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| 
							- #include "StdInc.h"
 
- #include "../lib/Filesystem/CResourceLoader.h"
 
- #include "../lib/Filesystem/CFileInfo.h"
 
- #include "../lib/int3.h"
 
- #include "../lib/CCampaignHandler.h"
 
- #include "../lib/StartInfo.h"
 
- #include "../lib/CModHandler.h"
 
- #include "../lib/CArtHandler.h"
 
- #include "../lib/CBuildingHandler.h"
 
- #include "../lib/CDefObjInfoHandler.h"
 
- #include "../lib/CHeroHandler.h"
 
- #include "../lib/CObjectHandler.h"
 
- #include "../lib/CSpellHandler.h"
 
- #include "../lib/CGeneralTextHandler.h"
 
- #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"
 
- #include "../lib/map.h"
 
- #include "../lib/VCMIDirs.h"
 
- #include "../client/CSoundBase.h"
 
- #include "CGameHandler.h"
 
- #include "../lib/CCreatureSet.h"
 
- #include "../lib/CThreadHelper.h"
 
- #include "../lib/GameConstants.h"
 
- #include "../lib/RegisterTypes.h"
 
- /*
 
-  * CGameHandler.cpp, part of VCMI engine
 
-  *
 
-  * Authors: listed in file AUTHORS in main folder
 
-  *
 
-  * License: GNU General Public License v2.0 or later
 
-  * Full text of license available in license.txt file, in main folder
 
-  *
 
-  */
 
- #ifndef _MSC_VER
 
- #include <boost/thread/xtime.hpp>
 
- #endif
 
- #include <boost/random/linear_congruential.hpp>
 
- #include <boost/range/algorithm/random_shuffle.hpp>
 
- extern bool end2;
 
- #ifdef min
 
- #undef min
 
- #endif
 
- #ifdef max
 
- #undef max
 
- #endif
 
- #define COMPLAIN_RET_IF(cond, txt) do {if(cond){complain(txt); return;}} while(0)
 
- #define COMPLAIN_RET(txt) {complain(txt); return false;}
 
- #define COMPLAIN_RETF(txt, FORMAT) {complain(boost::str(boost::format(txt) % FORMAT)); return false;}
 
- #define NEW_ROUND 		BattleNextRound bnr;\
 
- 		bnr.round = gs->curB->round + 1;\
 
- 		sendAndApply(&bnr);
 
- CondSh<bool> battleMadeAction;
 
- CondSh<BattleResult *> battleResult(NULL);
 
- template <typename T> class CApplyOnGH;
 
- class CBaseForGHApply
 
- {
 
- public:
 
- 	virtual bool applyOnGH(CGameHandler *gh, CConnection *c, void *pack, ui8 player) const =0;
 
- 	virtual ~CBaseForGHApply(){}
 
- 	template<typename U> static CBaseForGHApply *getApplier(const U * t=NULL)
 
- 	{
 
- 		return new CApplyOnGH<U>;
 
- 	}
 
- };
 
- template <typename T> class CApplyOnGH : public CBaseForGHApply
 
- {
 
- public:
 
- 	bool applyOnGH(CGameHandler *gh, CConnection *c, void *pack, ui8 player) const
 
- 	{
 
- 		T *ptr = static_cast<T*>(pack);
 
- 		ptr->c = c;
 
- 		ptr->player = player;
 
- 		return ptr->applyGh(gh);
 
- 	}
 
- };
 
- static CApplier<CBaseForGHApply> *applier = NULL;
 
- CMP_stack cmpst ;
 
- static inline 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) );
 
- }
 
- static void giveExp(BattleResult &r)
 
- {
 
- 	r.exp[0] = 0;
 
- 	r.exp[1] = 0;
 
- 	for(std::map<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]->valOfBonuses(Bonus::STACK_HEALTH) * i->second;
 
- 	}
 
- }
 
- PlayerStatus PlayerStatuses::operator[](ui8 player)
 
- {
 
- 	boost::unique_lock<boost::mutex> l(mx);
 
- 	if(players.find(player) != players.end())
 
- 	{
 
- 		return players[player];
 
- 	}
 
- 	else
 
- 	{
 
- 		throw std::runtime_error("No such player!");
 
- 	}
 
- }
 
- void PlayerStatuses::addPlayer(ui8 player)
 
- {
 
- 	boost::unique_lock<boost::mutex> l(mx);
 
- 	players[player];
 
- }
 
- int PlayerStatuses::getQueriesCount(ui8 player)
 
- {
 
- 	boost::unique_lock<boost::mutex> l(mx);
 
- 	if(players.find(player) != players.end())
 
- 	{
 
- 		return players[player].queries.size();
 
- 	}
 
- 	else
 
- 	{
 
- 		return 0;
 
- 	}
 
- }
 
- 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::runtime_error("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::runtime_error("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::runtime_error("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())
 
- 	{
 
- 		assert(vstd::contains(players[player].queries, id));
 
- 		players[player].queries.erase(id);
 
- 	}
 
- 	else
 
- 	{
 
- 		throw std::runtime_error("No such player!");
 
- 	}
 
- 	cv.notify_all();
 
- }
 
- template <typename T>
 
- void callWith(std::vector<T> args, boost::function<void(T)> fun, ui32 which)
 
- {
 
- 	fun(args[which]);
 
- }
 
- void CGameHandler::levelUpHero(int ID, int skill)
 
- {
 
- 	changeSecSkill(ID, skill, 1, 0);
 
- 	levelUpHero(ID);
 
- }
 
- void CGameHandler::levelUpHero(int ID)
 
- {
 
- 	CGHeroInstance *hero = static_cast<CGHeroInstance *>(gs->map->objects[ID].get());
 
- 	// required exp for at least 1 lvl-up hasn't been reached
 
- 	if (hero->exp < VLC->heroh->reqExp(hero->level+1))
 
- 	{
 
- 		afterBattleCallback();
 
- 		return;
 
- 	}
 
- 	//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<GameConstants::PRIMARY_SKILLS;x++)
 
- 	{
 
- 		pom += hero->type->heroClass->primChance[x].*g;
 
- 		if(r<pom)
 
- 			break;
 
- 	}
 
- 	tlog5 << "The hero gets the primary skill with the no. " << x << " with a probability of " << 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<GameConstants::SKILL_QUANTITY;i++)
 
- 		if (isAllowed(2,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);
 
- 	}
 
- 	//first offered skill
 
- 	if(basicAndAdv.size())
 
- 	{
 
- 		int s = hero->type->heroClass->chooseSecSkill(basicAndAdv);//upgrade existing
 
- 		hlu.skills.push_back(s);
 
- 		basicAndAdv.erase(s);
 
- 	}
 
- 	else if(none.size() && hero->secSkills.size() < hero->type->heroClass->skillLimit)
 
- 	{
 
- 		hlu.skills.push_back(hero->type->heroClass->chooseSecSkill(none)); //give new skill
 
- 		none.erase(hlu.skills.back());
 
- 	}
 
- 	//second offered skill
 
- 	if(none.size() && hero->secSkills.size() < hero->type->heroClass->skillLimit) //hero have free skill slot
 
- 	{
 
- 		hlu.skills.push_back(hero->type->heroClass->chooseSecSkill(none)); //new skill
 
- 	}
 
- 	else if(basicAndAdv.size())
 
- 	{
 
- 		hlu.skills.push_back(hero->type->heroClass->chooseSecSkill(basicAndAdv)); //upgrade existing
 
- 	}
 
- 	if(hlu.skills.size() > 1) //apply and ask for secondary skill
 
- 	{
 
- 		boost::function<void(ui32)> callback = boost::function<void(ui32)>(boost::bind(callWith<ui16>,hlu.skills,boost::function<void(ui16)>(boost::bind(&CGameHandler::levelUpHero,this,ID,_1)),_1));
 
- 		applyAndAsk(&hlu,hero->tempOwner,callback); //call levelUpHero when client responds
 
- 	}
 
- 	else if(hlu.skills.size() == 1) //apply, give only possible skill  and send info
 
- 	{
 
- 		sendAndApply(&hlu);
 
- 		levelUpHero(ID, hlu.skills.back());
 
- 	}
 
- 	else //apply and send info
 
- 	{
 
- 		sendAndApply(&hlu);
 
- 		levelUpHero(ID);
 
- 	}
 
- }
 
- void CGameHandler::levelUpCommander (const CCommanderInstance * c, int skill)
 
- {
 
- 	SetCommanderProperty scp;
 
- 	auto hero = dynamic_cast<const CGHeroInstance *>(c->armyObj);
 
- 	if (hero)
 
- 		scp.heroid = hero->id;
 
- 	else
 
- 	{
 
- 		complain ("Commander is not led by hero!");
 
- 		return;
 
- 	}
 
- 	scp.accumulatedBonus.subtype = 0;
 
- 	scp.accumulatedBonus.additionalInfo = 0;
 
- 	scp.accumulatedBonus.duration = Bonus::PERMANENT;
 
- 	scp.accumulatedBonus.turnsRemain = 0;
 
- 	scp.accumulatedBonus.source = Bonus::COMMANDER;
 
- 	scp.accumulatedBonus.valType = Bonus::BASE_NUMBER;
 
- 	if (skill <= ECommander::SPELL_POWER)
 
- 	{
 
- 		scp.which = SetCommanderProperty::BONUS;
 
- 		auto difference = [](std::vector< std::vector <ui8> > skillLevels, std::vector <ui8> secondarySkills, int skill)->int
 
- 		{
 
- 			int s = std::min (skill, (int)ECommander::SPELL_POWER); //spell power level controls also casts and resistance
 
- 			return skillLevels[skill][secondarySkills[s]] - (secondarySkills[s] ? skillLevels[skill][secondarySkills[s]-1] : 0);
 
- 		};
 
- 		switch (skill)
 
- 		{
 
- 			case ECommander::ATTACK:
 
- 				scp.accumulatedBonus.type = Bonus::PRIMARY_SKILL;
 
- 				scp.accumulatedBonus.subtype = PrimarySkill::ATTACK;
 
- 				break;
 
- 			case ECommander::DEFENSE:
 
- 				scp.accumulatedBonus.type = Bonus::PRIMARY_SKILL;
 
- 				scp.accumulatedBonus.subtype = PrimarySkill::DEFENSE;
 
- 				break;
 
- 			case ECommander::HEALTH:
 
- 				scp.accumulatedBonus.type = Bonus::STACK_HEALTH;
 
- 				scp.accumulatedBonus.valType = Bonus::PERCENT_TO_BASE;
 
- 				break;
 
- 			case ECommander::DAMAGE:
 
- 				scp.accumulatedBonus.type = Bonus::CREATURE_DAMAGE;
 
- 				scp.accumulatedBonus.subtype = 0;
 
- 				scp.accumulatedBonus.valType = Bonus::PERCENT_TO_BASE;
 
- 				break;
 
- 			case ECommander::SPEED:
 
- 				scp.accumulatedBonus.type = Bonus::STACKS_SPEED;
 
- 				break;
 
- 			case ECommander::SPELL_POWER:
 
- 				scp.accumulatedBonus.type = Bonus::MAGIC_RESISTANCE;
 
- 				scp.accumulatedBonus.val = difference (VLC->creh->skillLevels, c->secondarySkills, ECommander::RESISTANCE);
 
- 				sendAndApply (&scp); //additional pack
 
- 				scp.accumulatedBonus.type = Bonus::CASTS;
 
- 				scp.accumulatedBonus.val = difference (VLC->creh->skillLevels, c->secondarySkills, ECommander::CASTS);
 
- 				sendAndApply (&scp); //additional pack
 
- 				scp.accumulatedBonus.type = Bonus::CREATURE_ENCHANT_POWER; //send normally
 
- 				break;
 
- 		}
 
- 		scp.accumulatedBonus.val = difference (VLC->creh->skillLevels, c->secondarySkills, skill);
 
- 		sendAndApply (&scp);
 
- 		scp.which = SetCommanderProperty::SECONDARY_SKILL;
 
- 		scp.additionalInfo = skill;
 
- 		scp.amount = c->secondarySkills[skill] + 1;
 
- 		sendAndApply (&scp);
 
- 	}
 
- 	else if (skill >= 100)
 
- 	{
 
- 		scp.which = SetCommanderProperty::SPECIAL_SKILL;
 
- 		scp.accumulatedBonus = VLC->creh->skillRequirements[skill-100].first;
 
- 		scp.additionalInfo = skill; //unnormalized
 
- 		sendAndApply (&scp);
 
- 	}
 
- 	levelUpCommander (c);
 
- }
 
- void CGameHandler::levelUpCommander(const CCommanderInstance * c)
 
- {
 
- 	if (c->experience < VLC->heroh->reqExp (c->level + 1))
 
- 	{
 
- 		return;
 
- 	}
 
- 	CommanderLevelUp clu;
 
- 	auto hero = dynamic_cast<const CGHeroInstance *>(c->armyObj);
 
- 	if (hero)
 
- 		clu.heroid = hero->id;
 
- 	else
 
- 	{
 
- 		complain ("Commander is not led by hero!");
 
- 		return;
 
- 	}
 
- 	//picking sec. skills for choice
 
- 	for (int i = 0; i <= ECommander::SPELL_POWER; ++i)
 
- 	{
 
- 		if (c->secondarySkills[i] < ECommander::MAX_SKILL_LEVEL)
 
- 			clu.skills.push_back(i);
 
- 	}
 
- 	int i = 100;
 
- 	BOOST_FOREACH (auto specialSkill, VLC->creh->skillRequirements)
 
- 	{
 
- 		if (c->secondarySkills[specialSkill.second.first] == ECommander::MAX_SKILL_LEVEL &&
 
- 			c->secondarySkills[specialSkill.second.second] == ECommander::MAX_SKILL_LEVEL &&
 
- 			!vstd::contains (c->specialSKills, i))
 
- 			clu.skills.push_back (i);
 
- 		++i;
 
- 	}
 
- 	int skillAmount = clu.skills.size();
 
- 	if (skillAmount > 1) //apply and ask for secondary skill
 
- 	{
 
- 		auto callback = boost::function<void(ui32)>(boost::bind(callWith<ui32>, clu.skills, boost::function<void(ui32)>(boost::bind(&CGameHandler::levelUpCommander, this, c, _1)), _1));
 
- 		applyAndAsk (&clu, c->armyObj->tempOwner, callback); //call levelUpCommander when client responds
 
- 	}
 
- 	else if (skillAmount == 1) //apply, give only possible skill and send info
 
- 	{
 
- 		sendAndApply(&clu);
 
- 		levelUpCommander(c, clu.skills.back());
 
- 	}
 
- 	else //apply and send info
 
- 	{
 
- 		sendAndApply(&clu);
 
- 		levelUpCommander(c);
 
- 	}
 
- }
 
- void CGameHandler::changePrimSkill(int ID, int which, si64 val, bool abs)
 
- {
 
- 	SetPrimSkill sps;
 
- 	sps.id = ID;
 
- 	sps.which = which;
 
- 	sps.abs = abs;
 
- 	sps.val = val;
 
- 	sendAndApply(&sps);
 
- 	//only for exp - hero may level up
 
- 	if (which == 4)
 
- 	{
 
- 		levelUpHero(ID);
 
- 		CGHeroInstance *h = static_cast<CGHeroInstance *>(gs->map->objects[ID].get());
 
- 		if (h->commander && h->commander->alive)
 
- 		{
 
- 			SetCommanderProperty scp;
 
- 			scp.heroid = h->id;
 
- 			scp.which = SetCommanderProperty::EXPERIENCE;
 
- 			scp.amount = val;
 
- 			sendAndApply (&scp);
 
- 			levelUpCommander (h->commander);
 
- 			CBonusSystemNode::treeHasChanged();
 
- 		}
 
- 	}
 
- }
 
- 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);
 
- 	if(which == 7) //Wisdom
 
- 	{
 
- 		const CGHeroInstance *h = getHero(ID);
 
- 		if(h && h->visitedTown)
 
- 			giveSpells(h->visitedTown, h);
 
- 	}
 
- }
 
- void CGameHandler::startBattle( const CArmedInstance *armies[2], int3 tile, const CGHeroInstance *heroes[2], bool creatureBank, boost::function<void(BattleResult*)> cb, const CGTownInstance *town /*= NULL*/ )
 
- {
 
- 	battleEndCallback = new boost::function<void(BattleResult*)>(cb);
 
- 	{
 
- 		setupBattle(tile, armies, heroes, creatureBank, town); //initializes stacks, places creatures on battlefield, blocks and informs player interfaces
 
- 	}
 
- 	runBattle();
 
- }
 
- void CGameHandler::endBattle(int3 tile, const CGHeroInstance *hero1, const CGHeroInstance *hero2)
 
- {
 
- 	bool duel = gs->initialOpts->mode == StartInfo::DUEL;
 
- 	BattleResultsApplied resultsApplied;
 
- 	const CArmedInstance *bEndArmy1 = gs->curB->belligerents[0];
 
- 	const CArmedInstance *bEndArmy2 = gs->curB->belligerents[1];
 
- 	resultsApplied.player1 = bEndArmy1->tempOwner;
 
- 	resultsApplied.player2 = bEndArmy2->tempOwner;
 
- 	const CGHeroInstance *victoriousHero = gs->curB->heroes[battleResult.data->winner];
 
- 	int result = battleResult.get()->result;
 
- 	if(!duel)
 
- 	{
 
- 		//unblock engaged players
 
- 		if(bEndArmy1->tempOwner<GameConstants::PLAYER_LIMIT)
 
- 			states.setFlag(bEndArmy1->tempOwner, &PlayerStatus::engagedIntoBattle, false);
 
- 		if(bEndArmy2 && bEndArmy2->tempOwner<GameConstants::PLAYER_LIMIT)
 
- 			states.setFlag(bEndArmy2->tempOwner, &PlayerStatus::engagedIntoBattle, false);
 
- 	}
 
- 	//end battle, remove all info, free memory
 
- 	giveExp(*battleResult.data);
 
- 	if (hero1)
 
- 		battleResult.data->exp[0] = hero1->calculateXp(battleResult.data->exp[0]);//scholar skill
 
- 	if (hero2)
 
- 		battleResult.data->exp[1] = hero2->calculateXp(battleResult.data->exp[1]);
 
- 	ui8 sides[2];
 
- 	for(int i=0; i<2; ++i)
 
- 	{
 
- 		sides[i] = gs->curB->sides[i];
 
- 	}
 
- 	ui8 loser = sides[!battleResult.data->winner];
 
- 	CasualtiesAfterBattle cab1(bEndArmy1, gs->curB), cab2(bEndArmy2, gs->curB); //calculate casualties before deleting battle
 
- 	ChangeSpells cs; //for Eagle Eye
 
- 	if(victoriousHero)
 
- 	{
 
- 		if(int eagleEyeLevel = victoriousHero->getSecSkillLevel(CGHeroInstance::EAGLE_EYE))
 
- 		{
 
- 			int maxLevel = eagleEyeLevel + 1;
 
- 			double eagleEyeChance = victoriousHero->valOfBonuses(Bonus::SECONDARY_SKILL_PREMY, CGHeroInstance::EAGLE_EYE);
 
- 			BOOST_FOREACH(const CSpell *sp, gs->curB->usedSpellsHistory[!battleResult.data->winner])
 
- 				if(sp->level <= maxLevel && !vstd::contains(victoriousHero->spells, sp->id) && rand() % 100 < eagleEyeChance)
 
- 					cs.spells.insert(sp->id);
 
- 		}
 
- 	}
 
- 	ConstTransitivePtr <CGHeroInstance> winnerHero = battleResult.data->winner != 0 ? hero2 : hero1;
 
- 	ConstTransitivePtr <CGHeroInstance> loserHero = battleResult.data->winner != 0 ? hero1 : hero2;
 
- 	std::vector<ui32> arts; //display them in window
 
- 	//TODO: display loot in window
 
- 	if (result < BattleResult::SURRENDER && winnerHero)
 
- 	{
 
- 		if (loserHero)
 
- 		{
 
- 			auto artifactsWorn = loserHero->artifactsWorn; //TODO: wrap it into a function, somehow (boost::variant -_-)
 
- 			BOOST_FOREACH (auto artSlot, artifactsWorn)
 
- 			{
 
- 				MoveArtifact ma;
 
- 				ma.src = ArtifactLocation (loserHero, artSlot.first);
 
- 				const CArtifactInstance * art =  ma.src.getArt();
 
- 				if (art && !art->artType->isBig()) // don't move war machines or locked arts (spellbook)
 
- 				{
 
- 					arts.push_back (art->artType->id);
 
- 					ma.dst = ArtifactLocation (winnerHero, art->firstAvailableSlot(winnerHero));
 
- 					sendAndApply(&ma);
 
- 				}
 
- 			}
 
- 			while (!loserHero->artifactsInBackpack.empty())
 
- 			{
 
- 				//we assume that no big artifacts can be found
 
- 				MoveArtifact ma;
 
- 				ma.src = ArtifactLocation (loserHero, GameConstants::BACKPACK_START); //backpack automatically shifts arts to beginning
 
- 				const CArtifactInstance * art =  ma.src.getArt();
 
- 				arts.push_back (art->artType->id);
 
- 				ma.dst = ArtifactLocation (winnerHero, art->firstAvailableSlot(winnerHero));
 
- 				sendAndApply(&ma);
 
- 			}
 
- 			if (loserHero->commander) //TODO: what if commanders belong to no hero?
 
- 			{
 
- 				artifactsWorn = loserHero->commander->artifactsWorn;
 
- 				BOOST_FOREACH (auto artSlot, artifactsWorn)
 
- 				{
 
- 					MoveArtifact ma;
 
- 					ma.src = ArtifactLocation (loserHero->commander.get(), artSlot.first);
 
- 					const CArtifactInstance * art =  ma.src.getArt();
 
- 					if (art && !art->artType->isBig())
 
- 					{
 
- 						arts.push_back (art->artType->id);
 
- 						ma.dst = ArtifactLocation (winnerHero, art->firstAvailableSlot(winnerHero));
 
- 						sendAndApply(&ma);
 
- 					}
 
- 				}
 
- 			}
 
- 		}
 
- 		BOOST_FOREACH (auto armySlot, gs->curB->belligerents[!battleResult.data->winner]->stacks)
 
- 		{
 
- 			auto artifactsWorn = armySlot.second->artifactsWorn;
 
- 			BOOST_FOREACH (auto artSlot, artifactsWorn)
 
- 			{
 
- 				MoveArtifact ma;
 
- 				ma.src = ArtifactLocation (armySlot.second, artSlot.first);
 
- 				const CArtifactInstance * art =  ma.src.getArt();
 
- 				if (art && !art->artType->isBig())
 
- 				{
 
- 					arts.push_back (art->artType->id);
 
- 					ma.dst = ArtifactLocation (winnerHero, art->firstAvailableSlot(winnerHero));
 
- 					sendAndApply(&ma);
 
- 				}
 
- 			}
 
- 		}
 
- 	}
 
- 	sendAndApply(battleResult.data); //after this point casualties objects are destroyed
 
- 	if (arts.size()) //display loot
 
- 	{
 
- 		InfoWindow iw;
 
- 		iw.player = winnerHero->tempOwner;
 
- 		iw.text.addTxt (MetaString::GENERAL_TXT, 30); //You have captured enemy artifact
 
- 		BOOST_FOREACH (auto id, arts) //TODO; separate function to display loot for various ojects?
 
- 		{
 
- 			iw.components.push_back (Component (Component::ARTIFACT, id, 0, 0));
 
- 			if(iw.components.size() >= 14)
 
- 			{
 
- 				sendAndApply(&iw);
 
- 				iw.components.clear();
 
- 				iw.text.addTxt (MetaString::GENERAL_TXT, 30); //repeat
 
- 			}
 
- 		}
 
- 		if (iw.components.size())
 
- 		{
 
- 			sendAndApply(&iw);
 
- 		}
 
- 	}
 
- 	//Eagle Eye secondary skill handling
 
- 	if(cs.spells.size())
 
- 	{
 
- 		cs.learn = 1;
 
- 		cs.hid = victoriousHero->id;
 
- 		InfoWindow iw;
 
- 		iw.player = victoriousHero->tempOwner;
 
- 		iw.text.addTxt(MetaString::GENERAL_TXT, 221); //Through eagle-eyed observation, %s is able to learn %s
 
- 		iw.text.addReplacement(victoriousHero->name);
 
- 		std::ostringstream names;
 
- 		for(int i = 0; i < cs.spells.size(); i++)
 
- 		{
 
- 			names << "%s";
 
- 			if(i < cs.spells.size() - 2)
 
- 				names << ", ";
 
- 			else if(i < cs.spells.size() - 1)
 
- 				names << "%s";
 
- 		}
 
- 		names << ".";
 
- 		iw.text.addReplacement(names.str());
 
- 		std::set<ui32>::iterator it = cs.spells.begin();
 
- 		for(int i = 0; i < cs.spells.size(); i++, it++)
 
- 		{
 
- 			iw.text.addReplacement(MetaString::SPELL_NAME, *it);
 
- 			if(i == cs.spells.size() - 2) //we just added pre-last name
 
- 				iw.text.addReplacement(MetaString::GENERAL_TXT, 141); // " and "
 
- 			iw.components.push_back(Component(Component::SPELL, *it, 0, 0));
 
- 		}
 
- 		sendAndApply(&iw);
 
- 		sendAndApply(&cs);
 
- 	}
 
- 	// Necromancy if applicable.
 
- 	const CStackBasicDescriptor raisedStack = winnerHero ? winnerHero->calculateNecromancy(*battleResult.data) : CStackBasicDescriptor();
 
- 	// Give raised units to winner and show dialog, if any were raised,
 
- 	// units will be given after casualities are taken
 
- 	const TSlot necroSlot = raisedStack.type ? winnerHero->getSlotFor(raisedStack.type) : -1;
 
- 	if(!duel)
 
- 	{
 
- 		cab1.takeFromArmy(this); cab2.takeFromArmy(this); //take casualties after battle is deleted
 
- 		//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]);
 
- 		else if (battleResult.data->exp[1] && hero2)
 
- 			changePrimSkill(hero2->id,4,battleResult.data->exp[1]);
 
- 		else
 
- 			afterBattleCallback();
 
- 	}
 
- 	if (necroSlot != -1)
 
- 	{
 
- 		winnerHero->showNecromancyDialog(raisedStack);
 
- 		addToSlot(StackLocation(winnerHero, necroSlot), raisedStack.type, raisedStack.count);
 
- 	}
 
- 	sendAndApply(&resultsApplied);
 
- 	if(duel)
 
- 	{
 
- 		CSaveFile resultFile("result.vdrst");
 
- 		resultFile << *battleResult.data;
 
- 		return;
 
- 	}
 
- 	if(visitObjectAfterVictory && winnerHero == hero1)
 
- 	{
 
- 		visitObjectOnTile(*getTile(winnerHero->getPosition()), winnerHero);
 
- 	}
 
- 	visitObjectAfterVictory = false;
 
- 	winLoseHandle(1<<sides[0] | 1<<sides[1]); //handle victory/loss of engaged players
 
- 	if(result == BattleResult::SURRENDER || result == BattleResult::ESCAPE) //loser has escaped or surrendered
 
- 	{
 
- 		SetAvailableHeroes sah;
 
- 		sah.player = loser;
 
- 		sah.hid[0] = loserHero->subID;
 
- 		if(result == 1) //retreat
 
- 		{
 
- 			sah.army[0].clear();
 
- 			sah.army[0].setCreature(0, VLC->creh->nameToID[loserHero->type->refTypeStack[0]],1);
 
- 		}
 
- 		if(const CGHeroInstance *another =  getPlayer(loser)->availableHeroes[1])
 
- 			sah.hid[1] = another->subID;
 
- 		else
 
- 			sah.hid[1] = -1;
 
- 		sendAndApply(&sah);
 
- 	}
 
- }
 
- void CGameHandler::afterBattleCallback() //object interaction after leveling up is done
 
- {
 
- 	if(battleEndCallback && *battleEndCallback)
 
- 	{
 
- 		boost::function<void(BattleResult*)> *backup = battleEndCallback;
 
- 		battleEndCallback = NULL; //we need to set it to NULL or else we have infinite recursion when after battle callback gives exp (eg Pandora Box with exp)
 
- 		(*backup)(battleResult.data);
 
- 		delete backup;
 
- 	}
 
- }
 
- void CGameHandler::prepareAttack(BattleAttack &bat, const CStack *att, const CStack *def, int distance, int targetHex)
 
- {
 
- 	bat.bsa.clear();
 
- 	bat.stackAttacking = att->ID;
 
- 	int attackerLuck = att->LuckVal();
 
- 	const CGHeroInstance * h0 = gs->curB->heroes[0],
 
- 		* h1 = gs->curB->heroes[1];
 
- 	bool noLuck = false;
 
- 	if((h0 && NBonus::hasOfType(h0, Bonus::BLOCK_LUCK)) ||
 
- 	   (h1 && NBonus::hasOfType(h1, Bonus::BLOCK_LUCK)))
 
- 	{
 
- 		noLuck = true;
 
- 	}
 
- 	if(!noLuck && attackerLuck > 0  &&  rand()%24 < attackerLuck) //TODO?: negative luck option?
 
- 	{
 
- 		bat.flags |= BattleAttack::LUCKY;
 
- 	}
 
- 	if (rand()%100 < att->valOfBonuses(Bonus::DOUBLE_DAMAGE_CHANCE))
 
- 	{
 
- 		bat.flags |= BattleAttack::DEATH_BLOW;
 
- 	}
 
- 	if(att->getCreature()->idNumber == 146)
 
- 	{
 
- 		static const int artilleryLvlToChance[] = {0, 50, 75, 100};
 
- 		const CGHeroInstance * owner = gs->curB->getHero(att->owner);
 
- 		int chance = artilleryLvlToChance[owner->getSecSkillLevel(CGHeroInstance::ARTILLERY)];
 
- 		if(chance > rand() % 100)
 
- 		{
 
- 			bat.flags |= BattleAttack::BALLISTA_DOUBLE_DMG;
 
- 		}
 
- 	}
 
- 	// only primary target
 
- 	applyBattleEffects(bat, att, def, distance, false);
 
- 	if (!bat.shot()) //multiple-hex attack - only in meele
 
- 	{
 
- 		std::set<CStack*> attackedCreatures = gs->curB->getAttackedCreatures(att, targetHex);
 
- 		//TODO: get exact attacked hex for defender
 
- 		BOOST_FOREACH(CStack * stack, attackedCreatures)
 
- 		{
 
- 			if (stack != def) //do not hit same stack twice
 
- 			{
 
- 				applyBattleEffects(bat, att, stack, distance, true);
 
- 			}
 
- 		}
 
- 	}
 
- 	const Bonus * bonus = att->getBonus(Selector::type(Bonus::SPELL_LIKE_ATTACK));
 
- 	if (bonus && (bat.shot())) //TODO: make it work in meele?
 
- 	{
 
- 		bat.bsa.front().flags |= BattleStackAttacked::EFFECT;
 
- 		bat.bsa.front().effect = VLC->spellh->spells[bonus->subtype]->mainEffectAnim; //hopefully it does not interfere with any other effect?
 
