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							- #define VCMI_DLL
 
- #include <algorithm>
 
- #include <queue>
 
- #include <fstream>
 
- #include "CGameState.h"
 
- #include <boost/random/linear_congruential.hpp>
 
- #include "hch/CDefObjInfoHandler.h"
 
- #include "hch/CArtHandler.h"
 
- #include "hch/CBuildingHandler.h"
 
- #include "hch/CGeneralTextHandler.h"
 
- #include "hch/CTownHandler.h"
 
- #include "hch/CSpellHandler.h"
 
- #include "hch/CHeroHandler.h"
 
- #include "hch/CObjectHandler.h"
 
- #include "hch/CCreatureHandler.h"
 
- #include "lib/VCMI_Lib.h"
 
- #include "lib/Connection.h"
 
- #include "map.h"
 
- #include "StartInfo.h"
 
- #include "lib/NetPacks.h"
 
- #include <boost/foreach.hpp>
 
- #include <boost/thread.hpp>
 
- #include <boost/thread/shared_mutex.hpp>
 
- #include "lib/RegisterTypes.cpp"
 
- boost::rand48 ran;
 
- #ifdef min
 
- #undef min
 
- #endif
 
- #ifdef max
 
- #undef max
 
- #endif
 
- /*
 
-  * CGameState.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
 
-  *
 
-  */
 
- void foofoofoo()
 
- {
 
- 	//never called function to force instantation of templates
 
- 	int *ccc = NULL;
 
- 	registerTypes((CISer<CConnection>&)*ccc);
 
- 	registerTypes((COSer<CConnection>&)*ccc);
 
- 	registerTypes((CSaveFile&)*ccc);
 
- 	registerTypes((CLoadFile&)*ccc);
 
- 	registerTypes((CTypeList&)*ccc);
 
- }
 
- class CBaseForGSApply
 
- {
 
- public:
 
- 	virtual void applyOnGS(CGameState *gs, void *pack) const =0; 
 
- };
 
- template <typename T> class CApplyOnGS : public CBaseForGSApply
 
- {
 
- public:
 
- 	void applyOnGS(CGameState *gs, void *pack) const
 
- 	{
 
- 		T *ptr = static_cast<T*>(pack);
 
- 		while(!gs->mx->try_lock())
 
- 			boost::this_thread::sleep(boost::posix_time::milliseconds(50)); //give other threads time to finish
 
- 		ptr->applyGs(gs);
 
- 		gs->mx->unlock();
 
- 	}
 
- };
 
- class CGSApplier
 
- {
 
- public:
 
- 	std::map<ui16,CBaseForGSApply*> apps; 
 
- 	CGSApplier()
 
- 	{
 
- 		registerTypes2(*this);
 
- 	}
 
- 	template<typename T> void registerType(const T * t=NULL)
 
- 	{
 
- 		ui16 ID = typeList.registerType(t);
 
- 		apps[ID] = new CApplyOnGS<T>;
 
- 	}
 
- } *applierGs = NULL;
 
- std::string DLL_EXPORT toString(MetaString &ms)
 
- {
 
- 	std::string ret;
 
- 	for(size_t i=0;i<ms.message.size();++i)
 
- 	{
 
- 		if(ms.message[i]>0)
 
- 		{
 
- 			ret += ms.strings[ms.message[i]-1];
 
- 		}
 
- 		else
 
- 		{
 
- 			std::vector<std::string> *vec;
 
- 			int type = ms.texts[-ms.message[i]-1].first,
 
- 				ser = ms.texts[-ms.message[i]-1].second;
 
- 			if(type == 5)
 
- 			{
 
- 				ret += VLC->arth->artifacts[ser].Name();
 
- 				continue;
 
- 			}
 
- 			else if(type == 7)
 
- 			{
 
- 				ret += VLC->creh->creatures[ser].namePl;
 
- 				continue;
 
- 			}
 
- 			else if(type == 9)
 
- 			{
 
- 				ret += VLC->generaltexth->mines[ser].first;
 
- 				continue;
 
- 			}
 
- 			else if(type == 10)
 
- 			{
 
- 				ret += VLC->generaltexth->mines[ser].second;
 
- 				continue;
 
- 			}
 
- 			else if(type == MetaString::SPELL_NAME)
 
- 			{
 
- 				ret += VLC->spellh->spells[ser].name;
 
- 				continue;
 
- 			}
 
- 			else
 
- 			{
 
- 				switch(type)
 
- 				{
 
- 				case 1:
 
- 					vec = &VLC->generaltexth->allTexts;
 
- 					break;
 
- 				case 2:
 
- 					vec = &VLC->generaltexth->xtrainfo;
 
- 					break;
 
- 				case 3:
 
- 					vec = &VLC->generaltexth->names;
 
- 					break;
 
- 				case 4:
 
- 					vec = &VLC->generaltexth->restypes;
 
- 					break;
 
- 				case 6:
 
- 					vec = &VLC->generaltexth->arraytxt;
 
- 					break;
 
- 				case 8:
 
- 					vec = &VLC->generaltexth->creGens;
 
- 					break;
 
- 				case 11:
 
- 					vec = &VLC->generaltexth->advobtxt;
 
- 					break;
 
- 				case 12:
 
- 					vec = &VLC->generaltexth->artifEvents;
 
- 					break;
 
- 				}
 
- 				ret += (*vec)[ser];
 
- 			}
 
- 		}
 
- 	}
 
- 	for(size_t i=0; i < ms.replacements.size(); ++i)
 
- 	{
 
- 		ret.replace(ret.find("%s"),2,ms.replacements[i]);
 
- 	}
 
- 	return ret;
 
- }
 
- CGObjectInstance * createObject(int id, int subid, int3 pos, int owner)
 
- {
 
- 	CGObjectInstance * nobj;
 
- 	switch(id)
 
- 	{
 
- 	case HEROI_TYPE: //hero
 
- 		{
 
- 			CGHeroInstance * nobj = new CGHeroInstance();
 
- 			nobj->pos = pos;
 
- 			nobj->tempOwner = owner;
 
- 			nobj->subID = subid;
 
- 			//nobj->initHero(ran);
 
- 			return nobj;
 
- 		}
 
- 	case TOWNI_TYPE: //town
 
- 		nobj = new CGTownInstance;
 
- 		break;
 
- 	default: //rest of objects
 
- 		nobj = new CGObjectInstance;
 
- 		nobj->defInfo = VLC->dobjinfo->gobjs[id][subid];
 
- 		break;
 
- 	}
 
- 	nobj->ID = id;
 
- 	nobj->subID = subid;
 
- 	if(!nobj->defInfo)
 
- 		tlog3 <<"No def declaration for " <<id <<" "<<subid<<std::endl;
 
- 	nobj->pos = pos;
 
- 	//nobj->state = NULL;//new CLuaObjectScript();
 
- 	nobj->tempOwner = owner;
 
- 	nobj->info = NULL;
 
- 	nobj->defInfo->id = id;
 
- 	nobj->defInfo->subid = subid;
 
- 	//assigning defhandler
 
- 	if(nobj->ID==HEROI_TYPE || nobj->ID==TOWNI_TYPE)
 
- 		return nobj;
 
- 	nobj->defInfo = VLC->dobjinfo->gobjs[id][subid];
 
- 	return nobj;
 
- }
 
- CStack * BattleInfo::getStack(int stackID)
 
- {
 
- 	for(int g=0; g<stacks.size(); ++g)
 
- 	{
 
- 		if(stacks[g]->ID == stackID)
 
- 			return stacks[g];
 
- 	}
 
- 	return NULL;
 
- }
 
- CStack * BattleInfo::getStackT(int tileID)
 
- {
 
- 	for(int g=0; g<stacks.size(); ++g)
 
- 	{
 
- 		if(stacks[g]->position == tileID 
 
- 			|| (stacks[g]->creature->isDoubleWide() && stacks[g]->attackerOwned && stacks[g]->position-1 == tileID)
 
- 			|| (stacks[g]->creature->isDoubleWide() && !stacks[g]->attackerOwned && stacks[g]->position+1 == tileID))
 
- 		{
 
- 			if(stacks[g]->alive())
 
- 			{
 
- 				return stacks[g];
 
- 			}
 
- 		}
 
- 	}
 
- 	return NULL;
 
- }
 
- void BattleInfo::getAccessibilityMap(bool *accessibility, int stackToOmmit)
 
- {
 
- 	memset(accessibility,1,BFIELD_SIZE); //initialize array with trues
 
- 	for(int g=0; g<stacks.size(); ++g)
 
- 	{
 
- 		if(!stacks[g]->alive() || stacks[g]->ID==stackToOmmit) //we don't want to lock position of this stack
 
- 			continue;
 
- 		accessibility[stacks[g]->position] = false;
 
- 		if(stacks[g]->creature->isDoubleWide()) //if it's a double hex creature
 
- 		{
 
- 			if(stacks[g]->attackerOwned)
 
- 				accessibility[stacks[g]->position-1] = false;
 
- 			else
 
- 				accessibility[stacks[g]->position+1] = false;
 
- 		}
 
- 	}
 
- 	//obstacles
 
- 	for(int b=0; b<obstacles.size(); ++b)
 
- 	{
 
- 		std::vector<int> blocked = VLC->heroh->obstacles[obstacles[b].ID].getBlocked(obstacles[b].pos);
 
- 		for(int c=0; c<blocked.size(); ++c)
 
- 		{
 
- 			if(blocked[c] >=0 && blocked[c] < BFIELD_SIZE)
 
- 				accessibility[blocked[c]] = false;
 
- 		}
 
- 	}
 
- }
 
- void BattleInfo::getAccessibilityMapForTwoHex(bool *accessibility, bool atackerSide, int stackToOmmit, bool addOccupiable) //send pointer to at least 187 allocated bytes
 
- {	
 
- 	bool mac[BFIELD_SIZE];
 
- 	getAccessibilityMap(mac,stackToOmmit);
 
- 	memcpy(accessibility,mac,BFIELD_SIZE);
 
- }
 
- void BattleInfo::makeBFS(int start, bool*accessibility, int *predecessor, int *dists) //both pointers must point to the at least 187-elements int arrays
 
- {
 
- 	//inits
 
- 	for(int b=0; b<BFIELD_SIZE; ++b)
 
- 		predecessor[b] = -1;
 
- 	for(int g=0; g<BFIELD_SIZE; ++g)
 
- 		dists[g] = 100000000;	
 
- 	
 
- 	std::queue<int> hexq; //bfs queue
 
- 	hexq.push(start);
 
- 	dists[hexq.front()] = 0;
 
- 	int curNext = -1; //for bfs loop only (helper var)
 
- 	while(!hexq.empty()) //bfs loop
 
- 	{
 
- 		int curHex = hexq.front();
 
- 		std::vector<int> neighbours = neighbouringTiles(curHex);
 
- 		hexq.pop();
 
- 		for(int nr=0; nr<neighbours.size(); nr++)
 
- 		{
 
- 			curNext = neighbours[nr];
 
- 			if(!accessibility[curNext] || (dists[curHex]+1)>=dists[curNext])
 
- 				continue;
 
