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							- #define VCMI_DLL
 
- #include <algorithm>
 
- #include <queue>
 
- #include <fstream>
 
- #include "CGameState.h"
 
- #include <boost/random/linear_congruential.hpp>
 
- #include "hch/CDefObjInfoHandler.h"
 
- #include "hch/CArtHandler.h"
 
- #include "hch/CTownHandler.h"
 
- #include "hch/CHeroHandler.h"
 
- #include "hch/CObjectHandler.h"
 
- #include "hch/CCreatureHandler.h"
 
- #include "lib/VCMI_Lib.h"
 
- #include "map.h"
 
- #include "StartInfo.h"
 
- #include "lib/NetPacks.h"
 
- #include <boost/foreach.hpp>
 
- #include <boost/thread.hpp>
 
- #include <boost/thread/shared_mutex.hpp>
 
- boost::rand48 ran;
 
- class CMP_stack
 
- {
 
- public:
 
- 	bool operator ()(const CStack* a, const CStack* b)
 
- 	{
 
- 		return (a->creature->speed)>(b->creature->speed);
 
- 	}
 
- } cmpst ;
 
- CGObjectInstance * createObject(int id, int subid, int3 pos, int owner)
 
- {
 
- 	CGObjectInstance * nobj;
 
- 	switch(id)
 
- 	{
 
- 	case 34: //hero
 
- 		{
 
- 			CGHeroInstance * nobj;
 
- 			nobj = new CGHeroInstance();
 
- 			nobj->pos = pos;
 
- 			nobj->tempOwner = owner;
 
- 			nobj->defInfo = new CGDefInfo();
 
- 			nobj->defInfo->id = 34;
 
- 			nobj->defInfo->subid = subid;
 
- 			nobj->defInfo->printPriority = 0;
 
- 			nobj->type = VLC->heroh->heroes[subid];
 
- 			for(int i=0;i<6;i++)
 
- 			{
 
- 				nobj->defInfo->blockMap[i]=255;
 
- 				nobj->defInfo->visitMap[i]=0;
 
- 			}
 
- 			nobj->ID = id;
 
- 			nobj->subID = subid;
 
- 			nobj->defInfo->handler=NULL;
 
- 			nobj->defInfo->blockMap[5] = 253;
 
- 			nobj->defInfo->visitMap[5] = 2;
 
- 			nobj->artifacts.resize(20);
 
- 			nobj->artifWorn[16] = 3;
 
- 			nobj->primSkills.resize(4);
 
- 			nobj->primSkills[0] = nobj->type->heroClass->initialAttack;
 
- 			nobj->primSkills[1] = nobj->type->heroClass->initialDefence;
 
- 			nobj->primSkills[2] = nobj->type->heroClass->initialPower;
 
- 			nobj->primSkills[3] = nobj->type->heroClass->initialKnowledge;
 
- 			nobj->mana = 10 * nobj->primSkills[3];
 
- 			return nobj;
 
- 		}
 
- 	case 98: //town
 
- 		nobj = new CGTownInstance;
 
- 		break;
 
- 	default: //rest of objects
 
- 		nobj = new CGObjectInstance;
 
- 		nobj->defInfo = VLC->dobjinfo->gobjs[id][subid];
 
- 		break;
 
- 	}
 
- 	nobj->ID = id;
 
- 	nobj->subID = subid;
 
- 	if(!nobj->defInfo)
 
- 		std::cout <<"No def declaration for " <<id <<" "<<subid<<std::endl;
 
- 	nobj->pos = pos;
 
- 	//nobj->state = NULL;//new CLuaObjectScript();
 
- 	nobj->tempOwner = owner;
 
- 	nobj->info = NULL;
 
- 	nobj->defInfo->id = id;
 
- 	nobj->defInfo->subid = subid;
 
- 	//assigning defhandler
 
- 	if(nobj->ID==34 || nobj->ID==98)
 
- 		return nobj;
 
- 	nobj->defInfo = VLC->dobjinfo->gobjs[id][subid];
 
- 	//if(!nobj->defInfo->handler)
 
- 	//{
 
- 	//	nobj->defInfo->handler = CDefHandler::giveDef(nobj->defInfo->name);
 
- 	//	nobj->defInfo->width = nobj->defInfo->handler->ourImages[0].bitmap->w/32;
 
- 	//	nobj->defInfo->height = nobj->defInfo->handler->ourImages[0].bitmap->h/32;
 
- 	//}
 
- 	return nobj;
 
- }
 
- CStack::CStack(CCreature * C, int A, int O, int I, bool AO)
 
- 	:creature(C),amount(A),owner(O), alive(true), position(-1), ID(I), attackerOwned(AO), firstHPleft(C->hitPoints)
 
- {
 
- }
 
- void CGameState::apply(IPack * pack)
 
- {
 
- 	mx->lock();
 
- 	switch(pack->getType())
 
- 	{
 
- 	case 101://NewTurn
 
- 		{
 
- 			NewTurn * n = static_cast<NewTurn*>(pack);
 
- 			day = n->day;
 
- 			BOOST_FOREACH(NewTurn::Hero h, n->heroes) //give mana/movement point
 
- 			{
 
- 				static_cast<CGHeroInstance*>(map->objects[h.id])->movement = h.move;
 
- 				static_cast<CGHeroInstance*>(map->objects[h.id])->mana = h.mana;
 
- 			}
 
- 			BOOST_FOREACH(NewTurn::Resources h, n->res) //give resources
 
- 			{
 
- 				for(int i=0;i<RESOURCE_QUANTITY;i++)
 
- 					players[h.player].resources[i] = h.resources[i];
 
- 			}
 
- 			if(n->resetBuilded) //reset amount of structures set in this turn in towns
 
- 				BOOST_FOREACH(CGTownInstance* t, map->towns)
 
- 					t->builded = 0;
 
- 			break;
 
- 		}
 
- 	case 102: //set resource amount
 
- 		{
 
- 			SetResource *sr = static_cast<SetResource*>(pack);
 
- 			players[sr->player].resources[sr->resid] = sr->val;
 
- 			break;
 
- 		}
 
- 	case 104:
 
- 		{
 
- 			SetResources *sr = static_cast<SetResources*>(pack);
 
- 			for(int i=0;i<sr->res.size();i++)
 
- 				players[sr->player].resources[i] = sr->res[i];
 
- 			break;
 
- 		}
 
- 	case 500:
 
- 		{
 
- 			RemoveHero *rh = static_cast<RemoveHero*>(pack);
 
- 			CGHeroInstance *h = static_cast<CGHeroInstance*>(map->objects[rh->id]);
 
- 			std::vector<CGHeroInstance*>::iterator nitr = std::find(map->heroes.begin(), map->heroes.end(),h);
 
- 			map->heroes.erase(nitr);
 
- 			int player = h->tempOwner;
 
- 			nitr = std::find(players[player].heroes.begin(), players[player].heroes.end(), h);
 
- 			players[player].heroes.erase(nitr);
 
- 			map->objects[h->id] = NULL;
 
- 			break;
 
- 		}
 
- 	case 501://hero try-move
 
- 		{
 
- 			TryMoveHero * n = static_cast<TryMoveHero*>(pack);
 
- 			CGHeroInstance *h = static_cast<CGHeroInstance*>(map->objects[n->id]);
 
- 			h->movement = n->movePoints;
 
- 			if(n->result)
 
- 				h->pos = n->end;
 
- 			else
 
- 				h->pos = n->start;			
 
- 			BOOST_FOREACH(int3 t, n->fowRevealed)
 
- 				players[h->getOwner()].fogOfWarMap[t.x][t.y][t.z] = 1;
 
- 			break;
 
- 		}
 
- 	case 502:
 
- 		{
 
- 			SetGarrisons * n = static_cast<SetGarrisons*>(pack);
 
- 			for(std::map<ui32,CCreatureSet>::iterator i = n->garrs.begin(); i!=n->garrs.end(); i++)
 
- 				static_cast<CArmedInstance*>(map->objects[i->first])->army = i->second;
 
- 			break;
 
- 		}
 
- 	case 503:
 
- 		{
 
- 			SetStrInfo *ssi = static_cast<SetStrInfo*>(pack);
 
- 			static_cast<CGTownInstance*>(map->objects[ssi->tid])->strInfo.creatures = ssi->cres;
 
- 			break;
 
- 		}
 
- 	case 504:
 
- 		{
 
- 			NewStructures *ns = static_cast<NewStructures*>(pack);
 
- 			CGTownInstance*t = static_cast<CGTownInstance*>(map->objects[ns->tid]);
 
- 			BOOST_FOREACH(si32 bid,ns->bid)
 
- 				t->builtBuildings.insert(bid);
 