- 		std::set<CStack*> attackedCreatures = gs->curB->getAttackedCreatures(VLC->spellh->spells[bonus->subtype], bonus->val, att->owner, targetHex);
 
- 		//TODO: get exact attacked hex for defender
 
- 		BOOST_FOREACH(CStack * stack, attackedCreatures)
 
- 		{
 
- 			if (stack != def) //do not hit same stack twice
 
- 			{
 
- 				applyBattleEffects(bat, att, stack, distance, true);
 
- 			}
 
- 		}
 
- 	}
 
- }
 
- void CGameHandler::applyBattleEffects(BattleAttack &bat, const CStack *att, const CStack *def, int distance, bool secondary) //helper function for prepareAttack
 
- {
 
- 	BattleStackAttacked bsa;
 
- 	if (secondary)
 
- 		bsa.flags |= BattleStackAttacked::SECONDARY; //all other targets do not suffer from spells & spell-like abilities
 
- 	bsa.attackerID = att->ID;
 
- 	bsa.stackAttacked = def->ID;
 
- 	bsa.damageAmount = gs->curB->calculateDmg(att, def, gs->curB->battleGetOwner(att), gs->curB->battleGetOwner(def), bat.shot(), distance, bat.lucky(), bat.deathBlow(), bat.ballistaDoubleDmg());
 
- 	def->prepareAttacked(bsa); //calculate casualties
 
- 	//life drain handling
 
- 	if (att->hasBonusOfType(Bonus::LIFE_DRAIN) && def->isLiving())
 
- 	{
 
- 		StacksHealedOrResurrected shi;
 
- 		shi.lifeDrain = (ui8)true;
 
- 		shi.tentHealing = (ui8)false;
 
- 		shi.drainedFrom = def->ID;
 
- 		StacksHealedOrResurrected::HealInfo hi;
 
- 		hi.stackID = att->ID;
 
- 		hi.healedHP = std::min<int>(bsa.damageAmount, att->MaxHealth() - att->firstHPleft + att->MaxHealth() * (att->baseAmount - att->count) );
 
- 		hi.lowLevelResurrection = false;
 
- 		shi.healedStacks.push_back(hi);
 
- 		if (hi.healedHP > 0)
 
- 		{
 
- 			bsa.healedStacks.push_back(shi);
 
- 		}
 
- 	}
 
- 	bat.bsa.push_back(bsa); //add this stack to the list of victims after drain life has been calculated
 
- 	//fire shield handling
 
- 	if (!bat.shot() && def->hasBonusOfType(Bonus::FIRE_SHIELD) && !att->hasBonusOfType (Bonus::FIRE_IMMUNITY) && !bsa.killed() )
 
- 	{
 
- 		BattleStackAttacked bsa;
 
- 		bsa.stackAttacked = att->ID; //invert
 
- 		bsa.attackerID = def->ID;
 
- 		bsa.flags |= BattleStackAttacked::EFFECT;
 
- 		bsa.effect = 11;
 
- 		bsa.damageAmount = (bsa.damageAmount * def->valOfBonuses(Bonus::FIRE_SHIELD)) / 100;
 
- 		att->prepareAttacked(bsa);
 
- 		bat.bsa.push_back(bsa);
 
- 	}
 
- }
 
- void CGameHandler::handleConnection(std::set<int> players, CConnection &c)
 
- {
 
- 	setThreadName("CGameHandler::handleConnection");
 
- 	srand(time(NULL));
 
- 	try
 
- 	{
 
- 		while(1)//server should never shut connection first //was: while(!end2)
 
- 		{
 
- 			CPack *pack = NULL;
 
- 			ui8 player = 255;
 
- 			si32 requestID = -999;
 
- 			int packType = 0;
 
- 			{
 
- 				boost::unique_lock<boost::mutex> lock(*c.rmx);
 
- 				c >> player >> requestID >> pack; //get the package
 
- 				packType = typeList.getTypeID(pack); //get the id of type
 
- 				tlog5 << boost::format("Received client message (request %d by player %d) of type with ID=%d (%s).\n")
 
- 					% requestID % (int)player % packType % typeid(*pack).name();
 
- 			}
 
- 			//prepare struct informing that action was applied
 
- 			PackageApplied applied;
 
- 			applied.player = player;
 
- 			applied.result = false;
 
- 			applied.packType = packType;
 
- 			applied.requestID = requestID;
 
- 			CBaseForGHApply *apply = applier->apps[packType]; //and appropriae applier object
 
- 			if(isBlockedByQueries(pack, packType, player))
 
- 			{
 
- 				complain(boost::str(boost::format("Player %d has to answer queries  before attempting any further actions (count=%d)!") % (int)player % states.getQueriesCount(player)));
 
- 				{
 
- 					boost::unique_lock<boost::mutex> lock(*c.wmx);
 
- 					c << &applied;
 
- 				}
 
- 			}
 
- 			else if(apply)
 
- 			{
 
- 				bool result = apply->applyOnGH(this,&c,pack, player);
 
- 				tlog5 << "Message successfully applied (result=" << result << ")!\n";
 
- 				//send confirmation that we've applied the package
 
- 				applied.result = result;
 
- 				{
 
- 					boost::unique_lock<boost::mutex> lock(*c.wmx);
 
- 					c << &applied;
 
- 				}
 
- 			}
 
- 			else
 
- 			{
 
- 				tlog1 << "Message cannot be applied, cannot find applier (unregistered type)!\n";
 
- 			}
 
- 			vstd::clear_pointer(pack);
 
- 		}
 
- 	}
 
- 	catch(boost::system::system_error &e) //for boost errors just log, not crash - probably client shut down connection
 
- 	{
 
- 		assert(!c.connected); //make sure that connection has been marked as broken
 
- 		tlog1 << e.what() << std::endl;
 
- 		end2 = true;
 
- 	}
 
- 	HANDLE_EXCEPTION(end2 = true);
 
- 	tlog1 << "Ended handling connection\n";
 
- }
 
- int CGameHandler::moveStack(int stack, BattleHex dest)
 
- {
 
- 	int ret = 0;
 
- 	CStack *curStack = gs->curB->getStack(stack),
 
- 		*stackAtEnd = gs->curB->getStackT(dest);
 
- 	assert(curStack);
 
- 	assert(dest < GameConstants::BFIELD_SIZE);
 
- 	if (gs->curB->tacticDistance)
 
- 	{
 
- 		assert(gs->curB->isInTacticRange(dest));
 
- 	}
 
- 	//initing necessary tables
 
- 	bool accessibility[GameConstants::BFIELD_SIZE];
 
- 	std::vector<BattleHex> accessible = gs->curB->getAccessibility(curStack, false, NULL, true);
 
- 	for(int b=0; b<GameConstants::BFIELD_SIZE; ++b)
 
- 	{
 
- 		accessibility[b] = false;
 
- 	}
 
- 	for(int g=0; g<accessible.size(); ++g)
 
- 	{
 
- 		accessibility[accessible[g]] = true;
 
- 	}
 
- 	//shifting destination (if we have double wide stack and we can occupy dest but not be exactly there)
 
- 	if(!stackAtEnd && curStack->doubleWide() && !accessibility[dest])
 
- 	{
 
- 		if(curStack->attackerOwned)
 
- 		{
 
- 			if(accessibility[dest+1])
 
- 				dest += BattleHex::RIGHT;
 
- 		}
 
- 		else
 
- 		{
 
- 			if(accessibility[dest-1])
 
- 				dest += BattleHex::LEFT;
 
- 		}
 
- 	}
 
- 	if((stackAtEnd && stackAtEnd!=curStack && stackAtEnd->alive()) || !accessibility[dest])
 
- 		return 0;
 
- 	bool accessibilityWithOccupyable[GameConstants::BFIELD_SIZE];
 
- 	std::vector<BattleHex> accOc = gs->curB->getAccessibility(curStack, true, NULL, true);
 
- 	for(int b=0; b<GameConstants::BFIELD_SIZE; ++b)
 
- 	{
 
- 		accessibilityWithOccupyable[b] = false;
 
- 	}
 
- 	for(int g=0; g<accOc.size(); ++g)
 
- 	{
 
- 		accessibilityWithOccupyable[accOc[g]] = true;
 
- 	}
 
- 	//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::pair< std::vector<BattleHex>, int > path = gs->curB->getPath(curStack->position, dest, accessibilityWithOccupyable, curStack->hasBonusOfType(Bonus::FLYING), curStack->doubleWide(), curStack->attackerOwned);
 
- 	ret = path.second;
 
- 	int creSpeed = gs->curB->tacticDistance ? GameConstants::BFIELD_SIZE : curStack->Speed();
 
- 	if(curStack->hasBonusOfType(Bonus::FLYING))
 
- 	{
 
- 		if(path.second <= creSpeed && path.first.size() > 0)
 
- 		{
 
- 			//inform clients about move
 
- 			BattleStackMoved sm;
 
- 			sm.stack = curStack->ID;
 
- 			std::vector<BattleHex> tiles;
 
- 			tiles.push_back(path.first[0]);
 
- 			sm.tilesToMove = tiles;
 
- 			sm.distance = path.second;
 
- 			sm.teleporting = false;
 
- 			sendAndApply(&sm);
 
- 		}
 
- 	}
 
- 	else //for non-flying creatures
 
- 	{
 
- 		// send one package with the creature path information
 
- 		shared_ptr<const CObstacleInstance> obstacle; //obstacle that interrupted movement
 
- 		std::vector<BattleHex> tiles;
 
- 		int tilesToMove = std::max((int)(path.first.size() - creSpeed), 0);
 
- 		int v = path.first.size()-1;
 
- startWalking:
 
- 		for(; v >= tilesToMove; --v)
 
- 		{
 
- 			BattleHex hex = path.first[v];
 
- 			tiles.push_back(hex);
 
- 			if((obstacle = battleGetObstacleOnPos(hex, false)))
 
- 			{
 
- 				//we walked onto something, so we finalize this portion of stack movement check into obstacle
 
- 				break;
 
- 			}
 
- 		}
 
- 		if (tiles.size() > 0)
 
- 		{
 
- 			//commit movement
 
- 			BattleStackMoved sm;
 
- 			sm.stack = curStack->ID;
 
- 			sm.distance = path.second;
 
- 			sm.teleporting = false;
 
- 			sm.tilesToMove = tiles;
 
- 			sendAndApply(&sm);
 
- 		}
 
- 		//we don't handle obstacle at the destination tile -> it's handled separately in the if at the end
 
- 		if(obstacle && curStack->position != dest)
 
- 		{
 
- 			handleDamageFromObstacle(*obstacle, curStack);
 
- 			//if stack didn't die in explosion, continue movement
 
- 			if(!obstacle->stopsMovement() && curStack->alive())
 
- 			{
 
- 				obstacle.reset();
 
- 				tiles.clear();
 
- 				v--;
 
- 				goto startWalking; //TODO it's so evil
 
- 			}
 
- 		}
 
- 	}
 
- 	//handling obstacle on the final field (separate, because it affects both flying and walking stacks)
 
- 	if(curStack->alive())
 
- 	{
 
- 		if(auto theLastObstacle = battleGetObstacleOnPos(curStack->position, false))
 
- 		{
 
- 			handleDamageFromObstacle(*theLastObstacle, curStack);
 
- 		}
 
- 	}
 
- 	return ret;
 
- }
 
- CGameHandler::CGameHandler(void)
 
- {
 
- 	QID = 1;
 
- 	//gs = NULL;
 
- 	IObjectInterface::cb = this;
 
- 	applier = new CApplier<CBaseForGHApply>;
 
- 	registerTypes3(*applier);
 
- 	visitObjectAfterVictory = false;
 
- 	battleEndCallback = NULL;
 
- }
 
- CGameHandler::~CGameHandler(void)
 
- {
 
- 	delete applier;
 
- 	applier = NULL;
 
- 	delete gs;
 
- }
 
- void CGameHandler::init(StartInfo *si)
 
- {
 
- 	//extern DLL_LINKAGE boost::rand48 ran;
 
- 	if(!si->seedToBeUsed)
 
- 		si->seedToBeUsed = std::time(NULL);
 
- 	gs = new CGameState();
 
- 	tlog0 << "Gamestate created!" << std::endl;
 
- 	gs->init(si);
 
- 	tlog0 << "Gamestate initialized!" << std::endl;
 
- 	for(std::map<ui8,PlayerState>::iterator i = gs->players.begin(); i != gs->players.end(); i++)
 
- 		states.addPlayer(i->first);
 
- }
 
- static bool evntCmp(const CMapEvent *a, const CMapEvent *b)
 
- {
 
- 	return *a < *b;
 
- }
 
- void CGameHandler::setPortalDwelling(const CGTownInstance * town, bool forced=false, bool clear = false)
 
- {// bool forced = true - if creature should be replaced, if false - only if no creature was set
 
- 	const PlayerState *p = gs->getPlayer(town->tempOwner);
 
- 	if(!p)
 
- 	{
 
- 		tlog3 << "There is no player owner of town " << town->name << " at " << town->pos << std::endl;
 
- 		return;
 
- 	}
 
- 	if (forced || town->creatures[GameConstants::CREATURES_PER_TOWN].second.empty())//we need to change creature
 
- 		{
 
- 			SetAvailableCreatures ssi;
 
- 			ssi.tid = town->id;
 
- 			ssi.creatures = town->creatures;
 
- 			ssi.creatures[GameConstants::CREATURES_PER_TOWN].second.clear();//remove old one
 
- 			const std::vector<ConstTransitivePtr<CGDwelling> > &dwellings = p->dwellings;
 
- 			if (dwellings.empty())//no dwellings - just remove
 
- 			{
 
- 				sendAndApply(&ssi);
 
- 				return;
 
- 			}
 
- 			ui32 dwellpos = rand()%dwellings.size();//take random dwelling
 
- 			ui32 creapos = rand()%dwellings[dwellpos]->creatures.size();//for multi-creature dwellings like Golem Factory
 
- 			ui32 creature = dwellings[dwellpos]->creatures[creapos].second[0];
 
- 			if (clear)
 
- 				ssi.creatures[GameConstants::CREATURES_PER_TOWN].first = std::max((ui32)1, (VLC->creh->creatures[creature]->growth)/2);
 
- 			else
 
- 				ssi.creatures[GameConstants::CREATURES_PER_TOWN].first = VLC->creh->creatures[creature]->growth;
 
- 			ssi.creatures[GameConstants::CREATURES_PER_TOWN].second.push_back(creature);
 
- 			sendAndApply(&ssi);
 
- 		}
 
- }
 
- void CGameHandler::newTurn()
 
- {
 
- 	tlog5 << "Turn " << gs->day+1 << std::endl;
 
- 	NewTurn n;
 
- 	n.specialWeek = NewTurn::NO_ACTION;
 
- 	n.creatureid = -1;
 
- 	n.day = gs->day + 1;
 
- 	bool firstTurn = !getDate(0);
 
- 	bool newWeek = getDate(1) == 7; //day numbers are confusing, as day was not yet switched
 
- 	bool newMonth = getDate(4) == 28;
 
- 	std::map<ui8, si32> hadGold;//starting gold - for buildings like dwarven treasury
 
- 	srand(time(NULL));
 
- 	if (newWeek && !firstTurn)
 
- 	{
 
- 		n.specialWeek = NewTurn::NORMAL;
 
- 		bool deityOfFireBuilt = false;
 
- 		BOOST_FOREACH(const CGTownInstance *t, gs->map->towns)
 
- 		{
 
- 			if(t->subID == 3 && vstd::contains(t->builtBuildings, EBuilding::GRAIL))
 
- 			{
 
- 				deityOfFireBuilt = true;
 
- 				break;
 
- 			}
 
- 		}
 
- 		if(deityOfFireBuilt)
 
- 		{
 
- 			n.specialWeek = NewTurn::DEITYOFFIRE;
 
- 			n.creatureid = 42;
 
- 		}
 
- 		else
 
- 		{
 
- 			int monthType = rand()%100;
 
- 			if(newMonth) //new month
 
- 			{
 
- 				if (monthType < 40) //double growth
 
- 				{
 
- 					n.specialWeek = NewTurn::DOUBLE_GROWTH;
 
- 					if (ALLCREATURESGETDOUBLEMONTHS)
 
- 					{
 
- 						std::pair<int,int> newMonster(54, VLC->creh->pickRandomMonster(boost::ref(rand)));
 
- 						n.creatureid = newMonster.second;
 
- 					}
 
- 					else
 
- 					{
 
- 						std::set<TCreature>::const_iterator it = VLC->creh->doubledCreatures.begin();
 
- 						std::advance (it, rand() % VLC->creh->doubledCreatures.size()); //picking random element of set is tiring
 
- 						n.creatureid = *it;
 
- 					}
 
- 				}
 
- 				else if (monthType < 50)
 
- 					n.specialWeek = NewTurn::PLAGUE;
 
- 			}
 
- 			else //it's a week, but not full month
 
- 			{
 
- 				if (monthType < 25)
 
- 				{
 
- 					n.specialWeek = NewTurn::BONUS_GROWTH; //+5
 
- 					std::pair<int,int> newMonster (54, VLC->creh->pickRandomMonster(boost::ref(rand)));
 
- 					//TODO do not pick neutrals
 
- 					n.creatureid = newMonster.second;
 
- 				}
 
- 			}
 
- 		}
 
- 	}
 
- 	bmap<ui32, ConstTransitivePtr<CGHeroInstance> > pool = gs->hpool.heroesPool;
 
- 	for ( std::map<ui8, PlayerState>::iterator i=gs->players.begin() ; i!=gs->players.end();i++)
 
- 	{
 
- 		if(i->first == 255)
 
- 			continue;
 
- 		else if(i->first >= GameConstants::PLAYER_LIMIT)
 
- 			assert(0); //illegal player number!
 
- 		std::pair<ui8,si32> playerGold(i->first,i->second.resources[Res::GOLD]);
 
- 		hadGold.insert(playerGold);
 
- 		if(newWeek) //new heroes in tavern
 
- 		{
 
- 			SetAvailableHeroes sah;
 
- 			sah.player = i->first;
 
- 			//pick heroes and their armies
 
- 			CHeroClass *banned = NULL;
 
- 			for (int j = 0; j < GameConstants::AVAILABLE_HEROES_PER_PLAYER; j++)
 
- 			{
 
- 				if(CGHeroInstance *h = gs->hpool.pickHeroFor(j == 0, i->first, getNativeTown(i->first), pool, banned)) //first hero - native if possible, second hero -> any other class
 
- 				{
 
- 					sah.hid[j] = h->subID;
 
- 					h->initArmy(&sah.army[j]);
 
- 					banned = h->type->heroClass;
 
- 				}
 
- 				else
 
- 					sah.hid[j] = -1;
 
- 			}
 
- 			sendAndApply(&sah);
 
- 		}
 
- 		n.res[i->first] = i->second.resources;
 
- 		BOOST_FOREACH(CGHeroInstance *h, (*i).second.heroes)
 
- 		{
 
- 			if(h->visitedTown)
 
- 				giveSpells(h->visitedTown, h);
 
- 			NewTurn::Hero hth;
 
- 			hth.id = h->id;
 
- 			hth.move = h->maxMovePoints(gs->map->getTile(h->getPosition(false)).tertype != TerrainTile::water);
 
- 			if(h->visitedTown && vstd::contains(h->visitedTown->builtBuildings,0)) //if hero starts turn in town with mage guild
 
- 				hth.mana = std::max(h->mana, h->manaLimit()); //restore all mana
 
- 			else
 
- 				hth.mana = std::max((si32)(0), std::max(h->mana, std::min((si32)(h->mana + h->manaRegain()), h->manaLimit())));
 
- 			n.heroes.insert(hth);
 
- 			if(!firstTurn) //not first day
 
- 			{
 
- 				n.res[i->first][Res::GOLD] += h->valOfBonuses(Selector::typeSubtype(Bonus::SECONDARY_SKILL_PREMY, CGHeroInstance::ESTATES)); //estates
 
- 				for (int k = 0; k < GameConstants::RESOURCE_QUANTITY; k++)
 
- 				{
 
- 					n.res[i->first][k] += h->valOfBonuses(Bonus::GENERATE_RESOURCE, k);
 
- 				}
 
- 			}
 
- 		}
 
- 	}
 
- 	//      townID,    creatureID, amount
 
- 	std::map<si32, std::map<si32, si32> > newCreas;//creatures that needs to be added by town events
 
- 	BOOST_FOREACH(CGTownInstance *t, gs->map->towns)
 
- 	{
 
- 		ui8 player = t->tempOwner;
 
- 		handleTownEvents(t, n, newCreas);
 
- 		if(newWeek) //first day of week
 
- 		{
 
- 			if(t->subID == 5 && vstd::contains(t->builtBuildings, EBuilding::SPECIAL_3))
 
- 				setPortalDwelling(t, true, (n.specialWeek == NewTurn::PLAGUE ? true : false)); //set creatures for Portal of Summoning
 
- 			if(!firstTurn)
 
- 				if (t->subID == 1  && player < GameConstants::PLAYER_LIMIT && vstd::contains(t->builtBuildings, EBuilding::SPECIAL_3))//dwarven treasury
 
- 						n.res[player][Res::GOLD] += hadGold[player]/10; //give 10% of starting gold
 
- 			SetAvailableCreatures sac;
 
- 			sac.tid = t->id;
 
- 			sac.creatures = t->creatures;
 
- 			for (int k=0; k < GameConstants::CREATURES_PER_TOWN; k++) //creature growths
 
- 			{
 
- 				if(t->creatureDwellingLevel(k) >= 0)//there is dwelling (k-level)
 
- 				{
 
- 					ui32 &availableCount = sac.creatures[k].first;
 
- 					const CCreature *cre = VLC->creh->creatures[t->creatures[k].second.back()];
 
- 					if (n.specialWeek == NewTurn::PLAGUE)
 
- 						availableCount = t->creatures[k].first / 2; //halve their number, no growth
 
- 					else
 
- 					{
 
- 						if(firstTurn) //first day of game: use only basic growths
 
- 							availableCount = cre->growth;
 
- 						else
 
- 							availableCount += t->creatureGrowth(k);
 
- 						//Deity of fire week - upgrade both imps and upgrades
 
- 						if (n.specialWeek == NewTurn::DEITYOFFIRE && vstd::contains(t->creatures[k].second, n.creatureid))
 
- 							availableCount += 15;
 
- 						if( cre->idNumber == n.creatureid ) //bonus week, effect applies only to identical creatures
 
- 						{
 
- 							if(n.specialWeek == NewTurn::DOUBLE_GROWTH)
 
- 								availableCount *= 2;
 
- 							else if(n.specialWeek == NewTurn::BONUS_GROWTH)
 
- 								availableCount += 5;
 
- 						}
 
- 					}
 
- 				}
 
- 			}
 
- 			//add creatures from town events
 
- 			if (vstd::contains(newCreas, t->id))
 
- 				for(std::map<si32, si32>::iterator i=newCreas[t->id].begin() ; i!=newCreas[t->id].end(); i++)
 
- 					sac.creatures[i->first].first += i->second;
 
- 			n.cres.push_back(sac);
 
- 		}
 
- 		if(!firstTurn  &&  player < GameConstants::PLAYER_LIMIT)//not the first day and town not neutral
 
- 		{
 
- 			if(vstd::contains(t->builtBuildings, EBuilding::RESOURCE_SILO)) //there is resource silo
 
- 			{
 
- 				if(t->town->primaryRes == 127) //we'll give wood and ore
 
- 				{
 
- 					n.res[player][Res::WOOD] ++;
 
- 					n.res[player][Res::ORE] ++;
 
- 				}
 
- 				else
 
- 				{
 
- 					n.res[player][t->town->primaryRes] ++;
 
- 				}
 
- 			}
 
- 			n.res[player][Res::GOLD] += t->dailyIncome();
 
- 		}
 
- 		if(vstd::contains(t->builtBuildings, EBuilding::GRAIL) && t->subID == 2)
 
- 		{
 
- 			// Skyship, probably easier to handle same as Veil of darkness
 
- 			//do it every new day after veils apply
 
- 			FoWChange fw;
 
- 			fw.mode = 1;
 
- 			fw.player = player;
 
- 			getAllTiles(fw.tiles, player, -1, 0);
 
- 			sendAndApply (&fw);
 
- 		}
 
- 		if (t->hasBonusOfType (Bonus::DARKNESS))
 
- 		{
 
- 			t->hideTiles(t->getOwner(), t->getBonus(Selector::type(Bonus::DARKNESS))->val);
 
- 		}
 
- 		//unhiding what shouldn't be hidden? //that's handled in netpacks client
 
- 	}
 
- 	if(newMonth)
 
- 	{
 
- 		SetAvailableArtifacts saa;
 
- 		saa.id = -1;
 
- 		pickAllowedArtsSet(saa.arts);
 
- 		sendAndApply(&saa);
 
- 	}
 
- 	sendAndApply(&n);
 
- 	if(newWeek)
 
- 	{
 
- 		//spawn wandering monsters
 
- 		if (newMonth && (n.specialWeek == NewTurn::DOUBLE_GROWTH || n.specialWeek == NewTurn::DEITYOFFIRE))
 
- 		{
 
- 			spawnWanderingMonsters(n.creatureid);
 
- 		}
 
- 		//new week info popup
 
- 		if(!firstTurn)
 
- 		{
 
- 			InfoWindow iw;
 
- 			switch (n.specialWeek)
 
- 			{
 
- 				case NewTurn::DOUBLE_GROWTH:
 
- 					iw.text.addTxt(MetaString::ARRAY_TXT, 131);
 
- 					iw.text.addReplacement(MetaString::CRE_SING_NAMES, n.creatureid);
 
- 					iw.text.addReplacement(MetaString::CRE_SING_NAMES, n.creatureid);
 
- 					break;
 
- 				case NewTurn::PLAGUE:
 
- 					iw.text.addTxt(MetaString::ARRAY_TXT, 132);
 
- 					break;
 
- 				case NewTurn::BONUS_GROWTH:
 
- 					iw.text.addTxt(MetaString::ARRAY_TXT, 134);
 
- 					iw.text.addReplacement(MetaString::CRE_SING_NAMES, n.creatureid);
 
- 					iw.text.addReplacement(MetaString::CRE_SING_NAMES, n.creatureid);
 
- 					break;
 
- 				case NewTurn::DEITYOFFIRE:
 
- 					iw.text.addTxt(MetaString::ARRAY_TXT, 135);
 
- 					iw.text.addReplacement(MetaString::CRE_SING_NAMES, 42); //%s imp
 
- 					iw.text.addReplacement(MetaString::CRE_SING_NAMES, 42); //%s imp
 
- 					iw.text.addReplacement2(15);							//%+d 15
 
- 					iw.text.addReplacement(MetaString::CRE_SING_NAMES, 43); //%s familiar
 
- 					iw.text.addReplacement2(15);							//%+d 15
 
- 					break;
 
- 				default:
 
- 					if (newMonth)
 
- 					{
 
- 						iw.text.addTxt(MetaString::ARRAY_TXT, (130));
 
- 						iw.text.addReplacement(MetaString::ARRAY_TXT, 32 + rand()%10);
 
- 					}
 
- 					else
 
- 					{
 
- 						iw.text.addTxt(MetaString::ARRAY_TXT, (133));
 
- 						iw.text.addReplacement(MetaString::ARRAY_TXT, 43 + rand()%15);
 
- 					}
 
- 			}
 
- 			for (std::map<ui8, PlayerState>::iterator i=gs->players.begin() ; i!=gs->players.end(); i++)
 
- 			{
 
- 				iw.player = i->first;
 
- 				sendAndApply(&iw);
 
- 			}
 
- 		}
 
- 	}
 
- 	tlog5 << "Info about turn " << n.day << "has been sent!" << std::endl;
 
- 	handleTimeEvents();
 
- 	//call objects
 
- 	for(size_t i = 0; i<gs->map->objects.size(); i++)
 
- 	{
 
- 		if(gs->map->objects[i])
 
- 			gs->map->objects[i]->newTurn();
 
- 	}
 
- 	winLoseHandle(0xff);
 
- 	//warn players without town
 
- 	if(gs->day)
 
- 	{
 
- 		for (std::map<ui8, PlayerState>::iterator i=gs->players.begin() ; i!=gs->players.end();i++)
 
- 		{
 
- 			if(i->second.status || i->second.towns.size() || i->second.color >= GameConstants::PLAYER_LIMIT)
 
- 				continue;
 
- 			InfoWindow iw;
 
- 			iw.player = i->first;
 
- 			iw.components.push_back(Component(Component::FLAG,i->first,0,0));
 
- 			if(!i->second.daysWithoutCastle)
 
- 			{
 
- 				iw.text.addTxt(MetaString::GENERAL_TXT,6); //%s, you have lost your last town.  If you do not conquer another town in the next week, you will be eliminated.
 
- 				iw.text.addReplacement(MetaString::COLOR, i->first);
 
- 			}
 
- 			else if(i->second.daysWithoutCastle == 6)
 
- 			{
 
- 				iw.text.addTxt(MetaString::ARRAY_TXT,129); //%s, this is your last day to capture a town or you will be banished from this land.
 
- 				iw.text.addReplacement(MetaString::COLOR, i->first);
 
- 			}
 
- 			else
 
- 			{
 
- 				iw.text.addTxt(MetaString::ARRAY_TXT,128); //%s, you only have %d days left to capture a town or you will be banished from this land.
 
- 				iw.text.addReplacement(MetaString::COLOR, i->first);
 
- 				iw.text.addReplacement(7 - i->second.daysWithoutCastle);
 
- 			}
 
- 			sendAndApply(&iw);
 
- 		}
 
- 	}
 
- }
 
- void CGameHandler::run(bool resume)
 
- {
 
- 	using namespace boost::posix_time;
 
- 	BOOST_FOREACH(CConnection *cc, conns)
 
- 	{//init conn.
 
- 		ui32 quantity;
 
- 		ui8 pom;
 
- 		//ui32 seed;
 
- 		if(!resume)
 
- 		{
 
- 			(*cc) << gs->initialOpts; // gs->scenarioOps
 
- 		}
 
- 		(*cc) >> quantity; //how many players will be handled at that client
 
- 		tlog0 << "Connection " << cc->connectionID << " will handle " << quantity << " player: ";
 
- 		for(int i=0;i<quantity;i++)
 
- 		{
 
- 			(*cc) >> pom; //read player color
 
- 			tlog0 << (int)pom << " ";
 
- 			{
 
- 				boost::unique_lock<boost::recursive_mutex> lock(gsm);
 
- 				connections[pom] = cc;
 
- 			}
 
- 		}
 
- 		tlog0 << std::endl;
 
- 	}
 
- 	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)));
 
- 	}
 
- 	if(gs->scenarioOps->mode == StartInfo::DUEL)
 
- 	{
 
- 		runBattle();
 
- 		return;
 
- 	}
 
- 	while (!end2)
 
- 	{
 
- 		if(!resume)
 
- 			newTurn();
 
- 		std::map<ui8,PlayerState>::iterator i;
 
- 		if(!resume)
 
- 			i = gs->players.begin();
 
- 		else
 
- 			i = gs->players.find(gs->currentPlayer);
 
- 		resume = false;
 
- 		for(; i != gs->players.end(); i++)
 
- 		{
 
- 			if((i->second.towns.size()==0 && i->second.heroes.size()==0)
 
- 				|| i->first>=GameConstants::PLAYER_LIMIT
 
- 				|| i->second.status)
 
- 			{
 
- 				continue;
 
- 			}
 
- 			states.setFlag(i->first,&PlayerStatus::makingTurn,true);
 
- 			{
 
- 				YourTurn yt;
 
- 				yt.player = i->first;
 
- 				applyAndSend(&yt);
 
- 			}
 
- 			//wait till turn is done
 
- 			boost::unique_lock<boost::mutex> lock(states.mx);
 
- 			while(states.players[i->first].makingTurn && !end2)
 
- 			{
 
- 				static time_duration p = milliseconds(200);
 
- 				states.cv.timed_wait(lock,p);
 
- 			}
 
- 		}
 
- 	}
 
- 	while(conns.size() && (*conns.begin())->isOpen())
 
- 		boost::this_thread::sleep(boost::posix_time::milliseconds(5)); //give time client to close socket
 
- }
 
- void CGameHandler::setupBattle( int3 tile, const CArmedInstance *armies[2], const CGHeroInstance *heroes[2], bool creatureBank, const CGTownInstance *town )
 
- {
 
- 	battleResult.set(NULL);
 
- 	//send info about battles
 
- 	BattleStart bs;
 
- 	bs.info = gs->setupBattle(tile, armies, heroes, creatureBank,	town);
 
- 	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 similarly
 
- 	hasStack[0] = hasStack[1] = false;
 
- 	for(int b = 0; b<stacks.size(); ++b)
 
- 	{
 
- 		if(stacks[b]->alive() && !stacks[b]->hasBonusOfType(Bonus::SIEGE_WEAPON))
 
- 		{
 
- 			hasStack[1-stacks[b]->attackerOwned] = true;
 
- 		}
 
- 	}
 
- 	if(!hasStack[0] || !hasStack[1]) //somebody has won
 
- 	{
 
- 		setBattleResult(0, hasStack[1]);
 
- 	}
 
- }
 
- void CGameHandler::giveSpells( const CGTownInstance *t, const CGHeroInstance *h )
 
- {
 
- 	if(!h->hasSpellbook())
 
- 		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(CGHeroInstance::WISDOM)+2);i++)
 
- 	{
 
- 		if (t->subID == 8 && vstd::contains(t->builtBuildings, EBuilding::GRAIL)) //Aurora Borealis
 
- 		{
 
- 			std::vector<ui16> spells;
 
- 			getAllowedSpells(spells, i);
 
- 			for (int j = 0; j < spells.size(); ++j)
 
- 				cs.spells.insert(spells[j]);
 
- 		}
 
- 		else
 
- 		{
 
- 			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);
 
- }
 
- bool CGameHandler::removeObject( int objid )
 
- {
 
- 	if(!getObj(objid))
 
- 	{
 
- 		tlog1 << "Something wrong, that object already has been removed or hasn't existed!\n";
 
- 		return false;
 
- 	}
 
- 	RemoveObject ro;
 
- 	ro.id = objid;
 
- 	sendAndApply(&ro);
 
- 	winLoseHandle(255); //eg if monster escaped (removing objs after battle is done dircetly by endBattle, not this function)
 
- 	return true;
 
- }
 
- void CGameHandler::setAmount(int objid, ui32 val)
 
- {
 
- 	SetObjectProperty sop(objid,3,val);
 
- 	sendAndApply(&sop);
 
- }
 
- bool CGameHandler::moveHero( si32 hid, int3 dst, ui8 instant, ui8 asker /*= 255*/ )
 
- {
 
- 	bool blockvis = false;
 
- 	const CGHeroInstance *h = getHero(hid);
 
- 	if(!h  || (asker != 255 && (instant  ||   h->getOwner() != gs->currentPlayer)) //not turn of that hero or player can't simply teleport hero (at least not with this function)
 
- 	  )
 
- 	{
 
- 		tlog1 << "Illegal call to move hero!\n";
 
- 		return false;
 
- 	}
 
- 	tlog5 << "Player " <<int(asker) << " wants to move hero "<< hid << " from "<< h->pos << " to " << dst << std::endl;
 
- 	int3 hmpos = dst + int3(-1,0,0);
 
- 	if(!gs->map->isInTheMap(hmpos))
 
- 	{
 
- 		tlog1 << "Destination tile is outside the map!\n";
 
- 		return false;
 
- 	}
 
- 	TerrainTile t = gs->map->terrain[hmpos.x][hmpos.y][hmpos.z];
 
- 	int cost = gs->getMovementCost(h, h->getPosition(false), CGHeroInstance::convertPosition(dst,false),h->movement);
 
- 	int3 guardPos = gs->guardingCreaturePosition(hmpos);
 
- 	//result structure for start - movement failed, no move points used
 
- 	TryMoveHero tmh;
 
- 	tmh.id = hid;
 
- 	tmh.start = h->pos;
 
- 	tmh.end = dst;
 
- 	tmh.result = TryMoveHero::FAILED;
 
- 	tmh.movePoints = h->movement;
 
- 	//check if destination tile is available
 
- 	//it's a rock or blocked and not visitable tile
 
- 	//OR hero is on land and dest is water and (there is not present only one object - boat)
 
- 	if(((t.tertype == TerrainTile::rock  ||  (t.blocked && !t.visitable && !h->hasBonusOfType(Bonus::FLYING_MOVEMENT) ))
 
- 			&& complain("Cannot move hero, destination tile is blocked!"))
 