- 			hexq.push(curNext);
 
- 			dists[curNext] = dists[curHex] + 1;
 
- 			predecessor[curNext] = curHex;
 
- 		}
 
- 	}
 
- };
 
- std::vector<int> BattleInfo::getAccessibility(int stackID, bool addOccupiable)
 
- {
 
- 	std::vector<int> ret;
 
- 	bool ac[BFIELD_SIZE];
 
- 	CStack *s = getStack(stackID);
 
- 	if(s->creature->isDoubleWide())
 
- 		getAccessibilityMapForTwoHex(ac,s->attackerOwned,stackID,addOccupiable);
 
- 	else
 
- 		getAccessibilityMap(ac,stackID);
 
- 	int pr[BFIELD_SIZE], dist[BFIELD_SIZE];
 
- 	makeBFS(s->position,ac,pr,dist);
 
- 	if(s->creature->isDoubleWide())
 
- 	{
 
- 		if(!addOccupiable)
 
- 		{
 
- 			std::vector<int> rem;
 
- 			for(int b=0; b<BFIELD_SIZE; ++b)
 
- 			{
 
- 				if( ac[b] && !(s->attackerOwned ? ac[b-1] : ac[b+1]))
 
- 				{
 
- 					rem.push_back(b);
 
- 				}
 
- 			}
 
- 			for(int g=0; g<rem.size(); ++g)
 
- 			{
 
- 				ac[rem[g]] = false;
 
- 			}
 
- 			//removing accessibility for side hexes
 
- 			for(int v=0; v<BFIELD_SIZE; ++v)
 
- 				if(s->attackerOwned ? (v%BFIELD_WIDTH)==1 : (v%BFIELD_WIDTH)==(BFIELD_WIDTH - 2))
 
- 					ac[v] = false;
 
- 		}
 
- 		else
 
- 		{
 
- 			std::vector<int> rem;
 
- 			for(int b=0; b<BFIELD_SIZE; ++b)
 
- 			{
 
- 				if( ac[b] && (!ac[b-1] || dist[b-1] > s->Speed() ) && ( !ac[b+1] || dist[b+1] > s->Speed() ) && b%BFIELD_WIDTH != 0 && b%BFIELD_WIDTH != (BFIELD_WIDTH-1))
 
- 				{
 
- 					rem.push_back(b);
 
- 				}
 
- 			}
 
- 			for(int g=0; g<rem.size(); ++g)
 
- 			{
 
- 				ac[rem[g]] = false;
 
- 			}
 
- 		}
 
- 	}
 
- 	
 
- 	for(int i=0;i<BFIELD_SIZE;i++)
 
- 		if(dist[i] <= s->Speed() && ac[i])
 
- 		{
 
- 			ret.push_back(i);
 
- 		}
 
- 	return ret;
 
- }
 
- bool BattleInfo::isStackBlocked(int ID)
 
- {
 
- 	CStack *our = getStack(ID);
 
- 	for(int i=0; i<stacks.size();i++)
 
- 	{
 
- 		if( !stacks[i]->alive()
 
- 			|| stacks[i]->owner==our->owner
 
- 		  )
 
- 			continue; //we omit dead and allied stacks
 
- 		if(stacks[i]->creature->isDoubleWide())
 
- 		{
 
- 			if( mutualPosition(stacks[i]->position, our->position) >= 0  
 
- 			  || mutualPosition(stacks[i]->position + (stacks[i]->attackerOwned ? -1 : 1), our->position) >= 0)
 
- 				return true;
 
- 		}
 
- 		else
 
- 		{
 
- 			if( mutualPosition(stacks[i]->position, our->position) >= 0 )
 
- 				return true;
 
- 		}
 
- 	}
 
- 	return false;
 
- }
 
- signed char BattleInfo::mutualPosition(int hex1, int hex2)
 
- {
 
- 	if(hex2 == hex1 - ( (hex1/17)%2 ? 18 : 17 )) //top left
 
- 		return 0;
 
- 	if(hex2 == hex1 - ( (hex1/17)%2 ? 17 : 16 )) //top right
 
- 		return 1;
 
- 	if(hex2 == hex1 - 1 && hex1%17 != 0) //left
 
- 		return 5;
 
- 	if(hex2 == hex1 + 1 && hex1%17 != 16) //right
 
- 		return 2;
 
- 	if(hex2 == hex1 + ( (hex1/17)%2 ? 16 : 17 )) //bottom left
 
- 		return 4;
 
- 	if(hex2 == hex1 + ( (hex1/17)%2 ? 17 : 18 )) //bottom right
 
- 		return 3;
 
- 	return -1;
 
- }
 
- std::vector<int> BattleInfo::neighbouringTiles(int hex)
 
- {
 
- #define CHECK_AND_PUSH(tile) {int hlp = (tile); if(hlp>=0 && hlp<BFIELD_SIZE && (hlp%BFIELD_WIDTH!=16) && hlp%BFIELD_WIDTH) ret.push_back(hlp);}
 
- 	std::vector<int> ret;
 
- 	CHECK_AND_PUSH(hex - ( (hex/17)%2 ? 18 : 17 ));
 
- 	CHECK_AND_PUSH(hex - ( (hex/17)%2 ? 17 : 16 ));
 
- 	CHECK_AND_PUSH(hex - 1);
 
- 	CHECK_AND_PUSH(hex + 1);
 
- 	CHECK_AND_PUSH(hex + ( (hex/17)%2 ? 16 : 17 ));
 
- 	CHECK_AND_PUSH(hex + ( (hex/17)%2 ? 17 : 18 ));
 
- #undef CHECK_AND_PUSH
 
- 	return ret;
 
- }
 
- std::pair< std::vector<int>, int > BattleInfo::getPath(int start, int dest, bool*accessibility, bool flyingCreature)
 
- {							
 
- 	int predecessor[BFIELD_SIZE]; //for getting the Path
 
- 	int dist[BFIELD_SIZE]; //calculated distances
 
- 	if(flyingCreature)
 
- 	{
 
- 		bool acc[BFIELD_SIZE]; //full accessibility table
 
- 		for(int b=0; b<BFIELD_SIZE; ++b) //initialization of acc
 
- 		{
 
- 			acc[b] = true;
 
- 		}
 
- 		makeBFS(start, acc, predecessor, dist);
 
- 	}
 
- 	else
 
- 	{
 
- 		makeBFS(start, accessibility, predecessor, dist);
 
- 	}
 
- 	//making the Path
 
- 	std::vector<int> path;
 
- 	int curElem = dest;
 
- 	while(curElem != start)
 
- 	{
 
- 		path.push_back(curElem);
 
- 		curElem = predecessor[curElem];
 
- 	}
 
- 	return std::make_pair(path, dist[dest]);
 
- }
 
- CStack::CStack(CCreature * C, int A, int O, int I, bool AO, int S)
 
- 	:ID(I), creature(C), amount(A), baseAmount(A), firstHPleft(C->hitPoints), owner(O), slot(S), attackerOwned(AO), position(-1),   
 
- 	counterAttacks(1), shots(C->shots), state(), effects(), speed(creature->speed), abilities(C->abilities), attack(C->attack), defense(C->defence)
 
- {
 
- 	state.insert(ALIVE);
 
- }
 
- ui32 CStack::Speed() const
 
- {
 
- 	int premy=0;
 
- 	const StackEffect *effect = 0;
 
- 	//haste effect check
 
- 	effect = getEffect(53);
 
- 	if(effect)
 
- 		premy += VLC->spellh->spells[effect->id].powers[effect->level];
 
- 	//slow effect check
 
- 	effect = getEffect(54);
 
- 	if(effect)
 
- 		premy -= (creature->speed * VLC->spellh->spells[effect->id].powers[effect->level])/100;
 
- 	//prayer effect check
 
- 	effect = getEffect(48);
 
- 	if(effect)
 
- 		premy += VLC->spellh->spells[effect->id].powers[effect->level];
 
- 	//bind effect check
 
- 	effect = getEffect(72);
 
- 	if(effect) 
 
- 	{
 
- 		premy = creature->speed; //don't use '- creature->speed' - speed is unsigned!
 
- 		premy = -premy;
 
- 	}
 
- 	return speed + premy;
 
- }
 
- const CStack::StackEffect * CStack::getEffect(ui16 id) const
 
- {
 
- 	for (int i=0; i< effects.size(); i++)
 
- 		if(effects[i].id == id)
 
- 			return &effects[i];
 
- 	return NULL;
 
- }
 
- ui8 CStack::howManyEffectsSet(ui16 id) const
 
- {
 
- 	ui8 ret = 0;
 
- 	for (int i=0; i< effects.size(); i++)
 
- 		if(effects[i].id == id) //effect found
 
- 		{
 
- 			++ret;
 
- 		}
 
- 	return ret;
 
- }
 
- si8 CStack::Morale() const
 
- {
 
- 	si8 ret = morale;
 
- 	if(getEffect(49)) //mirth
 
- 	{
 
- 		ret += VLC->spellh->spells[49].powers[getEffect(49)->level];
 
- 	}
 
- 	if(getEffect(50)) //sorrow
 
- 	{
 
- 		ret -= VLC->spellh->spells[50].powers[getEffect(50)->level];
 
- 	}
 
- 	if(ret > 3) ret = 3;
 
- 	if(ret < -3) ret = -3;
 
- 	return ret;
 
- }
 
- si8 CStack::Luck() const
 
- {
 
- 	si8 ret = luck;
 
- 	if(getEffect(51)) //fortune
 
- 	{
 
- 		ret += VLC->spellh->spells[51].powers[getEffect(51)->level];
 
- 	}
 
- 	if(getEffect(52)) //misfortune
 
- 	{
 
- 		ret -= VLC->spellh->spells[52].powers[getEffect(52)->level];
 
- 	}
 
- 	if(ret > 3) ret = 3;
 
- 	if(ret < -3) ret = -3;
 
- 	return ret;
 
- }
 
- si32 CStack::Attack() const
 
- {
 
- 	si32 ret = attack; //value to be returned
 
- 	if(getEffect(56)) //frenzy for attacker
 
- 	{
 
- 		ret += (VLC->spellh->spells[56].powers[getEffect(56)->level]/100.0) * defense;
 
- 	}
 
- 	if(getEffect(48)) //attacker's prayer handling
 
- 	{
 
- 		ret += VLC->spellh->spells[48].powers[getEffect(48)->level];
 
- 	}
 
- 	if(getEffect(45)) //weakness handling
 
- 	{
 
- 		ret -= VLC->spellh->spells[45].powers[getEffect(45)->level];
 
- 	}
 
- 	return ret;
 
- }
 
- si32 CStack::Defense() const
 
- {
 
- 	si32 ret = defense;
 
- 	if(getEffect(56)) //frenzy for defender
 
- 	{
 
- 		return 0;
 
- 	}
 
- 	if(getEffect(48)) //defender's prayer handling
 
- 	{
 
- 		ret += VLC->spellh->spells[48].powers[getEffect(48)->level];
 
- 	}
 
- 	if(getEffect(47)) //defender's disrupting ray handling
 
- 	{
 
- 		int howMany = howManyEffectsSet(47);
 