- 			t->builded = ns->builded;
 
- 			break;
 
- 		}
 
- 	case 1001://set object property
 
- 		{
 
- 			SetObjectProperty *p = static_cast<SetObjectProperty*>(pack);
 
- 			int CGObjectInstance::*point;
 
- 			switch(p->what)
 
- 			{
 
- 			case 1:
 
- 				point = &CGObjectInstance::tempOwner;
 
- 				break;
 
- 			case 2:
 
- 				point = &CGObjectInstance::blockVisit;
 
- 				break;
 
- 			}
 
- 			map->objects[p->id]->*point = p->val;
 
- 			break;
 
- 		}
 
- 	//case 1002://set hover name
 
- 	//	{
 
- 	//		SetHoverName * shn = static_cast<SetHoverName*>(pack);
 
- 	//		map->objects[shn->id]->hoverName = toString(shn->name);
 
- 	//		break;
 
- 	//	}
 
- 	}
 
- 	mx->unlock();
 
- }
 
- int CGameState::pickHero(int owner)
 
- {
 
- 	int h=-1;
 
- 	if(map->getHero(h = scenarioOps->getIthPlayersSettings(owner).hero,0)  &&  h>=0) //we haven't used selected hero
 
- 		return h;
 
- 	int f = scenarioOps->getIthPlayersSettings(owner).castle;
 
- 	int i=0;
 
- 	do //try to find free hero of our faction
 
- 	{
 
- 		i++;
 
- 		h = scenarioOps->getIthPlayersSettings(owner).castle*HEROES_PER_TYPE*2+(ran()%(HEROES_PER_TYPE*2));//->scenarioOps->playerInfos[pru].hero = VLC->
 
- 	} while( map->getHero(h)  &&  i<175);
 
- 	if(i>174) //probably no free heroes - there's no point in further search, we'll take first free
 
- 	{
 
- 		std::cout << "Warning: cannot find free hero - trying to get first available..."<<std::endl;
 
- 		for(int j=0; j<HEROES_PER_TYPE * 2 * F_NUMBER; j++)
 
- 			if(!map->getHero(j))
 
- 				h=j;
 
- 	}
 
- 	return h;
 
- }
 
- std::pair<int,int> CGameState::pickObject(CGObjectInstance *obj)
 
- {
 
- 	switch(obj->ID)
 
- 	{
 
- 	case 65: //random artifact
 
- 		return std::pair<int,int>(5,(ran()%136)+7); //tylko sensowny zakres - na poczatku sa katapulty itp, na koncu specjalne i blanki
 
- 	case 66: //random treasure artifact
 
- 		return std::pair<int,int>(5,VLC->arth->treasures[ran()%VLC->arth->treasures.size()]->id);
 
- 	case 67: //random minor artifact
 
- 		return std::pair<int,int>(5,VLC->arth->minors[ran()%VLC->arth->minors.size()]->id);
 
- 	case 68: //random major artifact
 
- 		return std::pair<int,int>(5,VLC->arth->majors[ran()%VLC->arth->majors.size()]->id);
 
- 	case 69: //random relic artifact
 
- 		return std::pair<int,int>(5,VLC->arth->relics[ran()%VLC->arth->relics.size()]->id);
 
- 	case 70: //random hero
 
- 		{
 
- 			return std::pair<int,int>(34,pickHero(obj->tempOwner));
 
- 		}
 
- 	case 71: //random monster
 
- 		return std::pair<int,int>(54,ran()%(VLC->creh->creatures.size())); 
 
- 	case 72: //random monster lvl1
 
- 		return std::pair<int,int>(54,VLC->creh->levelCreatures[1][ran()%VLC->creh->levelCreatures[1].size()]->idNumber); 
 
- 	case 73: //random monster lvl2
 
- 		return std::pair<int,int>(54,VLC->creh->levelCreatures[2][ran()%VLC->creh->levelCreatures[2].size()]->idNumber);
 
- 	case 74: //random monster lvl3
 
- 		return std::pair<int,int>(54,VLC->creh->levelCreatures[3][ran()%VLC->creh->levelCreatures[3].size()]->idNumber);
 
- 	case 75: //random monster lvl4
 
- 		return std::pair<int,int>(54,VLC->creh->levelCreatures[4][ran()%VLC->creh->levelCreatures[4].size()]->idNumber);
 
- 	case 76: //random resource
 
- 		return std::pair<int,int>(79,ran()%7); //now it's OH3 style, use %8 for mithril 
 
- 	case 77: //random town
 
- 		{
 
- 			int align = ((CGTownInstance*)obj)->alignment,
 
- 				f;
 
- 			if(align>PLAYER_LIMIT-1)//same as owner / random
 
- 			{
 
- 				if(obj->tempOwner > PLAYER_LIMIT-1)
 
- 					f = -1; //random
 
- 				else
 
- 					f = scenarioOps->getIthPlayersSettings(obj->tempOwner).castle;
 
- 			}
 
- 			else
 
- 			{
 
- 				f = scenarioOps->getIthPlayersSettings(align).castle;
 
- 			}
 
- 			if(f<0) f = ran()%VLC->townh->towns.size();
 
- 			return std::pair<int,int>(98,f); 
 
- 		}
 
- 	case 162: //random monster lvl5
 
- 		return std::pair<int,int>(54,VLC->creh->levelCreatures[5][ran()%VLC->creh->levelCreatures[5].size()]->idNumber);
 
- 	case 163: //random monster lvl6
 
- 		return std::pair<int,int>(54,VLC->creh->levelCreatures[6][ran()%VLC->creh->levelCreatures[6].size()]->idNumber);
 
- 	case 164: //random monster lvl7
 
- 		return std::pair<int,int>(54,VLC->creh->levelCreatures[7][ran()%VLC->creh->levelCreatures[7].size()]->idNumber); 
 
- 	case 216: //random dwelling
 
- 		{
 
- 			int faction = ran()%F_NUMBER;
 
- 			CCreGen2ObjInfo* info =(CCreGen2ObjInfo*)obj->info;
 
- 			if (info->asCastle)
 
- 			{
 
- 				for(int i=0;i<map->objects.size();i++)
 
- 				{
 
- 					if(map->objects[i]->ID==77 && dynamic_cast<CGTownInstance*>(map->objects[i])->identifier == info->identifier)
 
- 					{
 
- 						randomizeObject(map->objects[i]); //we have to randomize the castle first
 
- 						faction = map->objects[i]->subID;
 
- 						break;
 
- 					}
 
- 					else if(map->objects[i]->ID==98 && dynamic_cast<CGTownInstance*>(map->objects[i])->identifier == info->identifier)
 
- 					{
 
- 						faction = map->objects[i]->subID;
 
- 						break;
 
- 					}
 
- 				}
 
- 			}
 
- 			else
 
- 			{
 
- 				while((!(info->castles[0]&(1<<faction))))
 
- 				{
 
- 					if((faction>7) && (info->castles[1]&(1<<(faction-8))))
 
- 						break;
 
- 					faction = ran()%F_NUMBER;
 
- 				}
 
- 			}
 
- 			int level = ((info->maxLevel-info->minLevel) ? (ran()%(info->maxLevel-info->minLevel)+info->minLevel) : (info->minLevel));
 
- 			int cid = VLC->townh->towns[faction].basicCreatures[level];
 
- 			for(int i=0;i<VLC->objh->cregens.size();i++)
 
- 				if(VLC->objh->cregens[i]==cid)
 
- 					return std::pair<int,int>(17,i); 
 
- 			std::cout << "Cannot find a dwelling for creature "<<cid <<std::endl;
 
- 			return std::pair<int,int>(17,0); 
 
- 		}
 
- 	case 217:
 
- 		{
 
- 			int faction = ran()%F_NUMBER;
 
- 			CCreGenObjInfo* info =(CCreGenObjInfo*)obj->info;
 
- 			if (info->asCastle)
 
- 			{
 
- 				for(int i=0;i<map->objects.size();i++)
 
- 				{
 
- 					if(map->objects[i]->ID==77 && dynamic_cast<CGTownInstance*>(map->objects[i])->identifier == info->identifier)
 
- 					{
 
- 						randomizeObject(map->objects[i]); //we have to randomize the castle first
 
- 						faction = map->objects[i]->subID;
 
- 						break;
 
- 					}
 
- 					else if(map->objects[i]->ID==98 && dynamic_cast<CGTownInstance*>(map->objects[i])->identifier == info->identifier)
 
- 					{
 
- 						faction = map->objects[i]->subID;
 
- 						break;
 
- 					}
 
- 				}
 
- 			}
 
- 			else
 
- 			{
 
- 				while((!(info->castles[0]&(1<<faction))))
 
- 				{
 
- 					if((faction>7) && (info->castles[1]&(1<<(faction-8))))
 