- 		|| ((!h->boat && !h->canWalkOnSea() && t.tertype == TerrainTile::water && (t.visitableObjects.size() < 1 ||  (t.visitableObjects.back()->ID != 8 && t.visitableObjects.back()->ID != GameConstants::HEROI_TYPE)))  //hero is not on boat/water walking and dst water tile doesn't contain boat/hero (objs visitable from land) -> we test back cause boat may be on top of another object (#276)
 
- 			&& complain("Cannot move hero, destination tile is on water!"))
 
- 		|| ((h->boat && t.tertype != TerrainTile::water && t.blocked)
 
- 			&& complain("Cannot disembark hero, tile is blocked!"))
 
- 		|| ((h->movement < cost  &&  dst != h->pos  &&  !instant)
 
- 			&& complain("Hero doesn't have any movement points left!"))
 
- 		|| (states.checkFlag(h->tempOwner, &PlayerStatus::engagedIntoBattle)
 
- 			&& complain("Cannot move hero during the battle")))
 
- 	{
 
- 		//send info about movement failure
 
- 		sendAndApply(&tmh);
 
- 		return false;
 
- 	}
 
- 	//hero enters the boat
 
- 	if(!h->boat && t.visitableObjects.size() && t.visitableObjects.back()->ID == 8)
 
- 	{
 
- 		tmh.result = TryMoveHero::EMBARK;
 
- 		tmh.movePoints = h->movementPointsAfterEmbark(h->movement, cost, false);
 
- 		getTilesInRange(tmh.fowRevealed,h->getSightCenter()+(tmh.end-tmh.start),h->getSightRadious(),h->tempOwner,1);
 
- 		sendAndApply(&tmh);
 
- 		return true;
 
- 	}
 
- 	//hero leaves the boat
 
- 	else if(h->boat && t.tertype != TerrainTile::water && !t.blocked)
 
- 	{
 
- 		//TODO? code similarity with the block above
 
- 		tmh.result = TryMoveHero::DISEMBARK;
 
- 		tmh.movePoints = h->movementPointsAfterEmbark(h->movement, cost, true);
 
- 		getTilesInRange(tmh.fowRevealed,h->getSightCenter()+(tmh.end-tmh.start),h->getSightRadious(),h->tempOwner,1);
 
- 		sendAndApply(&tmh);
 
- 		tryAttackingGuard(guardPos, h);
 
- 		return true;
 
- 	}
 
- 	//checks for standard movement
 
- 	if(!instant)
 
- 	{
 
- 		if( (distance(h->pos,dst) >= 1.5  &&  complain("Tiles are not neighboring!"))
 
- 			|| (h->movement < cost  &&  h->movement < 100  &&  complain("Not enough move points!")))
 
- 		{
 
- 			sendAndApply(&tmh);
 
- 			return false;
 
- 		}
 
- 		//check if there is blocking visitable object
 
- 		blockvis = false;
 
- 		tmh.movePoints = std::max((ui32)(0),h->movement-cost); //take move points
 
- 		BOOST_FOREACH(CGObjectInstance *obj, t.visitableObjects)
 
- 		{
 
- 			if(obj != h  &&  obj->blockVisit  &&  !(obj->getPassableness() & 1<<h->tempOwner))
 
- 			{
 
- 				blockvis = true;
 
- 				break;
 
- 			}
 
- 		}
 
- 		//we start moving
 
- 		if(blockvis)//interaction with blocking object (like resources)
 
- 		{
 
- 			tmh.result = TryMoveHero::BLOCKING_VISIT;
 
- 			sendAndApply(&tmh);
 
- 			//failed to move to that tile but we visit object
 
- 			if(t.visitableObjects.size())
 
- 				objectVisited(t.visitableObjects.back(), h);
 
- 			tlog5 << "Blocking visit at " << hmpos << std::endl;
 
- 			return true;
 
- 		}
 
- 		else //normal move
 
- 		{
 
- 			BOOST_FOREACH(CGObjectInstance *obj, gs->map->terrain[h->pos.x-1][h->pos.y][h->pos.z].visitableObjects)
 
- 			{
 
- 				obj->onHeroLeave(h);
 
- 			}
 
- 			getTilesInRange(tmh.fowRevealed,h->getSightCenter()+(tmh.end-tmh.start),h->getSightRadious(),h->tempOwner,1);
 
- 			tmh.result = TryMoveHero::SUCCESS;
 
- 			tmh.attackedFrom = guardPos;
 
- 			sendAndApply(&tmh);
 
- 			tlog5 << "Moved to " <<tmh.end<<std::endl;
 
- 			// If a creature guards the tile, block visit.
 
- 			const bool fightingGuard = tryAttackingGuard(guardPos, h);
 
- 			if(!fightingGuard && t.visitableObjects.size()) //call objects if they are visited
 
- 			{
 
- 				visitObjectOnTile(t, h);
 
- 			}
 
- 			tlog5 << "Movement end!\n";
 
- 			return true;
 
- 		}
 
- 	}
 
- 	else //instant move - teleportation
 
- 	{
 
- 		BOOST_FOREACH(CGObjectInstance* obj, t.blockingObjects)
 
- 		{
 
- 			if(obj->ID==GameConstants::HEROI_TYPE)
 
- 			{
 
- 				CGHeroInstance *dh = static_cast<CGHeroInstance *>(obj);
 
- 				if( gameState()->getPlayerRelations(dh->tempOwner, h->tempOwner))
 
- 				{
 
- 					heroExchange(h->id, dh->id);
 
- 					return true;
 
- 				}
 
- 				startBattleI(h, dh);
 
- 				return true;
 
- 			}
 
- 		}
 
- 		tmh.result = TryMoveHero::TELEPORTATION;
 
- 		getTilesInRange(tmh.fowRevealed,h->getSightCenter()+(tmh.end-tmh.start),h->getSightRadious(),h->tempOwner,1);
 
- 		sendAndApply(&tmh);
 
- 		return true;
 
- 	}
 
- }
 
- bool CGameHandler::teleportHero(si32 hid, si32 dstid, ui8 source, ui8 asker/* = 255*/)
 
- {
 
- 	const CGHeroInstance *h = getHero(hid);
 
- 	const CGTownInstance *t = getTown(dstid);
 
- 	if ( !h || !t || h->getOwner() != gs->currentPlayer )
 
- 		tlog1<<"Invalid call to teleportHero!";
 
- 	const CGTownInstance *from = h->visitedTown;
 
- 	if(((h->getOwner() != t->getOwner())
 
- 		&& complain("Cannot teleport hero to another player"))
 
- 	|| ((!from || from->subID!=3 || !vstd::contains(from->builtBuildings, EBuilding::SPECIAL_3))
 
- 		&& complain("Hero must be in town with Castle gate for teleporting"))
 
- 	|| ((t->subID!=3 || !vstd::contains(t->builtBuildings, EBuilding::SPECIAL_3))
 
- 		&& complain("Cannot teleport hero to town without Castle gate in it")))
 
- 			return false;
 
- 	int3 pos = t->visitablePos();
 
- 	pos += h->getVisitableOffset();
 
- 	stopHeroVisitCastle(from->id, hid);
 
- 	moveHero(hid,pos,1);
 
- 	heroVisitCastle(dstid, hid);
 
- 	return true;
 
- }
 
- void CGameHandler::setOwner(int objid, ui8 owner)
 
- {
 
- 	ui8 oldOwner = getOwner(objid);
 
- 	SetObjectProperty sop(objid,1,owner);
 
- 	sendAndApply(&sop);
 
- 	winLoseHandle(1<<owner | 1<<oldOwner);
 
- 	if(owner < GameConstants::PLAYER_LIMIT && getTown(objid)) //town captured
 
- 	{
 
- 		const CGTownInstance * town = getTown(objid);
 
- 		if (town->subID == 5 && vstd::contains(town->builtBuildings, 22))
 
- 			setPortalDwelling(town, true, false);
 
- 		if (!gs->getPlayer(owner)->towns.size())//player lost last town
 
- 		{
 
- 			InfoWindow iw;
 
- 			iw.player = oldOwner;
 
- 			iw.text.addTxt(MetaString::GENERAL_TXT, 6); //%s, you have lost your last town.  If you do not conquer another town in the next week, you will be eliminated.
 
- 			sendAndApply(&iw);
 
- 		}
 
- 	}
 
- 	const CGObjectInstance * obj = getObj(objid);
 
- 	const PlayerState * p = gs->getPlayer(owner);
 
- 	if((obj->ID == 17 || obj->ID == 20 ) && p && p->dwellings.size()==1)//first dwelling captured
 
- 	{
 
- 		BOOST_FOREACH(const CGTownInstance *t, gs->getPlayer(owner)->towns)
 
- 		{
 
- 			if (t->subID == 5 && vstd::contains(t->builtBuildings, 22))
 
- 				setPortalDwelling(t);//set initial creatures for all portals of summoning
 
- 		}
 
- 	}
 
- }
 
- void CGameHandler::setHoverName(int objid, MetaString* name)
 
- {
 
- 	SetHoverName shn(objid, *name);
 
- 	sendAndApply(&shn);
 
- }
 
- void CGameHandler::showBlockingDialog( BlockingDialog *iw, const CFunctionList<void(ui32)> &callback )
 
- {
 
- 	ask(iw,iw->player,callback);
 
- }
 
- ui32 CGameHandler::showBlockingDialog( BlockingDialog *iw )
 
- {
 
- 	//TODO
 
- 	//gsm.lock();
 
- 	//int query = QID++;
 
- 	//states.addQuery(player,query);
 
- 	//sendToAllClients(iw);
 
- 	//gsm.unlock();
 
- 	//ui32 ret = getQueryResult(iw->player, query);
 
- 	//gsm.lock();
 
- 	//states.removeQuery(player, query);
 
- 	//gsm.unlock();
 
- 	return 0;
 
- }
 
- void CGameHandler::giveResource(int player, int which, int val) //TODO: cap according to Bersy's suggestion
 
- {
 
- 	if(!val) return; //don't waste time on empty call
 
- 	SetResource sr;
 
- 	sr.player = player;
 
- 	sr.resid = which;
 
- 	sr.val = gs->players.find(player)->second.resources[which] + val;
 
- 	sendAndApply(&sr);
 
- }
 
- void CGameHandler::giveCreatures(const CArmedInstance *obj, const CGHeroInstance * h, const CCreatureSet &creatures, bool remove)
 
- {
 
- 	boost::function<void()> removeOrNot = 0;
 
- 	if(remove)
 
- 		removeOrNot = boost::bind(&CGameHandler::removeObject, this, obj->id);
 
- 	COMPLAIN_RET_IF(!creatures.stacksCount(), "Strange, giveCreatures called without args!");
 
- 	COMPLAIN_RET_IF(obj->stacksCount(), "Cannot give creatures from not-cleared object!");
 
- 	COMPLAIN_RET_IF(creatures.stacksCount() > GameConstants::ARMY_SIZE, "Too many stacks to give!");
 
- 	//first we move creatures to give to make them army of object-source
 
- 	for (TSlots::const_iterator stack = creatures.Slots().begin(); stack != creatures.Slots().end(); stack++)
 
- 	{
 
- 		addToSlot(StackLocation(obj, obj->getSlotFor(stack->second->type)), stack->second->type, stack->second->count);
 
- 	}
 
- 	tryJoiningArmy(obj, h, remove, true);
 
- }
 
- void CGameHandler::takeCreatures(int objid, const std::vector<CStackBasicDescriptor> &creatures)
 
- {
 
- 	std::vector<CStackBasicDescriptor> cres = creatures;
 
- 	if (cres.size() <= 0)
 
- 		return;
 
- 	const CArmedInstance* obj = static_cast<const CArmedInstance*>(getObj(objid));
 
- 	BOOST_FOREACH(CStackBasicDescriptor &sbd, cres)
 
- 	{
 
- 		TQuantity collected = 0;
 
- 		while(collected < sbd.count)
 
- 		{
 
- 			TSlots::const_iterator i = obj->Slots().begin();
 
- 			for(; i != obj->Slots().end(); i++)
 
- 			{
 
- 				if(i->second->type == sbd.type)
 
- 				{
 
- 					TQuantity take = std::min(sbd.count - collected, i->second->count); //collect as much cres as we can
 
- 					changeStackCount(StackLocation(obj, i->first), -take, false);
 
- 					collected += take;
 
- 					break;
 
- 				}
 
- 			}
 
- 			if(i ==  obj->Slots().end()) //we went through the whole loop and haven't found appropriate cres
 
- 			{
 
- 				complain("Unexpected failure during taking creatures!");
 
- 				return;
 
- 			}
 
- 		}
 
- 	}
 
- }
 
- 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);
 
- 	const CGHeroInstance *h = getHero(heroID);
 
- 	vistiCastleObjects (getTown(obj), h);
 
- 	giveSpells (getTown(obj), getHero(heroID));
 
- 	if(gs->map->victoryCondition.condition == EVictoryConditionType::TRANSPORTITEM)
 
- 		checkLossVictory(h->tempOwner); //transported artifact?
 
- }
 
- void CGameHandler::vistiCastleObjects (const CGTownInstance *t, const CGHeroInstance *h)
 
- {
 
- 	std::vector<CGTownBuilding*>::const_iterator i;
 
- 	for (i = t->bonusingBuildings.begin(); i != t->bonusingBuildings.end(); i++)
 
- 		(*i)->onHeroVisit (h);
 
- }
 
- void CGameHandler::stopHeroVisitCastle(int obj, int heroID)
 
- {
 
- 	HeroVisitCastle vc;
 
- 	vc.hid = heroID;
 
- 	vc.tid = obj;
 
- 	sendAndApply(&vc);
 
- }
 
- void CGameHandler::removeArtifact(const ArtifactLocation &al)
 
- {
 
- 	assert(al.getArt());
 
- 	EraseArtifact ea;
 
- 	ea.al = al;
 
- 	sendAndApply(&ea);
 
- }
 
- void CGameHandler::startBattleI(const CArmedInstance *army1, const CArmedInstance *army2, int3 tile, const CGHeroInstance *hero1, const CGHeroInstance *hero2, bool creatureBank, boost::function<void(BattleResult*)> cb, const CGTownInstance *town) //use hero=NULL for no hero
 
- {
 
- 	engageIntoBattle(army1->tempOwner);
 
- 	engageIntoBattle(army2->tempOwner);
 
- 	//block engaged players
 
- 	if(army2->tempOwner < GameConstants::PLAYER_LIMIT)
 
- 		states.setFlag(army2->tempOwner,&PlayerStatus::engagedIntoBattle,true);
 
- 	static const CArmedInstance *armies[2];
 
- 	armies[0] = army1;
 
- 	armies[1] = army2;
 
- 	static const CGHeroInstance*heroes[2];
 
- 	heroes[0] = hero1;
 
- 	heroes[1] = hero2;
 
- 	boost::thread(boost::bind(&CGameHandler::startBattle, this, armies, tile, heroes, creatureBank, cb, town));
 
- }
 
- void CGameHandler::startBattleI( const CArmedInstance *army1, const CArmedInstance *army2, int3 tile, boost::function<void(BattleResult*)> cb, bool creatureBank )
 
- {
 
- 	startBattleI(army1, army2, tile,
 
- 		army1->ID == GameConstants::HEROI_TYPE ? static_cast<const CGHeroInstance*>(army1) : NULL,
 
- 		army2->ID == GameConstants::HEROI_TYPE ? static_cast<const CGHeroInstance*>(army2) : NULL,
 
- 		creatureBank, cb);
 
- }
 
- void CGameHandler::startBattleI( const CArmedInstance *army1, const CArmedInstance *army2, boost::function<void(BattleResult*)> cb, bool creatureBank)
 
- {
 
- 	startBattleI(army1, army2, army2->visitablePos(), cb, creatureBank);
 
- }
 
- 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);
 
- }
 
- void CGameHandler::sendMessageTo( CConnection &c, const std::string &message )
 
- {
 
- 	SystemMessage sm;
 
- 	sm.text = message;
 
- 	boost::unique_lock<boost::mutex> lock(*c.wmx);
 
- 	c << &sm;
 
- }
 
- void CGameHandler::giveHeroBonus( GiveBonus * bonus )
 
- {
 
- 	sendAndApply(bonus);
 
- }
 
- void CGameHandler::setMovePoints( SetMovePoints * smp )
 
- {
 
- 	sendAndApply(smp);
 
- }
 
- void CGameHandler::setManaPoints( int hid, int val )
 
- {
 
- 	SetMana sm;
 
- 	sm.hid = hid;
 
- 	sm.val = val;
 
- 	sendAndApply(&sm);
 
- }
 
- void CGameHandler::giveHero( int id, int player )
 
- {
 
- 	GiveHero gh;
 
- 	gh.id = id;
 
- 	gh.player = player;
 
- 	sendAndApply(&gh);
 
- }
 
- void CGameHandler::changeObjPos( int objid, int3 newPos, ui8 flags )
 
- {
 
- 	ChangeObjPos cop;
 
- 	cop.objid = objid;
 
- 	cop.nPos = newPos;
 
- 	cop.flags = flags;
 
- 	sendAndApply(&cop);
 
- }
 
- void CGameHandler::useScholarSkill(si32 fromHero, si32 toHero)
 
- {
 
- 	const CGHeroInstance * h1 = getHero(fromHero);
 
- 	const CGHeroInstance * h2 = getHero(toHero);
 
- 	if ( h1->getSecSkillLevel(CGHeroInstance::SCHOLAR) < h2->getSecSkillLevel(CGHeroInstance::SCHOLAR) )
 
- 	{
 
- 		std::swap (h1,h2);//1st hero need to have higher scholar level for correct message
 
- 		std::swap(fromHero, toHero);
 
- 	}
 
- 	int ScholarLevel = h1->getSecSkillLevel(CGHeroInstance::SCHOLAR);//heroes can trade up to this level
 
- 	if (!ScholarLevel || !h1->hasSpellbook() || !h2->hasSpellbook() )
 
- 		return;//no scholar skill or no spellbook
 
- 	int h1Lvl = std::min(ScholarLevel+1, h1->getSecSkillLevel(CGHeroInstance::WISDOM)+2),
 
- 	    h2Lvl = std::min(ScholarLevel+1, h2->getSecSkillLevel(CGHeroInstance::WISDOM)+2);//heroes can receive this levels
 
- 	ChangeSpells cs1;
 
- 	cs1.learn = true;
 
- 	cs1.hid = toHero;//giving spells to first hero
 
- 		for(std::set<ui32>::const_iterator it=h1->spells.begin(); it!=h1->spells.end();it++)
 
- 			if ( h2Lvl >= VLC->spellh->spells[*it]->level && !vstd::contains(h2->spells, *it))//hero can learn it and don't have it yet
 
- 				cs1.spells.insert(*it);//spell to learn
 
- 	ChangeSpells cs2;
 
- 	cs2.learn = true;
 
- 	cs2.hid = fromHero;
 
- 	for(std::set<ui32>::const_iterator it=h2->spells.begin(); it!=h2->spells.end();it++)
 
- 		if ( h1Lvl >= VLC->spellh->spells[*it]->level && !vstd::contains(h1->spells, *it))
 
- 			cs2.spells.insert(*it);
 
- 	if (cs1.spells.size() || cs2.spells.size())//create a message
 
- 	{
 
- 		InfoWindow iw;
 
- 		iw.player = h1->tempOwner;
 
- 		iw.components.push_back(Component(Component::SEC_SKILL, 18, ScholarLevel, 0));
 
- 		iw.text.addTxt(MetaString::GENERAL_TXT, 139);//"%s, who has studied magic extensively,
 
- 		iw.text.addReplacement(h1->name);
 
- 		if (cs2.spells.size())//if found new spell - apply
 
- 		{
 
- 			iw.text.addTxt(MetaString::GENERAL_TXT, 140);//learns
 
- 			int size = cs2.spells.size();
 
- 			for(std::set<ui32>::const_iterator it=cs2.spells.begin(); it!=cs2.spells.end();it++)
 
- 			{
 
- 				iw.components.push_back(Component(Component::SPELL, (*it), 1, 0));
 
- 				iw.text.addTxt(MetaString::SPELL_NAME, (*it));
 
- 				switch (size--)
 
- 				{
 
- 					case 2:	iw.text.addTxt(MetaString::GENERAL_TXT, 141);
 
- 					case 1:	break;
 
- 					default:	iw.text << ", ";
 
- 				}
 
- 			}
 
- 			iw.text.addTxt(MetaString::GENERAL_TXT, 142);//from %s
 
- 			iw.text.addReplacement(h2->name);
 
- 			sendAndApply(&cs2);
 
- 		}
 
- 		if (cs1.spells.size() && cs2.spells.size() )
 
- 		{
 
- 			iw.text.addTxt(MetaString::GENERAL_TXT, 141);//and
 
- 		}
 
- 		if (cs1.spells.size())
 
- 		{
 
- 			iw.text.addTxt(MetaString::GENERAL_TXT, 147);//teaches
 
- 			int size = cs1.spells.size();
 
- 			for(std::set<ui32>::const_iterator it=cs1.spells.begin(); it!=cs1.spells.end();it++)
 
- 			{
 
- 				iw.components.push_back(Component(Component::SPELL, (*it), 1, 0));
 
- 				iw.text.addTxt(MetaString::SPELL_NAME, (*it));
 
- 				switch (size--)
 
- 				{
 
- 					case 2:	iw.text.addTxt(MetaString::GENERAL_TXT, 141);
 
- 					case 1:	break;
 
- 					default:	iw.text << ", ";
 
- 				}			}
 
- 			iw.text.addTxt(MetaString::GENERAL_TXT, 148);//from %s
 
- 			iw.text.addReplacement(h2->name);
 
- 			sendAndApply(&cs1);
 
- 		}
 
- 		sendAndApply(&iw);
 
- 	}
 
- }
 
- void CGameHandler::heroExchange(si32 hero1, si32 hero2)
 
- {
 
- 	ui8 player1 = getHero(hero1)->tempOwner;
 
- 	ui8 player2 = getHero(hero2)->tempOwner;
 
- 	if( gameState()->getPlayerRelations( player1, player2))
 
- 	{
 
- 		OpenWindow hex;
 
- 		hex.window = OpenWindow::EXCHANGE_WINDOW;
 
- 		hex.id1 = hero1;
 
- 		hex.id2 = hero2;
 
- 		sendAndApply(&hex);
 
- 		useScholarSkill(hero1,hero2);
 
- 	}
 
- }
 
- void CGameHandler::prepareNewQuery(Query * queryPack, ui8 player, const boost::function<void(ui32)> &callback)
 
- {
 
- 	boost::unique_lock<boost::recursive_mutex> lock(gsm);
 
- 	tlog4 << "Creating a query for player " << (int)player << " with ID=" << QID << std::endl;
 
- 	callbacks[QID] = callback;
 
- 	states.addQuery(player, QID);
 
- 	queryPack->queryID = QID;
 
- 	QID++;
 
- }
 
- void CGameHandler::applyAndAsk( Query * sel, ui8 player, boost::function<void(ui32)> &callback )
 
- {
 
- 	boost::unique_lock<boost::recursive_mutex> lock(gsm);
 
- 	prepareNewQuery(sel, player, callback);
 
- 	sendAndApply(sel);
 
- }
 
- void CGameHandler::ask( Query * sel, ui8 player, const CFunctionList<void(ui32)> &callback )
 
- {
 
- 	boost::unique_lock<boost::recursive_mutex> lock(gsm);
 
- 	prepareNewQuery(sel, player, callback);
 
- 	sendToAllClients(sel);
 
- }
 
- void CGameHandler::sendToAllClients( CPackForClient * info )
 
- {
 
- 	tlog5 << "Sending to all clients a package of type " << typeid(*info).name() << std::endl;
 
- 	for(std::set<CConnection*>::iterator i=conns.begin(); i!=conns.end();i++)
 
- 	{
 
- 		boost::unique_lock<boost::mutex> lock(*(*i)->wmx);
 
- 		**i << info;
 
- 	}
 
- }
 
- void CGameHandler::sendAndApply(CPackForClient * info)
 
- {
 
- 	sendToAllClients(info);
 
- 	gs->apply(info);
 
- }
 
- void CGameHandler::applyAndSend(CPackForClient * info)
 
- {
 
- 	gs->apply(info);
 
- 	sendToAllClients(info);
 
- }
 
- void CGameHandler::sendAndApply(CGarrisonOperationPack * info)
 
- {
 
- 	sendAndApply((CPackForClient*)info);
 
- 	if(gs->map->victoryCondition.condition == EVictoryConditionType::GATHERTROOP)
 
- 		winLoseHandle();
 
- }
 
- // void CGameHandler::sendAndApply( SetGarrisons * info )
 
- // {
 
- // 	sendAndApply((CPackForClient*)info);
 
- // 	if(gs->map->victoryCondition.condition == gatherTroop)
 
- // 		for(std::map<ui32,CCreatureSet>::const_iterator i = info->garrs.begin(); i != info->garrs.end(); i++)
 
- // 			checkLossVictory(getObj(i->first)->tempOwner);
 
- // }
 
- void CGameHandler::sendAndApply( SetResource * info )
 
- {
 
- 	sendAndApply((CPackForClient*)info);
 
- 	if(gs->map->victoryCondition.condition == EVictoryConditionType::GATHERRESOURCE)
 
- 		checkLossVictory(info->player);
 
- }
 
- void CGameHandler::sendAndApply( SetResources * info )
 
- {
 
- 	sendAndApply((CPackForClient*)info);
 
- 	if(gs->map->victoryCondition.condition == EVictoryConditionType::GATHERRESOURCE)
 
- 		checkLossVictory(info->player);
 
- }
 
- void CGameHandler::sendAndApply( NewStructures * info )
 
- {
 
- 	sendAndApply((CPackForClient*)info);
 
- 	if(gs->map->victoryCondition.condition == EVictoryConditionType::BUILDCITY)
 
- 		checkLossVictory(getTown(info->tid)->tempOwner);
 
- }
 
- void CGameHandler::save(const std::string & filename )
 
- {
 
- 	tlog1 << "Saving to " << filename << "\n";
 
- 	CFileInfo info(filename);
 
- 	CResourceHandler::get()->createResource(info.getStem() + ".vlgm1");
 
- 	CResourceHandler::get()->createResource(info.getStem() + ".vsgm1");
 
- 	{
 
- 		tlog0 << "Ordering clients to serialize...\n";
 
- 		SaveGame sg(info.getStem() + ".vcgm1");
 
- 		sendToAllClients(&sg);
 
- 	}
 
- 	try
 
- 	{
 
- 		{
 
- 			tlog0 << "Serializing game info...\n";
 
- 			CSaveFile save(CResourceHandler::get()->getResourceName(ResourceID(info.getStem(), EResType::LIB_SAVEGAME)));
 
- 			char hlp[8] = "VCMISVG";
 
- 			save << hlp << static_cast<CMapHeader&>(*gs->map) << gs->scenarioOps << *VLC << gs;
 
- 		}
 
- 		{
 
- 			tlog0 << "Serializing server info...\n";
 
- 			CSaveFile save(CResourceHandler::get()->getResourceName(ResourceID(info.getStem(), EResType::SERVER_SAVEGAME)));
 
- 			save << *this;
 
- 		}
 
- 		tlog0 << "Game has been successfully saved!\n";
 
- 	}
 
- 	catch(std::exception &e)
 
- 	{
 
- 		tlog1 << "Failed to save game: " << e.what() << std::endl;
 
- 	}
 
- }
 
- void CGameHandler::close()
 
- {
 
- 	tlog0 << "We have been requested to close.\n";
 
- 	if(gs->initialOpts->mode == StartInfo::DUEL)
 
- 	{
 
- 		exit(0);
 
- 	}
 
- 	//BOOST_FOREACH(CConnection *cc, conns)
 
- 	//	if(cc && cc->socket && cc->socket->is_open())
 
- 	//		cc->socket->close();
 
- 	//exit(0);
 
- }
 
- bool CGameHandler::arrangeStacks( si32 id1, si32 id2, ui8 what, ui8 p1, ui8 p2, si32 val, ui8 player )
 
- {
 
- 	const CArmedInstance *s1 = static_cast<CArmedInstance*>(gs->map->objects[id1].get()),
 
- 		*s2 = static_cast<CArmedInstance*>(gs->map->objects[id2].get());
 
- 	const CCreatureSet &S1 = *s1, &S2 = *s2;
 
- 	StackLocation sl1(s1, p1), sl2(s2, p2);
 
- 	if(!isAllowedExchange(id1,id2))
 
- 	{
 
- 		complain("Cannot exchange stacks between these two objects!\n");
 
- 		return false;
 
- 	}
 
- 	if(what==1) //swap
 
- 	{
 
- 		if ( ((s1->tempOwner != player && s1->tempOwner != 254) && s1->getStackCount(p1)) //why 254??
 
- 		  || ((s2->tempOwner != player && s2->tempOwner != 254) && s2->getStackCount(p2)))
 
- 		{
 
- 			complain("Can't take troops from another player!");
 
- 			return false;
 
- 		}
 
- 		swapStacks(sl1, sl2);
 
- 	}
 
- 	else if(what==2)//merge
 
- 	{
 
- 		if (( s1->getCreature(p1) != s2->getCreature(p2) && complain("Cannot merge different creatures stacks!"))
 
- 		|| (((s1->tempOwner != player && s1->tempOwner != 254) && s2->getStackCount(p2)) && complain("Can't take troops from another player!")))
 
- 			return false;
 
- 		moveStack(sl1, sl2);
 
- 	}
 
- 	else if(what==3) //split
 
- 	{
 
- 		if ( (s1->tempOwner != player && s1->getStackCount(p1) < s1->getStackCount(p1) )
 
- 			|| (s2->tempOwner != player && s2->getStackCount(p2) < s2->getStackCount(p2) ) )
 
- 		{
 
- 			complain("Can't move troops of another player!");
 
- 			return false;
 
- 		}
 
- 		//general conditions checking
 
- 		if((!vstd::contains(S1.stacks,p1) && complain("no creatures to split"))
 
- 			|| (val<1  && complain("no creatures to split"))  )
 
- 		{
 
- 			return false;
 
- 		}
 
- 		if(vstd::contains(S2.stacks,p2))	 //dest. slot not free - it must be "rebalancing"...
 
- 		{
 
- 			int total = s1->getStackCount(p1) + s2->getStackCount(p2);
 
- 			if( (total < val   &&   complain("Cannot split that stack, not enough creatures!"))
 
- 				|| (s1->getCreature(p1) != s2->getCreature(p2) && complain("Cannot rebalance different creatures stacks!"))
 
