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							- #define VCMI_DLL
 
- #include <algorithm>
 
- #include <queue>
 
- #include <fstream>
 
- #include "CGameState.h"
 
- #include <boost/random/linear_congruential.hpp>
 
- #include "hch/CDefObjInfoHandler.h"
 
- #include "hch/CArtHandler.h"
 
- #include "hch/CTownHandler.h"
 
- #include "hch/CSpellHandler.h"
 
- #include "hch/CHeroHandler.h"
 
- #include "hch/CObjectHandler.h"
 
- #include "hch/CCreatureHandler.h"
 
- #include "lib/VCMI_Lib.h"
 
- #include "map.h"
 
- #include "StartInfo.h"
 
- #include "lib/NetPacks.h"
 
- #include <boost/foreach.hpp>
 
- #include <boost/thread.hpp>
 
- #include <boost/thread/shared_mutex.hpp>
 
- boost::rand48 ran;
 
- CGObjectInstance * createObject(int id, int subid, int3 pos, int owner)
 
- {
 
- 	CGObjectInstance * nobj;
 
- 	switch(id)
 
- 	{
 
- 	case 34: //hero
 
- 		{
 
- 			CGHeroInstance * nobj;
 
- 			nobj = new CGHeroInstance();
 
- 			nobj->pos = pos;
 
- 			nobj->tempOwner = owner;
 
- 			nobj->defInfo = new CGDefInfo();
 
- 			nobj->defInfo->id = 34;
 
- 			nobj->defInfo->subid = subid;
 
- 			nobj->defInfo->printPriority = 0;
 
- 			nobj->type = VLC->heroh->heroes[subid];
 
- 			for(int i=0;i<6;i++)
 
- 			{
 
- 				nobj->defInfo->blockMap[i]=255;
 
- 				nobj->defInfo->visitMap[i]=0;
 
- 			}
 
- 			nobj->ID = id;
 
- 			nobj->subID = subid;
 
- 			nobj->defInfo->handler=NULL;
 
- 			nobj->defInfo->blockMap[5] = 253;
 
- 			nobj->defInfo->visitMap[5] = 2;
 
- 			nobj->artifWorn[16] = 3;
 
- 			nobj->portrait = subid;
 
- 			nobj->primSkills.resize(4);
 
- 			nobj->primSkills[0] = nobj->type->heroClass->initialAttack;
 
- 			nobj->primSkills[1] = nobj->type->heroClass->initialDefence;
 
- 			nobj->primSkills[2] = nobj->type->heroClass->initialPower;
 
- 			nobj->primSkills[3] = nobj->type->heroClass->initialKnowledge;
 
- 			nobj->mana = 10 * nobj->primSkills[3];
 
- 			return nobj;
 
- 		}
 
- 	case 98: //town
 
- 		nobj = new CGTownInstance;
 
- 		break;
 
- 	default: //rest of objects
 
- 		nobj = new CGObjectInstance;
 
- 		nobj->defInfo = VLC->dobjinfo->gobjs[id][subid];
 
- 		break;
 
- 	}
 
- 	nobj->ID = id;
 
- 	nobj->subID = subid;
 
- 	if(!nobj->defInfo)
 
- 		std::cout <<"No def declaration for " <<id <<" "<<subid<<std::endl;
 
- 	nobj->pos = pos;
 
- 	//nobj->state = NULL;//new CLuaObjectScript();
 
- 	nobj->tempOwner = owner;
 
- 	nobj->info = NULL;
 
- 	nobj->defInfo->id = id;
 
- 	nobj->defInfo->subid = subid;
 
- 	//assigning defhandler
 
- 	if(nobj->ID==34 || nobj->ID==98)
 
- 		return nobj;
 
- 	nobj->defInfo = VLC->dobjinfo->gobjs[id][subid];
 
- 	//if(!nobj->defInfo->handler)
 
- 	//{
 
- 	//	nobj->defInfo->handler = CDefHandler::giveDef(nobj->defInfo->name);
 
- 	//	nobj->defInfo->width = nobj->defInfo->handler->ourImages[0].bitmap->w/32;
 
- 	//	nobj->defInfo->height = nobj->defInfo->handler->ourImages[0].bitmap->h/32;
 
- 	//}
 
- 	return nobj;
 
- }
 
- CStack * BattleInfo::getStack(int stackID)
 
- {
 
- 	for(int g=0; g<stacks.size(); ++g)
 
- 	{
 
- 		if(stacks[g]->ID == stackID)
 
- 			return stacks[g];
 
- 	}
 
- 	return NULL;
 
- }
 
- CStack * BattleInfo::getStackT(int tileID)
 
- {
 
- 	for(int g=0; g<stacks.size(); ++g)
 
- 	{
 
- 		if(stacks[g]->position == tileID 
 
- 			|| (stacks[g]->creature->isDoubleWide() && stacks[g]->attackerOwned && stacks[g]->position-1 == tileID)
 
- 			|| (stacks[g]->creature->isDoubleWide() && !stacks[g]->attackerOwned && stacks[g]->position+1 == tileID))
 
- 		{
 
- 			if(stacks[g]->alive)
 
- 			{
 
- 				return stacks[g];
 
- 			}
 
- 		}
 
- 	}
 
- 	return NULL;
 
- }
 
- void BattleInfo::getAccessibilityMap(bool *accessibility, int stackToOmmit)
 
- {
 
- 	memset(accessibility,1,187); //initialize array with trues
 
- 	for(int g=0; g<stacks.size(); ++g)
 
- 	{
 
- 		if(!stacks[g]->alive || stacks[g]->ID==stackToOmmit) //we don't want to lock position of this stack
 
- 			continue;
 
- 		accessibility[stacks[g]->position] = false;
 
- 		if(stacks[g]->creature->isDoubleWide()) //if it's a double hex creature
 
- 		{
 
- 			if(stacks[g]->attackerOwned)
 
- 				accessibility[stacks[g]->position-1] = false;
 
- 			else
 
- 				accessibility[stacks[g]->position+1] = false;
 
- 		}
 
- 	}
 
- 	//TODO: obstacles
 
- }
 
- void BattleInfo::getAccessibilityMapForTwoHex(bool *accessibility, bool atackerSide, int stackToOmmit) //send pointer to at least 187 allocated bytes
 
- {	
 
- 	bool mac[187];
 
- 	getAccessibilityMap(mac,stackToOmmit);
 
- 	memcpy(accessibility,mac,187);
 
- 	for(int b=0; b<187; ++b)
 
