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							- #include "StdInc.h"
 
- #include "BattleState.h"
 
- #include <numeric>
 
- #include <boost/random/linear_congruential.hpp>
 
- #include "VCMI_Lib.h"
 
- #include "CObjectHandler.h"
 
- #include "CHeroHandler.h"
 
- #include "CCreatureHandler.h"
 
- #include "CSpellHandler.h"
 
- #include "CTownHandler.h"
 
- #include "NetPacks.h"
 
- #include "../lib/JsonNode.h"
 
- /*
 
-  * BattleState.h, part of VCMI engine
 
-  *
 
-  * Authors: listed in file AUTHORS in main folder
 
-  *
 
-  * License: GNU General Public License v2.0 or later
 
-  * Full text of license available in license.txt file, in main folder
 
-  *
 
-  */
 
- extern boost::rand48 ran;
 
- const CStack * BattleInfo::getNextStack() const
 
- {
 
- 	std::vector<const CStack *> hlp;
 
- 	getStackQueue(hlp, 1, -1);
 
- 	if(hlp.size())
 
- 		return hlp[0];
 
- 	else
 
- 		return NULL;
 
- }
 
- static const CStack *takeStack(std::vector<const CStack *> &st, int &curside, int turn)
 
- {
 
- 	const CStack *ret = NULL;
 
- 	unsigned i, //fastest stack
 
- 		j; //fastest stack of the other side
 
- 	for(i = 0; i < st.size(); i++)
 
- 		if(st[i])
 
- 			break;
 
- 	//no stacks left
 
- 	if(i == st.size())
 
- 		return NULL;
 
- 	const CStack *fastest = st[i], *other = NULL;
 
- 	int bestSpeed = fastest->Speed(turn);
 
- 	if(fastest->attackerOwned != curside)
 
- 	{
 
- 		ret = fastest;
 
- 	}
 
- 	else
 
- 	{
 
- 		for(j = i + 1; j < st.size(); j++)
 
- 		{
 
- 			if(!st[j]) continue;
 
- 			if(st[j]->attackerOwned != curside || st[j]->Speed(turn) != bestSpeed)
 
- 				break;
 
- 		}
 
- 		if(j >= st.size())
 
- 		{
 
- 			ret = fastest;
 
- 		}
 
- 		else
 
- 		{
 
- 			other = st[j];
 
- 			if(other->Speed(turn) != bestSpeed)
 
- 				ret = fastest;
 
- 			else
 
- 				ret = other;
 
- 		}
 
- 	}
 
- 	assert(ret);
 
- 	if(ret == fastest)
 
- 		st[i] = NULL;
 
- 	else
 
- 		st[j] = NULL;
 
- 	curside = ret->attackerOwned;
 
- 	return ret;
 
- }
 
- CStack * BattleInfo::getStack(int stackID, bool onlyAlive)
 
- {
 
- 	for(ui32 g=0; g<stacks.size(); ++g)
 
- 	{
 
- 		if(stacks[g]->ID == stackID && (!onlyAlive || stacks[g]->alive()))
 
- 			return stacks[g];
 
- 	}
 
- 	return NULL;
 
- }
 
- const CStack * BattleInfo::getStack(int stackID, bool onlyAlive) const
 
- {
 
- 	return const_cast<BattleInfo * const>(this)->getStack(stackID, onlyAlive);
 
- }
 
- CStack * BattleInfo::getStackT(BattleHex tileID, bool onlyAlive)
 
- {
 
- 	for(ui32 g=0; g<stacks.size(); ++g)
 
- 	{
 
- 		if(stacks[g]->position == tileID 
 
- 			|| (stacks[g]->doubleWide() && stacks[g]->attackerOwned && stacks[g]->position-1 == tileID)
 
- 			|| (stacks[g]->doubleWide() && !stacks[g]->attackerOwned && stacks[g]->position+1 == tileID))
 
- 		{
 
- 			if(!onlyAlive || stacks[g]->alive())
 
- 			{
 
- 				return stacks[g];
 
- 			}
 
- 		}
 
- 	}
 
- 	return NULL;
 
- }
 
- const CStack * BattleInfo::getStackT(BattleHex tileID, bool onlyAlive) const
 
- {
 
- 	return const_cast<BattleInfo * const>(this)->getStackT(tileID, onlyAlive);
 
- }
 
- void BattleInfo::getAccessibilityMap(bool *accessibility, bool twoHex, bool attackerOwned, bool addOccupiable, std::set<BattleHex> & occupyable, bool flying, const CStack * stackToOmmit) const
 
- {
 
- 	memset(accessibility, 1, GameConstants::BFIELD_SIZE); //initialize array with trues
 
- 	//removing accessibility for side columns of hexes
 
- 	for(int v = 0; v < GameConstants::BFIELD_SIZE; ++v)
 
- 	{
 
- 		if( v % GameConstants::BFIELD_WIDTH == 0 || v % GameConstants::BFIELD_WIDTH == (GameConstants::BFIELD_WIDTH - 1) )
 
- 			accessibility[v] = false;
 
- 	}
 
- 	for(ui32 g=0; g<stacks.size(); ++g)
 
- 	{
 
- 		if(!stacks[g]->alive() || (stackToOmmit && stacks[g]->ID==stackToOmmit->ID) || stacks[g]->position < 0) //we don't want to lock position of this stack (eg. if it's a turret)
 
- 			continue;
 
- 		accessibility[stacks[g]->position] = false;
 
- 		if(stacks[g]->doubleWide()) //if it's a double hex creature
 
- 		{
 
- 			if(stacks[g]->attackerOwned)
 
- 				accessibility[stacks[g]->position-1] = false;
 
- 			else
 
- 				accessibility[stacks[g]->position+1] = false;
 
- 		}
 
- 	}
 
- 	//obstacles
 
- 	for(ui32 b=0; b<obstacles.size(); ++b)
 
- 	{
 
- 		std::vector<BattleHex> blocked = VLC->heroh->obstacles[obstacles[b].ID].getBlocked(obstacles[b].pos);
 
- 		for(ui32 c=0; c<blocked.size(); ++c)
 
- 		{
 
- 			if(blocked[c] >=0 && blocked[c] < GameConstants::BFIELD_SIZE)
 
- 				accessibility[blocked[c]] = false;
 
- 		}
 
- 	}
 
- 	//walls
 
- 	if(siege > 0)
 
- 	{
 
- 		static const int permanentlyLocked[] = {12, 45, 78, 112, 147, 165};
 
- 		for(int b=0; b<ARRAY_COUNT(permanentlyLocked); ++b)
 
- 		{
 
- 			accessibility[permanentlyLocked[b]] = false;
 
- 		}
 
- 		static const std::pair<int, BattleHex> lockedIfNotDestroyed[] = //(which part of wall, which hex is blocked if this part of wall is not destroyed
 
- 			{std::make_pair(2, BattleHex(182)), std::make_pair(3, BattleHex(130)),
 
- 			std::make_pair(4, BattleHex(62)), std::make_pair(5, BattleHex(29))};
 
- 		for(int b=0; b<ARRAY_COUNT(lockedIfNotDestroyed); ++b)
 
- 		{
 
- 			if(si.wallState[lockedIfNotDestroyed[b].first] < 3)
 
- 			{
 
- 				accessibility[lockedIfNotDestroyed[b].second] = false;
 
- 			}
 
- 		}
 
- 		//gate
 
- 		if(attackerOwned && si.wallState[7] < 3) //if it attacker's unit and gate is not destroyed
 
- 		{
 
- 			accessibility[95] = accessibility[96] = false; //block gate's hexes
 
- 		}
 
- 	}
 
- 	//occupyability
 
- 	if(addOccupiable && twoHex)
 
- 	{
 
- 		std::set<BattleHex> rem; //tiles to unlock
 
- 		for(int h=0; h<GameConstants::BFIELD_HEIGHT; ++h)
 
- 		{
 
- 			for(int w=1; w<GameConstants::BFIELD_WIDTH-1; ++w)
 
- 			{
 
- 				BattleHex hex(w, h);
 
- 				if(!isAccessible(hex, accessibility, twoHex, attackerOwned, flying, true)
 
- 					&& (attackerOwned ? isAccessible(hex+1, accessibility, twoHex, attackerOwned, flying, true) : isAccessible(hex-1, accessibility, twoHex, attackerOwned, flying, true) )
 
- 					)
 
- 					rem.insert(hex);
 
- 			}
 
- 		}
 
- 		occupyable = rem;
 
- 		/*for(std::set<int>::const_iterator it = rem.begin(); it != rem.end(); ++it)
 
- 		{
 
- 			accessibility[*it] = true;
 
- 		}*/
 
- 	}
 
- }
 
- bool BattleInfo::isAccessible(BattleHex hex, bool * accessibility, bool twoHex, bool attackerOwned, bool flying, bool lastPos)
 
- {
 
- 	if(flying && !lastPos)
 
- 		return true;
 
- 	if(twoHex)
 
- 	{
 
- 		//if given hex is accessible and appropriate adjacent one is free too
 
- 		return accessibility[hex] && accessibility[hex + (attackerOwned ? -1 : 1 )];
 
- 	}
 
- 	else
 
- 	{
 
- 		return accessibility[hex];
 
- 	}
 
- }
 
- void BattleInfo::makeBFS(BattleHex start, bool *accessibility, BattleHex *predecessor, int *dists, bool twoHex, bool attackerOwned, bool flying, bool fillPredecessors) const //both pointers must point to the at least 187-elements int arrays
 
- {
 
- 	//inits
 
- 	for(int b=0; b<GameConstants::BFIELD_SIZE; ++b)
 
- 		predecessor[b] = -1;
 
- 	for(int g=0; g<GameConstants::BFIELD_SIZE; ++g)
 
- 		dists[g] = 100000000;	
 
- 	
 
- 	std::queue< std::pair<BattleHex, bool> > hexq; //bfs queue <hex, accessible> (second filed used only if fillPredecessors is true)
 
- 	hexq.push(std::make_pair(start, true));
 
- 	dists[hexq.front().first] = 0;
 
- 	int curNext = -1; //for bfs loop only (helper var)
 
- 	while(!hexq.empty()) //bfs loop
 
- 	{
 
- 		std::pair<BattleHex, bool> curHex = hexq.front();
 
- 		std::vector<BattleHex> neighbours = curHex.first.neighbouringTiles();
 
- 		hexq.pop();
 
- 		for(ui32 nr=0; nr<neighbours.size(); nr++)
 
- 		{
 
- 			curNext = neighbours[nr]; //if(!accessibility[curNext] || (dists[curHex]+1)>=dists[curNext])
 
- 			bool accessible = isAccessible(curNext, accessibility, twoHex, attackerOwned, flying, dists[curHex.first]+1 == dists[curNext]);
 
- 			if( dists[curHex.first]+1 >= dists[curNext] )
 
- 				continue;
 
- 			if(accessible && curHex.second)
 
- 			{
 
- 				hexq.push(std::make_pair(curNext, true));
 
- 				dists[curNext] = dists[curHex.first] + 1;
 
- 			}
 
- 			else if(fillPredecessors && !(accessible && !curHex.second))
 
- 			{
 
- 				hexq.push(std::make_pair(curNext, false));
 
- 				dists[curNext] = dists[curHex.first] + 1;
 
- 			}
 
- 			predecessor[curNext] = curHex.first;
 
- 		}
 
- 	}
 
- };
 
- std::vector<BattleHex> BattleInfo::getAccessibility( const CStack * stack, bool addOccupiable, std::vector<BattleHex> * attackable /*= NULL*/, bool forPassingBy /*= false*/ ) const
 
- {
 
- 	std::vector<BattleHex> ret;
 
- 	bool ac[GameConstants::BFIELD_SIZE];
 
- 	if(stack->position < 0) //turrets
 
- 		return std::vector<BattleHex>();
 
- 	std::set<BattleHex> occupyable;
 
- 	getAccessibilityMap(ac, stack->doubleWide(), stack->attackerOwned, addOccupiable, occupyable, stack->hasBonusOfType(Bonus::FLYING), stack);
 
- 	BattleHex pr[GameConstants::BFIELD_SIZE];
 
- 	int dist[GameConstants::BFIELD_SIZE];
 
- 	makeBFS(stack->position, ac, pr, dist, stack->doubleWide(), stack->attackerOwned, stack->hasBonusOfType(Bonus::FLYING), false);
 
- 	if(stack->doubleWide())
 
- 	{
 
- 		if(!addOccupiable)
 
- 		{
 
- 			std::vector<BattleHex> rem;
 
- 			for(int b=0; b<GameConstants::BFIELD_SIZE; ++b)
 
- 			{
 
- 				//don't take into account most left and most right columns of hexes
 
- 				if( b % GameConstants::BFIELD_WIDTH == 0 || b % GameConstants::BFIELD_WIDTH == GameConstants::BFIELD_WIDTH - 1 )
 
- 					continue;
 
- 				if( ac[b] && !(stack->attackerOwned ? ac[b-1] : ac[b+1]) )
 
- 				{
 
- 					rem.push_back(b);
 
- 				}
 
- 			}
 
- 			for(ui32 g=0; g<rem.size(); ++g)
 
- 			{
 
- 				ac[rem[g]] = false;
 
- 			}
 
- 			//removing accessibility for side hexes
 
- 			for(int v=0; v<GameConstants::BFIELD_SIZE; ++v)
 
- 				if(stack->attackerOwned ? (v%GameConstants::BFIELD_WIDTH)==1 : (v%GameConstants::BFIELD_WIDTH)==(GameConstants::BFIELD_WIDTH - 2))
 
- 					ac[v] = false;
 
- 		}
 
- 	}
 
- 	
 
- 	for (int i = 0; i < GameConstants::BFIELD_SIZE; ++i)
 
- 	{
 
- 		bool rangeFits;
 
- 		if (tacticDistance)
 
- 		{
 
- 			rangeFits = pr[i] >= 0; //reachable in terms of obstacles
 
- 			if(!forPassingBy) //only if we're passing through, we may step out of the tactic range -> otherwise check range
 
- 				rangeFits = rangeFits && isInTacticRange(i);
 
- 		}
 
- 		else
 
- 			rangeFits = dist[i] <= stack->Speed(0, true); //we can reach the stack
 
- 		if(	( !addOccupiable && rangeFits && ac[i] ) 
 
- 			|| ( addOccupiable && rangeFits && isAccessible(i, ac, stack->doubleWide(), stack->attackerOwned, stack->hasBonusOfType(Bonus::FLYING), true) )//we can reach it
 
- 			|| (vstd::contains(occupyable, i) && (!tacticDistance && dist[ i + (stack->attackerOwned ? 1 : -1 ) ] <= stack->Speed(0, true) ) && ac[i + (stack->attackerOwned ? 1 : -1 )] ) //it's occupyable and we can reach adjacent hex
 
- 			)
 
- 		{
 
- 			ret.push_back(i);
 
- 		}
 
- 	}
 
- 	if(attackable)
 
- 	{
 
- 		struct HLP
 
- 		{
 
- 			static bool meleeAttackable(BattleHex hex, const std::vector<BattleHex> & baseRng)
 
- 			{
 
- 				BOOST_FOREACH(BattleHex h, baseRng)
 
- 				{
 
- 					if(BattleHex::mutualPosition(h, hex) > 0)
 
- 						return true;
 
- 				}
 
- 				return false;
 
- 			}
 
- 		};
 
- 		BOOST_FOREACH(const CStack * otherSt, stacks)
 
- 		{
 
- 			if(otherSt->owner == stack->owner || !otherSt->isValidTarget(false))
 
- 				continue;
 
- 			std::vector<BattleHex> occupiedBySecond;
 
- 			occupiedBySecond.push_back(otherSt->position);
 
- 			if(otherSt->doubleWide())
 
- 				occupiedBySecond.push_back(otherSt->occupiedHex());
 
- 			if(battleCanShoot(stack, otherSt->position))
 
- 			{
 
- 				attackable->insert(attackable->end(), occupiedBySecond.begin(), occupiedBySecond.end());
 
- 				continue;
 
- 			}
 
- 			
 
- 			BOOST_FOREACH(BattleHex he, occupiedBySecond)
 
- 			{
 
- 				if(HLP::meleeAttackable(he, ret))
 
- 					attackable->push_back(he);
 
- 			}
 
- 				
 
- 		}
 
- 	}
 
- 	return ret;
 
- }
 
- int BattleInfo::getAvaliableHex(TCreature creID, bool attackerOwned, int initialPos) const
 
- {
 
- 	int pos;
 
- 	if (initialPos > -1)
 
- 		pos = initialPos;
 
- 	else
 
- 	{
 
- 		if (attackerOwned)
 
- 			pos = 0; //top left
 
- 		else
 
- 			pos = GameConstants::BFIELD_WIDTH; //top right
 
- 	}
 
- 	bool ac[GameConstants::BFIELD_SIZE];
 
- 	std::set<BattleHex> occupyable;
 
- 	bool twoHex = VLC->creh->creatures[creID]->isDoubleWide();
 
- 	bool flying = VLC->creh->creatures[creID]->isFlying();// vstd::contains(VLC->creh->creatures[creID]->bonuses, Bonus::FLYING);
 
- 	getAccessibilityMap(ac, twoHex, attackerOwned, true, occupyable, flying);
 
- 	for (int g = pos; (-1 < g) && (g < GameConstants::BFIELD_SIZE); )
 
- 	{
 
- 		if ((g % GameConstants::BFIELD_WIDTH != 0) && (g % GameConstants::BFIELD_WIDTH != GameConstants::BFIELD_WIDTH-1) && BattleInfo::isAccessible (g, ac, twoHex, attackerOwned, flying, true))
 