- 			)
 
- 			{
 
- 				return false;
 
- 			}
 
- 			moveStack(sl1, sl2, val - s2->getStackCount(p2));
 
- 			//S2.slots[p2]->count = val;
 
- 			//S1.slots[p1]->count = total - val;
 
- 		}
 
- 		else //split one stack to the two
 
- 		{
 
- 			if(s1->getStackCount(p1) < val)//not enough creatures
 
- 			{
 
- 				complain("Cannot split that stack, not enough creatures!");
 
- 				return false;
 
- 			}
 
- 			moveStack(sl1, sl2, val);
 
- 		}
 
- 	}
 
- 	return true;
 
- }
 
- int CGameHandler::getPlayerAt( CConnection *c ) const
 
- {
 
- 	std::set<int> all;
 
- 	for(std::map<int,CConnection*>::const_iterator i=connections.begin(); i!=connections.end(); i++)
 
- 		if(i->second == c)
 
- 			all.insert(i->first);
 
- 	switch(all.size())
 
- 	{
 
- 	case 0:
 
- 		return 255;
 
- 	case 1:
 
- 		return *all.begin();
 
- 	default:
 
- 		{
 
- 			//if we have more than one player at this connection, try to pick active one
 
- 			if(vstd::contains(all,int(gs->currentPlayer)))
 
- 				return gs->currentPlayer;
 
- 			else
 
- 				return 253; //cannot say which player is it
 
- 		}
 
- 	}
 
- }
 
- bool CGameHandler::disbandCreature( si32 id, ui8 pos )
 
- {
 
- 	CArmedInstance *s1 = static_cast<CArmedInstance*>(gs->map->objects[id].get());
 
- 	if(!vstd::contains(s1->stacks,pos))
 
- 	{
 
- 		complain("Illegal call to disbandCreature - no such stack in army!");
 
- 		return false;
 
- 	}
 
- 	eraseStack(StackLocation(s1, pos));
 
- 	return true;
 
- }
 
- bool CGameHandler::buildStructure( si32 tid, si32 bid, bool force /*=false*/ )
 
- {
 
- 	CGTownInstance * t = static_cast<CGTownInstance*>(gs->map->objects[tid].get());
 
- 	CBuilding * b = VLC->buildh->buildings[t->subID][bid];
 
- 	if(!force)
 
- 	{
 
- 		if (gs->canBuildStructure(t,bid) != 7)
 
- 			COMPLAIN_RET("Cannot build that building!");
 
- 		if(bid == 26) //grail
 
- 		{
 
- 			if(!t->visitingHero || !t->visitingHero->hasArt(2))
 
- 				COMPLAIN_RET("Cannot build grail - hero doesn't have it")
 
- 			else
 
- 				removeArtifact(ArtifactLocation(t->visitingHero, t->visitingHero->getArtPos(2, false)));
 
- 		}
 
- 	}
 
- 	NewStructures ns;
 
- 	ns.tid = tid;
 
- 	//we have upgr. dwelling, upgr. horde will be builded as well
 
- 	if ( (bid == 18) && (vstd::contains(t->builtBuildings,(t->town->hordeLvl[0]+37))) )
 
- 		ns.bid.insert(19);
 
- 	else if ( (bid == 24) && (vstd::contains(t->builtBuildings,(t->town->hordeLvl[1]+37))) )
 
- 		ns.bid.insert(25);
 
- 	else if(bid >= EBuilding::DWELL_FIRST) //dwelling
 
- 	{
 
- 		int level = (bid - EBuilding::DWELL_FIRST) % GameConstants::CREATURES_PER_TOWN;
 
- 		int upgradeNumber = (bid - EBuilding::DWELL_FIRST) / GameConstants::CREATURES_PER_TOWN;
 
- 		if (upgradeNumber >= t->town->creatures[level].size())
 
- 			COMPLAIN_RET("Cannot build dwelling: no creature found!");
 
- 		CCreature * crea = VLC->creh->creatures[t->town->creatures[level][upgradeNumber]];
 
- 		if (vstd::iswithin(bid, EBuilding::DWELL_UP_FIRST, EBuilding::DWELL_UP_LAST))
 
- 		{
 
- 			if ( (bid-37 == t->town->hordeLvl[0]) && (vstd::contains(t->builtBuildings,18)) )
 
- 				ns.bid.insert(19);//we have horde, will be upgraded as well as dwelling
 
- 			if ( (bid-37 == t->town->hordeLvl[1]) && (vstd::contains(t->builtBuildings,24)) )
 
- 				ns.bid.insert(25);
 
- 		}
 
- 		SetAvailableCreatures ssi;
 
- 		ssi.tid = tid;
 
- 		ssi.creatures = t->creatures;
 
- 		if (bid <= EBuilding::DWELL_LAST)
 
- 			ssi.creatures[level].first = crea->growth;
 
- 		ssi.creatures[level].second.push_back(crea->idNumber);
 
- 		sendAndApply(&ssi);
 
- 	}
 
- 	else if(bid == 11)
 
- 		ns.bid.insert(27);
 
- 	else if(bid == 12)
 
- 		ns.bid.insert(28);
 
- 	else if(bid == 13)
 
- 		ns.bid.insert(29);
 
- 	else if ( t->subID == 5 && bid == 22 )
 
- 	{
 
- 		setPortalDwelling(t);
 
- 	}
 
- 	ns.bid.insert(bid);
 
- 	ns.builded = force?t->builded:(t->builded+1);
 
- 	sendAndApply(&ns);
 
- 	//reveal ground for lookout tower
 
- 	FoWChange fw;
 
- 	fw.player = t->tempOwner;
 
- 	fw.mode = 1;
 
- 	getTilesInRange(fw.tiles,t->pos,t->getSightRadious(),t->tempOwner,1);
 
- 	sendAndApply(&fw);
 
- 	if (!force)
 
- 	{
 
- 		SetResources sr;
 
- 		sr.player = t->tempOwner;
 
- 		sr.res = gs->getPlayer(t->tempOwner)->resources - b->resources;
 
- 		sendAndApply(&sr);
 
- 	}
 
- 	if(bid<5) //it's mage guild
 
- 	{
 
- 		if(t->visitingHero)
 
- 			giveSpells(t,t->visitingHero);
 
- 		if(t->garrisonHero)
 
- 			giveSpells(t,t->garrisonHero);
 
- 	}
 
- 	if(t->visitingHero)
 
- 		vistiCastleObjects (t, t->visitingHero);
 
- 	if(t->garrisonHero)
 
- 		vistiCastleObjects (t, t->garrisonHero);
 
- 	checkLossVictory(t->tempOwner);
 
- 	return true;
 
- }
 
- bool CGameHandler::razeStructure (si32 tid, si32 bid)
 
- {
 
- ///incomplete, simply erases target building
 
- 	CGTownInstance * t = static_cast<CGTownInstance*>(gs->map->objects[tid].get());
 
- 	if (t->builtBuildings.find(bid) == t->builtBuildings.end())
 
- 		return false;
 
- 	RazeStructures rs;
 
- 	rs.tid = tid;
 
- 	rs.bid.insert(bid);
 
- 	rs.destroyed = t->destroyed + 1;
 
- 	sendAndApply(&rs);
 
- //TODO: Remove dwellers
 
- // 	if (t->subID == 4 && bid == 17) //Veil of Darkness
 
- // 	{
 
- // 		RemoveBonus rb(RemoveBonus::TOWN);
 
- // 		rb.whoID = t->id;
 
- // 		rb.source = Bonus::TOWN_STRUCTURE;
 
- // 		rb.id = 17;
 
- // 		sendAndApply(&rb);
 
- // 	}
 
- 	return true;
 
- }
 
- void CGameHandler::sendMessageToAll( const std::string &message )
 
- {
 
- 	SystemMessage sm;
 
- 	sm.text = message;
 
- 	sendToAllClients(&sm);
 
- }
 
- bool CGameHandler::recruitCreatures( si32 objid, ui32 crid, ui32 cram, si32 fromLvl )
 
- {
 
- 	const CGDwelling *dw = static_cast<CGDwelling*>(gs->map->objects[objid].get());
 
- 	const CArmedInstance *dst = NULL;
 
- 	const CCreature *c = VLC->creh->creatures[crid];
 
- 	bool warMachine = c->hasBonusOfType(Bonus::SIEGE_WEAPON);
 
- 	//TODO: test for owning
 
- 	if(dw->ID == GameConstants::TOWNI_TYPE)
 
- 		dst = (static_cast<const CGTownInstance *>(dw))->getUpperArmy();
 
- 	else if(dw->ID == 17  ||  dw->ID == 20  ||  dw->ID == 78) //advmap dwelling
 
- 		dst = getHero(gs->getPlayer(dw->tempOwner)->currentSelection); //TODO: check if current hero is really visiting dwelling
 
- 	else if(dw->ID == 106)
 
- 		dst = dynamic_cast<const CGHeroInstance *>(getTile(dw->visitablePos())->visitableObjects.back());
 
- 	assert(dw && dst);
 
- 	//verify
 
- 	bool found = false;
 
- 	int level = 0;
 
- 	typedef std::pair<const int,int> Parka;
 
- 	for(; level < dw->creatures.size(); level++) //iterate through all levels
 
- 	{
 
- 		if ( (fromLvl != -1) && ( level !=fromLvl ) )
 
- 			continue;
 
- 		const std::pair<ui32, std::vector<ui32> > &cur = dw->creatures[level]; //current level info <amount, list of cr. ids>
 
- 		int i = 0;
 
- 		for(; i < cur.second.size(); i++) //look for crid among available creatures list on current level
 
- 			if(cur.second[i] == crid)
 
- 				break;
 
- 		if(i < cur.second.size())
 
- 		{
 
- 			found = true;
 
- 			cram = std::min(cram, cur.first); //reduce recruited amount up to available amount
 
- 			break;
 
- 		}
 
- 	}
 
- 	int slot = dst->getSlotFor(crid);
 
- 	if( (!found && complain("Cannot recruit: no such creatures!"))
 
- 		|| (cram  >  VLC->creh->creatures[crid]->maxAmount(gs->getPlayer(dst->tempOwner)->resources) && complain("Cannot recruit: lack of resources!"))
 
- 		|| (cram<=0  &&  complain("Cannot recruit: cram <= 0!"))
 
- 		|| (slot<0  && !warMachine && complain("Cannot recruit: no available slot!")))
 
- 	{
 
- 		return false;
 
- 	}
 
- 	//recruit
 
- 	SetResources sr;
 
- 	sr.player = dst->tempOwner;
 
- 	sr.res = gs->getPlayer(dst->tempOwner)->resources - (c->cost * cram);
 
- 	SetAvailableCreatures sac;
 
- 	sac.tid = objid;
 
- 	sac.creatures = dw->creatures;
 
- 	sac.creatures[level].first -= cram;
 
- 	sendAndApply(&sr);
 
- 	sendAndApply(&sac);
 
- 	if(warMachine)
 
- 	{
 
- 		const CGHeroInstance *h = dynamic_cast<const CGHeroInstance*>(dst);
 
- 		if(!h)
 
- 			COMPLAIN_RET("Only hero can buy war machines");
 
- 		switch(crid)
 
- 		{
 
- 		case 146:
 
- 			giveHeroNewArtifact(h, VLC->arth->artifacts[4], ArtifactPosition::MACH1);
 
- 			break;
 
- 		case 147:
 
- 			giveHeroNewArtifact(h, VLC->arth->artifacts[6], ArtifactPosition::MACH3);
 
- 			break;
 
- 		case 148:
 
- 			giveHeroNewArtifact(h, VLC->arth->artifacts[5], ArtifactPosition::MACH2);
 
- 			break;
 
- 		default:
 
- 			complain("This war machine cannot be recruited!");
 
- 			return false;
 
- 		}
 
- 	}
 
- 	else
 
- 	{
 
- 		addToSlot(StackLocation(dst, slot), c, cram);
 
- 	}
 
- 	return true;
 
- }
 
- bool CGameHandler::upgradeCreature( ui32 objid, ui8 pos, ui32 upgID )
 
- {
 
- 	CArmedInstance *obj = static_cast<CArmedInstance*>(gs->map->objects[objid].get());
 
- 	assert(obj->hasStackAtSlot(pos));
 
- 	UpgradeInfo ui = gs->getUpgradeInfo(obj->getStack(pos));
 
- 	int player = obj->tempOwner;
 
- 	const PlayerState *p = getPlayer(player);
 
- 	int crQuantity = obj->stacks[pos]->count;
 
- 	int newIDpos= vstd::find_pos(ui.newID, upgID);//get position of new id in UpgradeInfo
 
- 	TResources totalCost = ui.cost[newIDpos] * crQuantity;
 
- 	//check if upgrade is possible
 
- 	if( (ui.oldID<0 || newIDpos == -1 ) && complain("That upgrade is not possible!"))
 
- 	{
 
- 		return false;
 
- 	}
 
- 	//check if player has enough resources
 
- 	if(!p->resources.canAfford(totalCost))
 
- 		COMPLAIN_RET("Cannot upgrade, not enough resources!");
 
- 	//take resources
 
- 	SetResources sr;
 
- 	sr.player = player;
 
- 	sr.res = p->resources - totalCost;
 
- 	sendAndApply(&sr);
 
- 	//upgrade creature
 
- 	changeStackType(StackLocation(obj, pos), VLC->creh->creatures[upgID]);
 
- 	return true;
 
- }
 
- bool CGameHandler::changeStackType(const StackLocation &sl, CCreature *c)
 
- {
 
- 	if(!sl.army->hasStackAtSlot(sl.slot))
 
- 		COMPLAIN_RET("Cannot find a stack to change type");
 
- 	SetStackType sst;
 
- 	sst.sl = sl;
 
- 	sst.type = c;
 
- 	sendAndApply(&sst);
 
- 	return true;
 
- }
 
- void CGameHandler::moveArmy(const CArmedInstance *src, const CArmedInstance *dst, bool allowMerging)
 
- {
 
- 	assert(src->canBeMergedWith(*dst, allowMerging));
 
- 	while(src->stacksCount())//while there are unmoved creatures
 
- 	{
 
- 		TSlots::const_iterator i = src->Slots().begin(); //iterator to stack to move
 
- 		StackLocation sl(src, i->first); //location of stack to move
 
- 		TSlot pos = dst->getSlotFor(i->second->type);
 
- 		if(pos < 0)
 
- 		{
 
- 			//try to merge two other stacks to make place
 
- 			std::pair<TSlot, TSlot> toMerge;
 
- 			if(dst->mergableStacks(toMerge, i->first) && allowMerging)
 
- 			{
 
- 				moveStack(StackLocation(dst, toMerge.first), StackLocation(dst, toMerge.second)); //merge toMerge.first into toMerge.second
 
- 				assert(!dst->hasStackAtSlot(toMerge.first)); //we have now a new free slot
 
- 				moveStack(sl, StackLocation(dst, toMerge.first)); //move stack to freed slot
 
- 			}
 
- 			else
 
- 			{
 
- 				complain("Unexpected failure during an attempt to move army from " + src->nodeName() + " to " + dst->nodeName() + "!");
 
- 				return;
 
- 			}
 
- 		}
 
- 		else
 
- 		{
 
- 			moveStack(sl, StackLocation(dst, pos));
 
- 		}
 
- 	}
 
- }
 
- bool CGameHandler::garrisonSwap( si32 tid )
 
- {
 
- 	CGTownInstance *town = gs->getTown(tid);
 
- 	if(!town->garrisonHero && town->visitingHero) //visiting => garrison, merge armies: town army => hero army
 
- 	{
 
- 		if(!town->visitingHero->canBeMergedWith(*town))
 
- 		{
 
- 			complain("Cannot make garrison swap, not enough free slots!");
 
- 			return false;
 
- 		}
 
- 		moveArmy(town, town->visitingHero, true);
 
- 		SetHeroesInTown intown;
 
- 		intown.tid = tid;
 
- 		intown.visiting = -1;
 
- 		intown.garrison = town->visitingHero->id;
 
- 		sendAndApply(&intown);
 
- 		return true;
 
- 	}
 
- 	else if (town->garrisonHero && !town->visitingHero) //move hero out of the garrison
 
- 	{
 
- 		//check if moving hero out of town will break 8 wandering heroes limit
 
- 		if(getHeroCount(town->garrisonHero->tempOwner,false) >= 8)
 
- 		{
 
- 			complain("Cannot move hero out of the garrison, there are already 8 wandering heroes!");
 
- 			return false;
 
- 		}
 
- 		SetHeroesInTown intown;
 
- 		intown.tid = tid;
 
- 		intown.garrison = -1;
 
- 		intown.visiting =  town->garrisonHero->id;
 
- 		sendAndApply(&intown);
 
- 		return true;
 
- 	}
 
- 	else if(!!town->garrisonHero && town->visitingHero) //swap visiting and garrison hero
 
- 	{
 
- 		SetHeroesInTown intown;
 
- 		intown.tid = tid;
 
- 		intown.garrison = town->visitingHero->id;
 
- 		intown.visiting =  town->garrisonHero->id;
 
- 		sendAndApply(&intown);
 
- 		return true;
 
- 	}
 
- 	else
 
- 	{
 
- 		complain("Cannot swap garrison hero!");
 
- 		return false;
 
- 	}
 
- }
 
- // With the amount of changes done to the function, it's more like transferArtifacts.
 
- // Function moves artifact from src to dst. If dst is not a backpack and is already occupied, old dst art goes to backpack and is replaced.
 
- bool CGameHandler::moveArtifact(const ArtifactLocation &al1, const ArtifactLocation &al2)
 
- {
 
- 	ArtifactLocation src = al1, dst = al2;
 
- 	const int srcPlayer = src.owningPlayer(), dstPlayer = dst.owningPlayer();
 
- 	const CArmedInstance *srcObj = src.relatedObj(), *dstObj = dst.relatedObj();
 
- 	// Make sure exchange is even possible between the two heroes.
 
- 	if(!isAllowedExchange(srcObj->id, dstObj->id))
 
- 		COMPLAIN_RET("That heroes cannot make any exchange!");
 
- 	const CArtifactInstance *srcArtifact = src.getArt();
 
- 	const CArtifactInstance *destArtifact = dst.getArt();
 
- 	if (srcArtifact == NULL)
 
- 		COMPLAIN_RET("No artifact to move!");
 
- 	if (destArtifact && srcPlayer != dstPlayer)
 
- 		COMPLAIN_RET("Can't touch artifact on hero of another player!");
 
- 	// Check if src/dest slots are appropriate for the artifacts exchanged.
 
- 	// Moving to the backpack is always allowed.
 
- 	if ((!srcArtifact || dst.slot < GameConstants::BACKPACK_START)
 
- 		&& srcArtifact && !srcArtifact->canBePutAt(dst, true))
 
- 		COMPLAIN_RET("Cannot move artifact!");
 
- 	if ((srcArtifact && srcArtifact->artType->id == GameConstants::ID_LOCK) || (destArtifact && destArtifact->artType->id == GameConstants::ID_LOCK))
 
- 		COMPLAIN_RET("Cannot move artifact locks.");
 
- 	if (dst.slot >= GameConstants::BACKPACK_START && srcArtifact->artType->isBig())
 
- 		COMPLAIN_RET("Cannot put big artifacts in backpack!");
 
- 	if (src.slot == ArtifactPosition::MACH4 || dst.slot == ArtifactPosition::MACH4)
 
- 		COMPLAIN_RET("Cannot move catapult!");
 
- 	if(dst.slot >= GameConstants::BACKPACK_START)
 
- 		vstd::amin(dst.slot, GameConstants::BACKPACK_START + dst.getHolderArtSet()->artifactsInBackpack.size());
 
- 	if (src.slot == dst.slot  &&  src.artHolder == dst.artHolder)
 
- 		COMPLAIN_RET("Won't move artifact: Dest same as source!");
 
- 	if(dst.slot < GameConstants::BACKPACK_START  &&  destArtifact) //moving art to another slot
 
- 	{
 
- 		//old artifact must be removed first
 
- 		moveArtifact(dst, ArtifactLocation(dst.artHolder, dst.getHolderArtSet()->artifactsInBackpack.size() + GameConstants::BACKPACK_START));
 
- 	}
 
- 	MoveArtifact ma;
 
- 	ma.src = src;
 
- 	ma.dst = dst;
 
- 	sendAndApply(&ma);
 
- 	return true;
 
- }
 
- /**
 
-  * Assembles or disassembles a combination artifact.
 
-  * @param heroID ID of hero holding the artifact(s).
 
-  * @param artifactSlot The worn slot ID of the combination- or constituent artifact.
 
-  * @param assemble True for assembly operation, false for disassembly.
 
-  * @param assembleTo If assemble is true, this represents the artifact ID of the combination
 
-  * artifact to assemble to. Otherwise it's not used.
 
-  */
 
- bool CGameHandler::assembleArtifacts (si32 heroID, ui16 artifactSlot, bool assemble, ui32 assembleTo)
 
- {
 
- 	CGHeroInstance *hero = gs->getHero(heroID);
 
- 	const CArtifactInstance *destArtifact = hero->getArt(artifactSlot);
 
- 	if(!destArtifact)
 
- 		COMPLAIN_RET("assembleArtifacts: there is no such artifact instance!");
 
- 	if(assemble)
 
- 	{
 
- 		CArtifact *combinedArt = VLC->arth->artifacts[assembleTo];
 
- 		if(!combinedArt->constituents)
 
- 			COMPLAIN_RET("assembleArtifacts: Artifact being attempted to assemble is not a combined artifacts!");
 
- 		if(!vstd::contains(destArtifact->assemblyPossibilities(hero), combinedArt))
 
- 			COMPLAIN_RET("assembleArtifacts: It's impossible to assemble requested artifact!");
 
- 		AssembledArtifact aa;
 
- 		aa.al = ArtifactLocation(hero, artifactSlot);
 
- 		aa.builtArt = combinedArt;
 
- 		sendAndApply(&aa);
 
- 	}
 
- 	else
 
- 	{
 
- 		if(!destArtifact->artType->constituents)
 
- 			COMPLAIN_RET("assembleArtifacts: Artifact being attempted to disassemble is not a combined artifact!");
 
- 		DisassembledArtifact da;
 
- 		da.al = ArtifactLocation(hero, artifactSlot);
 
- 		sendAndApply(&da);
 
- 	}
 
- 	return false;
 
- }
 
- bool CGameHandler::buyArtifact( ui32 hid, si32 aid )
 
- {
 
- 	CGHeroInstance *hero = gs->getHero(hid);
 
- 	CGTownInstance *town = hero->visitedTown;
 
- 	if(aid==0) //spellbook
 
- 	{
 
- 		if((!vstd::contains(town->builtBuildings,si32(EBuilding::MAGES_GUILD_1)) && complain("Cannot buy a spellbook, no mage guild in the town!"))
 
- 		    || (getResource(hero->getOwner(), Res::GOLD) < GameConstants::SPELLBOOK_GOLD_COST && complain("Cannot buy a spellbook, not enough gold!") )
 
- 		    || (hero->getArt(ArtifactPosition::SPELLBOOK) && complain("Cannot buy a spellbook, hero already has a one!"))
 
- 		    )
 
- 			return false;
 
- 		giveResource(hero->getOwner(),Res::GOLD,-GameConstants::SPELLBOOK_GOLD_COST);
 
- 		giveHeroNewArtifact(hero, VLC->arth->artifacts[0], ArtifactPosition::SPELLBOOK);
 
- 		assert(hero->getArt(ArtifactPosition::SPELLBOOK));
 
- 		giveSpells(town,hero);
 
- 		return true;
 
- 	}
 
- 	else if(aid < 7  &&  aid > 3) //war machine
 
- 	{
 
- 		int price = VLC->arth->artifacts[aid]->price;
 
- 		if((hero->getArt(9+aid) && complain("Hero already has this machine!"))
 
- 			|| (!vstd::contains(town->builtBuildings,si32(EBuilding::BLACKSMITH)) && complain("No blackismith!"))
 
- 			|| (gs->getPlayer(hero->getOwner())->resources[Res::GOLD] < price  && complain("Not enough gold!"))  //no gold
 
- 			|| ((!(town->subID == 6 && vstd::contains(town->builtBuildings,si32(EBuilding::SPECIAL_3) ) )
 
- 			&& town->town->warMachine!= aid ) &&  complain("This machine is unavailable here!")))
 
- 		{
 
- 			return false;
 
- 		}
 
- 		giveResource(hero->getOwner(),Res::GOLD,-price);
 
- 		giveHeroNewArtifact(hero, VLC->arth->artifacts[aid], 9+aid);
 
- 		return true;
 
- 	}
 
- 	return false;
 
- }
 
- bool CGameHandler::buyArtifact(const IMarket *m, const CGHeroInstance *h, int rid, int aid)
 
- {
 
- 	if(!vstd::contains(m->availableItemsIds(EMarketMode::RESOURCE_ARTIFACT), aid))
 
- 		COMPLAIN_RET("That artifact is unavailable!");
 
- 	int b1, b2;
 
- 	m->getOffer(rid, aid, b1, b2, EMarketMode::RESOURCE_ARTIFACT);
 
- 	if(getResource(h->tempOwner, rid) < b1)
 
- 		COMPLAIN_RET("You can't afford to buy this artifact!");
 
- 	SetResource sr;
 
- 	sr.player = h->tempOwner;
 
- 	sr.resid = rid;
 
- 	sr.val = getResource(h->tempOwner, rid) - b1;
 
- 	sendAndApply(&sr);
 
- 	SetAvailableArtifacts saa;
 
- 	if(m->o->ID == GameConstants::TOWNI_TYPE)
 
- 	{
 
- 		saa.id = -1;
 
- 		saa.arts = CGTownInstance::merchantArtifacts;
 
- 	}
 
- 	else if(const CGBlackMarket *bm = dynamic_cast<const CGBlackMarket *>(m->o)) //black market
 
- 	{
 
- 		saa.id = bm->id;
 
- 		saa.arts = bm->artifacts;
 
- 	}
 
- 	else
 
- 		COMPLAIN_RET("Wrong marktet...");
 
- 	bool found = false;
 
- 	BOOST_FOREACH(const CArtifact *&art, saa.arts)
 
- 	{
 
- 		if(art && art->id == aid)
 
- 		{
 
- 			art = NULL;
 
- 			found = true;
 
- 			break;
 
- 		}
 
- 	}
 
- 	if(!found)
 
- 		COMPLAIN_RET("Cannot find selected artifact on the list");
 
- 	sendAndApply(&saa);
 
- 	giveHeroNewArtifact(h, VLC->arth->artifacts[aid], -2);
 
- 	return true;
 
- }
 
- bool CGameHandler::sellArtifact(const IMarket *m, const CGHeroInstance *h, int aid, int rid)
 
- {
 
- 	const CArtifactInstance *art = h->getArtByInstanceId(aid);
 
- 	if(!art)
 
- 		COMPLAIN_RET("There is no artifact to sell!");
 
- 	if(art->artType->id < 7)
 
- 		COMPLAIN_RET("Cannot sell a war machine or spellbook!");
 
- 	int resVal = 0, dump = 1;
 
- 	m->getOffer(art->artType->id, rid, dump, resVal, EMarketMode::ARTIFACT_RESOURCE);
 
- 	removeArtifact(ArtifactLocation(h, h->getArtPos(art)));
 
- 	giveResource(h->tempOwner, rid, resVal);
 
- 	return true;
 
- }
 
- //void CGameHandler::lootArtifacts (TArtHolder source, TArtHolder dest, std::vector<ui32> &arts)
 
- //{
 
- //	//const CGHeroInstance * h1 = dynamic_cast<CGHeroInstance *> source;
 
- //	//auto s = boost::apply_visitor(GetArtifactSetPtr(), source);
 
- //	{
 
- //	}
 
- //}
 
- bool CGameHandler::buySecSkill( const IMarket *m, const CGHeroInstance *h, int skill)
 
- {
 
- 	if (!h)
 
- 		COMPLAIN_RET("You need hero to buy a skill!");
 
- 	if (h->getSecSkillLevel(static_cast<CGHeroInstance::SecondarySkill>(skill)))
 
- 		COMPLAIN_RET("Hero already know this skill");
 
- 	if (h->secSkills.size() >= GameConstants::SKILL_PER_HERO)//can't learn more skills
 
- 		COMPLAIN_RET("Hero can't learn any more skills");
 
- 	if (h->type->heroClass->proSec[skill]==0)//can't learn this skill (like necromancy for most of non-necros)
 
- 		COMPLAIN_RET("The hero can't learn this skill!");
 
- 	if(!vstd::contains(m->availableItemsIds(EMarketMode::RESOURCE_SKILL), skill))
 
- 		COMPLAIN_RET("That skill is unavailable!");
 
- 	if(getResource(h->tempOwner, Res::GOLD) < 2000)//TODO: remove hardcoded resource\summ?
 
- 		COMPLAIN_RET("You can't afford to buy this skill");
 
- 	SetResource sr;
 
- 	sr.player = h->tempOwner;
 
- 	sr.resid = Res::GOLD;
 
- 	sr.val = getResource(h->tempOwner, Res::GOLD) - 2000;
 
- 	sendAndApply(&sr);
 
- 	changeSecSkill(h->id, skill, 1, true);
 
- 	return true;
 
- }
 
- bool CGameHandler::tradeResources(const IMarket *market, ui32 val, ui8 player, ui32 id1, ui32 id2)
 
- {
 
- 	int r1 = gs->getPlayer(player)->resources[id1],
 
- 		r2 = gs->getPlayer(player)->resources[id2];
 
- 	vstd::amin(val, r1); //can't trade more resources than have
 
- 	int b1, b2; //base quantities for trade
 
- 	market->getOffer(id1, id2, b1, b2, EMarketMode::RESOURCE_RESOURCE);
 
- 	int units = val / b1; //how many base quantities we trade
 
- 	if(val%b1) //all offered units of resource should be used, if not -> somewhere in calculations must be an error
 
- 	{
 
- 		//TODO: complain?
 
- 		assert(0);
 
- 	}
 
- 	SetResource sr;
 
- 	sr.player = player;
 
- 	sr.resid = id1;
 
- 	sr.val = r1 - b1 * units;
 
- 	sendAndApply(&sr);
 
- 	sr.resid = id2;
 
- 	sr.val = r2 + b2 * units;
 
- 	sendAndApply(&sr);
 
- 	return true;
 
- }
 
- bool CGameHandler::sellCreatures(ui32 count, const IMarket *market, const CGHeroInstance * hero, ui32 slot, ui32 resourceID)
 
- {
 
- 	if(!vstd::contains(hero->Slots(), slot))
 
- 		COMPLAIN_RET("Hero doesn't have any creature in that slot!");
 
- 	const CStackInstance &s = hero->getStack(slot);
 
- 	if( s.count < count  //can't sell more creatures than have
 
- 		|| (hero->Slots().size() == 1  &&  hero->needsLastStack()  &&  s.count == count)) //can't sell last stack
 
- 	{
 
- 		COMPLAIN_RET("Not enough creatures in army!");
 
- 	}
 
- 	int b1, b2; //base quantities for trade
 
-  	market->getOffer(s.type->idNumber, resourceID, b1, b2, EMarketMode::CREATURE_RESOURCE);
 
-  	int units = count / b1; //how many base quantities we trade
 
-  	if(count%b1) //all offered units of resource should be used, if not -> somewhere in calculations must be an error
 
-  	{
 
-  		//TODO: complain?
 
-  		assert(0);
 
-  	}
 
- 	changeStackCount(StackLocation(hero, slot), -count);
 
-  	SetResource sr;
 
-  	sr.player = hero->tempOwner;
 
-  	sr.resid = resourceID;
 
-  	sr.val = getResource(hero->tempOwner, resourceID) + b2 * units;
 
-  	sendAndApply(&sr);
 
- 	return true;
 
- }
 
- bool CGameHandler::transformInUndead(const IMarket *market, const CGHeroInstance * hero, ui32 slot)
 
- {
 
- 	const CArmedInstance *army = NULL;
 
- 	if (hero)
 
- 		army = hero;
 
- 	else
 
- 		army = dynamic_cast<const CGTownInstance *>(market->o);
 
- 	if (!army)
 
- 		COMPLAIN_RET("Incorrect call to transform in undead!");
 
- 	if(!army->hasStackAtSlot(slot))
 
- 		COMPLAIN_RET("Army doesn't have any creature in that slot!");
 
- 	const CStackInstance &s = army->getStack(slot);
 
- 	int resCreature;//resulting creature - bone dragons or skeletons
 
- 	if	(s.hasBonusOfType(Bonus::DRAGON_NATURE))
 
- 		resCreature = 68;
 
- 	else
 
- 		resCreature = 56;
 
- 	changeStackType(StackLocation(army, slot), VLC->creh->creatures[resCreature]);
 
- 	return true;
 
- }
 
- bool CGameHandler::sendResources(ui32 val, ui8 player, ui32 r1, ui32 r2)
 
- {
 
- 	const PlayerState *p2 = gs->getPlayer(r2, false);
 
- 	if(!p2  ||  p2->status != PlayerState::INGAME)
 
- 	{
 
- 		complain("Dest player must be in game!");
 
- 		return false;
 
- 	}
 
- 	si32 curRes1 = gs->getPlayer(player)->resources[r1], curRes2 = gs->getPlayer(r2)->resources[r1];
 
- 	val = std::min(si32(val),curRes1);
 
- 	SetResource sr;
 
- 	sr.player = player;
 
- 	sr.resid = r1;
 
- 	sr.val = curRes1 - val;
 
- 	sendAndApply(&sr);
 
- 	sr.player = r2;
 
- 	sr.val = curRes2 + val;
 
- 	sendAndApply(&sr);
 
- 	return true;
 
- }
 
- bool CGameHandler::setFormation( si32 hid, ui8 formation )
 
- {
 
- 	gs->getHero(hid)-> formation = formation;
 
- 	return true;
 
- }
 
- bool CGameHandler::hireHero(const CGObjectInstance *obj, ui8 hid, ui8 player)
 
- {
 
- 	const PlayerState *p = gs->getPlayer(player);
 
- 	const CGTownInstance *t = gs->getTown(obj->id);
 
- 	//common preconditions
 
- 	if( (p->resources[Res::GOLD]<2500  && complain("Not enough gold for buying hero!"))
 