- 						break;
 
- 					faction = ran()%F_NUMBER;
 
- 				}
 
- 			}
 
- 			int cid = VLC->townh->towns[faction].basicCreatures[obj->subID];
 
- 			for(int i=0;i<VLC->objh->cregens.size();i++)
 
- 				if(VLC->objh->cregens[i]==cid)
 
- 					return std::pair<int,int>(17,i); 
 
- 			std::cout << "Cannot find a dwelling for creature "<<cid <<std::endl;
 
- 			return std::pair<int,int>(17,0); 
 
- 		}
 
- 	case 218:
 
- 		{
 
- 			CCreGen3ObjInfo* info =(CCreGen3ObjInfo*)obj->info;
 
- 			int level = ((info->maxLevel-info->minLevel) ? (ran()%(info->maxLevel-info->minLevel)+info->minLevel) : (info->minLevel));
 
- 			int cid = VLC->townh->towns[obj->subID].basicCreatures[level];
 
- 			for(int i=0;i<VLC->objh->cregens.size();i++)
 
- 				if(VLC->objh->cregens[i]==cid)
 
- 					return std::pair<int,int>(17,i); 
 
- 			std::cout << "Cannot find a dwelling for creature "<<cid <<std::endl;
 
- 			return std::pair<int,int>(17,0); 
 
- 		}
 
- 	}
 
- 	return std::pair<int,int>(-1,-1);
 
- }
 
- void CGameState::randomizeObject(CGObjectInstance *cur)
 
- {		
 
- 	std::pair<int,int> ran = pickObject(cur);
 
- 	if(ran.first<0 || ran.second<0) //this is not a random object, or we couldn't find anything
 
- 	{
 
- 		if(cur->ID==98) //town - set def
 
- 		{
 
- 			CGTownInstance *t = dynamic_cast<CGTownInstance*>(cur);
 
- 			if(t->hasCapitol())
 
- 				t->defInfo = capitols[t->subID];
 
- 			else if(t->hasFort())
 
- 				t->defInfo = forts[t->subID];
 
- 			else
 
- 				t->defInfo = villages[t->subID]; 
 
- 		}
 
- 		return;
 
- 	}
 
- 	else if(ran.first==34)//special code for hero
 
- 	{
 
- 		CGHeroInstance *h = dynamic_cast<CGHeroInstance *>(cur);
 
- 		if(!h) {std::cout<<"Wrong random hero at "<<cur->pos<<std::endl; return;}
 
- 		cur->ID = ran.first;
 
- 		cur->subID = ran.second;
 
- 		h->type = VLC->heroh->heroes[ran.second];
 
- 		map->heroes.push_back(h);
 
- 		return; //TODO: maybe we should do something with definfo?
 
- 	}
 
- 	else if(ran.first==98)//special code for town
 
- 	{
 
- 		CGTownInstance *t = dynamic_cast<CGTownInstance*>(cur);
 
- 		if(!t) {std::cout<<"Wrong random town at "<<cur->pos<<std::endl; return;}
 
- 		cur->ID = ran.first;
 
- 		cur->subID = ran.second;
 
- 		t->town = &VLC->townh->towns[ran.second];
 
- 		if(t->hasCapitol())
 
- 			t->defInfo = capitols[t->subID];
 
- 		else if(t->hasFort())
 
- 			t->defInfo = forts[t->subID];
 
- 		else
 
- 			t->defInfo = villages[t->subID]; 
 
- 		map->towns.push_back(t);
 
- 		return;
 
- 	}
 
- 	//we have to replace normal random object
 
- 	cur->ID = ran.first;
 
- 	cur->subID = ran.second;
 
- 	map->defs.insert(cur->defInfo = VLC->dobjinfo->gobjs[ran.first][ran.second]);
 
- 	if(!cur->defInfo){std::cout<<"Missing def declaration for "<<cur->ID<<" "<<cur->subID<<std::endl;return;}
 
- }
 
- int CGameState::getDate(int mode) const
 
- {
 
- 	int temp;
 
- 	switch (mode)
 
- 	{
 
- 	case 0:
 
- 		return day;
 
- 		break;
 
- 	case 1:
 
- 		temp = (day)%7;
 
- 		if (temp)
 
- 			return temp;
 
- 		else return 7;
 
- 		break;
 
- 	case 2:
 
- 		temp = ((day-1)/7)+1;
 
- 		if (!(temp%4))
 
- 			return 4;
 
- 		else 
 
- 			return (temp%4);
 
- 		break;
 
- 	case 3:
 
- 		return ((day-1)/28)+1;
 
- 		break;
 
- 	}
 
- 	return 0;
 
- }
 
- CGameState::CGameState()
 
- {
 
- 	mx = new boost::shared_mutex();
 
- }
 
- CGameState::~CGameState()
 
- {
 
- 	delete mx;
 
- }
 
- void CGameState::init(StartInfo * si, Mapa * map, int Seed)
 
- {
 
- 	day = 0;
 
- 	seed = Seed;
 
- 	ran.seed((int32_t)seed);
 
- 	scenarioOps = si;
 
- 	this->map = map;
 
- 	for(int i=0;i<F_NUMBER;i++)
 
- 	{
 
- 		villages[i] = new CGDefInfo(*VLC->dobjinfo->castles[i]);
 
- 		forts[i] = VLC->dobjinfo->castles[i];
 
- 		capitols[i] = new CGDefInfo(*VLC->dobjinfo->castles[i]);
 
- 	}
 
- 	//picking random factions for players
 
- 	for(int i=0;i<scenarioOps->playerInfos.size();i++)
 
- 	{
 
- 		if(scenarioOps->playerInfos[i].castle==-1)
 
- 		{
 
- 			int f;
 
- 			do
 
- 			{
 
- 				f = ran()%F_NUMBER;
 
- 			}while(!(map->players[scenarioOps->playerInfos[i].color].allowedFactions  &  1<<f));
 
- 			scenarioOps->playerInfos[i].castle = f;
 
- 		}
 
- 	}
 
- 	//randomizing objects
 
- 	for(int no=0; no<map->objects.size(); ++no)
 
- 	{
 
- 		randomizeObject(map->objects[no]);
 
- 		if(map->objects[no]->ID==26)
 
- 			map->objects[no]->defInfo->handler=NULL;
 
- 		map->objects[no]->hoverName = VLC->objh->names[map->objects[no]->ID];
 
- 	}
 
- 	//std::cout<<"\tRandomizing objects: "<<th.getDif()<<std::endl;
 
- 	//giving starting hero
 
- 	for(int i=0;i<PLAYER_LIMIT;i++)
 
- 	{
 
- 		if((map->players[i].generateHeroAtMainTown && map->players[i].hasMainTown) ||  (map->players[i].hasMainTown && map->version==RoE))
 
- 		{
 
- 			int3 hpos = map->players[i].posOfMainTown;
 
- 			hpos.x+=1;// hpos.y+=1;
 
- 			int j;
 
- 			for(j=0; j<scenarioOps->playerInfos.size(); j++)
 
- 				if(scenarioOps->playerInfos[j].color == i)
 
- 					break;
 
- 			if(j == scenarioOps->playerInfos.size())
 
- 				continue;
 
- 			int h=pickHero(i);
 
- 			CGHeroInstance * nnn =  static_cast<CGHeroInstance*>(createObject(34,h,hpos,i));
 
- 			nnn->id = map->objects.size();
 
- 			//nnn->defInfo->handler = graphics->flags1[0];
 
- 			map->heroes.push_back(nnn);
 
- 			map->objects.push_back(nnn);
 
- 		}
 
- 	}
 
- 	//std::cout<<"\tGiving starting heroes: "<<th.getDif()<<std::endl;
 
- 	/*********creating players entries in gs****************************************/
 
- 	for (int i=0; i<scenarioOps->playerInfos.size();i++)
 
- 	{
 
- 		std::pair<int,PlayerState> ins(scenarioOps->playerInfos[i].color,PlayerState());
 
- 		ins.second.color=ins.first;
 
- 		ins.second.serial=i;
 
- 		players.insert(ins);
 
- 	}
 
- 	/******************RESOURCES****************************************************/
 
- 	//TODO: zeby komputer dostawal inaczej niz gracz 
 
- 	std::vector<int> startres;
 
- 	std::ifstream tis("config/startres.txt");
 
- 	int k;
 
- 	for (int j=0;j<scenarioOps->difficulty;j++)
 
- 	{
 
- 		tis >> k;
 
- 		for (int z=0;z<RESOURCE_QUANTITY;z++)
 
- 			tis>>k;
 
- 	}
 
- 	tis >> k;
 
- 	for (int i=0;i<RESOURCE_QUANTITY;i++)
 
