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| #define VCMI_DLL#include "../hch/CCampaignHandler.h"#include <algorithm>#include <queue>#include <fstream>#include "CGameState.h"#include <boost/random/linear_congruential.hpp>#include "../hch/CDefObjInfoHandler.h"#include "../hch/CArtHandler.h"#include "../hch/CBuildingHandler.h"#include "../hch/CGeneralTextHandler.h"#include "../hch/CTownHandler.h"#include "../hch/CSpellHandler.h"#include "../hch/CHeroHandler.h"#include "../hch/CObjectHandler.h"#include "../hch/CCreatureHandler.h"//#include "../lib/IGameCallback.h"#include "VCMI_Lib.h"#include "Connection.h"#include "map.h"#include "../StartInfo.h"#include "NetPacks.h"#include <boost/foreach.hpp>#include <boost/lexical_cast.hpp>#include <boost/thread.hpp>#include <boost/thread/shared_mutex.hpp>#include <boost/assign/list_of.hpp>#include "RegisterTypes.cpp"#include <algorithm>#include <numeric>boost::rand48 ran;class CGObjectInstance;#ifdef min#undef min#endif#ifdef max#undef max#endif/* * CGameState.cpp, part of VCMI engine * * Authors: listed in file AUTHORS in main folder * * License: GNU General Public License v2.0 or later * Full text of license available in license.txt file, in main folder * */void foofoofoo(){	//never called function to force instantation of templates	int *ccc = NULL;	registerTypes((CISer<CConnection>&)*ccc);	registerTypes((COSer<CConnection>&)*ccc);	registerTypes((CSaveFile&)*ccc);	registerTypes((CLoadFile&)*ccc);	registerTypes((CTypeList&)*ccc);}class CBaseForGSApply{public:	virtual void applyOnGS(CGameState *gs, void *pack) const =0; 	virtual ~CBaseForGSApply(){};};template <typename T> class CApplyOnGS : public CBaseForGSApply{public:	void applyOnGS(CGameState *gs, void *pack) const	{		T *ptr = static_cast<T*>(pack);		while(!gs->mx->try_lock())			boost::this_thread::sleep(boost::posix_time::milliseconds(50)); //give other threads time to finish		ptr->applyGs(gs);		gs->mx->unlock();	}};class CGSApplier{public:	std::map<ui16,CBaseForGSApply*> apps; 	CGSApplier()	{		registerTypes2(*this);	}	~CGSApplier()	{		std::map<ui16,CBaseForGSApply*>::iterator iter;		for(iter = apps.begin(); iter != apps.end(); iter++)			delete iter->second;	}	template<typename T> void registerType(const T * t=NULL)	{		ui16 ID = typeList.registerType(t);		apps[ID] = new CApplyOnGS<T>;	}} *applierGs = NULL;class IObjectCaller{public:	virtual void preInit()=0;	virtual void postInit()=0;};template <typename T>class CObjectCaller : public IObjectCaller{public:	void preInit()	{		T::preInit();	}	void postInit()	{		T::postInit();	}};class CObjectCallersHandler{public:	std::vector<IObjectCaller*> apps; 	template<typename T> void registerType(const T * t=NULL)	{		apps.push_back(new CObjectCaller<T>);	}	CObjectCallersHandler()	{		registerTypes1(*this);	}	~CObjectCallersHandler()	{		for (size_t i = 0; i < apps.size(); i++)			delete apps[i];	}	void preInit()	{		for (size_t i = 0; i < apps.size(); i++)			apps[i]->preInit();	}	void postInit()	{		for (size_t i = 0; i < apps.size(); i++)			apps[i]->postInit();	}} *objCaller = NULL;void MetaString::getLocalString(const std::pair<ui8,ui32> &txt, std::string &dst) const{	int type = txt.first, ser = txt.second;	if(type == ART_NAMES)	{		dst = VLC->arth->artifacts[ser]->Name();	}	else if(type == CRE_PL_NAMES)	{		dst = VLC->creh->creatures[ser]->namePl;	}	else if(type == MINE_NAMES)	{		dst = VLC->generaltexth->mines[ser].first;	}	else if(type == MINE_EVNTS)	{		dst = VLC->generaltexth->mines[ser].second;	}	else if(type == SPELL_NAME)	{		dst = VLC->spellh->spells[ser].name;	}	else if(type == CRE_SING_NAMES)	{		dst = VLC->creh->creatures[ser]->nameSing;	}	else if(type == ART_DESCR)	{		dst = VLC->arth->artifacts[ser]->Description();	}	else	{		std::vector<std::string> *vec;		switch(type)		{		case GENERAL_TXT:			vec = &VLC->generaltexth->allTexts;			break;		case XTRAINFO_TXT:			vec = &VLC->generaltexth->xtrainfo;			break;		case OBJ_NAMES:			vec = &VLC->generaltexth->names;			break;		case RES_NAMES:			vec = &VLC->generaltexth->restypes;			break;		case ARRAY_TXT:			vec = &VLC->generaltexth->arraytxt;			break;		case CREGENS:			vec = &VLC->generaltexth->creGens;			break;		case CREGENS4:			vec = &VLC->generaltexth->creGens4;			break;		case ADVOB_TXT:			vec = &VLC->generaltexth->advobtxt;			break;		case ART_EVNTS:			vec = &VLC->generaltexth->artifEvents;			break;		case SEC_SKILL_NAME:			vec = &VLC->generaltexth->skillName;			break;		case COLOR:			vec = &VLC->generaltexth->capColors;			break;		}		dst = (*vec)[ser];	}}DLL_EXPORT void MetaString::toString(std::string &dst) const{	size_t exSt = 0, loSt = 0, nums = 0;	dst.clear();	for(size_t i=0;i<message.size();++i)	{//TEXACT_STRING, TLOCAL_STRING, TNUMBER, TREPLACE_ESTRING, TREPLACE_LSTRING, TREPLACE_NUMBER		switch(message[i])		{		case TEXACT_STRING:			dst += exactStrings[exSt++];			break;		case TLOCAL_STRING:			{				std::string hlp;				getLocalString(localStrings[loSt++], hlp);				dst += hlp;			}			break;		case TNUMBER:			dst += boost::lexical_cast<std::string>(numbers[nums++]);			break;		case TREPLACE_ESTRING:			dst.replace (dst.find("%s"), 2, exactStrings[exSt++]);			break;		case TREPLACE_LSTRING:			{				std::string hlp;				getLocalString(localStrings[loSt++], hlp);				dst.replace (dst.find("%s"), 2, hlp);			}			break;		case TREPLACE_NUMBER:			dst.replace (dst.find("%d"), 2, boost::lexical_cast<std::string>(numbers[nums++]));			break;		default:			tlog1 << "MetaString processing error!\n";			break;		}	}}DLL_EXPORT std::string MetaString::buildList () const///used to handle loot from creature bank{	size_t exSt = 0, loSt = 0, nums = 0;	std::string lista;			for (int i = 0; i < message.size(); ++i)	{		if (i > 0 && message[i] == TEXACT_STRING || message[i] == TLOCAL_STRING)		{			if (exSt == exactStrings.size() - 1)				lista += VLC->generaltexth->allTexts[141]; //" and "			else				lista += ", ";		}		switch (message[i])		{			case TEXACT_STRING:				lista += exactStrings[exSt++];				break;			case TLOCAL_STRING:			{				std::string hlp;				getLocalString (localStrings[loSt++], hlp);				lista += hlp;			}				break;			case TNUMBER:				lista += boost::lexical_cast<std::string>(numbers[nums++]);				break;			case TREPLACE_ESTRING:				lista.replace (lista.find("%s"), 2, exactStrings[exSt++]);				break;			case TREPLACE_LSTRING:			{				std::string hlp;				getLocalString (localStrings[loSt++], hlp);				lista.replace (lista.find("%s"), 2, hlp);			}				break;			case TREPLACE_NUMBER:				lista.replace (lista.find("%d"), 2, boost::lexical_cast<std::string>(numbers[nums++]));				break;			default:				tlog1 << "MetaString processing error!\n";		}	}	return lista;}void MetaString::addReplacement(const CStackInstance &stack){	assert(stack.count); //valid count	assert(stack.type); //valid type	if (stack.count == 1)		addReplacement (CRE_SING_NAMES, stack.type->idNumber);	else		addReplacement (CRE_PL_NAMES, stack.type->idNumber);}static CGObjectInstance * createObject(int id, int subid, int3 pos, int owner){	CGObjectInstance * nobj;	switch(id)	{	case HEROI_TYPE: //hero		{			CGHeroInstance * nobj = new CGHeroInstance();			nobj->pos = pos;			nobj->tempOwner = owner;			nobj->subID = subid;			//nobj->initHero(ran);			return nobj;		}	case TOWNI_TYPE: //town		nobj = new CGTownInstance;		break;	default: //rest of objects		nobj = new CGObjectInstance;		nobj->defInfo = VLC->dobjinfo->gobjs[id][subid];		break;	}	nobj->ID = id;	nobj->subID = subid;	if(!nobj->defInfo)		tlog3 <<"No def declaration for " <<id <<" "<<subid<<std::endl;	nobj->pos = pos;	//nobj->state = NULL;//new CLuaObjectScript();	nobj->tempOwner = owner;	nobj->defInfo->id = id;	nobj->defInfo->subid = subid;	//assigning defhandler	if(nobj->ID==HEROI_TYPE || nobj->ID==TOWNI_TYPE)		return nobj;	nobj->defInfo = VLC->dobjinfo->gobjs[id][subid];	return nobj;}CStack * BattleInfo::getStack(int stackID, bool onlyAlive){	for(unsigned int 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(int tileID, bool onlyAlive){	for(unsigned int 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(int 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<int> & occupyable, bool flying, int stackToOmmit) const{	memset(accessibility, 1, BFIELD_SIZE); //initialize array with trues	//removing accessibility for side columns of hexes	for(int v = 0; v < BFIELD_SIZE; ++v)	{		if( v % BFIELD_WIDTH == 0 || v % BFIELD_WIDTH == (BFIELD_WIDTH - 1) )			accessibility[v] = false;	}	for(unsigned int g=0; g<stacks.size(); ++g)	{		if(!stacks[g]->alive() || stacks[g]->ID==stackToOmmit || 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(unsigned int b=0; b<obstacles.size(); ++b)	{		std::vector<int> blocked = VLC->heroh->obstacles[obstacles[b].ID].getBlocked(obstacles[b].pos);		for(unsigned int c=0; c<blocked.size(); ++c)		{			if(blocked[c] >=0 && blocked[c] < 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, int> lockedIfNotDestroyed[] = //(which part of wall, which hex is blocked if this part of wall is not destroyed			{std::make_pair(2, 182), std::make_pair(3, 130), std::make_pair(4, 62), std::make_pair(5, 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<int> rem; //tiles to unlock		for(int h=0; h<BFIELD_HEIGHT; ++h)		{			for(int w=1; w<BFIELD_WIDTH-1; ++w)			{				int hex = h * BFIELD_WIDTH + w;				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(int 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(int start, bool *accessibility, int *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<BFIELD_SIZE; ++b)		predecessor[b] = -1;	for(int g=0; g<BFIELD_SIZE; ++g)		dists[g] = 100000000;			std::queue< std::pair<int, 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<int, bool> curHex = hexq.front();		std::vector<int> neighbours = neighbouringTiles(curHex.first);		hexq.pop();		for(unsigned int 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<int> BattleInfo::getAccessibility(int stackID, bool addOccupiable) const{	std::vector<int> ret;	bool ac[BFIELD_SIZE];	const CStack *s = getStack(stackID, false); //this function is called from healedOrResurrected, so our stack can be dead	if(s->position < 0) //turrets		return std::vector<int>();	std::set<int> occupyable;	getAccessibilityMap(ac, s->doubleWide(), s->attackerOwned, addOccupiable, occupyable, s->hasBonusOfType(Bonus::FLYING), stackID);	int pr[BFIELD_SIZE], dist[BFIELD_SIZE];	makeBFS(s->position, ac, pr, dist, s->doubleWide(), s->attackerOwned, s->hasBonusOfType(Bonus::FLYING), false);	if(s->doubleWide())	{		if(!addOccupiable)		{			std::vector<int> rem;			for(int b=0; b<BFIELD_SIZE; ++b)			{				//don't take into account most left and most right columns of hexes				if( b % BFIELD_WIDTH == 0 || b % BFIELD_WIDTH == BFIELD_WIDTH - 1 )					continue;				if( ac[b] && !(s->attackerOwned ? ac[b-1] : ac[b+1]) )				{					rem.push_back(b);				}			}			for(unsigned int g=0; g<rem.size(); ++g)			{				ac[rem[g]] = false;			}			//removing accessibility for side hexes			for(int v=0; v<BFIELD_SIZE; ++v)				if(s->attackerOwned ? (v%BFIELD_WIDTH)==1 : (v%BFIELD_WIDTH)==(BFIELD_WIDTH - 2))					ac[v] = false;		}	}		for (int i=0; i < BFIELD_SIZE ; ++i) {		if(			( ( !addOccupiable && dist[i] <= s->Speed() && ac[i] ) || ( addOccupiable && dist[i] <= s->Speed() && isAccessible(i, ac, s->doubleWide(), s->attackerOwned, s->hasBonusOfType(Bonus::FLYING), true) ) )//we can reach it			|| (vstd::contains(occupyable, i) && ( dist[ i + (s->attackerOwned ? 