- 		|| (getHeroCount(player, false) >= GameConstants::MAX_HEROES_PER_PLAYER && complain("Cannot hire hero, only 8 wandering heroes are allowed!")))
 
- 		return false;
 
- 	if(t) //tavern in town
 
- 	{
 
- 		if(    (!vstd::contains(t->builtBuildings,EBuilding::TAVERN)  && complain("No tavern!"))
 
- 			|| (t->visitingHero  && complain("There is visiting hero - no place!")))
 
- 			return false;
 
- 	}
 
- 	else if(obj->ID == 95) //Tavern on adv map
 
- 	{
 
- 		if(getTile(obj->visitablePos())->visitableObjects.back() != obj  &&  complain("Tavern entry must be unoccupied!"))
 
- 			return false;
 
- 	}
 
- 	const CGHeroInstance *nh = p->availableHeroes[hid];
 
- 	assert(nh);
 
- 	HeroRecruited hr;
 
- 	hr.tid = obj->id;
 
- 	hr.hid = nh->subID;
 
- 	hr.player = player;
 
- 	hr.tile = obj->visitablePos() + nh->getVisitableOffset();
 
- 	sendAndApply(&hr);
 
- 	bmap<ui32, ConstTransitivePtr<CGHeroInstance> > pool = gs->unusedHeroesFromPool();
 
- 	const CGHeroInstance *theOtherHero = p->availableHeroes[!hid];
 
- 	const CGHeroInstance *newHero = gs->hpool.pickHeroFor(false, player, getNativeTown(player), pool, theOtherHero->type->heroClass);
 
- 	SetAvailableHeroes sah;
 
- 	sah.player = player;
 
- 	if(newHero)
 
- 	{
 
- 		sah.hid[hid] = newHero->subID;
 
- 		sah.army[hid].clear();
 
- 		sah.army[hid].setCreature(0, VLC->creh->nameToID[newHero->type->refTypeStack[0]],1);
 
- 	}
 
- 	else
 
- 		sah.hid[hid] = -1;
 
- 	sah.hid[!hid] = theOtherHero ? theOtherHero->subID : -1;
 
- 	sendAndApply(&sah);
 
- 	SetResource sr;
 
- 	sr.player = player;
 
- 	sr.resid = Res::GOLD;
 
- 	sr.val = p->resources[Res::GOLD] - 2500;
 
- 	sendAndApply(&sr);
 
- 	if(t)
 
- 	{
 
- 		vistiCastleObjects (t, nh);
 
- 		giveSpells (t,nh);
 
- 	}
 
- 	return true;
 
- }
 
- bool CGameHandler::queryReply(ui32 qid, ui32 answer, ui8 player)
 
- {
 
- 	boost::unique_lock<boost::recursive_mutex> lock(gsm);
 
- 	states.removeQuery(player, qid);
 
- 	if(vstd::contains(callbacks,qid))
 
- 	{
 
- 		CFunctionList<void(ui32)> callb = callbacks[qid];
 
- 		callbacks.erase(qid);
 
- 		if(callb)
 
- 			callb(answer);
 
- 	}
 
- 	else
 
- 	{
 
- 		complain("Unknown query reply!");
 
- 		return false;
 
- 	}
 
- 	return true;
 
- }
 
- static EndAction end_action;
 
- bool CGameHandler::makeBattleAction( BattleAction &ba )
 
- {
 
- 	tlog1 << "\tMaking action of type " << ba.actionType << std::endl;
 
- 	bool ok = true;
 
- 	switch(ba.actionType)
 
- 	{
 
- 	case BattleAction::END_TACTIC_PHASE: //wait
 
- 		{
 
- 			StartAction start_action(ba);
 
- 			sendAndApply(&start_action);
 
- 			sendAndApply(&end_action);
 
- 			break;
 
- 		}
 
- 	case BattleAction::WALK: //walk
 
- 		{
 
- 			StartAction start_action(ba);
 
- 			sendAndApply(&start_action); //start movement
 
- 			moveStack(ba.stackNumber,ba.destinationTile); //move
 
- 			sendAndApply(&end_action);
 
- 			break;
 
- 		}
 
- 	case BattleAction::DEFEND: //defend
 
- 		{
 
- 			//defensive stance //TODO: remove this bonus when stack becomes active
 
- 			SetStackEffect sse;
 
- 			sse.effect.push_back( Bonus(Bonus::STACK_GETS_TURN, Bonus::PRIMARY_SKILL, Bonus::OTHER, 20, -1, PrimarySkill::DEFENSE, Bonus::PERCENT_TO_ALL) );
 
- 			sse.effect.push_back( Bonus(Bonus::STACK_GETS_TURN, Bonus::PRIMARY_SKILL, Bonus::OTHER, gs->curB->stacks[ba.stackNumber]->valOfBonuses(Bonus::DEFENSIVE_STANCE),
 
- 				 -1, PrimarySkill::DEFENSE, Bonus::ADDITIVE_VALUE));
 
- 			sse.stacks.push_back(ba.stackNumber);
 
- 			sendAndApply(&sse);
 
- 			//don't break - we share code with next case
 
- 		}
 
- 	case BattleAction::WAIT: //wait
 
- 		{
 
- 			StartAction start_action(ba);
 
- 			sendAndApply(&start_action);
 
- 			sendAndApply(&end_action);
 
- 			break;
 
- 		}
 
- 	case BattleAction::RETREAT: //retreat/flee
 
- 		{
 
- 			if(!gs->curB->battleCanFlee(gs->curB->sides[ba.side]))
 
- 				complain("Cannot retreat!");
 
- 			else
 
- 				setBattleResult(1, !ba.side); //surrendering side loses
 
- 			break;
 
- 		}
 
- 	case BattleAction::SURRENDER:
 
- 		{
 
- 			int player = gs->curB->sides[ba.side];
 
- 			int cost = gs->curB->getSurrenderingCost(player);
 
- 			if(cost < 0)
 
- 				complain("Cannot surrender!");
 
- 			else if(getResource(player, Res::GOLD) < cost)
 
- 				complain("Not enough gold to surrender!");
 
- 			else
 
- 			{
 
- 				giveResource(player, Res::GOLD, -cost);
 
- 				setBattleResult(2, !ba.side); //surrendering side loses
 
- 			}
 
- 			break;
 
- 		}
 
- 		break;
 
- 	case BattleAction::WALK_AND_ATTACK: //walk or attack
 
- 		{
 
- 			StartAction start_action(ba);
 
- 			sendAndApply(&start_action); //start movement and attack
 
- 			int startingPos = gs->curB->getStack(ba.stackNumber)->position;
 
- 			int distance = moveStack(ba.stackNumber, ba.destinationTile);
 
- 			CStack *curStack = gs->curB->getStack(ba.stackNumber),
 
- 				*stackAtEnd = gs->curB->getStackT(ba.additionalInfo);
 
- 			if(!curStack || !stackAtEnd)
 
- 			{
 
- 				sendAndApply(&end_action);
 
- 				break;
 
- 			}
 
- 			if(curStack->position != ba.destinationTile //we wasn't able to reach destination tile
 
- 				&& !(curStack->doubleWide()
 
- 					&&  ( curStack->position == ba.destinationTile + (curStack->attackerOwned ?  +1 : -1 ) )
 
- 						) //nor occupy specified hex
 
- 				)
 
- 			{
 
- 				std::string problem = "We cannot move this stack to its destination " + curStack->getCreature()->namePl;
 
- 				tlog3 << problem << std::endl;
 
- 				complain(problem);
 
- 				ok = false;
 
- 				sendAndApply(&end_action);
 
- 				break;
 
- 			}
 
- 			if(stackAtEnd && curStack->ID == stackAtEnd->ID) //we should just move, it will be handled by following check
 
- 			{
 
- 				stackAtEnd = NULL;
 
- 			}
 
- 			if(!stackAtEnd)
 
- 			{
 
- 				complain(boost::str(boost::format("walk and attack error: no stack at additionalInfo tile (%d)!\n") % ba.additionalInfo));
 
- 				ok = false;
 
- 				sendAndApply(&end_action);
 
- 				break;
 
- 			}
 
- 			if( !CStack::isMeleeAttackPossible(curStack, stackAtEnd) )
 
- 			{
 
- 				complain("Attack cannot be performed!");
 
- 				sendAndApply(&end_action);
 
- 				ok = false;
 
- 				break;
 
- 			}
 
- 			//attack
 
- 			{
 
- 				BattleAttack bat;
 
- 				prepareAttack(bat, curStack, stackAtEnd, distance, ba.additionalInfo);
 
- 				handleAttackBeforeCasting(bat); //only before first attack
 
- 				sendAndApply(&bat);
 
- 				handleAfterAttackCasting(bat);
 
- 			}
 
- 			//counterattack
 
- 			if(!curStack->hasBonusOfType(Bonus::BLOCKS_RETALIATION)
 
- 				&& stackAtEnd->ableToRetaliate())
 
- 			{
 
- 				BattleAttack bat;
 
- 				prepareAttack(bat, stackAtEnd, curStack, 0, curStack->position);
 
- 				bat.flags |= BattleAttack::COUNTER;
 
- 				sendAndApply(&bat);
 
- 				handleAfterAttackCasting(bat);
 
- 			}
 
- 			//second attack
 
- 			if(curStack //FIXME: clones tend to dissapear during actions
 
- 				&& curStack->valOfBonuses(Bonus::ADDITIONAL_ATTACK) > 0
 
- 				&& !curStack->hasBonusOfType(Bonus::SHOOTER)
 
- 				&& curStack->alive()
 
- 				&& stackAtEnd->alive()  )
 
- 			{
 
- 				BattleAttack bat;
 
- 				prepareAttack(bat, curStack, stackAtEnd, 0, ba.additionalInfo);
 
- 				sendAndApply(&bat);
 
- 				handleAfterAttackCasting(bat);
 
- 			}
 
- 			//return
 
- 			if(curStack->hasBonusOfType(Bonus::RETURN_AFTER_STRIKE) && startingPos != curStack->position && curStack->alive())
 
- 			{
 
- 				moveStack(ba.stackNumber, startingPos);
 
- 				//NOTE: curStack->ID == ba.stackNumber (rev 1431)
 
- 			}
 
- 			sendAndApply(&end_action);
 
- 			break;
 
- 		}
 
- 	case BattleAction::SHOOT: //shoot
 
- 		{
 
- 			CStack *curStack = gs->curB->getStack(ba.stackNumber),
 
- 				*destStack= gs->curB->getStackT(ba.destinationTile);
 
- 			if( !gs->curB->battleCanShoot(curStack, ba.destinationTile) )
 
- 				break;
 
- 			StartAction start_action(ba);
 
- 			sendAndApply(&start_action); //start shooting
 
- 			{
 
- 				BattleAttack bat;
 
- 				bat.flags |= BattleAttack::SHOT;
 
- 				prepareAttack(bat, curStack, destStack, 0, ba.destinationTile);
 
- 				handleAttackBeforeCasting(bat);
 
- 				sendAndApply(&bat);
 
- 				handleAfterAttackCasting(bat);
 
- 			}
 
- 			//ballista & artillery handling
 
- 			if(destStack->alive() && curStack->getCreature()->idNumber == 146)
 
- 			{
 
- 				BattleAttack bat2;
 
- 				bat2.flags |= BattleAttack::SHOT;
 
- 				prepareAttack(bat2, curStack, destStack, 0, ba.destinationTile);
 
- 				sendAndApply(&bat2);
 
- 			}
 
- 			//TODO: allow more than one additional attack
 
- 			if(curStack->valOfBonuses(Bonus::ADDITIONAL_ATTACK) > 0 //if unit shots twice let's make another shot
 
- 				&& curStack->alive()
 
- 				&& destStack->alive()
 
- 				&& curStack->shots
 
- 				)
 
- 			{
 
- 				BattleAttack bat;
 
- 				bat.flags |= BattleAttack::SHOT;
 
- 				prepareAttack(bat, curStack, destStack, 0, ba.destinationTile);
 
- 				sendAndApply(&bat);
 
- 				handleAfterAttackCasting(bat);
 
- 			}
 
- 			sendAndApply(&end_action);
 
- 			break;
 
- 		}
 
- 	case BattleAction::CATAPULT: //catapult
 
- 		{
 
- 			StartAction start_action(ba);
 
- 			sendAndApply(&start_action);
 
- 			const CGHeroInstance * attackingHero = gs->curB->heroes[ba.side];
 
- 			CHeroHandler::SBallisticsLevelInfo sbi = VLC->heroh->ballistics[attackingHero->getSecSkillLevel(CGHeroInstance::BALLISTICS)];
 
- 			int attackedPart = gs->curB->hexToWallPart(ba.destinationTile);
 
- 			if(attackedPart < 0)
 
- 			{
 
- 				complain("catapult tried to attack non-catapultable hex!");
 
- 				break;
 
- 			}
 
- 			int wallInitHP = gs->curB->si.wallState[attackedPart];
 
- 			int dmgAlreadyDealt = 0; //in successive iterations damage is dealt but not yet subtracted from wall's HPs
 
- 			for(int g=0; g<sbi.shots; ++g)
 
- 			{
 
- 				if(wallInitHP + dmgAlreadyDealt == 3) //it's not destroyed
 
- 					continue;
 
- 				CatapultAttack ca; //package for clients
 
- 				std::pair< std::pair< ui8, si16 >, ui8> attack; //<< attackedPart , destination tile >, damageDealt >
 
- 				attack.first.first = attackedPart;
 
- 				attack.first.second = ba.destinationTile;
 
- 				attack.second = 0;
 
- 				int chanceForHit = 0;
 
- 				int dmgChance[] = { sbi.noDmg, sbi.oneDmg, sbi.twoDmg }; //dmgChance[i] - chance for doing i dmg when hit is successful
 
- 				switch(attackedPart)
 
- 				{
 
- 				case 0: //keep
 
- 					chanceForHit = sbi.keep;
 
- 					break;
 
- 				case 1: //bottom tower
 
- 				case 6: //upper tower
 
- 					chanceForHit = sbi.tower;
 
- 					break;
 
- 				case 2: //bottom wall
 
- 				case 3: //below gate
 
- 				case 4: //over gate
 
- 				case 5: //upper wall
 
- 					chanceForHit = sbi.wall;
 
- 					break;
 
- 				case 7: //gate
 
- 					chanceForHit = sbi.gate;
 
- 					break;
 
- 				}
 
- 				if(rand()%100 <= chanceForHit) //hit is successful
 
- 				{
 
- 					int dmgRand = rand()%100;
 
- 					//accumulating dmgChance
 
- 					dmgChance[1] += dmgChance[0];
 
- 					dmgChance[2] += dmgChance[1];
 
- 					//calculating dealt damage
 
- 					for(int v = 0; v < ARRAY_COUNT(dmgChance); ++v)
 
- 					{
 
- 						if(dmgRand <= dmgChance[v])
 
- 						{
 
- 							attack.second = std::min(3 - dmgAlreadyDealt - wallInitHP, v);
 
- 							dmgAlreadyDealt += attack.second;
 
- 							break;
 
- 						}
 
- 					}
 
- 					//removing creatures in turrets / keep if one is destroyed
 
- 					if(attack.second > 0 && (attackedPart == 0 || attackedPart == 1 || attackedPart == 6))
 
- 					{
 
- 						int posRemove = -1;
 
- 						switch(attackedPart)
 
- 						{
 
- 						case 0: //keep
 
- 							posRemove = -2;
 
- 							break;
 
- 						case 1: //bottom tower
 
- 							posRemove = -3;
 
- 							break;
 
- 						case 6: //upper tower
 
- 							posRemove = -4;
 
- 							break;
 
- 						}
 
- 						BattleStacksRemoved bsr;
 
- 						for(int g=0; g<gs->curB->stacks.size(); ++g)
 
- 						{
 
- 							if(gs->curB->stacks[g]->position == posRemove)
 
- 							{
 
- 								bsr.stackIDs.insert( gs->curB->stacks[g]->ID );
 
- 								break;
 
- 							}
 
- 						}
 
- 						sendAndApply(&bsr);
 
- 					}
 
- 				}
 
- 				ca.attacker = ba.stackNumber;
 
- 				ca.attackedParts.insert(attack);
 
- 				sendAndApply(&ca);
 
- 			}
 
- 			sendAndApply(&end_action);
 
- 			break;
 
- 		}
 
- 		case BattleAction::STACK_HEAL: //healing with First Aid Tent
 
- 		{
 
- 			StartAction start_action(ba);
 
- 			sendAndApply(&start_action);
 
- 			const CGHeroInstance * attackingHero = gs->curB->heroes[ba.side];
 
- 			CStack *healer = gs->curB->getStack(ba.stackNumber),
 
- 				*destStack = gs->curB->getStackT(ba.destinationTile);
 
- 			if(healer == NULL || destStack == NULL || !healer->hasBonusOfType(Bonus::HEALER))
 
- 			{
 
- 				complain("There is either no healer, no destination, or healer cannot heal :P");
 
- 			}
 
- 			int maxHealable = destStack->MaxHealth() - destStack->firstHPleft;
 
- 			int maxiumHeal = healer->count * std::max(10, attackingHero->valOfBonuses(Bonus::SECONDARY_SKILL_PREMY, CGHeroInstance::FIRST_AID));
 
- 			int healed = std::min(maxHealable, maxiumHeal);
 
- 			if(healed == 0)
 
- 			{
 
- 				//nothing to heal.. should we complain?
 
- 			}
 
- 			else
 
- 			{
 
- 				StacksHealedOrResurrected shr;
 
- 				shr.lifeDrain = (ui8)false;
 
- 				shr.tentHealing = (ui8)true;
 
- 				shr.drainedFrom = ba.stackNumber;
 
- 				StacksHealedOrResurrected::HealInfo hi;
 
- 				hi.healedHP = healed;
 
- 				hi.lowLevelResurrection = 0;
 
- 				hi.stackID = destStack->ID;
 
- 				shr.healedStacks.push_back(hi);
 
- 				sendAndApply(&shr);
 
- 			}
 
- 			sendAndApply(&end_action);
 
- 			break;
 
- 		}
 
- 		case BattleAction::DAEMON_SUMMONING:
 
- 			//TODO: From Strategija:
 
- 			//Summon Demon is a level 2 spell.
 
- 		{
 
- 			StartAction start_action(ba);
 
- 			sendAndApply(&start_action);
 
- 			CStack *summoner = gs->curB->getStack(ba.stackNumber),
 
- 				*destStack = gs->curB->getStackT(ba.destinationTile, false);
 
- 			BattleStackAdded bsa;
 
- 			bsa.attacker = summoner->attackerOwned;
 
- 			bsa.creID = summoner->getBonus(Selector::type(Bonus::DAEMON_SUMMONING))->subtype; //in case summoner can summon more than one type of monsters... scream!
 
- 			ui64 risedHp = summoner->count * summoner->valOfBonuses(Bonus::DAEMON_SUMMONING, bsa.creID);
 
- 			bsa.amount = std::min ((ui32)(risedHp / VLC->creh->creatures[bsa.creID]->MaxHealth()), destStack->baseAmount);
 
- 			bsa.pos = gs->curB->getAvaliableHex(bsa.creID, bsa.attacker, destStack->position);
 
- 			bsa.summoned = false;
 
- 			if (bsa.amount) //there's rare possibility single creature cannot rise desired type
 
- 			{
 
- 				BattleStacksRemoved bsr; //remove body
 
- 				bsr.stackIDs.insert(destStack->ID);
 
- 				sendAndApply(&bsr);
 
- 				sendAndApply(&bsa);
 
- 				BattleSetStackProperty ssp;
 
- 				ssp.stackID = ba.stackNumber;
 
- 				ssp.which = BattleSetStackProperty::CASTS; //reduce number of casts
 
- 				ssp.val = -1;
 
- 				ssp.absolute = false;
 
- 				sendAndApply(&ssp);
 
- 			}
 
- 			sendAndApply(&end_action);
 
- 			break;
 
- 		}
 
- 		case BattleAction::MONSTER_SPELL:
 
- 		{
 
- 			StartAction start_action(ba);
 
- 			sendAndApply(&start_action);
 
- 			CStack * stack = gs->curB->getStack(ba.stackNumber);
 
- 			int spellID = ba.additionalInfo;
 
- 			BattleHex destination(ba.destinationTile);
 
- 			const Bonus *randSpellcaster = stack->getBonus(Selector::type(Bonus::RANDOM_SPELLCASTER));
 
- 			const Bonus * spellcaster = stack->getBonus(Selector::typeSubtype(Bonus::SPELLCASTER, spellID));
 
- 			//TODO special bonus for genies ability
 
- 			if(randSpellcaster && battleGetRandomStackSpell(stack, CBattleInfoCallback::RANDOM_AIMED) < 0)
 
- 				spellID = battleGetRandomStackSpell(stack, CBattleInfoCallback::RANDOM_GENIE);
 
- 			if(spellID < 0)
 
- 				complain("That stack can't cast spells!");
 
- 			else
 
- 			{
 
- 				int spellLvl = 0;
 
- 				if (spellcaster)
 
- 					vstd::amax(spellLvl, spellcaster->val);
 
- 				if (randSpellcaster)
 
- 					vstd::amax(spellLvl, randSpellcaster->val);
 
- 				vstd::amin (spellLvl, 3);
 
- 				int casterSide = gs->curB->whatSide(stack->owner);
 
- 				const CGHeroInstance * secHero = gs->curB->getHero(gs->curB->theOtherPlayer(stack->owner));
 
- 				handleSpellCasting(spellID, spellLvl, destination, casterSide, stack->owner, NULL, secHero, 0, ECastingMode::CREATURE_ACTIVE_CASTING, stack);
 
- 			}
 
- 			sendAndApply(&end_action);
 
- 			break;
 
- 		}
 
- 	}
 
- 	if(ba.stackNumber == gs->curB->activeStack  ||  battleResult.get()) //active stack has moved or battle has finished
 
- 		battleMadeAction.setn(true);
 
- 	return ok;
 
- }
 
- void CGameHandler::playerMessage( ui8 player, const std::string &message )
 
- {
 
- 	bool cheated=true;
 
- 	PlayerMessage temp_message(player,message);
 
- 	sendAndApply(&temp_message);
 
- 	if(message == "vcmiistari") //give all spells and 999 mana
 
- 	{
 
- 		SetMana sm;
 
- 		ChangeSpells cs;
 
- 		CGHeroInstance *h = gs->getHero(gs->getPlayer(player)->currentSelection);
 
- 		if(!h && complain("Cannot realize cheat, no hero selected!")) return;
 
- 		sm.hid = cs.hid = h->id;
 
- 		//give all spells
 
- 		cs.learn = 1;
 
- 		for(int i=0;i<VLC->spellh->spells.size();i++)
 
- 		{
 
- 			if(!VLC->spellh->spells[i]->creatureAbility)
 
- 				cs.spells.insert(i);
 
- 		}
 
- 		//give mana
 
- 		sm.val = 999;
 
- 		if(!h->hasSpellbook()) //hero doesn't have spellbook
 
- 			giveHeroNewArtifact(h, VLC->arth->artifacts[0], ArtifactPosition::SPELLBOOK); //give spellbook
 
- 		sendAndApply(&cs);
 
- 		sendAndApply(&sm);
 
- 	}
 
- 	else if (message == "vcmiarmenelos") //build all buildings in selected town
 
- 	{
 
- 		CGTownInstance *town = gs->getTown(gs->getPlayer(player)->currentSelection);
 
- 		if (town)
 
- 		{
 
- 			BOOST_FOREACH (CBuildingHandler::TBuildingsMap::value_type &build, VLC->buildh->buildings[town->subID])
 
- 			{
 
- 				if (!vstd::contains(town->builtBuildings, build.first)
 
- 				 && !build.second->Name().empty())
 
- 				{
 
- 					buildStructure(town->id, build.first, true);
 
- 				}
 
- 			}
 
- 		}
 
- 	}
 
- 	else if(message == "vcmiainur") //gives 5 archangels into each slot
 
- 	{
 
- 		CGHeroInstance *hero = gs->getHero(gs->getPlayer(player)->currentSelection);
 
- 		const CCreature *archangel = VLC->creh->creatures[13];
 
- 		if(!hero) return;
 
- 		for(int i = 0; i < GameConstants::ARMY_SIZE; i++)
 
- 			if(!hero->hasStackAtSlot(i))
 
- 				insertNewStack(StackLocation(hero, i), archangel, 5);
 
- 	}
 
- 	else if(message == "vcmiangband") //gives 10 black knight into each slot
 
- 	{
 
- 		CGHeroInstance *hero = gs->getHero(gs->getPlayer(player)->currentSelection);
 
- 		const CCreature *blackKnight = VLC->creh->creatures[66];
 
- 		if(!hero) return;
 
- 		for(int i = 0; i < GameConstants::ARMY_SIZE; i++)
 
- 			if(!hero->hasStackAtSlot(i))
 
- 				insertNewStack(StackLocation(hero, i), blackKnight, 10);
 
- 	}
 
- 	else if(message == "vcminoldor") //all war machines
 
- 	{
 
- 		CGHeroInstance *hero = gs->getHero(gs->getPlayer(player)->currentSelection);
 
- 		if(!hero) return;
 
- 		if(!hero->getArt(ArtifactPosition::MACH1))
 
- 			giveHeroNewArtifact(hero, VLC->arth->artifacts[4], ArtifactPosition::MACH1);
 
- 		if(!hero->getArt(ArtifactPosition::MACH2))
 
- 			giveHeroNewArtifact(hero, VLC->arth->artifacts[5], ArtifactPosition::MACH2);
 
- 		if(!hero->getArt(ArtifactPosition::MACH3))
 
- 			giveHeroNewArtifact(hero, VLC->arth->artifacts[6], ArtifactPosition::MACH3);
 
- 	}
 
- 	else if(message == "vcminahar") //1000000 movement points
 
- 	{
 
- 		CGHeroInstance *hero = gs->getHero(gs->getPlayer(player)->currentSelection);
 
- 		if(!hero) return;
 
- 		SetMovePoints smp;
 
- 		smp.hid = hero->id;
 
- 		smp.val = 1000000;
 
- 		sendAndApply(&smp);
 
- 	}
 
- 	else if(message == "vcmiformenos") //give resources
 
- 	{
 
- 		SetResources sr;
 
- 		sr.player = player;
 
- 		sr.res = gs->getPlayer(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.mode = 1;
 
- 		fc.player = player;
 
- 		int3 * hlp_tab = new int3[gs->map->width * gs->map->height * (gs->map->twoLevel + 1)];
 
- 		int lastUnc = 0;
 
- 		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->getPlayerTeam(fc.player)->fogOfWarMap[i][j][k])
 
- 						hlp_tab[lastUnc++] = int3(i,j,k);
 
- 		fc.tiles.insert(hlp_tab, hlp_tab + lastUnc);
 
- 		delete [] hlp_tab;
 
- 		sendAndApply(&fc);
 
- 	}
 
- 	else if(message == "vcmiglorfindel") //selected hero gains a new level
 
- 	{
 
- 		CGHeroInstance *hero = gs->getHero(gs->getPlayer(player)->currentSelection);
 
- 		changePrimSkill(hero->id,4,VLC->heroh->reqExp(hero->level+1) - VLC->heroh->reqExp(hero->level));
 
- 	}
 
- 	else if(message == "vcmisilmaril") //player wins
 
- 	{
 
- 		gs->getPlayer(player)->enteredWinningCheatCode = 1;
 
- 	}
 
- 	else if(message == "vcmimelkor") //player looses
 
- 	{
 
- 		gs->getPlayer(player)->enteredLosingCheatCode = 1;
 
- 	}
 
- 	else if (message == "vcmiforgeofnoldorking") //hero gets all artifacts except war machines, spell scrolls and spell book
 
- 	{
 
- 		CGHeroInstance *hero = gs->getHero(gs->getPlayer(player)->currentSelection);
 
- 		if(!hero) return;
 
- 		for (int g=7; g<=140; ++g)
 
- 			giveHeroNewArtifact(hero, VLC->arth->artifacts[g], -1);
 
- 	}
 
- 	else
 
- 		cheated = false;
 
- 	if(cheated)
 
- 	{
 
- 		SystemMessage temp_message(VLC->generaltexth->allTexts[260]);
 
- 		sendAndApply(&temp_message);
 
- 		checkLossVictory(player);//Player enter win code or got required art\creature
 
- 	}
 
- }
 
- void CGameHandler::handleSpellCasting( int spellID, int spellLvl, BattleHex destination, ui8 casterSide, ui8 casterColor, const CGHeroInstance * caster, const CGHeroInstance * secHero,
 
- 	int usedSpellPower, ECastingMode::ECastingMode mode, const CStack * stack, si32 selectedStack)
 
- {
 
- 	const CSpell *spell = VLC->spellh->spells[spellID];
 
- 	//Helper local function that creates obstacle on given position. Obstacle type is inferred from spell type.
 
- 	//It creates, sends and applies needed package.
 
- 	auto placeObstacle = [&](BattleHex pos)
 
- 	{
 
- 		static int obstacleIdToGive = gs->curB->obstacles.size()
 
- 									? (gs->curB->obstacles.back()->uniqueID+1)
 
- 									: 0;
 
- 		auto obstacle = make_shared<SpellCreatedObstacle>();
 
- 		switch(spellID) // :/
 
- 		{
 
- 		case Spells::QUICKSAND:
 
- 			obstacle->obstacleType = CObstacleInstance::QUICKSAND;
 
- 			obstacle->turnsRemaining = -1;
 
- 			obstacle->visibleForAnotherSide = false;
 
- 			break;
 
- 		case Spells::LAND_MINE:
 
- 			obstacle->obstacleType = CObstacleInstance::LAND_MINE;
 
- 			obstacle->turnsRemaining = -1;
 
- 			obstacle->visibleForAnotherSide = false;
 
- 			break;
 
- 		case Spells::FIRE_WALL:
 
- 			obstacle->obstacleType = CObstacleInstance::FIRE_WALL;
 
- 			obstacle->turnsRemaining = 2;
 
- 			obstacle->visibleForAnotherSide = true;
 
- 			break;
 
- 		case Spells::FORCE_FIELD:
 
- 			obstacle->obstacleType = CObstacleInstance::FORCE_FIELD;
 
- 			obstacle->turnsRemaining = 2;
 
- 			obstacle->visibleForAnotherSide = true;
 
- 			break;
 
- 		default:
 
- 			//this function cannot be used with spells that do not create obstacles
 
- 			assert(0);
 
- 		}
 
- 		obstacle->pos = pos;
 
- 		obstacle->casterSide = casterSide;
 
- 		obstacle->ID = spellID;
 
- 		obstacle->spellLevel = spellLvl;
 
- 		obstacle->casterSpellPower = usedSpellPower;
 
- 		obstacle->uniqueID = obstacleIdToGive++;
 
- 		BattleObstaclePlaced bop;
 
- 		bop.obstacle = obstacle;
 
- 		sendAndApply(&bop);
 
- 	};
 
- 	BattleSpellCast sc;
 
- 	sc.side = casterSide;
 
- 	sc.id = spellID;
 
- 	sc.skill = spellLvl;
 
- 	sc.tile = destination;
 
- 	sc.dmgToDisplay = 0;
 
- 	sc.castedByHero = (bool)caster;
 
- 	sc.attackerType = (stack ? stack->type->idNumber : -1);
 
- 	sc.manaGained = 0;
 
- 	sc.spellCost = 0;
 
- 	if (caster) //calculate spell cost
 
- 	{
 
- 		sc.spellCost = gs->curB->getSpellCost(VLC->spellh->spells[spellID], caster);
 
- 		if (secHero && mode == ECastingMode::HERO_CASTING) //handle mana channel
 
- 		{
 
- 			int manaChannel = 0;
 
- 			BOOST_FOREACH(CStack * stack, gs->curB->stacks) //TODO: shouldn't bonus system handle it somehow?
 