- 	{
 
- 		if( mac[b] && !(atackerSide ? mac[b-1] : mac[b+1]))
 
- 		{
 
- 			accessibility[b] = false;
 
- 		}
 
- 	}
 
- 	//removing accessibility for side hexes
 
- 	for(int v=0; v<187; ++v)
 
- 		if(atackerSide ? (v%17)==1 : (v%17)==15)
 
- 			accessibility[v] = false;
 
- }
 
- void BattleInfo::makeBFS(int start, bool*accessibility, int *predecessor, int *dists) //both pointers must point to the at least 187-elements int arrays
 
- {
 
- 	//inits
 
- 	for(int b=0; b<187; ++b)
 
- 		predecessor[b] = -1;
 
- 	for(int g=0; g<187; ++g)
 
- 		dists[g] = 100000000;	
 
- 	
 
- 	std::queue<int> hexq; //bfs queue
 
- 	hexq.push(start);
 
- 	dists[hexq.front()] = 0;
 
- 	int curNext = -1; //for bfs loop only (helper var)
 
- 	while(!hexq.empty()) //bfs loop
 
- 	{
 
- 		int curHex = hexq.front();
 
- 		std::vector<int> neighbours = neighbouringTiles(curHex);
 
- 		hexq.pop();
 
- 		for(int nr=0; nr<neighbours.size(); nr++)
 
- 		{
 
- 			curNext = neighbours[nr];
 
- 			if(!accessibility[curNext] || (dists[curHex]+1)>=dists[curNext])
 
- 				continue;
 
- 			hexq.push(curNext);
 
- 			dists[curNext] = dists[curHex] + 1;
 
- 			predecessor[curNext] = curHex;
 
- 		}
 
- 	}
 
- };
 
- std::vector<int> BattleInfo::getAccessibility(int stackID)
 
- {
 
- 	std::vector<int> ret;
 
- 	bool ac[187];
 
- 	CStack *s = getStack(stackID);
 
- 	if(s->creature->isDoubleWide())
 
- 		getAccessibilityMapForTwoHex(ac,s->attackerOwned,stackID);
 
- 	else
 
- 		getAccessibilityMap(ac,stackID);
 
- 	int pr[187], dist[187];
 
- 	makeBFS(s->position,ac,pr,dist);
 
- 	
 
- 	for(int i=0;i<187;i++)
 
- 		if(dist[i] <= s->creature->speed)
 
- 			ret.push_back(i);
 
- 	return ret;
 
- }
 
- 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<187 && (hlp%17!=16) && hlp%17) 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::vector<int> BattleInfo::getPath(int start, int dest, bool*accessibility)
 
- {							
 
- 	int predecessor[187]; //for getting the Path
 
- 	int dist[187]; //calculated distances
 
- 	makeBFS(start,accessibility,predecessor,dist);
 
- 	//making the Path
 
- 	std::vector<int> path;
 
- 	int curElem = dest;
 
- 	while(curElem != start)
 
- 	{
 
- 		path.push_back(curElem);
 
- 		curElem = predecessor[curElem];
 
- 	}
 
- 	return path;
 
- }
 
- CStack::CStack(CCreature * C, int A, int O, int I, bool AO)
 
- 	:creature(C),amount(A),owner(O), alive(true), position(-1), ID(I), attackerOwned(AO), firstHPleft(C->hitPoints)
 
- {
 
- }
 
- void CGameState::applyNL(IPack * pack)
 
- {
 
- 	switch(pack->getType())
 
- 	{
 
- 	case 101://NewTurn
 
- 		{
 
- 			NewTurn * n = static_cast<NewTurn*>(pack);
 
- 			day = n->day;
 
- 			BOOST_FOREACH(NewTurn::Hero h, n->heroes) //give mana/movement point
 
- 			{
 
- 				static_cast<CGHeroInstance*>(map->objects[h.id])->movement = h.move;
 
- 				static_cast<CGHeroInstance*>(map->objects[h.id])->mana = h.mana;
 
- 			}
 
- 			BOOST_FOREACH(SetResources h, n->res) //give resources
 
- 				applyNL(&h);
 
- 			BOOST_FOREACH(SetAvailableCreatures h, n->cres) //set available creatures in towns
 
- 				applyNL(&h);
 
- 			if(n->resetBuilded) //reset amount of structures set in this turn in towns
 
- 				BOOST_FOREACH(CGTownInstance* t, map->towns)
 
- 					t->builded = 0;
 
- 			break;
 
- 		}
 
- 	case 102: //set resource amount
 
- 		{
 
- 			SetResource *sr = static_cast<SetResource*>(pack);
 
- 			players[sr->player].resources[sr->resid] = sr->val;
 
- 			break;
 
- 		}
 
- 	case 104:
 
- 		{
 
- 			SetResources *sr = static_cast<SetResources*>(pack);
 
- 			for(int i=0;i<sr->res.size();i++)
 
- 				players[sr->player].resources[i] = sr->res[i];
 
- 			break;
 
- 		}
 
- 	case 105:
 
- 		{
 
- 			SetPrimSkill *sr = static_cast<SetPrimSkill*>(pack);
 
- 			CGHeroInstance *hero = getHero(sr->id);
 
- 			if(sr->which <4)
 
- 			{
 
- 				if(sr->abs)
 
- 					hero->primSkills[sr->which] = sr->val;
 
- 				else
 
- 					hero->primSkills[sr->which] += sr->val;
 
- 			}
 
- 			else if(sr->which == 4) //XP
 
- 			{
 
- 				if(sr->abs)
 
- 					hero->exp = sr->val;
 
- 				else
 
- 					hero->exp += sr->val;
 
- 			}
 
- 			break;
 
- 		}
 
- 	case 106:
 
- 		{
 
- 			SetSecSkill *sr = static_cast<SetSecSkill*>(pack);
 
- 			CGHeroInstance *hero = getHero(sr->id);
 
- 			if(hero->getSecSkillLevel(sr->which) < 0)
 
- 			{
 
- 				hero->secSkills.push_back(std::pair<int,int>(sr->which, (sr->abs)? (sr->val) : (sr->val-1)));
 
- 			}
 
- 			else
 
- 			{
 
- 				for(unsigned i=0;i<hero->secSkills.size();i++)
 
- 				{
 
- 					if(hero->secSkills[i].first == sr->which)
 
- 					{
 
- 						if(sr->abs)
 
- 							hero->secSkills[i].second = sr->val;
 
- 						else
 
- 							hero->secSkills[i].second += sr->val;
 