- 	{
 
- 		tis >> k;
 
- 		startres.push_back(k);
 
- 	}
 
- 	tis.close();
 
- 	for (std::map<ui8,PlayerState>::iterator i = players.begin(); i!=players.end(); i++)
 
- 	{
 
- 		(*i).second.resources.resize(RESOURCE_QUANTITY);
 
- 		for (int x=0;x<RESOURCE_QUANTITY;x++)
 
- 			(*i).second.resources[x] = startres[x];
 
- 	}
 
- 	/*************************HEROES************************************************/
 
- 	for (int i=0; i<map->heroes.size();i++) //heroes instances
 
- 	{
 
- 		if (map->heroes[i]->getOwner()<0)
 
- 			continue;
 
- 		CGHeroInstance * vhi = (map->heroes[i]);
 
- 		if(!vhi->type)
 
- 			vhi->type = VLC->heroh->heroes[vhi->subID];
 
- 		//vhi->subID = vhi->type->ID;
 
- 		if (vhi->level<1)
 
- 		{
 
- 			vhi->exp=40+ran()%50;
 
- 			vhi->level = 1;
 
- 		}
 
- 		if (vhi->level>1) ;//TODO dodac um dr, ale potrzebne los
 
- 		if ((!vhi->primSkills.size()) || (vhi->primSkills[0]<0))
 
- 		{
 
- 			if (vhi->primSkills.size()<PRIMARY_SKILLS)
 
- 				vhi->primSkills.resize(PRIMARY_SKILLS);
 
- 			vhi->primSkills[0] = vhi->type->heroClass->initialAttack;
 
- 			vhi->primSkills[1] = vhi->type->heroClass->initialDefence;
 
- 			vhi->primSkills[2] = vhi->type->heroClass->initialPower;
 
- 			vhi->primSkills[3] = vhi->type->heroClass->initialKnowledge;
 
- 		}
 
- 		vhi->mana = vhi->primSkills[3]*10;
 
- 		if (!vhi->name.length())
 
- 		{
 
- 			vhi->name = vhi->type->name;
 
- 		}
 
- 		if (!vhi->biography.length())
 
- 		{
 
- 			vhi->biography = vhi->type->biography;
 
- 		}
 
- 		if (vhi->portrait < 0)
 
- 			vhi->portrait = vhi->type->ID;
 
- 		//initial army
 
- 		if (!vhi->army.slots.size()) //standard army
 
- 		{
 
- 			int pom, pom2=0;
 
- 			for(int x=0;x<3;x++)
 
- 			{
 
- 				pom = (VLC->creh->nameToID[vhi->type->refTypeStack[x]]);
 
- 				if(pom>=145 && pom<=149) //war machine
 
- 				{
 
- 					pom2++;
 
- 					switch (pom)
 
- 					{
 
- 					case 145: //catapult
 
- 						vhi->artifWorn[16] = 3;
 
- 						break;
 
- 					default:
 
- 						pom-=145;
 
- 						vhi->artifWorn[13+pom] = 4+pom;
 
- 						break;
 
- 					}
 
- 					continue;
 
- 				}
 
- 				vhi->army.slots[x-pom2].first = pom;
 
- 				if((pom = (vhi->type->highStack[x]-vhi->type->lowStack[x])) > 0)
 
- 					vhi->army.slots[x-pom2].second = (ran()%pom)+vhi->type->lowStack[x];
 
- 				else 
 
- 					vhi->army.slots[x-pom2].second = +vhi->type->lowStack[x];
 
- 			}
 
- 		}
 
- 		players[vhi->getOwner()].heroes.push_back(vhi);
 
- 	}
 
- 	/*************************FOG**OF**WAR******************************************/		
 
- 	for(std::map<ui8, PlayerState>::iterator k=players.begin(); k!=players.end(); ++k)
 
- 	{
 
- 		k->second.fogOfWarMap.resize(map->width);
 
- 		for(int g=0; g<map->width; ++g)
 
- 			k->second.fogOfWarMap[g].resize(map->height);
 
- 		for(int g=-0; g<map->width; ++g)
 
- 			for(int h=0; h<map->height; ++h)
 
- 				k->second.fogOfWarMap[g][h].resize(map->twoLevel+1, 0);
 
- 		for(int g=0; g<map->width; ++g)
 
- 			for(int h=0; h<map->height; ++h)
 
- 				for(int v=0; v<map->twoLevel+1; ++v)
 
- 					k->second.fogOfWarMap[g][h][v] = 0;
 
- 		for(int xd=0; xd<map->width; ++xd) //revealing part of map around heroes
 
- 		{
 
- 			for(int yd=0; yd<map->height; ++yd)
 
- 			{
 
- 				for(int ch=0; ch<k->second.heroes.size(); ++ch)
 
- 				{
 
- 					int deltaX = (k->second.heroes[ch]->getPosition(false).x-xd)*(k->second.heroes[ch]->getPosition(false).x-xd);
 
- 					int deltaY = (k->second.heroes[ch]->getPosition(false).y-yd)*(k->second.heroes[ch]->getPosition(false).y-yd);
 
- 					if(deltaX+deltaY<k->second.heroes[ch]->getSightDistance()*k->second.heroes[ch]->getSightDistance())
 
- 						k->second.fogOfWarMap[xd][yd][k->second.heroes[ch]->getPosition(false).z] = 1;
 
- 				}
 
- 			}
 
- 		}
 
- 	}
 
- 	/****************************TOWNS************************************************/
 
- 	for (int i=0;i<map->towns.size();i++)
 
- 	{
 
- 		CGTownInstance * vti =(map->towns[i]);
 
- 		if(!vti->town)
 
- 			vti->town = &VLC->townh->towns[vti->subID];
 
- 		if (vti->name.length()==0) // if town hasn't name we draw it
 
- 			vti->name=vti->town->names[ran()%vti->town->names.size()];
 
- 		if(vti->builtBuildings.find(-50)!=vti->builtBuildings.end()) //give standard set of buildings
 
- 		{
 
- 			vti->builtBuildings.erase(-50);
 
- 			vti->builtBuildings.insert(10);
 
- 			vti->builtBuildings.insert(5);
 
- 			vti->builtBuildings.insert(30);
 
- 			if(ran()%2)
 
- 				vti->builtBuildings.insert(31);
 
- 		}
 
- 		players[vti->getOwner()].towns.push_back(vti);
 
- 	}
 
- 	for(std::map<ui8, PlayerState>::iterator k=players.begin(); k!=players.end(); ++k)
 
- 	{
 
- 		if(k->first==-1 || k->first==255)
 
- 			continue;
 
- 		for(int xd=0; xd<map->width; ++xd) //revealing part of map around towns
 
- 		{
 
- 			for(int yd=0; yd<map->height; ++yd)
 
- 			{
 
- 				for(int ch=0; ch<k->second.towns.size(); ++ch)
 
- 				{
 
- 					int deltaX = (k->second.towns[ch]->pos.x-xd)*(k->second.towns[ch]->pos.x-xd);
 
- 					int deltaY = (k->second.towns[ch]->pos.y-yd)*(k->second.towns[ch]->pos.y-yd);
 
- 					if(deltaX+deltaY<k->second.towns[ch]->getSightDistance()*k->second.towns[ch]->getSightDistance())
 
- 						k->second.fogOfWarMap[xd][yd][k->second.towns[ch]->pos.z] = 1;
 
- 				}
 
- 			}
 
- 		}
 
- 		//init visiting heroes
 
- 		for(int l=0; l<k->second.heroes.size();l++)
 
- 		{ 
 
- 			for(int m=0; m<k->second.towns.size();m++)
 
- 			{
 
- 				int3 vistile = k->second.towns[m]->pos; vistile.x--; //tile next to the entrance
 
- 				if(vistile == k->second.heroes[l]->pos)
 
- 				{
 
- 					k->second.towns[m]->visitingHero = k->second.heroes[l];
 
- 					break;
 
- 				}
 
- 			}
 
- 		}
 
- 	}
 
- }
 
- void CGameState::battle(CCreatureSet * army1, CCreatureSet * army2, int3 tile, CArmedInstance *hero1, CArmedInstance *hero2)
 
- {/*
 
- 	curB = new BattleInfo();
 
- 	std::vector<CStack*> & stacks = (curB->stacks);
 
- 	curB->army1=army1;
 
- 	curB->army2=army2;
 
- 	curB->hero1=dynamic_cast<CGHeroInstance*>(hero1);
 
- 	curB->hero2=dynamic_cast<CGHeroInstance*>(hero2);
 
- 	curB->side1=(hero1)?(hero1->tempOwner):(-1);
 
- 	curB->side2=(hero2)?(hero2->tempOwner):(-1);
 
