack->creature->isDoubleWide()									//back <=> front
 
- 									&& BattleInfo::mutualPosition(curpos + (curStack->attackerOwned ? -1 : 1), enemypos) >= 0)
 
- 								|| (stackAtEnd->creature->isDoubleWide()									//front <=> back
 
- 									&& BattleInfo::mutualPosition(curpos, enemypos + (stackAtEnd->attackerOwned ? -1 : 1)) >= 0)
 
- 								|| (stackAtEnd->creature->isDoubleWide() && curStack->creature->isDoubleWide()//back <=> back
 
- 									&& BattleInfo::mutualPosition(curpos + (curStack->attackerOwned ? -1 : 1), enemypos + (stackAtEnd->attackerOwned ? -1 : 1)) >= 0)
 
- 								)
 
- 							)
 
- 							{
 
- 								tlog3 << "Attack cannot be performed!";
 
- 								sendDataToClients(ui16(3008)); //end movement and attack
 
- 								break;
 
- 							}
 
- 							//attack
 
- 							BattleAttack bat;
 
- 							prepareAttack(bat,curStack,stackAtEnd);
 
- 							sendAndApply(&bat);
 
- 							//counterattack
 
- 							if(!vstd::contains(curStack->abilities,NO_ENEMY_RETALIATION)
 
- 								&& stackAtEnd->alive()
 
- 								&& stackAtEnd->counterAttacks
 
- 								&& !vstd::contains(stackAtEnd->abilities, SIEGE_WEAPON)) //TODO: support for multiple retaliatons per turn
 
- 							{
 
- 								prepareAttack(bat,stackAtEnd,curStack);
 
- 								bat.flags |= 2;
 
- 								sendAndApply(&bat);
 
- 							}
 
- 							//second attack
 
- 							if(vstd::contains(curStack->abilities,TWICE_ATTACK)
 
- 								&& curStack->alive()
 
- 								&& stackAtEnd->alive()  )
 
- 							{
 
- 								bat.flags = 0;
 
- 								prepareAttack(bat,curStack,stackAtEnd);
 
- 								sendAndApply(&bat);
 
- 							}
 
- 							sendDataToClients(ui16(3008)); //end movement and attack
 
- 							break;
 
- 						}
 
- 					case 7: //shoot
 
- 						{
 
- 							CStack *curStack = gs->curB->getStack(ba.stackNumber),
 
- 								*destStack= gs->curB->getStackT(ba.destinationTile);
 
- 							if(!curStack //our stack exists
 
- 							  || !destStack //there is a stack at destination tile
 
- 							  || !curStack->shots //stack has shots
 
- 							  || gs->curB->isStackBlocked(curStack->ID) //we are not blocked
 
- 							  || !vstd::contains(curStack->abilities,SHOOTER) //our stack is shooting unit
 
- 							  )
 
- 								break;
 
- 							for(int g=0; g<curStack->effects.size(); ++g)
 
- 							{
 
- 								if(61 == curStack->effects[g].id) //forgetfulness
 
- 									break;
 
- 							}
 
- 							sendAndApply(&StartAction(ba)); //start shooting
 
- 							BattleAttack bat;
 
- 							prepareAttack(bat,curStack,destStack);
 
- 							bat.flags |= 1;
 
- 							sendAndApply(&bat);
 
- 							if(vstd::contains(curStack->abilities,TWICE_ATTACK) //if unit shots twice let's make another shot
 
- 							  && curStack->alive()
 
- 							  && destStack->alive()
 
- 							  && curStack->shots
 
- 							  )
 
- 							{
 
- 								prepareAttack(bat,curStack,destStack);
 
- 								sendAndApply(&bat);
 
- 							}
 
- 							sendDataToClients(ui16(3008)); //end shooting
 
- 							break;
 
- 						}
 
- 					}
 
- 					battleMadeAction.setn(true);
 
- 					break;
 
- 				}
 
- 			case 3003: //custom action (probably spell)
 
- 				{
 
- 					BattleAction ba;
 
- 					c >> ba;
 
- 					switch(ba.actionType)
 
- 					{
 
- 					case 1: //hero casts spell
 
- 						{
 
- 							CGHeroInstance *h = (ba.side) ? gs->getHero(gs->curB->hero2) : gs->getHero(gs->curB->hero1);
 
- 							if(!h)
 
- 							{
 
- 								tlog2 << "Wrong caster!\n";
 
- 								goto customactionend;
 
- 							}
 
- 							if(ba.additionalInfo >= VLC->spellh->spells.size())
 
- 							{
 
- 								tlog2 << "Wrong spell id (" << ba.additionalInfo << ")!\n";
 
- 								goto customactionend;
 
- 							}
 
- 							CSpell *s = &VLC->spellh->spells[ba.additionalInfo];
 
- 							ui8 skill = 0; //skill level
 
- 							if(s->fire)
 
- 								skill = std::max(skill,h->getSecSkillLevel(14));
 
- 							if(s->air)
 
- 								skill = std::max(skill,h->getSecSkillLevel(15));
 
- 							if(s->water)
 
- 								skill = std::max(skill,h->getSecSkillLevel(16));
 
- 							if(s->earth)
 
- 								skill = std::max(skill,h->getSecSkillLevel(17));
 
- 							//TODO: skill level may be different on special terrain
 
- 							if( // !vstd::contains(h->spells,ba.additionalInfo) //hero doesn't know this spell 
 
- 								/*||*/ (h->mana < s->costs[skill]) //not enough mana
 
- 								|| (ba.additionalInfo < 10) //it's adventure spell (not combat)
 
- 								|| 0     )//TODO: hero has already casted a spell in this round
 
- 							{
 
- 								tlog2 << "Spell cannot be casted!\n";
 
- 								goto customactionend;
 
- 							}
 
- 							sendAndApply(&StartAction(ba)); //start spell casting
 
- 							//TODO: check resistances
 
- 							SpellCasted sc;
 
- 							sc.side = ba.side;
 
- 							sc.id = ba.additionalInfo;
 
- 							sc.skill = skill;
 
- 							sc.tile = ba.destinationTile;
 
- 							sendAndApply(&sc);
 
- 							switch(ba.additionalInfo) //spell id
 
- 							{
 
- 							case 15: //magic arrow
 
- 								{
 
- 									CStack * attacked = gs->curB->getStackT(ba.destinationTile);
 
- 									if(!attacked) break;
 
- 									BattleStackAttacked bsa;
 
- 									bsa.flags |= 2;
 
- 									bsa.effect = 64;
 
- 									bsa.damageAmount = h->getPrimSkillLevel(2) * 10  +  s->powers[getSchoolLevel(h,s)]; 
 
- 									bsa.stackAttacked = attacked->ID;
 
- 									prepareAttacked(bsa,attacked);
 
- 									sendAndApply(&bsa);
 
- 									break;
 
- 								}
 
- 							case 16: //ice bolt
 
- 								{
 
- 									CStack * attacked = gs->curB->getStackT(ba.destinationTile);
 
- 									if(!attacked) break;
 
- 									BattleStackAttacked bsa;
 
- 									bsa.flags |= 2;
 
- 									bsa.effect = 46;
 
- 									bsa.damageAmount = h->getPrimSkillLevel(2) * 20  +  s->powers[getSchoolLevel(h,s)]; 
 