- 					}
 
- 				}
 
- 			}
 
- 			break;
 
- 		}
 
- 	case 108:
 
- 		{
 
- 			HeroVisitCastle *vc = static_cast<HeroVisitCastle*>(pack);
 
- 			CGHeroInstance *h = getHero(vc->hid);
 
- 			CGTownInstance *t = getTown(vc->tid);
 
- 			if(vc->start())
 
- 			{
 
- 				if(vc->garrison())
 
- 				{
 
- 					t->garrisonHero = h;
 
- 					h->visitedTown = t;
 
- 					h->inTownGarrison = true;
 
- 				}
 
- 				else
 
- 				{
 
- 					t->visitingHero = h;
 
- 					h->visitedTown = t;
 
- 					h->inTownGarrison = false;
 
- 				}
 
- 			}
 
- 			else
 
- 			{
 
- 				if(vc->garrison())
 
- 				{
 
- 					t->garrisonHero = NULL;
 
- 					h->visitedTown = NULL;
 
- 					h->inTownGarrison = false;
 
- 				}
 
- 				else
 
- 				{
 
- 					t->visitingHero = NULL;
 
- 					h->visitedTown = NULL;
 
- 					h->inTownGarrison = false;
 
- 				}
 
- 			}
 
- 			break;
 
- 		}
 
- 	case 500:
 
- 		{
 
- 			RemoveObject *rh = static_cast<RemoveObject*>(pack);
 
- 			CGObjectInstance *obj = map->objects[rh->id];
 
- 			if(obj->ID==34)
 
- 			{
 
- 				CGHeroInstance *h = static_cast<CGHeroInstance*>(obj);
 
- 				std::vector<CGHeroInstance*>::iterator nitr = std::find(map->heroes.begin(), map->heroes.end(),h);
 
- 				map->heroes.erase(nitr);
 
- 				int player = h->tempOwner;
 
- 				nitr = std::find(players[player].heroes.begin(), players[player].heroes.end(), h);
 
- 				players[player].heroes.erase(nitr);
 
- 				if(h->visitedTown)
 
- 				{
 
- 					if(h->inTownGarrison)
 
- 						h->visitedTown->garrisonHero = NULL;
 
- 					else
 
- 						h->visitedTown->visitingHero = NULL;
 
- 					h->visitedTown = NULL;
 
- 				}
 
- 			}
 
- 			map->objects[rh->id] = NULL;	
 
- 			//unblock tiles
 
- 			if(obj->defInfo)
 
- 			{
 
- 				map->removeBlockVisTiles(obj);
 
- 			}
 
- 			break;
 
- 		}
 
- 	case 501://hero try-move
 
- 		{
 
- 			TryMoveHero * n = static_cast<TryMoveHero*>(pack);
 
- 			CGHeroInstance *h = static_cast<CGHeroInstance*>(map->objects[n->id]);
 
- 			h->movement = n->movePoints;
 
- 			if(n->start!=n->end && n->result)
 
- 			{
 
- 				map->removeBlockVisTiles(h);
 
- 				h->pos = n->end;
 
- 				map->addBlockVisTiles(h);
 
- 			}
 
- 			BOOST_FOREACH(int3 t, n->fowRevealed)
 
- 				players[h->getOwner()].fogOfWarMap[t.x][t.y][t.z] = 1;
 
- 			break;
 
- 		}
 
- 	case 502:
 
- 		{
 
- 			SetGarrisons * n = static_cast<SetGarrisons*>(pack);
 
- 			for(std::map<ui32,CCreatureSet>::iterator i = n->garrs.begin(); i!=n->garrs.end(); i++)
 
- 			{
 
- 				CArmedInstance *ai = static_cast<CArmedInstance*>(map->objects[i->first]);
 
- 				ai->army = i->second;
 
- 				if(ai->ID==98 && (static_cast<CGTownInstance*>(ai))->garrisonHero) //if there is a hero in garrison then we must update also his army
 
- 					const_cast<CGHeroInstance*>((static_cast<CGTownInstance*>(ai))->garrisonHero)->army = i->second;
 
- 				else if(ai->ID==34)
 
- 				{
 
- 					CGHeroInstance *h =  static_cast<CGHeroInstance*>(ai);
 
- 					if(h->visitedTown && h->inTownGarrison)
 
- 						h->visitedTown->army = i->second;
 
- 				}
 
- 			}
 
- 			break;
 
- 		}
 
- 	case 503:
 
- 		{
 
- 			//SetStrInfo *ssi = static_cast<SetStrInfo*>(pack);
 
- 			//static_cast<CGTownInstance*>(map->objects[ssi->tid])->strInfo.creatures = ssi->cres;
 
- 			break;
 
- 		}
 
- 	case 504:
 
- 		{
 
- 			NewStructures *ns = static_cast<NewStructures*>(pack);
 
- 			CGTownInstance*t = static_cast<CGTownInstance*>(map->objects[ns->tid]);
 
- 			BOOST_FOREACH(si32 bid,ns->bid)
 
- 				t->builtBuildings.insert(bid);
 
- 			t->builded = ns->builded;
 
- 			break;
 
- 		}
 
- 	case 506:
 
- 		{
 
- 			SetAvailableCreatures *sac = static_cast<SetAvailableCreatures*>(pack);
 
- 			static_cast<CGTownInstance*>(map->objects[sac->tid])->strInfo.creatures = sac->creatures;
 
- 			break;
 
- 		}
 
- 	case 508:
 
- 		{
 
- 			SetHeroesInTown *sac = static_cast<SetHeroesInTown*>(pack);
 
- 			CGTownInstance *t = getTown(sac->tid);
 
- 			CGHeroInstance *v  = getHero(sac->visiting), *g = getHero(sac->garrison);
 
- 			t->visitingHero = v;
 
- 			t->garrisonHero = g;
 
- 			if(v)
 
- 			{
 
- 				v->visitedTown = t;
 
- 				v->inTownGarrison = false;
 
- 				map->addBlockVisTiles(v);
 
- 			}
 
- 			if(g)
 
- 			{
 
- 				g->visitedTown = t;
 
- 				g->inTownGarrison = true;
 
- 				map->removeBlockVisTiles(g);
 
- 			}
 
- 			break;
 
- 		}
 
- 	case 509:
 
- 		{
 
- 			SetHeroArtifacts *sha = static_cast<SetHeroArtifacts*>(pack);
 
- 			CGHeroInstance *h = getHero(sha->hid);
 
- 			h->artifacts = sha->artifacts;
 
- 			h->artifWorn = sha->artifWorn;
 