- 		{
 
- 			pos = g;
 
- 			break;
 
- 		}
 
- 		if (attackerOwned)
 
- 			++g; //probably some more sophisticated range-based iteration is needed
 
- 		else
 
- 			--g;
 
- 	}
 
- 	return pos;
 
- }
 
- bool BattleInfo::isStackBlocked(const CStack * stack) const
 
- {
 
- 	if(stack->hasBonusOfType(Bonus::SIEGE_WEAPON)) //siege weapons cannot be blocked
 
- 		return false;
 
- 	BOOST_FOREACH(CStack * s, getAdjacentCreatures(stack))
 
- 	{
 
- 		if (s->owner != stack->owner) //blocked by enemy stack
 
- 			return true;
 
- 	}
 
- 	return false;
 
- }
 
- std::pair< std::vector<BattleHex>, int > BattleInfo::getPath(BattleHex start, BattleHex dest, bool*accessibility, bool flyingCreature, bool twoHex, bool attackerOwned)
 
- {
 
- 	BattleHex predecessor[GameConstants::BFIELD_SIZE]; //for getting the Path
 
- 	int dist[GameConstants::BFIELD_SIZE]; //calculated distances
 
- 	makeBFS(start, accessibility, predecessor, dist, twoHex, attackerOwned, flyingCreature, false);
 
- 	
 
- 	if(predecessor[dest] == -1) //cannot reach destination
 
- 	{
 
- 		return std::make_pair(std::vector<BattleHex>(), 0);
 
- 	}
 
- 	//making the Path
 
- 	std::vector<BattleHex> path;
 
- 	BattleHex curElem = dest;
 
- 	while(curElem != start)
 
- 	{
 
- 		path.push_back(curElem);
 
- 		curElem = predecessor[curElem];
 
- 	}
 
- 	return std::make_pair(path, dist[dest]);
 
- }
 
- TDmgRange BattleInfo::calculateDmgRange( const CStack* attacker, const CStack* defender, TQuantity attackerCount, TQuantity defenderCount, const CGHeroInstance * attackerHero, const CGHeroInstance * defendingHero,
 
- 	bool shooting, ui8 charge, bool lucky, bool deathBlow, bool ballistaDoubleDmg ) const
 
- {
 
- 	double additiveBonus = 1.0, multBonus = 1.0,
 
- 		minDmg = attacker->getMinDamage() * attackerCount, 
 
- 		maxDmg = attacker->getMaxDamage() * attackerCount;
 
- 	if(attacker->getCreature()->idNumber == 149) //arrow turret
 
- 	{
 
- 		switch(attacker->position)
 
- 		{
 
- 		case -2: //keep
 
- 			minDmg = 15;
 
- 			maxDmg = 15;
 
- 			break;
 
- 		case -3: case -4: //turrets
 
- 			minDmg = 7.5;
 
- 			maxDmg = 7.5;
 
- 			break;
 
- 		}
 
- 	}
 
- 	if(attacker->hasBonusOfType(Bonus::SIEGE_WEAPON) && attacker->getCreature()->idNumber != 149) //any siege weapon, but only ballista can attack (second condition - not arrow turret)
 
- 	{ //minDmg and maxDmg are multiplied by hero attack + 1
 
- 		minDmg *= attackerHero->getPrimSkillLevel(0) + 1; 
 
- 		maxDmg *= attackerHero->getPrimSkillLevel(0) + 1; 
 
- 	}
 
- 	int attackDefenceDifference = 0;
 
- 	if(attacker->hasBonusOfType(Bonus::GENERAL_ATTACK_REDUCTION))
 
- 	{
 
- 		double multAttackReduction = attacker->valOfBonuses(Bonus::GENERAL_ATTACK_REDUCTION, -1024) / 100.0;
 
- 		attackDefenceDifference = attacker->Attack() * multAttackReduction;
 
- 	}
 
- 	else
 
- 	{
 
- 		attackDefenceDifference = attacker->Attack();
 
- 	}
 
- 	if(attacker->hasBonusOfType(Bonus::ENEMY_DEFENCE_REDUCTION))
 
- 	{
 
- 		double multDefenceReduction = (100 - attacker->valOfBonuses(Bonus::ENEMY_DEFENCE_REDUCTION, -1024)) / 100.0;
 
- 		attackDefenceDifference -= defender->Defense() * multDefenceReduction;
 
- 	}
 
- 	else
 
- 	{
 
- 		attackDefenceDifference -= defender->Defense();
 
- 	}
 
- 	//calculating total attack/defense skills modifier
 
- 	if(shooting) //precision handling (etc.)
 
- 		attackDefenceDifference += attacker->getBonuses(Selector::typeSubtype(Bonus::PRIMARY_SKILL, PrimarySkill::ATTACK), Selector::effectRange(Bonus::ONLY_DISTANCE_FIGHT))->totalValue();
 
- 	else //bloodlust handling (etc.)
 
- 		attackDefenceDifference += attacker->getBonuses(Selector::typeSubtype(Bonus::PRIMARY_SKILL, PrimarySkill::ATTACK), Selector::effectRange(Bonus::ONLY_MELEE_FIGHT))->totalValue();
 
- 	if(attacker->getEffect(55)) //slayer handling
 
- 	{
 
- 		std::vector<int> affectedIds;
 
- 		int spLevel = attacker->getEffect(55)->val;
 
- 		for(int g = 0; g < VLC->creh->creatures.size(); ++g)
 
- 		{
 
- 			BOOST_FOREACH(const Bonus *b, VLC->creh->creatures[g]->getBonusList())
 
- 			{
 
- 				if ( (b->type == Bonus::KING3 && spLevel >= 3) || //expert
 
- 					(b->type == Bonus::KING2 && spLevel >= 2) || //adv +
 
- 					(b->type == Bonus::KING1 && spLevel >= 0) ) //none or basic +
 
- 				{
 
- 					affectedIds.push_back(g);
 
- 					break;
 
- 				}
 
- 			}
 
- 		}
 
- 		for(ui32 g=0; g<affectedIds.size(); ++g)
 
- 		{
 
- 			if(defender->getCreature()->idNumber == affectedIds[g])
 
- 			{
 
- 				attackDefenceDifference += VLC->spellh->spells[55]->powers[attacker->getEffect(55)->val];
 
- 				break;
 
- 			}
 
- 		}
 
- 	}
 
- 	//bonus from attack/defense skills
 
- 	if(attackDefenceDifference < 0) //decreasing dmg
 
- 	{
 
- 		double dec = 0.025 * (-attackDefenceDifference);
 
- 		if(dec > 0.7)
 
- 		{
 
- 			multBonus *= 0.3; //1.0 - 0.7
 
- 		}
 
- 		else
 
- 		{
 
- 			multBonus *= 1.0 - dec;
 
- 		}
 
- 	}
 
- 	else //increasing dmg
 
- 	{
 
- 		double inc = 0.05 * attackDefenceDifference;
 
- 		if(inc > 4.0)
 
- 		{
 
- 			additiveBonus += 4.0;
 
- 		}
 
- 		else
 
- 		{
 
- 			additiveBonus += inc;
 
- 		}
 
- 	}
 
- 	//applying jousting bonus
 
- 	if( attacker->hasBonusOfType(Bonus::JOUSTING) && !defender->hasBonusOfType(Bonus::CHARGE_IMMUNITY) )
 
- 		additiveBonus += charge * 0.05;
 
- 	//handling secondary abilities and artifacts giving premies to them
 
- 	if(attackerHero)
 
- 	{
 
- 		if(shooting)
 
- 		{
 
- 			additiveBonus += attackerHero->valOfBonuses(Bonus::SECONDARY_SKILL_PREMY, CGHeroInstance::ARCHERY) / 100.0;
 
- 		}
 
- 		else
 
- 		{
 
- 			additiveBonus += attackerHero->valOfBonuses(Bonus::SECONDARY_SKILL_PREMY, CGHeroInstance::OFFENCE) / 100.0;
 
- 		}
 
- 	}
 
- 	if(defendingHero)
 
- 	{
 
- 		multBonus *= (std::max(0, 100-defendingHero->valOfBonuses(Bonus::SECONDARY_SKILL_PREMY, CGHeroInstance::ARMORER))) / 100.0;
 
- 	}
 
- 	//handling hate effect
 
- 	additiveBonus += attacker->valOfBonuses(Bonus::HATE, defender->getCreature()->idNumber) / 100.;
 
- 	//luck bonus
 
- 	if (lucky)
 
- 	{
 
- 		additiveBonus += 1.0;
 
- 	}
 
- 	//ballista double dmg
 
- 	if(ballistaDoubleDmg)
 
- 	{
 
- 		additiveBonus += 1.0;
 
- 	}
 
- 	if (deathBlow) //Dread Knight and many WoGified creatures
 
- 	{
 
- 		additiveBonus += 1.0;
 
- 	}
 
- 	//handling spell effects
 
- 	if(!shooting && defender->hasBonusOfType(Bonus::GENERAL_DAMAGE_REDUCTION, 0)) //eg. shield
 
- 	{
 
- 		multBonus *= defender->valOfBonuses(Bonus::GENERAL_DAMAGE_REDUCTION, 0) / 100.0;
 
- 	}
 
- 	else if(shooting && defender->hasBonusOfType(Bonus::GENERAL_DAMAGE_REDUCTION, 1)) //eg. air shield
 
- 	{
 
- 		multBonus *= defender->valOfBonuses(Bonus::GENERAL_DAMAGE_REDUCTION, 1) / 100.0;
 
- 	}
 
- 	TBonusListPtr curseEffects = attacker->getBonuses(Selector::type(Bonus::ALWAYS_MINIMUM_DAMAGE)); //attacker->getEffect(42);
 
- 	TBonusListPtr blessEffects = attacker->getBonuses(Selector::type(Bonus::ALWAYS_MAXIMUM_DAMAGE)); //attacker->getEffect(43);
 
- 	int curseBlessAdditiveModifier = blessEffects->totalValue() - curseEffects->totalValue();
 
- 	double curseMultiplicativePenalty = curseEffects->size() ? (*std::max_element(curseEffects->begin(), curseEffects->end(), &Bonus::compareByAdditionalInfo))->additionalInfo : 0;
 
- 	if(curseMultiplicativePenalty) //curse handling (partial, the rest is below)
 
- 	{
 
- 		multBonus *= 1.0 - curseMultiplicativePenalty/100;
 
- 	}
 
- 	class HLP
 
- 	{
 
- 	public:
 
- 		static bool hasAdvancedAirShield(const CStack * stack)
 
- 		{
 
- 			BOOST_FOREACH(const Bonus *it, stack->getBonusList())
 
- 			{
 
- 				if (it->source == Bonus::SPELL_EFFECT && it->sid == 28 && it->val >= 2)
 
- 				{
 
- 					return true;
 
- 				}
 
- 			}
 
- 			return false;
 
- 		}
 
- 	};
 
- 	//wall / distance penalty + advanced air shield
 
- 	bool distPenalty = !NBonus::hasOfType(attackerHero, Bonus::NO_DISTANCE_PENALTY) &&
 
- 		hasDistancePenalty(attacker, defender->position);
 
- 	bool obstaclePenalty = hasWallPenalty(attacker, defender->position);
 
- 	if (shooting)
 
- 	{
 
- 		if (distPenalty || HLP::hasAdvancedAirShield(defender))
 
- 		{
 
- 			multBonus *= 0.5;
 
- 		}
 
- 		if (obstaclePenalty)
 
- 		{
 
- 			multBonus *= 0.5; //cumulative
 
- 		}
 
- 	}
 
- 	if (!shooting && attacker->hasBonusOfType(Bonus::SHOOTER) && !attacker->hasBonusOfType(Bonus::NO_MELEE_PENALTY))
 
- 	{
 
- 		multBonus *= 0.5;
 
- 	}
 
- 	minDmg *= additiveBonus * multBonus;
 
- 	maxDmg *= additiveBonus * multBonus;
 
- 	TDmgRange returnedVal;
 
- 	if(curseEffects->size()) //curse handling (rest)
 
- 	{
 
- 		minDmg += curseBlessAdditiveModifier;
 
- 		returnedVal = std::make_pair(int(minDmg), int(minDmg));
 
- 	}
 
- 	else if(blessEffects->size()) //bless handling
 
- 	{
 
- 		maxDmg += curseBlessAdditiveModifier;
 
- 		returnedVal =  std::make_pair(int(maxDmg), int(maxDmg));
 
- 	}
 
- 	else
 
- 	{
 
- 		returnedVal =  std::make_pair(int(minDmg), int(maxDmg));
 
- 	}
 
- 	//damage cannot be less than 1
 
- 	vstd::amax(returnedVal.first, 1);
 
- 	vstd::amax(returnedVal.second, 1);
 
- 	return returnedVal;
 
- }
 
- TDmgRange BattleInfo::calculateDmgRange(const CStack* attacker, const CStack* defender, const CGHeroInstance * attackerHero, const CGHeroInstance * defendingHero,
 
- 	bool shooting, ui8 charge, bool lucky, bool deathBlow, bool ballistaDoubleDmg) const
 
- {
 
- 	return calculateDmgRange(attacker, defender, attacker->count, defender->count, attackerHero, defendingHero, shooting, charge, lucky, deathBlow, ballistaDoubleDmg);
 
- }
 
- ui32 BattleInfo::calculateDmg( const CStack* attacker, const CStack* defender, const CGHeroInstance * attackerHero, const CGHeroInstance * defendingHero,
 
- 	bool shooting, ui8 charge, bool lucky, bool deathBlow, bool ballistaDoubleDmg )
 
- {
 
- 	TDmgRange range = calculateDmgRange(attacker, defender, attackerHero, defendingHero, shooting, charge, lucky, deathBlow, ballistaDoubleDmg);
 
- 	if(range.first != range.second)
 
- 	{
 
- 		int valuesToAverage[10];
 
- 		int howManyToAv = std::min<ui32>(10, attacker->count);
 
- 		for (int g=0; g<howManyToAv; ++g)
 
- 		{
 
- 			valuesToAverage[g] = range.first  +  rand() % (range.second - range.first + 1);
 
- 		}
 
- 		return std::accumulate(valuesToAverage, valuesToAverage + howManyToAv, 0) / howManyToAv;
 
- 	}
 
- 	else
 
- 		return range.first;
 
- }
 
- void BattleInfo::calculateCasualties( std::map<ui32,si32> *casualties ) const
 
- {
 
- 	for(ui32 i=0; i<stacks.size();i++)//setting casualties
 
- 	{
 
- 		const CStack * const st = stacks[i];
 
- 		si32 killed = (st->alive() ? st->baseAmount - st->count : st->baseAmount);
 
- 		vstd::amax(killed, 0);
 
- 		if(killed)
 
- 			casualties[!st->attackerOwned][st->getCreature()->idNumber] += killed;
 
- 	}
 
- }
 
- std::set<CStack*> BattleInfo::getAttackedCreatures(const CSpell * s, int skillLevel, ui8 attackerOwner, BattleHex destinationTile )
 
- {
 
- 	std::set<ui16> attackedHexes = s->rangeInHexes(destinationTile, skillLevel);
 
- 	std::set<CStack*> attackedCres; /*std::set to exclude multiple occurrences of two hex creatures*/
 
- 	bool onlyAlive = s->id != 38 && s->id != 39; //when casting resurrection or animate dead we should be allow to select dead stack
 
- 	if(s->id == Spells::DEATH_RIPPLE || s->id == Spells::DESTROY_UNDEAD || s->id == Spells::ARMAGEDDON)
 
- 	{
 
- 		for(int it=0; it<stacks.size(); ++it)
 
- 		{
 
- 			if((s->id == Spells::DEATH_RIPPLE && !stacks[it]->getCreature()->isUndead()) //death ripple
 
- 				|| (s->id == Spells::DESTROY_UNDEAD && stacks[it]->getCreature()->isUndead()) //destroy undead
 
- 				|| (s->id == Spells::ARMAGEDDON) //Armageddon
 
- 				)
 
- 			{
 
- 				if(stacks[it]->isValidTarget())
 
- 					attackedCres.insert(stacks[it]);
 
- 			}
 
- 		}
 
- 	}
 
- 	else if (s->range[skillLevel].size() > 1) //custom many-hex range
 
- 	{
 
- 		for(std::set<ui16>::iterator it = attackedHexes.begin(); it != attackedHexes.end(); ++it)
 
- 		{
 
- 			CStack * st = getStackT(*it, onlyAlive);
 
- 			if(st)
 
- 			{
 
- 				if (s->id == 76) //Death Cloud //TODO: fireball and fire immunity
 
- 				{
 
- 					if (st->isLiving() || st->coversPos(destinationTile)) //directly hit or alive
 
- 					{
 
- 						attackedCres.insert(st);
 
- 					}
 
- 				}
 
- 				else
 
- 					attackedCres.insert(st);
 
- 			}
 
- 		}
 
- 	}
 
- 	else if(s->getTargetType() == CSpell::CREATURE_EXPERT_MASSIVE)
 
- 	{
 
- 		if(skillLevel < 3)  /*not expert */
 
- 		{
 
- 			CStack * st = getStackT(destinationTile, onlyAlive);
 
- 			if(st)
 
- 				attackedCres.insert(st);
 
- 		}
 
- 		else
 
- 		{
 
- 			for(int it=0; it<stacks.size(); ++it)
 