- 									bsa.stackAttacked = attacked->ID;
 
- 									prepareAttacked(bsa,attacked);
 
- 									sendAndApply(&bsa);
 
- 									break;
 
- 								}
 
- 							case 17: //lightning bolt
 
- 								{
 
- 									CStack * attacked = gs->curB->getStackT(ba.destinationTile);
 
- 									if(!attacked) break;
 
- 									BattleStackAttacked bsa;
 
- 									bsa.flags |= 2;
 
- 									bsa.effect = 38;
 
- 									bsa.damageAmount = h->getPrimSkillLevel(2) * 25  +  s->powers[getSchoolLevel(h,s)]; 
 
- 									bsa.stackAttacked = attacked->ID;
 
- 									prepareAttacked(bsa,attacked);
 
- 									sendAndApply(&bsa);
 
- 									break;
 
- 								}
 
- 							case 18: //implosion
 
- 								{
 
- 									CStack * attacked = gs->curB->getStackT(ba.destinationTile);
 
- 									if(!attacked) break;
 
- 									BattleStackAttacked bsa;
 
- 									bsa.flags |= 2;
 
- 									bsa.effect = 10;
 
- 									bsa.damageAmount = h->getPrimSkillLevel(2) * 75  +  s->powers[getSchoolLevel(h,s)]; 
 
- 									bsa.stackAttacked = attacked->ID;
 
- 									prepareAttacked(bsa,attacked);
 
- 									sendAndApply(&bsa);
 
- 									break;
 
- 								}
 
- 							case 27: //shield
 
- 								{
 
- 									SetStackEffect sse;
 
- 									if(getSchoolLevel(h,s) < 3) //not expert
 
- 									{
 
- 										sse.stack = gs->curB->getStackT(ba.destinationTile)->ID;
 
- 										sse.effect.id = 27;
 
- 										sse.effect.level = getSchoolLevel(h,s);
 
- 										sse.effect.turnsRemain = h->getPrimSkillLevel(2);
 
- 										sendAndApply(&sse);
 
- 									}
 
- 									else
 
- 									{
 
- 										for(int it=0; it<gs->curB->stacks.size(); ++it)
 
- 										{
 
- 											//if it's non negative spell and our unit or non positive spell and hostile unit
 
- 											if((VLC->spellh->spells[ba.additionalInfo].positiveness >= 0 && gs->curB->stacks[it]->owner == h->tempOwner)
 
- 												||(VLC->spellh->spells[ba.additionalInfo].positiveness <= 0 && gs->curB->stacks[it]->owner != h->tempOwner )
 
- 												)
 
- 											{
 
- 												sse.stack = gs->curB->stacks[it]->ID;
 
- 												sse.effect.id = 27;
 
- 												sse.effect.level = getSchoolLevel(h,s);
 
- 												sse.effect.turnsRemain = h->getPrimSkillLevel(2);
 
- 												sendAndApply(&sse);
 
- 											}
 
- 										}
 
- 									}
 
- 									break;
 
- 								}
 
- 							case 28: //air shield
 
- 								{
 
- 									SetStackEffect sse;
 
- 									if(getSchoolLevel(h,s) < 3) //not expert
 
- 									{
 
- 										sse.stack = gs->curB->getStackT(ba.destinationTile)->ID;
 
- 										sse.effect.id = 28;
 
- 										sse.effect.level = getSchoolLevel(h,s);
 
- 										sse.effect.turnsRemain = h->getPrimSkillLevel(2);
 
- 										sendAndApply(&sse);
 
- 									}
 
- 									else
 
- 									{
 
- 										for(int it=0; it<gs->curB->stacks.size(); ++it)
 
- 										{
 
- 											//if it's non negative spell and our unit or non positive spell and hostile unit
 
- 											if((VLC->spellh->spells[ba.additionalInfo].positiveness >= 0 && gs->curB->stacks[it]->owner == h->tempOwner)
 
- 												||(VLC->spellh->spells[ba.additionalInfo].positiveness <= 0 && gs->curB->stacks[it]->owner != h->tempOwner )
 
- 												)
 
- 											{
 
- 												sse.stack = gs->curB->stacks[it]->ID;
 
- 												sse.effect.id = 28;
 
- 												sse.effect.level = getSchoolLevel(h,s);
 
- 												sse.effect.turnsRemain = h->getPrimSkillLevel(2);
 
- 												sendAndApply(&sse);
 
- 											}
 
- 										}
 
- 									}
 
- 									break;
 
- 								}
 
- 							case 41: //bless
 
- 								{
 
- 									SetStackEffect sse;
 
- 									if(getSchoolLevel(h,s) < 3) //not expert
 
- 									{
 
- 										sse.stack = gs->curB->getStackT(ba.destinationTile)->ID;
 
- 										sse.effect.id = 41;
 
- 										sse.effect.level = getSchoolLevel(h,s);
 
- 										sse.effect.turnsRemain = h->getPrimSkillLevel(2);
 
- 										sendAndApply(&sse);
 
- 									}
 
- 									else
 
- 									{
 
- 										for(int it=0; it<gs->curB->stacks.size(); ++it)
 
- 										{
 
- 											//if it's non negative spell and our unit or non positive spell and hostile unit
 
- 											if((VLC->spellh->spells[ba.additionalInfo].positiveness >= 0 && gs->curB->stacks[it]->owner == h->tempOwner)
 
- 												||(VLC->spellh->spells[ba.additionalInfo].positiveness <= 0 && gs->curB->stacks[it]->owner != h->tempOwner )
 
- 												)
 
- 											{
 
- 												sse.stack = gs->curB->stacks[it]->ID;
 
- 												sse.effect.id = 41;
 
- 												sse.effect.level = getSchoolLevel(h,s);
 
- 												sse.effect.turnsRemain = h->getPrimSkillLevel(2);
 
- 												sendAndApply(&sse);
 
- 											}
 
- 										}
 
- 									}
 
- 									break;
 
- 								}
 
- 							case 42: //curse
 
- 								{
 
- 									SetStackEffect sse;
 
- 									if(getSchoolLevel(h,s) < 3) //not expert
 
- 									{
 
- 										sse.stack = gs->curB->getStackT(ba.destinationTile)->ID;
 
- 										sse.effect.id = 42;
 
- 										sse.effect.level = getSchoolLevel(h,s);
 
- 										sse.effect.turnsRemain = h->getPrimSkillLevel(2);
 
- 										sendAndApply(&sse);
 
- 									}
 
- 									else
 
- 									{
 
- 										for(int it=0; it<gs->curB->stacks.size(); ++it)
 
- 										{
 
- 											//if it's non negative spell and our unit or non positive spell and hostile unit
 
- 											if((VLC->spellh->spells[ba.additionalInfo].positiveness >= 0 && gs->curB->stacks[it]->owner == h->tempOwner)
 
- 												||(VLC->spellh->spells[ba.additionalInfo].positiveness <= 0 && gs->curB->stacks[it]->owner != h->tempOwner )
 
- 												)
 
- 											{
 
- 												sse.stack = gs->curB->stacks[it]->ID;
 
- 												sse.effect.id = 42;
 
- 												sse.effect.level = getSchoolLevel(h,s);
 