- 		ret -=  VLC->spellh->spells[47].powers[getEffect(47)->level] * howMany;
 
- 	}
 
- 	if(getEffect(46)) //stone skin handling
 
- 	{
 
- 		ret += VLC->spellh->spells[46].powers[getEffect(46)->level];
 
- 	}
 
- 	return ret;
 
- }
 
- bool CStack::willMove()
 
- {
 
- 	return !vstd::contains(state,DEFENDING)
 
- 		&& !vstd::contains(state,MOVED)
 
- 		&& alive()
 
- 		&& !vstd::contains(abilities,NOT_ACTIVE); //eg. Ammo Cart
 
- }
 
- CGHeroInstance* CGameState::HeroesPool::pickHeroFor(bool native, int player, const CTown *town, int notThatOne)
 
- {
 
- 	if(player<0 || player>=PLAYER_LIMIT)
 
- 	{
 
- 		tlog1 << "Cannot pick hero for " << town->Name() << ". Wrong owner!\n";
 
- 		return NULL;
 
- 	}
 
- 	std::vector<CGHeroInstance *> pool;
 
- 	int sum=0, r;
 
- 	if(native)
 
- 	{
 
- 		for(std::map<ui32,CGHeroInstance *>::iterator i=heroesPool.begin(); i!=heroesPool.end(); i++)
 
- 		{
 
- 			if(pavailable[i->first] & 1<<player
 
- 			  && i->second->type->heroType/2 == town->typeID
 
- 			  && i->second->subID != notThatOne
 
- 			  )
 
- 			{
 
- 				pool.push_back(i->second);
 
- 			}
 
- 		}
 
- 		if(!pool.size())
 
- 			return pickHeroFor(false,player,town,notThatOne);
 
- 		else
 
- 			return pool[rand()%pool.size()];
 
- 	}
 
- 	else
 
- 	{
 
- 		for(std::map<ui32,CGHeroInstance *>::iterator i=heroesPool.begin(); i!=heroesPool.end(); i++)
 
- 		{
 
- 			if(pavailable[i->first] & 1<<player
 
- 				&& i->second->subID != notThatOne
 
- 			  )
 
- 			{
 
- 				pool.push_back(i->second);
 
- 				sum += i->second->type->heroClass->selectionProbability[town->typeID];
 
- 			}
 
- 		}
 
- 		if(!pool.size())
 
- 		{
 
- 			tlog1 << "There are no heroes available for player " << player<<"!\n";
 
- 			return NULL;
 
- 		}
 
- 		r = rand()%sum;
 
- 		for(int i=0; i<pool.size(); i++)
 
- 		{
 
- 			r -= pool[i]->type->heroClass->selectionProbability[town->typeID];
 
- 			if(r<0)
 
- 				return pool[i];
 
- 		}
 
- 		return pool[pool.size()-1];
 
- 	}
 
- }
 
- //void CGameState::apply(CPack * pack)
 
- //{
 
- //	while(!mx->try_lock())
 
- //		boost::this_thread::sleep(boost::posix_time::milliseconds(50)); //give other threads time to finish
 
- //	//applyNL(pack);
 
- //	mx->unlock();
 
- //}
 
- int CGameState::pickHero(int owner)
 
- {
 
- 	int h=-1;
 
- 	if(!map->getHero(h = scenarioOps->getIthPlayersSettings(owner).hero,0)  &&  h>=0) //we haven't used selected hero
 
- 		return h;
 
- 	int f = scenarioOps->getIthPlayersSettings(owner).castle;
 
- 	int i=0;
 
- 	do //try to find free hero of our faction
 
- 	{
 
- 		i++;
 
- 		h = scenarioOps->getIthPlayersSettings(owner).castle*HEROES_PER_TYPE*2+(ran()%(HEROES_PER_TYPE*2));//->scenarioOps->playerInfos[pru].hero = VLC->
 
- 	} while( map->getHero(h)  &&  i<175);
 
- 	if(i>174) //probably no free heroes - there's no point in further search, we'll take first free
 
- 	{
 
- 		tlog3 << "Warning: cannot find free hero - trying to get first available..."<<std::endl;
 
- 		for(int j=0; j<HEROES_PER_TYPE * 2 * F_NUMBER; j++)
 
- 			if(!map->getHero(j))
 
- 				h=j;
 
- 	}
 
- 	return h;
 
- }
 
- CGHeroInstance *CGameState::getHero(int objid)
 
- {
 
- 	if(objid<0 || objid>=map->objects.size() || map->objects[objid]->ID!=34)
 
- 		return NULL;
 
- 	return static_cast<CGHeroInstance *>(map->objects[objid]);
 
- }
 
- CGTownInstance *CGameState::getTown(int objid)
 
- {
 
- 	if(objid<0 || objid>=map->objects.size())
 
- 		return NULL;
 
- 	return static_cast<CGTownInstance *>(map->objects[objid]);
 
- }
 
- std::pair<int,int> CGameState::pickObject(CGObjectInstance *obj)
 
- {
 
- 	switch(obj->ID)
 
- 	{
 
- 	case 65: //random artifact
 
- 		return std::pair<int,int>(5,(ran()%136)+7); //tylko sensowny zakres - na poczatku sa katapulty itp, na koncu specjalne i blanki
 
- 	case 66: //random treasure artifact
 
- 		return std::pair<int,int>(5,VLC->arth->treasures[ran()%VLC->arth->treasures.size()]->id);
 
- 	case 67: //random minor artifact
 
- 		return std::pair<int,int>(5,VLC->arth->minors[ran()%VLC->arth->minors.size()]->id);
 
- 	case 68: //random major artifact
 
- 		return std::pair<int,int>(5,VLC->arth->majors[ran()%VLC->arth->majors.size()]->id);
 
- 	case 69: //random relic artifact
 
- 		return std::pair<int,int>(5,VLC->arth->relics[ran()%VLC->arth->relics.size()]->id);
 
- 	case 70: //random hero
 
- 		{
 
- 			return std::pair<int,int>(HEROI_TYPE,pickHero(obj->tempOwner));
 
- 		}
 
- 	case 71: //random monster
 
- 		{
 
- 			int r;
 
- 			do 
 
- 			{
 
- 				r = ran()%197;
 
- 			} while (vstd::contains(VLC->creh->notUsedMonsters,r));
 
- 			return std::pair<int,int>(54,r); 
 
- 		}
 
- 	case 72: //random monster lvl1
 
- 		return std::pair<int,int>(54,VLC->creh->levelCreatures[1][ran()%VLC->creh->levelCreatures[1].size()]->idNumber); 
 
- 	case 73: //random monster lvl2
 
- 		return std::pair<int,int>(54,VLC->creh->levelCreatures[2][ran()%VLC->creh->levelCreatures[2].size()]->idNumber);
 
- 	case 74: //random monster lvl3
 
- 		return std::pair<int,int>(54,VLC->creh->levelCreatures[3][ran()%VLC->creh->levelCreatures[3].size()]->idNumber);
 
- 	case 75: //random monster lvl4
 
- 		return std::pair<int,int>(54,VLC->creh->levelCreatures[4][ran()%VLC->creh->levelCreatures[4].size()]->idNumber);
 
- 	case 76: //random resource
 
- 		return std::pair<int,int>(79,ran()%7); //now it's OH3 style, use %8 for mithril 
 
- 	case 77: //random town
 
- 		{
 
- 			int align = (static_cast<CGTownInstance*>(obj))->alignment,
 
- 				f;
 
- 			if(align>PLAYER_LIMIT-1)//same as owner / random
 
- 			{
 
- 				if(obj->tempOwner > PLAYER_LIMIT-1)
 
- 					f = -1; //random
 
- 				else
 
- 					f = scenarioOps->getIthPlayersSettings(obj->tempOwner).castle;
 
- 			}
 
- 			else
 
- 			{
 
- 				f = scenarioOps->getIthPlayersSettings(align).castle;
 
- 			}
 
- 			if(f<0) f = ran()%VLC->townh->towns.size();
 
- 			return std::pair<int,int>(TOWNI_TYPE,f); 
 
- 		}
 
- 	case 162: //random monster lvl5
 
- 		return std::pair<int,int>(54,VLC->creh->levelCreatures[5][ran()%VLC->creh->levelCreatures[5].size()]->idNumber);
 
- 	case 163: //random monster lvl6
 
- 		return std::pair<int,int>(54,VLC->creh->levelCreatures[6][ran()%VLC->creh->levelCreatures[6].size()]->idNumber);
 
- 	case 164: //random monster lvl7
 
- 		return std::pair<int,int>(54,VLC->creh->levelCreatures[7][ran()%VLC->creh->levelCreatures[7].size()]->idNumber); 
 
- 	case 216: //random dwelling
 
- 		{
 
- 			int faction = ran()%F_NUMBER;
 
- 			CCreGen2ObjInfo* info = static_cast<CCreGen2ObjInfo*>(obj->info);
 
- 			if (info->asCastle)
 
- 			{
 
- 				for(int i=0;i<map->objects.size();i++)
 
- 				{
 
- 					if(map->objects[i]->ID==77 && dynamic_cast<CGTownInstance*>(map->objects[i])->identifier == info->identifier)
 
- 					{
 
- 						randomizeObject(map->objects[i]); //we have to randomize the castle first
 
- 						faction = map->objects[i]->subID;
 
- 						break;
 
- 					}
 
- 					else if(map->objects[i]->ID==TOWNI_TYPE && dynamic_cast<CGTownInstance*>(map->objects[i])->identifier == info->identifier)
 
- 					{
 
- 						faction = map->objects[i]->subID;
 
- 						break;
 
- 					}
 
- 				}
 
- 			}
 
- 			else
 
- 			{
 
- 				while((!(info->castles[0]&(1<<faction))))
 
- 				{
 
- 					if((faction>7) && (info->castles[1]&(1<<(faction-8))))
 
- 						break;
 
- 					faction = ran()%F_NUMBER;
 
- 				}
 
- 			}
 
- 			int level = ((info->maxLevel-info->minLevel) ? (ran()%(info->maxLevel-info->minLevel)+info->minLevel) : (info->minLevel));
 
- 			int cid = VLC->townh->towns[faction].basicCreatures[level];
 
- 			for(int i=0;i<VLC->objh->cregens.size();i++)
 
- 				if(VLC->objh->cregens[i]==cid)
 
- 					return std::pair<int,int>(17,i); 
 
- 			tlog3 << "Cannot find a dwelling for creature "<<cid <<std::endl;
 
- 			return std::pair<int,int>(17,0); 
 
- 		}
 
- 	case 217:
 
- 		{
 
- 			int faction = ran()%F_NUMBER;
 
- 			CCreGenObjInfo* info = static_cast<CCreGenObjInfo*>(obj->info);
 
- 			if (info->asCastle)
 
- 			{
 
- 				for(int i=0;i<map->objects.size();i++)
 
- 				{
 
- 					if(map->objects[i]->ID==77 && dynamic_cast<CGTownInstance*>(map->objects[i])->identifier == info->identifier)
 
- 					{
 
- 						randomizeObject(map->objects[i]); //we have to randomize the castle first
 