- 			{
 
- 				/*if it's non negative spell and our unit or non positive spell and hostile unit */
 
- 				if((!s->isNegative() && stacks[it]->owner == attackerOwner)
 
- 					||(!s->isPositive() && stacks[it]->owner != attackerOwner )
 
- 					)
 
- 				{
 
- 					if(stacks[it]->isValidTarget(!onlyAlive))
 
- 						attackedCres.insert(stacks[it]);
 
- 				}
 
- 			}
 
- 		} //if(caster->getSpellSchoolLevel(s) < 3)
 
- 	}
 
- 	else if(s->getTargetType() == CSpell::CREATURE)
 
- 	{
 
- 		CStack * st = getStackT(destinationTile, onlyAlive);
 
- 		if(st)
 
- 			attackedCres.insert(st);
 
- 	}
 
- 	else //custom range from attackedHexes
 
- 	{
 
- 		for(std::set<ui16>::iterator it = attackedHexes.begin(); it != attackedHexes.end(); ++it)
 
- 		{
 
- 			CStack * st = getStackT(*it, onlyAlive);
 
- 			if(st)
 
- 				attackedCres.insert(st);
 
- 		}
 
- 	}
 
- 	return attackedCres;
 
- }
 
- void BattleInfo::getPotentiallyAttackableHexes(AttackableTiles &at, const CStack* attacker, BattleHex destinationTile, BattleHex attackerPos)
 
- {
 
- 	const int WN = GameConstants::BFIELD_WIDTH;
 
- 	ui16 hex = (attackerPos != BattleHex::INVALID) ? attackerPos.hex : attacker->position.hex; //real or hypothetical (cursor) position
 
- 	if (attacker->hasBonusOfType(Bonus::ATTACKS_ALL_ADJACENT))
 
- 	{
 
- 		std::vector<BattleHex> hexes = attacker->getSurroundingHexes(attackerPos);
 
- 		BOOST_FOREACH (BattleHex tile, hexes)
 
- 		{
 
- 			at.hostileCreaturePositions.insert(tile);
 
- 		}
 
- 	}
 
- 	if (attacker->hasBonusOfType(Bonus::THREE_HEADED_ATTACK))
 
- 	{
 
- 		std::vector<BattleHex> hexes = attacker->getSurroundingHexes(attackerPos);
 
- 		BOOST_FOREACH (BattleHex tile, hexes)
 
- 		{
 
- 			if ((BattleHex::mutualPosition(tile, destinationTile) > -1 && BattleHex::mutualPosition(tile, hex) > -1) //adjacent both to attacker's head and attacked tile
 
- 				|| tile == destinationTile) //or simply attacked directly
 
- 			{
 
- 				CStack * st = getStackT(tile, true);
 
- 				if(st && st->owner != attacker->owner) //only hostile stacks - does it work well with Berserk?
 
- 				{
 
- 					at.hostileCreaturePositions.insert(tile);
 
- 				}
 
- 			}
 
- 		}
 
- 	}
 
- 	if (attacker->hasBonusOfType(Bonus::TWO_HEX_ATTACK_BREATH))
 
- 	{
 
- 		std::vector<BattleHex> hexes; //only one, in fact
 
- 		int pseudoVector = destinationTile.hex - hex;
 
- 		switch (pseudoVector)
 
- 		{
 
- 			case 1:
 
- 			case -1:
 
- 				BattleHex::checkAndPush(destinationTile.hex + pseudoVector, hexes);
 
- 				break;
 
- 			case WN: //17
 
- 			case WN + 1: //18
 
- 			case -WN: //-17
 
- 			case -WN + 1: //-16
 
- 				BattleHex::checkAndPush(destinationTile.hex + pseudoVector + ((hex/WN)%2 ? 1 : -1 ), hexes);
 
- 				break;
 
- 			case WN-1: //16
 
- 			case -WN-1: //-18
 
- 				BattleHex::checkAndPush(destinationTile.hex + pseudoVector + ((hex/WN)%2 ? 1 : 0), hexes);
 
- 				break;
 
- 		}
 
- 		BOOST_FOREACH (BattleHex tile, hexes)
 
- 		{
 
- 			CStack * st = getStackT(tile, true);
 
- 			if(st) //friendly stacks can also be damaged by Dragon Breath
 
- 			{
 
- 				at.friendlyCreaturePositions.insert(tile);
 
- 			}
 
- 		}
 
- 	}
 
- }
 
- std::set<CStack*> BattleInfo::getAttackedCreatures(const CStack* attacker, BattleHex destinationTile, BattleHex attackerPos)
 
- { //TODO: caching?
 
- 	AttackableTiles at;
 
- 	getPotentiallyAttackableHexes(at, attacker, destinationTile, attackerPos);
 
- 	std::set<CStack*> attackedCres;
 
- 	BOOST_FOREACH (BattleHex tile, at.hostileCreaturePositions) //all around & three-headed attack
 
- 	{
 
- 		CStack * st = getStackT(tile, true);
 
- 		if(st && st->owner != attacker->owner) //only hostile stacks - does it work well with Berserk?
 
- 		{
 
- 			attackedCres.insert(st);
 
- 		}
 
- 	}
 
- 	BOOST_FOREACH (BattleHex tile, at.friendlyCreaturePositions)
 
- 	{
 
- 		CStack * st = getStackT(tile, true);
 
- 		if(st) //friendly stacks can also be damaged by Dragon Breath
 
- 		{
 
- 			attackedCres.insert(st);
 
- 		}
 
- 	}
 
- 	return attackedCres;
 
- }
 
- std::set<BattleHex> BattleInfo::getAttackedHexes(const CStack* attacker, BattleHex destinationTile, BattleHex attackerPos)
 
- {
 
- 	AttackableTiles at;
 
- 	getPotentiallyAttackableHexes(at, attacker, destinationTile, attackerPos);
 
- 	std::set<BattleHex> attackedHexes;
 
- 	BOOST_FOREACH (BattleHex tile, at.hostileCreaturePositions)
 
- 	{
 
- 		CStack * st = getStackT(tile, true);
 
- 		if(st && st->owner != attacker->owner) //only hostile stacks - does it work well with Berserk?
 
- 		{
 
- 			attackedHexes.insert(tile);
 
- 		}
 
- 	}
 
- 	BOOST_FOREACH (BattleHex tile, at.friendlyCreaturePositions)
 
- 	{
 
- 		CStack * st = getStackT(tile, true);
 
- 		if(st) //friendly stacks can also be damaged by Dragon Breath
 
- 		{
 
- 			attackedHexes.insert(tile);
 
- 		}
 
- 	}
 
- 	return attackedHexes;
 
- }
 
- std::set<CStack*> BattleInfo::getAdjacentCreatures (const CStack * stack) const
 
- {
 
- 	std::set<CStack*> stacks;
 
- 	CStack * localStack;
 
- 	BOOST_FOREACH (BattleHex hex, stack->getSurroundingHexes())
 
- 	{
 
- 		localStack = const_cast<CStack*>(getStackT(hex, true)); //only alive?
 
- 		if (localStack)
 
- 			stacks.insert(localStack);
 
- 	}
 
- 	return stacks;
 
- }
 
- int BattleInfo::calculateSpellDuration( const CSpell * spell, const CGHeroInstance * caster, int usedSpellPower)
 
- {
 
- 	if(!caster)
 
- 	{
 
- 		if (!usedSpellPower)
 
- 			return 3; //default duration of all creature spells
 
- 		else
 
- 			return usedSpellPower; //use creature spell power
 
- 	}
 
- 	switch(spell->id)
 
- 	{
 
- 	case Spells::FRENZY:
 
- 		return 1;
 
- 	default: //other spells
 
- 		return caster->getPrimSkillLevel(PrimarySkill::SPELL_POWER) + caster->valOfBonuses(Bonus::SPELL_DURATION);
 
- 	}
 
- }
 
- CStack * BattleInfo::generateNewStack(const CStackInstance &base, bool attackerOwned, int slot, BattleHex position) const
 
- {
 
- 	int stackID = getIdForNewStack();
 
- 	int owner = attackerOwned ? sides[0] : sides[1];
 
- 	assert((owner >= GameConstants::PLAYER_LIMIT)  ||
 
- 		   (base.armyObj && base.armyObj->tempOwner == owner));
 
- 	CStack * ret = new CStack(&base, owner, stackID, attackerOwned, slot);
 
- 	ret->position = position;
 
- 	return ret;
 
- }
 
- CStack * BattleInfo::generateNewStack(const CStackBasicDescriptor &base, bool attackerOwned, int slot, BattleHex position) const
 
- {
 
- 	int stackID = getIdForNewStack();
 
- 	int owner = attackerOwned ? sides[0] : sides[1];
 
- 	CStack * ret = new CStack(&base, owner, stackID, attackerOwned, slot);
 
- 	ret->position = position;
 
- 	return ret;
 
- }
 
- ui32 BattleInfo::getSpellCost(const CSpell * sp, const CGHeroInstance * caster) const
 
- {
 
- 	ui32 ret = caster->getSpellCost(sp);
 
- 	//checking for friendly stacks reducing cost of the spell and
 
- 	//enemy stacks increasing it
 
- 	si32 manaReduction = 0;
 
- 	si32 manaIncrease = 0;
 
- 	for(int g=0; g<stacks.size(); ++g)
 
- 	{
 
- 		if( stacks[g]->owner == caster->tempOwner && stacks[g]->hasBonusOfType(Bonus::CHANGES_SPELL_COST_FOR_ALLY) )
 
- 		{
 
- 			vstd::amax(manaReduction, stacks[g]->valOfBonuses(Bonus::CHANGES_SPELL_COST_FOR_ALLY));
 
- 		}
 
- 		if( stacks[g]->owner != caster->tempOwner && stacks[g]->hasBonusOfType(Bonus::CHANGES_SPELL_COST_FOR_ENEMY) )
 
- 		{
 
- 			vstd::amax(manaIncrease, stacks[g]->valOfBonuses(Bonus::CHANGES_SPELL_COST_FOR_ENEMY));
 
- 		}
 
- 	}
 
- 	return ret - manaReduction + manaIncrease;
 
- }
 
- int BattleInfo::hexToWallPart(BattleHex hex) const
 
- {
 
- 	if(siege == 0) //there is no battle!
 
- 		return -1;
 
- 	static const std::pair<int, int> attackable[] = //potentially attackable parts of wall
 
- 	{std::make_pair(50, 0), std::make_pair(183, 1), std::make_pair(182, 2), std::make_pair(130, 3),
 
- 	std::make_pair(62, 4), std::make_pair(29, 5), std::make_pair(12, 6), std::make_pair(95, 7), std::make_pair(96, 7),
 
- 	std::make_pair(45, -2), std::make_pair(78, -2), std::make_pair(112, -2), std::make_pair(147, -2)}; // -2 - indestructible walls
 
- 	for(int g = 0; g < ARRAY_COUNT(attackable); ++g)
 
- 	{
 
- 		if(attackable[g].first == hex)
 
- 			return attackable[g].second;
 
- 	}
 
- 	return -1; //not found!
 
- }
 
- int BattleInfo::lineToWallHex( int line ) const
 
- {
 
- 	static const int lineToHex[] = {12, 29, 45, 62, 78, 95, 112, 130, 147, 165, 182};
 
- 	return lineToHex[line];
 
- }
 
- std::pair<const CStack *, BattleHex> BattleInfo::getNearestStack(const CStack * closest, boost::logic::tribool attackerOwned) const
 
- {	
 
- 	bool ac[GameConstants::BFIELD_SIZE];
 
- 	std::set<BattleHex> occupyable;
 
- 	getAccessibilityMap(ac, closest->doubleWide(), closest->attackerOwned, false, occupyable, closest->hasBonusOfType(Bonus::FLYING), closest);
 
- 	BattleHex predecessor[GameConstants::BFIELD_SIZE];
 
- 	int dist[GameConstants::BFIELD_SIZE];
 
- 	makeBFS(closest->position, ac, predecessor, dist, closest->doubleWide(), closest->attackerOwned, closest->hasBonusOfType(Bonus::FLYING), true);
 
- 	std::vector< std::pair< std::pair<int, int>, const CStack *> > stackPairs; //pairs <<distance, hex>, stack>
 
- 	for(int g=0; g<GameConstants::BFIELD_SIZE; ++g)
 
- 	{
 
- 		const CStack * atG = getStackT(g);
 
- 		if(!atG || atG->ID == closest->ID) //if there is not stack or we are the closest one
 
- 			continue;
 
- 		if(boost::logic::indeterminate(attackerOwned) || atG->attackerOwned == attackerOwned)
 
- 		{
 
- 			if(predecessor[g] == -1) //TODO: is it really the best solution?
 
- 				continue;
 
- 			stackPairs.push_back( std::make_pair( std::make_pair(dist[predecessor[g]], g), atG) );
 
- 		}
 
- 	}
 
- 	if(stackPairs.size() > 0)
 
- 	{
 
- 		std::vector< std::pair< std::pair<int, int>, const CStack *> > minimalPairs;
 
- 		minimalPairs.push_back(stackPairs[0]);
 
- 		for(int b=1; b<stackPairs.size(); ++b)
 
- 		{
 
- 			if(stackPairs[b].first.first < minimalPairs[0].first.first)
 
- 			{
 
- 				minimalPairs.clear();
 
- 				minimalPairs.push_back(stackPairs[b]);
 
- 			}
 
- 			else if(stackPairs[b].first.first == minimalPairs[0].first.first)
 
- 			{
 
- 				minimalPairs.push_back(stackPairs[b]);
 
- 			}
 
- 		}
 
- 		std::pair< std::pair<int, int>, const CStack *> minPair = minimalPairs[minimalPairs.size()/2];
 
- 		return std::make_pair(minPair.second, predecessor[minPair.first.second]);
 
- 	}
 
- 	return std::make_pair<const CStack * , BattleHex>(NULL, BattleHex::INVALID);
 
- }
 
- ui32 BattleInfo::calculateSpellBonus(ui32 baseDamage, const CSpell * sp, const CGHeroInstance * caster, const CStack * affectedCreature) const
 
- {
 
- 	ui32 ret = baseDamage;
 
- 	//applying sorcery secondary skill
 
- 	if(caster)
 
- 	{
 
- 		ret *= (100.0 + caster->valOfBonuses(Bonus::SECONDARY_SKILL_PREMY, CGHeroInstance::SORCERY)) / 100.0;
 
- 		ret *= (100.0 + caster->valOfBonuses(Bonus::SPELL_DAMAGE) + caster->valOfBonuses(Bonus::SPECIFIC_SPELL_DAMAGE, sp->id)) / 100.0;
 
- 		if(sp->air)
 
- 			ret *= (100.0 + caster->valOfBonuses(Bonus::AIR_SPELL_DMG_PREMY)) / 100.0;
 
- 		else if(sp->fire) //only one type of bonus for Magic Arrow
 
- 			ret *= (100.0 + caster->valOfBonuses(Bonus::FIRE_SPELL_DMG_PREMY)) / 100.0;
 
- 		else if(sp->water)
 
- 			ret *= (100.0 + caster->valOfBonuses(Bonus::WATER_SPELL_DMG_PREMY)) / 100.0;
 
- 		else if(sp->earth)
 
- 			ret *= (100.0 + caster->valOfBonuses(Bonus::EARTH_SPELL_DMG_PREMY)) / 100.0;
 
- 		if (affectedCreature && affectedCreature->getCreature()->level) //Hero specials like Solmyr, Deemer
 
- 			ret *= (100. + ((caster->valOfBonuses(Bonus::SPECIAL_SPELL_LEV, sp->id) * caster->level) / affectedCreature->getCreature()->level)) / 100.0;
 
- 	}
 
- 	return ret;
 
- }
 
- ui32 BattleInfo::calculateSpellDmg( const CSpell * sp, const CGHeroInstance * caster, const CStack * affectedCreature, int spellSchoolLevel, int usedSpellPower ) const
 
- {
 
- 	ui32 ret = 0; //value to return
 
- 	//15 - magic arrows, 16 - ice bolt, 17 - lightning bolt, 18 - implosion, 20 - frost ring, 21 - fireball, 22 - inferno, 23 - meteor shower,
 
- 	//24 - death ripple, 25 - destroy undead, 26 - armageddon, 77 - thunderbolt
 
- 	//check if spell really does damage - if not, return 0
 
- 	if(VLC->spellh->damageSpells.find(sp->id) == VLC->spellh->damageSpells.end())
 
- 		return 0;
 
- 	ret = usedSpellPower * sp->power;
 
- 	ret += sp->powers[spellSchoolLevel];
 
- 	//affected creature-specific part
 
- 	if(affectedCreature)
 
- 	{
 
- 		//applying protections - when spell has more then one elements, only one protection should be applied (I think)
 
- 		if(sp->air && affectedCreature->hasBonusOfType(Bonus::SPELL_DAMAGE_REDUCTION, 0)) //air spell & protection from air
 
- 		{
 
- 			ret *= affectedCreature->valOfBonuses(Bonus::SPELL_DAMAGE_REDUCTION, 0);
 
- 			ret /= 100;
 
- 		}
 
- 		else if(sp->fire && affectedCreature->hasBonusOfType(Bonus::SPELL_DAMAGE_REDUCTION, 1)) //fire spell & protection from fire
 
- 		{
 
- 			ret *= affectedCreature->valOfBonuses(Bonus::SPELL_DAMAGE_REDUCTION, 1);
 
- 			ret /= 100;
 