- 												sse.effect.turnsRemain = h->getPrimSkillLevel(2);
 
- 												sendAndApply(&sse);
 
- 											}
 
- 										}
 
- 									}
 
- 									break;
 
- 								}
 
- 							case 43: //bloodlust
 
- 								{
 
- 									SetStackEffect sse;
 
- 									if(getSchoolLevel(h,s) < 3) //not expert
 
- 									{
 
- 										sse.stack = gs->curB->getStackT(ba.destinationTile)->ID;
 
- 										sse.effect.id = 43;
 
- 										sse.effect.level = getSchoolLevel(h,s);
 
- 										sse.effect.turnsRemain = h->getPrimSkillLevel(2);
 
- 										sendAndApply(&sse);
 
- 									}
 
- 									else
 
- 									{
 
- 										for(int it=0; it<gs->curB->stacks.size(); ++it)
 
- 										{
 
- 											//if it's non negative spell and our unit or non positive spell and hostile unit
 
- 											if((VLC->spellh->spells[ba.additionalInfo].positiveness >= 0 && gs->curB->stacks[it]->owner == h->tempOwner)
 
- 												||(VLC->spellh->spells[ba.additionalInfo].positiveness <= 0 && gs->curB->stacks[it]->owner != h->tempOwner )
 
- 												)
 
- 											{
 
- 												sse.stack = gs->curB->stacks[it]->ID;
 
- 												sse.effect.id = 43;
 
- 												sse.effect.level = getSchoolLevel(h,s);
 
- 												sse.effect.turnsRemain = h->getPrimSkillLevel(2);
 
- 												sendAndApply(&sse);
 
- 											}
 
- 										}
 
- 									}
 
- 									break;
 
- 								}
 
- 							case 45: //weakness
 
- 								{
 
- 									SetStackEffect sse;
 
- 									if(getSchoolLevel(h,s) < 3) //not expert
 
- 									{
 
- 										sse.stack = gs->curB->getStackT(ba.destinationTile)->ID;
 
- 										sse.effect.id = 45;
 
- 										sse.effect.level = getSchoolLevel(h,s);
 
- 										sse.effect.turnsRemain = h->getPrimSkillLevel(2);
 
- 										sendAndApply(&sse);
 
- 									}
 
- 									else
 
- 									{
 
- 										for(int it=0; it<gs->curB->stacks.size(); ++it)
 
- 										{
 
- 											//if it's non negative spell and our unit or non positive spell and hostile unit
 
- 											if((VLC->spellh->spells[ba.additionalInfo].positiveness >= 0 && gs->curB->stacks[it]->owner == h->tempOwner)
 
- 												||(VLC->spellh->spells[ba.additionalInfo].positiveness <= 0 && gs->curB->stacks[it]->owner != h->tempOwner )
 
- 												)
 
- 											{
 
- 												sse.stack = gs->curB->stacks[it]->ID;
 
- 												sse.effect.id = 45;
 
- 												sse.effect.level = getSchoolLevel(h,s);
 
- 												sse.effect.turnsRemain = h->getPrimSkillLevel(2);
 
- 												sendAndApply(&sse);
 
- 											}
 
- 										}
 
- 									}
 
- 									break;
 
- 								}
 
- 							case 46: //stone skin
 
- 								{
 
- 									SetStackEffect sse;
 
- 									if(getSchoolLevel(h,s) < 3) //not expert
 
- 									{
 
- 										sse.stack = gs->curB->getStackT(ba.destinationTile)->ID;
 
- 										sse.effect.id = 46;
 
- 										sse.effect.level = getSchoolLevel(h,s);
 
- 										sse.effect.turnsRemain = h->getPrimSkillLevel(2);
 
- 										sendAndApply(&sse);
 
- 									}
 
- 									else
 
- 									{
 
- 										for(int it=0; it<gs->curB->stacks.size(); ++it)
 
- 										{
 
- 											//if it's non negative spell and our unit or non positive spell and hostile unit
 
- 											if((VLC->spellh->spells[ba.additionalInfo].positiveness >= 0 && gs->curB->stacks[it]->owner == h->tempOwner)
 
- 												||(VLC->spellh->spells[ba.additionalInfo].positiveness <= 0 && gs->curB->stacks[it]->owner != h->tempOwner )
 
- 												)
 
- 											{
 
- 												sse.stack = gs->curB->stacks[it]->ID;
 
- 												sse.effect.id = 46;
 
- 												sse.effect.level = getSchoolLevel(h,s);
 
- 												sse.effect.turnsRemain = h->getPrimSkillLevel(2);
 
- 												sendAndApply(&sse);
 
- 											}
 
- 										}
 
- 									}
 
- 									break;
 
- 								}
 
- 							case 48: //prayer
 
- 								{
 
- 									SetStackEffect sse;
 
- 									if(getSchoolLevel(h,s) < 3) //not expert
 
- 									{
 
- 										sse.stack = gs->curB->getStackT(ba.destinationTile)->ID;
 
- 										sse.effect.id = 48;
 
- 										sse.effect.level = getSchoolLevel(h,s);
 
- 										sse.effect.turnsRemain = h->getPrimSkillLevel(2);
 
- 										sendAndApply(&sse);
 
- 									}
 
- 									else
 
- 									{
 
- 										for(int it=0; it<gs->curB->stacks.size(); ++it)
 
- 										{
 
- 											//if it's non negative spell and our unit or non positive spell and hostile unit
 
- 											if((VLC->spellh->spells[ba.additionalInfo].positiveness >= 0 && gs->curB->stacks[it]->owner == h->tempOwner)
 
- 												||(VLC->spellh->spells[ba.additionalInfo].positiveness <= 0 && gs->curB->stacks[it]->owner != h->tempOwner )
 
- 												)
 
- 											{
 
- 												sse.stack = gs->curB->stacks[it]->ID;
 
- 												sse.effect.id = 48;
 
- 												sse.effect.level = getSchoolLevel(h,s);
 
- 												sse.effect.turnsRemain = h->getPrimSkillLevel(2);
 
- 												sendAndApply(&sse);
 
- 											}
 
- 										}
 
- 									}
 
- 									break;
 
- 								}
 
- 							case 53: //haste
 
- 								{
 
- 									SetStackEffect sse;
 
- 									if(getSchoolLevel(h,s) < 3) //not expert
 
- 									{
 
- 										sse.stack = gs->curB->getStackT(ba.destinationTile)->ID;
 
- 										sse.effect.id = 53;
 
- 										sse.effect.level = getSchoolLevel(h,s);
 
- 										sse.effect.turnsRemain = h->getPrimSkillLevel(2);
 
- 										sendAndApply(&sse);
 
- 									}
 
- 									else
 
- 									{
 
- 										for(int it=0; it<gs->curB->stacks.size(); ++it)
 
- 										{
 
- 											//if it's non negative spell and our unit or non positive spell and hostile unit
 
- 											if((VLC->spellh->spells[ba.additionalInfo].positiveness >= 0 && gs->curB->stacks[it]->owner == h->tempOwner)
 
- 												||(VLC->spellh->spells[ba.additionalInfo].positiveness <= 0 && gs->curB->stacks[it]->owner != h->tempOwner )
 
- 												)
 
- 											{
 
- 												sse.stack = gs->curB->stacks[it]->ID;
 