- 			break;
 
- 		}
 
- 	case 1001://set object property
 
- 		{
 
- 			SetObjectProperty *p = static_cast<SetObjectProperty*>(pack);
 
- 			ui8 CGObjectInstance::*point;
 
- 			switch(p->what)
 
- 			{
 
- 			case 1:
 
- 				point = &CGObjectInstance::tempOwner;
 
- 				break;
 
- 			case 2:
 
- 				point = &CGObjectInstance::blockVisit;
 
- 				break;
 
- 			}
 
- 			map->objects[p->id]->*point = p->val;
 
- 			break;
 
- 		}
 
- 	case 2000:
 
- 		{
 
- 			HeroLevelUp * bs = static_cast<HeroLevelUp*>(pack);
 
- 			getHero(bs->heroid)->level = bs->level;
 
- 			break;
 
- 		}
 
- 	case 3000:
 
- 		{
 
- 			BattleStart * bs = static_cast<BattleStart*>(pack);
 
- 			curB = bs->info;
 
- 			break;
 
- 		}
 
- 	case 3001:
 
- 		{
 
- 			BattleNextRound *ns = static_cast<BattleNextRound*>(pack);
 
- 			curB->round = ns->round;
 
- 			break;
 
- 		}
 
- 	case 3002:
 
- 		{
 
- 			BattleSetActiveStack *ns = static_cast<BattleSetActiveStack*>(pack);
 
- 			curB->activeStack = ns->stack;
 
- 			break;
 
- 		}
 
- 	case 3003:
 
- 		{
 
- 			BattleResult *br = static_cast<BattleResult*>(pack);
 
- 			//TODO: give exp, artifacts to winner, decrease armies (casualties)
 
- 			for(unsigned i=0;i<curB->stacks.size();i++)
 
- 				delete curB->stacks[i];
 
- 			delete curB;
 
- 			curB = NULL;
 
- 			break;
 
- 		}
 
- 	case 3004:
 
- 		{
 
- 			BattleStackMoved *br = static_cast<BattleStackMoved*>(pack);
 
- 			curB->getStack(br->stack)->position = br->tile;
 
- 			break;
 
- 		}
 
- 	case 3005:
 
- 		{
 
- 			BattleStackAttacked *br = static_cast<BattleStackAttacked*>(pack);
 
- 			CStack * at = curB->getStack(br->stackAttacked);
 
- 			at->amount = br->newAmount;
 
- 			at->firstHPleft = br->newHP;
 
- 			at->alive = !br->killed();
 
- 			break;
 
- 		}
 
- 	case 3006:
 
- 		{
 
- 			BattleAttack *br = static_cast<BattleAttack*>(pack);
 
- 			applyNL(&br->bsa);
 
- 			break;
 
- 		}
 
- 	}
 
- }
 
- void CGameState::apply(IPack * 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
 
- 	{
 
- 		std::cout << "Warning: cannot find free hero - trying to get first available..."<<std::endl;
 
- 		for(int j=0; j<HEROES_PER_TYPE * 2 * F_NUMBER; j++)
 
- 			if(!map->getHero(j))
 
- 				h=j;
 
- 	}
 
- 	return h;
 
- }
 
- CGHeroInstance *CGameState::getHero(int objid)
 
- {
 
- 	if(objid<0 || objid>=map->objects.size())
 
- 		return NULL;
 
- 	return static_cast<CGHeroInstance *>(map->objects[objid]);
 
- }
 
- CGTownInstance *CGameState::getTown(int objid)
 
- {
 
- 	if(objid<0 || objid>=map->objects.size())
 
- 		return NULL;
 
- 	return static_cast<CGTownInstance *>(map->objects[objid]);
 
- }
 
- std::pair<int,int> CGameState::pickObject(CGObjectInstance *obj)
 
- {
 
- 	switch(obj->ID)
 
- 	{
 
- 	case 65: //random artifact
 
- 		return std::pair<int,int>(5,(ran()%136)+7); //tylko sensowny zakres - na poczatku sa katapulty itp, na koncu specjalne i blanki
 
- 	case 66: //random treasure artifact
 
- 		return std::pair<int,int>(5,VLC->arth->treasures[ran()%VLC->arth->treasures.size()]->id);
 
- 	case 67: //random minor artifact
 
- 		return std::pair<int,int>(5,VLC->arth->minors[ran()%VLC->arth->minors.size()]->id);
 
- 	case 68: //random major artifact
 
- 		return std::pair<int,int>(5,VLC->arth->majors[ran()%VLC->arth->majors.size()]->id);
 
- 	case 69: //random relic artifact
 
- 		return std::pair<int,int>(5,VLC->arth->relics[ran()%VLC->arth->relics.size()]->id);
 
- 	case 70: //random hero
 
- 		{
 
- 			return std::pair<int,int>(34,pickHero(obj->tempOwner));
 
- 		}
 
- 	case 71: //random monster
 
- 		return std::pair<int,int>(54,ran()%(VLC->creh->creatures.size())); 
 
- 	case 72: //random monster lvl1
 
- 		return std::pair<int,int>(54,VLC->creh->levelCreatures[1][ran()%VLC->creh->levelCreatures[1].size()]->idNumber); 
 
- 	case 73: //random monster lvl2
 
- 		return std::pair<int,int>(54,VLC->creh->levelCreatures[2][ran()%VLC->creh->levelCreatures[2].size()]->idNumber);
 
- 	case 74: //random monster lvl3
 
- 		return std::pair<int,int>(54,VLC->creh->levelCreatures[3][ran()%VLC->creh->levelCreatures[3].size()]->idNumber);
 
- 	case 75: //random monster lvl4
 
- 		return std::pair<int,int>(54,VLC->creh->levelCreatures[4][ran()%VLC->creh->levelCreatures[4].size()]->idNumber);
 
- 	case 76: //random resource
 
- 		return std::pair<int,int>(79,ran()%7); //now it's OH3 style, use %8 for mithril 
 
- 	case 77: //random town
 
- 		{
 
- 			int align = ((CGTownInstance*)obj)->alignment,
 
- 				f;
 
- 			if(align>PLAYER_LIMIT-1)//same as owner / random
 
- 			{
 
- 				if(obj->tempOwner > PLAYER_LIMIT-1)
 
- 					f = -1; //random
 
- 				else
 
- 					f = scenarioOps->getIthPlayersSettings(obj->tempOwner).castle;
 
- 			}
 
- 			else
 
- 			{
 
- 				f = scenarioOps->getIthPlayersSettings(align).castle;
 