- 		}
 
- 		else if(sp->water && affectedCreature->hasBonusOfType(Bonus::SPELL_DAMAGE_REDUCTION, 2)) //water spell & protection from water
 
- 		{
 
- 			ret *= affectedCreature->valOfBonuses(Bonus::SPELL_DAMAGE_REDUCTION, 2);
 
- 			ret /= 100;
 
- 		}
 
- 		else if (sp->earth && affectedCreature->hasBonusOfType(Bonus::SPELL_DAMAGE_REDUCTION, 3)) //earth spell & protection from earth
 
- 		{
 
- 			ret *= affectedCreature->valOfBonuses(Bonus::SPELL_DAMAGE_REDUCTION, 3);
 
- 			ret /= 100;
 
- 		}
 
- 		//general spell dmg reduction
 
- 		if(sp->air && affectedCreature->hasBonusOfType(Bonus::SPELL_DAMAGE_REDUCTION, -1)) //air spell & protection from air
 
- 		{
 
- 			ret *= affectedCreature->valOfBonuses(Bonus::SPELL_DAMAGE_REDUCTION, -1);
 
- 			ret /= 100;
 
- 		}
 
- 		//dmg increasing
 
- 		if( affectedCreature->hasBonusOfType(Bonus::MORE_DAMAGE_FROM_SPELL, sp->id) )
 
- 		{
 
- 			ret *= 100 + affectedCreature->valOfBonuses(Bonus::MORE_DAMAGE_FROM_SPELL, sp->id);
 
- 			ret /= 100;
 
- 		}
 
- 	}
 
- 	ret = calculateSpellBonus(ret, sp, caster, affectedCreature);
 
- 	return ret;
 
- }
 
- ui32 BattleInfo::calculateHealedHP(const CGHeroInstance * caster, const CSpell * spell, const CStack * stack) const
 
- {
 
- 	bool resurrect = resurrects(spell->id);
 
- 	int healedHealth = caster->getPrimSkillLevel(2) * spell->power + spell->powers[caster->getSpellSchoolLevel(spell)];
 
- 	healedHealth = calculateSpellBonus(healedHealth, spell, caster, stack);
 
- 	return std::min<ui32>(healedHealth, stack->MaxHealth() - stack->firstHPleft + (resurrect ? stack->baseAmount * stack->MaxHealth() : 0));
 
- }
 
- ui32 BattleInfo::calculateHealedHP(int healedHealth, const CSpell * spell, const CStack * stack) const
 
- {
 
- 	bool resurrect = resurrects(spell->id);
 
- 	return std::min<ui32>(healedHealth, stack->MaxHealth() - stack->firstHPleft + (resurrect ? stack->baseAmount * stack->MaxHealth() : 0));
 
- }
 
- ui32 BattleInfo::calculateHealedHP(const CSpell * spell, int usedSpellPower, int spellSchoolLevel, const CStack * stack) const
 
- {
 
- 	bool resurrect = resurrects(spell->id);
 
- 	int healedHealth = usedSpellPower * spell->power + spell->powers[spellSchoolLevel];
 
- 	return std::min<ui32>(healedHealth, stack->MaxHealth() - stack->firstHPleft + (resurrect ? stack->baseAmount * stack->MaxHealth() : 0));
 
- }
 
- bool BattleInfo::resurrects(TSpell spellid) const
 
- {
 
- 	return vstd::contains(VLC->spellh->risingSpells, spellid);
 
- }
 
- void BattleInfo::getStackQueue( std::vector<const CStack *> &out, int howMany, int turn /*= 0*/, int lastMoved /*= -1*/ ) const
 
- {
 
- 	//we'll split creatures with remaining movement to 4 parts
 
- 	std::vector<const CStack *> phase[4]; //0 - turrets/catapult, 1 - normal (unmoved) creatures, other war machines, 2 - waited cres that had morale, 3 - rest of waited cres
 
- 	int toMove = 0; //how many stacks still has move
 
- 	const CStack *active = getStack(activeStack);
 
- 	//active stack hasn't taken any action yet - must be placed at the beginning of queue, no matter what
 
- 	if(!turn && active && active->willMove() && !vstd::contains(active->state, EBattleStackState::WAITING))
 
- 	{
 
- 		out.push_back(active);
 
- 		if(out.size() == howMany)
 
- 			return;
 
- 	}
 
- 	for(ui32 i=0; i<stacks.size(); ++i)
 
- 	{
 
- 		const CStack * const s = stacks[i];
 
- 		if((turn <= 0 && !s->willMove()) //we are considering current round and stack won't move
 
- 		   || (turn > 0 && !s->canMove(turn)) //stack won't be able to move in later rounds
 
- 		   || (turn <= 0 && s == active && out.size() && s == out.front())) //it's active stack already added at the beginning of queue
 
- 		{
 
- 			continue;
 
- 		}
 
- 		int p = -1; //in which phase this tack will move?
 
- 		if(turn <= 0 && vstd::contains(s->state, EBattleStackState::WAITING)) //consider waiting state only for ongoing round
 
- 		{
 
- 			if(vstd::contains(s->state, EBattleStackState::HAD_MORALE))
 
- 				p = 2;
 
- 			else
 
- 				p = 3;
 
- 		}
 
- 		else if(s->getCreature()->idNumber == 145  ||  s->getCreature()->idNumber == 149) //catapult and turrets are first
 
- 		{
 
- 			p = 0;
 
- 		}
 
- 		else
 
- 		{
 
- 			p = 1;
 
- 		}
 
- 		phase[p].push_back(s);
 
- 		toMove++;
 
- 	}
 
- 	for(int i = 0; i < 4; i++)
 
- 		std::sort(phase[i].begin(), phase[i].end(), CMP_stack(i, turn > 0 ? turn : 0));
 
- 	for(size_t i = 0; i < phase[0].size() && i < howMany; i++)
 
- 		out.push_back(phase[0][i]);
 
- 	if(out.size() == howMany)
 
- 		return;
 
- 	if(lastMoved == -1)
 
- 	{
 
- 		if(active)
 
- 		{
 
- 			if(out.size() && out.front() == active)
 
- 				lastMoved = active->attackerOwned;
 
- 			else
 
- 				lastMoved = active->attackerOwned;
 
- 		}
 
- 		else
 
- 		{
 
- 			lastMoved = 0;
 
- 		}
 
- 	}
 
- 	int pi = 1;
 
- 	while(out.size() < howMany)
 
- 	{
 
- 		const CStack *hlp = takeStack(phase[pi], lastMoved, turn);
 
- 		if(!hlp)
 
- 		{
 
- 			pi++;
 
- 			if(pi > 3)
 
- 			{
 
- 				//if(turn != 2)
 
- 				getStackQueue(out, howMany, turn + 1, lastMoved);
 
- 				return;
 
- 			}
 
- 		}
 
- 		else
 
- 		{
 
- 			out.push_back(hlp);
 
- 		}
 
- 	}
 
- }
 
- si8 BattleInfo::hasDistancePenalty( const CStack * stack, BattleHex destHex ) const
 
- {
 
- 	struct HLP
 
- 	{
 
- 		static bool lowerAnalyze(const CStack * stack, BattleHex hex)
 
- 		{
 
- 			int distance = BattleHex::getDistance(hex, stack->position);
 
- 			//I hope it's approximately correct
 
- 			return distance > 10 && !stack->hasBonusOfType(Bonus::NO_DISTANCE_PENALTY);
 
- 		}
 
- 	};
 
- 	const CStack * dstStack = getStackT(destHex, false);
 
- 	if (dstStack->doubleWide())
 
- 		return HLP::lowerAnalyze(stack, destHex) && HLP::lowerAnalyze(stack, dstStack->occupiedHex());
 
- 	else
 
- 		return HLP::lowerAnalyze(stack, destHex);
 
- }
 
- si8 BattleInfo::sameSideOfWall(int pos1, int pos2) const
 
- {
 
- 	int wallInStackLine = lineToWallHex(pos1/GameConstants::BFIELD_WIDTH);
 
- 	int wallInDestLine = lineToWallHex(pos2/GameConstants::BFIELD_WIDTH);
 
- 	bool stackLeft = pos1 < wallInStackLine;
 
- 	bool destLeft = pos2 < wallInDestLine;
 
- 	return stackLeft != destLeft;
 
- }
 
- si8 BattleInfo::hasWallPenalty( const CStack* stack, BattleHex destHex ) const
 
- {
 
- 	if (!siege || stack->hasBonusOfType(Bonus::NO_WALL_PENALTY))
 
- 	{
 
- 		return false;
 
- 	}
 
- 	int wallInStackLine = lineToWallHex(stack->position/GameConstants::BFIELD_WIDTH);
 
- 	int wallInDestLine = lineToWallHex(destHex/GameConstants::BFIELD_WIDTH);
 
- 	bool stackLeft = stack->position < wallInStackLine;
 
- 	bool destRight = destHex > wallInDestLine;
 
- 	if (stackLeft && destRight) //shooting from outside to inside
 
- 	{
 
- 		int row = (stack->position + destHex) / (2 * GameConstants::BFIELD_WIDTH);
 
- 		if (stack->position > destHex && ((destHex % GameConstants::BFIELD_WIDTH - stack->position % GameConstants::BFIELD_WIDTH) < 2)) //shooting up high
 
- 			row -= 2;
 
- 		int wallPos = lineToWallHex(row);
 
- 		if (hexToWallPart(wallPos) != -1) //wall still exists or is indestructible
 
- 			return true;
 
- 	}
 
- 	return false;
 
- }
 
- si8 BattleInfo::canTeleportTo(const CStack * stack, BattleHex destHex, int telportLevel) const
 
- {
 
- 	bool ac[GameConstants::BFIELD_SIZE];
 
- 	std::set<BattleHex> occupyable;
 
- 	getAccessibilityMap(ac, stack->doubleWide(), stack->attackerOwned, false, occupyable, stack->hasBonusOfType(Bonus::FLYING), stack);
 
- 	if (siege && telportLevel < 2) //check for wall
 
- 	{
 
- 		return ac[destHex] && sameSideOfWall(stack->position, destHex);
 
- 	}
 
- 	else
 
- 	{
 
- 		return ac[destHex];
 
- 	}
 
- }
 
- bool BattleInfo::battleCanShoot(const CStack * stack, BattleHex dest) const
 
- {
 
- 	if(tacticDistance) //no shooting during tactics
 
- 		return false; 
 
- 	const CStack *dst = getStackT(dest);
 
- 	if(!stack || !dst) return false;
 
- 	const CGHeroInstance * stackHero = battleGetOwner(stack);
 
- 	if(stack->hasBonusOfType(Bonus::FORGETFULL)) //forgetfulness
 
- 		return false;
 
- 	if(stack->getCreature()->idNumber == 145 && dst) //catapult cannot attack creatures
 
- 		return false;
 
- 	if(stack->hasBonusOfType(Bonus::SHOOTER)//it's shooter
 
- 		&& stack->owner != dst->owner
 
- 		&& dst->alive()
 
- 		&& (!isStackBlocked(stack)  ||  NBonus::hasOfType(stackHero, Bonus::FREE_SHOOTING))
 
- 		&& stack->shots
 
- 		)
 
- 		return true;
 
- 	return false;
 
- }
 
- bool BattleInfo::battleCanFlee(int player) const
 
- {
 
- 	if (player == sides[0])
 
- 	{
 
- 		if (!heroes[0])
 
- 			return false;//current player have no hero
 
- 	}
 
- 	else
 
- 	{
 
- 		if (!heroes[1])
 
- 			return false;
 
- 	}
 
- 	if( ( heroes[0] && heroes[0]->hasBonusOfType(Bonus::ENEMY_CANT_ESCAPE) ) //eg. one of heroes is wearing shakles of war
 
- 		|| ( heroes[1] && heroes[1]->hasBonusOfType(Bonus::ENEMY_CANT_ESCAPE)))
 
- 		return false;
 
- 	if (player == sides[1] && siege //defender in siege
 
- 		&& !(town->subID == 6 && vstd::contains(town->builtBuildings, 17)))//without escape tunnel
 
- 		return false;
 
- 	return true;
 
- }
 
- const CStack * BattleInfo::battleGetStack(BattleHex pos, bool onlyAlive)
 
- {
 
- 	CStack * stack = NULL;
 
- 	for(ui32 g=0; g<stacks.size(); ++g)
 
- 	{
 
- 		if(stacks[g]->position == pos 
 
- 			|| (stacks[g]->doubleWide() 
 
- 			&&( (stacks[g]->attackerOwned && stacks[g]->position-1 == pos) 
 
- 			||	(!stacks[g]->attackerOwned && stacks[g]->position+1 == pos)	)
 
- 			) )
 
- 		{
 
- 			if (stacks[g]->alive())
 
- 				return stacks[g]; //we prefer living stacks - there cna be only one stack on te tile, so return it imediately
 
- 			else if (!onlyAlive)
 
- 				stack = stacks[g]; //dead stacks are only accessible when there's no alive stack on this tile
 
- 		}
 
- 	}
 
- 	return stack;
 
- }
 
- const CGHeroInstance * BattleInfo::battleGetOwner(const CStack * stack) const
 
- {
 
- 	return heroes[!stack->attackerOwned];
 
- }
 
- si8 BattleInfo::battleMinSpellLevel() const
 
- {
 
- 	si8 levelLimit = 0;
 
- 	if(const CGHeroInstance *h1 =  heroes[0])
 
- 	{
 
- 		vstd::amax(levelLimit, h1->valOfBonuses(Bonus::LEVEL_SPELL_IMMUNITY));
 
- 	}
 
- 	if(const CGHeroInstance *h2 = heroes[1])
 
- 	{
 
- 		vstd::amax(levelLimit, h2->valOfBonuses(Bonus::LEVEL_SPELL_IMMUNITY));
 
- 	}
 
- 	return levelLimit;
 
- }
 
- void BattleInfo::localInit()
 
- {
 
- 	belligerents[0]->battle = belligerents[1]->battle = this;
 
- 	
 
- 	BOOST_FOREACH(CArmedInstance *b, belligerents)
 
- 		b->attachTo(this);
 
- 	BOOST_FOREACH(CStack *s, stacks)
 
- 		localInitStack(s);
 
- 	exportBonuses();
 
- }
 
- void BattleInfo::localInitStack(CStack * s)
 
- {
 
- 	s->exportBonuses();
 
- 	if(s->base) //stack originating from "real" stack in garrison -> attach to it
 
- 	{
 
- 		s->attachTo(const_cast<CStackInstance*>(s->base));
 
- 	}
 
- 	else //attach directly to obj to which stack belongs and creature type
 
- 	{
 
- 		CArmedInstance *army = belligerents[!s->attackerOwned];
 
- 		s->attachTo(army);
 
- 		assert(s->type);
 
- 		s->attachTo(const_cast<CCreature*>(s->type));
 
- 	}
 
- 	s->postInit();
 
- }
 
- namespace CGH
 
- {
 
- 	using namespace std;
 
- 	static void readBattlePositions(const JsonNode &node, vector< vector<int> > & dest)
 
- 	{
 
- 		BOOST_FOREACH(const JsonNode &level, node.Vector())
 
- 		{
 
- 			std::vector<int> pom;
 
- 			BOOST_FOREACH(const JsonNode &value, level.Vector())
 
- 			{
 
- 				pom.push_back(value.Float());
 
- 			}
 
- 			dest.push_back(pom);
 
- 		}
 
- 	}
 
- }
 
- BattleInfo * BattleInfo::setupBattle( int3 tile, int terrain, int terType, const CArmedInstance *armies[2], const CGHeroInstance * heroes[2], bool creatureBank, const CGTownInstance *town )
 
- {
 
- 	CMP_stack cmpst;
 
- 	BattleInfo *curB = new BattleInfo;
 
- 	curB->castSpells[0] = curB->castSpells[1] = 0;
 
- 	curB->sides[0] = armies[0]->tempOwner;
 
- 	curB->sides[1] = armies[1]->tempOwner;
 
- 	if(curB->sides[1] == 254) 
 
- 		curB->sides[1] = 255;
 
- 	std::vector<CStack*> & stacks = (curB->stacks);
 
- 	curB->tile = tile;
 
- 	curB->battlefieldType = terType;
 
- 	curB->belligerents[0] = const_cast<CArmedInstance*>(armies[0]);
 
- 	curB->belligerents[1] = const_cast<CArmedInstance*>(armies[1]);
 
- 	curB->heroes[0] = const_cast<CGHeroInstance*>(heroes[0]);
 
- 	curB->heroes[1] = const_cast<CGHeroInstance*>(heroes[1]);
 
- 	curB->round = -2;
 
- 	curB->activeStack = -1;
 
- 	curB->enchanterCounter[0] = curB->enchanterCounter[1] = 0; //ready to cast
 
- 	if(town)
 
- 	{
 
- 		curB->town = town;
 
- 		curB->siege = town->fortLevel();
 
- 	}
 
- 	else
 
- 	{
 
- 		curB->town = NULL;
 
- 		curB->siege = 0;
 
- 	}
 
- 	//reading battleStartpos
 
- 	std::vector< std::vector<int> > attackerLoose, defenderLoose, attackerTight, defenderTight, attackerCreBank, defenderCreBank;
 
- 	const JsonNode config(GameConstants::DATA_DIR + "/config/battleStartpos.json");
 
- 	const JsonVector &positions = config["battle_positions"].Vector();
 
- 	CGH::readBattlePositions(positions[0]["levels"], attackerLoose);
 
- 	CGH::readBattlePositions(positions[1]["levels"], defenderLoose);
 