- 												sse.effect.id = 53;
 
- 												sse.effect.level = getSchoolLevel(h,s);
 
- 												sse.effect.turnsRemain = h->getPrimSkillLevel(2);
 
- 												sendAndApply(&sse);
 
- 											}
 
- 										}
 
- 									}
 
- 									break;
 
- 								}
 
- 							case 54: //slow
 
- 								{
 
- 									SetStackEffect sse;
 
- 									if(getSchoolLevel(h,s) < 3) //not expert
 
- 									{
 
- 										sse.stack = gs->curB->getStackT(ba.destinationTile)->ID;
 
- 										sse.effect.id = 54;
 
- 										sse.effect.level = getSchoolLevel(h,s);
 
- 										sse.effect.turnsRemain = h->getPrimSkillLevel(2);
 
- 										sendAndApply(&sse);
 
- 									}
 
- 									else
 
- 									{
 
- 										for(int it=0; it<gs->curB->stacks.size(); ++it)
 
- 										{
 
- 											//if it's non negative spell and our unit or non positive spell and hostile unit
 
- 											if((VLC->spellh->spells[ba.additionalInfo].positiveness >= 0 && gs->curB->stacks[it]->owner == h->tempOwner)
 
- 												||(VLC->spellh->spells[ba.additionalInfo].positiveness <= 0 && gs->curB->stacks[it]->owner != h->tempOwner )
 
- 												)
 
- 											{
 
- 												sse.stack = gs->curB->stacks[it]->ID;
 
- 												sse.effect.id = 54;
 
- 												sse.effect.level = getSchoolLevel(h,s);
 
- 												sse.effect.turnsRemain = h->getPrimSkillLevel(2);
 
- 												sendAndApply(&sse);
 
- 											}
 
- 										}
 
- 									}
 
- 									break;
 
- 								}
 
- 							case 56: //frenzy
 
- 								{
 
- 									SetStackEffect sse;
 
- 									if(getSchoolLevel(h,s) < 3) //not expert
 
- 									{
 
- 										sse.stack = gs->curB->getStackT(ba.destinationTile)->ID;
 
- 										sse.effect.id = 56;
 
- 										sse.effect.level = getSchoolLevel(h,s);
 
- 										sse.effect.turnsRemain = 1; //! - different duration
 
- 										sendAndApply(&sse);
 
- 									}
 
- 									else
 
- 									{
 
- 										for(int it=0; it<gs->curB->stacks.size(); ++it)
 
- 										{
 
- 											//if it's non negative spell and our unit or non positive spell and hostile unit
 
- 											if((VLC->spellh->spells[ba.additionalInfo].positiveness >= 0 && gs->curB->stacks[it]->owner == h->tempOwner)
 
- 												||(VLC->spellh->spells[ba.additionalInfo].positiveness <= 0 && gs->curB->stacks[it]->owner != h->tempOwner )
 
- 												)
 
- 											{
 
- 												sse.stack = gs->curB->stacks[it]->ID;
 
- 												sse.effect.id = 56;
 
- 												sse.effect.level = getSchoolLevel(h,s);
 
- 												sse.effect.turnsRemain = h->getPrimSkillLevel(2);
 
- 												sendAndApply(&sse);
 
- 											}
 
- 										}
 
- 									}
 
- 									break;
 
- 								}
 
- 							case 61: //forgetfulness
 
- 								{
 
- 									SetStackEffect sse;
 
- 									if(getSchoolLevel(h,s) < 3) //not expert
 
- 									{
 
- 										sse.stack = gs->curB->getStackT(ba.destinationTile)->ID;
 
- 										sse.effect.id = 61;
 
- 										sse.effect.level = getSchoolLevel(h,s);
 
- 										sse.effect.turnsRemain = h->getPrimSkillLevel(2);
 
- 										sendAndApply(&sse);
 
- 									}
 
- 									else
 
- 									{
 
- 										for(int it=0; it<gs->curB->stacks.size(); ++it)
 
- 										{
 
- 											//if it's non negative spell and our unit or non positive spell and hostile unit
 
- 											if((VLC->spellh->spells[ba.additionalInfo].positiveness >= 0 && gs->curB->stacks[it]->owner == h->tempOwner)
 
- 												||(VLC->spellh->spells[ba.additionalInfo].positiveness <= 0 && gs->curB->stacks[it]->owner != h->tempOwner )
 
- 												)
 
- 											{
 
- 												sse.stack = gs->curB->stacks[it]->ID;
 
- 												sse.effect.id = 61;
 
- 												sse.effect.level = getSchoolLevel(h,s);
 
- 												sse.effect.turnsRemain = h->getPrimSkillLevel(2);
 
- 												sendAndApply(&sse);
 
- 											}
 
- 										}
 
- 									}
 
- 									break;
 
- 								}
 
- 							}
 
- 							//TODO: spells to support possibly soon (list by Zamolxis):
 
- 							/*- Magic Arrow
 
- 							- Haste
 
- 							- Bless
 
- 							- Bloodlust
 
- 							- Curse
 
- 							- Dispel
 
- 							- Shield
 
- 							- Slow
 
- 							- Stone Skin
 
- 							- Lightning Bolt
 
- 							- Ice Bolt
 
- 							- Precision
 
- 							- Blind
 
- 							- Fire Wall
 
- 							- Weakness
 
- 							- Death Ripple */
 
- 							sendDataToClients(ui16(3008)); //end casting
 
- 							break;
 
- 						}
 
- 					}
 
- customactionend:
 
- 					break;
 
- 				}
 
- 			default:
 
- 				throw std::string("Not supported client message!");
 
- 			}
 
- 		}
 
- 	}
 
- 	HANDLE_EXCEPTION(end2 = true);
 
- handleConEnd:
 
- 	tlog1 << "Ended handling connection\n";
 
- }
 
- void CGameHandler::moveStack(int stack, int dest)
 
- {							
 
- 	CStack *curStack = gs->curB->getStack(stack),
 
- 		*stackAtEnd = gs->curB->getStackT(dest);
 
- 	//initing necessary tables
 
- 	bool accessibility[BFIELD_SIZE];
 
- 	if(curStack->creature->isDoubleWide())
 
- 		gs->curB->getAccessibilityMapForTwoHex(accessibility,curStack->attackerOwned,curStack->ID);
 
- 	else 
 
- 		gs->curB->getAccessibilityMap(accessibility,curStack->ID);
 
- 	//shifting destination (if we have double wide stack and we can occupy dest but not be exactly there)
 
- 	if(!stackAtEnd && curStack->creature->isDoubleWide() && !accessibility[dest])
 
- 	{
 
- 		if(curStack->attackerOwned)
 
- 		{
 
- 			if(accessibility[dest+1])
 
- 				dest+=1;
 
- 		}
 
- 		else
 
- 		{
 
- 			if(accessibility[dest-1])
 
- 				dest-=1;
 
- 		}
 
- 	}
 
- 	if((stackAtEnd && stackAtEnd!=curStack && stackAtEnd->alive()) || !accessibility[dest])
 
- 		return;
 
- 	//if(dists[dest] > curStack->creature->speed && !(stackAtEnd && dists[dest] == curStack->creature->speed+1)) //we can attack a stack if we can go to adjacent hex
 