- 			}
 
- 			if(f<0) f = ran()%VLC->townh->towns.size();
 
- 			return std::pair<int,int>(98,f); 
 
- 		}
 
- 	case 162: //random monster lvl5
 
- 		return std::pair<int,int>(54,VLC->creh->levelCreatures[5][ran()%VLC->creh->levelCreatures[5].size()]->idNumber);
 
- 	case 163: //random monster lvl6
 
- 		return std::pair<int,int>(54,VLC->creh->levelCreatures[6][ran()%VLC->creh->levelCreatures[6].size()]->idNumber);
 
- 	case 164: //random monster lvl7
 
- 		return std::pair<int,int>(54,VLC->creh->levelCreatures[7][ran()%VLC->creh->levelCreatures[7].size()]->idNumber); 
 
- 	case 216: //random dwelling
 
- 		{
 
- 			int faction = ran()%F_NUMBER;
 
- 			CCreGen2ObjInfo* info =(CCreGen2ObjInfo*)obj->info;
 
- 			if (info->asCastle)
 
- 			{
 
- 				for(int i=0;i<map->objects.size();i++)
 
- 				{
 
- 					if(map->objects[i]->ID==77 && dynamic_cast<CGTownInstance*>(map->objects[i])->identifier == info->identifier)
 
- 					{
 
- 						randomizeObject(map->objects[i]); //we have to randomize the castle first
 
- 						faction = map->objects[i]->subID;
 
- 						break;
 
- 					}
 
- 					else if(map->objects[i]->ID==98 && dynamic_cast<CGTownInstance*>(map->objects[i])->identifier == info->identifier)
 
- 					{
 
- 						faction = map->objects[i]->subID;
 
- 						break;
 
- 					}
 
- 				}
 
- 			}
 
- 			else
 
- 			{
 
- 				while((!(info->castles[0]&(1<<faction))))
 
- 				{
 
- 					if((faction>7) && (info->castles[1]&(1<<(faction-8))))
 
- 						break;
 
- 					faction = ran()%F_NUMBER;
 
- 				}
 
- 			}
 
- 			int level = ((info->maxLevel-info->minLevel) ? (ran()%(info->maxLevel-info->minLevel)+info->minLevel) : (info->minLevel));
 
- 			int cid = VLC->townh->towns[faction].basicCreatures[level];
 
- 			for(int i=0;i<VLC->objh->cregens.size();i++)
 
- 				if(VLC->objh->cregens[i]==cid)
 
- 					return std::pair<int,int>(17,i); 
 
- 			std::cout << "Cannot find a dwelling for creature "<<cid <<std::endl;
 
- 			return std::pair<int,int>(17,0); 
 
- 		}
 
- 	case 217:
 
- 		{
 
- 			int faction = ran()%F_NUMBER;
 
- 			CCreGenObjInfo* info =(CCreGenObjInfo*)obj->info;
 
- 			if (info->asCastle)
 
- 			{
 
- 				for(int i=0;i<map->objects.size();i++)
 
- 				{
 
- 					if(map->objects[i]->ID==77 && dynamic_cast<CGTownInstance*>(map->objects[i])->identifier == info->identifier)
 
- 					{
 
- 						randomizeObject(map->objects[i]); //we have to randomize the castle first
 
- 						faction = map->objects[i]->subID;
 
- 						break;
 
- 					}
 
- 					else if(map->objects[i]->ID==98 && dynamic_cast<CGTownInstance*>(map->objects[i])->identifier == info->identifier)
 
- 					{
 
- 						faction = map->objects[i]->subID;
 
- 						break;
 
- 					}
 
- 				}
 
- 			}
 
- 			else
 
- 			{
 
- 				while((!(info->castles[0]&(1<<faction))))
 
- 				{
 
- 					if((faction>7) && (info->castles[1]&(1<<(faction-8))))
 
- 						break;
 
- 					faction = ran()%F_NUMBER;
 
- 				}
 
- 			}
 
- 			int cid = VLC->townh->towns[faction].basicCreatures[obj->subID];
 
- 			for(int i=0;i<VLC->objh->cregens.size();i++)
 
- 				if(VLC->objh->cregens[i]==cid)
 
- 					return std::pair<int,int>(17,i); 
 
- 			std::cout << "Cannot find a dwelling for creature "<<cid <<std::endl;
 
- 			return std::pair<int,int>(17,0); 
 
- 		}
 
- 	case 218:
 
- 		{
 
- 			CCreGen3ObjInfo* info =(CCreGen3ObjInfo*)obj->info;
 
- 			int level = ((info->maxLevel-info->minLevel) ? (ran()%(info->maxLevel-info->minLevel)+info->minLevel) : (info->minLevel));
 
- 			int cid = VLC->townh->towns[obj->subID].basicCreatures[level];
 
- 			for(int i=0;i<VLC->objh->cregens.size();i++)
 
- 				if(VLC->objh->cregens[i]==cid)
 
- 					return std::pair<int,int>(17,i); 
 
- 			std::cout << "Cannot find a dwelling for creature "<<cid <<std::endl;
 
- 			return std::pair<int,int>(17,0); 
 
- 		}
 
- 	}
 
- 	return std::pair<int,int>(-1,-1);
 
- }
 
- void CGameState::randomizeObject(CGObjectInstance *cur)
 
- {		
 
- 	std::pair<int,int> ran = pickObject(cur);
 
- 	if(ran.first<0 || ran.second<0) //this is not a random object, or we couldn't find anything
 
- 	{
 
- 		if(cur->ID==98) //town - set def
 
- 		{
 
- 			CGTownInstance *t = dynamic_cast<CGTownInstance*>(cur);
 
- 			if(t->hasCapitol())
 
- 				t->defInfo = capitols[t->subID];
 
- 			else if(t->hasFort())
 
- 				t->defInfo = forts[t->subID];
 
- 			else
 
- 				t->defInfo = villages[t->subID]; 
 
- 		}
 
- 		return;
 
- 	}
 
- 	else if(ran.first==34)//special code for hero
 
- 	{
 
- 		CGHeroInstance *h = dynamic_cast<CGHeroInstance *>(cur);
 
- 		if(!h) {std::cout<<"Wrong random hero at "<<cur->pos<<std::endl; return;}
 
- 		cur->ID = ran.first;
 
- 		h->portrait = cur->subID = ran.second;
 
- 		h->type = VLC->heroh->heroes[ran.second];
 
- 		map->heroes.push_back(h);
 
- 		return; //TODO: maybe we should do something with definfo?
 