- 			{
 
- 				if (stack->owner == secHero->tempOwner)
 
- 				{
 
- 					vstd::amax(manaChannel, stack->valOfBonuses(Bonus::MANA_CHANNELING));
 
- 				}
 
- 			}
 
- 			sc.manaGained = (manaChannel * sc.spellCost) / 100;
 
- 		}
 
- 	}
 
- 	//calculating affected creatures for all spells
 
- 	std::set<CStack*> attackedCres;
 
- 	if (mode != ECastingMode::ENCHANTER_CASTING)
 
- 	{
 
- 		attackedCres = gs->curB->getAttackedCreatures(spell, spellLvl, casterColor, destination);
 
- 		for(std::set<CStack*>::const_iterator it = attackedCres.begin(); it != attackedCres.end(); ++it)
 
- 		{
 
- 			sc.affectedCres.insert((*it)->ID);
 
- 		}
 
- 	}
 
- 	else //enchanter - hit all possible stacks
 
- 	{
 
- 		BOOST_FOREACH (CStack * stack, gs->curB->stacks)
 
- 		{
 
- 			/*if it's non negative spell and our unit or non positive spell and hostile unit */
 
- 			if((!spell->isNegative() && stack->owner == casterColor)
 
- 				|| (!spell->isPositive() && stack->owner != casterColor))
 
- 			{
 
- 				if(stack->isValidTarget()) //TODO: allow dead targets somewhere in the future
 
- 				{
 
- 					attackedCres.insert(stack);
 
- 				}
 
- 			}
 
- 		}
 
- 	}
 
- 	//checking if creatures resist
 
- 	sc.resisted = gs->curB->calculateResistedStacks(spell, caster, secHero, attackedCres, casterColor, mode, usedSpellPower, spellLvl);
 
- 	//calculating dmg to display
 
- 	for(std::set<CStack*>::iterator it = attackedCres.begin(); it != attackedCres.end(); ++it)
 
- 	{
 
- 		if(vstd::contains(sc.resisted, (*it)->ID)) //this creature resisted the spell
 
- 			continue;
 
- 		sc.dmgToDisplay += gs->curB->calculateSpellDmg(spell, caster, *it, spellLvl, usedSpellPower);
 
- 	}
 
- 	if (spellID == Spells::DEATH_STARE || spellID == Spells::ACID_BREATH_DAMAGE)
 
- 	{
 
- 		sc.dmgToDisplay = usedSpellPower;
 
- 		if (spellID == Spells::DEATH_STARE)
 
- 			vstd::amin(sc.dmgToDisplay, (*attackedCres.begin())->count); //stack is already reduced after attack
 
- 	}
 
- 	StacksInjured si;
 
- 	//applying effects
 
- 	switch (spellID)
 
- 	{
 
- 	case Spells::QUICKSAND:
 
- 	case Spells::LAND_MINE:
 
- 		{
 
- 			std::vector<BattleHex> availableTiles;
 
- 			for(int i = 0; i < GameConstants::BFIELD_SIZE; i += 1)
 
- 			{
 
- 				BattleHex hex = i;
 
- 				if(hex.getX() > 2 && hex.getX() < 14 && !battleGetStackByPos(hex, false) & !battleGetObstacleOnPos(hex, false))
 
- 					availableTiles.push_back(hex);
 
- 			}
 
- 			boost::range::random_shuffle(availableTiles);
 
- 			const int patchesForSkill[] = {4, 4, 6, 8};
 
- 			const int patchesToPut = std::min<int>(patchesForSkill[spellLvl], availableTiles.size());
 
- 			//land mines or quicksand patches are handled as spell created obstacles
 
- 			for (int i = 0; i < patchesToPut; i++)
 
- 				placeObstacle(availableTiles[i]);
 
- 		}
 
- 		break;
 
- 	case Spells::FORCE_FIELD:
 
- 		placeObstacle(destination);
 
- 		break;
 
- 	case Spells::FIRE_WALL:
 
- 		{
 
- 			//fire wall is build from multiple obstacles - one fire piece for each affected hex
 
- 			auto affectedHexes = spell->rangeInHexes(destination, spellLvl, casterSide);
 
- 			BOOST_FOREACH(BattleHex hex, affectedHexes)
 
- 				placeObstacle(hex);
 
- 		}
 
- 		break;
 
- 	//damage spells
 
- 	case Spells::MAGIC_ARROW:
 
- 	case Spells::ICE_BOLT:
 
- 	case Spells::LIGHTNING_BOLT:
 
- 	case Spells::IMPLOSION:
 
- 	case Spells::CHAIN_LIGHTNING:
 
- 	case Spells::FROST_RING:
 
- 	case Spells::FIREBALL:
 
- 	case Spells::INFERNO:
 
- 	case Spells::METEOR_SHOWER:
 
- 	case Spells::DEATH_RIPPLE:
 
- 	case Spells::DESTROY_UNDEAD:
 
- 	case Spells::ARMAGEDDON:
 
- 	case Spells::TITANS_LIGHTNING_BOLT:
 
- 	case Spells::THUNDERBOLT: //(thunderbirds)
 
- 		{
 
- 			int spellDamage = 0;
 
- 			if (stack && mode != ECastingMode::MAGIC_MIRROR)
 
- 			{
 
- 				int unitSpellPower = stack->valOfBonuses(Bonus::SPECIFIC_SPELL_POWER, spellID);
 
- 				if (unitSpellPower)
 
- 					sc.dmgToDisplay = spellDamage = stack->count * unitSpellPower; //TODO: handle immunities
 
- 				else //Faerie Dragon
 
- 				{
 
- 					usedSpellPower = stack->valOfBonuses(Bonus::CREATURE_SPELL_POWER) * stack->count / 100;
 
- 					sc.dmgToDisplay = 0;
 
- 				}
 
- 			}
 
- 			int chainLightningModifier = 0;
 
- 			for(std::set<CStack*>::iterator it = attackedCres.begin(); it != attackedCres.end(); ++it)
 
- 			{
 
- 				if(vstd::contains(sc.resisted, (*it)->ID)) //this creature resisted the spell
 
- 					continue;
 
- 				BattleStackAttacked bsa;
 
- 				if ((destination > -1 && (*it)->coversPos(destination)) || (spell->range[spellLvl] == "X" || mode == ECastingMode::ENCHANTER_CASTING))
 
- 					//display effect only upon primary target of area spell
 
- 				{
 
- 					bsa.flags |= BattleStackAttacked::EFFECT;
 
- 					bsa.effect = spell->mainEffectAnim;
 
- 				}
 
- 				if (spellDamage)
 
- 					bsa.damageAmount = spellDamage >> chainLightningModifier;
 
- 				else
 
- 				{
 
- 					bsa.damageAmount = gs->curB->calculateSpellDmg(spell, caster, *it, spellLvl, usedSpellPower) >> chainLightningModifier;
 
- 					sc.dmgToDisplay += bsa.damageAmount;
 
- 				}
 
- 				bsa.stackAttacked = (*it)->ID;
 
- 				if (mode == ECastingMode::ENCHANTER_CASTING) //multiple damage spells cast
 
- 					bsa.attackerID = stack->ID;
 
- 				else
 
- 					bsa.attackerID = -1;
 
- 				(*it)->prepareAttacked(bsa);
 
- 				si.stacks.push_back(bsa);
 
- 				if (spellID == Spells::CHAIN_LIGHTNING)
 
- 					++chainLightningModifier;
 
- 			}
 
- 			break;
 
- 		}
 
- 		// permanent effects
 
- 	case Spells::SHIELD:
 
- 	case Spells::AIR_SHIELD:
 
- 	case Spells::FIRE_SHIELD:
 
- 	case Spells::PROTECTION_FROM_AIR:
 
- 	case Spells::PROTECTION_FROM_FIRE:
 
- 	case Spells::PROTECTION_FROM_WATER:
 
- 	case Spells::PROTECTION_FROM_EARTH:
 
- 	case Spells::ANTI_MAGIC:
 
- 	case Spells::MAGIC_MIRROR:
 
- 	case Spells::BLESS:
 
- 	case Spells::CURSE:
 
- 	case Spells::BLOODLUST:
 
- 	case Spells::PRECISION:
 
- 	case Spells::WEAKNESS:
 
- 	case Spells::STONE_SKIN:
 
- 	case Spells::DISRUPTING_RAY:
 
- 	case Spells::PRAYER:
 
- 	case Spells::MIRTH:
 
- 	case Spells::SORROW:
 
- 	case Spells::FORTUNE:
 
- 	case Spells::MISFORTUNE:
 
- 	case Spells::HASTE:
 
- 	case Spells::SLOW:
 
- 	case Spells::SLAYER:
 
- 	case Spells::FRENZY:
 
- 	case Spells::COUNTERSTRIKE:
 
- 	case Spells::BERSERK:
 
- 	case Spells::HYPNOTIZE:
 
- 	case Spells::FORGETFULNESS:
 
- 	case Spells::BLIND:
 
- 	case Spells::STONE_GAZE:
 
- 	case Spells::POISON:
 
- 	case Spells::BIND:
 
- 	case Spells::DISEASE:
 
- 	case Spells::PARALYZE:
 
- 	case Spells::AGE:
 
- 	case Spells::ACID_BREATH_DEFENSE:
 
- 		{
 
- 			int stackSpellPower = 0;
 
- 			if (stack && mode != ECastingMode::MAGIC_MIRROR)
 
- 			{
 
- 				stackSpellPower = stack->valOfBonuses(Bonus::CREATURE_ENCHANT_POWER);
 
- 			}
 
- 			SetStackEffect sse;
 
- 			Bonus pseudoBonus;
 
- 			pseudoBonus.sid = spellID;
 
- 			pseudoBonus.val = spellLvl;
 
- 			pseudoBonus.turnsRemain = gs->curB->calculateSpellDuration(spell, caster, stackSpellPower ? stackSpellPower : usedSpellPower);
 
- 			CStack::stackEffectToFeature(sse.effect, pseudoBonus);
 
- 			if (spellID == 72 && stack)//bind
 
- 			{
 
- 				sse.effect.back().additionalInfo = stack->ID; //we need to know who casted Bind
 
- 			}
 
- 			const Bonus * bonus = NULL;
 
- 			if (caster)
 
- 				bonus = caster->getBonus(Selector::typeSubtype(Bonus::SPECIAL_PECULIAR_ENCHANT, spellID));
 
- 			si32 power = 0;
 
- 			for(std::set<CStack*>::iterator it = attackedCres.begin(); it != attackedCres.end(); ++it)
 
- 			{
 
- 				if(vstd::contains(sc.resisted, (*it)->ID)) //this creature resisted the spell
 
- 					continue;
 
- 				sse.stacks.push_back((*it)->ID);
 
- 				//Apply hero specials - peculiar enchants
 
- 				if ((*it)->base) // no war machines - TODO: make it work
 
- 				{
 
- 					ui8 tier = (*it)->base->type->level;
 
- 					if (bonus)
 
-  					{
 
-  	 					switch(bonus->additionalInfo)
 
-  	 					{
 
-  	 						case 0: //normal
 
- 							{
 
-  	 							switch(tier)
 
-  	 							{
 
-  	 								case 1: case 2:
 
-  	 									power = 3;
 
-  	 								break;
 
-  	 								case 3: case 4:
 
-  	 									power = 2;
 
-  	 								break;
 
-  	 								case 5: case 6:
 
-  	 									power = 1;
 
-  	 								break;
 
-  	 							}
 
- 								Bonus specialBonus(sse.effect.back());
 
- 								specialBonus.val = power; //it doesn't necessarily make sense for some spells, use it wisely
 
- 								sse.uniqueBonuses.push_back (std::pair<ui32,Bonus> ((*it)->ID, specialBonus)); //additional premy to given effect
 
- 							}
 
-  	 						break;
 
-  	 						case 1: //only Coronius as yet
 
- 							{
 
-  	 							power = std::max(5 - tier, 0);
 
- 								Bonus specialBonus = CStack::featureGenerator(Bonus::PRIMARY_SKILL, PrimarySkill::ATTACK, power, pseudoBonus.turnsRemain);
 
- 								specialBonus.sid = spellID;
 
- 				 	 			sse.uniqueBonuses.push_back (std::pair<ui32,Bonus> ((*it)->ID, specialBonus)); //additional attack to Slayer effect
 
- 							}
 
-  	 						break;
 
-  	 					}
 
-  						}
 
- 					if (caster && caster->hasBonusOfType(Bonus::SPECIAL_BLESS_DAMAGE, spellID)) //TODO: better handling of bonus percentages
 
-  	 				{
 
-  	 					int damagePercent = caster->level * caster->valOfBonuses(Bonus::SPECIAL_BLESS_DAMAGE, spellID) / tier;
 
- 						Bonus specialBonus = CStack::featureGenerator(Bonus::CREATURE_DAMAGE, 0, damagePercent, pseudoBonus.turnsRemain);
 
- 						specialBonus.valType = Bonus::PERCENT_TO_ALL;
 
- 						specialBonus.sid = spellID;
 
-  	 					sse.uniqueBonuses.push_back (std::pair<ui32,Bonus> ((*it)->ID, specialBonus));
 
-  	 				}
 
- 				}
 
- 			}
 
- 			if(!sse.stacks.empty())
 
- 				sendAndApply(&sse);
 
- 			break;
 
- 		}
 
- 	case Spells::TELEPORT:
 
- 		{
 
- 			BattleStackMoved bsm;
 
- 			bsm.distance = -1;
 
- 			bsm.stack = selectedStack;
 
- 			std::vector<BattleHex> tiles;
 
- 			tiles.push_back(destination);
 
- 			bsm.tilesToMove = tiles;
 
- 			bsm.teleporting = true;
 
- 			sendAndApply(&bsm);
 
- 			break;
 
- 		}
 
- 	case Spells::CURE:
 
- 	case Spells::RESURRECTION:
 
- 	case Spells::ANIMATE_DEAD:
 
- 	case Spells::SACRIFICE:
 
- 		{
 
- 			int hpGained = 0;
 
- 			if (stack)
 
- 			{
 
- 				int unitSpellPower = stack->valOfBonuses(Bonus::SPECIFIC_SPELL_POWER, spellID);
 
- 				if (unitSpellPower)
 
- 					hpGained = stack->count * unitSpellPower; //Archangel
 
- 				else //Faerie Dragon-like effect - unused fo far
 
- 					usedSpellPower = stack->valOfBonuses(Bonus::CREATURE_SPELL_POWER) * stack->count / 100;
 
- 			}
 
- 			StacksHealedOrResurrected shr;
 
- 			shr.lifeDrain = (ui8)false;
 
- 			shr.tentHealing = (ui8)false;
 
- 			for(std::set<CStack*>::iterator it = attackedCres.begin(); it != attackedCres.end(); ++it)
 
- 			{
 
- 				if(vstd::contains(sc.resisted, (*it)->ID) //this creature resisted the spell
 
- 					|| (spellID == Spells::ANIMATE_DEAD && !(*it)->hasBonusOfType(Bonus::UNDEAD)) //we try to cast animate dead on living stack
 
- 					)
 
- 					continue;
 
- 				StacksHealedOrResurrected::HealInfo hi;
 
- 				hi.stackID = (*it)->ID;
 
- 				if (stack)
 
- 				{
 
- 					if (hpGained)
 
- 					{
 
- 						hi.healedHP = gs->curB->calculateHealedHP(hpGained, spell, *it);
 
- 					}
 
- 					else
 
- 						hi.healedHP = gs->curB->calculateHealedHP(spell, usedSpellPower, spellLvl, *it);
 
- 				}
 
- 				else
 
- 					hi.healedHP = gs->curB->calculateHealedHP(caster, spell, *it, gs->curB->getStack(selectedStack));
 
- 				hi.lowLevelResurrection = spellLvl <= 1;
 
- 				shr.healedStacks.push_back(hi);
 
- 			}
 
- 			if(!shr.healedStacks.empty())
 
- 				sendAndApply(&shr);
 
- 			if (spellID == Spells::SACRIFICE) //remove victim
 
- 			{
 
- 				BattleStacksRemoved bsr;
 
- 				bsr.stackIDs.insert (selectedStack); //somehow it works for teleport?
 
- 				sendAndApply(&bsr);
 
- 			}
 
- 			break;
 
- 		}
 
- 	case Spells::SUMMON_FIRE_ELEMENTAL:
 
- 	case Spells::SUMMON_EARTH_ELEMENTAL:
 
- 	case Spells::SUMMON_WATER_ELEMENTAL:
 
- 	case Spells::SUMMON_AIR_ELEMENTAL:
 
- 		{ //elemental summoning
 
- 			int creID;
 
- 			switch(spellID)
 
- 			{
 
- 				case Spells::SUMMON_FIRE_ELEMENTAL:
 
- 					creID = 114;
 
- 					break;
 
- 				case Spells::SUMMON_EARTH_ELEMENTAL:
 
- 					creID = 113;
 
- 					break;
 
- 				case Spells::SUMMON_WATER_ELEMENTAL:
 
- 					creID = 115;
 
- 					break;
 
- 				case Spells::SUMMON_AIR_ELEMENTAL:
 
- 					creID = 112;
 
- 					break;
 
- 			}
 
- 			BattleStackAdded bsa;
 
- 			bsa.creID = creID;
 
- 			bsa.attacker = !(bool)casterSide;
 
- 			bsa.summoned = true;
 
- 			bsa.pos = gs->curB->getAvaliableHex(creID, !(bool)casterSide); //TODO: unify it
 
- 			//TODO stack casting -> probably power will be zero; set the proper number of creatures manually
 
- 			int percentBonus = caster ? caster->valOfBonuses(Bonus::SPECIFIC_SPELL_DAMAGE, spellID) : 0;
 
- 			bsa.amount = usedSpellPower * VLC->spellh->spells[spellID]->powers[spellLvl] *
 
- 				(100 + percentBonus) / 100.0; //new feature - percentage bonus
 
- 			if(bsa.amount)
 
- 				sendAndApply(&bsa);
 
- 			else
 
- 				complain("Summoning elementals didn't summon any!");
 
- 		}
 
- 		break;
 
- 	case Spells::CLONE:
 
- 		{
 
- 			CStack * clonedStack = NULL;
 
- 			if (attackedCres.size())
 
- 				clonedStack = *attackedCres.begin();
 
- 			if (!clonedStack)
 
- 			{
 
- 				complain ("No target stack to clone!");
 
- 				return;
 
- 			}
 
- 			BattleStackAdded bsa;
 
- 			bsa.creID = clonedStack->type->idNumber;
 
- 			bsa.attacker = !(bool)casterSide;
 
- 			bsa.summoned = true;
 
- 			bsa.pos = gs->curB->getAvaliableHex(bsa.creID, !(bool)casterSide); //TODO: unify it
 
- 			bsa.amount = clonedStack->count;
 
- 			sendAndApply (&bsa);
 
- 			BattleSetStackProperty ssp;
 
- 			ssp.stackID = gs->curB->stacks.back()->ID; //how to get recent stack?
 
- 			ssp.which = BattleSetStackProperty::CLONED; //using enum values
 
- 			ssp.val = 0;
 
- 			ssp.absolute = 1;
 
- 			sendAndApply(&ssp);
 
- 		}
 
- 		break;
 
- 	case Spells::REMOVE_OBSTACLE:
 
- 		{
 
- 			ObstaclesRemoved obr;
 
- 			BOOST_FOREACH(auto &obstacle, battleGetAllObstacles())
 
- 			{
 
- 				if(vstd::contains(obstacle->getBlockedTiles(), destination))
 
- 					obr.obstacles.insert(obstacle->uniqueID);
 
- 			}
 
- 			if(!obr.obstacles.empty())
 
- 				sendAndApply(&obr);
 
- 			else
 
- 				complain("There's no obstacle to remove!");
 
- 			break;
 
- 		}
 
- 		break;
 
- 	case Spells::DEATH_STARE: //handled in a bit different way
 
- 		{
 
- 			for(std::set<CStack*>::iterator it = attackedCres.begin(); it != attackedCres.end(); ++it)
 
- 			{
 
- 				if((*it)->hasBonusOfType(Bonus::UNDEAD) || (*it)->hasBonusOfType(Bonus::NON_LIVING)) //this creature is immune
 
- 				{
 
- 					sc.dmgToDisplay = 0; //TODO: handle Death Stare for multiple targets (?)
 
- 					continue;
 
- 				}
 
- 				BattleStackAttacked bsa;
 
- 				bsa.flags |= BattleStackAttacked::EFFECT;
 
- 				bsa.effect = spell->mainEffectAnim; //from config\spell-Info.txt
 
- 				bsa.damageAmount = usedSpellPower * (*it)->valOfBonuses(Bonus::STACK_HEALTH);
 
- 				bsa.stackAttacked = (*it)->ID;
 
- 				bsa.attackerID = -1;
 
- 				(*it)->prepareAttacked(bsa);
 
- 				si.stacks.push_back(bsa);
 
- 			}
 
- 		}
 
- 		break;
 
- 	case Spells::ACID_BREATH_DAMAGE: //new effect, separate from acid breath defense reduction
 
- 		{
 
- 			for(std::set<CStack*>::iterator it = attackedCres.begin(); it != attackedCres.end(); ++it) //no immunities
 
- 			{
 
- 				BattleStackAttacked bsa;
 
- 				bsa.flags |= BattleStackAttacked::EFFECT;
 
- 				bsa.effect = VLC->spellh->spells[80]->mainEffectAnim; //use acid breath
 
- 				bsa.damageAmount = usedSpellPower; //damage times the number of attackers
 
- 				bsa.stackAttacked = (*it)->ID;
 
- 				bsa.attackerID = -1;
 
- 				(*it)->prepareAttacked(bsa);
 
- 				si.stacks.push_back(bsa);
 
- 			}
 
- 		}
 
- 		break;
 
- 	}
 
- 	sendAndApply(&sc);
 
- 	if(!si.stacks.empty()) //after spellcast info shows
 
- 		sendAndApply(&si);
 
- 	if (mode == ECastingMode::CREATURE_ACTIVE_CASTING || mode == ECastingMode::ENCHANTER_CASTING) //reduce number of casts remaining
 
- 	{
 
- 		BattleSetStackProperty ssp;
 
- 		ssp.stackID = stack->ID;
 
- 		ssp.which = BattleSetStackProperty::CASTS;
 
- 		ssp.val = -1;
 
- 		ssp.absolute = false;
 
- 		sendAndApply(&ssp);
 
- 	}
 
- 	//Magic Mirror effect
 
- 	if (spell->isNegative() && mode != ECastingMode::MAGIC_MIRROR && spell->level && spell->range[0] == "0") //it is actual spell and can be reflected to single target, no recurrence
 
- 	{
 
- 		for(std::set<CStack*>::iterator it = attackedCres.begin(); it != attackedCres.end(); ++it)
 
- 		{
 
- 			int mirrorChance = (*it)->valOfBonuses(Bonus::MAGIC_MIRROR);
 
- 			if(mirrorChance > rand()%100)
 
- 			{
 
- 				std::vector<CStack *> mirrorTargets;
 
- 				std::vector<CStack *> & battleStacks = gs->curB->stacks;
 
- 				for (size_t j = 0; j < battleStacks.size(); ++j)
 
- 				{
 
- 					if(battleStacks[j]->owner == casterSide) //get enemy stacks which can be affected by this spell
 
- 					{
 
- 						if (!gs->curB->battleIsImmune(NULL, spell, ECastingMode::MAGIC_MIRROR, battleStacks[j]->position))
 
- 							mirrorTargets.push_back(battleStacks[j]);
 
- 					}
 
- 				}
 
- 				if (mirrorTargets.size())
 
- 				{
 
- 					int targetHex = mirrorTargets[rand() % mirrorTargets.size()]->position;
 
- 					handleSpellCasting(spellID, 0, targetHex, 1 - casterSide, (*it)->owner, NULL, (caster ? caster : NULL), usedSpellPower, ECastingMode::MAGIC_MIRROR, (*it));
 
- 				}
 
- 			}
 
- 		}
 
- 	}
 
- }
 
- bool CGameHandler::makeCustomAction( BattleAction &ba )
 
- {
 
- 	switch(ba.actionType)
 
- 	{
 
- 	case BattleAction::HERO_SPELL: //hero casts spell
 
- 		{
 
- 			const CGHeroInstance *h = gs->curB->heroes[ba.side];
 
- 			const CGHeroInstance *secondHero = gs->curB->heroes[!ba.side];
 
- 			if(!h)
 
- 			{
 
- 				tlog2 << "Wrong caster!\n";
 
- 				return false;
 
- 			}
 
- 			if(ba.additionalInfo >= VLC->spellh->spells.size())
 
- 			{
 
- 				tlog2 << "Wrong spell id (" << ba.additionalInfo << ")!\n";
 
- 				return false;
 
- 			}
 
- 			const CSpell *s = VLC->spellh->spells[ba.additionalInfo];
 
- 			if (s->mainEffectAnim > -1 || (s->id >= 66 || s->id <= 69) || s->id == Spells::CLONE) //allow summon elementals
 
- 				//TODO: special effects, like Clone
 
- 			{
 
- 				ui8 skill = h->getSpellSchoolLevel(s); //skill level
 
- 				ESpellCastProblem::ESpellCastProblem escp = gs->curB->battleCanCastThisSpell(h->tempOwner, s, ECastingMode::HERO_CASTING);
 
- 				if(escp != ESpellCastProblem::OK)
 
- 				{
 
- 					tlog2 << "Spell cannot be cast!\n";
 
- 					tlog2 << "Problem : " << escp << std::endl;
 
- 					return false;
 
- 				}
 
- 				StartAction start_action(ba);
 
- 				sendAndApply(&start_action); //start spell casting
 
- 				handleSpellCasting (ba.additionalInfo, skill, ba.destinationTile, ba.side, h->tempOwner, h, secondHero, h->getPrimSkillLevel(2),
 
- 									ECastingMode::HERO_CASTING, NULL, ba.selectedStack);
 
- 				sendAndApply(&end_action);
 
- 				if( !gs->curB->getStack(gs->curB->activeStack, false)->alive() )
 
- 				{
 
- 					battleMadeAction.setn(true);
 
- 				}
 
- 				checkForBattleEnd(gs->curB->stacks);
 
- 				if(battleResult.get())
 
- 				{
 
- 					battleMadeAction.setn(true);
 
- 					//battle will be ended by startBattle function
 
- 					//endBattle(gs->curB->tile, gs->curB->heroes[0], gs->curB->heroes[1]);
 
- 				}
 
- 				return true;
 
- 			}
 
- 			else
 
- 			{
 
- 				tlog2 << "Spell " << s->name << " is not yet supported!\n";
 
- 				return false;
 
- 			}
 
- 		}
 
- 	}
 
- 	return false;
 
- }
 
- void CGameHandler::stackTurnTrigger(const CStack * st)
 
- {
 
- 	BattleTriggerEffect bte;
 
- 	bte.stackID = st->ID;
 
- 	bte.effect = -1;
 
- 	bte.val = 0;
 
- 	bte.additionalInfo = 0;
 
- 	if (st->alive())
 
- 	{
 
- 		//unbind
 
- 		if (st->getEffect(72))
 
- 		{
 
- 			bool unbind = true;
 
- 			BonusList bl = *(st->getBonuses(Selector::type(Bonus::BIND_EFFECT)));
 
- 			std::set<CStack*> stacks = gs->curB->getAdjacentCreatures(st);
 
- 			BOOST_FOREACH(Bonus * b, bl)
 
- 			{
 
- 				const CStack * stack = gs->curB->getStack(b->additionalInfo); //binding stack must be alive and adjacent
 
- 				if (stack)
 
- 				{
 
- 					if (vstd::contains(stacks, stack)) //binding stack is still present
 
- 					{
 
- 						unbind = false;
 
- 					}
 
- 				}
 
- 			}
 
- 			if (unbind)
 
- 			{
 
- 				BattleSetStackProperty ssp;
 
- 				ssp.which = BattleSetStackProperty::UNBIND;
 
- 				ssp.stackID = st->ID;
 
- 				sendAndApply(&ssp);
 
- 			}
 
- 		}
 
- 		//regeneration
 
- 		if(st->hasBonusOfType(Bonus::HP_REGENERATION))
 
- 		{
 
- 			bte.effect = Bonus::HP_REGENERATION;
 
- 			bte.val = std::min((int)(st->MaxHealth() - st->firstHPleft), st->valOfBonuses(Bonus::HP_REGENERATION));
 
- 		}
 
- 		if(st->hasBonusOfType(Bonus::FULL_HP_REGENERATION))
 
- 		{
 
- 			bte.effect = Bonus::HP_REGENERATION;
 
- 			bte.val = st->MaxHealth() - st->firstHPleft;
 
- 		}
 
- 		if (bte.val) //anything to heal
 
- 			sendAndApply(&bte);
 
- 		if(st->hasBonusOfType(Bonus::POISON))
 
- 		{
 
- 			const Bonus * b = st->getBonus(Selector::source(Bonus::SPELL_EFFECT, 71) && Selector::type(Bonus::STACK_HEALTH));
 
- 			if (b) //TODO: what if not?...
 
- 			{
 
- 				bte.val = std::max (b->val - 10, -(st->valOfBonuses(Bonus::POISON)));
 
- 				if (bte.val < b->val) //(negative) poison effect increases - update it
 
- 				{
 
- 					bte.effect = Bonus::POISON;
 
- 					sendAndApply(&bte);
 
- 				}
 
- 			}
 
- 		}
 
- 		if (st->hasBonusOfType(Bonus::MANA_DRAIN) && !vstd::contains(st->state, EBattleStackState::DRAINED_MANA))
 
- 		{
 
- 			const CGHeroInstance * enemy = gs->curB->getHero(gs->curB->theOtherPlayer(st->owner));
 
- 			if (enemy)
 
- 			{
 
- 				ui32 manaDrained = st->valOfBonuses(Bonus::MANA_DRAIN);
 
- 				vstd::amin (manaDrained, gs->curB->heroes[0]->mana);
 
- 				if (manaDrained)
 
- 				{
 
- 					bte.effect = Bonus::MANA_DRAIN;
 
- 					bte.val = manaDrained;
 
- 					bte.additionalInfo = enemy->id; //for sanity
 
- 					sendAndApply(&bte);
 
- 				}
 
- 			}
 
- 		}
 
- 		if (!st->hasBonusOfType(Bonus::FEARLESS))
 
- 		{
 
- 			bool fearsomeCreature = false;
 
- 			BOOST_FOREACH(CStack * stack, gs->curB->stacks)
 
- 			{
 
- 				if (stack->owner != st->owner && stack->hasBonusOfType(Bonus::FEAR))
 
- 				{
 
- 					fearsomeCreature = true;
 
- 					break;
 
- 				}
 
- 			}
 
- 			if (fearsomeCreature)
 
- 			{
 
- 				if (rand() % 100 < 10) //fixed 10%
 
- 				{
 
- 					bte.effect = Bonus::FEAR;
 
- 					sendAndApply(&bte);
 
- 				}
 
- 			}
 
- 		}
 
- 		BonusList bl = *(st->getBonuses(Selector::type(Bonus::ENCHANTER)));
 
- 		int side = gs->curB->whatSide(st->owner);
 
- 		if (bl.size() && st->casts && !gs->curB->enchanterCounter[side])
 
- 		{
 
- 			int index = rand() % bl.size();
 
- 			int spellID = bl[index]->subtype; //spell ID
 
- 			if (gs->curB->battleCanCastThisSpell(st->owner, VLC->spellh->spells[spellID], ECastingMode::ENCHANTER_CASTING)) //TODO: select another?
 
- 			{
 
- 				int spellLeveL = bl[index]->val; //spell level
 
- 				const CGHeroInstance * enemyHero = gs->curB->getHero(gs->curB->theOtherPlayer(st->owner));
 
- 				handleSpellCasting(spellID, spellLeveL, -1, side, st->owner, NULL, enemyHero, 0, ECastingMode::ENCHANTER_CASTING, st);
 
- 				BattleSetStackProperty ssp;
 
- 				ssp.which = BattleSetStackProperty::ENCHANTER_COUNTER;
 
- 				ssp.absolute = false;
 
- 				ssp.val = bl[index]->additionalInfo; //increase cooldown counter
 
- 				ssp.stackID = st->ID;
 
- 				sendAndApply(&ssp);
 
- 			}
 
- 		}
 
- 	}
 
- }
 
- void CGameHandler::handleDamageFromObstacle(const CObstacleInstance &obstacle, CStack * curStack)
 
- {
 
- 	//we want to determine following vars depending on obstacle type
 
- 	int damage = -1;
 
- 	int effect = -1;
 
- 	bool oneTimeObstacle = false;
 
- 	//helper info
 
- 	const SpellCreatedObstacle *spellObstacle = dynamic_cast<const SpellCreatedObstacle*>(&obstacle); //not nice but we may need spell params
 
- 	const ui8 side = !curStack->attackerOwned;
 
- 	const CGHeroInstance *hero = gs->curB->heroes[side];
 
- 	if(obstacle.obstacleType == CObstacleInstance::MOAT)
 
- 	{
 
- 		damage = battleGetMoatDmg();
 
- 	}
 
- 	else if(obstacle.obstacleType == CObstacleInstance::LAND_MINE)
 
- 	{
 
- 		//You don't get hit by a Mine you can see.
 