- 	//	return false;
 
- 	std::vector<int> path = gs->curB->getPath(curStack->position,dest,accessibility);
 
- 	int tilesToMove = std::max((int)(path.size() - curStack->speed()), 0);
 
- 	for(int v=path.size()-1; v>=tilesToMove; --v)
 
- 	{
 
- 		//inform clients about move
 
- 		BattleStackMoved sm;
 
- 		sm.stack = curStack->ID;
 
- 		sm.tile = path[v];
 
- 		sendAndApply(&sm);
 
- 	}
 
- }
 
- CGameHandler::CGameHandler(void)
 
- {
 
- 	gs = NULL;
 
- 	IObjectInterface::cb = this;
 
- }
 
- CGameHandler::~CGameHandler(void)
 
- {
 
- 	delete gs;
 
- }
 
- void CGameHandler::init(StartInfo *si, int Seed)
 
- {
 
- 	Mapa *map = new Mapa(si->mapname);
 
- 	tlog0 << "Map loaded!" << std::endl;
 
- 	gs = new CGameState();
 
- 	tlog0 << "Gamestate created!" << std::endl;
 
- 	gs->init(si,map,Seed);	
 
- 	tlog0 << "Gamestate initialized!" << std::endl;
 
- 	/****************************LUA OBJECT SCRIPTS************************************************/
 
- 	//std::vector<std::string> * lf = CLuaHandler::searchForScripts("scripts/lua/objects"); //files
 
- 	//for (int i=0; i<lf->size(); i++)
 
- 	//{
 
- 	//	try
 
- 	//	{
 
- 	//		std::vector<std::string> * temp =  CLuaHandler::functionList((*lf)[i]);
 
- 	//		CLuaObjectScript * objs = new CLuaObjectScript((*lf)[i]);
 
- 	//		CLuaCallback::registerFuncs(objs->is);
 
- 	//		//objs
 
- 	//		for (int j=0; j<temp->size(); j++)
 
- 	//		{
 
- 	//			int obid ; //obj ID
 
- 	//			int dspos = (*temp)[j].find_first_of('_');
 
- 	//			obid = atoi((*temp)[j].substr(dspos+1,(*temp)[j].size()-dspos-1).c_str());
 
- 	//			std::string fname = (*temp)[j].substr(0,dspos);
 
- 	//			if (skrypty->find(obid)==skrypty->end())
 
- 	//				skrypty->insert(std::pair<int, std::map<std::string, CObjectScript*> >(obid,std::map<std::string,CObjectScript*>()));
 
- 	//			(*skrypty)[obid].insert(std::pair<std::string, CObjectScript*>(fname,objs));
 
- 	//		}
 
- 	//		delete temp;
 
- 	//	}HANDLE_EXCEPTION
 
- 	//}
 
- 	//delete lf;
 
- 	for(std::map<ui8,PlayerState>::iterator i = gs->players.begin(); i != gs->players.end(); i++)
 
- 		states.addPlayer(i->first);
 
- }
 
- void CGameHandler::newTurn()
 
- {
 
- 	tlog5 << "Turn " << gs->day+1 << std::endl;
 
- 	NewTurn n;
 
- 	n.day = gs->day + 1;
 
- 	n.resetBuilded = true;
 
- 	for ( std::map<ui8, PlayerState>::iterator i=gs->players.begin() ; i!=gs->players.end();i++)
 
- 	{
 
- 		if(i->first == 255) continue;
 
- 		if(gs->getDate(1)==7) //first day of week - new heroes in tavern
 
- 		{
 
- 			SetAvailableHeroes sah;
 
- 			sah.player = i->first;
 
- 			//TODO: - will fail when there are not enough available heroes
 
- 			sah.hid1 = gs->hpool.pickHeroFor(true,i->first,&VLC->townh->towns[gs->scenarioOps->getIthPlayersSettings(i->first).castle])->subID;
 
- 			sah.hid2 = gs->hpool.pickHeroFor(false,i->first,&VLC->townh->towns[gs->scenarioOps->getIthPlayersSettings(i->first).castle],sah.hid1)->subID;
 
- 			sendAndApply(&sah);
 
- 		}
 
- 		if(i->first>=PLAYER_LIMIT) continue;
 
- 		SetResources r;
 
- 		r.player = i->first;
 
- 		for(int j=0;j<RESOURCE_QUANTITY;j++)
 
- 			r.res[j] = i->second.resources[j];
 
- 		
 
- 		BOOST_FOREACH(CGHeroInstance *h, (*i).second.heroes)
 
- 		{
 
- 			NewTurn::Hero hth;
 
- 			hth.id = h->id;
 
- 			hth.move = h->maxMovePoints(true); //TODO: check if hero is really on the land
 
- 			hth.mana = std::max(h->mana,std::min(h->mana+1+h->getSecSkillLevel(8), h->manaLimit())); //hero regains 1 mana point + mysticism lvel
 
- 			n.heroes.insert(hth);
 
- 			
 
- 			switch(h->getSecSkillLevel(13)) //handle estates - give gold
 
- 			{
 
- 			case 1: //basic
 
- 				r.res[6] += 125;
 
- 				break;
 
- 			case 2: //advanced
 
- 				r.res[6] += 250;
 
- 				break;
 
- 			case 3: //expert
 
- 				r.res[6] += 500;
 
- 				break;
 
- 			}
 
- 		}
 
- 		for(std::vector<CGTownInstance *>::iterator j=i->second.towns.begin();j!=i->second.towns.end();j++)//handle towns
 
- 		{
 
- 			if(vstd::contains((**j).builtBuildings,15)) //there is resource silo
 
- 			{
 
- 				if((**j).town->primaryRes == 127) //we'll give wood and ore
 
- 				{
 
- 					r.res[0] += 1;
 
- 					r.res[2] += 1;
 
- 				}
 
- 				else
 
- 				{
 
- 					r.res[(**j).town->primaryRes] += 1;
 
- 				}
 
- 			}
 
- 			if(gs->getDate(1)==7) //first day of week
 
- 			{
 
- 				SetAvailableCreatures sac;
 
- 				sac.tid = (**j).id;
 
- 				sac.creatures = (**j).strInfo.creatures;
 
- 				for(int k=0;k<CREATURES_PER_TOWN;k++) //creature growths
 
- 				{
 
- 					if((**j).creatureDwelling(k))//there is dwelling (k-level)
 
- 						sac.creatures[k] += (**j).creatureGrowth(k);
 
- 				}
 
- 				n.cres.push_back(sac);
 
- 			}
 
- 			if((gs->day) && i->first<PLAYER_LIMIT)//not the first day and town not neutral
 
- 				r.res[6] += (**j).dailyIncome();
 
- 		}
 
- 		n.res.push_back(r);
 
- 	}	
 
- 	sendAndApply(&n);
 
- 	tlog5 << "Info about turn " << n.day << "has been sent!" << std::endl;
 
- 	for(size_t i = 0; i<gs->map->objects.size(); i++)
 
- 		if(gs->map->objects[i])
 
- 			gs->map->objects[i]->newTurn();
 
- }
 
- void CGameHandler::run(bool resume)
 
- {	
 
- 	BOOST_FOREACH(CConnection *cc, conns)
 
- 	{//init conn.
 