1 : -1 ) ] <= s->Speed() ) &&				ac[i + (s->attackerOwned ? 1 : -1 )] ) //it's occupyable and we can reach adjacent hex			)		{			ret.push_back(i);		}	}	return ret;}bool BattleInfo::isStackBlocked(int ID){	CStack *our = getStack(ID);	if(our->hasBonusOfType(Bonus::SIEGE_WEAPON)) //siege weapons cannot be blocked		return false;	for(unsigned int i=0; i<stacks.size();i++)	{		if( !stacks[i]->alive()			|| stacks[i]->owner==our->owner		  )			continue; //we omit dead and allied stacks		if(stacks[i]->doubleWide())		{			if( mutualPosition(stacks[i]->position, our->position) >= 0  			  || mutualPosition(stacks[i]->position + (stacks[i]->attackerOwned ? -1 : 1), our->position) >= 0)				return true;		}		else		{			if( mutualPosition(stacks[i]->position, our->position) >= 0 )				return true;		}	}	return false;}signed char BattleInfo::mutualPosition(int hex1, int hex2){	if(hex2 == hex1 - ( (hex1/17)%2 ? 18 : 17 )) //top left		return 0;	if(hex2 == hex1 - ( (hex1/17)%2 ? 17 : 16 )) //top right		return 1;	if(hex2 == hex1 - 1 && hex1%17 != 0) //left		return 5;	if(hex2 == hex1 + 1 && hex1%17 != 16) //right		return 2;	if(hex2 == hex1 + ( (hex1/17)%2 ? 16 : 17 )) //bottom left		return 4;	if(hex2 == hex1 + ( (hex1/17)%2 ? 17 : 18 )) //bottom right		return 3;	return -1;}std::vector<int> BattleInfo::neighbouringTiles(int hex){#define CHECK_AND_PUSH(tile) {int hlp = (tile); if(hlp>=0 && hlp<BFIELD_SIZE && (hlp%BFIELD_WIDTH!=16) && hlp%BFIELD_WIDTH) ret.push_back(hlp);}	std::vector<int> ret;	CHECK_AND_PUSH(hex - ( (hex/17)%2 ? 18 : 17 ));	CHECK_AND_PUSH(hex - ( (hex/17)%2 ? 17 : 16 ));	CHECK_AND_PUSH(hex - 1);	CHECK_AND_PUSH(hex + 1);	CHECK_AND_PUSH(hex + ( (hex/17)%2 ? 16 : 17 ));	CHECK_AND_PUSH(hex + ( (hex/17)%2 ? 17 : 18 ));#undef CHECK_AND_PUSH	return ret;}std::pair< std::vector<int>, int > BattleInfo::getPath(int start, int dest, bool*accessibility, bool flyingCreature, bool twoHex, bool attackerOwned){								int predecessor[BFIELD_SIZE]; //for getting the Path	int dist[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<int>(), 0);	}	//making the Path	std::vector<int> path;	int curElem = dest;	while(curElem != start)	{		path.push_back(curElem);		curElem = predecessor[curElem];	}	return std::make_pair(path, dist[dest]);}CStack::CStack(const CStackInstance *base, int O, int I, bool AO, int S)	: CStackInstance(*base), ID(I), owner(O), slot(S), attackerOwned(AO), position(-1),   	counterAttacks(1){	baseAmount = base->count;	firstHPleft = valOfBonuses(Bonus::STACK_HEALTH);	shots = type->shots;	counterAttacks += valOfBonuses(Bonus::ADDITIONAL_RETALIATION);	//alive state indication	state.insert(ALIVE);}ui32 CStack::Speed( int turn /*= 0*/ ) 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, bonuses)	{		if(b.type == Bonus::STACKS_SPEED)		{			percentBonus += b.additionalInfo;		}	}	speed = ((100 + percentBonus) * speed)/100;	//bind effect check	if(getEffect(72)) 	{		return 0;	}	return speed;}const CStack::StackEffect * CStack::getEffect( ui16 id, int turn /*= 0*/ ) const{	for (unsigned int i=0; i< effects.size(); i++)		if(effects[i].id == id)			if(!turn || effects[i].turnsRemain > turn)				return &effects[i];	return NULL;}ui8 CStack::howManyEffectsSet(ui16 id) const{	ui8 ret = 0;	for (unsigned int i=0; i< effects.size(); i++)		if(effects[i].id == id) //effect found		{			++ret;		}	return ret;}bool CStack::willMove(int turn /*= 0*/) const{	return ( turn ? true : !vstd::contains(state, 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, MOVED);	else		return false;}bool CStack::doubleWide() const{	return type->doubleWide;}CGHeroInstance * CGameState::HeroesPool::pickHeroFor(bool native, int player, const CTown *town, std::map<ui32,CGHeroInstance *> &available) const{	CGHeroInstance *ret = NULL;	if(player<0 || player>=PLAYER_LIMIT)	{		tlog1 << "Cannot pick hero for " << town->Name() << ". Wrong owner!\n";		return NULL;	}	std::vector<CGHeroInstance *> pool;	if(native)	{		for(std::map<ui32,CGHeroInstance *>::iterator i=available.begin(); i!=available.end(); i++)		{			if(pavailable.find(i->first)->second & 1<<player				&& i->second->type->heroType/2 == town->typeID)			{				pool.push_back(i->second); //get all avaliable heroes			}		}		if(!pool.size())		{			tlog1 << "Cannot pick native hero for " << player << ". Picking any...\n";			return pickHeroFor(false, player, town, available);		}		else		{			ret = pool[rand()%pool.size()];		}	}	else	{		int sum=0, r;		for(std::map<ui32,CGHeroInstance *>::iterator i=available.begin(); i!=available.end(); i++)		{			if(pavailable.find(i->first)->second & 1<<player)			{				pool.push_back(i->second);				sum += i->second->type->heroClass->selectionProbability[town->typeID]; //total weight			}		}		if(!pool.size())		{			tlog1 << "There are no heroes available for player " << player<<"!\n";			return NULL;		}		r = rand()%sum;		for (unsigned int i=0; i<pool.size(); i++)		{			r -= pool[i]->type->heroClass->selectionProbability[town->typeID];			if(r < 0)			{				ret = pool[i];				break;			}		}		if(!ret)			ret = pool.back();	}	available.erase(ret->subID);	return ret;}//void CGameState::apply(CPack * pack)//{//	while(!mx->try_lock())//		boost::this_thread::sleep(boost::posix_time::milliseconds(50)); //give other threads time to finish//	//applyNL(pack);//	mx->unlock();//}int CGameState::pickHero(int owner){	int h=-1;	if(!map->getHero(h = scenarioOps->getIthPlayersSettings(owner).hero,0)  &&  h>=0) //we haven't used selected hero		return h;	int f = scenarioOps->getIthPlayersSettings(owner).castle;	int i=0;	do //try to find free hero of our faction	{		i++;		h = scenarioOps->getIthPlayersSettings(owner).castle*HEROES_PER_TYPE*2+(ran()%(HEROES_PER_TYPE*2));//->scenarioOps->playerInfos[pru].hero = VLC->	} while( map->getHero(h)  &&  i<175);	if(i>174) //probably no free heroes - there's no point in further search, we'll take first free	{		tlog3 << "Warning: cannot find free hero - trying to get first available..."<<std::endl;		for(int j=0; j<HEROES_PER_TYPE * 2 * F_NUMBER; j++)			if(!map->getHero(j))				h=j;	}	return h;}CGHeroInstance *CGameState::getHero(int objid){	if(objid<0 || objid>=map->objects.size() || map->objects[objid]->ID!=HEROI_TYPE)		return NULL;	return static_cast<CGHeroInstance *>(map->objects[objid]);}const CGHeroInstance * CGameState::getHero( int objid ) const{	return (const_cast<CGameState *>(this))->getHero(objid);}CGTownInstance *CGameState::getTown(int objid){	if(objid<0 || objid>=map->objects.size())		return NULL;	return static_cast<CGTownInstance *>(map->objects[objid]);}const CGTownInstance * CGameState::getTown( int objid ) const{	return (const_cast<CGameState *>(this))->getTown(objid);}std::pair<int,int> CGameState::pickObject (CGObjectInstance *obj){	switch(obj->ID)	{	case 65: //random artifact //how the hell use IGameCallback for this?		return std::pair<int,int>(5, VLC->arth->getRandomArt (CArtifact::ART_TREASURE | CArtifact::ART_MINOR | CArtifact::ART_MAJOR | CArtifact::ART_RELIC));	case 66: //random treasure artifact		return std::pair<int,int>(5, VLC->arth->getRandomArt (CArtifact::ART_TREASURE));	case 67: //random minor artifact		return std::pair<int,int>(5, VLC->arth->getRandomArt (CArtifact::ART_MINOR));	case 68: //random major artifact		return std::pair<int,int>(5, VLC->arth->getRandomArt (CArtifact::ART_MAJOR));	case 69: //random relic artifact		return std::pair<int,int>(5, VLC->arth->getRandomArt (CArtifact::ART_RELIC));	case 70: //random hero		{			return std::pair<int,int>(HEROI_TYPE,pickHero(obj->tempOwner));		}	case 71: //random monster		{			int r;			do 			{				r = ran()%197;			} while (vstd::contains(VLC->creh->notUsedMonsters,r));			return std::pair<int,int>(54,r); 		}	case 72: //random monster lvl1		return std::pair<int,int>(54,VLC->creh->levelCreatures[1][ran()%VLC->creh->levelCreatures[1].size()]->idNumber); 	case 73: //random monster lvl2		return std::pair<int,int>(54,VLC->creh->levelCreatures[2][ran()%VLC->creh->levelCreatures[2].size()]->idNumber);	case 74: //random monster lvl3		return std::pair<int,int>(54,VLC->creh->levelCreatures[3][ran()%VLC->creh->levelCreatures[3].size()]->idNumber);	case 75: //random monster lvl4		return std::pair<int,int>(54,VLC->creh->levelCreatures[4][ran()%VLC->creh->levelCreatures[4].size()]->idNumber);	case 76: //random resource		return std::pair<int,int>(79,ran()%7); //now it's OH3 style, use %8 for mithril 	case 77: //random town		{			int align = (static_cast<CGTownInstance*>(obj))->alignment,				f;			if(align>PLAYER_LIMIT-1)//same as owner / random			{				if(obj->tempOwner > PLAYER_LIMIT-1)					f = -1; //random				else					f = scenarioOps->getIthPlayersSettings(obj->tempOwner).castle;			}			else			{				f = scenarioOps->getIthPlayersSettings(align).castle;			}			if(f<0) f = ran()%VLC->townh->towns.size();			return std::pair<int,int>(TOWNI_TYPE,f); 		}	case 162: //random monster lvl5		return std::pair<int,int>(54,VLC->creh->levelCreatures[5][ran()%VLC->creh->levelCreatures[5].size()]->idNumber);	case 163: //random monster lvl6		return std::pair<int,int>(54,VLC->creh->levelCreatures[6][ran()%VLC->creh->levelCreatures[6].size()]->idNumber);	case 164: //random monster lvl7		return std::pair<int,int>(54,VLC->creh->levelCreatures[7][ran()%VLC->creh->levelCreatures[7].size()]->idNumber); 	case 216: //random dwelling		{			int faction = ran()%F_NUMBER;			CGDwelling * dwl = static_cast<CGDwelling*>(obj);			CCreGen2ObjInfo* info = static_cast<CCreGen2ObjInfo*>(dwl->info);			if (info->asCastle)			{				for(unsigned int i=0;i<map->objects.size();i++)				{					if(map->objects[i]->ID==77 && dynamic_cast<CGTownInstance*>(map->objects[i])->identifier == info->identifier)					{						randomizeObject(map->objects[i]); //we have to randomize the castle first						faction = map->objects[i]->subID;						break;					}					else if(map->objects[i]->ID==TOWNI_TYPE && dynamic_cast<CGTownInstance*>(map->objects[i])->identifier == info->identifier)					{						faction = map->objects[i]->subID;						break;					}				}			}			else			{				while((!(info->castles[0]&(1<<faction))))				{					if((faction>7) && (info->castles[1]&(1<<(faction-8))))						break;					faction = ran()%F_NUMBER;				}			}			int level = ((info->maxLevel-info->minLevel) ? (ran()%(info->maxLevel-info->minLevel)+info->minLevel) : (info->minLevel));			int cid = VLC->townh->towns[faction].basicCreatures[level];			for(unsigned int i=0;i<VLC->objh->cregens.size();i++)				if(VLC->objh->cregens[i]==cid)					return std::pair<int,int>(17,i); 			tlog3 << "Cannot find a dwelling for creature "<< cid << std::endl;			return std::pair<int,int>(17,0);			delete dwl->info;			dwl->info = NULL;		}	case 217:		{			int faction = ran()%F_NUMBER;			CGDwelling * dwl = static_cast<CGDwelling*>(obj);			CCreGenObjInfo* info = static_cast<CCreGenObjInfo*>(dwl->info);			if (info->asCastle)			{				for(unsigned int i=0;i<map->objects.size();i++)				{					if(map->objects[i]->ID==77 && dynamic_cast<CGTownInstance*>(map->objects[i])->identifier == info->identifier)					{						randomizeObject(map->objects[i]); //we have to randomize the castle first						faction = map->objects[i]->subID;						break;					}					else if(map->objects[i]->ID==TOWNI_TYPE && dynamic_cast<CGTownInstance*>(map->objects[i])->identifier == info->identifier)					{						faction = map->objects[i]->subID;						break;					}				}			}			else			{				while((!