- 	CGH::readBattlePositions(positions[2]["levels"], attackerTight);
 
- 	CGH::readBattlePositions(positions[3]["levels"], defenderTight);
 
- 	CGH::readBattlePositions(positions[4]["levels"], attackerCreBank);
 
- 	CGH::readBattlePositions(positions[5]["levels"], defenderCreBank);
 
- 	//battleStartpos read
 
- 	int k = 0; //stack serial 
 
- 	for(TSlots::const_iterator i = armies[0]->Slots().begin(); i!=armies[0]->Slots().end(); i++, k++)
 
- 	{
 
- 		int pos;
 
- 		if(creatureBank)
 
- 			pos = attackerCreBank[armies[0]->stacksCount()-1][k];
 
- 		else if(armies[0]->formation)
 
- 			pos = attackerTight[armies[0]->stacksCount()-1][k];
 
- 		else
 
- 			pos = attackerLoose[armies[0]->stacksCount()-1][k];
 
- 		CStack * stack = curB->generateNewStack(*i->second, true, i->first, pos);
 
- 		stacks.push_back(stack);
 
- 	}
 
- 	k = 0;
 
- 	for(TSlots::const_iterator i = armies[1]->Slots().begin(); i!=armies[1]->Slots().end(); i++, k++)
 
- 	{
 
- 		int pos;
 
- 		if(creatureBank)
 
- 			pos = defenderCreBank[armies[1]->stacksCount()-1][k];
 
- 		else if(armies[1]->formation)
 
- 			pos = defenderTight[armies[1]->stacksCount()-1][k];
 
- 		else
 
- 			pos = defenderLoose[armies[1]->stacksCount()-1][k];
 
- 		CStack * stack = curB->generateNewStack(*i->second, false, i->first, pos);
 
- 		stacks.push_back(stack);
 
- 	}
 
- 	for(unsigned g=0; g<stacks.size(); ++g) //shifting positions of two-hex creatures
 
- 	{
 
- 		//we should do that for creature bank too
 
- 		if(stacks[g]->doubleWide() && stacks[g]->attackerOwned)
 
- 		{
 
- 			stacks[g]->position += BattleHex::RIGHT;
 
- 		}
 
- 		else if(stacks[g]->doubleWide() && !stacks[g]->attackerOwned)
 
- 		{
 
- 			if (stacks[g]->position.getX() > 1)
 
- 				stacks[g]->position += BattleHex::LEFT;
 
- 		}
 
- 	}
 
- 	//adding war machines
 
- 	if(!creatureBank)
 
- 	{
 
- 		if(heroes[0])
 
- 		{
 
- 			if(heroes[0]->getArt(13)) //ballista
 
- 			{
 
- 				CStack * stack = curB->generateNewStack(CStackBasicDescriptor(146, 1), true, 255, 52);
 
- 				stacks.push_back(stack);
 
- 			}
 
- 			if(heroes[0]->getArt(14)) //ammo cart
 
- 			{
 
- 				CStack * stack = curB->generateNewStack(CStackBasicDescriptor(148, 1), true, 255, 18);
 
- 				stacks.push_back(stack);
 
- 			}
 
- 			if(heroes[0]->getArt(15)) //first aid tent
 
- 			{
 
- 				CStack * stack = curB->generateNewStack(CStackBasicDescriptor(147, 1), true, 255, 154);
 
- 				stacks.push_back(stack);
 
- 			}
 
- 		}
 
- 		if(heroes[1])
 
- 		{
 
- 			//defending hero shouldn't receive ballista (bug #551)
 
- 			if(heroes[1]->getArt(13) && !town) //ballista
 
- 			{
 
- 				CStack * stack = curB->generateNewStack(CStackBasicDescriptor(146, 1),  false, 255, 66);
 
- 				stacks.push_back(stack);
 
- 			}
 
- 			if(heroes[1]->getArt(14)) //ammo cart
 
- 			{
 
- 				CStack * stack = curB->generateNewStack(CStackBasicDescriptor(148, 1), false, 255, 32);
 
- 				stacks.push_back(stack);
 
- 			}
 
- 			if(heroes[1]->getArt(15)) //first aid tent
 
- 			{
 
- 				CStack * stack = curB->generateNewStack(CStackBasicDescriptor(147, 1), false, 255, 168);
 
- 				stacks.push_back(stack);
 
- 			}
 
- 		}
 
- 		if(town && heroes[0] && town->hasFort()) //catapult
 
- 		{
 
- 			CStack * stack = curB->generateNewStack(CStackBasicDescriptor(145, 1), true, 255, 120);
 
- 			stacks.push_back(stack);
 
- 		}
 
- 	}
 
- 	//war machines added
 
- 	if (curB->siege == 2 || curB->siege == 3)
 
- 	{
 
- 		// keep tower
 
- 		CStack * stack = curB->generateNewStack(CStackBasicDescriptor(149, 1), false, 255, -2);
 
- 		stacks.push_back(stack);
 
- 		if (curB->siege == 3)
 
- 		{
 
- 			// lower tower + upper tower
 
- 			CStack * stack = curB->generateNewStack(CStackBasicDescriptor(149, 1), false, 255, -4);
 
- 			stacks.push_back(stack);
 
- 			stack = curB->generateNewStack(CStackBasicDescriptor(149, 1), false, 255, -3);
 
- 			stacks.push_back(stack);
 
- 		}
 
- 	}
 
- 	std::stable_sort(stacks.begin(),stacks.end(),cmpst);
 
- 	//setting up siege
 
- 	if(town && town->hasFort())
 
- 	{
 
- 		for(int b=0; b<ARRAY_COUNT(curB->si.wallState); ++b)
 
- 		{
 
- 			curB->si.wallState[b] = 1;
 
- 		}
 
- 	}
 
- 	//randomize obstacles
 
- 	if(town == NULL && !creatureBank) //do it only when it's not siege and not creature bank
 
- 	{
 
- 		bool obAv[GameConstants::BFIELD_SIZE]; //availability of hexes for obstacles;
 
- 		std::vector<int> possibleObstacles;
 
- 		for(int i=0; i<GameConstants::BFIELD_SIZE; ++i)
 
- 		{
 
- 			if(i%17 < 4 || i%17 > 12)
 
- 			{
 
- 				obAv[i] = false;
 
- 			}
 
- 			else
 
- 			{
 
- 				obAv[i] = true;
 
- 			}
 
- 		}
 
- 		for(std::map<int, CObstacleInfo>::const_iterator g=VLC->heroh->obstacles.begin(); g!=VLC->heroh->obstacles.end(); ++g)
 
- 		{
 
- 			if(g->second.allowedTerrains[terType-1] == '1') //we need to take terType with -1 because terrain ids start from 1 and allowedTerrains array is indexed from 0
 
- 			{
 
- 				possibleObstacles.push_back(g->first);
 
- 			}
 
- 		}
 
- 		srand(time(NULL));
 
- 		if(possibleObstacles.size() > 0) //we cannot place any obstacles when we don't have them
 
- 		{
 
- 			int toBlock = rand()%6 + 6; //how many hexes should be blocked by obstacles
 
- 			while(toBlock>0)
 
- 			{
 
- 				CObstacleInstance coi;
 
- 				coi.uniqueID = curB->obstacles.size();
 
- 				coi.ID = possibleObstacles[rand()%possibleObstacles.size()];
 
- 				coi.pos = rand()%GameConstants::BFIELD_SIZE;
 
- 				std::vector<BattleHex> block = VLC->heroh->obstacles[coi.ID].getBlocked(coi.pos);
 
- 				bool badObstacle = false;
 
- 				for(int b=0; b<block.size(); ++b)
 
- 				{
 
- 					if(block[b] < 0 || block[b] >= GameConstants::BFIELD_SIZE || !obAv[block[b]])
 
- 					{
 
- 						badObstacle = true;
 
- 						break;
 
- 					}
 
- 				}
 
- 				if(badObstacle) continue;
 
- 				//obstacle can be placed
 
- 				curB->obstacles.push_back(coi);
 
- 				for(int b=0; b<block.size(); ++b)
 
- 				{
 
- 					if(block[b] >= 0 && block[b] < GameConstants::BFIELD_SIZE)
 
- 						obAv[block[b]] = false;
 
- 				}
 
- 				toBlock -= block.size();
 
- 			}
 
- 		}
 
- 	}
 
- 	//spell level limiting bonus
 
- 	curB->addNewBonus(new Bonus(Bonus::ONE_BATTLE, Bonus::LEVEL_SPELL_IMMUNITY, Bonus::OTHER,
 
- 		0, -1, -1, Bonus::INDEPENDENT_MAX));
 
- 	//giving terrain overalay premies
 
- 	int bonusSubtype = -1;
 
- 	switch(terType)
 
- 	{
 
- 	case 9: //magic plains
 
- 		{
 
- 			bonusSubtype = 0;
 
- 		}
 
- 	case 14: //fiery fields
 
- 		{
 
- 			if(bonusSubtype == -1) bonusSubtype = 1;
 
- 		}
 
- 	case 15: //rock lands
 
- 		{
 
- 			if(bonusSubtype == -1) bonusSubtype = 8;
 
- 		}
 
- 	case 16: //magic clouds
 
- 		{
 
- 			if(bonusSubtype == -1) bonusSubtype = 2;
 
- 		}
 
- 	case 17: //lucid pools
 
- 		{
 
- 			if(bonusSubtype == -1) bonusSubtype = 4;
 
- 		}
 
- 		{ //common part for cases 9, 14, 15, 16, 17
 
- 			curB->addNewBonus(new Bonus(Bonus::ONE_BATTLE, Bonus::MAGIC_SCHOOL_SKILL, Bonus::TERRAIN_OVERLAY, 3, -1, "", bonusSubtype));
 
- 			break;
 
- 		}
 
- 	case 18: //holy ground
 
- 		{
 
- 			curB->addNewBonus(makeFeature(Bonus::MORALE, Bonus::ONE_BATTLE, 0, +1, Bonus::TERRAIN_OVERLAY)->addLimiter(make_shared<CreatureAlignmentLimiter>(EAlignment::GOOD)));
 
- 			curB->addNewBonus(makeFeature(Bonus::MORALE, Bonus::ONE_BATTLE, 0, -1, Bonus::TERRAIN_OVERLAY)->addLimiter(make_shared<CreatureAlignmentLimiter>(EAlignment::EVIL)));
 
- 			break;
 
- 		}
 
- 	case 19: //clover field
 
- 		{ //+2 luck bonus for neutral creatures
 
- 			curB->addNewBonus(makeFeature(Bonus::LUCK, Bonus::ONE_BATTLE, 0, +2, Bonus::TERRAIN_OVERLAY)->addLimiter(make_shared<CreatureFactionLimiter>(-1)));
 
- 			break;
 
- 		}
 
- 	case 20: //evil fog
 
- 		{
 
- 			curB->addNewBonus(makeFeature(Bonus::MORALE, Bonus::ONE_BATTLE, 0, -1, Bonus::TERRAIN_OVERLAY)->addLimiter(make_shared<CreatureAlignmentLimiter>(EAlignment::GOOD)));
 
- 			curB->addNewBonus(makeFeature(Bonus::MORALE, Bonus::ONE_BATTLE, 0, +1, Bonus::TERRAIN_OVERLAY)->addLimiter(make_shared<CreatureAlignmentLimiter>(EAlignment::EVIL)));
 
- 			break;
 
- 		}
 
- 	case 22: //cursed ground
 
- 		{
 
- 			curB->addNewBonus(makeFeature(Bonus::NO_MORALE, Bonus::ONE_BATTLE, 0, 0, Bonus::TERRAIN_OVERLAY));
 
- 			curB->addNewBonus(makeFeature(Bonus::NO_LUCK, Bonus::ONE_BATTLE, 0, 0, Bonus::TERRAIN_OVERLAY));
 
- 			Bonus * b = makeFeature(Bonus::LEVEL_SPELL_IMMUNITY, Bonus::ONE_BATTLE, GameConstants::SPELL_LEVELS, 1, Bonus::TERRAIN_OVERLAY);
 
- 			b->valType = Bonus::INDEPENDENT_MAX;
 
- 			curB->addNewBonus(b);
 
- 			break;
 
- 		}
 
- 	}
 
- 	//overlay premies given
 
- 	//native terrain bonuses
 
- 	if(town) //during siege always take premies for native terrain of faction
 
- 		terrain = VLC->heroh->nativeTerrains[town->town->typeID];
 
- 	auto nativeTerrain = make_shared<CreatureNativeTerrainLimiter>(terrain);
 
- 	curB->addNewBonus(makeFeature(Bonus::STACKS_SPEED, Bonus::ONE_BATTLE, 0, 1, Bonus::TERRAIN_NATIVE)->addLimiter(nativeTerrain));
 
- 	curB->addNewBonus(makeFeature(Bonus::PRIMARY_SKILL, Bonus::ONE_BATTLE, PrimarySkill::ATTACK, 1, Bonus::TERRAIN_NATIVE)->addLimiter(nativeTerrain));
 
- 	curB->addNewBonus(makeFeature(Bonus::PRIMARY_SKILL, Bonus::ONE_BATTLE, PrimarySkill::DEFENSE, 1, Bonus::TERRAIN_NATIVE)->addLimiter(nativeTerrain));
 
- 	//////////////////////////////////////////////////////////////////////////
 
- 	//tactics
 
- 	bool isTacticsAllowed = !creatureBank; //no tactics in crebanks
 
- 	int tacticLvls[2] = {0};
 
- 	for(int i = 0; i < ARRAY_COUNT(tacticLvls); i++)
 
- 	{
 
- 		if(heroes[i])
 
- 			tacticLvls[i] += heroes[i]->getSecSkillLevel(CGHeroInstance::TACTICS);
 
- 	}
 
- 	int tacticsSkillDiff = tacticLvls[0] - tacticLvls[1];
 
- 	if(tacticsSkillDiff && isTacticsAllowed)
 
- 	{
 
- 		curB->tacticsSide = tacticsSkillDiff < 0;
 
- 		curB->tacticDistance = std::abs(tacticsSkillDiff)*2 + 1;
 
- 	}
 
- 	else
 
- 		curB->tacticDistance = 0;
 
- 	// workaround  bonuses affecting only enemy
 
- 	for(int i = 0; i < 2; i++)
 
- 	{
 
- 		TNodes nodes;
 
- 		curB->belligerents[i]->getRedAncestors(nodes);
 
- 		BOOST_FOREACH(CBonusSystemNode *n, nodes)
 
- 		{
 
- 			BOOST_FOREACH(Bonus *b, n->getExportedBonusList())
 
- 			{
 
- 				if(b->effectRange == Bonus::ONLY_ENEMY_ARMY/* && b->propagator && b->propagator->shouldBeAttached(curB)*/)
 
- 				{
 
- 					Bonus *bCopy = new Bonus(*b);
 
- 					bCopy->effectRange = Bonus::NO_LIMIT;
 
- 					bCopy->propagator.reset();
 
- 					bCopy->limiter.reset(new StackOwnerLimiter(curB->sides[!i]));
 
- 					curB->addNewBonus(bCopy);
 
- 				}
 
- 			}
 
- 		}
 
- 	}
 
- 	return curB;
 
- }
 
- bool BattleInfo::isInTacticRange( BattleHex dest ) const
 
- {
 
- 	return ((!tacticsSide && dest.getX() > 0 && dest.getX() <= tacticDistance)
 
- 		|| (tacticsSide && dest.getX() < GameConstants::BFIELD_WIDTH - 1 && dest.getX() >= GameConstants::BFIELD_WIDTH - tacticDistance - 1));
 
- }
 
- ESpellCastProblem::ESpellCastProblem BattleInfo::battleCanCastSpell(int player, ECastingMode::ECastingMode mode) const
 
- {
 
- 	int side = sides[0] == player ? 0 : 1;
 
- 	switch (mode)
 
- 	{
 
- 		case ECastingMode::HERO_CASTING:
 
- 		{
 
- 			if(tacticDistance)
 
- 				return ESpellCastProblem::ONGOING_TACTIC_PHASE;
 
- 			if(castSpells[side] > 0)
 
- 				return ESpellCastProblem::ALREADY_CASTED_THIS_TURN;
 
- 			if(!heroes[side])
 
- 				return ESpellCastProblem::NO_HERO_TO_CAST_SPELL;
 
- 			if(!heroes[side]->getArt(17))
 
- 				return ESpellCastProblem::NO_SPELLBOOK;
 
- 		}
 
- 		break;
 
- 	}
 
- 	return ESpellCastProblem::OK;
 
- }
 
- ESpellCastProblem::ESpellCastProblem BattleInfo::battleCanCastThisSpell( int player, const CSpell * spell, ECastingMode::ECastingMode mode ) const
 
- {
 
- 	ESpellCastProblem::ESpellCastProblem genProblem = battleCanCastSpell(player, mode);
 
- 	if(genProblem != ESpellCastProblem::OK)
 
- 		return genProblem;
 
- 	int cside = sides[0] == player ? 0 : 1; //caster's side
 
- 	switch(mode)
 
- 	{
 
- 		case ECastingMode::HERO_CASTING:
 
- 		{
 
- 			const CGHeroInstance * caster = heroes[cside];
 
- 			if(!caster->canCastThisSpell(spell))
 
- 				return ESpellCastProblem::HERO_DOESNT_KNOW_SPELL;
 
- 			if(caster->mana < getSpellCost(spell, caster)) //not enough mana
 
- 				return ESpellCastProblem::NOT_ENOUGH_MANA;
 
- 		}
 
- 		break;
 