- 		ui8 quantity, pom;
 
- 		//ui32 seed;
 
- 		if(!resume)
 
- 			(*cc) << gs->scenarioOps->mapname << gs->map->checksum << gs->seed;
 
- 		(*cc) >> quantity; //how many players will be handled at that client
 
- 		for(int i=0;i<quantity;i++)
 
- 		{
 
- 			(*cc) >> pom; //read player color
 
- 			gsm.lock();
 
- 			connections[pom] = cc;
 
- 			gsm.unlock();
 
- 		}	
 
- 	}
 
- 	
 
- 	for(std::set<CConnection*>::iterator i = conns.begin(); i!=conns.end();i++)
 
- 	{
 
- 		std::set<int> pom;
 
- 		for(std::map<int,CConnection*>::iterator j = connections.begin(); j!=connections.end();j++)
 
- 			if(j->second == *i)
 
- 				pom.insert(j->first);
 
- 		boost::thread(boost::bind(&CGameHandler::handleConnection,this,pom,boost::ref(**i)));
 
- 	}
 
- 	/****************************SCRIPTS************************************************/
 
- 	//std::map<int, std::map<std::string, CObjectScript*> > * skrypty = &objscr; //alias for easier access
 
- 	/****************************C++ OBJECT SCRIPTS************************************************/
 
- 	//std::map<int,CCPPObjectScript*> scripts;
 
- 	//CScriptCallback * csc = new CScriptCallback();
 
- 	//csc->gh = this;
 
- 	//handleCPPObjS(&scripts,new CVisitableOPH(csc));
 
- 	//handleCPPObjS(&scripts,new CVisitableOPW(csc));
 
- 	//handleCPPObjS(&scripts,new CPickable(csc));
 
- 	//handleCPPObjS(&scripts,new CMines(csc));
 
- 	//handleCPPObjS(&scripts,new CTownScript(csc));
 
- 	//handleCPPObjS(&scripts,new CHeroScript(csc));
 
- 	//handleCPPObjS(&scripts,new CMonsterS(csc));
 
- 	//handleCPPObjS(&scripts,new CCreatureGen(csc));
 
- 	//handleCPPObjS(&scripts,new CTeleports(csc));
 
- 	/****************************INITIALIZING OBJECT SCRIPTS************************************************/
 
- 	//std::string temps("newObject");
 
- 	//for (unsigned i=0; i<gs->map->objects.size(); i++)
 
- 	//{
 
- 		//c++ scripts
 
- 		//if (scripts.find(gs->map->objects[i]->ID) != scripts.end())
 
- 		//{
 
- 		//	gs->map->objects[i]->state = scripts[gs->map->objects[i]->ID];
 
- 		//	gs->map->objects[i]->state->newObject(gs->map->objects[i]->id);
 
- 		//}
 
- 		//else 
 
- 		//{
 
- 		//	gs->map->objects[i]->state = NULL;
 
- 		//}
 
- 		//// lua scripts
 
- 		//if(checkFunc(map->objects[i]->ID,temps))
 
- 		//	(*skrypty)[map->objects[i]->ID][temps]->newObject(map->objects[i]);
 
- 	//}
 
- 	while (!end2)
 
- 	{
 
- 		if(!resume)
 
- 			newTurn();
 
- 		else
 
- 			resume = false;
 
- 		std::map<ui8,PlayerState>::iterator i;
 
- 		if(!resume)
 
- 			i = gs->players.begin();
 
- 		else
 
- 			i = gs->players.find(gs->currentPlayer);
 
- 		for(; i != gs->players.end(); i++)
 
- 		{
 
- 			if((i->second.towns.size()==0 && i->second.heroes.size()==0)  || i->second.color<0 || i->first>=PLAYER_LIMIT  ) continue; //players has not towns/castle - loser
 
- 			states.setFlag(i->first,&PlayerStatus::makingTurn,true);
 
- 			gs->currentPlayer = i->first;
 
- 			*connections[i->first] << ui16(100) << i->first;    
 
- 			//wait till turn is done
 
- 			boost::unique_lock<boost::mutex> lock(states.mx);
 
- 			while(states.players[i->first].makingTurn && !end2)
 
- 			{
 
- 				boost::posix_time::time_duration p;
 
- 				p = boost::posix_time::milliseconds(200);
 
- #ifdef _MSC_VER
 
- 				states.cv.timed_wait(lock,p); 
 
- #else
 
- 				boost::xtime time={0,0};
 
- 				time.nsec = static_cast<boost::xtime::xtime_nsec_t>(p.total_nanoseconds());
 
- 				states.cv.timed_wait(lock,time);
 
- #endif
 
- 			}
 
- 		}
 
- 	}
 
- }
 
- namespace CGH
 
- {
 
- 	using namespace std;
 
- 	void readItTo(ifstream & input, vector< vector<int> > & 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);
 
- 		}
 
- 	}
 
- }
 
- void CGameHandler::setupBattle( BattleInfo * curB, int3 tile, CCreatureSet &army1, CCreatureSet &army2, CGHeroInstance * hero1, CGHeroInstance * hero2 )
 
- {
 
- 	battleResult.set(NULL);
 
- 	std::vector<CStack*> & stacks = (curB->stacks);
 
- 	curB->tile = tile;
 
- 	curB->siege = 0; //TODO: add sieges
 
- 	curB->army1=army1;
 
- 	curB->army2=army2;
 
- 	curB->hero1=(hero1)?(hero1->id):(-1);
 
- 	curB->hero2=(hero2)?(hero2->id):(-1);
 
- 	curB->side1=(hero1)?(hero1->tempOwner):(-1);
 
- 	curB->side2=(hero2)?(hero2->tempOwner):(-1);
 
- 	curB->round = -2;
 
- 	curB->activeStack = -1;
 
- 	for(std::map<si32,std::pair<ui32,si32> >::iterator i = army1.slots.begin(); i!=army1.slots.end(); i++)
 
- 	{
 
- 		stacks.push_back(new CStack(&VLC->creh->creatures[i->second.first],i->second.second,hero1->tempOwner, stacks.size(), true,i->first));
 
- 		
 
- 		//base luck/morale calculations
 
- 		//TODO: check if terrain is native, add bonuses for neutral stacks, bonuses from town
 
- 		if(hero1)
 
- 		{
 
- 			stacks.back()->morale = hero1->getCurrentMorale(i->first,false);
 
- 			stacks.back()->luck = hero1->getCurrentLuck(i->first,false);
 
- 		}
 
- 		else
 
- 		{
 
- 			stacks.back()->morale = 0;
 
- 			stacks.back()->luck = 0;
 
- 		}
 
- 		stacks[stacks.size()-1]->ID = stacks.size()-1;
 
- 	}
 
- 	//initialization of positions
 
- 	std::ifstream positions;
 
- 	positions.open("config" PATHSEPARATOR "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;
 
- 	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.close();
 
- 	
 
- 	if(army1.formation)
 
- 		for(int b=0; b<army1.slots.size(); ++b) //tight
 
- 		{
 
- 			stacks[b]->position = attackerTight[army1.slots.size()-1][b];
 
- 		}
 
- 	else
 
- 		for(int b=0; b<army1.slots.size(); ++b) //loose
 
- 		{
 
- 			stacks[b]->position = attackerLoose[army1.slots.size()-1][b];
 