(info->castles[0]&(1<<faction))))				{					if((faction>7) && (info->castles[1]&(1<<(faction-8))))						break;					faction = ran()%F_NUMBER;				}			}			int cid = VLC->townh->towns[faction].basicCreatures[obj->subID];			for(unsigned int i=0;i<VLC->objh->cregens.size();i++)				if(VLC->objh->cregens[i]==cid)					return std::pair<int,int>(17,i); 			tlog3 << "Cannot find a dwelling for creature "<<cid <<std::endl;			return std::pair<int,int>(17,0);			delete dwl->info;			dwl->info = NULL;		}	case 218:		{			CGDwelling * dwl = static_cast<CGDwelling*>(obj);			CCreGen3ObjInfo* info = static_cast<CCreGen3ObjInfo*>(dwl->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(unsigned int i=0;i<VLC->objh->cregens.size();i++)				if(VLC->objh->cregens[i]==cid)					return std::pair<int,int>(17,i); 			tlog3 << "Cannot find a dwelling for creature "<<cid <<std::endl;			return std::pair<int,int>(17,0); 			delete dwl->info;			dwl->info = NULL;		}	}	return std::pair<int,int>(-1,-1);}void CGameState::randomizeObject(CGObjectInstance *cur){			std::pair<int,int> ran = pickObject(cur);	if(ran.first<0 || ran.second<0) //this is not a random object, or we couldn't find anything	{		if(cur->ID==TOWNI_TYPE) //town - set def		{			CGTownInstance *t = dynamic_cast<CGTownInstance*>(cur);			t->town = &VLC->townh->towns[t->subID];			if(t->hasCapitol())				t->defInfo = capitols[t->subID];			else if(t->hasFort())				t->defInfo = forts[t->subID];			else				t->defInfo = villages[t->subID]; 		}		return;	}	else if(ran.first==HEROI_TYPE)//special code for hero	{		CGHeroInstance *h = dynamic_cast<CGHeroInstance *>(cur);		if(!h) {tlog2<<"Wrong random hero at "<<cur->pos<<std::endl; return;}		cur->ID = ran.first;		h->portrait = cur->subID = ran.second;		h->type = VLC->heroh->heroes[ran.second];		h->randomizeArmy(h->type->heroType/2);		map->heroes.push_back(h);		return; //TODO: maybe we should do something with definfo?	}	else if(ran.first==TOWNI_TYPE)//special code for town	{		CGTownInstance *t = dynamic_cast<CGTownInstance*>(cur);		if(!t) {tlog2<<"Wrong random town at "<<cur->pos<<std::endl; return;}		cur->ID = ran.first;		cur->subID = ran.second;		t->town = &VLC->townh->towns[ran.second];		if(t->hasCapitol())			t->defInfo = capitols[t->subID];		else if(t->hasFort())			t->defInfo = forts[t->subID];		else			t->defInfo = villages[t->subID]; 		t->randomizeArmy(t->subID);		map->towns.push_back(t);		return;	}	//we have to replace normal random object	cur->ID = ran.first;	cur->subID = ran.second;	map->removeBlockVisTiles(cur); //recalculate blockvis tiles - picked object might have different than random placeholder	map->defy.push_back(cur->defInfo = VLC->dobjinfo->gobjs[ran.first][ran.second]);	if(!cur->defInfo)	{		tlog1<<"*BIG* WARNING: Missing def declaration for "<<cur->ID<<" "<<cur->subID<<std::endl;		return;	}	map->addBlockVisTiles(cur);}int CGameState::getDate(int mode) const{	int temp;	switch (mode)	{	case 0: //day number		return day;		break;	case 1: //day of week		temp = (day)%7;		if (temp)			return temp;		else return 7;		break;	case 2:  //current week		temp = ((day-1)/7)+1;		if (!(temp%4))			return 4;		else 			return (temp%4);		break;	case 3: //current month		return ((day-1)/28)+1; 		break;	}	return 0;}CGameState::CGameState(){	mx = new boost::shared_mutex();	map = NULL;	curB = NULL;	scenarioOps = NULL;	applierGs = new CGSApplier;	objCaller = new CObjectCallersHandler;	campaign = NULL;}CGameState::~CGameState(){	delete mx;	delete map;	delete curB;	//delete scenarioOps;	delete applierGs;	delete objCaller;}void CGameState::init( StartInfo * si, ui32 checksum, int Seed ){	switch(si->mode)	{	case 0:		map = new Mapa(si->mapname);		for (int i=0; i<144; ++i) //yes, 144		{			if (map->allowedArtifact[i])				VLC->arth->allowedArtifacts.push_back(VLC->arth->artifacts[i]);		}		break;	case 2:		campaign = new CCampaignState();		campaign->initNewCampaign(*si);		std::string &mapContent = campaign->camp->mapPieces[si->whichMapInCampaign];		map = new Mapa();		map->initFromBytes((const unsigned char*)mapContent.c_str());		for (int i=0; i<144; ++i)		{			if (map->allowedArtifact[i])				VLC->arth->allowedArtifacts.push_back(VLC->arth->artifacts[i]);		}		break;	}	tlog0 << "Map loaded!" << std::endl;	//tlog0 <<"Reading and detecting map file (together): "<<tmh.getDif()<<std::endl;	if(checksum)	{		tlog0 << "\tServer checksum for " << si->mapname <<": "<< checksum << std::endl;		tlog0 << "\tOur checksum for the map: "<< map->checksum << std::endl;		if(map->checksum != checksum)		{			tlog1 << "Wrong map checksum!!!" << std::endl;			throw std::string("Wrong checksum");		}	}	day = 0;	seed = Seed;	ran.seed((boost::int32_t)seed);	scenarioOps = si;	loadTownDInfos(); 	//pick grail location 	if(map->grailPos.x < 0 || map->grailRadious) //grail not set or set within a radius around some place 	{		if(!map->grailRadious) //radius not given -> anywhere on map			map->grailRadious = map->width * 2; 		std::vector<int3> allowedPos; 		// add all not blocked tiles in range 		for (int i = 0; i < map->width ; i++) 		{ 			for (int j = 0; j < map->height ; j++) 			{ 				for (int k = 0; k <= map->twoLevel ; k++) 				{ 					const TerrainTile &t = map->terrain[i][j][k]; 					if(!t.blocked 						&& !t.visitable 						&& t.tertype != TerrainTile::water 						&& t.tertype != TerrainTile::rock						&& map->grailPos.dist2d(int3(i,j,k)) <= map->grailRadious) 						allowedPos.push_back(int3(i,j,k)); 				} 			} 		} 		//remove tiles with holes		for(unsigned int no=0; no<map->objects.size(); ++no)			if(map->objects[no]->ID == 124)				allowedPos -= map->objects[no]->pos;		if(allowedPos.size())			map->grailPos = allowedPos[ran() % allowedPos.size()];		else			tlog2 << "Warning: Grail cannot be placed, no appropriate tile found!\n"; 	}	//picking random factions for players	for(unsigned 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(unsigned int no=0; no<map->objects.size(); ++no)	{		randomizeObject(map->objects[no]);		if(map->objects[no]->ID==EVENTI_TYPE)		{			map->objects[no]->defInfo->handler=NULL;		}		map->objects[no]->hoverName = VLC->generaltexth->names[map->objects[no]->ID];	}	//std::cout<<"\tRandomizing objects: "<<th.getDif()<<std::endl;	/*********give starting hero****************************************/	for(int i=0;i<PLAYER_LIMIT;i++)	{		if((map->players[i].generateHeroAtMainTown && map->players[i].hasMainTown) ||  (map->players[i].hasMainTown && map->version==CMapHeader::RoE))		{			int3 hpos = map->players[i].posOfMainTown;			hpos.x+=1;// hpos.y+=1;			int j;			for(j=0; j<scenarioOps->playerInfos.size(); j++) //don't add unsigned here - we are refering to the variable above				if(scenarioOps->playerInfos[j].color == i)					break;			if(j == scenarioOps->playerInfos.size())				continue;			int h=pickHero(i);			if(scenarioOps->playerInfos[j].hero == -1)				scenarioOps->playerInfos[j].hero = h;			CGHeroInstance * nnn =  static_cast<CGHeroInstance*>(createObject(HEROI_TYPE,h,hpos,i));			nnn->id = map->objects.size();			hpos = map->players[i].posOfMainTown;hpos.x+=2;			for(unsigned int o=0;o<map->towns.size();o++) //find main town			{				if(map->towns[o]->pos == hpos)				{					map->towns[o]->visitingHero = nnn;					nnn->visitedTown = map->towns[o];					nnn->inTownGarrison = false;					break;				}			}			nnn->initHero();			map->heroes.push_back(nnn);			map->objects.push_back(nnn);			map->addBlockVisTiles(nnn);		}	}	/*********creating players entries in gs****************************************/	for (unsigned int i=0; i<scenarioOps->playerInfos.size();i++)	{		std::pair<int,PlayerState> ins(scenarioOps->playerInfos[i].color,PlayerState());		ins.second.color=ins.first;		ins.second.serial=i;		ins.second.human = scenarioOps->playerInfos[i].human;		players.insert(ins);	}	/******************RESOURCES****************************************************/	//TODO: computer player should receive other amount of resource than player (depending on difficulty)	std::vector<int> startres;	std::ifstream tis(DATA_DIR "/config/startres.txt");	int k;	for (int j=0;j<scenarioOps->difficulty;j++)	{		tis >> k;		for (int z=0;z<RESOURCE_QUANTITY;z++)			tis>>k;	}	tis >> k;	for (int i=0;i<RESOURCE_QUANTITY;i++)	{		tis >> k;		startres.push_back(k);	}	tis.close();	tis.clear();	for (std::map<ui8,PlayerState>::iterator i = players.begin(); i!=players.end(); i++)	{		(*i).second.resources.resize(RESOURCE_QUANTITY);		for (int x=0;x<RESOURCE_QUANTITY;x++)			(*i).second.resources[x] = startres[x];	}	/*************************HEROES************************************************/	std::set<int> hids;	for(unsigned int i=0; i<map->allowedHeroes.size(); i++) //add to hids all allowed heroes		if(map->allowedHeroes[i])			hids.insert(i);	for (unsigned int i=0; i<map->heroes.size();i++) //heroes instances initialization	{		if (map->heroes[i]->getOwner()<0)		{			tlog2 << "Warning - hero with uninitialized owner!\n";			continue;		}		CGHeroInstance * vhi = (map->heroes[i]);		vhi->initHero();		players.find(vhi->getOwner())->second.heroes.push_back(vhi);		hids.erase(vhi->subID);	}	for (unsigned int i=0; i<map->objects.size();i++) //heroes instances initialization	{		if (map->objects[i]->ID == 62)			hids.erase(map->objects[i]->subID);	}	for(unsigned int i=0; i<map->predefinedHeroes.size(); i++)	{		if(!vstd::contains(hids,map->predefinedHeroes[i]->subID))			continue;		map->predefinedHeroes[i]->initHero();		hpool.heroesPool[map->predefinedHeroes[i]->subID] = map->predefinedHeroes[i];		hpool.pavailable[map->predefinedHeroes[i]->subID] = 0xff;		hids.erase(map->predefinedHeroes[i]->subID);	}	BOOST_FOREACH(int hid, hids) //all not used allowed heroes go into the pool	{		CGHeroInstance * vhi = new CGHeroInstance();		vhi->initHero(hid);		hpool.heroesPool[hid] = vhi;		hpool.pavailable[hid] = 0xff;	}	for(unsigned int i=0; i<map->disposedHeroes.size(); i++)	{		hpool.pavailable[map->disposedHeroes[i].ID] = map->disposedHeroes[i].players;	}	/*************************FOG**OF**WAR******************************************/			for(std::map<ui8, PlayerState>::iterator k=players.begin(); k!=players.end(); ++k)	{		k->second.fogOfWarMap.resize(map->width);		for(int g=0; g<map->width; ++g)			k->second.fogOfWarMap[g].resize(map->height);		for(int g=-0; g<map->width; ++g)			for(int h=0; h<map->height; ++h)				k->second.fogOfWarMap[g][h].resize(map->twoLevel+1, 0);		for(int g=0; g<map->width; ++g)			for(int h=0; h<map->height; ++h)				for(int v=0; v<map->twoLevel+1; ++v)					k->second.fogOfWarMap[g][h][v] = 0;		BOOST_FOREACH(CGObjectInstance *obj, map->objects)		{			if(obj->tempOwner != k->first) continue; //not a flagged object			std::set<int3> tiles;			obj->getSightTiles(tiles);			BOOST_FOREACH(int3 tile, tiles)			{				k->second.fogOfWarMap[tile.x][tile.y][tile.z] = 1;			}		}		//starting bonus		if(si->playerInfos[k->second.serial].bonus==brandom)			si->playerInfos[k->second.serial].bonus = ran()%3;		switch(si->playerInfos[k->second.serial].bonus)		{		case bgold:			k->second.resources[6] += 500 + (ran()%6)*100;			break;		case bresource:			{				int res = VLC->townh->towns[si->playerInfos[k->second.serial].castle].primaryRes;				if(res == 127)				{					k->second.resources[0] += 5 + ran()%6;					k->second.resources[2] += 5 + ran()%6;				}				else				{					k->second.resources[res] += 3 + ran()%4;				}				break;			}		case bartifact:			{ 				if(!k->second.heroes.size())				{					tlog5 << "Cannot give starting artifact - no heroes!" << std::endl;					break;				} 				CArtifact *toGive; 				toGive = VLC->arth->artifacts[VLC->arth->getRandomArt (CArtifact::ART_TREASURE)];				CGHeroInstance *hero = k->second.heroes[0];				std::vector<ui16>::iterator slot = vstd::findFirstNot (hero->artifWorn, toGive->possibleSlots);				if(slot!