- 	curB->round = -2;
 
- 	curB->stackActionPerformed = false;
 
- 	for(std::map<int,std::pair<ui32,si32> >::iterator i = army1->slots.begin(); i!=army1->slots.end(); i++)
 
- 	{
 
- 		stacks.push_back(new CStack(i->second.first,i->second.second,0, stacks.size(), true));
 
- 		stacks[stacks.size()-1]->ID = stacks.size()-1;
 
- 	}
 
- 	//initialization of positions
 
- 	switch(army1->slots.size()) //for attacker
 
- 	{
 
- 	case 0:
 
- 		break;
 
- 	case 1:
 
- 		stacks[0]->position = 86; //6
 
- 		break;
 
- 	case 2:
 
- 		stacks[0]->position = 35; //3
 
- 		stacks[1]->position = 137; //9
 
- 		break;
 
- 	case 3:
 
- 		stacks[0]->position = 35; //3
 
- 		stacks[1]->position = 86; //6
 
- 		stacks[2]->position = 137; //9
 
- 		break;
 
- 	case 4:
 
- 		stacks[0]->position = 1; //1
 
- 		stacks[1]->position = 69; //5
 
- 		stacks[2]->position = 103; //7
 
- 		stacks[3]->position = 171; //11
 
- 		break;
 
- 	case 5:
 
- 		stacks[0]->position = 1; //1
 
- 		stacks[1]->position = 35; //3
 
- 		stacks[2]->position = 86; //6
 
- 		stacks[3]->position = 137; //9
 
- 		stacks[4]->position = 171; //11
 
- 		break;
 
- 	case 6:
 
- 		stacks[0]->position = 1; //1
 
- 		stacks[1]->position = 35; //3
 
- 		stacks[2]->position = 69; //5
 
- 		stacks[3]->position = 103; //7
 
- 		stacks[4]->position = 137; //9
 
- 		stacks[5]->position = 171; //11
 
- 		break;
 
- 	case 7:
 
- 		stacks[0]->position = 1; //1
 
- 		stacks[1]->position = 35; //3
 
- 		stacks[2]->position = 69; //5
 
- 		stacks[3]->position = 86; //6
 
- 		stacks[4]->position = 103; //7
 
- 		stacks[5]->position = 137; //9
 
- 		stacks[6]->position = 171; //11
 
- 		break;
 
- 	default: //fault
 
- 		break;
 
- 	}
 
- 	for(std::map<int,std::pair<ui32,si32> >::iterator i = army2->slots.begin(); i!=army2->slots.end(); i++)
 
- 		stacks.push_back(new CStack(i->second.first,i->second.second,1, stacks.size(), false));
 
- 	switch(army2->slots.size()) //for defender
 
- 	{
 
- 	case 0:
 
- 		break;
 
- 	case 1:
 
- 		stacks[0+army1->slots.size()]->position = 100; //6
 
- 		break;
 
- 	case 2:
 
- 		stacks[0+army1->slots.size()]->position = 49; //3
 
- 		stacks[1+army1->slots.size()]->position = 151; //9
 
- 		break;
 
- 	case 3:
 
- 		stacks[0+army1->slots.size()]->position = 49; //3
 
- 		stacks[1+army1->slots.size()]->position = 100; //6
 
- 		stacks[2+army1->slots.size()]->position = 151; //9
 
- 		break;
 
- 	case 4:
 
- 		stacks[0+army1->slots.size()]->position = 15; //1
 
- 		stacks[1+army1->slots.size()]->position = 83; //5
 
- 		stacks[2+army1->slots.size()]->position = 117; //7
 
- 		stacks[3+army1->slots.size()]->position = 185; //11
 
- 		break;
 
- 	case 5:
 
- 		stacks[0+army1->slots.size()]->position = 15; //1
 
- 		stacks[1+army1->slots.size()]->position = 49; //3
 
- 		stacks[2+army1->slots.size()]->position = 100; //6
 
- 		stacks[3+army1->slots.size()]->position = 151; //9
 
- 		stacks[4+army1->slots.size()]->position = 185; //11
 
- 		break;
 
- 	case 6:
 
- 		stacks[0+army1->slots.size()]->position = 15; //1
 
- 		stacks[1+army1->slots.size()]->position = 49; //3
 
- 		stacks[2+army1->slots.size()]->position = 83; //5
 
- 		stacks[3+army1->slots.size()]->position = 117; //7
 
- 		stacks[4+army1->slots.size()]->position = 151; //9
 
- 		stacks[5+army1->slots.size()]->position = 185; //11
 
- 		break;
 
- 	case 7:
 
- 		stacks[0+army1->slots.size()]->position = 15; //1
 
- 		stacks[1+army1->slots.size()]->position = 49; //3
 
- 		stacks[2+army1->slots.size()]->position = 83; //5
 
- 		stacks[3+army1->slots.size()]->position = 100; //6
 
- 		stacks[4+army1->slots.size()]->position = 117; //7
 
- 		stacks[5+army1->slots.size()]->position = 151; //9
 
- 		stacks[6+army1->slots.size()]->position = 185; //11
 
- 		break;
 
- 	default: //fault
 
- 		break;
 
- 	}
 
- 	for(int g=0; g<stacks.size(); ++g) //shifting positions of two-hex creatures
 
- 	{
 
- 		if((stacks[g]->position%17)==1 && stacks[g]->creature->isDoubleWide())
 
- 		{
 
- 			stacks[g]->position += 1;
 
- 		}
 
- 		else if((stacks[g]->position%17)==15 && stacks[g]->creature->isDoubleWide())
 
- 		{
 
- 			stacks[g]->position -= 1;
 
- 		}
 
- 	}
 
- 	std::stable_sort(stacks.begin(),stacks.end(),cmpst);
 
- 	//for start inform players about battle
 
- 	for(std::map<int, PlayerState>::iterator j=players.begin(); j!=players.end(); ++j)//->players.size(); ++j) //for testing
 
- 	{
 
- 		if (j->first > PLAYER_LIMIT)
 
- 			break;
 
- 		if(j->second.fogOfWarMap[tile.x][tile.y][tile.z])
 
- 		{ //player should be notified
 
- 			tribool side = tribool::indeterminate_value;
 
- 			if(j->first == curB->side1) //player is attacker
 
- 				side = false;
 
- 			else if(j->first == curB->side2) //player is defender
 
- 				side = true;
 
- 			else 
 
- 				continue; //no witnesses
 
- 			if(VLC->playerint[j->second.serial]->human)
 
- 			{
 
- 				((CPlayerInterface*)( VLC->playerint[j->second.serial] ))->battleStart(army1, army2, tile, curB->hero1, curB->hero2, side);
 
- 			}
 
- 			else
 
- 			{
 
- 				//VLC->playerint[j->second.serial]->battleStart(army1, army2, tile, curB->hero1, curB->hero2, side);
 
- 			}
 
- 		}
 
- 	}
 
- 	curB->round++;
 
- 	if( (curB->hero1 && curB->hero1->getSecSkillLevel(19)>=0) || ( curB->hero2 && curB->hero2->getSecSkillLevel(19)>=0)  )//someone has tactics
 
- 	{
 
- 		//TODO: wywolania dla rundy -1, ograniczenie pola ruchu, etc
 
- 	}
 
- 	curB->round++;
 
- 	//SDL_Thread * eventh = SDL_CreateThread(battleEventThread, NULL);
 
- 	while(true) //till the end of the battle ;]
 
- 	{
 
- 		bool battleEnd = false;
 
- 		//tell players about next round
 
- 		for(int v=0; v<VLC->playerint.size(); ++v)
 
- 			VLC->playerint[v]->battleNewRound(curB->round);
 
- 		//stack loop
 
- 		for(int i=0;i<stacks.size();i++)
 
- 		{
 
- 			curB->activeStack = i;
 
- 			curB->stackActionPerformed = false;
 
- 			if(stacks[i]->alive) //indicate posiibility of making action for this unit
 
- 			{
 
- 				unsigned char owner = (stacks[i]->owner)?(hero2 ? hero2->tempOwner : 255):(hero1->tempOwner);
 
- 				unsigned char serialOwner = -1;
 
- 				for(int g=0; g<VLC->playerint.size(); ++g)
 
- 				{
 
- 					if(VLC->playerint[g]->playerID == owner)
 
- 					{
 
- 						serialOwner = g;
 
- 						break;
 
- 					}
 
- 				}
 
- 				if(serialOwner==255) //neutral unit
 
- 				{
 
- 				}
 
- 				else if(VLC->playerint[serialOwner]->human)
 
- 				{
 
- 					BattleAction ba = ((CPlayerInterface*)VLC->playerint[serialOwner])->activeStack(stacks[i]->ID);
 