- 						faction = map->objects[i]->subID;
 
- 						break;
 
- 					}
 
- 					else if(map->objects[i]->ID==TOWNI_TYPE && dynamic_cast<CGTownInstance*>(map->objects[i])->identifier == info->identifier)
 
- 					{
 
- 						faction = map->objects[i]->subID;
 
- 						break;
 
- 					}
 
- 				}
 
- 			}
 
- 			else
 
- 			{
 
- 				while((!(info->castles[0]&(1<<faction))))
 
- 				{
 
- 					if((faction>7) && (info->castles[1]&(1<<(faction-8))))
 
- 						break;
 
- 					faction = ran()%F_NUMBER;
 
- 				}
 
- 			}
 
- 			int cid = VLC->townh->towns[faction].basicCreatures[obj->subID];
 
- 			for(int i=0;i<VLC->objh->cregens.size();i++)
 
- 				if(VLC->objh->cregens[i]==cid)
 
- 					return std::pair<int,int>(17,i); 
 
- 			tlog3 << "Cannot find a dwelling for creature "<<cid <<std::endl;
 
- 			return std::pair<int,int>(17,0); 
 
- 		}
 
- 	case 218:
 
- 		{
 
- 			CCreGen3ObjInfo* info = static_cast<CCreGen3ObjInfo*>(obj->info);
 
- 			int level = ((info->maxLevel-info->minLevel) ? (ran()%(info->maxLevel-info->minLevel)+info->minLevel) : (info->minLevel));
 
- 			int cid = VLC->townh->towns[obj->subID].basicCreatures[level];
 
- 			for(int i=0;i<VLC->objh->cregens.size();i++)
 
- 				if(VLC->objh->cregens[i]==cid)
 
- 					return std::pair<int,int>(17,i); 
 
- 			tlog3 << "Cannot find a dwelling for creature "<<cid <<std::endl;
 
- 			return std::pair<int,int>(17,0); 
 
- 		}
 
- 	}
 
- 	return std::pair<int,int>(-1,-1);
 
- }
 
- void CGameState::randomizeObject(CGObjectInstance *cur)
 
- {		
 
- 	std::pair<int,int> ran = pickObject(cur);
 
- 	if(ran.first<0 || ran.second<0) //this is not a random object, or we couldn't find anything
 
- 	{
 
- 		if(cur->ID==TOWNI_TYPE) //town - set def
 
- 		{
 
- 			CGTownInstance *t = dynamic_cast<CGTownInstance*>(cur);
 
- 			if(t->hasCapitol())
 
- 				t->defInfo = capitols[t->subID];
 
- 			else if(t->hasFort())
 
- 				t->defInfo = forts[t->subID];
 
- 			else
 
- 				t->defInfo = villages[t->subID]; 
 
- 		}
 
- 		return;
 
- 	}
 
- 	else if(ran.first==HEROI_TYPE)//special code for hero
 
- 	{
 
- 		CGHeroInstance *h = dynamic_cast<CGHeroInstance *>(cur);
 
- 		if(!h) {tlog2<<"Wrong random hero at "<<cur->pos<<std::endl; return;}
 
- 		cur->ID = ran.first;
 
- 		h->portrait = cur->subID = ran.second;
 
- 		h->type = VLC->heroh->heroes[ran.second];
 
- 		map->heroes.push_back(h);
 
- 		return; //TODO: maybe we should do something with definfo?
 
- 	}
 
- 	else if(ran.first==TOWNI_TYPE)//special code for town
 
- 	{
 
- 		CGTownInstance *t = dynamic_cast<CGTownInstance*>(cur);
 
- 		if(!t) {tlog2<<"Wrong random town at "<<cur->pos<<std::endl; return;}
 
- 		cur->ID = ran.first;
 
- 		cur->subID = ran.second;
 
- 		t->town = &VLC->townh->towns[ran.second];
 
- 		if(t->hasCapitol())
 
- 			t->defInfo = capitols[t->subID];
 
- 		else if(t->hasFort())
 
- 			t->defInfo = forts[t->subID];
 
- 		else
 
- 			t->defInfo = villages[t->subID]; 
 
- 		map->towns.push_back(t);
 
- 		return;
 
- 	}
 
- 	//we have to replace normal random object
 
- 	cur->ID = ran.first;
 
- 	cur->subID = ran.second;
 
- 	map->removeBlockVisTiles(cur); //recalculate blockvis tiles - picked object might have different than random placeholder
 
- 	map->defy.push_back(cur->defInfo = VLC->dobjinfo->gobjs[ran.first][ran.second]);
 
- 	if(!cur->defInfo)
 
- 	{
 
- 		tlog1<<"*BIG* WARNING: Missing def declaration for "<<cur->ID<<" "<<cur->subID<<std::endl;
 
- 		return;
 
- 	}
 
- 	map->addBlockVisTiles(cur);
 
- }
 
- int CGameState::getDate(int mode) const
 
- {
 
- 	int temp;
 
- 	switch (mode)
 
- 	{
 
- 	case 0:
 
- 		return day;
 
- 		break;
 
- 	case 1:
 
- 		temp = (day)%7;
 
- 		if (temp)
 
- 			return temp;
 
- 		else return 7;
 
- 		break;
 
- 	case 2:
 
- 		temp = ((day-1)/7)+1;
 
- 		if (!(temp%4))
 
- 			return 4;
 
- 		else 
 
- 			return (temp%4);
 
- 		break;
 
- 	case 3:
 
- 		return ((day-1)/28)+1;
 
- 		break;
 
- 	}
 
- 	return 0;
 
- }
 
- CGameState::CGameState()
 
- {
 
- 	mx = new boost::shared_mutex();
 
- 	map = NULL;
 
- 	curB = NULL;
 
- 	scenarioOps = NULL;
 
- 	applierGs = new CGSApplier;
 
- }
 
- CGameState::~CGameState()
 
- {
 
- 	delete mx;
 
- 	delete map;
 
- 	delete curB;
 
- 	delete scenarioOps;
 
- 	delete applierGs;
 
- }
 
- void CGameState::init(StartInfo * si, Mapa * map, int Seed)
 
- {
 
- 	day = 0;
 
- 	seed = Seed;
 
- 	ran.seed((boost::int32_t)seed);
 
- 	scenarioOps = si;
 
- 	this->map = map;
 
- 	loadTownDInfos();
 
- 	//picking random factions for players
 
- 	for(int i=0;i<scenarioOps->playerInfos.size();i++)
 
- 	{
 
- 		if(scenarioOps->playerInfos[i].castle==-1)
 
- 		{
 
- 			int f;
 
- 			do
 
- 			{
 
- 				f = ran()%F_NUMBER;
 
- 			}while(!(map->players[scenarioOps->playerInfos[i].color].allowedFactions  &  1<<f));
 
- 			scenarioOps->playerInfos[i].castle = f;
 
- 		}
 
- 	}
 
- 	//randomizing objects
 
- 	for(int no=0; no<map->objects.size(); ++no)
 
- 	{
 
- 		randomizeObject(map->objects[no]);
 
- 		if(map->objects[no]->ID==26)
 
- 		{
 
- 			map->objects[no]->defInfo->handler=NULL;
 
- 		}
 
- 		map->objects[no]->hoverName = VLC->generaltexth->names[map->objects[no]->ID];
 
- 	}
 
- 	//std::cout<<"\tRandomizing objects: "<<th.getDif()<<std::endl;
 
- 	/*********give starting hero****************************************/
 
- 	for(int i=0;i<PLAYER_LIMIT;i++)
 
- 	{
 
- 		if((map->players[i].generateHeroAtMainTown && map->players[i].hasMainTown) ||  (map->players[i].hasMainTown && map->version==RoE))
 
- 		{
 
- 			int3 hpos = map->players[i].posOfMainTown;
 
- 			hpos.x+=1;// hpos.y+=1;
 
- 			int j;
 
- 			for(j=0; j<scenarioOps->playerInfos.size(); j++)
 
- 				if(scenarioOps->playerInfos[j].color == i)
 
- 					break;
 
- 			if(j == scenarioOps->playerInfos.size())
 
- 				continue;
 
- 			int h=pickHero(i);
 
- 			CGHeroInstance * nnn =  static_cast<CGHeroInstance*>(createObject(HEROI_TYPE,h,hpos,i));
 
- 			nnn->id = map->objects.size();
 
- 			hpos = map->players[i].posOfMainTown;hpos.x+=2;
 
- 			for(int o=0;o<map->towns.size();o++) //find main town
 
- 			{
 
- 				if(map->towns[o]->pos == hpos)
 
- 				{
 
- 					map->towns[o]->visitingHero = nnn;
 
- 					nnn->visitedTown = map->towns[o];
 
- 					nnn->inTownGarrison = false;
 
- 					break;
 
- 				}
 
- 			}
 
- 			nnn->initHero();
 
- 			map->heroes.push_back(nnn);
 
- 			map->objects.push_back(nnn);
 
- 			map->addBlockVisTiles(nnn);
 
- 		}
 
- 	}
 
- 	/*********creating players entries in gs****************************************/
 
- 	for (int i=0; i<scenarioOps->playerInfos.size();i++)
 
- 	{
 
- 		std::pair<int,PlayerState> ins(scenarioOps->playerInfos[i].color,PlayerState());
 
- 		ins.second.color=ins.first;
 
- 		ins.second.serial=i;
 
- 		ins.second.human = scenarioOps->playerInfos[i].human;
 
- 		players.insert(ins);
 
- 	}
 
- 	/******************RESOURCES****************************************************/
 
- 	//TODO: computer player should receive other amount of resource than computer (depending on difficulty)
 
- 	std::vector<int> startres;
 
- 	std::ifstream tis("config/startres.txt");
 
- 	int k;
 
- 	for (int j=0;j<scenarioOps->difficulty;j++)
 
- 	{
 
- 		tis >> k;
 
- 		for (int z=0;z<RESOURCE_QUANTITY;z++)
 
- 			tis>>k;
 
- 	}
 
- 	tis >> k;
 
- 	for (int i=0;i<RESOURCE_QUANTITY;i++)
 
- 	{
 
- 		tis >> k;
 
- 		startres.push_back(k);
 
- 	}
 
- 	tis.close();
 
- 	tis.clear();
 
- 	for (std::map<ui8,PlayerState>::iterator i = players.begin(); i!=players.end(); i++)
 
- 	{
 
- 		(*i).second.resources.resize(RESOURCE_QUANTITY);
 
- 		for (int x=0;x<RESOURCE_QUANTITY;x++)
 
- 			(*i).second.resources[x] = startres[x];
 
- 	}
 
- 	tis.open("config/resources.txt");
 
- 	tis >> k;
 
- 	int pom;
 
- 	for(int i=0;i<k;i++)
 
- 	{
 
- 		tis >> pom;
 
- 		resVals.push_back(pom);
 
- 	}
 
- 	/*************************HEROES************************************************/
 
- 	std::set<int> hids;
 
- 	for(int i=0; i<map->allowedHeroes.size(); i++) //add to hids all allowed heroes
 
- 		if(map->allowedHeroes[i])
 
- 			hids.insert(i);
 