=toGive->possibleSlots.end())				{					VLC->arth->equipArtifact(hero->artifWorn, *slot, toGive->id, &hero->bonuses);				}				else 					hero->giveArtifact(toGive->id);			}		}	}	/****************************TOWNS************************************************/	for (unsigned int i=0;i<map->towns.size();i++)	{		CGTownInstance * vti =(map->towns[i]);		if(!vti->town)			vti->town = &VLC->townh->towns[vti->subID];		if (vti->name.length()==0) // if town hasn't name we draw it			vti->name = vti->town->Names()[ran()%vti->town->Names().size()];		//init buildings		if(vti->builtBuildings.find(-50)!=vti->builtBuildings.end()) //give standard set of buildings		{			vti->builtBuildings.erase(-50);			vti->builtBuildings.insert(10);			vti->builtBuildings.insert(5);			vti->builtBuildings.insert(30);			if(ran()%2)				vti->builtBuildings.insert(31);		}		if (vstd::contains(vti->builtBuildings,(6)) && vti->state()==3)			vti->builtBuildings.erase(6);//if we have harbor without water - erase it (this is H3 behaviour)			//init hordes		for (int i = 0; i<CREATURES_PER_TOWN; i++)			if (vstd::contains(vti->builtBuildings,(-31-i))) //if we have horde for this level			{				vti->builtBuildings.erase(-31-i);//remove old ID				if (vti->town->hordeLvl[0] == i)//if town first horde is this one				{					vti->builtBuildings.insert(18);//add it					if (vstd::contains(vti->builtBuildings,(37+i)))//if we have upgraded dwelling as well						vti->builtBuildings.insert(19);//add it as well				}				if (vti->town->hordeLvl[1] == i)//if town second horde is this one				{					vti->builtBuildings.insert(24);					if (vstd::contains(vti->builtBuildings,(37+i)))						vti->builtBuildings.insert(25);				}			}		//init spells		vti->spells.resize(SPELL_LEVELS);		CSpell *s;		for(unsigned int z=0; z<vti->obligatorySpells.size();z++)		{			s = &VLC->spellh->spells[vti->obligatorySpells[z]];			vti->spells[s->level-1].push_back(s->id);			vti->possibleSpells -= s->id;		}		while(vti->possibleSpells.size())		{			ui32 total=0, sel=-1;			for(unsigned int ps=0;ps<vti->possibleSpells.size();ps++)				total += VLC->spellh->spells[vti->possibleSpells[ps]].probabilities[vti->subID];			int r = (total)? ran()%total : -1;			for(unsigned int ps=0; ps<vti->possibleSpells.size();ps++)			{				r -= VLC->spellh->spells[vti->possibleSpells[ps]].probabilities[vti->subID];				if(r<0)				{					sel = ps;					break;				}			}			if(sel<0)				sel=0;			CSpell *s = &VLC->spellh->spells[vti->possibleSpells[sel]];			vti->spells[s->level-1].push_back(s->id);			vti->possibleSpells -= s->id;		}		if(vti->getOwner() != 255)			getPlayer(vti->getOwner())->towns.push_back(vti);	}	for(std::map<ui8, PlayerState>::iterator k=players.begin(); k!=players.end(); ++k)	{		if(k->first==-1 || k->first==255)			continue;		//init visiting and garrisoned heroes		for(unsigned int l=0; l<k->second.heroes.size();l++)		{ 			CGHeroInstance *h = k->second.heroes[l];			for(unsigned int m=0; m<k->second.towns.size();m++)			{				CGTownInstance *t = k->second.towns[m];				int3 vistile = t->pos; vistile.x--; //tile next to the entrance				if(vistile == h->pos || h->pos==t->pos)				{					t->visitingHero = h;					h->visitedTown = t;					h->inTownGarrison = false;					if(h->pos == t->pos) //visiting hero placed in the editor has same pos as the town - we need to correct it					{						map->removeBlockVisTiles(h);						h->pos.x -= 1;						map->addBlockVisTiles(h);					}					break;				}			}		}	}	for(unsigned int i=0; i<map->defy.size(); i++)	{		map->defy[i]->serial = i;	}	objCaller->preInit();	for(unsigned int i=0; i<map->objects.size(); i++)	{		map->objects[i]->initObj();		if(map->objects[i]->ID == 62) //prison also needs to initialize hero			static_cast<CGHeroInstance*>(map->objects[i])->initHero();	}	objCaller->postInit();}bool CGameState::battleShootCreatureStack(int ID, int dest){	return true;}bool CGameState::battleCanFlee(int player){	if(!curB) //there is no battle		return false;	if(curB->heroes[0]->hasBonusOfType(Bonus::ENEMY_CANT_ESCAPE) //eg. one of heroes is wearing shakles of war		|| curB->heroes[0]->hasBonusOfType(Bonus::ENEMY_CANT_ESCAPE))		return false;	return true;}int CGameState::battleGetStack(int pos, bool onlyAlive){	if(!curB)		return -1;	for(unsigned int g=0; g<curB->stacks.size(); ++g)	{		if((curB->stacks[g]->position == pos 			  || (curB->stacks[g]->doubleWide() 					&&( (curB->stacks[g]->attackerOwned && curB->stacks[g]->position-1 == pos) 					||	(!curB->stacks[g]->attackerOwned && curB->stacks[g]->position+1 == pos)	)			 ))			 && (!onlyAlive || curB->stacks[g]->alive())		  )			return curB->stacks[g]->ID;	}	return -1;}int CGameState::battleGetBattlefieldType(int3 tile){	if(tile==int3() && curB)		tile = curB->tile;	else if(tile==int3() && !curB)		return -1;	const std::vector <CGObjectInstance*> & objs = map->objects;	for(int g=0; g<objs.size(); ++g)	{		if( !objs[g] || objs[g]->pos.x - tile.x < 0  ||  objs[g]->pos.x - tile.x >= 8  			||  tile.y - objs[g]->pos.y + 5 < 0  ||  tile.y - objs[g]->pos.y + 5 >=6 			|| !objs[g]->coveringAt(objs[g]->pos.x - tile.x, tile.y - objs[g]->pos.y + 5)			) //look only for objects covering given tile			continue;		switch(objs[g]->ID)		{		case 222: //clover field			return 19;		case 21: case 223: //cursed ground			return 22;		case 224: //evil fog			return 20;		case 225: //favourable winds			return 21;		case 226: //fiery fields			return 14;		case 227: //holy ground			return 18;		case 228: //lucid pools			return 17;		case 229: //magic clouds			return 16;		case 46: case 230: //magic plains			return 9;		case 231: //rocklands			return 15;		}	}	switch(map->terrain[tile.x][tile.y][tile.z].tertype)	{	case TerrainTile::dirt:		return rand()%3+3;	case TerrainTile::sand:		return 2; //TODO: coast support	case TerrainTile::grass:		return rand()%2+6;	case TerrainTile::snow:		return rand()%2+10;	case TerrainTile::swamp:		return 13;	case TerrainTile::rough:		return 23;	case TerrainTile::subterranean:		return 12;	case TerrainTile::lava:		return 8;	case TerrainTile::water:		return 25;	case TerrainTile::rock:		return 15;	default:		return -1;	}}const CGHeroInstance * CGameState::battleGetOwner(int stackID){	if(!curB)		return NULL;	return curB->heroes[!curB->getStack(stackID)->attackerOwned];}UpgradeInfo CGameState::getUpgradeInfo(const CArmedInstance *obj, int stackPos){	UpgradeInfo ret;	const CCreature *base = obj->getCreature(stackPos);	if((obj->ID == TOWNI_TYPE)  ||  ((obj->ID == HEROI_TYPE) && static_cast<const CGHeroInstance*>(obj)->visitedTown))	{		const CGTownInstance * t;		if(obj->ID == TOWNI_TYPE)			t = static_cast<const CGTownInstance *>(obj);		else			t = static_cast<const CGHeroInstance*>(obj)->visitedTown;		for(std::set<si32>::const_iterator i=t->builtBuildings.begin();  i!=t->builtBuildings.end(); i++)		{			if( (*i) >= 37   &&   (*i) < 44 ) //upgraded creature dwelling			{				int nid = t->town->upgradedCreatures[(*i)-37]; //upgrade offered by that building				if(base->upgrades.find(nid) != base->upgrades.end()) //possible upgrade				{					ret.newID.push_back(nid);					ret.cost.push_back(std::set<std::pair<int,int> >());					for(int j=0;j<RESOURCE_QUANTITY;j++)					{						int dif = VLC->creh->creatures[nid]->cost[j] - base->cost[j];						if(dif)							ret.cost[ret.cost.size()-1].insert(std::make_pair(j,dif));					}				}			}		}//end for	}	//TODO: check if hero ability makes some upgrades possible	if(ret.newID.size())		ret.oldID = base->idNumber;	return ret;}void CGameState::loadTownDInfos(){	for(int i=0;i<F_NUMBER;i++)	{		villages[i] = new CGDefInfo(*VLC->dobjinfo->castles[i]);		forts[i] = VLC->dobjinfo->castles[i];		capitols[i] = new CGDefInfo(*VLC->dobjinfo->castles[i]);	}}void CGameState::getNeighbours( const TerrainTile &srct, int3 tile, std::vector<int3> &vec, const boost::logic::tribool &onLand ){	static int3 dirs[] = { int3(0,1,0),int3(0,-1,0),int3(-1,0,0),int3(+1,0,0),					int3(1,1,0),int3(-1,1,0),int3(1,-1,0),int3(-1,-1,0) };	vec.clear();	for (size_t i = 0; i < ARRAY_COUNT(dirs); i++)	{		const int3 hlp = tile + dirs[i];		if(!map->isInTheMap(hlp)) 			continue;		const TerrainTile &hlpt = map->getTile(hlp);		//we cannot visit things from blocked tiles		if(srct.blocked && !srct.visitable && hlpt.visitable && srct.blockingObjects.front()->ID != HEROI_TYPE)		{			continue;		}		if((indeterminate(onLand)  ||  onLand == (hlpt.tertype!=TerrainTile::water) ) 			&& hlpt.tertype != TerrainTile::rock) 		{			vec.push_back(hlp);		}	}}int CGameState::getMovementCost(const CGHeroInstance *h, const int3 &src, const int3 &dest, int remainingMovePoints, bool checkLast){	if(src == dest) //same tile		return 0;	TerrainTile &s = map->terrain[src.x][src.y][src.z],		&d = map->terrain[dest.x][dest.y][dest.z];	//get basic cost	int ret = h->getTileCost(d,s);	if(d.blocked && h->hasBonusOfType(Bonus::FLYING_MOVEMENT))	{		bool freeFlying = h->getBonusesCount(Selector::typeSybtype(Bonus::FLYING_MOVEMENT, 1)) > 0;		if(!freeFlying)		{			ret *= 1.4f; //40% penalty for movement over blocked tile		}	}	else if (d.tertype == TerrainTile::water)	{		if (!h->boat && h->getBonusesCount(Selector::typeSybtype(Bonus::WATER_WALKING, 1)) > 0)		{			ret *= 1.4f; //40% penalty for water walking		}	}	if(src.x != dest.x  &&  src.y != dest.y) //it's diagonal move	{		int old = ret;		ret *= 1.414213;		//diagonal move costs too much but normal move is possible - allow diagonal move for remaining move points		if(ret > remainingMovePoints  &&  remainingMovePoints >= old)		{			return remainingMovePoints;		}	}	int left = remainingMovePoints-ret;	if(checkLast  &&  left > 0  &&  remainingMovePoints-ret < 250) //it might be the last tile - if no further move possible we take all move points	{		std::vector<int3> vec;		getNeighbours(d, dest, vec, s.tertype != TerrainTile::water);		for(size_t i=0; i < vec.size(); i++)		{			int fcost = getMovementCost(h,dest,vec[i],left,false);			if(fcost <= left)			{				return ret;			}		}		ret = remainingMovePoints;	}	return ret;}std::set<int> CGameState::getBuildingRequiments(const CGTownInstance *t, int ID){	std::set<int> used;	used.insert(ID);	std::set<int> reqs = VLC->townh->requirements[t->subID][ID];	while(true)	{		size_t noloop=0;		for(std::set<int>::iterator i=reqs.begin();i!=reqs.end();i++)		{			if(used.find(*i)==used.end()) //we haven't added requirements for this building			{				used.insert(*i);				for(					std::set<int>::iterator j=VLC->townh->requirements[t->subID][*i].begin();					j!