- 					switch(ba.actionType)
 
- 					{
 
- 					case 2: //walk
 
- 						{
 
- 							battleMoveCreatureStack(ba.stackNumber, ba.destinationTile);
 
- 						}
 
- 					case 3: //defend
 
- 						{
 
- 							break;
 
- 						}
 
- 					case 4: //retreat/flee
 
- 						{
 
- 							for(int v=0; v<VLC->playerint.size(); ++v) //tell about the end of this battle to interfaces
 
- 								VLC->playerint[v]->battleEnd(army1, army2, hero1, hero2, std::vector<int>(), 0, false);
 
- 							battleEnd = true;
 
- 							break;
 
- 						}
 
- 					case 6: //walk or attack
 
- 						{
 
- 							battleMoveCreatureStack(ba.stackNumber, ba.destinationTile);
 
- 							battleAttackCreatureStack(ba.stackNumber, ba.destinationTile);
 
- 							break;
 
- 						}
 
- 					case 7: //shoot
 
- 						{
 
- 							battleShootCreatureStack(ba.stackNumber, ba.destinationTile);
 
- 							break;
 
- 						}
 
- 					}
 
- 				}
 
- 				else
 
- 				{
 
- 					//VLC->playerint[serialOwner]->activeStack(stacks[i]->ID);
 
- 				}
 
- 			}
 
- 			if(battleEnd)
 
- 				break;
 
- 			//sprawdzic czy po tej akcji ktoras strona nie wygrala bitwy
 
- 		}
 
- 		if(battleEnd)
 
- 			break;
 
- 		curB->round++;
 
- 		SDL_Delay(50);
 
- 	}
 
- 	for(int i=0;i<stacks.size();i++)
 
- 		delete stacks[i];
 
- 	delete curB;
 
- 	curB = NULL;*/
 
- }
 
- bool CGameState::battleMoveCreatureStack(int ID, int dest)
 
- {/*
 
- 	//first checks
 
- 	if(curB->stackActionPerformed) //because unit cannot be moved more than once
 
- 		return false;
 
- 	unsigned char owner = -1; //owner moved of unit
 
- 	for(int g=0; g<curB->stacks.size(); ++g)
 
- 	{
 
- 		if(curB->stacks[g]->ID == ID)
 
- 		{
 
- 			owner = curB->stacks[g]->owner;
 
- 			break;
 
- 		}
 
- 	}
 
- 	bool stackAtEnd = false; //true if there is a stack at the end of the path (we should attack it)
 
- 	int numberOfStackAtEnd = -1;
 
- 	for(int g=0; g<curB->stacks.size(); ++g)
 
- 	{
 
- 		if(curB->stacks[g]->position == dest 
 
- 			|| (curB->stacks[g]->creature->isDoubleWide() && curB->stacks[g]->attackerOwned && curB->stacks[g]->position-1 == dest)
 
- 			|| (curB->stacks[g]->creature->isDoubleWide() && !curB->stacks[g]->attackerOwned && curB->stacks[g]->position+1 == dest))
 
- 		{
 
- 			if(curB->stacks[g]->alive)
 
- 			{
 
- 				stackAtEnd = true;
 
- 				numberOfStackAtEnd = g;
 
- 				break;
 
- 			}
 
- 		}
 
- 	}
 
- 	//selecting moved stack
 
- 	CStack * curStack = NULL;
 
- 	for(int y=0; y<curB->stacks.size(); ++y)
 
- 	{
 
- 		if(curB->stacks[y]->ID == ID)
 
- 		{
 
- 			curStack = curB->stacks[y];
 
- 			break;
 
- 		}
 
- 	}
 
- 	if(!curStack)
 
- 		return false;
 
- 	//initing necessary tables
 
- 	bool accessibility[187]; //accesibility of hexes
 
- 	for(int k=0; k<187; k++)
 
- 		accessibility[k] = true;
 
- 	for(int g=0; g<curB->stacks.size(); ++g)
 
- 	{
 
- 		if(curB->stacks[g]->ID != ID && curB->stacks[g]->alive) //we don't want to lock enemy's positions and this units' position
 
- 		{
 
- 			accessibility[curB->stacks[g]->position] = false;
 
- 			if(curB->stacks[g]->creature->isDoubleWide()) //if it's a double hex creature
 
- 			{
 
- 				if(curB->stacks[g]->attackerOwned)
 
- 					accessibility[curB->stacks[g]->position-1] = false;
 
- 				else
 
- 					accessibility[curB->stacks[g]->position+1] = false;
 
- 			}
 
- 		}
 
- 	}
 
- 	accessibility[dest] = true;
 
- 	if(curStack->creature->isDoubleWide()) //locking positions unreachable by two-hex creatures
 
- 	{
 
- 		bool mac[187];
 
- 		for(int b=0; b<187; ++b)
 
- 		{
 
- 			//
 
- 			//	&& (  ? (curStack->attackerOwned ? accessibility[curNext-1] : accessibility[curNext+1]) : true )
 
- 			mac[b] = accessibility[b];
 
- 			if( accessibility[b] && !(curStack->attackerOwned ? accessibility[b-1] : accessibility[b+1]))
 
- 			{
 
- 				mac[b] = false;
 
- 			}
 
- 		}
 
- 		mac[curStack->attackerOwned ? curStack->position+1 : curStack->position-1]=true;
 
- 		for(int v=0; v<187; ++v)
 
- 			accessibility[v] = mac[v];
 
- 		//removing accessibility for side hexes
 
- 		for(int v=0; v<187; ++v)
 
- 			if(curStack->attackerOwned ? (v%17)==1 : (v%17)==15)
 
- 				accessibility[v] = false;
 
- 	}
 
- 	if(!stackAtEnd && !accessibility[dest])
 
- 		return false;
 
- 	int predecessor[187]; //for getting the Path
 
- 	for(int b=0; b<187; ++b)
 
- 		predecessor[b] = -1;
 
- 	//bfsing
 
- 	int dists[187]; //calculated distances
 
- 	std::queue<int> hexq; //bfs queue
 
- 	hexq.push(curStack->position);
 
- 	for(int g=0; g<187; ++g)
 
- 		dists[g] = 100000000;
 
- 	dists[hexq.front()] = 0;
 
- 	int curNext = -1; //for bfs loop only (helper var)
 
- 	while(!hexq.empty()) //bfs loop
 
- 	{
 
- 		int curHex = hexq.front();
 
- 		hexq.pop();
 
- 		curNext = curHex - ( (curHex/17)%2 ? 18 : 17 );
 
- 		if((curNext > 0) && (accessibility[curNext] || curNext==dest) && (dists[curHex] + 1 < dists[curNext]) && (curNext)%17!=0 && (curNext)%17!=16) //top left
 
- 		{
 
- 			hexq.push(curNext);
 
- 			dists[curNext] = dists[curHex] + 1;
 
- 			predecessor[curNext] = curHex;
 
- 		}
 
- 		curNext = curHex - ( (curHex/17)%2 ? 17 : 16 );
 
- 		if((curNext > 0) && (accessibility[curNext] || curNext==dest)  && (dists[curHex] + 1 < dists[curNext]) && (curNext)%17!=0 && (curNext)%17!=16) //top right
 
- 		{
 
- 			hexq.push(curNext);
 
- 			dists[curNext] = dists[curHex] + 1;
 
- 			predecessor[curNext] = curHex;
 
- 		}
 
- 		curNext = curHex - 1;
 
- 		if((curNext > 0) && (accessibility[curNext] || curNext==dest)  && (dists[curHex] + 1 < dists[curNext]) && (curNext)%17!=0 && (curNext)%17!=16) //left
 
- 		{
 
- 			hexq.push(curNext);
 
- 			dists[curNext] = dists[curHex] + 1;
 
- 			predecessor[curNext] = curHex;
 
- 		}
 
- 		curNext = curHex + 1;
 
- 		if((curNext < 187) && (accessibility[curNext] || curNext==dest)  && (dists[curHex] + 1 < dists[curNext]) && (curNext)%17!=0 && (curNext)%17!=16) //right
 
- 		{
 
- 			hexq.push(curNext);
 
- 			dists[curNext] = dists[curHex] + 1;
 
- 			predecessor[curNext] = curHex;
 
- 		}
 
- 		curNext = curHex + ( (curHex/17)%2 ? 16 : 17 );
 
- 		if((curNext < 187) && (accessibility[curNext] || curNext==dest)  && (dists[curHex] + 1 < dists[curNext]) && (curNext)%17!=0 && (curNext)%17!=16) //bottom left
 
- 		{
 
- 			hexq.push(curNext);
 
- 			dists[curNext] = dists[curHex] + 1;
 