- 		}
 
- 	for(std::map<si32,std::pair<ui32,si32> >::iterator i = army2.slots.begin(); i!=army2.slots.end(); i++)
 
- 	{
 
- 		stacks.push_back(new CStack(&VLC->creh->creatures[i->second.first],i->second.second,hero2 ? hero2->tempOwner : 255, stacks.size(), false, i->first));
 
- 		//base luck/morale calculations
 
- 		//TODO: check if terrain is native, add bonuses for neutral stacks, bonuses from town
 
- 		if(hero2)
 
- 		{
 
- 			stacks.back()->morale = hero2->getCurrentMorale(i->first,false);
 
- 			stacks.back()->luck = hero2->getCurrentLuck(i->first,false);
 
- 		}
 
- 		else
 
- 		{
 
- 			stacks.back()->morale = 0;
 
- 			stacks.back()->luck = 0;
 
- 		}
 
- 	}
 
- 	if(army2.formation)
 
- 		for(int b=0; b<army2.slots.size(); ++b) //tight
 
- 		{
 
- 			stacks[b+army1.slots.size()]->position = defenderTight[army2.slots.size()-1][b];
 
- 		}
 
- 	else
 
- 		for(int b=0; b<army2.slots.size(); ++b) //loose
 
- 		{
 
- 			stacks[b+army1.slots.size()]->position = defenderLoose[army2.slots.size()-1][b];
 
- 		}
 
- 	for(unsigned g=0; g<stacks.size(); ++g) //shifting positions of two-hex creatures
 
- 	{
 
- 		if((stacks[g]->position%17)==1 && stacks[g]->creature->isDoubleWide())
 
- 		{
 
- 			stacks[g]->position += 1;
 
- 		}
 
- 		else if((stacks[g]->position%17)==15 && stacks[g]->creature->isDoubleWide())
 
- 		{
 
- 			stacks[g]->position -= 1;
 
- 		}
 
- 	}
 
- 	//adding war machines
 
- 	if(hero1)
 
- 	{
 
- 		if(hero1->getArt(13)) //ballista
 
- 		{
 
- 			stacks.push_back(new CStack(&VLC->creh->creatures[146], 1, hero1->tempOwner, stacks.size(), true, 255));
 
- 			stacks[stacks.size()-1]->position = 52;
 
- 		}
 
- 		if(hero1->getArt(14)) //ammo cart
 
- 		{
 
- 			stacks.push_back(new CStack(&VLC->creh->creatures[148], 1, hero1->tempOwner, stacks.size(), true, 255));
 
- 			stacks[stacks.size()-1]->position = 18;
 
- 		}
 
- 		if(hero1->getArt(15)) //first aid tent
 
- 		{
 
- 			stacks.push_back(new CStack(&VLC->creh->creatures[147], 1, hero1->tempOwner, stacks.size(), true, 255));
 
- 			stacks[stacks.size()-1]->position = 154;
 
- 		}
 
- 	}
 
- 	if(hero2)
 
- 	{
 
- 		if(hero2->getArt(13)) //ballista
 
- 		{
 
- 			stacks.push_back(new CStack(&VLC->creh->creatures[146], 1, hero2->tempOwner, stacks.size(), false, 255));
 
- 			stacks[stacks.size()-1]->position = 66;
 
- 		}
 
- 		if(hero2->getArt(14)) //ammo cart
 
- 		{
 
- 			stacks.push_back(new CStack(&VLC->creh->creatures[148], 1, hero2->tempOwner, stacks.size(), false, 255));
 
- 			stacks[stacks.size()-1]->position = 32;
 
- 		}
 
- 		if(hero2->getArt(15)) //first aid tent
 
- 		{
 
- 			stacks.push_back(new CStack(&VLC->creh->creatures[147], 1, hero2->tempOwner, stacks.size(), false, 255));
 
- 			stacks[stacks.size()-1]->position = 168;
 
- 		}
 
- 	}
 
- 	//war machiens added
 
- 	std::stable_sort(stacks.begin(),stacks.end(),cmpst);
 
- 	//block engaged players
 
- 	if(hero1->tempOwner<PLAYER_LIMIT)
 
- 		states.setFlag(hero1->tempOwner,&PlayerStatus::engagedIntoBattle,true);
 
- 	if(hero2 && hero2->tempOwner<PLAYER_LIMIT)
 
- 		states.setFlag(hero2->tempOwner,&PlayerStatus::engagedIntoBattle,true);
 
- 	//send info about battles
 
- 	BattleStart bs;
 
- 	bs.info = curB;
 
- 	sendAndApply(&bs);
 
- }
 
- void CGameHandler::checkForBattleEnd( std::vector<CStack*> &stacks )
 
- {
 
- 	//checking winning condition
 
- 	bool hasStack[2]; //hasStack[0] - true if attacker has a living stack; defender similarily
 
- 	hasStack[0] = hasStack[1] = false;
 
- 	for(int b = 0; b<stacks.size(); ++b)
 
- 	{
 
- 		if(stacks[b]->alive())
 
- 		{
 
- 			hasStack[1-stacks[b]->attackerOwned] = true;
 
- 		}
 
- 	}
 
- 	if(!hasStack[0] || !hasStack[1]) //somebody has won
 
- 	{
 
- 		BattleResult *br = new BattleResult; //will be deleted at the end of startBattle(...)
 
- 		br->result = 0;
 
- 		br->winner = hasStack[1]; //fleeing side loses
 
- 		gs->curB->calculateCasualties(br->casualties);
 
- 		battleResult.set(br);
 
- 	}
 
- }
 
- void CGameHandler::giveSpells( const CGTownInstance *t, const CGHeroInstance *h )
 
- {
 
- 	if(!vstd::contains(h->artifWorn,17))
 
- 		return; //hero hasn't spellbok
 
- 	ChangeSpells cs;
 
- 	cs.hid = h->id;
 
- 	cs.learn = true;
 
- 	for(int i=0; i<std::min(t->mageGuildLevel(),h->getSecSkillLevel(7)+4);i++)
 
- 	{
 
- 		for(int j=0; j<t->spellsAtLevel(i+1,true) && j<t->spells[i].size(); j++)
 
- 		{
 
- 			if(!vstd::contains(h->spells,t->spells[i][j]))
 
- 				cs.spells.insert(t->spells[i][j]);
 
- 		}
 
- 	}
 
- 	if(cs.spells.size())
 
- 		sendAndApply(&cs);
 
- }
 
- void CGameHandler::setBlockVis(int objid, bool bv)
 
- {
 
- 	SetObjectProperty sop(objid,2,bv);
 
- 	sendAndApply(&sop);
 
- }
 
- void CGameHandler::removeObject(int objid)
 
- {
 
- 	RemoveObject ro;
 
- 	ro.id = objid;
 
- 	sendAndApply(&ro);
 
- }
 
- void CGameHandler::setAmount(int objid, ui32 val)
 
- {
 
- 	SetObjectProperty sop(objid,3,val);
 
- 	sendAndApply(&sop);
 
- }
 
- void CGameHandler::moveHero(int hid, int3 pos, bool instant)
 
- {
 
- 	if(!instant)
 
- 	{
 
- 		tlog1 << "Not supported call to CGameHandler::moveHero\n";
 