- 	}
 
- 	
 
- 	if(spell->id < 10) //it's adventure spell (not combat))
 
- 		return ESpellCastProblem::ADVMAP_SPELL_INSTEAD_OF_BATTLE_SPELL;
 
- 	if(NBonus::hasOfType(heroes[1-cside], Bonus::SPELL_IMMUNITY, spell->id)) //non - casting hero provides immunity for this spell 
 
- 		return ESpellCastProblem::SECOND_HEROS_SPELL_IMMUNITY;
 
- 	if(battleMinSpellLevel() > spell->level) //non - casting hero stops caster from casting this spell
 
- 		return ESpellCastProblem::SPELL_LEVEL_LIMIT_EXCEEDED;
 
- 	
 
- 	int spellIDs[] = {66, 67, 68, 69}; //IDs of summon elemental spells (fire, earth, water, air)
 
- 	int creIDs[] = {114, 113, 115, 112}; //(fire, earth, water, air)
 
- 	int * idp = std::find(spellIDs, spellIDs + ARRAY_COUNT(spellIDs), spell->id);
 
- 	int arpos = idp - spellIDs;
 
- 	if(arpos < ARRAY_COUNT(spellIDs))
 
- 	{
 
- 		//check if there are summoned elementals of other type
 
- 		BOOST_FOREACH ( const CStack * st, stacks)
 
- 		{
 
- 			if (vstd::contains(st->state, EBattleStackState::SUMMONED) && st->getCreature()->idNumber != creIDs[arpos])
 
- 			{
 
- 				return ESpellCastProblem::ANOTHER_ELEMENTAL_SUMMONED;
 
- 			}
 
- 		}
 
- 	}
 
- 	//checking if there exists an appropriate target
 
- 	switch(spell->getTargetType())
 
- 	{
 
- 	case CSpell::CREATURE:
 
- 	case CSpell::CREATURE_EXPERT_MASSIVE:
 
- 		if(mode == ECastingMode::HERO_CASTING)
 
- 		{
 
- 			const CGHeroInstance * caster = getHero(player);
 
- 			bool targetExists = false;
 
- 			BOOST_FOREACH(const CStack * stack, stacks)
 
- 			{
 
- 				switch (spell->positiveness)
 
- 				{
 
- 				case CSpell::POSITIVE:
 
- 					if(stack->owner == caster->getOwner())
 
- 					{
 
- 						if(battleIsImmune(caster, spell, mode, stack->position) == ESpellCastProblem::OK)
 
- 						{
 
- 							targetExists = true;
 
- 							break;
 
- 						}
 
- 					}
 
- 					break;
 
- 				case CSpell::NEUTRAL:
 
- 					if(battleIsImmune(caster, spell, mode, stack->position) == ESpellCastProblem::OK)
 
- 					{
 
- 						targetExists = true;
 
- 						break;
 
- 					}
 
- 					break;
 
- 				case CSpell::NEGATIVE:
 
- 					if(stack->owner != caster->getOwner())
 
- 					{
 
- 						if(battleIsImmune(caster, spell, mode, stack->position) == ESpellCastProblem::OK)
 
- 						{
 
- 							targetExists = true;
 
- 							break;
 
- 						}
 
- 					}
 
- 					break;
 
- 				}
 
- 			}
 
- 			if(!targetExists)
 
- 			{
 
- 				return ESpellCastProblem::NO_APPROPRIATE_TARGET;
 
- 			}
 
- 		}
 
- 		break;
 
- 	case CSpell::OBSTACLE:
 
- 		break;
 
- 	}
 
- 	return ESpellCastProblem::OK;
 
- }
 
- ESpellCastProblem::ESpellCastProblem BattleInfo::battleCanCastThisSpellHere( int player, const CSpell * spell, ECastingMode::ECastingMode mode, BattleHex dest ) const
 
- {
 
- 	ESpellCastProblem::ESpellCastProblem moreGeneralProblem = battleCanCastThisSpell(player, spell, mode);
 
- 	if(moreGeneralProblem != ESpellCastProblem::OK)
 
- 		return moreGeneralProblem;
 
- 	if(spell->getTargetType() == CSpell::OBSTACLE  &&  !isObstacleOnTile(dest))
 
- 		return ESpellCastProblem::NO_APPROPRIATE_TARGET;
 
- 	//get dead stack if we cast resurrection or animate dead
 
- 	const CStack * stackUnder = getStackT(dest, false);
 
- 	if(spell->isRisingSpell())
 
- 	{
 
- 		if(!stackUnder || stackUnder->alive())
 
- 			return ESpellCastProblem::NO_APPROPRIATE_TARGET;
 
- 		if(spell->id == Spells::ANIMATE_DEAD  &&  !stackUnder->hasBonusOfType(Bonus::UNDEAD)) 
 
- 			return ESpellCastProblem::NO_APPROPRIATE_TARGET;
 
- 		if(stackUnder->owner != player) //you can resurrect only your own stacks
 
- 			return ESpellCastProblem::NO_APPROPRIATE_TARGET;
 
- 	}
 
- 	else if(spell->getTargetType() == CSpell::CREATURE  ||  spell->getTargetType() == CSpell::CREATURE_EXPERT_MASSIVE)
 
- 	{
 
- 		if(!stackUnder || !stackUnder->alive())
 
- 			return ESpellCastProblem::NO_APPROPRIATE_TARGET;
 
- 		if(spell->isNegative() && stackUnder->owner == player)
 
- 			return ESpellCastProblem::NO_APPROPRIATE_TARGET;
 
- 		if(spell->isPositive() && stackUnder->owner != player)
 
- 			return ESpellCastProblem::NO_APPROPRIATE_TARGET;
 
- 	}
 
- 	if (mode != ECastingMode::CREATURE_ACTIVE_CASTING && mode != ECastingMode::ENCHANTER_CASTING)
 
- 		return battleIsImmune(getHero(player), spell, mode, dest);
 
- 	else
 
- 		return battleIsImmune(NULL, spell, mode, dest);
 
- }
 
- TSpell BattleInfo::getRandomBeneficialSpell(const CStack * subject) const
 
- {
 
- 	std::vector<TSpell> possibleSpells;
 
- 	CSpell * spell;
 
- 	for (int i = 0; i < GameConstants::SPELLS_QUANTITY; ++i) //should not use future spells added by mods
 
- 	{
 
- 		spell = VLC->spellh->spells[i];
 
- 		if (spell->isPositive()) //only positive
 
- 		{
 
- 			if (subject->hasBonusFrom(Bonus::SPELL_EFFECT, i) ||
 
- 				battleCanCastThisSpellHere(subject->owner, spell, ECastingMode::CREATURE_ACTIVE_CASTING, subject->position) != ESpellCastProblem::OK)
 
- 				continue;
 
- 			switch (i)
 
- 			{
 
- 				case Spells::SHIELD:
 
- 				case Spells::FIRE_SHIELD: // not if all enemy units are shooters
 
- 				{
 
- 					bool walkerPresent = false;
 
- 					BOOST_FOREACH (CStack * stack, stacks)
 
- 					{
 
- 						 if ((stack->owner != subject->owner) && !stack->shots)
 
- 						 {
 
- 							 walkerPresent = true;
 
- 							 break;
 
- 						 }
 
- 					}
 
- 					if (!walkerPresent)
 
- 						continue;
 
- 				}
 
- 					break;
 
- 				case Spells::AIR_SHIELD: //only against active shooters
 
- 				{
 
- 					bool shooterPresent = false;
 
- 					BOOST_FOREACH (CStack * stack, stacks)
 
- 					{
 
- 						 if ((stack->owner != subject->owner) && stack->hasBonusOfType(Bonus::SHOOTER) && stack->shots)
 
- 						 {
 
- 							 shooterPresent = true;
 
- 							 break;
 
- 						 }
 
- 					}
 
- 					if (!shooterPresent)
 
- 						continue;
 
- 					break;
 
- 				}
 
- 				case Spells::ANTI_MAGIC:
 
- 				case Spells::MAGIC_MIRROR:
 
- 				{
 
- 					if (!heroes[whatSide(theOtherPlayer(subject->owner))]) //only if there is enemy hero
 
- 						continue;
 
- 				}
 
- 					break;
 
- 				case Spells::CURE: //only damaged units - what about affected by curse?
 
- 				{
 
- 					if (subject->firstHPleft >= subject->MaxHealth())
 
- 						continue;
 
- 				}
 
- 					break;
 
- 				case Spells::BLOODLUST:
 
- 				{
 
- 					if (subject->shots) //if can shoot - only if enemy uits are adjacent
 
- 						continue;
 
- 				}
 
- 					break;
 
- 				case Spells::PRECISION:
 
- 				{
 
- 					if (!(subject->hasBonusOfType(Bonus::SHOOTER) && subject->shots))
 
- 						continue;
 
- 				}
 
- 					break;
 
- 				case Spells::SLAYER://only if monsters are present
 
- 				{
 
- 					bool monsterPresent = false;
 
- 					BOOST_FOREACH (CStack * stack, stacks)
 
- 					{
 
- 						 if ((stack->owner != subject->owner) &&
 
- 							 (stack->hasBonus(Selector::type(Bonus::KING1) || Selector::type(Bonus::KING2) || Selector::type(Bonus::KING3))))
 
- 						 {
 
- 							 monsterPresent = true;
 
- 							 break;
 
- 						 }
 
- 					}
 
- 					if (!monsterPresent)
 
- 						continue;
 
- 				}
 
- 					break;
 
- 				case Spells::CLONE: //not allowed
 
- 					continue;
 
- 					break;
 
- 			}
 
- 			possibleSpells.push_back(i);
 
- 		}
 
- 	}
 
- 	if (possibleSpells.size())
 
- 		return possibleSpells[ran() % possibleSpells.size()];
 
- 	else
 
- 		return -1;
 
- }
 
- TSpell BattleInfo::getRandomCastedSpell(const CStack * caster) const
 
- {
 
- 	TBonusListPtr bl = caster->getBonuses(Selector::type(Bonus::SPELLCASTER));
 
- 	if (!bl->size())
 
- 		return -1;
 
- 	int totalWeight = 0;
 
- 	BOOST_FOREACH(Bonus * b, *bl)
 
- 	{
 
- 		totalWeight += std::max(b->additionalInfo, 1); //minimal chance to cast is 1
 
- 	}
 
- 	int randomPos = ran() % totalWeight;
 
- 	BOOST_FOREACH(Bonus * b, *bl)
 
- 	{
 
- 		randomPos -= std::max(b->additionalInfo, 1);
 
- 		if(randomPos < 0)
 
- 		{
 
- 			return b->subtype;
 
- 		}
 
- 	}
 
- 	return -1;
 
- }
 
- const CGHeroInstance * BattleInfo::getHero( int player ) const
 
- {
 
- 	assert(sides[0] == player || sides[1] == player);
 
- 	if(heroes[0] && heroes[0]->getOwner() == player)
 
- 		return heroes[0];
 
- 	return heroes[1];
 
- }
 
- bool NegateRemover(const Bonus* b)
 
- {
 
- 	return b->source == Bonus::CREATURE_ABILITY;
 
- }
 
- bool BattleInfo::battleTestElementalImmunity(const CStack * subject, const CSpell * spell, Bonus::BonusType element, bool damageSpell) const //helper for battleisImmune
 
- {
 
- 	if (!spell->isPositive()) //negative or indifferent
 
- 	{
 
- 		if ((damageSpell && subject->hasBonusOfType(element, 2)) || subject->hasBonusOfType(element, 1))
 
- 			return true;
 
- 	}
 
- 	else if (spell->isPositive()) //positive
 
- 	{
 
- 		if (subject->hasBonusOfType(element, 0)) //must be immune to all spells
 
- 			return true;
 
- 	}
 
- 	return false;
 
- }
 
- ESpellCastProblem::ESpellCastProblem BattleInfo::battleIsImmune(const CGHeroInstance * caster, const CSpell * spell, ECastingMode::ECastingMode mode, BattleHex dest) const
 
- {
 
- 	const CStack * subject;
 
- 	bool risingSpell = vstd::contains(VLC->spellh->risingSpells, spell->id);
 
- 	if (risingSpell)
 
- 		subject = getStackT(dest, false); //including dead stacks
 
- 	else
 
- 		subject = getStackT(dest, true); //only alive
 
- 	if(subject)
 
- 	{
 
- 		if (spell->isPositive() && subject->hasBonusOfType(Bonus::RECEPTIVE)) //accept all positive spells
 
- 			return ESpellCastProblem::OK;
 
- 		switch (spell->id) //TODO: more general logic for new spells?
 
- 		{
 
- 			case Spells::DESTROY_UNDEAD:
 
- 				if (!subject->hasBonusOfType(Bonus::UNDEAD))
 
- 					return ESpellCastProblem::STACK_IMMUNE_TO_SPELL;
 
- 				break;
 
- 			case Spells::DEATH_RIPPLE:
 
- 				if (subject->hasBonusOfType(Bonus::SIEGE_WEAPON))
 
- 					return ESpellCastProblem::STACK_IMMUNE_TO_SPELL; //don't break here - undeads and war machines are immune, non-living are not
 
- 			case Spells::BLESS:
 
- 			case Spells::CURSE: //undeads are immune to bless & curse
 
- 				if (subject->hasBonusOfType(Bonus::UNDEAD))
 
- 					return ESpellCastProblem::STACK_IMMUNE_TO_SPELL; 
 
- 				break;
 
- 			case Spells::HASTE:
 
- 			case Spells::SLOW:
 
- 			case Spells::TELEPORT:
 
- 			case Spells::CLONE:
 
- 				if (subject->hasBonusOfType(Bonus::SIEGE_WEAPON))
 
- 					return ESpellCastProblem::STACK_IMMUNE_TO_SPELL; //war machines are immune to some spells than involve movement
 
- 				if (spell->id == Spells::CLONE && caster) //TODO: how about stacks casting Clone?
 
- 				{
 
- 					if (vstd::contains(subject->state, EBattleStackState::CLONED))
 
- 						return ESpellCastProblem::STACK_IMMUNE_TO_SPELL; //can't clone already cloned creature
 
- 					int maxLevel = (std::max(caster->getSpellSchoolLevel(spell), (ui8)1) + 4);
 
- 					int creLevel = subject->getCreature()->level;
 
- 					if (maxLevel < creLevel) //tier 1-5 for basic, 1-6 for advanced, 1-7 for expert
 
- 						return ESpellCastProblem::STACK_IMMUNE_TO_SPELL;
 
- 				}
 
- 				break;
 
- 			case Spells::FORGETFULNESS:
 
- 				if (!subject->hasBonusOfType(Bonus::SHOOTER))
 
- 					return ESpellCastProblem::STACK_IMMUNE_TO_SPELL;
 
- 				break;
 
- 			case Spells::DISPEL_HELPFUL_SPELLS:
 
- 			{
 
- 				TBonusListPtr spellBon = subject->getSpellBonuses();
 
- 				bool hasPositiveSpell = false;
 
- 				BOOST_FOREACH(const Bonus * b, *spellBon)
 
- 				{
 
- 					if(VLC->spellh->spells[b->sid]->isPositive())
 
- 					{
 
- 						hasPositiveSpell = true;
 
- 						break;
 
- 					}
 
- 				}
 
- 				if(!hasPositiveSpell)
 
- 				{
 
- 					return ESpellCastProblem::NO_SPELLS_TO_DISPEL;
 
- 				}
 
- 			}
 
- 				break;
 
- 		}
 
- 		
 
- 		bool damageSpell = (vstd::contains(VLC->spellh->damageSpells, spell->id));
 
- 		if (damageSpell && subject->hasBonusOfType(Bonus::DIRECT_DAMAGE_IMMUNITY))
 
- 			return ESpellCastProblem::STACK_IMMUNE_TO_SPELL;
 
- 		if (spell->fire)
 
- 		{
 
- 			if (battleTestElementalImmunity(subject, spell, Bonus::FIRE_IMMUNITY, damageSpell))
 
- 				return ESpellCastProblem::STACK_IMMUNE_TO_SPELL;
 
- 		}
 
- 		if (spell->water)
 
- 		{
 
- 			if (battleTestElementalImmunity(subject, spell, Bonus::WATER_IMMUNITY, damageSpell))
 
- 				return ESpellCastProblem::STACK_IMMUNE_TO_SPELL;
 
- 		}
 
- 		if (spell->earth)
 
- 		{
 
- 			if (battleTestElementalImmunity(subject, spell, Bonus::EARTH_IMMUNITY, damageSpell))
 
- 				return ESpellCastProblem::STACK_IMMUNE_TO_SPELL;
 
- 		}
 
- 		if (spell->air)
 
- 		{
 
- 			if (battleTestElementalImmunity(subject, spell, Bonus::AIR_IMMUNITY, damageSpell))
 
- 				return ESpellCastProblem::STACK_IMMUNE_TO_SPELL;
 
- 		}
 
- 		if (vstd::contains(VLC->spellh->mindSpells, spell->id))
 
- 		{
 
- 			if (subject->hasBonusOfType(Bonus::MIND_IMMUNITY))
 
- 				return ESpellCastProblem::STACK_IMMUNE_TO_SPELL;
 
- 		}
 
- 		if (risingSpell)
 
- 		{
 
- 			if (subject->count >= subject->baseAmount) //TODO: calculate potential hp raised
 
- 				return ESpellCastProblem::STACK_IMMUNE_TO_SPELL;
 
- 		}
 
- 		TBonusListPtr immunities = subject->getBonuses(Selector::type(Bonus::LEVEL_SPELL_IMMUNITY));
 