=VLC->townh->requirements[t->subID][*i].end();					j++)					{						reqs.insert(*j);//creating full list of requirements					}			}			else			{				noloop++;			}		}		if(noloop==reqs.size())			break;	}	return reqs;}int CGameState::canBuildStructure( const CGTownInstance *t, int ID ){	int ret = 7; //allowed by default	if(t->builded >= MAX_BUILDING_PER_TURN)		ret = 5; //building limit	//checking resources	CBuilding * pom = VLC->buildh->buildings[t->subID][ID];		if(!pom)		return 8;// 	if(pom->Name().size()==0||pom->resources.size()==0)// 		return 2;//TODO: why does this happen?	for(int res=0;res<pom->resources.size();res++) //TODO: support custom amount of resources	{		if(pom->resources[res] > getPlayer(t->tempOwner)->resources[res])			ret = 6; //lack of res	}	//checking for requirements	std::set<int> reqs = getBuildingRequiments(t, ID);//getting all requiments	for( std::set<int>::iterator ri  =  reqs.begin(); ri != reqs.end(); ri++ )	{		if(t->builtBuildings.find(*ri)==t->builtBuildings.end())			ret = 8; //lack of requirements - cannot build	}	//can we build it?	if(t->forbiddenBuildings.find(ID)!=t->forbiddenBuildings.end())		ret = 2; //forbidden	if(ID == 13) //capitol	{		for(unsigned int in = 0; in < map->towns.size(); in++)		{			if(map->towns[in]->tempOwner==t->tempOwner  &&  vstd::contains(map->towns[in]->builtBuildings,13))			{				ret = 0; //no more than one capitol				break;			}		}	}	else if(ID == 6) //shipyard	{		int3 t1(t->pos + int3(-1,3,0)),			t2(t->pos + int3(-3,3,0));		if(map->isInTheMap(t1) && map->getTile(t1).tertype != TerrainTile::water  			&&  (map->isInTheMap(t2) && map->getTile(t2).tertype != TerrainTile::water))			ret = 1; //lack of water	}	if(t->builtBuildings.find(ID)!=t->builtBuildings.end())	//already built		ret = 4;	return ret;}void CGameState::apply(CPack *pack){	ui16 typ = typeList.getTypeID(pack);	assert(typ >= 0);	applierGs->apps[typ]->applyOnGS(this,pack);}PlayerState * CGameState::getPlayer( ui8 color, bool verbose ){	if(vstd::contains(players,color))	{		return &players[color];	}	else 	{		if(verbose)			tlog2 << "Warning: Cannot find info for player " << int(color) << std::endl;		return NULL;	}}const PlayerState * CGameState::getPlayer( ui8 color, bool verbose ) const{	return (const_cast<CGameState *>(this))->getPlayer(color, verbose);}bool CGameState::getPath(int3 src, int3 dest, const CGHeroInstance * hero, CPath &ret){	if(!map->isInTheMap(src) || !map->isInTheMap(dest)) //check input		return false;	int3 hpos = hero->getPosition(false);	bool flying = false; //hero is under flying effect	TODO	bool waterWalking = false; //hero is on land and can walk on water TODO	bool onLand = map->getTile(hpos).tertype != TerrainTile::water;// 	tribool blockLandSea; //true - blocks sea, false - blocks land, indeterminate - allows all// // 	if (!hero->canWalkOnSea())// 		blockLandSea = (map->getTile(hpos).tertype != TerrainTile::water); //block land if hero is on water and vice versa// 	else// 		blockLandSea = boost::logic::indeterminate;	const std::vector<std::vector<std::vector<ui8> > > &FoW = getPlayer(hero->tempOwner)->fogOfWarMap;	//graph initialization	std::vector< std::vector<CPathNode> > graph;	graph.resize(map->width);	for(size_t i=0; i<graph.size(); ++i)	{		graph[i].resize(map->height);		for(size_t j=0; j<graph[i].size(); ++j)		{			const TerrainTile *tinfo = &map->terrain[i][j][src.z];			CPathNode &node = graph[i][j];			node.accessible = !tinfo->blocked;			node.dist = -1;			node.theNodeBefore = NULL;			node.visited = false;			node.coord.x = i;			node.coord.y = j;			node.coord.z = dest.z;			if(!tinfo->entrableTerrain(onLand, flying || waterWalking)				|| !FoW[i][j][src.z] //tile is covered by the FoW			)			{				node.accessible = false;			}		}	}	//Special rules for the destination tile	{		const TerrainTile *t = &map->terrain[dest.x][dest.y][dest.z];		CPathNode &d = graph[dest.x][dest.y];		//tile may be blocked by blockvis / normal vis obj but it still must be accessible		if(t->visitable) 		{			d.accessible = true; //for allowing visiting objects		}		if(onLand && t->tertype == TerrainTile::water) //hero can walk only on land and dst lays on the water		{			size_t i = 0;			for(; i < t->visitableObjects.size(); i++)				if(t->visitableObjects[i]->ID == 8  ||  t->visitableObjects[i]->ID == HEROI_TYPE) //it's a Boat					break;			d.accessible = (i < t->visitableObjects.size()); //dest is accessible only if there is boat/hero		}		else if(!onLand && t->tertype != TerrainTile::water) //hero is moving by water		{			d.accessible = (t->siodmyTajemniczyBajt & 64) && !t->blocked; //tile is accessible if it's coastal and not blocked		}	}	//graph initialized	//initial tile - set cost on 0 and add to the queue	graph[src.x][src.y].dist = 0; 	std::queue<CPathNode> mq;	mq.push(graph[src.x][src.y]);	ui32 curDist = 0xffffffff; //total cost of path - init with max possible val	std::vector<int3> neighbours;	neighbours.reserve(8);	while(!mq.empty())	{		CPathNode &cp = graph[mq.front().coord.x][mq.front().coord.y];		mq.pop();		if (cp.coord == dest) //it's destination tile		{			if (cp.dist < curDist) //that path is better than previous one				curDist = cp.dist;			continue;		}		else		{			if (cp.dist > curDist) //it's not dest and current length is greater than cost of already found path 				continue;		}		//add accessible neighbouring nodes to the queue		getNeighbours(map->getTile(cp.coord), cp.coord, neighbours, boost::logic::indeterminate);		for(unsigned int i=0; i < neighbours.size(); i++)		{			CPathNode & dp = graph[neighbours[i].x][neighbours[i].y];			if(dp.accessible)			{				int cost = getMovementCost(hero,cp.coord,dp.coord,hero->movement - cp.dist);				if((dp.dist==-1 || (dp.dist > cp.dist + cost)) && dp.accessible && checkForVisitableDir(cp.coord, dp.coord) && checkForVisitableDir(dp.coord, cp.coord))				{					dp.dist = cp.dist + cost;					dp.theNodeBefore = &cp;					mq.push(dp);				}			}		}	}	CPathNode *curNode = &graph[dest.x][dest.y];	if(!curNode->theNodeBefore) //destination is not accessible		return false;	//fill ret with found path	ret.nodes.clear();	while(curNode->coord != graph[src.x][src.y].coord)	{		ret.nodes.push_back(*curNode);		curNode = curNode->theNodeBefore;	}	ret.nodes.push_back(graph[src.x][src.y]);	return true;}void CGameState::calculatePaths(const CGHeroInstance *hero, CPathsInfo &out, int3 src, int movement){	assert(hero);	boost::shared_lock<boost::shared_mutex> lock(*mx);	if(src.x < 0)		src = hero->getPosition(false);	if(movement < 0)		movement = hero->movement;	out.hero = hero;	out.hpos = src;	if(!map->isInTheMap(src)/* || !map->isInTheMap(dest)*/) //check input	{		tlog1 << "CGameState::calculatePaths: Hero outside the map? How dare you...\n";		return;	}	tribool onLand; //true - blocks sea, false - blocks land, indeterminate - allows all	if (!hero->canWalkOnSea())		onLand = (map->getTile(src).tertype != TerrainTile::water); //block land if hero is on water and vice versa	else		onLand = boost::logic::indeterminate;	const std::vector<std::vector<std::vector<ui8> > > &FoW = getPlayer(hero->tempOwner)->fogOfWarMap;	bool flying = hero->hasBonusOfType(Bonus::FLYING_MOVEMENT);	bool waterWalk = hero->hasBonusOfType(Bonus::WATER_WALKING);	//graph initialization	CGPathNode ***graph = out.nodes;	for(size_t i=0; i < out.sizes.x; ++i)	{		for(size_t j=0; j < out.sizes.y; ++j)		{			for(size_t k=0; k < out.sizes.z; ++k)			{				const TerrainTile *tinfo = &map->terrain[i][j][k];				CGPathNode &node = graph[i][j][k];				node.accessible = (tinfo->blocked ? CGPathNode::FLYABLE : CGPathNode::ACCESSIBLE);				if(!flying && node.accessible == CGPathNode::FLYABLE)				{					node.accessible = CGPathNode::BLOCKED;				}				node.turns = 0xff;				node.moveRemains = 0;				node.coord.x = i;				node.coord.y = j;				node.coord.z = k;				node.land = tinfo->tertype != TerrainTile::water;				node.theNodeBefore = NULL;				if((onLand || indeterminate(onLand)) && !node.land)//it's sea and we cannot walk on sea				{					if (waterWalk || flying)					{						node.accessible = CGPathNode::FLYABLE;					}					else					{						node.accessible = CGPathNode::BLOCKED;					}				}				if ( tinfo->tertype == TerrainTile::rock//it's rock					|| !onLand && node.land		//it's land and we cannot walk on land (complementary condition is handled above)					|| !FoW[i][j][k]					//tile is covered by the FoW				)				{					node.accessible = CGPathNode::BLOCKED;				}				else if(tinfo->visitable)				{					for(size_t ii = 0; ii < tinfo->visitableObjects.size(); ii++)					{						const CGObjectInstance * const obj = tinfo->visitableObjects[ii];						if(obj->getPassableness() & 1<<hero->tempOwner) //special object instance specific passableness flag - overwrites other accessibility flags						{							node.accessible = CGPathNode::ACCESSIBLE;						}						else if(obj->blockVisit)						{							node.accessible = CGPathNode::BLOCKVIS;							break;						}						else if(obj->ID != EVENTI_TYPE) //pathfinder should ignore placed events						{							node.accessible = CGPathNode::VISITABLE;						}					}				}				else if (map->isInTheMap(guardingCreaturePosition(int3(i, j, k)))					&& tinfo->blockingObjects.size() == 0)				{					// Monster close by; blocked visit for battle.					node.accessible = CGPathNode::BLOCKVIS;				}				if(onLand && !node.land) //hero can walk only on land and tile lays on the water				{					size_t i = 0;					for(; i < tinfo->visitableObjects.size(); i++)						if(tinfo->visitableObjects[i]->ID == 8  ||  tinfo->visitableObjects[i]->ID == HEROI_TYPE) //it's a Boat							break;					if(i < tinfo->visitableObjects.size())						node.accessible = CGPathNode::BLOCKVIS; //dest is accessible only if there is boat/hero				}				else if(!onLand && tinfo->tertype != TerrainTile::water) //hero is moving by water				{					if((tinfo->siodmyTajemniczyBajt & 64) && !tinfo->blocked)						node.accessible = CGPathNode::VISITABLE; //tile is accessible if it's coastal and not blocked				}			}		}	}	//graph initialized	//initial tile - set cost on 0 and add to the queue	graph[src.x][src.y][src.z].turns = 0; 	graph[src.x][src.y][src.z].moveRemains = movement;	std::queue<CGPathNode*> mq;	mq.push(&graph[src.x][src.y][src.z]);	//ui32 curDist = 0xffffffff; //total cost of path - init with max possible val	std::vector<int3> neighbours;	neighbours.reserve(8);	while(!mq.empty())	{		CGPathNode *cp = mq.front();		mq.pop();		const int3 guardPosition = guardingCreaturePosition(cp->coord);		const bool guardedPosition = (guardPosition != int3(-1, -1, -1) && cp->coord != src);		const TerrainTile &ct = map->getTile(cp->coord);		int movement = cp->moveRemains, turn = cp->turns;		if(!movement)		{			movement = hero->maxMovePoints(ct.tertype != TerrainTile::water);			turn++;		}		//add accessible neighbouring nodes to the queue		getNeighbours(ct, cp->coord, neighbours, boost::logic::indeterminate);		for(unsigned int i=0; i < neighbours.size(); i++)		{			int moveAtNextTile = movement;			int turnAtNextTile = turn;			const int3 &n = neighbours[i]; //current neighbor			CGPathNode & dp = graph[n.x][n.y][n.z];			if( !checkForVisitableDir(cp->coord, dp.coord) 				|| !checkForVisitableDir(dp.coord, cp->coord)				|| dp.accessible == CGPathNode::BLOCKED )			{				continue;			}			int cost = getMovementCost(hero, cp->coord, dp.coord, movement);			int remains = movement - cost;			if(remains < 0)			{				//occurs rarely, when hero with low movepoints tries to go leave the road				turnAtNextTile++;				moveAtNextTile = hero->maxMovePoints(ct.tertype != TerrainTile::water);				cost = getMovementCost(hero, cp->coord, dp.coord, moveAtNextTile); //cost must be updated, movement points changed :(				remains = moveAtNextTile - cost;			}			const bool neighborIsGuard = guardingCreaturePosition(cp->coord) == dp.coord;			if((dp.turns==0xff		//we haven't been here before				|| dp.turns > turnAtNextTile				|| (dp.turns >= turnAtNextTile  &&  dp.moveRemains < remains)) //this route is faster				&& (!guardedPosition || neighborIsGuard)) // Can step into tile of guard			{								assert(&dp != cp->theNodeBefore); //two tiles can't point to each other				dp.moveRemains = remains;				dp.turns = turnAtNextTile;				dp.theNodeBefore = cp;				const bool guardedNeighbor = guardingCreaturePosition(dp.coord) != int3(-1, -1, -1);				//const bool positionIsGuard = guardingCreaturePosition(cp->coord) == cp->coord; //can this be true? hero never passes from monster tile...				if (dp.accessible == CGPathNode::ACCESSIBLE || dp.accessible == CGPathNode::FLYABLE					|| (guardedNeighbor && !guardedPosition)) // Can step into a hostile tile once.				