- 	for (int i=0; i<map->heroes.size();i++) //heroes instances initialization
 
- 	{
 
- 		if (map->heroes[i]->getOwner()<0)
 
- 		{
 
- 			tlog2 << "Warning - hero with uninitialized owner!\n";
 
- 			continue;
 
- 		}
 
- 		CGHeroInstance * vhi = (map->heroes[i]);
 
- 		vhi->initHero();
 
- 		players.find(vhi->getOwner())->second.heroes.push_back(vhi);
 
- 		hids.erase(vhi->subID);
 
- 	}
 
- 	for(int i=0; i<map->predefinedHeroes.size(); i++)
 
- 	{
 
- 		if(!vstd::contains(hids,map->predefinedHeroes[i]->subID))
 
- 			continue;
 
- 		map->predefinedHeroes[i]->initHero();
 
- 		hpool.heroesPool[map->predefinedHeroes[i]->subID] = map->predefinedHeroes[i];
 
- 		hpool.pavailable[map->predefinedHeroes[i]->subID] = 0xff;
 
- 		hids.erase(map->predefinedHeroes[i]->subID);
 
- 	}
 
- 	BOOST_FOREACH(int hid, hids) //all not used allowed heroes go into the pool
 
- 	{
 
- 		CGHeroInstance * vhi = new CGHeroInstance();
 
- 		vhi->initHero(hid);
 
- 		hpool.heroesPool[hid] = vhi;
 
- 		hpool.pavailable[hid] = 0xff;
 
- 	}
 
- 	for(int i=0; i<map->disposedHeroes.size(); i++)
 
- 	{
 
- 		hpool.pavailable[map->disposedHeroes[i].ID] = map->disposedHeroes[i].players;
 
- 	}
 
- 	/*************************FOG**OF**WAR******************************************/		
 
- 	for(std::map<ui8, PlayerState>::iterator k=players.begin(); k!=players.end(); ++k)
 
- 	{
 
- 		k->second.fogOfWarMap.resize(map->width);
 
- 		for(int g=0; g<map->width; ++g)
 
- 			k->second.fogOfWarMap[g].resize(map->height);
 
- 		for(int g=-0; g<map->width; ++g)
 
- 			for(int h=0; h<map->height; ++h)
 
- 				k->second.fogOfWarMap[g][h].resize(map->twoLevel+1, 0);
 
- 		for(int g=0; g<map->width; ++g)
 
- 			for(int h=0; h<map->height; ++h)
 
- 				for(int v=0; v<map->twoLevel+1; ++v)
 
- 					k->second.fogOfWarMap[g][h][v] = 0;
 
- 		BOOST_FOREACH(CGObjectInstance *obj, map->objects)
 
- 		{
 
- 			if(obj->tempOwner != k->first) continue; //not a flagged object
 
- 			int3 objCenter = obj->getSightCenter();
 
- 			int radious = obj->getSightRadious();
 
- 			for (int xd = std::max<int>(objCenter.x - radious , 0); xd <= std::min<int>(objCenter.x + radious, map->width - 1); xd++)
 
- 			{
 
- 				for (int yd = std::max<int>(objCenter.y - radious, 0); yd <= std::min<int>(objCenter.y + radious, map->height - 1); yd++)
 
- 				{
 
- 					double distance = objCenter.dist2d(int3(xd,yd,objCenter.z)) - 0.5;
 
- 					if(distance <= radious)
 
- 						k->second.fogOfWarMap[xd][yd][objCenter.z] = 1;
 
- 				}
 
- 			}
 
- 		}
 
- 		//for(int xd=0; xd<map->width; ++xd) //revealing part of map around heroes
 
- 		//{
 
- 		//	for(int yd=0; yd<map->height; ++yd)
 
- 		//	{
 
- 		//		for(int ch=0; ch<k->second.heroes.size(); ++ch)
 
- 		//		{
 
- 		//			int deltaX = (k->second.heroes[ch]->getPosition(false).x-xd)*(k->second.heroes[ch]->getPosition(false).x-xd);
 
- 		//			int deltaY = (k->second.heroes[ch]->getPosition(false).y-yd)*(k->second.heroes[ch]->getPosition(false).y-yd);
 
- 		//			if(deltaX+deltaY<k->second.heroes[ch]->getSightDistance()*k->second.heroes[ch]->getSightDistance())
 
- 		//				k->second.fogOfWarMap[xd][yd][k->second.heroes[ch]->getPosition(false).z] = 1;
 
- 		//		}
 
- 		//	}
 
- 		//}
 
- 		//starting bonus
 
- 		if(si->playerInfos[k->second.serial].bonus==brandom)
 
- 			si->playerInfos[k->second.serial].bonus = ran()%3;
 
- 		switch(si->playerInfos[k->second.serial].bonus)
 
- 		{
 
- 		case bgold:
 
- 			k->second.resources[6] += 500 + (ran()%6)*100;
 
- 			break;
 
- 		case bresource:
 
- 			{
 
- 				int res = VLC->townh->towns[si->playerInfos[k->second.serial].castle].primaryRes;
 
- 				if(res == 127)
 
- 				{
 
- 					k->second.resources[0] += 5 + ran()%6;
 
- 					k->second.resources[2] += 5 + ran()%6;
 
- 				}
 
- 				else
 
- 				{
 
- 					k->second.resources[res] += 3 + ran()%4;
 
- 				}
 
- 				break;
 
- 			}
 
- 		case bartifact:
 
- 			{
 
- 				if(!k->second.heroes.size())
 
- 				{
 
- 					tlog5 << "Cannot give starting artifact - no heroes!" << std::endl;
 
- 					break;
 
- 				}
 
- 				CArtifact *toGive;
 
- 				do 
 
- 				{
 
- 					toGive = VLC->arth->treasures[ran() % VLC->arth->treasures.size()];
 
- 				} while (!map->allowedArtifact[toGive->id]);
 
- 				CGHeroInstance *hero = k->second.heroes[0];
 
- 				std::vector<ui16>::iterator slot = vstd::findFirstNot(hero->artifWorn,toGive->possibleSlots);
 
- 				if(slot!=toGive->possibleSlots.end())
 
- 					hero->artifWorn[*slot] = toGive->id;
 
- 				else
 
- 					hero->artifacts.push_back(toGive->id);
 
- 			}
 
- 		}
 
- 	}
 
- 	/****************************TOWNS************************************************/
 
- 	for (int i=0;i<map->towns.size();i++)
 
- 	{
 
- 		CGTownInstance * vti =(map->towns[i]);
 
- 		if(!vti->town)
 
- 			vti->town = &VLC->townh->towns[vti->subID];
 
- 		if (vti->name.length()==0) // if town hasn't name we draw it
 
- 			vti->name = vti->town->Names()[ran()%vti->town->Names().size()];
 
- 		//init buildings
 
- 		if(vti->builtBuildings.find(-50)!=vti->builtBuildings.end()) //give standard set of buildings
 
- 		{
 
- 			vti->builtBuildings.erase(-50);
 
- 			vti->builtBuildings.insert(10);
 
- 			vti->builtBuildings.insert(5);
 
- 			vti->builtBuildings.insert(30);
 
- 			if(ran()%2)
 
- 				vti->builtBuildings.insert(31);
 
- 		}
 
- 		//init spells
 
- 		vti->spells.resize(SPELL_LEVELS);
 
- 		CSpell *s;
 
- 		for(int z=0; z<vti->obligatorySpells.size();z++)
 
- 		{
 
- 			s = &VLC->spellh->spells[vti->obligatorySpells[z]];
 
- 			vti->spells[s->level-1].push_back(s->id);
 
- 			vti->possibleSpells -= s->id;
 
- 		}
 
- 		while(vti->possibleSpells.size())
 
- 		{
 
- 			ui32 total=0, sel=-1;
 
- 			for(int ps=0;ps<vti->possibleSpells.size();ps++)
 
- 				total += VLC->spellh->spells[vti->possibleSpells[ps]].probabilities[vti->subID];
 
- 			int r = (total)? ran()%total : -1;
 
- 			for(int ps=0; ps<vti->possibleSpells.size();ps++)
 
- 			{
 
- 				r -= VLC->spellh->spells[vti->possibleSpells[ps]].probabilities[vti->subID];
 
- 				if(r<0)
 
- 				{
 
- 					sel = ps;
 
- 					break;
 
- 				}
 
- 			}
 
- 			if(sel<0)
 
- 				sel=0;
 
- 			CSpell *s = &VLC->spellh->spells[vti->possibleSpells[sel]];
 
- 			vti->spells[s->level-1].push_back(s->id);
 
- 			vti->possibleSpells -= s->id;
 
- 		}
 
- 		//init garrisons
 
- 		for (std::map<si32,std::pair<ui32,si32> >::iterator j=vti->army.slots.begin(); j!=vti->army.slots.end();j++)
 
- 		{
 
- 			if(j->second.first > 196 && j->second.first < 211)
 
- 			{
 
- 				if(j->second.first%2)
 
- 					j->second.first = vti->town->basicCreatures[ (j->second.first-197) / 2 ];
 
- 				else
 
- 					j->second.first = vti->town->upgradedCreatures[ (j->second.first-197) / 2 ];
 
- 			}
 
- 		}
 
- 		if(vti->getOwner() != 255)
 
- 			getPlayer(vti->getOwner())->towns.push_back(vti);
 
- 	}
 
- 	for(std::map<ui8, PlayerState>::iterator k=players.begin(); k!=players.end(); ++k)
 
- 	{
 
- 		if(k->first==-1 || k->first==255)
 
- 			continue;
 
- 	//	for(int xd=0; xd<map->width; ++xd) //revealing part of map around towns
 
- 	//	{
 
- 	//		for(int yd=0; yd<map->height; ++yd)
 
- 	//		{
 
- 	//			for(int ch=0; ch<k->second.towns.size(); ++ch)
 
- 	//			{
 
- 	//				int deltaX = (k->second.towns[ch]->pos.x-xd)*(k->second.towns[ch]->pos.x-xd);
 
- 	//				int deltaY = (k->second.towns[ch]->pos.y-yd)*(k->second.towns[ch]->pos.y-yd);
 
- 	//				if(deltaX+deltaY<k->second.towns[ch]->getSightDistance()*k->second.towns[ch]->getSightDistance())
 
- 	//					k->second.fogOfWarMap[xd][yd][k->second.towns[ch]->pos.z] = 1;
 
- 	//			}
 
- 	//		}
 
- 	//	}
 
- 		//init visiting and garrisoned heroes
 
- 		for(unsigned int l=0; l<k->second.heroes.size();l++)
 
- 		{ 
 
- 			for(unsigned int m=0; m<k->second.towns.size();m++)
 
- 			{
 
- 				int3 vistile = k->second.towns[m]->pos; vistile.x--; //tile next to the entrance
 
- 				if(vistile == k->second.heroes[l]->pos || k->second.heroes[l]->pos==k->second.towns[m]->pos)
 
- 				{
 
- 					k->second.towns[m]->visitingHero = k->second.heroes[l];
 
- 					k->second.heroes[l]->visitedTown = k->second.towns[m];
 
- 					k->second.heroes[l]->inTownGarrison = false;
 