- 			predecessor[curNext] = curHex;
 
- 		}
 
- 		curNext = curHex + ( (curHex/17)%2 ? 17 : 18 );
 
- 		if((curNext < 187) && (accessibility[curNext] || curNext==dest)  && (dists[curHex] + 1 < dists[curNext]) && (curNext)%17!=0 && (curNext)%17!=16) //bottom right
 
- 		{
 
- 			hexq.push(curNext);
 
- 			dists[curNext] = dists[curHex] + 1;
 
- 			predecessor[curNext] = curHex;
 
- 		}
 
- 	}
 
- 	//following the Path
 
- 	if(dists[dest] > curStack->creature->speed && !(stackAtEnd && dists[dest] == curStack->creature->speed+1)) //we can attack a stack if we can go to adjacent hex
 
- 		return false;
 
- 	std::vector<int> path;
 
- 	int curElem = dest;
 
- 	while(curElem!=curStack->position)
 
- 	{
 
- 		path.push_back(curElem);
 
- 		curElem = predecessor[curElem];
 
- 	}
 
- 	for(int v=path.size()-1; v>=0; --v)
 
- 	{
 
- 		if(v!=0 || !stackAtEnd) //it's not the last step
 
- 		{
 
- 			LOCPLINT->battleStackMoved(ID, path[v], v==path.size()-1, v==0 || (stackAtEnd && v==1) );
 
- 			curStack->position = path[v];
 
- 		}
 
- 		else //if it's last step and we should attack unit at the end
 
- 		{
 
- 			LOCPLINT->battleStackAttacking(ID, path[v]);
 
- 			//counting dealt damage
 
- 			int finalDmg = calculateDmg(curStack, curB->stacks[numberOfStackAtEnd]);
 
- 			//applying damages
 
- 			int cresKilled = finalDmg / curB->stacks[numberOfStackAtEnd]->creature->hitPoints;
 
- 			int damageFirst = finalDmg % curB->stacks[numberOfStackAtEnd]->creature->hitPoints;
 
- 			if( curB->stacks[numberOfStackAtEnd]->firstHPleft <= damageFirst )
 
- 			{
 
- 				curB->stacks[numberOfStackAtEnd]->amount -= 1;
 
- 				curB->stacks[numberOfStackAtEnd]->firstHPleft += curB->stacks[numberOfStackAtEnd]->creature->hitPoints - damageFirst;
 
- 			}
 
- 			else
 
- 			{
 
- 				curB->stacks[numberOfStackAtEnd]->firstHPleft -= damageFirst;
 
- 			}
 
- 			int cresInstackBefore = curB->stacks[numberOfStackAtEnd]->amount; 
 
- 			curB->stacks[numberOfStackAtEnd]->amount -= cresKilled;
 
- 			if(curB->stacks[numberOfStackAtEnd]->amount<=0) //stack killed
 
- 			{
 
- 				curB->stacks[numberOfStackAtEnd]->amount = 0;
 
- 				LOCPLINT->battleStackKilled(curB->stacks[numberOfStackAtEnd]->ID, finalDmg, std::min(cresKilled, cresInstackBefore) , ID, false);
 
- 				curB->stacks[numberOfStackAtEnd]->alive = false;
 
- 			}
 
- 			else
 
- 			{
 
- 				LOCPLINT->battleStackIsAttacked(curB->stacks[numberOfStackAtEnd]->ID, finalDmg, std::min(cresKilled, cresInstackBefore), ID, false);
 
- 			}
 
- 			//damage applied
 
- 		}
 
- 	}
 
- 	curB->stackActionPerformed = true;
 
- 	LOCPLINT->actionFinished(BattleAction());*/
 
- 	return true;
 
- }
 
- bool CGameState::battleAttackCreatureStack(int ID, int dest)
 
- {
 
- 	int attackedCreaure = -1; //-1 - there is no attacked creature
 
- 	for(int b=0; b<curB->stacks.size(); ++b) //TODO: make upgrades for two-hex cres.
 
- 	{
 
- 		if(curB->stacks[b]->position == dest)
 
- 		{
 
- 			attackedCreaure = curB->stacks[b]->ID;
 
- 			break;
 
- 		}
 
- 	}
 
- 	if(attackedCreaure == -1)
 
- 		return false;
 
- 	//LOCPLINT->cb->
 
- 	return true;
 
- }
 
- bool CGameState::battleShootCreatureStack(int ID, int dest)
 
- {/*
 
- 	CStack * curStack = NULL;
 
- 	for(int y=0; y<curB->stacks.size(); ++y)
 
- 	{
 
- 		if(curB->stacks[y]->ID == ID)
 
- 		{
 
- 			curStack = curB->stacks[y];
 
- 			break;
 
- 		}
 
- 	}
 
- 	if(!curStack)
 
- 		return false;
 
- 	int IDOfStackAtEnd = battleGetStack(dest);
 
- 	int numberOfStackAtEnd = -1;
 
- 	for(int v=0; v<curB->stacks.size(); ++v)
 
- 	{
 
- 		if(curB->stacks[v]->ID == IDOfStackAtEnd)
 
- 		{
 
- 			numberOfStackAtEnd = v;
 
- 			break;
 
- 		}
 
- 	}
 
- 	if(IDOfStackAtEnd == -1 || curB->stacks[numberOfStackAtEnd]->owner == curStack->owner || !curB->stacks[numberOfStackAtEnd]->alive)
 
- 		return false;
 
- 	LOCPLINT->battleStackIsShooting(ID, dest);
 
- 	//counting dealt damage
 
- 	int finalDmg = calculateDmg(curStack, curB->stacks[numberOfStackAtEnd]);
 
- 	//applying damages
 
- 	int cresKilled = finalDmg / curB->stacks[ID]->creature->hitPoints;
 
- 	int damageFirst = finalDmg % curB->stacks[ID]->creature->hitPoints;
 
- 	if( curB->stacks[numberOfStackAtEnd]->firstHPleft <= damageFirst )
 
- 	{
 
- 		curB->stacks[numberOfStackAtEnd]->amount -= 1;
 
- 		curB->stacks[numberOfStackAtEnd]->firstHPleft += curB->stacks[numberOfStackAtEnd]->creature->hitPoints - damageFirst;
 
- 	}
 
- 	else
 
- 	{
 
- 		curB->stacks[numberOfStackAtEnd]->firstHPleft -= damageFirst;
 
- 	}
 
- 	int cresInstackBefore = curB->stacks[numberOfStackAtEnd]->amount; 
 
- 	curB->stacks[numberOfStackAtEnd]->amount -= cresKilled;
 
- 	if(curB->stacks[numberOfStackAtEnd]->amount<=0) //stack killed
 
- 	{
 
- 		curB->stacks[numberOfStackAtEnd]->amount = 0;
 
- 		LOCPLINT->battleStackKilled(curB->stacks[numberOfStackAtEnd]->ID, finalDmg, std::min(cresKilled, cresInstackBefore), ID, true);
 
- 		curB->stacks[numberOfStackAtEnd]->alive = false;
 
- 	}
 
- 	else
 
- 	{
 
- 		LOCPLINT->battleStackIsAttacked(curB->stacks[numberOfStackAtEnd]->ID, finalDmg, std::min(cresKilled, cresInstackBefore), ID, true);
 
- 	}
 
- 	//damage applied*/
 
- 	return true;
 
- }
 
- int CGameState::battleGetStack(int pos)
 
- {
 
- 	for(int g=0; g<curB->stacks.size(); ++g)
 
- 	{
 
- 		if(curB->stacks[g]->position == pos ||
 
- 				( curB->stacks[g]->creature->isDoubleWide() &&
 
- 					( (curB->stacks[g]->attackerOwned && curB->stacks[g]->position-1 == pos) ||
 
- 						(!curB->stacks[g]->attackerOwned && curB->stacks[g]->position+1 == pos)
 
- 					)
 
- 				)
 
- 			)
 
- 			return curB->stacks[g]->ID;
 
- 	}
 
- 	return -1;
 
- }
 
- int CGameState::calculateDmg(const CStack* attacker, const CStack* defender)
 
- {
 
- 	int attackDefenseBonus = attacker->creature->attack - defender->creature->defence;
 
- 	int damageBase = 0;
 
- 	if(attacker->creature->damageMax == attacker->creature->damageMin) //constant damage
 
- 	{
 
- 		damageBase = attacker->creature->damageMin;
 
- 	}
 
- 	else
 
- 	{
 
- 		damageBase = rand()%(attacker->creature->damageMax - attacker->creature->damageMin) + attacker->creature->damageMin + 1;
 
- 	}
 
- 	float dmgBonusMultiplier = 1.0;
 