- 		if(subject->hasBonusOfType(Bonus::NEGATE_ALL_NATURAL_IMMUNITIES))
 
- 		{
 
- 			//std::remove_if(immunities->begin(), immunities->end(), NegateRemover);
 
- 			immunities->remove_if(NegateRemover);
 
- 		}
 
- 		if(subject->hasBonusOfType(Bonus::SPELL_IMMUNITY, spell->id) ||
 
- 			( immunities->size() > 0 && immunities->totalValue() >= spell->level && spell->level))
 
- 		{ 
 
- 			return ESpellCastProblem::STACK_IMMUNE_TO_SPELL;
 
- 		}
 
- 	}
 
- 	else //no target stack on this tile
 
- 	{
 
- 		if(spell->getTargetType() == CSpell::CREATURE ||
 
- 			(spell->getTargetType() == CSpell::CREATURE_EXPERT_MASSIVE && mode == ECastingMode::HERO_CASTING && caster && caster->getSpellSchoolLevel(spell) < 3))
 
- 		{
 
- 			return ESpellCastProblem::WRONG_SPELL_TARGET;
 
- 		}
 
- 	}
 
- 	return ESpellCastProblem::OK;
 
- }
 
- std::vector<ui32> BattleInfo::calculateResistedStacks(const CSpell * sp, const CGHeroInstance * caster, const CGHeroInstance * hero2, const std::set<CStack*> affectedCreatures, int casterSideOwner, ECastingMode::ECastingMode mode, int usedSpellPower, int spellLevel) const
 
- {
 
- 	std::vector<ui32> ret;
 
- 	for(std::set<CStack*>::const_iterator it = affectedCreatures.begin(); it != affectedCreatures.end(); ++it)
 
- 	{
 
- 		if(battleIsImmune(caster, sp, mode, (*it)->position) != ESpellCastProblem::OK)
 
- 		{
 
- 			ret.push_back((*it)->ID);
 
- 			continue;
 
- 		}
 
- 		//non-negative spells on friendly stacks should always succeed, unless immune
 
- 		if(!sp->isNegative() && (*it)->owner == casterSideOwner)
 
- 			continue;
 
- 		/*
 
- 		const CGHeroInstance * bonusHero; //hero we should take bonuses from
 
- 		if((*it)->owner == casterSideOwner)
 
- 			bonusHero = caster;
 
- 		else
 
- 			bonusHero = hero2;*/
 
- 		int prob = (*it)->magicResistance(); //probability of resistance in %
 
- 		if(prob > 100) prob = 100;
 
- 		if(rand()%100 < prob) //immunity from resistance
 
- 			ret.push_back((*it)->ID);
 
- 	}
 
- 	if(sp->id == 60) //hypnotize
 
- 	{
 
- 		for(std::set<CStack*>::const_iterator it = affectedCreatures.begin(); it != affectedCreatures.end(); ++it)
 
- 		{
 
- 			if( (*it)->hasBonusOfType(Bonus::SPELL_IMMUNITY, sp->id) //100% sure spell immunity
 
- 				|| ( (*it)->count - 1 ) * (*it)->MaxHealth() + (*it)->firstHPleft 
 
- 		> 
 
- 		usedSpellPower * 25 + sp->powers[spellLevel]
 
- 			)
 
- 			{
 
- 				ret.push_back((*it)->ID);
 
- 			}
 
- 		}
 
- 	}
 
- 	return ret;
 
- }
 
- int BattleInfo::getSurrenderingCost(int player) const
 
- {
 
- 	if(!battleCanFlee(player)) //to surrender, conditions of fleeing must be fulfilled
 
- 		return -1;
 
- 	if(!getHero(theOtherPlayer(player))) //additionally, there must be an enemy hero
 
- 		return -2;
 
- 	int ret = 0;
 
- 	double discount = 0;
 
- 	BOOST_FOREACH(const CStack *s, stacks)
 
- 		if(s->owner == player  &&  s->base) //we pay for our stack that comes from our army (the last condition eliminates summoned cres and war machines)
 
- 			ret += s->getCreature()->cost[Res::GOLD] * s->count;
 
- 	if(const CGHeroInstance *h = getHero(player))
 
- 		discount += h->valOfBonuses(Bonus::SURRENDER_DISCOUNT);
 
- 	ret *= (100.0 - discount) / 100.0;
 
- 	vstd::amax(ret, 0); //no negative costs for >100% discounts (impossible in original H3 mechanics, but some day...)
 
- 	return ret;
 
- }
 
- int BattleInfo::theOtherPlayer(int player) const
 
- {
 
- 	return sides[!whatSide(player)];
 
- }
 
- ui8 BattleInfo::whatSide(int player) const
 
- {
 
- 	for(int i = 0; i < ARRAY_COUNT(sides); i++)
 
- 		if(sides[i] == player)
 
- 			return i;
 
- 	tlog1 << "BattleInfo::whatSide: Player " << player << " is not in battle!\n";
 
- 	return -1;
 
- }
 
- int BattleInfo::getIdForNewStack() const
 
- {
 
- 	if(stacks.size())
 
- 	{
 
- 		//stacks vector may be sorted not by ID and they may be not contiguous -> find stack with max ID
 
- 		auto highestIDStack = *std::max_element(stacks.begin(), stacks.end(), 
 
- 								[](const CStack *a, const CStack *b) { return a->ID < b->ID; });
 
- 		return highestIDStack->ID + 1;
 
- 	}
 
- 	return 0;
 
- }
 
- bool BattleInfo::isObstacleOnTile(BattleHex tile) const
 
- {
 
- 	std::set<BattleHex> coveredHexes;
 
- 	BOOST_FOREACH(const CObstacleInstance &obs, obstacles)
 
- 	{
 
- 		std::vector<BattleHex> blocked = VLC->heroh->obstacles.find(obs.ID)->second.getBlocked(obs.pos);
 
- 		for(size_t w = 0; w < blocked.size(); ++w)
 
- 			coveredHexes.insert(blocked[w]);
 
- 	}
 
- 	return vstd::contains(coveredHexes, tile);
 
- }
 
- CStack::CStack(const CStackInstance *Base, int O, int I, bool AO, int S)
 
- 	: base(Base), ID(I), owner(O), slot(S), attackerOwned(AO),   
 
- 	counterAttacks(1)
 
- {
 
- 	assert(base);
 
- 	type = base->type;
 
- 	count = baseAmount = base->count;
 
- 	setNodeType(STACK_BATTLE);
 
- }
 
- CStack::CStack()
 
- {
 
- 	init();
 
- 	setNodeType(STACK_BATTLE);
 
- }
 
- CStack::CStack(const CStackBasicDescriptor *stack, int O, int I, bool AO, int S)
 
- 	: base(NULL), ID(I), owner(O), slot(S), attackerOwned(AO), counterAttacks(1)
 
- {
 
- 	type = stack->type;
 
- 	count = baseAmount = stack->count;
 
- 	setNodeType(STACK_BATTLE);
 
- }
 
- void CStack::init()
 
- {
 
- 	base = NULL;
 
- 	type = NULL;
 
- 	ID = -1;
 
- 	count = baseAmount = -1;
 
- 	firstHPleft = -1;
 
- 	owner = 255;
 
- 	slot = 255;
 
- 	attackerOwned = false;
 
- 	position = BattleHex();
 
- 	counterAttacks = -1;
 
- }
 
- void CStack::postInit()
 
- {
 
- 	assert(type);
 
- 	assert(getParentNodes().size());
 
- 	firstHPleft = MaxHealth();
 
- 	shots = getCreature()->valOfBonuses(Bonus::SHOTS);
 
- 	counterAttacks = 1 + valOfBonuses(Bonus::ADDITIONAL_RETALIATION);
 
- 	casts = valOfBonuses(Bonus::CASTS); //TODO: set them in cr_abils.txt
 
- 	state.insert(EBattleStackState::ALIVE);  //alive state indication
 
- }
 
- ui32 CStack::Speed( int turn /*= 0*/ , bool useBind /* = false*/) const
 
- {
 
- 	if(hasBonus(Selector::type(Bonus::SIEGE_WEAPON) && Selector::turns(turn))) //war machines cannot move
 
- 		return 0;
 
- 	int speed = valOfBonuses(Selector::type(Bonus::STACKS_SPEED) && Selector::turns(turn));
 
- 	int percentBonus = 0;
 
- 	BOOST_FOREACH(const Bonus *b, getBonusList())
 
- 	{
 
- 		if(b->type == Bonus::STACKS_SPEED)
 
- 		{
 
- 			percentBonus += b->additionalInfo;
 
- 		}
 
- 	}
 
- 	speed = ((100 + percentBonus) * speed)/100;
 
- 	//bind effect check - doesn't influence stack initiative
 
- 	if (useBind && getEffect(72)) 
 
- 	{
 
- 		return 0;
 
- 	}
 
- 	return speed;
 
- }
 
- si32 CStack::magicResistance() const
 
- {
 
- 	si32 magicResistance;
 
- 	if (base) //TODO: make war machines receive aura of magic resistance
 
- 	{
 
- 		magicResistance = base->magicResistance();
 
- 		int auraBonus = 0;
 
- 		BOOST_FOREACH (CStack * stack, base->armyObj->battle->getAdjacentCreatures(this))
 
- 	{
 
- 		if (stack->owner == owner)
 
- 		{
 
- 			vstd::amax(auraBonus, stack->valOfBonuses(Bonus::SPELL_RESISTANCE_AURA)); //max value
 
- 		}
 
- 	}
 
- 		magicResistance += auraBonus;
 
- 		vstd::amin (magicResistance, 100);
 
- 	}
 
- 	else
 
- 		magicResistance = type->magicResistance();
 
- 	return magicResistance;
 
- }
 
- const Bonus * CStack::getEffect( ui16 id, int turn /*= 0*/ ) const
 
- {
 
- 	BOOST_FOREACH(Bonus *it, getBonusList())
 
- 	{
 
- 		if(it->source == Bonus::SPELL_EFFECT && it->sid == id)
 
- 		{
 
- 			if(!turn || it->turnsRemain > turn)
 
- 				return &(*it);
 
- 		}
 
- 	}
 
- 	return NULL;
 
- }
 
- void CStack::stackEffectToFeature(std::vector<Bonus> & sf, const Bonus & sse)
 
- {	
 
- 	si32 power = VLC->spellh->spells[sse.sid]->powers[sse.val];
 
- 	switch(sse.sid)
 
- 	{
 
- 	case 27: //shield 
 
- 	 	sf.push_back(featureGenerator(Bonus::GENERAL_DAMAGE_REDUCTION, 0, power, sse.turnsRemain));
 
- 	 	sf.back().sid = sse.sid;
 
- 	 	break;
 
- 	case 28: //air shield
 
- 	 	sf.push_back(featureGenerator(Bonus::GENERAL_DAMAGE_REDUCTION, 1, power, sse.turnsRemain));
 
- 	 	sf.back().sid = sse.sid;
 
- 	 	break;
 
- 	case 29: //fire shield
 
- 	 	sf.push_back(featureGenerator(Bonus::FIRE_SHIELD, 0, power, sse.turnsRemain));
 
- 	 	sf.back().sid = sse.sid;
 
- 	 	break;
 
- 	case 30: //protection from air
 
- 	 	sf.push_back(featureGenerator(Bonus::SPELL_DAMAGE_REDUCTION, 0, power, sse.turnsRemain));
 
- 	 	sf.back().sid = sse.sid;
 
- 	 	break;
 
- 	case 31: //protection from fire
 
- 	 	sf.push_back(featureGenerator(Bonus::SPELL_DAMAGE_REDUCTION, 1, power, sse.turnsRemain));
 
- 	 	sf.back().sid = sse.sid;
 
- 	 	break;
 
- 	case 32: //protection from water
 
- 	 	sf.push_back(featureGenerator(Bonus::SPELL_DAMAGE_REDUCTION, 2, power, sse.turnsRemain));
 
- 	 	sf.back().sid = sse.sid;
 
- 	 	break;
 
- 	case 33: //protection from earth
 
- 	 	sf.push_back(featureGenerator(Bonus::SPELL_DAMAGE_REDUCTION, 3, power, sse.turnsRemain));
 
- 	 	sf.back().sid = sse.sid;
 
- 	 	break;
 
- 	case 34: //anti-magic
 
- 	 	sf.push_back(featureGenerator(Bonus::LEVEL_SPELL_IMMUNITY, GameConstants::SPELL_LEVELS, power - 1, sse.turnsRemain));
 
- 		sf.back().valType = Bonus::INDEPENDENT_MAX;
 
- 	 	sf.back().sid = sse.sid;
 
- 	 	break;
 
- 	case 36: //magic mirror
 
- 		sf.push_back(featureGenerator(Bonus::MAGIC_MIRROR, -1, power, sse.turnsRemain));
 
- 		sf.back().valType = Bonus::INDEPENDENT_MAX;
 
- 	 	sf.back().sid = sse.sid;
 
- 	case 41: //bless
 
- 		sf.push_back(featureGenerator(Bonus::ALWAYS_MAXIMUM_DAMAGE, -1, power, sse.turnsRemain));
 
- 		sf.back().valType = Bonus::INDEPENDENT_MAX;
 
- 	 	sf.back().sid = sse.sid;
 
- 	 	break;
 
- 	case 42: //curse
 
- 	 	sf.push_back(featureGenerator(Bonus::ALWAYS_MINIMUM_DAMAGE, -1, power, sse.turnsRemain, sse.val >= 2 ? 20 : 0));
 
- 		sf.back().valType = Bonus::INDEPENDENT_MAX;
 
- 	 	sf.back().sid = sse.sid;
 
- 	 	break;
 
- 	case 43: //bloodlust
 
- 	 	sf.push_back(featureGenerator(Bonus::PRIMARY_SKILL, PrimarySkill::ATTACK, power, sse.turnsRemain, 0, Bonus::ONLY_MELEE_FIGHT));
 
- 	 	sf.back().sid = sse.sid;
 
- 	 	break;
 
- 	case 44: //precision
 
- 	 	sf.push_back(featureGenerator(Bonus::PRIMARY_SKILL, PrimarySkill::ATTACK, power, sse.turnsRemain, 0, Bonus::ONLY_DISTANCE_FIGHT));
 
- 	 	sf.back().sid = sse.sid;
 
- 	 	break;
 
- 	case 45: //weakness
 
- 	 	sf.push_back(featureGenerator(Bonus::PRIMARY_SKILL, PrimarySkill::ATTACK, -1 * power, sse.turnsRemain));
 
- 	 	sf.back().sid = sse.sid;
 
- 	 	break;
 
- 	case 46: //stone skin
 
- 	 	sf.push_back(featureGenerator(Bonus::PRIMARY_SKILL, PrimarySkill::DEFENSE, power, sse.turnsRemain));
 
- 	 	sf.back().sid = sse.sid;
 
- 	 	break;
 
- 	case 47: //disrupting ray
 
- 	 	sf.push_back(featureGenerator(Bonus::PRIMARY_SKILL, PrimarySkill::DEFENSE, -1 * power, sse.turnsRemain));
 
- 	 	sf.back().sid = sse.sid;
 
- 		sf.back().valType = Bonus::ADDITIVE_VALUE;
 
- 	 	break;
 
- 	case 48: //prayer
 
- 	 	sf.push_back(featureGenerator(Bonus::PRIMARY_SKILL, PrimarySkill::ATTACK, power, sse.turnsRemain));
 
- 	 	sf.back().sid = sse.sid;
 
- 	 	sf.push_back(featureGenerator(Bonus::PRIMARY_SKILL, PrimarySkill::DEFENSE, power, sse.turnsRemain));
 
- 	 	sf.back().sid = sse.sid;
 
- 	 	sf.push_back(featureGenerator(Bonus::STACKS_SPEED, 0, power, sse.turnsRemain));
 
- 	 	sf.back().sid = sse.sid;
 
- 	 	break;
 
- 	case 49: //mirth
 
- 	 	sf.push_back(featureGenerator(Bonus::MORALE, 0, power, sse.turnsRemain));
 
- 	 	sf.back().sid = sse.sid;
 
- 	 	break;
 
- 	case 50: //sorrow
 
- 	 	sf.push_back(featureGenerator(Bonus::MORALE, 0, -1 * power, sse.turnsRemain));
 
- 	 	sf.back().sid = sse.sid;
 
- 	 	break;
 
- 	case 51: //fortune
 
- 	 	sf.push_back(featureGenerator(Bonus::LUCK, 0, power, sse.turnsRemain));
 
- 	 	sf.back().sid = sse.sid;
 
- 	 	break;
 
- 	case 52: //misfortune
 
- 	 	sf.push_back(featureGenerator(Bonus::LUCK, 0, -1 * power, sse.turnsRemain));
 
- 	 	sf.back().sid = sse.sid;
 
- 	 	break;
 
- 	case 53: //haste
 
- 	 	sf.push_back(featureGenerator(Bonus::STACKS_SPEED, 0, power, sse.turnsRemain));
 
- 	 	sf.back().sid = sse.sid;
 
- 	 	break;
 
- 	case 54: //slow
 
- 	 	sf.push_back(featureGeneratorVT(Bonus::STACKS_SPEED, 0, -1 * ( 100 - power ), sse.turnsRemain, Bonus::PERCENT_TO_ALL));
 
- 	 	sf.back().sid = sse.sid;
 
- 	 	break;
 
- 	case 55: //slayer
 
- 	 	sf.push_back(featureGenerator(Bonus::SLAYER, 0, sse.val, sse.turnsRemain));
 