- 	}
 
- 	else if(ran.first==98)//special code for town
 
- 	{
 
- 		CGTownInstance *t = dynamic_cast<CGTownInstance*>(cur);
 
- 		if(!t) {std::cout<<"Wrong random town at "<<cur->pos<<std::endl; return;}
 
- 		cur->ID = ran.first;
 
- 		cur->subID = ran.second;
 
- 		t->town = &VLC->townh->towns[ran.second];
 
- 		if(t->hasCapitol())
 
- 			t->defInfo = capitols[t->subID];
 
- 		else if(t->hasFort())
 
- 			t->defInfo = forts[t->subID];
 
- 		else
 
- 			t->defInfo = villages[t->subID]; 
 
- 		map->towns.push_back(t);
 
- 		return;
 
- 	}
 
- 	//we have to replace normal random object
 
- 	cur->ID = ran.first;
 
- 	cur->subID = ran.second;
 
- 	map->defs.insert(cur->defInfo = VLC->dobjinfo->gobjs[ran.first][ran.second]);
 
- 	if(!cur->defInfo)
 
- 	{
 
- 		std::cout<<"Missing def declaration for "<<cur->ID<<" "<<cur->subID<<std::endl;
 
- 		return;
 
- 	}
 
- }
 
- int CGameState::getDate(int mode) const
 
- {
 
- 	int temp;
 
- 	switch (mode)
 
- 	{
 
- 	case 0:
 
- 		return day;
 
- 		break;
 
- 	case 1:
 
- 		temp = (day)%7;
 
- 		if (temp)
 
- 			return temp;
 
- 		else return 7;
 
- 		break;
 
- 	case 2:
 
- 		temp = ((day-1)/7)+1;
 
- 		if (!(temp%4))
 
- 			return 4;
 
- 		else 
 
- 			return (temp%4);
 
- 		break;
 
- 	case 3:
 
- 		return ((day-1)/28)+1;
 
- 		break;
 
- 	}
 
- 	return 0;
 
- }
 
- CGameState::CGameState()
 
- {
 
- 	mx = new boost::shared_mutex();
 
- }
 
- CGameState::~CGameState()
 
- {
 
- 	delete mx;
 
- }
 
- void CGameState::init(StartInfo * si, Mapa * map, int Seed)
 
- {
 
- 	day = 0;
 
- 	seed = Seed;
 
- 	ran.seed((boost::int32_t)seed);
 
- 	scenarioOps = si;
 
- 	this->map = map;
 
- 	for(int i=0;i<F_NUMBER;i++)
 
- 	{
 
- 		villages[i] = new CGDefInfo(*VLC->dobjinfo->castles[i]);
 
- 		forts[i] = VLC->dobjinfo->castles[i];
 
- 		capitols[i] = new CGDefInfo(*VLC->dobjinfo->castles[i]);
 
- 	}
 
- 	//picking random factions for players
 
- 	for(int i=0;i<scenarioOps->playerInfos.size();i++)
 
- 	{
 
- 		if(scenarioOps->playerInfos[i].castle==-1)
 
- 		{
 
- 			int f;
 
- 			do
 
- 			{
 
- 				f = ran()%F_NUMBER;
 
- 			}while(!(map->players[scenarioOps->playerInfos[i].color].allowedFactions  &  1<<f));
 
- 			scenarioOps->playerInfos[i].castle = f;
 
- 		}
 
- 	}
 
- 	//randomizing objects
 
- 	for(int no=0; no<map->objects.size(); ++no)
 
- 	{
 
- 		randomizeObject(map->objects[no]);
 
- 		if(map->objects[no]->ID==26)
 
- 			map->objects[no]->defInfo->handler=NULL;
 
- 		map->objects[no]->hoverName = VLC->objh->names[map->objects[no]->ID];
 
- 	}
 
- 	//std::cout<<"\tRandomizing objects: "<<th.getDif()<<std::endl;
 
- 	/*********give starting hero****************************************/
 
- 	for(int i=0;i<PLAYER_LIMIT;i++)
 
- 	{
 
- 		if((map->players[i].generateHeroAtMainTown && map->players[i].hasMainTown) ||  (map->players[i].hasMainTown && map->version==RoE))
 
- 		{
 
- 			int3 hpos = map->players[i].posOfMainTown;
 
- 			hpos.x+=1;// hpos.y+=1;
 
- 			int j;
 
- 			for(j=0; j<scenarioOps->playerInfos.size(); j++)
 
- 				if(scenarioOps->playerInfos[j].color == i)
 
- 					break;
 
- 			if(j == scenarioOps->playerInfos.size())
 
- 				continue;
 
- 			int h=pickHero(i);
 
- 			CGHeroInstance * nnn =  static_cast<CGHeroInstance*>(createObject(34,h,hpos,i));
 
- 			nnn->id = map->objects.size();
 
- 			hpos = map->players[i].posOfMainTown;hpos.x+=2;
 
- 			for(int o=0;o<map->towns.size();o++) //find main town
 
- 			{
 
- 				if(map->towns[o]->pos == hpos)
 
- 				{
 
- 					map->towns[o]->visitingHero = nnn;
 
- 					nnn->visitedTown = map->towns[o];
 
- 					nnn->inTownGarrison = false;
 
- 					break;
 
- 				}
 
- 			}
 
- 			map->heroes.push_back(nnn);
 
- 			map->objects.push_back(nnn);
 
- 		}
 
- 	}
 
- 	/*********creating players entries in gs****************************************/
 
- 	for (int i=0; i<scenarioOps->playerInfos.size();i++)
 
- 	{
 
- 		std::pair<int,PlayerState> ins(scenarioOps->playerInfos[i].color,PlayerState());
 
- 		ins.second.color=ins.first;
 
- 		ins.second.serial=i;
 
- 		players.insert(ins);
 
- 	}
 
- 	/******************RESOURCES****************************************************/
 
- 	//TODO: computer player should receive other amount of resource than computer (depending on difficulty)
 
- 	std::vector<int> startres;
 
- 	std::ifstream tis("config/startres.txt");
 
- 	int k;
 
- 	for (int j=0;j<scenarioOps->difficulty;j++)
 
- 	{
 
- 		tis >> k;
 
- 		for (int z=0;z<RESOURCE_QUANTITY;z++)
 
- 			tis>>k;
 
- 	}
 
- 	tis >> k;
 
- 	for (int i=0;i<RESOURCE_QUANTITY;i++)
 
- 	{
 
- 		tis >> k;
 