{					mq.push(&dp);				}			}		} //neighbours loop	} //queue loop}/** * Tells if the tile is guarded by a monster as well as the position * of the monster that will attack on it. * * @return int3(-1, -1, -1) if the tile is unguarded, or the position of * the monster guarding the tile. */int3 CGameState::guardingCreaturePosition (int3 pos) const{	const int3 originalPos = pos;	// Give monster at position priority.	if (!map->isInTheMap(pos))		return int3(-1, -1, -1);	const TerrainTile &posTile = map->terrain[pos.x][pos.y][pos.z];	if (posTile.visitable) 	{		BOOST_FOREACH (CGObjectInstance* obj, posTile.visitableObjects) 		{			if(obj->blockVisit)			{				if (obj->ID == 54) // Monster					return pos;				else					return int3(-1, -1, -1); //blockvis objects are not guarded by neighbouring creatures			}		}	}	// See if there are any monsters adjacent.	pos -= int3(1, 1, 0); // Start with top left.	for (int dx = 0; dx < 3; dx++) 	{		for (int dy = 0; dy < 3; dy++) 		{			if (map->isInTheMap(pos)) 			{				TerrainTile &tile = map->terrain[pos.x][pos.y][pos.z];				if (tile.visitable) 				{					BOOST_FOREACH (CGObjectInstance* obj, tile.visitableObjects) 					{						if (obj->ID == 54  &&  checkForVisitableDir(pos, &map->getTile(originalPos), originalPos)) // Monster being able to attack investigated tile						{ 							return pos;						}					}				}			}			pos.y++;		}		pos.y -= 3;		pos.x++;	}	return int3(-1, -1, -1);}bool CGameState::isVisible(int3 pos, int player){	if(player == 255) //neutral player		return false;	return players[player].fogOfWarMap[pos.x][pos.y][pos.z];}bool CGameState::isVisible( const CGObjectInstance *obj, int player ){	if(player == 255) //neutral player		return false;	//object is visible when at least one blocked tile is visible	for(int fx=0; fx<8; ++fx)	{		for(int fy=0; fy<6; ++fy)		{			int3 pos = obj->pos + int3(fx-7,fy-5,0);			if(map->isInTheMap(pos) 				&& !((obj->defInfo->blockMap[fy] >> (7 - fx)) & 1) 				&& isVisible(pos, player)  )				return true;		}	}	return false;}bool CGameState::checkForVisitableDir(const int3 & src, const int3 & dst) const{	const TerrainTile * pom = &map->getTile(dst);	return checkForVisitableDir(src, pom, dst);}bool CGameState::checkForVisitableDir( const int3 & src, const TerrainTile *pom, const int3 & dst ) const{	for(unsigned int b=0; b<pom->visitableObjects.size(); ++b) //checking destination tile	{		if(!vstd::contains(pom->blockingObjects, pom->visitableObjects[b])) //this visitable object is not blocking, ignore			continue;		CGDefInfo * di = pom->visitableObjects[b]->defInfo;		if( (dst.x == src.x-1 && dst.y == src.y-1) && !(di->visitDir & (1<<4)) )		{			return false;		}		if( (dst.x == src.x && dst.y == src.y-1) && !(di->visitDir & (1<<5)) )		{			return false;		}		if( (dst.x == src.x+1 && dst.y == src.y-1) && !(di->visitDir & (1<<6)) )		{			return false;		}		if( (dst.x == src.x+1 && dst.y == src.y) && !(di->visitDir & (1<<7)) )		{			return false;		}		if( (dst.x == src.x+1 && dst.y == src.y+1) && !(di->visitDir & (1<<0)) )		{			return false;		}		if( (dst.x == src.x && dst.y == src.y+1) && !(di->visitDir & (1<<1)) )		{			return false;		}		if( (dst.x == src.x-1 && dst.y == src.y+1) && !(di->visitDir & (1<<2)) )		{			return false;		}		if( (dst.x == src.x-1 && dst.y == src.y) && !(di->visitDir & (1<<3)) )		{			return false;		}	}	return true;}std::pair<ui32, ui32> BattleInfo::calculateDmgRange( const CStack* attacker, const CStack* defender, const CGHeroInstance * attackerHero, const CGHeroInstance * defendingHero, bool shooting, ui8 charge, bool lucky ){	float additiveBonus=1.0f, multBonus=1.0f,		minDmg = attacker->type->damageMin * attacker->count, 		maxDmg = attacker->type->damageMax * attacker->count;	if(attacker->type->idNumber == 149) //arrow turret	{		switch(attacker->position)		{		case -2: //keep			minDmg = 15;			maxDmg = 15;			break;		case -3: case -4: //turrets			minDmg = 7.5f;			maxDmg = 7.5f;			break;		}	}	if(attacker->hasBonusOfType(Bonus::SIEGE_WEAPON) && attacker->type->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))	{		float multAttackReduction = attacker->valOfBonuses(Bonus::GENERAL_ATTACK_REDUCTION, -1024) / 100.0f;		attackDefenceDifference = attacker->Attack() * multAttackReduction;	}	else	{		attackDefenceDifference = attacker->Attack();	}	if(attacker->hasBonusOfType(Bonus::ENEMY_DEFENCE_REDUCTION))	{		float multDefenceReduction = (100.0f - attacker->valOfBonuses(Bonus::ENEMY_DEFENCE_REDUCTION, -1024)) / 100.0f;		attackDefenceDifference -= defender->Defense() * multDefenceReduction;	}	else	{		attackDefenceDifference -= defender->Defense();	}	//calculating total attack/defense skills modifier	if(shooting) //precision handling (etc.)		attackDefenceDifference += attacker->getBonuses(Selector::typeSybtype(Bonus::PRIMARY_SKILL, PrimarySkill::ATTACK), Selector::effectRange(Bonus::ONLY_DISTANCE_FIGHT)).totalValue();	else //bloodlust handling (etc.)		attackDefenceDifference += attacker->getBonuses(Selector::typeSybtype(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)->level;		for(int g = 0; g < VLC->creh->creatures.size(); ++g)		{			BOOST_FOREACH(const Bonus &b, VLC->creh->creatures[g]->bonuses)			{				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(unsigned int g=0; g<affectedIds.size(); ++g)		{			if(defender->type->idNumber == affectedIds[g])			{				attackDefenceDifference += VLC->spellh->spells[55].powers[attacker->getEffect(55)->level];				break;			}		}	}	//bonus from attack/defense skills	if(attackDefenceDifference < 0) //decreasing dmg	{		float dec = 0.025f * (-attackDefenceDifference);		if(dec > 0.7f)		{			multBonus *= 0.3f; //1.0 - 0.7		}		else		{			multBonus *= 1.0f - dec;		}	}	else //increasing dmg	{		float inc = 0.05f * attackDefenceDifference;		if(inc > 4.0f)		{			additiveBonus += 4.0f;		}		else		{			additiveBonus += inc;		}	}		//applying jousting bonus	if( attacker->hasBonusOfType(Bonus::JOUSTING) && !defender->hasBonusOfType(Bonus::CHARGE_IMMUNITY) )		additiveBonus += charge * 0.05f;		//handling secondary abilities and artifacts giving premies to them	if(attackerHero)	{		if(shooting)		{			switch(attackerHero->getSecSkillLevel(1)) //archery			{			case 1: //basic				additiveBonus += 0.1f;				break;			case 2: //advanced				additiveBonus += 0.25f;				break;			case 3: //expert				additiveBonus += 0.5f;				break;			}			if(attackerHero->getSecSkillLevel(1) > 0) //non-none level			{				//apply artifact premy to archery				additiveBonus += attackerHero->valOfBonuses(Bonus::SECONDARY_SKILL_PREMY, 1) / 100.0f;			}		}		else		{			switch(attackerHero->getSecSkillLevel(22)) //offense			{			case 1: //basic				additiveBonus += 0.1f;				break;			case 2: //advanced				additiveBonus += 0.2f;				break;			case 3: //expert				additiveBonus += 0.3f;				break;			}		}	}	if(defendingHero)	{		switch(defendingHero->getSecSkillLevel(23)) //armorer		{		case 1: //basic			multBonus *= 0.95f;			break;		case 2: //advanced			multBonus *= 0.9f;			break;		case 3: //expert			multBonus *= 0.85f;			break;		}	}	//handling hate effect	if( attacker->hasBonusOfType(Bonus::HATE, defender->type->idNumber) )		additiveBonus += 0.5f;	//luck bonus	if (lucky)	{		additiveBonus += 1.0f;	}	//handling spell effects	if(!shooting && defender->hasBonusOfType(Bonus::GENERAL_DAMAGE_REDUCTION, 0)) //eg. shield	{		multBonus *= float(defender->valOfBonuses(Bonus::GENERAL_DAMAGE_REDUCTION, 0)) / 100.0f;	}	else if(shooting && defender->hasBonusOfType(Bonus::GENERAL_DAMAGE_REDUCTION, 1)) //eg. air shield	{		multBonus *= float(defender->valOfBonuses(Bonus::GENERAL_DAMAGE_REDUCTION, 1)) / 100.0f;	}	if(attacker->getEffect(42)) //curse handling (partial, the rest is below)	{		multBonus *= 0.8f * float(VLC->spellh->spells[42].powers[attacker->getEffect(42)->level]); //the second factor is 1 or 0	}	class HLP	{	public:		static bool hasAdvancedAirShield(const CStack * stack)		{			for(int g=0; g<stack->effects.size(); ++g)			{				if (stack->effects[g].id == 28 && stack->effects[g].level >= 2)				{					return true;				}			}			return false;		}	};	//wall / distance penalty + advanced air shield	if (shooting && !NBonus::hasOfType(attackerHero, Bonus::NO_SHOTING_PENALTY) && (		hasDistancePenalty(attacker->ID, defender->position) || hasWallPenalty(attacker->ID, defender->position) ||		HLP::hasAdvancedAirShield(defender) )		)	{		multBonus *= 0.5;	}	if (!shooting && attacker->hasBonusOfType(Bonus::SHOOTER) && !attacker->hasBonusOfType(Bonus::NO_MELEE_PENALTY))	{		multBonus *= 0.5;	}	minDmg *= additiveBonus * multBonus;	maxDmg *= additiveBonus * multBonus;	std::pair<ui32, ui32> returnedVal;	if(attacker->getEffect(42)) //curse handling (rest)	{		minDmg -= VLC->spellh->spells[42].powers[attacker->getEffect(42)->level];		returnedVal = std::make_pair(int(minDmg), int(minDmg));	}	else if(attacker->getEffect(41)) //bless handling	{		maxDmg += VLC->spellh->spells[41].powers[attacker->getEffect(41)->level];		returnedVal =  std::make_pair(int(maxDmg), int(maxDmg));	}	else	{		returnedVal =  std::make_pair(int(minDmg), int(maxDmg));	}	//damage cannot be less than 1	amax(returnedVal.first, 1);	amax(returnedVal.second, 1);	return returnedVal;}ui32 BattleInfo::calculateDmg( const CStack* attacker, const CStack* defender, const CGHeroInstance * attackerHero, const CGHeroInstance * defendingHero, bool shooting, ui8 charge, bool lucky ){	std::pair<ui32, ui32> range = calculateDmgRange(attacker, defender, attackerHero, defendingHero, shooting, charge, lucky);	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(unsigned int i=0; i<stacks.size();i++)//setting casualties	{		const CStack * const st = stacks[i];		si32 killed = (st->alive() ? st->baseAmount - st->count : st->baseAmount);		amax(killed, 0);		if(killed)			casualties[!st->attackerOwned][st->type->idNumber] += killed;	}}si8 CGameState::battleMaxSpellLevel(){	if(!curB) //there is