- 	 	sf.back().sid = sse.sid;
 
- 	 	break;
 
- 	case 56: //frenzy
 
- 	 	sf.push_back(featureGenerator(Bonus::IN_FRENZY, 0, VLC->spellh->spells[56]->powers[sse.val]/100.0, sse.turnsRemain));
 
- 	 	sf.back().sid = sse.sid;
 
- 	 	break;
 
- 	case 58: //counterstrike
 
- 	 	sf.push_back(featureGenerator(Bonus::ADDITIONAL_RETALIATION, 0, power, sse.turnsRemain));
 
- 	 	sf.back().sid = sse.sid;
 
- 	 	break;
 
- 	case 59: //bersek
 
- 	 	sf.push_back(featureGenerator(Bonus::ATTACKS_NEAREST_CREATURE, 0, sse.val, sse.turnsRemain));
 
- 	 	sf.back().sid = sse.sid;
 
- 	 	break;
 
- 	case 60: //hypnotize
 
- 	 	sf.push_back(featureGenerator(Bonus::HYPNOTIZED, 0, sse.val, sse.turnsRemain));
 
- 	 	sf.back().sid = sse.sid;
 
- 	 	break;
 
- 	case 61: //forgetfulness
 
- 	 	sf.push_back(featureGenerator(Bonus::FORGETFULL, 0, sse.val, sse.turnsRemain));
 
- 	 	sf.back().sid = sse.sid;
 
- 	 	break;
 
- 	case Spells::BLIND: //blind
 
- 		sf.push_back(makeFeatureVal(Bonus::NOT_ACTIVE, Bonus::UNITL_BEING_ATTACKED | Bonus::N_TURNS, sse.sid, 0, Bonus::SPELL_EFFECT, sse.turnsRemain));
 
- 		sf.back().sid = sse.sid;
 
- 		sf.push_back(makeFeatureVal(Bonus::GENERAL_ATTACK_REDUCTION, Bonus::UNTIL_ATTACK | Bonus::N_TURNS, 0, power, Bonus::SPELL_EFFECT, sse.turnsRemain));
 
- 		sf.back().sid = sse.sid;
 
- 		sf.push_back(makeFeatureVal(Bonus::NO_RETALIATION, Bonus::UNITL_BEING_ATTACKED, 0, 0, Bonus::SPELL_EFFECT, 0)); // don't retaliate after basilisk / unicorn attack
 
- 		sf.back().sid = sse.sid;
 
- 	 	break;
 
- 	case Spells::STONE_GAZE: //Stone Gaze
 
- 	case Spells::PARALYZE: //Paralyze
 
- 		sf.push_back(makeFeatureVal(Bonus::NOT_ACTIVE, Bonus::UNITL_BEING_ATTACKED | Bonus::N_TURNS, sse.sid, 0, Bonus::SPELL_EFFECT, sse.turnsRemain));
 
- 		sf.back().sid = sse.sid;
 
- 		sf.push_back(makeFeatureVal(Bonus::NO_RETALIATION, Bonus::UNITL_BEING_ATTACKED, 0, 0, Bonus::SPELL_EFFECT, 0)); // don't retaliate after basilisk / unicorn attack
 
- 		sf.back().sid = sse.sid;
 
- 		break;
 
- 	case 71: //Poison
 
- 		sf.push_back(featureGeneratorVT(Bonus::POISON, 0, 30, sse.turnsRemain, Bonus::INDEPENDENT_MAX)); //max hp penalty from this source
 
- 		sf.back().sid = sse.sid;
 
- 		sf.push_back(featureGeneratorVT(Bonus::STACK_HEALTH, 0, -10, sse.turnsRemain, Bonus::PERCENT_TO_ALL));
 
- 		sf.back().sid = sse.sid;
 
- 		break;
 
- 	case 72: //Bind
 
- 		sf.push_back(featureGenerator(Bonus::BIND_EFFECT, 0, 0, 1)); //marker
 
- 		sf.back().duration = Bonus::PERMANENT;
 
- 	 	sf.back().sid = sse.sid;
 
- 		break;
 
- 	case 73: //Disease
 
- 		sf.push_back(featureGenerator(Bonus::PRIMARY_SKILL, PrimarySkill::ATTACK, -2 , sse.turnsRemain));
 
- 	 	sf.back().sid = sse.sid;
 
- 		sf.push_back(featureGenerator(Bonus::PRIMARY_SKILL, PrimarySkill::DEFENSE, -2 , sse.turnsRemain));
 
- 	 	sf.back().sid = sse.sid;
 
- 		break;
 
- 	case 75: //Age
 
- 		sf.push_back(featureGeneratorVT(Bonus::STACK_HEALTH, 0, -50, sse.turnsRemain, Bonus::PERCENT_TO_ALL));
 
- 		sf.back().sid = sse.sid;
 
- 		break;
 
- 	case 80: //Acid Breath
 
- 		sf.push_back(featureGenerator(Bonus::PRIMARY_SKILL, PrimarySkill::DEFENSE, -sse.turnsRemain, 1));
 
- 	 	sf.back().sid = sse.sid;
 
- 		sf.back().duration = Bonus::PERMANENT;
 
- 		sf.back().valType = Bonus::ADDITIVE_VALUE;
 
- 		break;
 
- 	}
 
- }
 
- ui8 CStack::howManyEffectsSet(ui16 id) const
 
- {
 
- 	ui8 ret = 0;
 
- 	BOOST_FOREACH(const Bonus *it, getBonusList())
 
- 		if(it->source == Bonus::SPELL_EFFECT && it->sid == id) //effect found
 
- 		{
 
- 			++ret;
 
- 		}
 
- 		return ret;
 
- }
 
- bool CStack::willMove(int turn /*= 0*/) const
 
- {
 
- 	return ( turn ? true : !vstd::contains(state, EBattleStackState::DEFENDING) )
 
- 		&& !moved(turn)
 
- 		&& canMove(turn);
 
- }
 
- bool CStack::canMove( int turn /*= 0*/ ) const
 
- {
 
- 	return alive()
 
- 		&& !hasBonus(Selector::type(Bonus::NOT_ACTIVE) && Selector::turns(turn)); //eg. Ammo Cart or blinded creature
 
- }
 
- bool CStack::moved( int turn /*= 0*/ ) const
 
- {
 
- 	if(!turn)
 
- 		return vstd::contains(state, EBattleStackState::MOVED);
 
- 	else
 
- 		return false;
 
- }
 
- bool CStack::doubleWide() const
 
- {
 
- 	return getCreature()->doubleWide;
 
- }
 
- BattleHex CStack::occupiedHex() const
 
- {
 
- 	if (doubleWide())
 
- 	{
 
- 		if (attackerOwned)
 
- 			return position - 1;
 
- 		else
 
- 			return position + 1;
 
- 	} 
 
- 	else
 
- 	{
 
- 		return BattleHex::INVALID;
 
- 	}
 
- }
 
- std::vector<BattleHex> CStack::getHexes() const
 
- {
 
- 	std::vector<BattleHex> hexes;
 
- 	hexes.push_back(BattleHex(position));
 
- 	BattleHex occupied = occupiedHex();
 
- 	if(occupied.isValid())
 
- 		hexes.push_back(occupied);
 
- 	return hexes;
 
- }
 
- bool CStack::coversPos(BattleHex pos) const
 
- {
 
- 	return vstd::contains(getHexes(), pos);
 
- }
 
- std::vector<BattleHex> CStack::getSurroundingHexes(BattleHex attackerPos) const
 
- {
 
- 	BattleHex hex = (attackerPos != BattleHex::INVALID) ? attackerPos : position; //use hypothetical position
 
- 	std::vector<BattleHex> hexes;
 
- 	if (doubleWide())
 
- 	{
 
- 		const int WN = GameConstants::BFIELD_WIDTH;
 
- 		if(attackerOwned)
 
- 		{ //position is equal to front hex
 
- 			BattleHex::checkAndPush(hex - ( (hex/WN)%2 ? WN+2 : WN+1 ), hexes);
 
- 			BattleHex::checkAndPush(hex - ( (hex/WN)%2 ? WN+1 : WN ), hexes);
 
- 			BattleHex::checkAndPush(hex - ( (hex/WN)%2 ? WN : WN-1 ), hexes);
 
- 			BattleHex::checkAndPush(hex - 2, hexes);
 
- 			BattleHex::checkAndPush(hex + 1, hexes);
 
- 			BattleHex::checkAndPush(hex + ( (hex/WN)%2 ? WN-2 : WN-1 ), hexes);
 
- 			BattleHex::checkAndPush(hex + ( (hex/WN)%2 ? WN-1 : WN ), hexes);
 
- 			BattleHex::checkAndPush(hex + ( (hex/WN)%2 ? WN : WN+1 ), hexes);
 
- 		}
 
- 		else
 
- 		{
 
- 			BattleHex::checkAndPush(hex - ( (hex/WN)%2 ? WN+1 : WN ), hexes);
 
- 			BattleHex::checkAndPush(hex - ( (hex/WN)%2 ? WN : WN-1 ), hexes);
 
- 			BattleHex::checkAndPush(hex - ( (hex/WN)%2 ? WN-1 : WN-2 ), hexes);
 
- 			BattleHex::checkAndPush(hex + 2, hexes);
 
- 			BattleHex::checkAndPush(hex - 1, hexes);
 
- 			BattleHex::checkAndPush(hex + ( (hex/WN)%2 ? WN-1 : WN ), hexes);
 
- 			BattleHex::checkAndPush(hex + ( (hex/WN)%2 ? WN : WN+1 ), hexes);
 
- 			BattleHex::checkAndPush(hex + ( (hex/WN)%2 ? WN+1 : WN+2 ), hexes);
 
- 		}
 
- 		return hexes;
 
- 	}
 
- 	else
 
- 	{
 
- 		return hex.neighbouringTiles();
 
- 	}
 
- }
 
- std::vector<si32> CStack::activeSpells() const
 
- {
 
- 	std::vector<si32> ret;
 
- 	TBonusListPtr spellEffects = getSpellBonuses();
 
- 	BOOST_FOREACH(const Bonus *it, *spellEffects)
 
- 	{
 
- 		if (!vstd::contains(ret, it->sid)) //do not duplicate spells with multiple effects
 
- 			ret.push_back(it->sid);
 
- 	}
 
- 	return ret;
 
- }
 
- CStack::~CStack()
 
- {
 
- 	detachFromAll();
 
- }
 
- const CGHeroInstance * CStack::getMyHero() const
 
- {
 
- 	if(base)
 
- 		return dynamic_cast<const CGHeroInstance *>(base->armyObj);
 
- 	else //we are attached directly?
 
- 		BOOST_FOREACH(const CBonusSystemNode *n, getParentNodes())
 
- 		if(n->getNodeType() == HERO)
 
- 			dynamic_cast<const CGHeroInstance *>(n);
 
- 	return NULL;
 
- }
 
- std::string CStack::nodeName() const
 
- {
 
- 	std::ostringstream oss;
 
- 	oss << "Battle stack [" << ID << "]: " << count << " creatures of ";
 
- 	if(type)
 
- 		oss << type->namePl;
 
- 	else
 
- 		oss << "[UNDEFINED TYPE]";
 
- 	oss << " from slot " << (int)slot;
 
- 	if(base && base->armyObj)
 
- 		oss << " of armyobj=" << base->armyObj->id;
 
- 	return oss.str();
 
- }
 
- void CStack::prepareAttacked(BattleStackAttacked &bsa) const
 
- {
 
- 	bsa.killedAmount = bsa.damageAmount / MaxHealth();
 
- 	unsigned damageFirst = bsa.damageAmount % MaxHealth();
 
- 	if (bsa.damageAmount && vstd::contains(state, EBattleStackState::CLONED)) // block ability should not kill clone (0 damage)
 
- 	{
 
- 		bsa.killedAmount = count;
 
- 		bsa.flags |= BattleStackAttacked::CLONE_KILLED;
 
- 		return; // no rebirth I believe
 
- 	}
 
- 	if( firstHPleft <= damageFirst )
 
- 	{
 
- 		bsa.killedAmount++;
 
- 		bsa.newHP = firstHPleft + MaxHealth() - damageFirst;
 
- 	}
 
- 	else
 
- 	{
 
- 		bsa.newHP = firstHPleft - damageFirst;
 
- 	}
 
- 	if(count <= bsa.killedAmount) //stack killed
 
- 	{
 
- 		bsa.newAmount = 0;
 
- 		bsa.flags |= BattleStackAttacked::KILLED;
 
- 		bsa.killedAmount = count; //we cannot kill more creatures than we have
 
- 		int resurrectFactor = valOfBonuses(Bonus::REBIRTH);
 
- 		if (resurrectFactor > 0 && casts) //there must be casts left
 
- 		{
 
- 			int resurrectedCount = base->count * resurrectFactor / 100;
 
- 			if (resurrectedCount)
 
- 				resurrectedCount += ((base->count * resurrectFactor / 100.0 - resurrectedCount) > ran()%100 / 100.0) ? 1 : 0; //last stack has proportional chance to rebirth
 
- 			else //only one unit
 
- 				resurrectedCount += ((base->count * resurrectFactor / 100.0) > ran()%100 / 100.0) ? 1 : 0;
 
- 			if (hasBonusOfType(Bonus::REBIRTH, 1))
 
- 				vstd::amax (resurrectedCount, 1); //resurrect at least one Sacred Phoenix
 
- 			if (resurrectedCount)
 
- 			{
 
- 				bsa.flags |= BattleStackAttacked::REBIRTH;
 
- 				bsa.newAmount = resurrectedCount; //risky?
 
- 				bsa.newHP = MaxHealth(); //resore full health
 
- 			}
 
- 		}
 
- 	}
 
- 	else
 
- 	{
 
- 		bsa.newAmount = count - bsa.killedAmount;
 
- 	}
 
- }
 
- bool CStack::isMeleeAttackPossible(const CStack * attacker, const CStack * defender, BattleHex attackerPos /*= BattleHex::INVALID*/, BattleHex defenderPos /*= BattleHex::INVALID*/)
 
- {
 
- 	if (!attackerPos.isValid())
 
- 	{
 
- 		attackerPos = attacker->position;
 
- 	}
 
- 	if (!defenderPos.isValid())
 
- 	{
 
- 		defenderPos = defender->position;
 
- 	}
 
- 	return
 
- 		(BattleHex::mutualPosition(attackerPos, defenderPos) >= 0)						//front <=> front
 
- 		|| (attacker->doubleWide()									//back <=> front
 
- 		&& BattleHex::mutualPosition(attackerPos + (attacker->attackerOwned ? -1 : 1), defenderPos) >= 0)
 
- 		|| (defender->doubleWide()									//front <=> back
 
- 		&& BattleHex::mutualPosition(attackerPos, defenderPos + (defender->attackerOwned ? -1 : 1)) >= 0)
 
- 		|| (defender->doubleWide() && attacker->doubleWide()//back <=> back
 
- 		&& BattleHex::mutualPosition(attackerPos + (attacker->attackerOwned ? -1 : 1), defenderPos + (defender->attackerOwned ? -1 : 1)) >= 0);
 
- 		
 
- }
 
- bool CStack::ableToRetaliate() const
 
- {
 
- 	return alive() 
 
- 		&& (counterAttacks > 0 || hasBonusOfType(Bonus::UNLIMITED_RETALIATIONS))
 
- 		&& !hasBonusOfType(Bonus::SIEGE_WEAPON)
 
- 		&& !hasBonusOfType(Bonus::HYPNOTIZED)
 
- 		&& !hasBonusOfType(Bonus::NO_RETALIATION);
 
- }
 
- std::string CStack::getName() const
 
- {
 
- 	return (count > 1) ? type->namePl : type->nameSing; //War machines can't use base
 
- }
 
- bool CStack::isValidTarget(bool allowDead/* = false*/) const /*alive non-turret stacks (can be attacked or be object of magic effect) */
 
- {
 
- 	return (alive() || allowDead) && position.isValid();
 
- }
 
- bool CStack::canBeHealed() const
 
- {
 
- 	return firstHPleft != MaxHealth()
 
- 		&& alive()
 
- 		&& !hasBonusOfType(Bonus::SIEGE_WEAPON);
 
- }
 
- bool CMP_stack::operator()( const CStack* a, const CStack* b )
 
- {
 
- 	switch(phase)
 
- 	{
 
- 	case 0: //catapult moves after turrets
 
- 		return a->getCreature()->idNumber > b->getCreature()->idNumber; //catapult is 145 and turrets are 149
 
- 	case 1: //fastest first, upper slot first
 
- 		{
 
- 			int as = a->Speed(turn), bs = b->Speed(turn);
 
- 			if(as != bs)
 
- 				return as > bs;
 
- 			else
 
- 				return a->slot < b->slot;
 
- 		}
 
- 	case 2: //fastest last, upper slot first
 
- 		//TODO: should be replaced with order of receiving morale!
 
- 	case 3: //fastest last, upper slot first
 
- 		{
 
- 			int as = a->Speed(turn), bs = b->Speed(turn);
 
- 			if(as != bs)
 
- 				return as < bs;
 
- 			else
 
- 				return a->slot < b->slot;
 
- 		}
 
- 	default:
 
- 		assert(0);
 
- 		return false;
 
- 	}
 
- }
 
- CMP_stack::CMP_stack( int Phase /*= 1*/, int Turn )
 
- {
 
- 	phase = Phase;
 
- 	turn = Turn;
 
- }
 
 
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