- 					if(k->second.heroes[l]->pos==k->second.towns[m]->pos)
 
- 						k->second.heroes[l]->pos.x -= 1;
 
- 					break;
 
- 				}
 
- 			}
 
- 		}
 
- 	}
 
- 	for(int i=0; i<map->defy.size(); i++)
 
- 	{
 
- 		map->defy[i]->serial = i;
 
- 	}
 
- 	for(int i=0; i<map->objects.size(); i++)
 
- 	{
 
- 		map->objects[i]->initObj();
 
- 		if(map->objects[i]->ID == 62) //prison also needs to initialize hero
 
- 			static_cast<CGHeroInstance*>(map->objects[i])->initHero();
 
- 	}
 
- }
 
- bool CGameState::battleShootCreatureStack(int ID, int dest)
 
- {
 
- 	return true;
 
- }
 
- int CGameState::battleGetStack(int pos)
 
- {
 
- 	if(!curB)
 
- 		return -1;
 
- 	for(int g=0; g<curB->stacks.size(); ++g)
 
- 	{
 
- 		if((curB->stacks[g]->position == pos 
 
- 			  || (curB->stacks[g]->creature->isDoubleWide() 
 
- 					&&( (curB->stacks[g]->attackerOwned && curB->stacks[g]->position-1 == pos) 
 
- 					||	(!curB->stacks[g]->attackerOwned && curB->stacks[g]->position+1 == pos)	)
 
- 			 ))
 
- 		  && curB->stacks[g]->alive()
 
- 		  )
 
- 			return curB->stacks[g]->ID;
 
- 	}
 
- 	return -1;
 
- }
 
- int CGameState::battleGetBattlefieldType(int3 tile)
 
- {
 
- 	if(tile==int3() && curB)
 
- 		tile = curB->tile;
 
- 	else if(tile==int3() && !curB)
 
- 		return -1;
 
- 	//std::vector < std::pair<const CGObjectInstance*,SDL_Rect> > & objs = CGI->mh->ttiles[tile.x][tile.y][tile.z].objects;
 
- 	//for(int g=0; g<objs.size(); ++g)
 
- 	//{
 
- 	//	switch(objs[g].first->ID)
 
- 	//	{
 
- 	//	case 222: //clover field
 
- 	//		return 19;
 
- 	//	case 223: //cursed ground
 
- 	//		return 22;
 
- 	//	case 224: //evil fog
 
- 	//		return 20;
 
- 	//	case 225: //favourable winds
 
- 	//		return 21;
 
- 	//	case 226: //fiery fields
 
- 	//		return 14;
 
- 	//	case 227: //holy ground
 
- 	//		return 18;
 
- 	//	case 228: //lucid pools
 
- 	//		return 17;
 
- 	//	case 229: //magic clouds
 
- 	//		return 16;
 
- 	//	case 230: //magic plains
 
- 	//		return 9;
 
- 	//	case 231: //rocklands
 
- 	//		return 15;
 
- 	//	}
 
- 	//}
 
- 	switch(map->terrain[tile.x][tile.y][tile.z].tertype)
 
- 	{
 
- 	case dirt:
 
- 		return rand()%3+3;
 
- 	case sand:
 
- 		return 2; //TODO: coast support
 
- 	case grass:
 
- 		return rand()%2+6;
 
- 	case snow:
 
- 		return rand()%2+10;
 
- 	case swamp:
 
- 		return 13;
 
- 	case rough:
 
- 		return 23;
 
- 	case subterranean:
 
- 		return 12;
 
- 	case lava:
 
- 		return 8;
 
- 	case water:
 
- 		return 25;
 
- 	case rock:
 
- 		return 15;
 
- 	default:
 
- 		return -1;
 
- 	}
 
- }
 
- UpgradeInfo CGameState::getUpgradeInfo(CArmedInstance *obj, int stackPos)
 
- {
 
- 	UpgradeInfo ret;
 
- 	CCreature *base = &VLC->creh->creatures[obj->army.slots[stackPos].first];
 
- 	if((obj->ID == TOWNI_TYPE)  ||  ((obj->ID == HEROI_TYPE) && static_cast<const CGHeroInstance*>(obj)->visitedTown))
 
- 	{
 
- 		CGTownInstance * t;
 
- 		if(obj->ID == TOWNI_TYPE)
 
- 			t = static_cast<CGTownInstance *>(const_cast<CArmedInstance *>(obj));
 
- 		else
 
- 			t = static_cast<const CGHeroInstance*>(obj)->visitedTown;
 
- 		for(std::set<si32>::iterator i=t->builtBuildings.begin();  i!=t->builtBuildings.end(); i++)
 
- 		{
 
- 			if( (*i) >= 37   &&   (*i) < 44 ) //upgraded creature dwelling
 
- 			{
 
- 				int nid = t->town->upgradedCreatures[(*i)-37]; //upgrade offered by that building
 
- 				if(base->upgrades.find(nid) != base->upgrades.end()) //possible upgrade
 
- 				{
 
- 					ret.newID.push_back(nid);
 
- 					ret.cost.push_back(std::set<std::pair<int,int> >());
 
- 					for(int j=0;j<RESOURCE_QUANTITY;j++)
 
- 					{
 
- 						int dif = VLC->creh->creatures[nid].cost[j] - base->cost[j];
 
- 						if(dif)
 
- 							ret.cost[ret.cost.size()-1].insert(std::make_pair(j,dif));
 
- 					}
 
- 				}
 
- 			}
 
- 		}//end for
 
- 	}
 
- 	//TODO: check if hero ability makes some upgrades possible
 
- 	if(ret.newID.size())
 
- 		ret.oldID = base->idNumber;
 
- 	return ret;
 
- }
 
- float CGameState::getMarketEfficiency( int player, int mode/*=0*/ )
 
- {
 
- 	boost::shared_lock<boost::shared_mutex> lock(*mx);
 
- 	if(mode) return -1; //todo - support other modes
 
- 	int mcount = 0;
 
- 	for(int i=0;i<getPlayer(player)->towns.size();i++)
 
- 		if(vstd::contains(getPlayer(player)->towns[i]->builtBuildings,14))
 
- 			mcount++;
 
- 	float ret = std::min(((float)mcount+1.0f)/20.0f,0.5f);
 
- 	return ret;
 
- }
 
- void CGameState::loadTownDInfos()
 
- {
 
- 	for(int i=0;i<F_NUMBER;i++)
 
- 	{
 
- 		villages[i] = new CGDefInfo(*VLC->dobjinfo->castles[i]);
 
- 		forts[i] = VLC->dobjinfo->castles[i];
 
- 		capitols[i] = new CGDefInfo(*VLC->dobjinfo->castles[i]);
 
- 	}
 
- }
 
- void CGameState::getNeighbours(int3 tile, std::vector<int3> &vec, const boost::logic::tribool &onLand)
 
- {
 
- 	vec.clear();
 
- 	int3 hlp;
 
- 	bool weAreOnLand = (map->getTile(tile).tertype != 8);
 
- 	if(tile.x > 0)
 
- 	{
 
- 		hlp = int3(tile.x-1,tile.y,tile.z);
 
- 		if((weAreOnLand == (map->getTile(hlp).tertype!=8)) && map->getTile(hlp).tertype!=9) 
 
- 			vec.push_back(hlp);
 
- 	}
 
- 	if(tile.y > 0)
 
- 	{
 
- 		hlp = int3(tile.x,tile.y-1,tile.z);
 
- 		if((weAreOnLand == (map->getTile(hlp).tertype!=8)) && map->getTile(hlp).tertype!=9) 
 
- 			vec.push_back(hlp);
 
- 	}
 
- 	if(tile.x > 0   &&   tile.y > 0)
 
- 	{
 
- 		hlp = int3(tile.x-1,tile.y-1,tile.z);
 
- 		if((weAreOnLand == (map->getTile(hlp).tertype!=8)) && map->getTile(hlp).tertype!=9) 
 
- 			vec.push_back(hlp);
 
- 	}
 
- 	if(tile.x > 0   &&   tile.y < map->height-1)
 
- 	{
 
- 		hlp = int3(tile.x-1,tile.y+1,tile.z);
 
- 		if((weAreOnLand == (map->getTile(hlp).tertype!=8)) && map->getTile(hlp).tertype!=9) 
 
- 			vec.push_back(hlp);
 
- 	}
 
- 	if(tile.y < map->height-1)
 
- 	{
 
- 		hlp = int3(tile.x,tile.y+1,tile.z);
 
- 		if((weAreOnLand == (map->getTile(hlp).tertype!=8)) && map->getTile(hlp).tertype!=9) 
 
- 			vec.push_back(hlp);
 
- 	}
 
- 	if(tile.x < map->width-1)
 
- 	{
 
- 		hlp = int3(tile.x+1,tile.y,tile.z);
 
- 		if((weAreOnLand == (map->getTile(hlp).tertype!=8)) && map->getTile(hlp).tertype!=9) 
 
- 			vec.push_back(hlp);
 
- 	}
 
- 	if(tile.x < map->width-1   &&   tile.y > 0)
 
- 	{
 
- 		hlp = int3(tile.x+1,tile.y-1,tile.z);
 
- 		if((weAreOnLand == (map->getTile(hlp).tertype!=8)) && map->getTile(hlp).tertype!=9) 
 
- 			vec.push_back(hlp);
 
- 	}
 
- 	if(tile.x < map->width-1   &&   tile.y < map->height-1)
 
- 	{
 
- 		hlp = int3(tile.x+1,tile.y+1,tile.z);
 
- 		if((weAreOnLand == (map->getTile(hlp).tertype!=8)) && map->getTile(hlp).tertype!=9) 
 
- 			vec.push_back(hlp);
 
- 	}
 
- }
 
- int CGameState::getMovementCost(const CGHeroInstance *h, int3 src, int3 dest, int remainingMovePoints, bool checkLast)
 
- {
 
- 	if(src == dest) //same tile
 
- 		return 0;
 
- 	TerrainTile &s = map->terrain[src.x][src.y][src.z],
 
- 		&d = map->terrain[dest.x][dest.y][dest.z];
 
- 	//get basic cost
 
- 	int ret = h->getTileCost(d,s);
 
- 	if(src.x!=dest.x && src.y!=dest.y) //it's diagonal move
 
- 	{
 
- 		int old = ret;
 
- 		ret *= 1.414;
 
- 		//diagonal move costs too much but normal move is possible - allow diagonal move
 
- 		if(ret > remainingMovePoints  &&  remainingMovePoints > old)
 
- 		{
 
- 			return remainingMovePoints;
 
- 		}
 
- 	}
 
- 	int left = remainingMovePoints-ret;
 
- 	if(checkLast  &&  left > 0  &&  remainingMovePoints-ret < 250) //it might be the last tile - if no further move possible we take all move points
 
- 	{
 
- 		std::vector<int3> vec;
 
- 		getNeighbours(dest,vec,true);
 
- 		for(size_t i=0; i < vec.size(); i++)
 
- 		{
 
- 			int fcost = getMovementCost(h,dest,vec[i],left,false);
 
- 			if(fcost <= left)
 
- 			{
 
- 				return ret;
 
- 			}
 
- 		}
 
- 		ret = remainingMovePoints;
 
- 	}
 
- 	return ret;
 
- }
 
- int CGameState::canBuildStructure( const CGTownInstance *t, int ID )
 
- {
 
- 	int ret = 7; //allowed by default
 
- 	//checking resources
 
- 	CBuilding * pom = VLC->buildh->buildings[t->subID][ID];
 
- 	for(int res=0;res<7;res++) //TODO: support custom amount of resources
 
- 	{
 
- 		if(pom->resources[res] > getPlayer(t->tempOwner)->resources[res])
 
- 			ret = 6; //lack of res
 
- 	}
 
- 	//checking for requirements
 
- 	for( std::set<int>::iterator ri  =  VLC->townh->requirements[t->subID][ID].begin();
 
- 		ri != VLC->townh->requirements[t->subID][ID].end();
 
- 		ri++ )
 
- 	{
 
- 		if(t->builtBuildings.find(*ri)==t->builtBuildings.end())
 
- 			ret = 8; //lack of requirements - cannot build
 
- 	}
 
- 	//can we build it?
 