not battle	{		tlog1 << "si8 CGameState::maxSpellLevel() call when there is no battle!" << std::endl;		throw "si8 CGameState::maxSpellLevel() call when there is no battle!";	}	si8 levelLimit = SPELL_LEVELS;	const CGHeroInstance *h1 =  curB->heroes[0];	if(h1)	{		for(std::list<Bonus>::const_iterator i = h1->bonuses.begin(); i != h1->bonuses.end(); i++)			if(i->type == Bonus::BLOCK_SPELLS_ABOVE_LEVEL)				amin(levelLimit, i->val);	}	const CGHeroInstance *h2 = curB->heroes[1];	if(h2)	{		for(std::list<Bonus>::const_iterator i = h2->bonuses.begin(); i != h2->bonuses.end(); i++)			if(i->type == Bonus::BLOCK_SPELLS_ABOVE_LEVEL)				amin(levelLimit, i->val);	}	return levelLimit;}std::set<CStack*> BattleInfo::getAttackedCreatures( const CSpell * s, int skillLevel, ui8 attackerOwner, int 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 == 24 || s->id == 25 || s->id == 26) //death ripple, destroy undead and Armageddon	{		for(int it=0; it<stacks.size(); ++it)		{			if((s->id == 24 && !stacks[it]->type->isUndead()) //death ripple				|| (s->id == 25 && stacks[it]->type->isUndead()) //destroy undead				|| (s->id == 26) //Armageddon				)			{				if(stacks[it]->alive())					attackedCres.insert(stacks[it]);			}		}	}	else if(VLC->spellh->spells[s->id].attributes.find("CREATURE_TARGET_1") != std::string::npos		|| VLC->spellh->spells[s->id].attributes.find("CREATURE_TARGET_2") != std::string::npos) //spell to be cast on a specific creature but massive on expert	{		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((VLC->spellh->spells[s->id].positiveness >= 0 && stacks[it]->owner == attackerOwner)					||(VLC->spellh->spells[s->id].positiveness <= 0 && stacks[it]->owner != attackerOwner )					)				{					if(!onlyAlive || stacks[it]->alive())						attackedCres.insert(stacks[it]);				}			}		} //if(caster->getSpellSchoolLevel(s) < 3)	}	else if(VLC->spellh->spells[s->id].attributes.find("CREATURE_TARGET") != std::string::npos) //spell to be cast on one specific 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;}int BattleInfo::calculateSpellDuration( const CSpell * spell, const CGHeroInstance * caster, int usedSpellPower ){	if(!caster) //TODO: something better		return std::max(5, usedSpellPower);	switch(spell->id)	{	case 56: //frenzy		return 1;	default: //other spells		return caster->getPrimSkillLevel(2) + caster->valOfBonuses(Bonus::SPELL_DURATION);	}}CStack * BattleInfo::generateNewStack(const CStackInstance &base, int stackID, bool attackerOwned, int slot, int /*TerrainTile::EterrainType*/ terrain, int position) const{	CStack * ret = new CStack(&base, attackerOwned ? side1 : side2, stackID, attackerOwned, slot);	//native terrain bonuses	int faction = ret->type->faction;	if(faction >= 0 && VLC->heroh->nativeTerrains[faction] == terrain)	{		ret->bonuses.push_back(makeFeature(Bonus::STACKS_SPEED, Bonus::ONE_BATTLE, 0, 1, Bonus::TERRAIN_NATIVE));		ret->bonuses.push_back(makeFeature(Bonus::PRIMARY_SKILL, Bonus::ONE_BATTLE, PrimarySkill::ATTACK, 1, Bonus::TERRAIN_NATIVE));		ret->bonuses.push_back(makeFeature(Bonus::PRIMARY_SKILL, Bonus::ONE_BATTLE, PrimarySkill::DEFENSE, 1, Bonus::TERRAIN_NATIVE));	}	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) )		{			amin(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) )		{			amax(manaIncrease, stacks[g]->valOfBonuses(Bonus::CHANGES_SPELL_COST_FOR_ENEMY));		}	}	return ret + manaReduction + manaIncrease;}int BattleInfo::hexToWallPart(int 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)};	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 *, int> BattleInfo::getNearestStack(const CStack * closest, boost::logic::tribool attackerOwned) const{		bool ac[BFIELD_SIZE];	std::set<int> occupyable;	getAccessibilityMap(ac, closest->doubleWide(), closest->attackerOwned, false, occupyable, closest->hasBonusOfType(Bonus::FLYING), closest->ID);	int predecessor[BFIELD_SIZE], dist[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<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 * , int>(NULL, -1);}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	static std::map <int, int> dmgMultipliers = boost::assign::map_list_of(15, 10)(16, 20)(17, 25)(18, 75)(20, 10)(21, 10)(22, 10)(23, 10)(24, 5)(25, 10)(26, 50)(77, 10);	//check if spell really does damage - if not, return 0	if(dmgMultipliers.find(sp->id) == dmgMultipliers.end())		return 0;	ret = usedSpellPower * dmgMultipliers[sp->id];	ret += sp->powers[spellSchoolLevel];		//applying sorcerery secondary skill	if(caster)	{		switch(caster->getSecSkillLevel(25))		{		case 1: //basic			ret *= 1.05f;			break;		case 2: //advanced			ret *= 1.1f;			break;		case 3: //expert			ret *= 1.15f;			break;		}	}	//applying hero bonuses	if(sp->air && caster && caster->valOfBonuses(Bonus::AIR_SPELL_DMG_PREMY) != 0)	{		ret *= (100.0f + caster->valOfBonuses(Bonus::AIR_SPELL_DMG_PREMY)) / 100.0f;	}	else if(sp->fire && caster && caster->valOfBonuses(Bonus::FIRE_SPELL_DMG_PREMY) != 0)	{		ret *= (100.0f + caster->valOfBonuses(Bonus::FIRE_SPELL_DMG_PREMY)) / 100.0f;	}	else if(sp->water && caster && caster->valOfBonuses(Bonus::WATER_SPELL_DMG_PREMY) != 0)	{		ret *= (100.0f + caster->valOfBonuses(Bonus::WATER_SPELL_DMG_PREMY)) / 100.0f;	}	else if(sp->earth && caster && caster->valOfBonuses(Bonus::EARTH_SPELL_DMG_PREMY) != 0)	{		ret *= (100.0f + caster->valOfBonuses(Bonus::EARTH_SPELL_DMG_PREMY)) / 100.0f;	}	//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;		}	}	return ret;}bool CGameState::battleCanShoot(int ID, int dest){	if(!curB)		return false;	const CStack *our = curB->getStack(ID),		*dst = curB->getStackT(dest);	if(!our || !dst) return false;	const CGHeroInstance * ourHero = battleGetOwner(our->ID);	if(our->hasBonusOfType(Bonus::FORGETFULL)) //forgetfulness		return false;	if(our->type->idNumber == 145 && dst) //catapult cannot attack creatures		return false;	if(our->hasBonusOfType(Bonus::SHOOTER)//it's shooter		&& our->owner != dst->owner		&& dst->alive()		&& (!curB->isStackBlocked(ID)  ||  NBonus::hasOfType(ourHero, Bonus::FREE_SHOOTING))		&& our->shots		)		return true;	return false;}int CGameState::victoryCheck( ui8 player ) const{	const PlayerState *p = getPlayer(player);	if(map->victoryCondition.condition == winStandard  ||  map->victoryCondition.allowNormalVictory)		if(player == checkForStandardWin())			return -1;	if(p->human || map->victoryCondition.appliesToAI)	{ 		switch(map->victoryCondition.condition)		{		case artifact:			//check if any hero has winning artifact			for(size_t i = 0; i < p->heroes.size(); i++)				if(p->heroes[i]->hasArt(map->victoryCondition.ID))					return 1;			break;		case gatherTroop:			{				//check if in players armies there is enough creatures				int total = 0; //creature counter				for(size_t i = 0; i < map->objects.size(); i++)				{					const CArmedInstance *ai = NULL;					if(map->objects[i] 						&& map->objects[i]->tempOwner == player //object controlled by player						&&  (ai = dynamic_cast<const CArmedInstance*>(map->objects[i]))) //contains army					{						for(TSlots::const_iterator i=ai->Slots().begin(); i!=ai->Slots().end(); ++i) //iterate through army							if(i->second.type->idNumber == map->victoryCondition.ID) //it's searched creature								total += i->second.count;					}				}				if(total >= map->victoryCondition.count)					return 1;			}			break;		case gatherResource:			if(p->resources[map->victoryCondition.ID] >= map->victoryCondition.count)				return 1;			break;		case buildCity:			{				const CGTownInstance *t = static_cast<const CGTownInstance *>(map->victoryCondition.obj);				if(t->tempOwner == player && t->fortLevel()-1 >= map->victoryCondition.ID && t->hallLevel()-1 >= map->victoryCondition.count)					return 1;			}			break;		case buildGrail:			BOOST_FOREACH(const CGTownInstance *t, map->towns)				if((t == map->victoryCondition.obj || !map->victoryCondition.obj)					&& t->tempOwner == player 					&& vstd::contains(t->builtBuildings, 26))					return 1;			break;		case beatHero:			if(map->victoryCondition.obj->tempOwner >= PLAYER_LIMIT) //target hero not present on map				return 1;			break;		case captureCity:			{				if(map->victoryCondition.obj->tempOwner == player)					return 1;			}			break;		case beatMonster:			if(!map->objects[map->victoryCondition.obj->id]) //target monster not present on map				return 1;			break;		case takeDwellings:			for(size_t i = 0; i < map->objects.size(); i++)			{				if(map->objects[i] && map->objects[i]->tempOwner != player) //check not flagged objs				{					switch(map->objects[i]->ID)					{					case 17: case 18: case 19: case 20: //dwellings					case 216: case 217: case 218:						return 0; //found not flagged dwelling - player not won					}				}			}			return 1;			break;		case takeMines:			for(size_t i = 0; i < map->objects.size(); i++)			{				if(map->objects[i] && map->objects[i]->tempOwner != player) //check not flagged objs				{					switch(map->objects[i]->ID)					{					case 53: case 220:						return 0; //found not flagged mine - player not won					}				}			}			return 1;			break;		case transportItem:			{				const CGTownInstance *t = static_cast<const CGTownInstance *>(map->victoryCondition.obj);				if(t->visitingHero && t->visitingHero->hasArt(map->victoryCondition.ID)					|| t->garrisonHero && t->garrisonHero->hasArt(map->victoryCondition.ID))				{					return 1;				}			}			break; 		}	}	return 0;}ui8 CGameState::checkForStandardWin() const{	//std victory condition is:	//all enemies lost	ui8 supposedWinner = 255, winnerTeam = 255;	for(std::map<ui8,PlayerState>::const_iterator i = players.begin(); i != players.end(); i++)	{		if(i->second.status == PlayerState::INGAME && i->first < PLAYER_LIMIT)		{			if(supposedWinner == 255)					{				//first player remaining ingame - candidate for victory				supposedWinner = i->second.color;				winnerTeam = map->players[supposedWinner].team;			}			else if(winnerTeam != map->players[i->second.color].team)			{				//current candidate has enemy remaining in game -> no vicotry				return 255;			}		}	}	return supposedWinner;}bool CGameState::checkForStandardLoss( ui8 player ) const{	//std loss condition is: player lost all towns and heroes	const PlayerState &p = *getPlayer(player);	return !p.heroes.size() && !p.towns.size();}struct statsHLP{	typedef std::pair< ui8, si64 > TStat;	//converts [<player's color, value>] to vec[place] -> platers	static std::vector< std::list< ui8 > > getRank( std::vector<TStat> stats )	{		std::sort(stats.begin(), stats.end(), statsHLP());		//put first element		std::vector< std::list<ui8> > ret;		std::list<ui8> tmp;		tmp.push_back( stats[0].first );		ret.push_back( tmp );		//the rest of elements		for(int g=1; g<stats.size(); ++g)		{			if(stats[g].second == stats[g-1].second)			{				(ret.end()-1)->push_back( stats[g].first );			}			else			{				//create next occupied rank				std::list<ui8> tmp;				tmp.push_back(stats[g].first);				ret.push_back(tmp);			}		}		return ret;	}	bool operator()(const TStat & a, const TStat & b) const	{		return a.second > b.second;	}	static const CGHeroInstance * findBestHero(CGameState * gs, int color)	{		std::vector<CGHeroInstance *> &h = gs->players[color].heroes;		if(!h.size())			return NULL;		//best hero will be that with highest exp		int best = 0;		