- 		if(gs->curB->isObstacleVisibleForSide(obstacle, side))
 
- 			return;
 
- 		oneTimeObstacle = true;
 
- 		effect = 82; //makes
 
- 		damage = gs->curB->calculateSpellDmg(VLC->spellh->spells[Spells::LAND_MINE], hero, curStack,
 
- 											 spellObstacle->spellLevel, spellObstacle->casterSpellPower);
 
- 		//TODO even if obstacle wasn't created by hero (Tower "moat") it should deal dmg as if casted by hero,
 
- 		//if it is bigger than default dmg. Or is it just irrelevant H3 implementation quirk
 
- 	}
 
- 	else if(obstacle.obstacleType == CObstacleInstance::FIRE_WALL)
 
- 	{
 
- 		damage = gs->curB->calculateSpellDmg(VLC->spellh->spells[Spells::FIRE_WALL], hero, curStack,
 
- 											 spellObstacle->spellLevel, spellObstacle->casterSpellPower);
 
- 	}
 
- 	else
 
- 	{
 
- 		//no other obstacle does damage to stack
 
- 		return;
 
- 	}
 
- 	BattleStackAttacked bsa;
 
- 	if(effect >= 0)
 
- 	{
 
- 		bsa.flags |= BattleStackAttacked::EFFECT;
 
- 		bsa.effect = effect; //makes POOF
 
- 	}
 
- 	bsa.damageAmount = damage;
 
- 	bsa.stackAttacked = curStack->ID;
 
- 	bsa.attackerID = -1;
 
- 	curStack->prepareAttacked(bsa);
 
- 	StacksInjured si;
 
- 	si.stacks.push_back(bsa);
 
- 	sendAndApply(&si);
 
- 	if(oneTimeObstacle)
 
- 		removeObstacle(obstacle);
 
- }
 
- void CGameHandler::handleTimeEvents()
 
- {
 
- 	gs->map->events.sort(evntCmp);
 
- 	while(gs->map->events.size() && gs->map->events.front()->firstOccurence+1 == gs->day)
 
- 	{
 
- 		CMapEvent *ev = gs->map->events.front();
 
- 		for(int player = 0; player < GameConstants::PLAYER_LIMIT; player++)
 
- 		{
 
- 			PlayerState *pinfo = gs->getPlayer(player);
 
- 			if( pinfo  //player exists
 
- 				&& (ev->players & 1<<player) //event is enabled to this player
 
- 				&& ((ev->computerAffected && !pinfo->human)
 
- 					|| (ev->humanAffected && pinfo->human)
 
- 				)
 
- 			)
 
- 			{
 
- 				//give resources
 
- 				SetResources sr;
 
- 				sr.player = player;
 
- 				sr.res = pinfo->resources + ev->resources;
 
- 				//prepare dialog
 
- 				InfoWindow iw;
 
- 				iw.player = player;
 
- 				iw.text << ev->message;
 
- 				for (int i=0; i<ev->resources.size(); i++)
 
- 				{
 
- 					if(ev->resources[i]) //if resource is changed, we add it to the dialog
 
- 						iw.components.push_back(Component(Component::RESOURCE,i,ev->resources[i],0));
 
- 				}
 
- 				if (iw.components.size())
 
- 				{
 
- 					sr.res.amax(0); // If removing too much resources, adjust the amount so the total doesn't become negative.
 
- 					sendAndApply(&sr); //update player resources if changed
 
- 				}
 
- 				sendAndApply(&iw); //show dialog
 
- 			}
 
- 		} //PLAYERS LOOP
 
- 		if(ev->nextOccurence)
 
- 		{
 
- 			gs->map->events.pop_front();
 
- 			ev->firstOccurence += ev->nextOccurence;
 
- 			std::list<ConstTransitivePtr<CMapEvent> >::iterator it = gs->map->events.begin();
 
- 			while ( it !=gs->map->events.end() && **it <= *ev )
 
- 				it++;
 
- 			gs->map->events.insert(it, ev);
 
- 		}
 
- 		else
 
- 		{
 
- 			delete ev;
 
- 			gs->map->events.pop_front();
 
- 		}
 
- 	}
 
- }
 
- void CGameHandler::handleTownEvents(CGTownInstance * town, NewTurn &n, std::map<si32, std::map<si32, si32> > &newCreas)
 
- {
 
- 	//TODO event removing desync!!!
 
- 	town->events.sort(evntCmp);
 
- 	while(town->events.size() && town->events.front()->firstOccurence == gs->day)
 
- 	{
 
- 		ui8 player = town->tempOwner;
 
- 		CCastleEvent *ev = town->events.front();
 
- 		PlayerState *pinfo = gs->getPlayer(player);
 
- 		if( pinfo  //player exists
 
- 			&& (ev->players & 1<<player) //event is enabled to this player
 
- 			&& ((ev->computerAffected && !pinfo->human)
 
- 				|| (ev->humanAffected && pinfo->human) ) )
 
- 		{
 
- 			// dialog
 
- 			InfoWindow iw;
 
- 			iw.player = player;
 
- 			iw.text << ev->message;
 
- 			if(ev->resources.nonZero())
 
- 			{
 
- 				TResources was = n.res[player];
 
- 				n.res[player] += ev->resources;
 
- 				n.res[player].amax(0);
 
- 				for (int i=0; i<ev->resources.size(); i++)
 
- 					if(ev->resources[i] && pinfo->resources[i] != n.res[player][i]) //if resource had changed, we add it to the dialog
 
- 						iw.components.push_back(Component(Component::RESOURCE,i,n.res[player][i]-was[i],0));
 
- 			}
 
- 			for(std::set<si32>::iterator i = ev->buildings.begin(); i!=ev->buildings.end();i++)
 
- 				if ( !vstd::contains(town->builtBuildings, *i))
 
- 				{
 
- 					buildStructure(town->id, *i, true);
 
- 					iw.components.push_back(Component(Component::BUILDING, town->subID, *i, 0));
 
- 				}
 
- 			for(si32 i=0;i<ev->creatures.size();i++) //creature growths
 
- 			{
 
- 				if(town->creatureDwellingLevel(i) >= 0 && ev->creatures[i])//there is dwelling
 
- 				{
 
- 					newCreas[town->id][i] += ev->creatures[i];
 
- 					iw.components.push_back(Component(Component::CREATURE,
 
- 							town->creatures[i].second.back(), ev->creatures[i], 0));
 
- 				}
 
- 			}
 
- 			sendAndApply(&iw); //show dialog
 
- 		}
 
- 		if(ev->nextOccurence)
 
- 		{
 
- 			town->events.pop_front();
 
- 			ev->firstOccurence += ev->nextOccurence;
 
- 			std::list<CCastleEvent*>::iterator it = town->events.begin();
 
- 			while ( it !=town->events.end() &&  **it <= *ev )
 
- 				it++;
 
- 			town->events.insert(it, ev);
 
- 		}
 
- 		else
 
- 		{
 
- 			delete ev;
 
- 			town->events.pop_front();
 
- 		}
 
- 	}
 
- }
 
- bool CGameHandler::complain( const std::string &problem )
 
- {
 
- 	sendMessageToAll("Server encountered a problem: " + problem);
 
- 	tlog1 << problem << std::endl;
 
- 	return true;
 
- }
 
- ui32 CGameHandler::getQueryResult( ui8 player, int queryID )
 
- {
 
- 	//TODO: write
 
- 	return 0;
 
- }
 
- void CGameHandler::showGarrisonDialog( int upobj, int hid, bool removableUnits, const boost::function<void()> &cb )
 
- {
 
- 	ui8 player = getOwner(hid);
 
- 	GarrisonDialog gd;
 
- 	gd.hid = hid;
 
- 	gd.objid = upobj;
 
- 	gd.removableUnits = removableUnits;
 
- 	{
 
- 		boost::unique_lock<boost::recursive_mutex> lock(gsm);
 
- 		prepareNewQuery(&gd, player);
 
- 		//register callback manually since we need to use query ID that's given in result of prepareNewQuery call
 
- 		callbacks[gd.queryID] = [=](ui32 answer)
 
- 		{
 
- 			// Garrison callback calls the "original callback" and closes the exchange between objs.
 
- 			if (cb)
 
- 				cb();
 
- 			boost::unique_lock<boost::recursive_mutex> lockGsm(this->gsm);
 
- 			allowedExchanges.erase(gd.queryID);
 
- 		};
 
- 		allowedExchanges[gd.queryID] = std::pair<si32,si32>(upobj,hid);
 
- 		sendAndApply(&gd);
 
- 	}
 
- }
 
- void CGameHandler::showThievesGuildWindow(int player, int requestingObjId)
 
- {
 
- 	OpenWindow ow;
 
- 	ow.window = OpenWindow::THIEVES_GUILD;
 
- 	ow.id1 = player;
 
- 	ow.id2 = requestingObjId;
 
- 	sendAndApply(&ow);
 
- }
 
- bool CGameHandler::isAllowedArrangePack(const ArrangeStacks *pack)
 
- {
 
- 	return isAllowedExchangeForQuery(pack->id1, pack->id2);
 
- }
 
- bool CGameHandler::isAllowedExchangeForQuery(int id1, int id2) {
 
- 	boost::unique_lock<boost::recursive_mutex> lock(gsm);
 
- 	for(std::map<ui32, std::pair<si32,si32> >::const_iterator i = allowedExchanges.begin(); i!=allowedExchanges.end(); i++)
 
- 		if((id1 == i->second.first && id2 == i->second.second) ||
 
- 		   (id2 == i->second.first && id1 == i->second.second))
 
- 			return true;
 
- 	return false;
 
- }
 
- bool CGameHandler::isAllowedExchange( int id1, int id2 )
 
- {
 
- 	if(id1 == id2)
 
- 		return true;
 
- 	if (isAllowedExchangeForQuery(id1, id2))
 
- 		return true;
 
- 	const CGObjectInstance *o1 = getObj(id1), *o2 = getObj(id2);
 
- 	if (o1 && o2)
 
- 	{
 
- 		if(o1->ID == GameConstants::TOWNI_TYPE)
 
- 		{
 
- 			const CGTownInstance *t = static_cast<const CGTownInstance*>(o1);
 
- 			if(t->visitingHero == o2  ||  t->garrisonHero == o2)
 
- 				return true;
 
- 		}
 
- 		if(o2->ID == GameConstants::TOWNI_TYPE)
 
- 		{
 
- 			const CGTownInstance *t = static_cast<const CGTownInstance*>(o2);
 
- 			if(t->visitingHero == o1  ||  t->garrisonHero == o1)
 
- 				return true;
 
- 		}
 
- 		if(o1->ID == GameConstants::HEROI_TYPE && o2->ID == GameConstants::HEROI_TYPE
 
- 			&& distance(o1->pos, o2->pos) < 2) //hero stands on the same tile or on the neighbouring tiles
 
- 		{
 
- 			//TODO: it's workaround, we should check if first hero visited second and player hasn't closed exchange window
 
- 			//(to block moving stacks for free [without visiting] between heroes)
 
- 			return true;
 
- 		}
 
- 	}
 
- 	else //not exchanging between heroes, TODO: more sophisticated logic
 
- 	{
 
- 		return true;
 
- 	}
 
- 	return false;
 
- }
 
- void CGameHandler::objectVisited( const CGObjectInstance * obj, const CGHeroInstance * h )
 
- {
 
- 	HeroVisit hv;
 
- 	hv.obj = obj;
 
- 	hv.hero = h;
 
- 	hv.starting = true;
 
- 	sendAndApply(&hv);
 
- 	obj->onHeroVisit(h);
 
- 	hv.obj = NULL; //not necessary, moreover may have been deleted in the meantime
 
- 	hv.starting = false;
 
- 	sendAndApply(&hv);
 
- }
 
- bool CGameHandler::buildBoat( ui32 objid )
 
- {
 
- 	const IShipyard *obj = IShipyard::castFrom(getObj(objid));
 
- 	if(obj->state())
 
- 	{
 
- 		complain("Cannot build boat in this shipyard!");
 
- 		return false;
 
- 	}
 
- 	else if(obj->o->ID == GameConstants::TOWNI_TYPE
 
- 		&& !vstd::contains((static_cast<const CGTownInstance*>(obj))->builtBuildings,6))
 
- 	{
 
- 		complain("Cannot build boat in the town - no shipyard!");
 
- 		return false;
 
- 	}
 
- 	//TODO use "real" cost via obj->getBoatCost
 
- 	if(getResource(obj->o->tempOwner, 6) < 1000  ||  getResource(obj->o->tempOwner, 0) < 10)
 
- 	{
 
- 		complain("Not enough resources to build a boat!");
 
- 		return false;
 
- 	}
 
- 	int3 tile = obj->bestLocation();
 
- 	if(!gs->map->isInTheMap(tile))
 
- 	{
 
- 		complain("Cannot find appropriate tile for a boat!");
 
- 		return false;
 
- 	}
 
- 	//take boat cost
 
- 	SetResources sr;
 
- 	sr.player = obj->o->tempOwner;
 
- 	sr.res = gs->getPlayer(obj->o->tempOwner)->resources;
 
- 	sr.res[Res::WOOD] -= 10;
 
- 	sr.res[Res::GOLD] -= 1000;
 
- 	sendAndApply(&sr);
 
- 	//create boat
 
- 	NewObject no;
 
- 	no.ID = 8;
 
- 	no.subID = obj->getBoatType();
 
- 	no.pos = tile + int3(1,0,0);
 
- 	sendAndApply(&no);
 
- 	return true;
 
- }
 
- void CGameHandler::engageIntoBattle( ui8 player )
 
- {
 
- 	if(vstd::contains(states.players, player))
 
- 		states.setFlag(player,&PlayerStatus::engagedIntoBattle,true);
 
- 	//notify interfaces
 
- 	PlayerBlocked pb;
 
- 	pb.player = player;
 
- 	pb.reason = PlayerBlocked::UPCOMING_BATTLE;
 
- 	sendAndApply(&pb);
 
- }
 
- void CGameHandler::winLoseHandle(ui8 players )
 
- {
 
- 	for(size_t i = 0; i < GameConstants::PLAYER_LIMIT; i++)
 
- 	{
 
- 		if(players & 1<<i  &&  gs->getPlayer(i))
 
- 		{
 
- 			checkLossVictory(i);
 
- 		}
 
- 	}
 
- }
 
- void CGameHandler::checkLossVictory( ui8 player )
 
- {
 
- 	const PlayerState *p = gs->getPlayer(player);
 
- 	if(p->status) //player already won / lost
 
- 		return;
 
- 	int loss = gs->lossCheck(player);
 
- 	int vic = gs->victoryCheck(player);
 
- 	if(!loss && !vic)
 
- 		return;
 
- 	InfoWindow iw;
 
- 	getLossVicMessage(player, vic ? vic : loss , vic, iw);
 
- 	sendAndApply(&iw);
 
- 	PlayerEndsGame peg;
 
- 	peg.player = player;
 
- 	peg.victory = vic;
 
- 	sendAndApply(&peg);
 
- 	if(vic) //one player won -> all enemies lost
 
- 	{
 
- 		iw.text.localStrings.front().second++; //message about losing because enemy won first is just after victory message
 
- 		for (bmap<ui8,PlayerState>::const_iterator i = gs->players.begin(); i!=gs->players.end(); i++)
 
- 		{
 
- 			if(i->first < GameConstants::PLAYER_LIMIT && i->first != player)//FIXME: skip already eliminated players?
 
- 			{
 
- 				iw.player = i->first;
 
- 				sendAndApply(&iw);
 
- 				peg.player = i->first;
 
- 				peg.victory = gameState()->getPlayerRelations(player, i->first) == 1; // ally of winner
 
- 				sendAndApply(&peg);
 
- 			}
 
- 		}
 
- 	}
 
- 	else //player lost -> all his objects become unflagged (neutral)
 
- 	{
 
- 		std::vector<ConstTransitivePtr<CGHeroInstance> > hlp = p->heroes;
 
- 		for (std::vector<ConstTransitivePtr<CGHeroInstance> >::const_iterator i = hlp.begin(); i != hlp.end(); i++) //eliminate heroes
 
- 			removeObject((*i)->id);
 
- 		for (std::vector<ConstTransitivePtr<CGObjectInstance> >::const_iterator i = gs->map->objects.begin(); i != gs->map->objects.end(); i++) //unflag objs
 
- 		{
 
- 			if(*i  &&  (*i)->tempOwner == player)
 
- 				setOwner((**i).id,GameConstants::NEUTRAL_PLAYER);
 
- 		}
 
- 		//eliminating one player may cause victory of another:
 
- 		winLoseHandle(GameConstants::ALL_PLAYERS & ~(1<<player));
 
- 	}
 
- 	if(vic)
 
- 	{
 
- 		end2 = true;
 
- 		if(gs->campaign)
 
- 		{
 
- 			std::vector<CGHeroInstance *> hes;
 
- 			BOOST_FOREACH(CGHeroInstance * ghi, gs->map->heroes)
 
- 			{
 
- 				if (ghi->tempOwner == vic)
 
- 				{
 
- 					hes.push_back(ghi);
 
- 				}
 
- 			}
 
- 			gs->campaign->mapConquered(hes);
 
- 			UpdateCampaignState ucs;
 
- 			ucs.camp = gs->campaign;
 
- 			sendAndApply(&ucs);
 
- 		}
 
- 	}
 
- }
 
- void CGameHandler::getLossVicMessage( ui8 player, si8 standard, bool victory, InfoWindow &out ) const
 
- {
 
- //	const PlayerState *p = gs->getPlayer(player);
 
- // 	if(!p->human)
 
- // 		return; //AI doesn't need text info of loss
 
- 	out.player = player;
 
- 	if(victory)
 
- 	{
 
- 		if(standard > 0) //not std loss
 
- 		{
 
- 			switch(gs->map->victoryCondition.condition)
 
- 			{
 
- 			case EVictoryConditionType::ARTIFACT:
 
- 				out.text.addTxt(MetaString::GENERAL_TXT, 280); //Congratulations! You have found the %s, and can claim victory!
 
- 				out.text.addReplacement(MetaString::ART_NAMES,gs->map->victoryCondition.ID); //artifact name
 
- 				break;
 
- 			case EVictoryConditionType::GATHERTROOP:
 
- 				out.text.addTxt(MetaString::GENERAL_TXT, 276); //Congratulations! You have over %d %s in your armies. Your enemies have no choice but to bow down before your power!
 
- 				out.text.addReplacement(gs->map->victoryCondition.count);
 
- 				out.text.addReplacement(MetaString::CRE_PL_NAMES, gs->map->victoryCondition.ID);
 
- 				break;
 
- 			case EVictoryConditionType::GATHERRESOURCE:
 
- 				out.text.addTxt(MetaString::GENERAL_TXT, 278); //Congratulations! You have collected over %d %s in your treasury. Victory is yours!
 
- 				out.text.addReplacement(gs->map->victoryCondition.count);
 
- 				out.text.addReplacement(MetaString::RES_NAMES, gs->map->victoryCondition.ID);
 
- 				break;
 
- 			case EVictoryConditionType::BUILDCITY:
 
- 				out.text.addTxt(MetaString::GENERAL_TXT, 282); //Congratulations! You have successfully upgraded your town, and can claim victory!
 
- 				break;
 
- 			case EVictoryConditionType::BUILDGRAIL:
 
- 				out.text.addTxt(MetaString::GENERAL_TXT, 284); //Congratulations! You have constructed a permanent home for the Grail, and can claim victory!
 
- 				break;
 
- 			case EVictoryConditionType::BEATHERO:
 
- 				{
 
- 					out.text.addTxt(MetaString::GENERAL_TXT, 252); //Congratulations! You have completed your quest to defeat the enemy hero %s. Victory is yours!
 
- 					const CGHeroInstance *h = dynamic_cast<const CGHeroInstance*>(gs->map->victoryCondition.obj);
 
- 					assert(h);
 
- 					out.text.addReplacement(h->name);
 
- 				}
 
- 				break;
 
- 			case EVictoryConditionType::CAPTURECITY:
 
- 				{
 
- 					out.text.addTxt(MetaString::GENERAL_TXT, 249); //Congratulations! You captured %s, and are victorious!
 
- 					const CGTownInstance *t = dynamic_cast<const CGTownInstance*>(gs->map->victoryCondition.obj);
 
- 					assert(t);
 
- 					out.text.addReplacement(t->name);
 
- 				}
 
- 				break;
 
- 			case EVictoryConditionType::BEATMONSTER:
 
- 				out.text.addTxt(MetaString::GENERAL_TXT, 286); //Congratulations! You have completed your quest to kill the fearsome beast, and can claim victory!
 
- 				break;
 
- 			case EVictoryConditionType::TAKEDWELLINGS:
 
- 				out.text.addTxt(MetaString::GENERAL_TXT, 288); //Congratulations! Your flag flies on the dwelling of every creature. Victory is yours!
 
- 				break;
 
- 			case EVictoryConditionType::TAKEMINES:
 
- 				out.text.addTxt(MetaString::GENERAL_TXT, 290); //Congratulations! Your flag flies on every mine. Victory is yours!
 
- 				break;
 
- 			case EVictoryConditionType::TRANSPORTITEM:
 
- 				out.text.addTxt(MetaString::GENERAL_TXT, 292); //Congratulations! You have reached your destination, precious cargo intact, and can claim victory!
 
- 				break;
 
- 			}
 
- 		}
 
- 		else
 
- 		{
 
- 			out.text.addTxt(MetaString::GENERAL_TXT, 659); //Congratulations! You have reached your destination, precious cargo intact, and can claim victory!
 
- 		}
 
- 	}
 
- 	else
 
- 	{
 
- 		if(standard > 0) //not std loss
 
- 		{
 
- 			switch(gs->map->lossCondition.typeOfLossCon)
 
- 			{
 
- 			case ELossConditionType::LOSSCASTLE:
 
- 				{
 
- 					out.text.addTxt(MetaString::GENERAL_TXT, 251); //The town of %s has fallen - all is lost!
 
- 					const CGTownInstance *t = dynamic_cast<const CGTownInstance*>(gs->map->lossCondition.obj);
 
- 					assert(t);
 
- 					out.text.addReplacement(t->name);
 
- 				}
 
- 				break;
 
- 			case ELossConditionType::LOSSHERO:
 
- 				{
 
- 					out.text.addTxt(MetaString::GENERAL_TXT, 253); //The hero, %s, has suffered defeat - your quest is over!
 
- 					const CGHeroInstance *h = dynamic_cast<const CGHeroInstance*>(gs->map->lossCondition.obj);
 
- 					assert(h);
 
- 					out.text.addReplacement(h->name);
 
- 				}
 
- 				break;
 
- 			case ELossConditionType::TIMEEXPIRES:
 
- 				out.text.addTxt(MetaString::GENERAL_TXT, 254); //Alas, time has run out on your quest. All is lost.
 
- 				break;
 
- 			}
 
- 		}
 
- 		else if(standard == 2)
 
- 		{
 
- 			out.text.addTxt(MetaString::GENERAL_TXT, 7);//%s, your heroes abandon you, and you are banished from this land.
 
- 			out.text.addReplacement(MetaString::COLOR, player);
 
- 			out.components.push_back(Component(Component::FLAG,player,0,0));
 
- 		}
 
- 		else //lost all towns and heroes
 
- 		{
 
- 			out.text.addTxt(MetaString::GENERAL_TXT, 660); //All your forces have been defeated, and you are banished from this land!
 
- 		}
 
- 	}
 
- }
 
- bool CGameHandler::dig( const CGHeroInstance *h )
 
- {
 
- 	for (std::vector<ConstTransitivePtr<CGObjectInstance> >::const_iterator i = gs->map->objects.begin(); i != gs->map->objects.end(); i++) //unflag objs
 
- 	{
 
- 		if(*i && (*i)->ID == 124  &&  (*i)->pos == h->getPosition())
 
- 		{
 
- 			complain("Cannot dig - there is already a hole under the hero!");
 
- 			return false;
 
- 		}
 
- 	}
 
- 	if(h->diggingStatus() != CGHeroInstance::CAN_DIG) //checks for terrain and movement
 
- 		COMPLAIN_RETF("Hero cannot dig (error code %d)!", h->diggingStatus());
 
- 	//create a hole
 
- 	NewObject no;
 
- 	no.ID = 124;
 
- 	no.pos = h->getPosition();
 
- 	no.subID = getTile(no.pos)->tertype;
 
- 	sendAndApply(&no);
 
- 	//take MPs
 
- 	SetMovePoints smp;
 
- 	smp.hid = h->id;
 
- 	smp.val = 0;
 
- 	sendAndApply(&smp);
 
- 	InfoWindow iw;
 
- 	iw.player = h->tempOwner;
 
- 	if(gs->map->grailPos == h->getPosition())
 
- 	{
 
- 		iw.text.addTxt(MetaString::GENERAL_TXT, 58); //"Congratulations! After spending many hours digging here, your hero has uncovered the "
 
- 		iw.text.addTxt(MetaString::ART_NAMES, 2);
 
- 		iw.soundID = soundBase::ULTIMATEARTIFACT;
 
- 		giveHeroNewArtifact(h, VLC->arth->artifacts[2], -1); //give grail
 
- 		sendAndApply(&iw);
 
- 		iw.soundID = soundBase::invalid;
 
- 		iw.text.clear();
 
- 		iw.text.addTxt(MetaString::ART_DESCR, 2);
 
- 		sendAndApply(&iw);
 
- 	}
 
- 	else
 
- 	{
 
- 		iw.text.addTxt(MetaString::GENERAL_TXT, 59); //"Nothing here. \n Where could it be?"
 
- 		iw.soundID = soundBase::Dig;
 
- 		sendAndApply(&iw);
 
- 	}
 
- 	return true;
 
- }
 
- void CGameHandler::attackCasting(const BattleAttack & bat, Bonus::BonusType attackMode, const CStack * attacker)
 
- {
 
- 	if(attacker->hasBonusOfType(attackMode))
 
- 	{
 
- 		std::set<ui32> spellsToCast;
 
- 		TBonusListPtr spells = attacker->getBonuses(Selector::type(attackMode));
 
- 		BOOST_FOREACH(const Bonus *sf, *spells)
 
- 		{
 
- 			spellsToCast.insert (sf->subtype);
 
- 		}
 
- 		BOOST_FOREACH(ui32 spellID, spellsToCast)
 
- 		{
 
- 			const CStack * oneOfAttacked = NULL;
 
- 			for (int g=0; g<bat.bsa.size(); ++g)
 
- 			{
 
- 				if (bat.bsa[g].newAmount > 0 && !bat.bsa[g].isSecondary()) //apply effects only to first target stack if it's alive
 
- 				{
 
- 					oneOfAttacked = gs->curB->getStack(bat.bsa[g].stackAttacked);
 
- 					break;
 
- 				}
 
- 			}
 
- 			bool castMe = false;
 
- 			int meleeRanged;
 
- 			if(oneOfAttacked == NULL) //all attacked creatures have been killed
 
- 				return;
 
- 			int spellLevel = 0;
 
- 			TBonusListPtr spellsByType = attacker->getBonuses(Selector::typeSubtype(attackMode, spellID));
 
- 			BOOST_FOREACH(const Bonus *sf, *spellsByType)
 
- 			{
 
- 				vstd::amax(spellLevel, sf->additionalInfo % 1000); //pick highest level
 
- 				meleeRanged = sf->additionalInfo / 1000;
 
- 				if (meleeRanged == 0 || (meleeRanged == 1 && bat.shot()) || (meleeRanged == 2 && !bat.shot()))
 
- 					castMe = true;
 
- 			}
 
- 			int chance = attacker->valOfBonuses((Selector::typeSubtype(attackMode, spellID)));
 
- 			vstd::amin (chance, 100);
 
- 			int destination = oneOfAttacked->position;
 
- 			const CSpell * spell = VLC->spellh->spells[spellID];
 
- 			if(gs->curB->battleCanCastThisSpellHere(attacker->owner, spell, ECastingMode::AFTER_ATTACK_CASTING, oneOfAttacked->position) != ESpellCastProblem::OK)
 
- 				continue;
 
- 			//check if spell should be casted (probability handling)
 
- 			if(rand()%100 >= chance)
 
- 				continue;
 
- 			//casting //TODO: check if spell can be blocked or target is immune
 
- 			if (castMe) //stacks use 0 spell power. If needed, default = 3 or custom value is used
 
- 				handleSpellCasting(spellID, spellLevel, destination, !attacker->attackerOwned, attacker->owner, NULL, NULL, 0, ECastingMode::AFTER_ATTACK_CASTING, attacker);
 
- 		}
 
- 	}
 
- }
 
- void CGameHandler::handleAttackBeforeCasting (const BattleAttack & bat)
 
- {
 
- 	const CStack * attacker = gs->curB->getStack(bat.stackAttacking);
 
- 	attackCasting(bat, Bonus::SPELL_BEFORE_ATTACK, attacker); //no detah stare / acid bretah needed?
 
- }
 
- void CGameHandler::handleAfterAttackCasting( const BattleAttack & bat )
 
- {
 
- 	const CStack * attacker = gs->curB->getStack(bat.stackAttacking);
 
- 	if (!attacker) //could be already dead
 
- 		return;
 
- 	attackCasting(bat, Bonus::SPELL_AFTER_ATTACK, attacker);
 
- 	if(bat.bsa[0].newAmount <= 0)
 
- 	{
 
- 		//don't try death stare or acid breath on dead stack (crash!)
 
- 		return;
 
- 	}
 
- 	if (attacker->hasBonusOfType(Bonus::DEATH_STARE)) // spell id 79
 
- 	{
 
- 		int staredCreatures = 0;
 
- 		double mean = attacker->count * attacker->valOfBonuses(Bonus::DEATH_STARE, 0) / 100;
 
- 		if (mean >= 1)
 
- 		{
 
- 			boost::poisson_distribution<int, double> p((int)mean);
 
- 			boost::mt19937 rng;
 
- 			boost::variate_generator<boost::mt19937&, boost::poisson_distribution<int, double> > dice (rng, p);
 
- 			staredCreatures += dice();
 
- 		}
 
- 		if (((int)(mean * 100)) < rand() % 100) //fractional chance for one last kill
 
- 			++staredCreatures;
 
- 		staredCreatures += attacker->type->level * attacker->valOfBonuses(Bonus::DEATH_STARE, 1);
 
- 		if (staredCreatures)
 
- 		{
 
- 			if (bat.bsa.size() && bat.bsa[0].newAmount > 0) //TODO: death stare was not originally available for multiple-hex attacks, but...
 
- 			handleSpellCasting(79, 0, gs->curB->getStack(bat.bsa[0].stackAttacked)->position,
 
- 				!attacker->attackerOwned, attacker->owner, NULL, NULL, staredCreatures, ECastingMode::AFTER_ATTACK_CASTING, attacker);
 
- 		}
 
- 	}
 
- 	int acidDamage = 0;
 
- 	TBonusListPtr acidBreath = attacker->getBonuses(Selector::type(Bonus::ACID_BREATH));
 
- 	BOOST_FOREACH(const Bonus *b, *acidBreath)
 
- 	{
 
- 		if (b->additionalInfo > rand()%100)
 
- 			acidDamage += b->val;
 
- 	}
 
- 	if (acidDamage)
 
- 	{
 
- 		handleSpellCasting(81, 0, gs->curB->getStack(bat.bsa[0].stackAttacked)->position,
 
- 				!attacker->attackerOwned, attacker->owner, NULL, NULL,
 
- 				acidDamage * attacker->count, ECastingMode::AFTER_ATTACK_CASTING, attacker);
 
- 	}
 
- }
 
- bool CGameHandler::castSpell(const CGHeroInstance *h, int spellID, const int3 &pos)
 
- {
 
- 	const CSpell *s = VLC->spellh->spells[spellID];
 
- 	int cost = h->getSpellCost(s);
 
- 	int schoolLevel = h->getSpellSchoolLevel(s);
 
- 	if(!h->canCastThisSpell(s))
 
- 		COMPLAIN_RET("Hero cannot cast this spell!");
 
- 	if(h->mana < cost)
 
- 		COMPLAIN_RET("Hero doesn't have enough spell points to cast this spell!");
 
- 	if(s->combatSpell)
 
- 		COMPLAIN_RET("This function can be used only for adventure map spells!");
 
- 	AdvmapSpellCast asc;
 
- 	asc.caster = h;
 
- 	asc.spellID = spellID;
 
- 	sendAndApply(&asc);
 
- 	using namespace Spells;
 
- 	switch(spellID)
 
- 	{
 
- 	case SUMMON_BOAT: //Summon Boat
 
- 		{
 
- 			//check if spell works at all
 
- 			if(rand() % 100 >= s->powers[schoolLevel]) //power is % chance of success
 
- 			{
 
- 				InfoWindow iw;
 
- 				iw.player = h->tempOwner;
 
- 				iw.text.addTxt(MetaString::GENERAL_TXT, 336); //%s tried to summon a boat, but failed.
 
- 				iw.text.addReplacement(h->name);
 
- 				sendAndApply(&iw);
 
- 				break;
 
- 			}
 
- 			//try to find unoccupied boat to summon
 
- 			const CGBoat *nearest = NULL;
 
- 			double dist = 0;
 
- 			int3 summonPos = h->bestLocation();
 
- 			if(summonPos.x < 0)
 
- 				COMPLAIN_RET("There is no water tile available!");
 
- 			BOOST_FOREACH(const CGObjectInstance *obj, gs->map->objects)
 
- 			{
 
- 				if(obj && obj->ID == 8)
 
- 				{
 
- 					const CGBoat *b = static_cast<const CGBoat*>(obj);
 
- 					if(b->hero) continue; //we're looking for unoccupied boat
 
- 					double nDist = distance(b->pos, h->getPosition());
 
- 					if(!nearest || nDist < dist) //it's first boat or closer than previous
 
- 					{
 
- 						nearest = b;
 
- 						dist = nDist;
 
- 					}
 
- 				}
 
- 			}
 
- 			if(nearest) //we found boat to summon
 
- 			{
 
- 				ChangeObjPos cop;
 
- 				cop.objid = nearest->id;
 
- 				cop.nPos = summonPos + int3(1,0,0);;
 
- 				cop.flags = 1;
 
- 				sendAndApply(&cop);
 
- 			}
 
- 			else if(schoolLevel < 2) //none or basic level -> cannot create boat :(
 
- 			{
 
- 				InfoWindow iw;
 
- 				iw.player = h->tempOwner;
 
- 				iw.text.addTxt(MetaString::GENERAL_TXT, 335); //There are no boats to summon.
 