- 		return;
 
- 	}
 
- 	CGHeroInstance *h = const_cast<CGHeroInstance *>(getHero(hid));
 
- 	//check if destination tile is free
 
- 	BOOST_FOREACH(CGObjectInstance* obj, gs->map->terrain[pos.x-1][pos.y][pos.z].blockingObjects)
 
- 	{
 
- 		if(obj->ID==34)
 
- 		{
 
- 			if(obj->tempOwner==h->tempOwner) 
 
- 				return;//TODO: exchange
 
- 			//TODO: check for ally
 
- 			CGHeroInstance *dh = static_cast<CGHeroInstance *>(obj);
 
- 			startBattleI(&h->army,&dh->army,pos,h,dh,0);
 
- 			return;
 
- 		}
 
- 	}
 
- 	TryMoveHero tmh;
 
- 	tmh.start = h->pos;
 
- 	tmh.end = pos;
 
- 	tmh.id = hid;
 
- 	tmh.movePoints = h->movement;
 
- 	tmh.result = instant+1;
 
- 	tmh.fowRevealed = gs->tilesToReveal(CGHeroInstance::convertPosition(pos,false),h->getSightDistance(),h->tempOwner);
 
- 	sendAndApply(&tmh);
 
- }
 
- void CGameHandler::setOwner(int objid, ui8 owner)
 
- {
 
- 	SetObjectProperty sop(objid,1,owner);
 
- 	sendAndApply(&sop);
 
- }
 
- void CGameHandler::setHoverName(int objid, MetaString* name)
 
- {
 
- 	SetHoverName shn(objid, *name);
 
- 	sendAndApply(&shn);
 
- }
 
- void CGameHandler::showInfoDialog(InfoWindow *iw)
 
- {
 
- 	sendToAllClients(iw);
 
- }
 
- void CGameHandler::showYesNoDialog( YesNoDialog *iw, const CFunctionList<void(ui32)> &callback )
 
- {
 
- 	ask(iw,iw->player,callback);
 
- }
 
- void CGameHandler::showSelectionDialog(SelectionDialog *iw, const CFunctionList<void(ui32)> &callback)
 
- {
 
- 	ask(iw,iw->player,callback);
 
- }
 
- int CGameHandler::getCurrentPlayer()
 
- {
 
- 	return gs->currentPlayer;
 
- }
 
- void CGameHandler::giveResource(int player, int which, int val)
 
- {
 
- 	SetResource sr;
 
- 	sr.player = player;
 
- 	sr.resid = which;
 
- 	sr.val = (gs->players.find(player)->second.resources[which]+val);
 
- 	sendAndApply(&sr);
 
- }
 
- void CGameHandler::showCompInfo(ShowInInfobox * comp)
 
- {
 
- 	sendToAllClients(comp);
 
- }
 
- void CGameHandler::heroVisitCastle(int obj, int heroID)
 
- {
 
- 	HeroVisitCastle vc;
 
- 	vc.hid = heroID;
 
- 	vc.tid = obj;
 
- 	vc.flags |= 1;
 
- 	sendAndApply(&vc);
 
- 	giveSpells(getTown(obj),getHero(heroID));
 
- }
 
- void CGameHandler::stopHeroVisitCastle(int obj, int heroID)
 
- {
 
- 	HeroVisitCastle vc;
 
- 	vc.hid = heroID;
 
- 	vc.tid = obj;
 
- 	sendAndApply(&vc);
 
- }
 
- void CGameHandler::giveHeroArtifact(int artid, int hid, int position) //pos==-1 - first free slot in backpack
 
- {
 
- 	const CGHeroInstance* h = getHero(hid);
 
- 	SetHeroArtifacts sha;
 
- 	sha.hid = hid;
 
- 	sha.artifacts = h->artifacts;
 
- 	sha.artifWorn = h->artifWorn;
 
- 	if(position<0)
 
- 	{
 
- 		if(position == -2)
 
- 		{
 
- 			int i;
 
- 			for(i=0; i<VLC->arth->artifacts[artid].possibleSlots.size(); i++) //try to put artifact into first avaialble slot
 
- 			{
 
- 				if( !vstd::contains(sha.artifWorn,VLC->arth->artifacts[artid].possibleSlots[i]) )
 
- 				{
 
- 					sha.artifWorn[VLC->arth->artifacts[artid].possibleSlots[i]] = artid;
 
- 					break;
 
- 				}
 
- 			}
 
- 			if(i==VLC->arth->artifacts[artid].possibleSlots.size()) //if haven't find proper slot, use backpack
 
- 				sha.artifacts.push_back(artid);
 
- 		}
 
- 		else //should be -1 => putartifact into backpack
 
- 		{
 
- 			sha.artifacts.push_back(artid);
 
- 		}
 
- 	}
 
- 	else
 
- 	{
 
- 		if(!vstd::contains(sha.artifWorn,ui16(position)))
 
- 			sha.artifWorn[position] = artid;
 
- 		else
 
- 			sha.artifacts.push_back(artid);
 
- 	}
 
- 	sendAndApply(&sha);
 
- }
 
- void CGameHandler::startBattleI(const CCreatureSet * army1, const CCreatureSet * army2, int3 tile, const CGHeroInstance *hero1, const CGHeroInstance *hero2, boost::function<void(BattleResult*)> cb) //use hero=NULL for no hero
 
- {
 
- 	boost::thread(boost::bind(&CGameHandler::startBattle,this,*(CCreatureSet *)army1,*(CCreatureSet *)army2,tile,(CGHeroInstance *)hero1,(CGHeroInstance *)hero2,cb));
 
- }
 
- void CGameHandler::startBattleI(int heroID, CCreatureSet army, int3 tile, boost::function<void(BattleResult*)> cb) //for hero<=>neutral army
 
- {
 
- 	CGHeroInstance* h = const_cast<CGHeroInstance*>(getHero(heroID));
 
- 	startBattleI(&h->army,&army,tile,h,NULL,cb);
 
- 	//battle(&h->army,army,tile,h,NULL);
 
- }
 
- void CGameHandler::changeSpells( int hid, bool give, const std::set<ui32> &spells )
 
- {
 
- 	ChangeSpells cs;
 
- 	cs.hid = hid;
 
- 	cs.spells = spells;
 
- 	cs.learn = give;
 
- 	sendAndApply(&cs);
 
- }
 
- int CGameHandler::getSelectedHero() 
 
- {
 
- 	return IGameCallback::getSelectedHero(getCurrentPlayer())->id;
 
- }
 
- void CGameHandler::setObjProperty( int objid, int prop, int val )
 
- {
 
- 	SetObjectProperty sob;
 
- 	sob.id = objid;
 
- 	sob.what = prop;
 
- 	sob.val = val;
 
- 	sendAndApply(&sob);
 
- }
 
- void CGameHandler::sendMessageTo( CConnection &c, std::string message )
 
- {
 
- 	c << ui16(95) << message;
 
- }
 
- void CGameHandler::giveHeroBonus( GiveBonus * bonus )
 
- {
 
- 	sendAndApply(bonus);
 
- }
 
- void CGameHandler::setMovePoints( SetMovePoints * smp )
 
- {
 
- 	sendAndApply(smp);
 
- }
 
 
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