for(int b=1; b<h.size(); ++b)		{			if(h[b]->exp > h[best]->exp)			{				best = b;			}		}		return h[best];	}	//calculates total number of artifacts that belong to given player	static int getNumberOfArts(const PlayerState * ps)	{		int ret = 0;		for(int g=0; g<ps->heroes.size(); ++g)		{			ret += ps->heroes[g]->artifacts.size() + ps->heroes[g]->artifWorn.size();		}		return ret;	}};void CGameState::obtainPlayersStats(SThievesGuildInfo & tgi, int level){#define FILL_FIELD(FIELD, VAL_GETTER) \	{ \		std::vector< std::pair< ui8, si64 > > stats; \		for(std::map<ui8, PlayerState>::const_iterator g = players.begin(); g != players.end(); ++g) \		{ \			if(g->second.color == 255) \				continue; \			std::pair< ui8, si64 > stat; \			stat.first = g->second.color; \			stat.second = VAL_GETTER; \			stats.push_back(stat); \		} \		tgi.FIELD = statsHLP::getRank(stats); \	}	for(std::map<ui8, PlayerState>::const_iterator g = players.begin(); g != players.end(); ++g)	{		if(g->second.color != 255)			tgi.playerColors.push_back(g->second.color);	}		if(level >= 1) //num of towns & num of heroes	{		//num of towns		FILL_FIELD(numOfTowns, g->second.towns.size())		//num of heroes		FILL_FIELD(numOfHeroes, g->second.heroes.size())		//best hero's portrait		for(std::map<ui8, PlayerState>::const_iterator g = players.begin(); g != players.end(); ++g)		{			if(g->second.color == 255)				continue;			const CGHeroInstance * best = statsHLP::findBestHero(this, g->second.color);			InfoAboutHero iah;			iah.initFromHero(best, level >= 8);			iah.army.clear();			tgi.colorToBestHero[g->second.color] = iah;		}	}	if(level >= 2) //gold	{		FILL_FIELD(gold, g->second.resources[6])	}	if(level >= 2) //wood & ore	{		FILL_FIELD(woodOre, g->second.resources[0] + g->second.resources[1])	}	if(level >= 3) //mercury, sulfur, crystal, gems	{		FILL_FIELD(mercSulfCrystGems, g->second.resources[2] + g->second.resources[3] + g->second.resources[4] + g->second.resources[5])	}	if(level >= 4) //obelisks found	{		//TODO	}	if(level >= 5) //artifacts	{		FILL_FIELD(artifacts, statsHLP::getNumberOfArts(&g->second))	}	if(level >= 6) //army strength	{		//TODO	}	if(level >= 7) //income	{		//TODO	}	if(level >= 8) //best hero's stats	{		//already set in  lvl 1 handling	}	if(level >= 9) //personality	{		for(std::map<ui8, PlayerState>::const_iterator g = players.begin(); g != players.end(); ++g)		{			if(g->second.color == 255) //do nothing for neutral player				continue;			if(g->second.human)			{				tgi.personality[g->second.color] = -1;			}			else //AI			{				tgi.personality[g->second.color] = map->players[g->second.serial].AITactic;			}					}	}	if(level >= 10) //best creature	{		//best creatures belonging to player (highest AI value)		for(std::map<ui8, PlayerState>::const_iterator g = players.begin(); g != players.end(); ++g)		{			if(g->second.color == 255) //do nothing for neutral player				continue;			int bestCre = -1; //best creature's ID			for(int b=0; b<g->second.heroes.size(); ++b)			{				for(TSlots::const_iterator it = g->second.heroes[b]->Slots().begin(); it != g->second.heroes[b]->Slots().end(); ++it)				{					int toCmp = it->second.type->idNumber; //ID of creature we should compare with the best one					if(bestCre == -1 || VLC->creh->creatures[bestCre]->AIValue < VLC->creh->creatures[toCmp]->AIValue)					{						bestCre = toCmp;					}				}			}			tgi.bestCreature[g->second.color] = bestCre;		}	}#undef FILL_FIELD}int CGameState::lossCheck( ui8 player ) const{	const PlayerState *p = getPlayer(player);	//if(map->lossCondition.typeOfLossCon == lossStandard)		if(checkForStandardLoss(player))			return -1;	if(p->human) //special loss condition applies only to human player	{		switch(map->lossCondition.typeOfLossCon)		{		case lossCastle:			{				const CGTownInstance *t = dynamic_cast<const CGTownInstance *>(map->lossCondition.obj);				assert(t);				if(t->tempOwner != player)					return 1;			}			break;		case lossHero:			{				const CGHeroInstance *h = dynamic_cast<const CGHeroInstance *>(map->lossCondition.obj);				assert(h);				if(h->tempOwner != player)					return 1;			}			break;		case timeExpires:			if(map->lossCondition.timeLimit < day)				return 1;			break;		}	}	if(!p->towns.size() && p->daysWithoutCastle >= 7)		return 2;	return false;}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;}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, WAITING))	{		out.push_back(active);		if(out.size() == howMany)			return;	}	for(unsigned int 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, WAITING)) //consider waiting state only for ongoing round		{			if(vstd::contains(s->state, HAD_MORALE))				p = 2;			else				p = 3;		}		else if(s->type->idNumber == 145  ||  s->type->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( int stackID, int destHex ){	const CStack * stack = getStack(stackID);	int distance = std::abs(destHex % BFIELD_WIDTH - stack->position % BFIELD_WIDTH);	//I hope it's approximately correct	return distance > 8 && !stack->hasBonusOfType(Bonus::NO_DISTANCE_PENALTY);}si8 BattleInfo::sameSideOfWall(int pos1, int pos2){	int wallInStackLine = lineToWallHex(pos1/BFIELD_WIDTH);	int wallInDestLine = lineToWallHex(pos2/BFIELD_WIDTH);	bool stackLeft = pos1 < wallInStackLine;	bool destLeft = pos2 < wallInDestLine;	return stackLeft != destLeft;}si8 BattleInfo::hasWallPenalty( int stackID, int destHex ){	if (siege == 0)	{		return false;	}	const CStack * stack = getStack(stackID);	if (stack->hasBonusOfType(Bonus::NO_WALL_PENALTY));	{		return false;	}	return !sameSideOfWall(stack->position, destHex);}si8 BattleInfo::canTeleportTo(int stackID, int destHex, int telportLevel){	bool ac[BFIELD_SIZE];	const CStack *s = getStack(stackID, false); //this function is called from healedOrResurrected, so our stack can be dead	std::set<int> occupyable;	getAccessibilityMap(ac, s->doubleWide(), s->attackerOwned, false, occupyable, s->hasBonusOfType(Bonus::FLYING), stackID);	if (siege && telportLevel < 2) //check for wall	{		return ac[destHex] && sameSideOfWall(s->position, destHex);	}	else	{		return ac[destHex];	}}void BattleInfo::getBonuses(BonusList &out, const CSelector &selector, const CBonusSystemNode *root /*= NULL*/) const{	CBonusSystemNode::getBonuses(out, selector, root);	const CStack *dest = dynamic_cast<const CStack*>(root);	if (!dest)		return;	//TODO: make it in clean way	if(Selector::matchesType(selector, Bonus::MORALE) || Selector::matchesType(selector, Bonus::LUCK))	{		BOOST_FOREACH(const CStack *s, stacks)		{			if(s->owner == dest->owner)				s->getBonuses(out, selector, Selector::effectRange(Bonus::ONLY_ALLIED_ARMY), this);			else				s->getBonuses(out, selector, Selector::effectRange(Bonus::ONLY_ENEMY_ARMY), this);		}	}}int3 CPath::startPos() const{	return nodes[nodes.size()-1].coord;}void CPath::convert(ui8 mode) //mode=0 -> from 'manifest' to 'object'{	if (mode==0)	{		for (unsigned int i=0;i<nodes.size();i++)		{			nodes[i].coord = CGHeroInstance::convertPosition(nodes[i].coord,true);		}	}}int3 CPath::endPos() const{	return nodes[0].coord;}CGPathNode::CGPathNode():coord(-1,-1,-1){	accessible = 0;	land = 0;	moveRemains = 0;	turns = 255;	theNodeBefore = NULL;}bool CPathsInfo::getPath( const int3 &dst, CGPath &out ){	out.nodes.clear();	const CGPathNode *curnode = &nodes[dst.x][dst.y][dst.z];	if(!curnode->theNodeBefore || curnode->accessible == CGPathNode::FLYABLE)		return false;	//we'll transform number of turns to conform the rule that hero cannot stop on blocked tile	bool transition01 = false;	while(curnode)	{		CGPathNode cpn = *curnode;		if(transition01)		{			if (curnode->accessible == CGPathNode::ACCESSIBLE)			{				transition01 = false;			}			else if (curnode->accessible == CGPathNode::FLYABLE)			{				cpn.turns = 1;			}		}		if(curnode->turns == 1 && curnode->theNodeBefore->turns == 0)		{			transition01 = true;		}		curnode = curnode->theNodeBefore;		out.nodes.push_back(cpn);	}	return true;}CPathsInfo::CPathsInfo( const int3 &Sizes ):sizes(Sizes){	hero = NULL;	nodes = new CGPathNode**[sizes.x];	for(int i = 0; i < sizes.x; i++)	{		nodes[i] = new CGPathNode*[sizes.y];		for (int j = 0; j < sizes.y; j++)		{			nodes[i][j] = new CGPathNode[sizes.z];		}	}}CPathsInfo::~CPathsInfo(){	for(int i = 0; i < sizes.x; i++)	{		for (int j = 0; j < sizes.y; j++)		{			delete [] nodes[i][j];		}		delete [] nodes[i];	}	delete [] nodes;}int3 CGPath::startPos() const{	return nodes[nodes.size()-1].coord;}int3 CGPath::endPos() const{	return nodes[0].coord;}void CGPath::convert( ui8 mode ){	if(mode==0)	{		for(unsigned int i=0;i<nodes.size();i++)		{			nodes[i].coord = CGHeroInstance::convertPosition(nodes[i].coord,true);		}	}}bool CMP_stack::operator()( const CStack* a, const CStack* b ){	switch(phase)	{	case 0: //catapult moves after turrets		return a->type->idNumber < b->type->idNumber; //catapult is 145 and turrets are 149		//TODO? turrets order	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;}PlayerState::PlayerState()  : color(-1), currentSelection(0xffffffff), status(INGAME), daysWithoutCastle(0){}void PlayerState::getParents(TCNodes &out, const CBonusSystemNode *root /*= NULL*/) const{	/*	for (std::vector<CGHeroInstance *>::const_iterator it = heroes.begin(); it != heroes.end(); ++it)	{		if (*it != root)			(*it)->getParents(out, root);	}	for (std::vector<CGTownInstance *>::const_iterator it = towns.begin(); it != towns.end(); ++it)	{		if (*it != root)			(*it)->getParents(out, root);	}	*/	//TODO - dwellings}void PlayerState::getBonuses(BonusList &out, const CSelector &selector, const CBonusSystemNode *root /*= NULL*/) const{//temporary	//CBonusSystemNode::getBonuses(out, selector, root);}InfoAboutHero::InfoAboutHero(){	details = NULL;	hclass = NULL;	portrait = -1;}InfoAboutHero::InfoAboutHero( const InfoAboutHero & iah ){	assign(iah);}InfoAboutHero::~InfoAboutHero(){	delete details;}void InfoAboutHero::initFromHero( const CGHeroInstance *h, bool detailed ){	if(!h) return;	owner = h->tempOwner;	hclass = h->type->heroClass;	name = h->name;	portrait = h->portrait;	army = h->getArmy(); 	if(detailed) 	{		//include details about hero		details = new Details;		details->luck = h->LuckVal();		details->morale = h->MoraleVal();		details->mana = h->mana;		details->primskills.resize(PRIMARY_SKILLS);		for (int i = 0; i < PRIMARY_SKILLS ; i++)		{			details->primskills[i] = h->getPrimSkillLevel(i);		}	}	else	{		//hide info about hero stacks counts using descriptives names ids		for(TSlots::const_iterator i = army.Slots().begin(); i != army.Slots().end(); ++i)		{			army.setStackCount(i->first, i->second.getQuantityID()+1);		}	}}void InfoAboutHero::assign( const InfoAboutHero & iah ){	army = iah.army;	details = (iah.details ? new Details(*iah.details) : NULL);	hclass = iah.hclass;	name = iah.name;	owner = iah.owner;	portrait = iah.portrait;}InfoAboutHero & InfoAboutHero::operator=( const InfoAboutHero & iah ){	assign(iah);	return *this;}void CCampaignState::initNewCampaign( const StartInfo &si ){	assert(si.mode == 2);	campaignName = si.mapname;	currentMap = si.whichMapInCampaign;		camp = CCampaignHandler::getCampaign(campaignName, true); //TODO lod???	for (ui8 i = 0; i < camp->mapPieces.size(); i++)		mapsRemaining.push_back(i);}
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