- 	if(t->forbiddenBuildings.find(ID)!=t->forbiddenBuildings.end())
 
- 		ret = 2; //forbidden
 
- 	else if(t->builded >= MAX_BUILDING_PER_TURN)
 
- 		ret = 5; //building limit
 
- 	if(ID == 13) //capitol
 
- 	{
 
- 		for(int in = 0; in < map->towns.size(); in++)
 
- 		{
 
- 			if(map->towns[in]->tempOwner==t->tempOwner  &&  vstd::contains(map->towns[in]->builtBuildings,13))
 
- 			{
 
- 				ret = 0; //no more than one capitol
 
- 				break;
 
- 			}
 
- 		}
 
- 	}
 
- 	else if(ID == 6) //shipyard
 
- 	{
 
- 		if(map->getTile(t->pos + int3(-1,3,0)).tertype != water  &&  map->getTile(t->pos + int3(-3,3,0)).tertype != water)
 
- 			ret = 1; //lack of water
 
- 	}
 
- 	return ret;
 
- }
 
- void CGameState::apply(CPack *pack)
 
- {
 
- 	applierGs->apps[typeList.getTypeID(pack)]->applyOnGS(this,pack);
 
- }
 
- PlayerState * CGameState::getPlayer( ui8 color )
 
- {
 
- 	if(vstd::contains(players,color))
 
- 	{
 
- 		return &players[color];
 
- 	}
 
- 	else 
 
- 	{
 
- 		tlog2 << "Warning: Cannot find info for player " << int(color) << std::endl;
 
- 		return NULL;
 
- 	}
 
- }
 
- CPath * CGameState::getPath(int3 src, int3 dest, const CGHeroInstance * hero)
 
- {
 
- 	if(!map->isInTheMap(src) || !map->isInTheMap(dest)) //check input
 
- 		return NULL;
 
- 	int3 hpos = hero->getPosition(false);
 
- 	tribool blockLandSea; //true - blocks sea, false - blocks land, indeterminate - allows all
 
- 	if (!hero->canWalkOnSea())
 
- 		blockLandSea = (map->getTile(hpos).tertype != water); //block land if hero is on water and vice versa
 
- 	else
 
- 		blockLandSea = boost::logic::indeterminate;
 
- 	//graph initialization
 
- 	std::vector< std::vector<CPathNode> > graph;
 
- 	graph.resize(map->width);
 
- 	for(size_t i=0; i<graph.size(); ++i)
 
- 	{
 
- 		graph[i].resize(map->height);
 
- 		for(size_t j=0; j<graph[i].size(); ++j)
 
- 		{
 
- 			const TerrainTile *tinfo = &map->terrain[i][j][src.z];
 
- 			CPathNode &node = graph[i][j];
 
- 			node.accesible = !tinfo->blocked;
 
- 			if(i==dest.x && j==dest.y && tinfo->visitable)
 
- 			{
 
- 				node.accesible = true; //for allowing visiting objects
 
- 			}
 
- 			node.dist = -1;
 
- 			node.theNodeBefore = NULL;
 
- 			node.visited = false;
 
- 			node.coord.x = i;
 
- 			node.coord.y = j;
 
- 			node.coord.z = dest.z;
 
- 			if ((tinfo->tertype == rock) //it's rock
 
- 				|| ((blockLandSea) && (tinfo->tertype == water)) //it's sea and we cannot walk on sea
 
- 				|| ((!blockLandSea) && (tinfo->tertype != water)) //it's land and we cannot walk on land
 
- 				|| !getPlayer(hero->tempOwner)->fogOfWarMap[i][j][src.z] //tile is covered by the FoW
 
- 			)
 
- 			{
 
- 				node.accesible = false;
 
- 			}
 
- 		}
 
- 	}
 
- 	//graph initialized
 
- 	//initial tile - set cost on 0 and add to the queue
 
- 	graph[src.x][src.y].dist = 0; 
 
- 	std::queue<CPathNode> mq;
 
- 	mq.push(graph[src.x][src.y]);
 
- 	ui32 curDist = 0xffffffff; //total cost of path - init with max possible val
 
- 	std::vector<int3> neighbours;
 
- 	neighbours.reserve(8);
 
- 	while(!mq.empty())
 
- 	{
 
- 		CPathNode &cp = graph[mq.front().coord.x][mq.front().coord.y];
 
- 		mq.pop();
 
- 		if (cp.coord == dest) //it's destination tile
 
- 		{
 
- 			if (cp.dist < curDist) //that path is better than previous one
 
- 				curDist = cp.dist;
 
- 			continue;
 
- 		}
 
- 		else
 
- 		{
 
- 			if (cp.dist > curDist) //it's not dest and current length is greater than cost of already found path 
 
- 				continue;
 
- 		}
 
- 		//add accessible neighbouring nodes to the queue
 
- 		getNeighbours(cp.coord,neighbours,blockLandSea);
 
- 		for(int i=0; i < neighbours.size(); i++)
 
- 		{
 
- 			CPathNode & dp = graph[neighbours[i].x][neighbours[i].y];
 
- 			if(dp.accesible)
 
- 			{
 
- 				int cost = getMovementCost(hero,cp.coord,dp.coord,hero->movement - cp.dist);
 
- 				if((dp.dist==-1 || (dp.dist > cp.dist + cost)) && dp.accesible && checkForVisitableDir(cp.coord, dp.coord) && checkForVisitableDir(dp.coord, cp.coord))
 
- 				{
 
- 					dp.dist = cp.dist + cost;
 
- 					dp.theNodeBefore = &cp;
 
- 					mq.push(dp);
 
- 				}
 
- 			}
 
- 		}
 
- 	}
 
- 	CPathNode *curNode = &graph[dest.x][dest.y];
 
- 	if(!curNode->theNodeBefore) //destination is not accessible
 
- 		return NULL;
 
- 	CPath * ret = new CPath;
 
- 	while(curNode->coord != graph[src.x][src.y].coord)
 
- 	{
 
- 		ret->nodes.push_back(*curNode);
 
- 		curNode = curNode->theNodeBefore;
 
- 	}
 
- 	ret->nodes.push_back(graph[src.x][src.y]);
 
- 	return ret;
 
- }
 
- bool CGameState::checkForVisitableDir(const int3 & src, const int3 & dst) const
 
- {
 
- 	const TerrainTile * pom = &map->getTile(dst);
 
- 	for(int b=0; b<pom->visitableObjects.size(); ++b) //checking destination tile
 
- 	{
 
- 		if(!vstd::contains(pom->blockingObjects, pom->visitableObjects[b])) //this visitable object is not blocking, ignore
 
- 			continue;
 
- 		CGDefInfo * di = pom->visitableObjects[b]->defInfo;
 
- 		if( (dst.x == src.x-1 && dst.y == src.y-1) && !(di->visitDir & (1<<4)) )
 
- 		{
 
- 			return false;
 
- 		}
 
- 		if( (dst.x == src.x && dst.y == src.y-1) && !(di->visitDir & (1<<5)) )
 
- 		{
 
- 			return false;
 
- 		}
 
- 		if( (dst.x == src.x+1 && dst.y == src.y-1) && !(di->visitDir & (1<<6)) )
 
- 		{
 
- 			return false;
 
- 		}
 
- 		if( (dst.x == src.x+1 && dst.y == src.y) && !(di->visitDir & (1<<7)) )
 
- 		{
 
- 			return false;
 
- 		}
 
- 		if( (dst.x == src.x+1 && dst.y == src.y+1) && !(di->visitDir & (1<<0)) )
 
- 		{
 
- 			return false;
 
- 		}
 
- 		if( (dst.x == src.x && dst.y == src.y+1) && !(di->visitDir & (1<<1)) )
 
- 		{
 
- 			return false;
 
- 		}
 
- 		if( (dst.x == src.x-1 && dst.y == src.y+1) && !(di->visitDir & (1<<2)) )
 
- 		{
 
- 			return false;
 
- 		}
 
- 		if( (dst.x == src.x-1 && dst.y == src.y) && !(di->visitDir & (1<<3)) )
 
- 		{
 
- 			return false;
 
- 		}
 
- 	}
 
- 	return true;
 
- }
 
- int BattleInfo::calculateDmg(const CStack* attacker, const CStack* defender, const CGHeroInstance * attackerHero, const CGHeroInstance * defendingHero, bool shooting)
 
- {
 
- 	int attackDefenseBonus = attacker->Attack() - defender->Defense(),
 
- 		minDmg = attacker->creature->damageMin * attacker->amount, 
 
- 		maxDmg = attacker->creature->damageMax * attacker->amount;
 
- 	//calculating total attack/defense skills modifier
 
- 	if(!shooting && attacker->getEffect(43)) //bloodlust handling
 
- 	{
 
- 		attackDefenseBonus += VLC->spellh->spells[43].powers[attacker->getEffect(43)->level];
 
- 	}
 
- 	if(shooting && attacker->getEffect(44)) //precision handling
 
- 	{
 
- 		attackDefenseBonus += VLC->spellh->spells[44].powers[attacker->getEffect(44)->level];
 
- 	}
 
- 	if(attacker->getEffect(55)) //slayer handling
 
- 	{
 
- 		std::vector<int> affectedIds;
 
- 		switch(attacker->getEffect(55)->level)
 
- 		{
 
- 		case 3: //expert
 
- 			{
 
- 				affectedIds.push_back(40); //giant
 
- 				affectedIds.push_back(41); //titan
 
- 				affectedIds.push_back(152); //lord of thunder
 
- 			} //continue adding ...
 
- 		case 2: //advanced
 
- 			{
 
- 				affectedIds.push_back(12); //angel
 
- 				affectedIds.push_back(13); //archangel
 
- 				affectedIds.push_back(54); //devil
 
- 				affectedIds.push_back(55); //arch devil
 
- 				affectedIds.push_back(150); //supreme archangel
 
- 				affectedIds.push_back(153); //antichrist
 
- 			} //continue adding ...
 