- 	if(attackDefenseBonus < 0) //decreasing dmg
 
- 	{
 
- 		if(0.02f * (-attackDefenseBonus) > 0.3f)
 
- 		{
 
- 			dmgBonusMultiplier += -0.3f;
 
- 		}
 
- 		else
 
- 		{
 
- 			dmgBonusMultiplier += 0.02f * attackDefenseBonus;
 
- 		}
 
- 	}
 
- 	else //increasing dmg
 
- 	{
 
- 		if(0.05f * attackDefenseBonus > 4.0f)
 
- 		{
 
- 			dmgBonusMultiplier += 4.0f;
 
- 		}
 
- 		else
 
- 		{
 
- 			dmgBonusMultiplier += 0.05f * attackDefenseBonus;
 
- 		}
 
- 	}
 
- 	return (float)damageBase * (float)attacker->amount * dmgBonusMultiplier;
 
- }
 
- std::vector<int> CGameState::battleGetRange(int ID)
 
- {/*
 
- 	int initialPlace=-1; //position of unit
 
- 	int radius=-1; //range of unit
 
- 	unsigned char owner = -1; //owner of unit
 
- 	//selecting stack
 
- 	CStack * curStack = NULL;
 
- 	for(int y=0; y<curB->stacks.size(); ++y)
 
- 	{
 
- 		if(curB->stacks[y]->ID == ID)
 
- 		{
 
- 			curStack = curB->stacks[y];
 
- 			break;
 
- 		}
 
- 	}
 
- 	for(int g=0; g<curB->stacks.size(); ++g)
 
- 	{
 
- 		if(curB->stacks[g]->ID == ID)
 
- 		{
 
- 			initialPlace = curB->stacks[g]->position;
 
- 			radius = curB->stacks[g]->creature->speed;
 
- 			owner = curB->stacks[g]->owner;
 
- 			break;
 
- 		}
 
- 	}
 
- 	bool accessibility[187]; //accesibility of hexes
 
- 	for(int k=0; k<187; k++)
 
- 		accessibility[k] = true;
 
- 	for(int g=0; g<curB->stacks.size(); ++g)
 
- 	{
 
- 		if(curB->stacks[g]->ID != ID && curB->stacks[g]->alive) //we don't want to lock current unit's position
 
- 		{
 
- 			accessibility[curB->stacks[g]->position] = false;
 
- 			if(curB->stacks[g]->creature->isDoubleWide()) //if it's a double hex creature
 
- 			{
 
- 				if(curB->stacks[g]->attackerOwned)
 
- 					accessibility[curB->stacks[g]->position-1] = false;
 
- 				else
 
- 					accessibility[curB->stacks[g]->position+1] = false;
 
- 			}
 
- 		}
 
- 	}
 
- 	if(curStack->creature->isDoubleWide()) //locking positions unreachable by two-hex creatures
 
- 	{
 
- 		bool mac[187];
 
- 		for(int b=0; b<187; ++b)
 
- 		{
 
- 			//
 
- 			//	&& (  ? (curStack->attackerOwned ? accessibility[curNext-1] : accessibility[curNext+1]) : true )
 
- 			mac[b] = accessibility[b];
 
- 			if( accessibility[b] && !(curStack->attackerOwned ? accessibility[b-1] : accessibility[b+1]))
 
- 			{
 
- 				mac[b] = false;
 
- 			}
 
- 		}
 
- 		mac[curStack->attackerOwned ? curStack->position+1 : curStack->position-1]=true;
 
- 		for(int v=0; v<187; ++v)
 
- 			accessibility[v] = mac[v];
 
- 		//removing accessibility for side hexes
 
- 		for(int v=0; v<187; ++v)
 
- 			if(curStack->attackerOwned ? (v%17)==1 : (v%17)==15)
 
- 				accessibility[v] = false;
 
- 	}
 
- 	int dists[187]; //calculated distances
 
- 	std::queue<int> hexq; //bfs queue
 
- 	hexq.push(initialPlace);
 
- 	for(int g=0; g<187; ++g)
 
- 		dists[g] = 100000000;
 
- 	dists[initialPlace] = 0;
 
- 	int curNext = -1; //for bfs loop only (helper var)
 
- 	while(!hexq.empty()) //bfs loop
 
- 	{
 
- 		int curHex = hexq.front();
 
- 		hexq.pop();
 
- 		curNext = curHex - ( (curHex/17)%2 ? 18 : 17 );
 
- 		if((curNext > 0) && accessibility[curNext]  && (dists[curHex] + 1 < dists[curNext]) && (curNext)%17!=0 && (curNext)%17!=16) //top left
 
- 		{
 
- 			hexq.push(curNext);
 
- 			dists[curNext] = dists[curHex] + 1;
 
- 		}
 
- 		curNext = curHex - ( (curHex/17)%2 ? 17 : 16 );
 
- 		if((curNext > 0) && accessibility[curNext]  && (dists[curHex] + 1 < dists[curNext]) && (curNext)%17!=0 && (curNext)%17!=16) //top right
 
- 		{
 
- 			hexq.push(curNext);
 
- 			dists[curNext] = dists[curHex] + 1;
 
- 		}
 
- 		curNext = curHex - 1;
 
- 		if((curNext > 0) && accessibility[curNext]  && (dists[curHex] + 1 < dists[curNext]) && (curNext)%17!=0 && (curNext)%17!=16) //left
 
- 		{
 
- 			hexq.push(curNext);
 
- 			dists[curNext] = dists[curHex] + 1;
 
- 		}
 
- 		curNext = curHex + 1;
 
- 		if((curNext < 187) && accessibility[curNext]  && (dists[curHex] + 1 < dists[curNext]) && (curNext)%17!=0 && (curNext)%17!=16) //right
 
- 		{
 
- 			hexq.push(curNext);
 
- 			dists[curNext] = dists[curHex] + 1;
 
- 		}
 
- 		curNext = curHex + ( (curHex/17)%2 ? 16 : 17 );
 
- 		if((curNext < 187) && accessibility[curNext]  && (dists[curHex] + 1 < dists[curNext]) && (curNext)%17!=0 && (curNext)%17!=16) //bottom left
 
- 		{
 
- 			hexq.push(curNext);
 
- 			dists[curNext] = dists[curHex] + 1;
 
- 		}
 
- 		curNext = curHex + ( (curHex/17)%2 ? 17 : 18 );
 
- 		if((curNext < 187) && accessibility[curNext]  && (dists[curHex] + 1 < dists[curNext]) && (curNext)%17!=0 && (curNext)%17!=16) //bottom right
 
- 		{
 
- 			hexq.push(curNext);
 
- 			dists[curNext] = dists[curHex] + 1;
 
- 		}
 
- 	}
 
- 	std::vector<int> ret;
 
- 	for(int i=0; i<187; ++i)
 
- 	{
 
- 		if(dists[i]<=radius)
 
- 		{
 
- 			ret.push_back(i);
 
- 		}
 
- 	}
 
- 	std::vector<int> additionals;
 
- 	//adding enemies' positions
 
- 	for(int c=0; c<curB->stacks.size(); ++c)
 
- 	{
 
- 		if(curB->stacks[c]->alive && curB->stacks[c]->owner != owner)
 
- 		{
 
- 			for(int g=0; g<ret.size(); ++g)
 
- 			{
 
- 				if(CBattleHex::mutualPosition(ret[g], curB->stacks[c]->position) != -1)
 
- 				{
 
- 					additionals.push_back(curB->stacks[c]->position);
 
- 				}
 
- 				if(curB->stacks[c]->creature->isDoubleWide() && curB->stacks[c]->attackerOwned && CBattleHex::mutualPosition(ret[g], curB->stacks[c]->position-1) != -1)
 
- 				{
 
- 					additionals.push_back(curB->stacks[c]->position-1);
 
- 				}
 
- 				if(curB->stacks[c]->creature->isDoubleWide() && !curB->stacks[c]->attackerOwned && CBattleHex::mutualPosition(ret[g], curB->stacks[c]->position+1) != -1)
 
- 				{
 
- 					additionals.push_back(curB->stacks[c]->position+1);
 
- 				}
 
- 			}
 
- 		}
 
- 	}
 
- 	for(int g=0; g<additionals.size(); ++g)
 
- 	{
 
- 		ret.push_back(additionals[g]);
 
- 	}
 
- 	std::sort(ret.begin(), ret.end());
 
- 	std::vector<int>::iterator nend = std::unique(ret.begin(), ret.end());
 
- 	std::vector<int> ret2;
 
- 	for(std::vector<int>::iterator it = ret.begin(); it != nend; ++it)
 
- 	{
 
- 		ret2.push_back(*it);
 
- 	}
 
- 	return ret2;*/
 
- 	return std::vector<int>();
 
- }
 
 
  |