- 		startres.push_back(k);
 
- 	}
 
- 	tis.close();
 
- 	for (std::map<ui8,PlayerState>::iterator i = players.begin(); i!=players.end(); i++)
 
- 	{
 
- 		(*i).second.resources.resize(RESOURCE_QUANTITY);
 
- 		for (int x=0;x<RESOURCE_QUANTITY;x++)
 
- 			(*i).second.resources[x] = startres[x];
 
- 	}
 
- 	/*************************HEROES************************************************/
 
- 	for (int i=0; i<map->heroes.size();i++) //heroes instances
 
- 	{
 
- 		if (map->heroes[i]->getOwner()<0)
 
- 			continue;
 
- 		CGHeroInstance * vhi = (map->heroes[i]);
 
- 		if(!vhi->type)
 
- 			vhi->type = VLC->heroh->heroes[vhi->subID];
 
- 		if (vhi->level<1)
 
- 		{
 
- 			vhi->exp=40+ran()%50;
 
- 			vhi->level = 1;
 
- 		}
 
- 		if (vhi->level>1) ;//TODO dodac um dr, ale potrzebne los
 
- 		if ((!vhi->primSkills.size()) || (vhi->primSkills[0]<0))
 
- 		{
 
- 			if (vhi->primSkills.size()<PRIMARY_SKILLS)
 
- 				vhi->primSkills.resize(PRIMARY_SKILLS);
 
- 			vhi->primSkills[0] = vhi->type->heroClass->initialAttack;
 
- 			vhi->primSkills[1] = vhi->type->heroClass->initialDefence;
 
- 			vhi->primSkills[2] = vhi->type->heroClass->initialPower;
 
- 			vhi->primSkills[3] = vhi->type->heroClass->initialKnowledge;
 
- 		}
 
- 		vhi->mana = vhi->primSkills[3]*10;
 
- 		if (!vhi->name.length())
 
- 		{
 
- 			vhi->name = vhi->type->name;
 
- 		}
 
- 		if (!vhi->biography.length())
 
- 		{
 
- 			vhi->biography = vhi->type->biography;
 
- 		}
 
- 		if (vhi->portrait < 0)
 
- 			vhi->portrait = vhi->type->ID;
 
- 		vhi->artifWorn[16] = 3;
 
- 		//initial army
 
- 		if (!vhi->army.slots.size()) //standard army
 
- 		{
 
- 			int pom, pom2=0;
 
- 			for(int x=0;x<3;x++)
 
- 			{
 
- 				pom = (VLC->creh->nameToID[vhi->type->refTypeStack[x]]);
 
- 				if(pom>=145 && pom<=149) //war machine
 
- 				{
 
- 					pom2++;
 
- 					switch (pom)
 
- 					{
 
- 					case 145: //catapult
 
- 						vhi->artifWorn[16] = 3;
 
- 						break;
 
- 					default:
 
- 						pom-=145;
 
- 						vhi->artifWorn[12+pom] = 3+pom;
 
- 						break;
 
- 					}
 
- 					continue;
 
- 				}
 
- 				vhi->army.slots[x-pom2].first = pom;
 
- 				if((pom = (vhi->type->highStack[x]-vhi->type->lowStack[x])) > 0)
 
- 					vhi->army.slots[x-pom2].second = (ran()%pom)+vhi->type->lowStack[x];
 
- 				else 
 
- 					vhi->army.slots[x-pom2].second = +vhi->type->lowStack[x];
 
- 			}
 
- 		}
 
- 		players[vhi->getOwner()].heroes.push_back(vhi);
 
- 	}
 
- 	/*************************FOG**OF**WAR******************************************/		
 
- 	for(std::map<ui8, PlayerState>::iterator k=players.begin(); k!=players.end(); ++k)
 
- 	{
 
- 		k->second.fogOfWarMap.resize(map->width);
 
- 		for(int g=0; g<map->width; ++g)
 
- 			k->second.fogOfWarMap[g].resize(map->height);
 
- 		for(int g=-0; g<map->width; ++g)
 
- 			for(int h=0; h<map->height; ++h)
 
- 				k->second.fogOfWarMap[g][h].resize(map->twoLevel+1, 0);
 
- 		for(int g=0; g<map->width; ++g)
 
- 			for(int h=0; h<map->height; ++h)
 
- 				for(int v=0; v<map->twoLevel+1; ++v)
 
- 					k->second.fogOfWarMap[g][h][v] = 0;
 
- 		for(int xd=0; xd<map->width; ++xd) //revealing part of map around heroes
 
- 		{
 
- 			for(int yd=0; yd<map->height; ++yd)
 
- 			{
 
- 				for(int ch=0; ch<k->second.heroes.size(); ++ch)
 
- 				{
 
- 					int deltaX = (k->second.heroes[ch]->getPosition(false).x-xd)*(k->second.heroes[ch]->getPosition(false).x-xd);
 
- 					int deltaY = (k->second.heroes[ch]->getPosition(false).y-yd)*(k->second.heroes[ch]->getPosition(false).y-yd);
 
- 					if(deltaX+deltaY<k->second.heroes[ch]->getSightDistance()*k->second.heroes[ch]->getSightDistance())
 
- 						k->second.fogOfWarMap[xd][yd][k->second.heroes[ch]->getPosition(false).z] = 1;
 
- 				}
 
- 			}
 
- 		}
 
- 		//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())
 
- 				{
 
- 					std::cout << "Cannot give starting artifact - no heroes!" << std::endl;
 
- 					break;
 
- 				}
 
- 				CArtifact *toGive;
 
- 				do 
 
- 				{
 
- 					toGive = VLC->arth->treasures[ran() % VLC->arth->treasures.size()];
 
- 				} while (!map->allowedArtifact[toGive->id]);
 
- 				CGHeroInstance *hero = k->second.heroes[0];
 
- 				std::vector<ui16>::iterator slot = vstd::findFirstNot(hero->artifWorn,toGive->possibleSlots);
 
- 				if(slot!=toGive->possibleSlots.end())
 
- 					hero->artifWorn[*slot] = toGive->id;
 
- 				else
 
- 					hero->artifacts.push_back(toGive->id);
 
- 			}
 
- 		}
 
- 	}
 
- 	/****************************TOWNS************************************************/
 
- 	for (int i=0;i<map->towns.size();i++)
 
- 	{
 
- 		CGTownInstance * vti =(map->towns[i]);
 
- 		if(!vti->town)
 
- 			vti->town = &VLC->townh->towns[vti->subID];
 