- 		case 0: case 1: //none and basic
 
- 			{
 
- 				affectedIds.push_back(26); //green dragon
 
- 				affectedIds.push_back(27); //gold dragon
 
- 				affectedIds.push_back(82); //red dragon
 
- 				affectedIds.push_back(83); //black dragon
 
- 				affectedIds.push_back(96); //behemot
 
- 				affectedIds.push_back(97); //ancient behemot
 
- 				affectedIds.push_back(110); //hydra
 
- 				affectedIds.push_back(111); //chaos hydra
 
- 				affectedIds.push_back(132); //azure dragon
 
- 				affectedIds.push_back(133); //crystal dragon
 
- 				affectedIds.push_back(134); //faerie dragon
 
- 				affectedIds.push_back(135); //rust dragon
 
- 				affectedIds.push_back(151); //diamond dragon
 
- 				affectedIds.push_back(154); //blood dragon
 
- 				affectedIds.push_back(155); //darkness dragon
 
- 				affectedIds.push_back(156); //ghost behemot
 
- 				affectedIds.push_back(157); //hell hydra
 
- 				break;
 
- 			}
 
- 		}
 
- 		for(int g=0; g<affectedIds.size(); ++g)
 
- 		{
 
- 			if(defender->creature->idNumber == affectedIds[g])
 
- 			{
 
- 				attackDefenseBonus += VLC->spellh->spells[55].powers[attacker->getEffect(55)->level];
 
- 				break;
 
- 			}
 
- 		}
 
- 	}
 
- 	float dmgBonusMultiplier = 1.0f;
 
- 	//bonus from attack/defense skills
 
- 	if(attackDefenseBonus < 0) //decreasing dmg
 
- 	{
 
- 		if(0.02f * (-attackDefenseBonus) > 0.3f)
 
- 		{
 
- 			dmgBonusMultiplier += -0.3f;
 
- 		}
 
- 		else
 
- 		{
 
- 			dmgBonusMultiplier += 0.02f * attackDefenseBonus;
 
- 		}
 
- 	}
 
- 	else //increasing dmg
 
- 	{
 
- 		if(0.05f * attackDefenseBonus > 4.0f)
 
- 		{
 
- 			dmgBonusMultiplier += 4.0f;
 
- 		}
 
- 		else
 
- 		{
 
- 			dmgBonusMultiplier += 0.05f * attackDefenseBonus;
 
- 		}
 
- 	}
 
- 	//handling secondary abilities and artifacts giving premies to them
 
- 	if(attackerHero)
 
- 	{
 
- 		if(shooting)
 
- 		{
 
- 			switch(attackerHero->getSecSkillLevel(1)) //archery
 
- 			{
 
- 			case 1: //basic
 
- 				dmgBonusMultiplier *= 1.1f;
 
- 				break;
 
- 			case 2: //advanced
 
- 				dmgBonusMultiplier *= 1.25f;
 
- 				break;
 
- 			case 3: //expert
 
- 				dmgBonusMultiplier *= 1.5f;
 
- 				break;
 
- 			}
 
- 			if(attackerHero->getSecSkillLevel(1) > 0) //non-none level
 
- 			{
 
- 				//apply artifact premy to archery
 
- 				dmgBonusMultiplier *= (100.0f + attackerHero->valOfBonuses(HeroBonus::SECONDARY_SKILL_PREMY, 1)) / 100.0f;
 
- 			}
 
- 		}
 
- 		else
 
- 		{
 
- 			switch(attackerHero->getSecSkillLevel(22)) //offense
 
- 			{
 
- 			case 1: //basic
 
- 				dmgBonusMultiplier *= 1.1f;
 
- 				break;
 
- 			case 2: //advanced
 
- 				dmgBonusMultiplier *= 1.2f;
 
- 				break;
 
- 			case 3: //expert
 
- 				dmgBonusMultiplier *= 1.3f;
 
- 				break;
 
- 			}
 
- 		}
 
- 	}
 
- 	if(defendingHero)
 
- 	{
 
- 		switch(defendingHero->getSecSkillLevel(23)) //armorer
 
- 		{
 
- 		case 1: //basic
 
- 			dmgBonusMultiplier *= 0.95f;
 
- 			break;
 
- 		case 2: //advanced
 
- 			dmgBonusMultiplier *= 0.9f;
 
- 			break;
 
- 		case 3: //expert
 
- 			dmgBonusMultiplier *= 0.85f;
 
- 			break;
 
- 		}
 
- 	}
 
- 	//handling spell effects
 
- 	if(!shooting && defender->getEffect(27)) //shield
 
- 	{
 
- 		dmgBonusMultiplier *= float(VLC->spellh->spells[27].powers[attacker->getEffect(27)->level]) / 100.0f;
 
- 	}
 
- 	else if(shooting && defender->getEffect(28)) //air shield
 
- 	{
 
- 		dmgBonusMultiplier *= float(VLC->spellh->spells[28].powers[attacker->getEffect(28)->level]) / 100.0f;
 
- 	}
 
- 	if(attacker->getEffect(42)) //curse handling (partial, the rest is below)
 
- 	{
 
- 		dmgBonusMultiplier *= 0.8f * float(VLC->spellh->spells[42].powers[attacker->getEffect(42)->level]); //the second factor is 1 or 0
 
- 	}
 
- 	minDmg *= dmgBonusMultiplier;
 
- 	maxDmg *= dmgBonusMultiplier;
 
- 	if(attacker->getEffect(42)) //curse handling (rest)
 
- 	{
 
- 		minDmg -= VLC->spellh->spells[42].powers[attacker->getEffect(42)->level];
 
- 		return minDmg;
 
- 	}
 
- 	else if(attacker->getEffect(41)) //bless handling
 
- 	{
 
- 		maxDmg += VLC->spellh->spells[41].powers[attacker->getEffect(41)->level];
 
- 		return maxDmg;
 
- 	}
 
- 	else
 
- 	{
 
- 		if(minDmg != maxDmg)
 
- 			return minDmg  +  rand() % (maxDmg - minDmg + 1);
 
- 		else
 
- 			return minDmg;
 
- 	}
 
- 	tlog1 << "We are too far in calculateDmg...\n";
 
- 	return -1;
 
- }
 
- void BattleInfo::calculateCasualties( std::set<std::pair<ui32,si32> > *casualties )
 
- {
 
- 	for(int i=0; i<stacks.size();i++)//setting casualties
 
- 	{
 
- 		if(!stacks[i]->alive())
 
- 		{
 
- 			casualties[!stacks[i]->attackerOwned].insert(std::pair<ui32,si32>(stacks[i]->creature->idNumber,stacks[i]->baseAmount));
 
- 		}
 
- 		else if(stacks[i]->amount != stacks[i]->baseAmount)
 
- 		{
 
- 			casualties[!stacks[i]->attackerOwned].insert(std::pair<ui32,si32>(stacks[i]->creature->idNumber,stacks[i]->baseAmount - stacks[i]->amount));
 
- 		}
 
- 	}
 
- }
 
- CStack * BattleInfo::getNextStack()
 
- {
 
- 	CStack *current = getStack(activeStack);
 
- 	for (int i = 0; i <  stacks.size(); i++)  //find fastest not moved/waited stack (stacks vector is sorted by speed)
 
- 	{
 
- 		if(stacks[i]->willMove()  &&  !vstd::contains(stacks[i]->state,WAITING))
 
- 			return stacks[i];
 
- 	}
 
- 	for (int i = stacks.size() - 1; i >= 0 ; i--) //find slowest waiting stack
 
- 	{
 
- 		if(stacks[i]->willMove())
 
- 			return stacks[i];
 
- 	}
 
- 	return NULL; //all stacks moved or defending!
 
- }
 
- std::vector<CStack> BattleInfo::getStackQueue()
 
- {
 
- 	std::vector<CStack> ret;
 
- 	std::vector<int> taken; //if non-zero value, corresponding stack has been placed in ret
 
- 	taken.resize(stacks.size());
 
- 	for(int g=0; g<taken.size(); ++g)
 
- 	{
 
- 		taken[g] = 0;
 
- 	}
 
- 	for(int moved=0; moved<2; ++moved) //in first cycle we add stacks that can act in current turn, in second one the rest of them
 
- 	{
 
- 		for(int gc=0; gc<stacks.size(); ++gc)
 
- 		{
 
- 			int id = -1, speed = -1;
 
- 			for(int i=0; i<stacks.size(); ++i) //find not waited stacks only
 
- 			{
 
- 				if((moved == 1 ||!vstd::contains(stacks[i]->state,DEFENDING))
 
- 					&& stacks[i]->alive()
 
- 					&& (moved == 1 || !vstd::contains(stacks[i]->state,MOVED))
 
- 					&& !vstd::contains(stacks[i]->state,WAITING)
 
- 					&& taken[i]==0
 
- 					&& !vstd::contains(stacks[i]->abilities,NOT_ACTIVE)) //eg. Ammo Cart
 
- 				{
 
- 					if(speed == -1 || stacks[i]->Speed() > speed)
 
- 					{
 
- 						id = i;
 
- 						speed = stacks[i]->Speed();
 
- 					}
 
- 				}
 
- 			}
 
- 			if(id != -1)
 
- 			{
 
- 				ret.push_back(*stacks[id]);
 
- 				taken[id] = 1;
 
- 			}
 
- 			else //choose something from not moved stacks
 
- 			{
 
- 				int id = -1, speed = 10000; //infinite speed
 
- 				for(int i=0; i<stacks.size(); ++i) //find waited stacks only
 
- 				{
 
- 					if((moved == 1 ||!vstd::contains(stacks[i]->state,DEFENDING))
 
- 						&& stacks[i]->alive()
 
- 						&& (moved == 1 || !vstd::contains(stacks[i]->state,MOVED))
 
- 						&& vstd::contains(stacks[i]->state,WAITING)
 
- 						&& taken[i]==0
 
- 						&& !vstd::contains(stacks[i]->abilities,NOT_ACTIVE)) //eg. Ammo Cart
 
- 					{
 
- 						if(stacks[i]->Speed() < speed) //slowest one
 
- 						{
 
- 							id = i;
 
- 							speed = stacks[i]->Speed();
 
- 						}
 
- 					}
 
- 				}
 
- 				if(id != -1)
 
- 				{
 
- 					ret.push_back(*stacks[id]);
 
- 					taken[id] = 1;
 
- 				}
 
- 				else
 
- 				{
 
- 					break; //no stacks have been found, so none of them will be found in next iterations
 
- 				}
 
- 			}
 
- 		}
 
- 	}
 
- 	return ret;
 
- }
 
- int3 CPath::startPos() const
 
- {
 
- 	return nodes[nodes.size()-1].coord;
 
- }
 
- void CPath::convert(ui8 mode) //mode=0 -> from 'manifest' to 'object'
 
- {
 
- 	if (mode==0)
 
- 	{
 
- 		for (int i=0;i<nodes.size();i++)
 
- 		{
 
- 			nodes[i].coord = CGHeroInstance::convertPosition(nodes[i].coord,true);
 
- 		}
 
- 	}
 
- }
 
- int3 CPath::endPos() const
 
- {
 
- 	return nodes[0].coord;
 
- }
 
 
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