- 				sendAndApply(&iw);
 
- 			}
 
- 			else //create boat
 
- 			{
 
- 				NewObject no;
 
- 				no.ID = 8;
 
- 				no.subID = h->getBoatType();
 
- 				no.pos = summonPos + int3(1,0,0);;
 
- 				sendAndApply(&no);
 
- 			}
 
- 			break;
 
- 		}
 
- 	case SCUTTLE_BOAT: //Scuttle Boat
 
- 		{
 
- 			//check if spell works at all
 
- 			if(rand() % 100 >= s->powers[schoolLevel]) //power is % chance of success
 
- 			{
 
- 				InfoWindow iw;
 
- 				iw.player = h->tempOwner;
 
- 				iw.text.addTxt(MetaString::GENERAL_TXT, 337); //%s tried to scuttle the boat, but failed
 
- 				iw.text.addReplacement(h->name);
 
- 				sendAndApply(&iw);
 
- 				break;
 
- 			}
 
- 			if(!gs->map->isInTheMap(pos))
 
- 				COMPLAIN_RET("Invalid dst tile for scuttle!");
 
- 			//TODO: test range, visibility
 
- 			const TerrainTile *t = &gs->map->getTile(pos);
 
- 			if(!t->visitableObjects.size() || t->visitableObjects.back()->ID != 8)
 
- 				COMPLAIN_RET("There is no boat to scuttle!");
 
- 			RemoveObject ro;
 
- 			ro.id = t->visitableObjects.back()->id;
 
- 			sendAndApply(&ro);
 
- 			break;
 
- 		}
 
- 	case DIMENSION_DOOR: //Dimension Door
 
- 		{
 
- 			const TerrainTile *dest = getTile(pos);
 
- 			const TerrainTile *curr = getTile(h->getSightCenter());
 
- 			if(!dest)
 
- 				COMPLAIN_RET("Destination tile doesn't exist!");
 
- 			if(!h->movement)
 
- 				COMPLAIN_RET("Hero needs movement points to cast Dimension Door!");
 
- 			if(h->getBonusesCount(Bonus::SPELL_EFFECT, Spells::DIMENSION_DOOR) >= s->powers[schoolLevel]) //limit casts per turn
 
- 			{
 
- 				InfoWindow iw;
 
- 				iw.player = h->tempOwner;
 
- 				iw.text.addTxt(MetaString::GENERAL_TXT, 338); //%s is not skilled enough to cast this spell again today.
 
- 				iw.text.addReplacement(h->name);
 
- 				sendAndApply(&iw);
 
- 				break;
 
- 			}
 
- 			GiveBonus gb;
 
- 			gb.id = h->id;
 
- 			gb.bonus = Bonus(Bonus::ONE_DAY, Bonus::NONE, Bonus::SPELL_EFFECT, 0, Spells::DIMENSION_DOOR);
 
- 			sendAndApply(&gb);
 
- 			if(!dest->isClear(curr)) //wrong dest tile
 
- 			{
 
- 				InfoWindow iw;
 
- 				iw.player = h->tempOwner;
 
- 				iw.text.addTxt(MetaString::GENERAL_TXT, 70); //Dimension Door failed!
 
- 				sendAndApply(&iw);
 
- 				break;
 
- 			}
 
- 			//we need obtain guard pos before moving hero, otherwise we get nothing, because tile will be "unguarded" by hero
 
- 			int3 guardPos = gs->guardingCreaturePosition(pos);
 
- 			TryMoveHero tmh;
 
- 			tmh.id = h->id;
 
- 			tmh.movePoints = std::max<int>(0, h->movement - 300);
 
- 			tmh.result = TryMoveHero::TELEPORTATION;
 
- 			tmh.start = h->pos;
 
- 			tmh.end = pos + h->getVisitableOffset();
 
- 			getTilesInRange(tmh.fowRevealed, pos, h->getSightRadious(), h->tempOwner,1);
 
- 			sendAndApply(&tmh);
 
- 			tryAttackingGuard(guardPos, h);
 
- 		}
 
- 		break;
 
- 	case FLY: //Fly
 
- 		{
 
- 			int subtype = schoolLevel >= 2 ? 1 : 2; //adv or expert
 
- 			GiveBonus gb;
 
- 			gb.id = h->id;
 
- 			gb.bonus = Bonus(Bonus::ONE_DAY, Bonus::FLYING_MOVEMENT, Bonus::SPELL_EFFECT, 0, Spells::FLY, subtype);
 
- 			sendAndApply(&gb);
 
- 		}
 
- 		break;
 
- 	case WATER_WALK: //Water Walk
 
- 		{
 
- 			int subtype = schoolLevel >= 2 ? 1 : 2; //adv or expert
 
- 			GiveBonus gb;
 
- 			gb.id = h->id;
 
- 			gb.bonus = Bonus(Bonus::ONE_DAY, Bonus::WATER_WALKING, Bonus::SPELL_EFFECT, 0, Spells::FLY, subtype);
 
- 			sendAndApply(&gb);
 
- 		}
 
- 		break;
 
- 	case TOWN_PORTAL: //Town Portal
 
- 		{
 
- 			if (!gs->map->isInTheMap(pos))
 
- 				COMPLAIN_RET("Destination tile not present!")
 
- 			TerrainTile tile = gs->map->getTile(pos);
 
- 			if (tile.visitableObjects.empty() || tile.visitableObjects.back()->ID != GameConstants::TOWNI_TYPE )
 
- 				COMPLAIN_RET("Town not found for Town Portal!");
 
- 			CGTownInstance * town = static_cast<CGTownInstance*>(tile.visitableObjects.back());
 
- 			if (town->tempOwner != h->tempOwner)
 
- 				COMPLAIN_RET("Can't teleport to another player!");
 
- 			if (town->visitingHero)
 
- 				COMPLAIN_RET("Can't teleport to occupied town!");
 
- 			if (h->getSpellSchoolLevel(s) < 2)
 
- 			{
 
- 				double dist = town->pos.dist2d(h->pos);
 
- 				int nearest = town->id; //nearest town's ID
 
- 				BOOST_FOREACH(const CGTownInstance * currTown, gs->getPlayer(h->tempOwner)->towns)
 
- 				{
 
- 					double curDist = currTown->pos.dist2d(h->pos);
 
- 					if (nearest == -1 || curDist < dist)
 
- 					{
 
- 						nearest = town->id;
 
- 						dist = curDist;
 
- 					}
 
- 				}
 
- 				if (town->id != nearest)
 
- 					COMPLAIN_RET("This hero can only teleport to nearest town!")
 
- 			}
 
- 			if (h->visitedTown)
 
- 				stopHeroVisitCastle(h->visitedTown->id, h->id);
 
- 			if (moveHero(h->id, town->visitablePos() + h->getVisitableOffset() ,1))
 
- 				heroVisitCastle(town->id, h->id);
 
- 		}
 
- 		break;
 
- 	case VISIONS: //Visions
 
- 	case VIEW_EARTH: //View Earth
 
- 	case DISGUISE: //Disguise
 
- 	case VIEW_AIR: //View Air
 
- 	default:
 
- 		COMPLAIN_RET("This spell is not implemented yet!");
 
- 		break;
 
- 	}
 
- 	SetMana sm;
 
- 	sm.hid = h->id;
 
- 	sm.val = h->mana - cost;
 
- 	sendAndApply(&sm);
 
- 	return true;
 
- }
 
- void CGameHandler::visitObjectOnTile(const TerrainTile &t, const CGHeroInstance * h)
 
- {
 
- 	//to prevent self-visiting heroes on space press
 
- 	if(t.visitableObjects.back() != h)
 
- 		objectVisited(t.visitableObjects.back(), h);
 
- 	else if(t.visitableObjects.size() > 1)
 
- 		objectVisited(*(t.visitableObjects.end()-2),h);
 
- }
 
- bool CGameHandler::tryAttackingGuard(const int3 &guardPos, const CGHeroInstance * h)
 
- {
 
- 	if(!gs->map->isInTheMap(guardPos))
 
- 		return false;
 
- 	const TerrainTile &guardTile = gs->map->terrain[guardPos.x][guardPos.y][guardPos.z];
 
- 	objectVisited(guardTile.visitableObjects.back(), h);
 
- 	visitObjectAfterVictory = true;
 
- 	return true;
 
- }
 
- bool CGameHandler::sacrificeCreatures(const IMarket *market, const CGHeroInstance *hero, TSlot slot, ui32 count)
 
- {
 
- 	int oldCount = hero->getStackCount(slot);
 
- 	if(oldCount < count)
 
- 		COMPLAIN_RET("Not enough creatures to sacrifice!")
 
- 	else if(oldCount == count && hero->Slots().size() == 1 && hero->needsLastStack())
 
- 		COMPLAIN_RET("Cannot sacrifice last creature!");
 
- 	int crid = hero->getStack(slot).type->idNumber;
 
- 	changeStackCount(StackLocation(hero, slot), -count);
 
- 	int dump, exp;
 
- 	market->getOffer(crid, 0, dump, exp, EMarketMode::CREATURE_EXP);
 
- 	exp *= count;
 
- 	changePrimSkill(hero->id, 4, hero->calculateXp(exp));
 
- 	return true;
 
- }
 
- bool CGameHandler::sacrificeArtifact(const IMarket * m, const CGHeroInstance * hero, int slot)
 
- {
 
- 	ArtifactLocation al(hero, slot);
 
- 	const CArtifactInstance *a = al.getArt();
 
- 	if(!a)
 
- 		COMPLAIN_RET("Cannot find artifact to sacrifice!");
 
- 	int dmp, expToGive;
 
- 	m->getOffer(hero->getArtTypeId(slot), 0, dmp, expToGive, EMarketMode::ARTIFACT_EXP);
 
- 	removeArtifact(al);
 
- 	changePrimSkill(hero->id, 4, expToGive);
 
- 	return true;
 
- }
 
- void CGameHandler::makeStackDoNothing(const CStack * next)
 
- {
 
- 	BattleAction doNothing;
 
- 	doNothing.actionType = 0;
 
- 	doNothing.additionalInfo = 0;
 
- 	doNothing.destinationTile = -1;
 
- 	doNothing.side = !next->attackerOwned;
 
- 	doNothing.stackNumber = next->ID;
 
- 	StartAction start_action(doNothing);
 
- 	sendAndApply(&start_action);
 
- 	sendAndApply(&end_action);
 
- }
 
- bool CGameHandler::insertNewStack(const StackLocation &sl, const CCreature *c, TQuantity count)
 
- {
 
- 	if(sl.army->hasStackAtSlot(sl.slot))
 
- 		COMPLAIN_RET("Slot is already taken!");
 
- 	InsertNewStack ins;
 
- 	ins.sl = sl;
 
- 	ins.stack = CStackBasicDescriptor(c, count);
 
- 	sendAndApply(&ins);
 
- 	return true;
 
- }
 
- bool CGameHandler::eraseStack(const StackLocation &sl, bool forceRemoval/* = false*/)
 
- {
 
- 	if(!sl.army->hasStackAtSlot(sl.slot))
 
- 		COMPLAIN_RET("Cannot find a stack to erase");
 
- 	if(sl.army->Slots().size() == 1 //from the last stack
 
- 		&& sl.army->needsLastStack() //that must be left
 
- 		&& !forceRemoval) //ignore above conditions if we are forcing removal
 
- 	{
 
- 		COMPLAIN_RET("Cannot erase the last stack!");
 
- 	}
 
- 	EraseStack es;
 
- 	es.sl = sl;
 
- 	sendAndApply(&es);
 
- 	return true;
 
- }
 
- bool CGameHandler::changeStackCount(const StackLocation &sl, TQuantity count, bool absoluteValue /*= false*/)
 
- {
 
- 	TQuantity currentCount = sl.army->getStackCount(sl.slot);
 
- 	if((absoluteValue && count < 0)
 
- 		|| (!absoluteValue && -count > currentCount))
 
- 	{
 
- 		COMPLAIN_RET("Cannot take more stacks than present!");
 
- 	}
 
- 	if((currentCount == -count  &&  !absoluteValue)
 
- 	   || (!count && absoluteValue))
 
- 	{
 
- 		eraseStack(sl);
 
- 	}
 
- 	else
 
- 	{
 
- 		ChangeStackCount csc;
 
- 		csc.sl = sl;
 
- 		csc.count = count;
 
- 		csc.absoluteValue = absoluteValue;
 
- 		sendAndApply(&csc);
 
- 	}
 
- 	return true;
 
- }
 
- bool CGameHandler::addToSlot(const StackLocation &sl, const CCreature *c, TQuantity count)
 
- {
 
- 	const CCreature *slotC = sl.army->getCreature(sl.slot);
 
- 	if(!slotC) //slot is empty
 
- 		insertNewStack(sl, c, count);
 
- 	else if(c == slotC)
 
- 		changeStackCount(sl, count);
 
- 	else
 
- 	{
 
- 		COMPLAIN_RET("Cannot add " + c->namePl + " to slot " + boost::lexical_cast<std::string>(sl.slot) + "!");
 
- 	}
 
- 	return true;
 
- }
 
- void CGameHandler::tryJoiningArmy(const CArmedInstance *src, const CArmedInstance *dst, bool removeObjWhenFinished, bool allowMerging)
 
- {
 
- 	if(!src->canBeMergedWith(*dst, allowMerging))
 
- 	{
 
- 		if (allowMerging) //do that, add all matching creatures.
 
- 		{
 
- 			bool cont = true;
 
- 			while (cont)
 
- 			{
 
- 				for(TSlots::const_iterator i = src->stacks.begin(); i != src->stacks.end(); i++)//while there are unmoved creatures
 
- 				{
 
- 					TSlot pos = dst->getSlotFor(i->second->type);
 
- 					if(pos > -1)
 
- 					{
 
- 						moveStack(StackLocation(src, i->first), StackLocation(dst, pos));
 
- 						cont = true;
 
- 						break; //or iterator crashes
 
- 					}
 
- 					cont = false;
 
- 				}
 
- 			}
 
- 		}
 
- 		boost::function<void()> removeOrNot = 0;
 
- 		if(removeObjWhenFinished)
 
- 			removeOrNot = boost::bind(&IGameCallback::removeObject,this,src->id);
 
- 		showGarrisonDialog(src->id, dst->id, true, removeOrNot); //show garrison window and optionally remove ourselves from map when player ends
 
- 	}
 
- 	else //merge
 
- 	{
 
- 		moveArmy(src, dst, allowMerging);
 
- 		if(removeObjWhenFinished)
 
- 			removeObject(src->id);
 
- 	}
 
- }
 
- bool CGameHandler::moveStack(const StackLocation &src, const StackLocation &dst, TQuantity count)
 
- {
 
- 	if(!src.army->hasStackAtSlot(src.slot))
 
- 		COMPLAIN_RET("No stack to move!");
 
- 	if(dst.army->hasStackAtSlot(dst.slot) && dst.army->getCreature(dst.slot) != src.army->getCreature(src.slot))
 
- 		COMPLAIN_RET("Cannot move: stack of different type at destination pos!");
 
- 	if(count == -1)
 
- 	{
 
- 		count = src.army->getStackCount(src.slot);
 
- 	}
 
- 	if(src.army != dst.army  //moving away
 
- 		&&  count == src.army->getStackCount(src.slot) //all creatures
 
- 		&& src.army->Slots().size() == 1 //from the last stack
 
- 		&& src.army->needsLastStack()) //that must be left
 
- 	{
 
- 		COMPLAIN_RET("Cannot move away the alst creature!");
 
- 	}
 
- 	RebalanceStacks rs;
 
- 	rs.src = src;
 
- 	rs.dst = dst;
 
- 	rs.count = count;
 
- 	sendAndApply(&rs);
 
- 	return true;
 
- }
 
- bool CGameHandler::swapStacks(const StackLocation &sl1, const StackLocation &sl2)
 
- {
 
- 	if(!sl1.army->hasStackAtSlot(sl1.slot))
 
- 		return moveStack(sl2, sl1);
 
- 	else if(!sl2.army->hasStackAtSlot(sl2.slot))
 
- 		return moveStack(sl1, sl2);
 
- 	else
 
- 	{
 
- 		SwapStacks ss;
 
- 		ss.sl1 = sl1;
 
- 		ss.sl2 = sl2;
 
- 		sendAndApply(&ss);
 
- 		return true;
 
- 	}
 
- }
 
- void CGameHandler::runBattle()
 
- {
 
- 	assert(gs->curB);
 
- 	//TODO: pre-tactic stuff, call scripts etc.
 
- 	//tactic round
 
- 	{
 
- 		while(gs->curB->tacticDistance && !battleResult.get())
 
- 			boost::this_thread::sleep(boost::posix_time::milliseconds(50));
 
- 	}
 
- 	//spells opening battle
 
- 	for(int i=0; i<ARRAY_COUNT(gs->curB->heroes); ++i)
 
- 	{
 
- 		if(gs->curB->heroes[i] && gs->curB->heroes[i]->hasBonusOfType(Bonus::OPENING_BATTLE_SPELL))
 
- 		{
 
- 			TBonusListPtr bl = gs->curB->heroes[i]->getBonuses(Selector::type(Bonus::OPENING_BATTLE_SPELL));
 
- 			BOOST_FOREACH (Bonus *b, *bl)
 
- 			{
 
- 				handleSpellCasting(b->subtype, 3, -1, 0, gs->curB->heroes[i]->tempOwner, NULL, gs->curB->heroes[1-i], b->val, ECastingMode::HERO_CASTING, NULL);
 
- 			}
 
- 		}
 
- 	}
 
- 	//main loop
 
- 	while(!battleResult.get()) //till the end of the battle ;]
 
- 	{
 
- 		NEW_ROUND;
 
- 		auto obstacles = gs->curB->obstacles; //we copy container, because we're going to modify it
 
- 		BOOST_FOREACH(auto &obstPtr, obstacles)
 
- 		{
 
- 			if(const SpellCreatedObstacle *sco = dynamic_cast<const SpellCreatedObstacle *>(obstPtr.get()))
 
- 				if(sco->turnsRemaining == 0)
 
- 					removeObstacle(*obstPtr);
 
- 		}
 
- 		std::vector<CStack*> & stacks = (gs->curB->stacks);
 
- 		const BattleInfo & curB = *gs->curB;
 
- 		//stack loop
 
- 		const CStack *next;
 
- 		while(!battleResult.get() && (next = curB.getNextStack()) && next->willMove())
 
- 		{
 
- 			//check for bad morale => freeze
 
- 			int nextStackMorale = next->MoraleVal();
 
- 			if( nextStackMorale < 0 &&
 
- 				!(NBonus::hasOfType(gs->curB->heroes[0], Bonus::BLOCK_MORALE) || NBonus::hasOfType(gs->curB->heroes[1], Bonus::BLOCK_MORALE)) //checking if gs->curB->heroes have (or don't have) morale blocking bonuses)
 
- 				)
 
- 			{
 
- 				if( rand()%24   <   -2 * nextStackMorale)
 
- 				{
 
- 					//unit loses its turn - empty freeze action
 
- 					BattleAction ba;
 
- 					ba.actionType = BattleAction::BAD_MORALE;
 
- 					ba.additionalInfo = 1;
 
- 					ba.side = !next->attackerOwned;
 
- 					ba.stackNumber = next->ID;
 
- 					StartAction start_action(ba);
 
- 					sendAndApply(&start_action);
 
- 					sendAndApply(&end_action);
 
- 					checkForBattleEnd(stacks); //check if this "action" ended the battle (not likely but who knows...)
 
- 					continue;
 
- 				}
 
- 			}
 
- 			if(next->hasBonusOfType(Bonus::ATTACKS_NEAREST_CREATURE)) //while in berserk
 
- 			{
 
- 				std::pair<const CStack *, int> attackInfo = curB.getNearestStack(next, boost::logic::indeterminate);
 
- 				if(attackInfo.first != NULL)
 
- 				{
 
- 					BattleAction attack;
 
- 					attack.actionType = BattleAction::WALK_AND_ATTACK;
 
- 					attack.side = !next->attackerOwned;
 
- 					attack.stackNumber = next->ID;
 
- 					attack.additionalInfo = attackInfo.first->position;
 
- 					attack.destinationTile = attackInfo.second;
 
- 					makeBattleAction(attack);
 
- 					checkForBattleEnd(stacks);
 
- 				}
 
- 				else
 
- 				{
 
- 					makeStackDoNothing(next);
 
- 				}
 
- 				continue;
 
- 			}
 
- 			const CGHeroInstance * curOwner = gs->curB->battleGetOwner(next);
 
- 			if( (next->position < 0 || next->getCreature()->idNumber == 146)	//arrow turret or ballista
 
- 				&& (!curOwner || curOwner->getSecSkillLevel(CGHeroInstance::ARTILLERY) == 0)) //hero has no artillery
 
- 			{
 
- 				BattleAction attack;
 
- 				attack.actionType = BattleAction::SHOOT;
 
- 				attack.side = !next->attackerOwned;
 
- 				attack.stackNumber = next->ID;
 
- 				for(int g=0; g<gs->curB->stacks.size(); ++g)
 
- 				{
 
- 					if(gs->curB->stacks[g]->owner != next->owner && gs->curB->stacks[g]->isValidTarget())
 
- 					{
 
- 						attack.destinationTile = gs->curB->stacks[g]->position;
 
- 						break;
 
- 					}
 
- 				}
 
- 				makeBattleAction(attack);
 
- 				checkForBattleEnd(stacks);
 
- 				continue;
 
- 			}
 
- 			if(next->getCreature()->idNumber == 145 && (!curOwner || curOwner->getSecSkillLevel(CGHeroInstance::BALLISTICS) == 0)) //catapult, hero has no ballistics
 
- 			{
 
- 				BattleAction attack;
 
- 				static const int wallHexes[] = {50, 183, 182, 130, 62, 29, 12, 95};
 
- 				attack.destinationTile = wallHexes[ rand()%ARRAY_COUNT(wallHexes) ];
 
- 				attack.actionType = BattleAction::CATAPULT;
 
- 				attack.additionalInfo = 0;
 
- 				attack.side = !next->attackerOwned;
 
- 				attack.stackNumber = next->ID;
 
- 				makeBattleAction(attack);
 
- 				continue;
 
- 			}
 
- 			if(next->getCreature()->idNumber == 147) //first aid tent
 
- 			{
 
- 				std::vector< const CStack * > possibleStacks;
 
- 				//is there any clean algorithm for that? (boost.range seems to lack copy_if)
 
- 				BOOST_FOREACH(const CStack *s, battleGetAllStacks())
 
- 					if(s->owner == next->owner  &&  s->canBeHealed())
 
- 						possibleStacks.push_back(s);
 
- 				if(!possibleStacks.size())
 
- 				{
 
- 					makeStackDoNothing(next);
 
- 					continue;
 
- 				}
 
- 				if(!curOwner || curOwner->getSecSkillLevel(CGHeroInstance::FIRST_AID) == 0) //no hero or hero has no first aid
 
- 				{
 
- 					range::random_shuffle(possibleStacks);
 
- 					const CStack * toBeHealed = possibleStacks.front();
 
- 					BattleAction heal;
 
- 					heal.actionType = BattleAction::STACK_HEAL;
 
- 					heal.additionalInfo = 0;
 
- 					heal.destinationTile = toBeHealed->position;
 
- 					heal.side = !next->attackerOwned;
 
- 					heal.stackNumber = next->ID;
 
- 					makeBattleAction(heal);
 
- 					continue;
 
- 				}
 
- 			}
 
- 			int numberOfAsks = 1;
 
- 			bool breakOuter = false;
 
- 			do
 
- 			{//ask interface and wait for answer
 
- 				if(!battleResult.get())
 
- 				{
 
- 					stackTurnTrigger(next); //various effects
 
- 					if (vstd::contains(next->state, EBattleStackState::FEAR))
 
- 					{
 
- 						makeStackDoNothing(next); //end immediately if stack was affected by fear
 
- 					}
 
- 					else
 
- 					{
 
- 						tlog5 << "Activating " << next->nodeName() << std::endl;
 
- 						BattleSetActiveStack sas;
 
- 						sas.stack = next->ID;
 
- 						sendAndApply(&sas);
 
- 						boost::unique_lock<boost::mutex> lock(battleMadeAction.mx);
 
- 						battleMadeAction.data = false;
 
- 						while (next->alive() &&
 
- 							(!battleMadeAction.data  &&  !battleResult.get())) //active stack hasn't made its action and battle is still going
 
- 							battleMadeAction.cond.wait(lock);
 
- 					}
 
- 				}
 
- 				if(battleResult.get()) //don't touch it, battle could be finished while waiting got action
 
- 				{
 
- 					breakOuter = true;
 
- 					break;
 
- 				}
 
- 				//we're after action, all results applied
 
- 				checkForBattleEnd(stacks); //check if this action ended the battle
 
- 				//check for good morale
 
- 				nextStackMorale = next->MoraleVal();
 
- 				if(!vstd::contains(next->state,EBattleStackState::HAD_MORALE)  //only one extra move per turn possible
 
- 					&& !vstd::contains(next->state,EBattleStackState::DEFENDING)
 
- 					&& !vstd::contains(next->state,EBattleStackState::WAITING)
 
- 					&& !vstd::contains(next->state, EBattleStackState::FEAR)
 
- 					&&  next->alive()
 
- 					&&  nextStackMorale > 0
 
- 					&& !(NBonus::hasOfType(gs->curB->heroes[0], Bonus::BLOCK_MORALE) || NBonus::hasOfType(gs->curB->heroes[1], Bonus::BLOCK_MORALE)) //checking if gs->curB->heroes have (or don't have) morale blocking bonuses
 
- 					)
 
- 				{
 
- 					if(rand()%24 < nextStackMorale) //this stack hasn't got morale this turn
 
- 						{
 
- 							BattleTriggerEffect bte;
 
- 							bte.stackID = next->ID;
 
- 							bte.effect = Bonus::MORALE;
 
- 							bte.val = 1;
 
- 							bte.additionalInfo = 0;
 
- 							sendAndApply(&bte); //play animation
 
- 							++numberOfAsks; //move this stack once more
 
- 						}
 
- 				}
 
- 				--numberOfAsks;
 
- 			} while (numberOfAsks > 0);
 
- 			if (breakOuter)
 
- 			{
 
- 				break;
 
- 			}
 
- 		}
 
- 	}
 
- 	endBattle(gs->curB->tile, gs->curB->heroes[0], gs->curB->heroes[1]);
 
- }
 
- void CGameHandler::giveHeroArtifact(const CGHeroInstance *h, const CArtifactInstance *a, int pos)
 
- {
 
- 	assert(a->artType);
 
- 	ArtifactLocation al;
 
- 	al.artHolder = const_cast<CGHeroInstance*>(h);
 
- 	int slot = -1;
 
- 	if(pos < 0)
 
- 	{
 
- 		if(pos == -2)
 
- 			slot = a->firstAvailableSlot(h);
 
- 		else
 
- 			slot = a->firstBackpackSlot(h);
 
- 	}
 
- 	else
 
- 	{
 
- 		slot = pos;
 
- 	}
 
- 	al.slot = slot;
 
- 	if(slot < 0 || !a->canBePutAt(al))
 
- 	{
 
- 		complain("Cannot put artifact in that slot!");
 
- 		return;
 
- 	}
 
- 	putArtifact(al, a);
 
- }
 
- void CGameHandler::putArtifact(const ArtifactLocation &al, const CArtifactInstance *a)
 
- {
 
- 	PutArtifact pa;
 
- 	pa.art = a;
 
- 	pa.al = al;
 
- 	sendAndApply(&pa);
 
- }
 
- void CGameHandler::giveHeroNewArtifact(const CGHeroInstance *h, const CArtifact *artType, int pos)
 
- {
 
- 	CArtifactInstance *a = NULL;
 
- 	if(!artType->constituents)
 
- 	{
 
- 		a = new CArtifactInstance();
 
- 	}
 
- 	else
 
- 	{
 
- 		a = new CCombinedArtifactInstance();
 
- 	}
 
- 	a->artType = artType; //*NOT* via settype -> all bonus-related stuff must be done by NewArtifact apply
 
- 	NewArtifact na;
 
- 	na.art = a;
 
- 	sendAndApply(&na); // -> updates a!!!, will create a on other machines
 
- 	giveHeroArtifact(h, a, pos);
 
- }
 
- void CGameHandler::setBattleResult(int resultType, int victoriusSide)
 
- {
 
- 	if(battleResult.get())
 
- 	{
 
- 		complain("There is already set result?");
 
- 		return;
 
- 	}
 
- 	BattleResult *br = new BattleResult;
 
- 	br->result = resultType;
 
- 	br->winner = victoriusSide; //surrendering side loses
 
- 	gs->curB->calculateCasualties(br->casualties);
 
- 	battleResult.set(br);
 
- }
 
- void CGameHandler::commitPackage( CPackForClient *pack )
 
- {
 
- 	sendAndApply(pack);
 
- }
 
- void CGameHandler::spawnWanderingMonsters(int creatureID)
 
- {
 
- 	std::vector<int3>::iterator tile;
 
- 	std::vector<int3> tiles;
 
- 	getFreeTiles(tiles);
 
- 	ui32 amount = tiles.size() / 200; //Chance is 0.5% for each tile
 
- 	std::random_shuffle(tiles.begin(), tiles.end());
 
- 	tlog5 << "Spawning wandering monsters. Found " << tiles.size() << " free tiles. Creature type: " << creatureID << std::endl;
 
- 	const CCreature *cre = VLC->creh->creatures[creatureID];
 
- 	for (int i = 0; i < amount; ++i)
 
- 	{
 
- 		tile = tiles.begin();
 
- 		tlog5 << "\tSpawning monster at " << *tile << std::endl;
 
- 		putNewMonster(creatureID, cre->getRandomAmount(std::rand), *tile);
 
- 		tiles.erase(tile); //not use it again
 
- 	}
 
- }
 
- bool CGameHandler::isBlockedByQueries(const CPack *pack, int packType, ui8 player)
 
- {
 
- 	//it's always legal to send query reply (we'll check later if it makes sense)
 
- 	if(packType == typeList.getTypeID<QueryReply>())
 
- 		return false;
 
- 	if(packType == typeList.getTypeID<ArrangeStacks>() && isAllowedArrangePack((const ArrangeStacks*)pack))
 
- 		return false;
 
- 	//if there are no queries, nothing is blocking
 
- 	if(states.getQueriesCount(player) == 0)
 
- 		return false;
 
- 	return true; //block package
 
- }
 
- void CGameHandler::removeObstacle(const CObstacleInstance &obstacle)
 
- {
 
- 	ObstaclesRemoved obsRem;
 
- 	obsRem.obstacles.insert(obstacle.uniqueID);
 
- 	sendAndApply(&obsRem);
 
- }
 
- CasualtiesAfterBattle::CasualtiesAfterBattle(const CArmedInstance *army, BattleInfo *bat)
 
- {
 
- 	heroWithDeadCommander = -1;
 
- 	int color = army->tempOwner;
 
- 	if(color == 254)
 
- 		color = GameConstants::NEUTRAL_PLAYER;
 
- 	BOOST_FOREACH(CStack *st, bat->stacks)
 
- 	{
 
- 		if(vstd::contains(st->state, EBattleStackState::SUMMONED)) //don't take into account summoned stacks
 
- 			continue;
 
- 		if(st->owner==color && !army->slotEmpty(st->slot) && st->count < army->getStackCount(st->slot))
 
- 		{
 
- 			StackLocation sl(army, st->slot);
 
- 			if(st->alive())
 
- 				newStackCounts.push_back(std::pair<StackLocation, int>(sl, st->count));
 
- 			else
 
- 				newStackCounts.push_back(std::pair<StackLocation, int>(sl, 0));
 
- 		}
 
- 		if (st->base && !st->count)
 
- 		{
 
- 			auto c = dynamic_cast <const CCommanderInstance *>(st->base);
 
- 			if (c) //switch commander status to dead
 
- 			{
 
- 				auto h = dynamic_cast <const CGHeroInstance *>(army);
 
- 				if (h && h->commander == c)
 
- 					heroWithDeadCommander = army->id; //TODO: unify commander handling
 
- 			}
 
- 		}
 
- 	}
 
- }
 
- void CasualtiesAfterBattle::takeFromArmy(CGameHandler *gh)
 
- {
 
- 	BOOST_FOREACH(TStackAndItsNewCount &ncount, newStackCounts)
 
- 	{
 
- 		if(ncount.second > 0)
 
- 			gh->changeStackCount(ncount.first, ncount.second, true);
 
- 		else
 
- 			gh->eraseStack(ncount.first, true);
 
- 	}
 
- 	if (heroWithDeadCommander > -1)
 
- 	{
 
- 		SetCommanderProperty scp;
 
- 		scp.heroid = heroWithDeadCommander;
 
- 		scp.which = SetCommanderProperty::ALIVE;
 
- 		scp.amount = 0;
 
- 		gh->sendAndApply (&scp);
 
- 	}
 
- }
 
 
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