- 		if (vti->name.length()==0) // if town hasn't name we draw it
 
- 			vti->name=vti->town->names[ran()%vti->town->names.size()];
 
- 		//init buildings
 
- 		if(vti->builtBuildings.find(-50)!=vti->builtBuildings.end()) //give standard set of buildings
 
- 		{
 
- 			vti->builtBuildings.erase(-50);
 
- 			vti->builtBuildings.insert(10);
 
- 			vti->builtBuildings.insert(5);
 
- 			vti->builtBuildings.insert(30);
 
- 			if(ran()%2)
 
- 				vti->builtBuildings.insert(31);
 
- 		}
 
- 		//init spells
 
- 		vti->spells.resize(SPELL_LEVELS);
 
- 		CSpell *s;
 
- 		for(int z=0; z<vti->obligatorySpells.size();z++)
 
- 		{
 
- 			s = &VLC->spellh->spells[vti->obligatorySpells[z]];
 
- 			vti->spells[s->level-1].push_back(s->id);
 
- 			vti->possibleSpells -= s->id;
 
- 		}
 
- 		while(vti->possibleSpells.size())
 
- 		{
 
- 			ui32 total=0, sel=-1;
 
- 			for(int ps=0;ps<vti->possibleSpells.size();ps++)
 
- 				total += VLC->spellh->spells[vti->possibleSpells[ps]].probabilities[vti->subID];
 
- 			int r = (total)? ran()%total : -1;
 
- 			for(int ps=0; ps<vti->possibleSpells.size();ps++)
 
- 			{
 
- 				r -= VLC->spellh->spells[vti->possibleSpells[ps]].probabilities[vti->subID];
 
- 				if(r<0)
 
- 				{
 
- 					sel = ps;
 
- 					break;
 
- 				}
 
- 			}
 
- 			if(sel<0)
 
- 				sel=0;
 
- 			CSpell *s = &VLC->spellh->spells[vti->possibleSpells[sel]];
 
- 			vti->spells[s->level-1].push_back(s->id);
 
- 			vti->possibleSpells -= s->id;
 
- 		}
 
- 		
 
- 		players[vti->getOwner()].towns.push_back(vti);
 
- 	}
 
- 	for(std::map<ui8, PlayerState>::iterator k=players.begin(); k!=players.end(); ++k)
 
- 	{
 
- 		if(k->first==-1 || k->first==255)
 
- 			continue;
 
- 		for(int xd=0; xd<map->width; ++xd) //revealing part of map around towns
 
- 		{
 
- 			for(int yd=0; yd<map->height; ++yd)
 
- 			{
 
- 				for(int ch=0; ch<k->second.towns.size(); ++ch)
 
- 				{
 
- 					int deltaX = (k->second.towns[ch]->pos.x-xd)*(k->second.towns[ch]->pos.x-xd);
 
- 					int deltaY = (k->second.towns[ch]->pos.y-yd)*(k->second.towns[ch]->pos.y-yd);
 
- 					if(deltaX+deltaY<k->second.towns[ch]->getSightDistance()*k->second.towns[ch]->getSightDistance())
 
- 						k->second.fogOfWarMap[xd][yd][k->second.towns[ch]->pos.z] = 1;
 
- 				}
 
- 			}
 
- 		}
 
- 		//init visiting and garrisoned heroes
 
- 		for(int l=0; l<k->second.heroes.size();l++)
 
- 		{ 
 
- 			for(int m=0; m<k->second.towns.size();m++)
 
- 			{
 
- 				int3 vistile = k->second.towns[m]->pos; vistile.x--; //tile next to the entrance
 
- 				if(vistile == k->second.heroes[l]->pos || k->second.heroes[l]->pos==k->second.towns[m]->pos)
 
- 				{
 
- 					k->second.towns[m]->visitingHero = k->second.heroes[l];
 
- 					k->second.heroes[l]->visitedTown = k->second.towns[m];
 
- 					k->second.heroes[l]->inTownGarrison = false;
 
- 					if(k->second.heroes[l]->pos==k->second.towns[m]->pos)
 
- 						k->second.heroes[l]->pos.x -= 1;
 
- 					break;
 
- 				}
 
- 				//else if(k->second.heroes[l]->pos == k->second.towns[m]->pos)
 
- 				//{
 
- 				//	k->second.towns[m]->garrisonHero = k->second.heroes[l];
 
- 				//	k->second.towns[m]->army = k->second.heroes[l]->army;
 
- 				//	k->second.heroes[l]->visitedTown = k->second.towns[m];
 
- 				//	k->second.heroes[l]->inTownGarrison = true;
 
- 				//	k->second.heroes[l]->pos.x -= 1;
 
- 				//	goto mainplheloop;
 
- 				//}
 
- 			}
 
- 		}
 
- 	}
 
- }
 
- bool CGameState::battleShootCreatureStack(int ID, int dest)
 
- {
 
- 	return true;
 
- }
 
- int CGameState::battleGetStack(int pos)
 
- {
 
- 	for(int g=0; g<curB->stacks.size(); ++g)
 
- 	{
 
- 		if(curB->stacks[g]->position == pos ||
 
- 				( curB->stacks[g]->creature->isDoubleWide() &&
 
- 					( (curB->stacks[g]->attackerOwned && curB->stacks[g]->position-1 == pos) ||
 
- 						(!curB->stacks[g]->attackerOwned && curB->stacks[g]->position-1 == pos)
 
- 					)
 
- 				)
 
- 			)
 
- 			return curB->stacks[g]->ID;
 
- 	}
 
- 	return -1;
 
- }
 
- UpgradeInfo CGameState::getUpgradeInfo(CArmedInstance *obj, int stackPos)
 
- {
 
- 	UpgradeInfo ret;
 
- 	CCreature *base = &VLC->creh->creatures[obj->army.slots[stackPos].first];
 
- 	if((obj->ID == 98)  ||  ((obj->ID == 34) && static_cast<const CGHeroInstance*>(obj)->visitedTown))
 
- 	{
 
- 		CGTownInstance * t;
 
- 		if(obj->ID == 98)
 
- 			t = static_cast<CGTownInstance *>(const_cast<CArmedInstance *>(obj));
 
- 		else
 
- 			t = static_cast<const CGHeroInstance*>(obj)->visitedTown;
 
- 		for(std::set<si32>::iterator i=t->builtBuildings.begin();  i!=t->builtBuildings.end(); i++)
 
- 		{
 
- 			if( (*i) >= 37   &&   (*i) < 44 ) //upgraded creature dwelling
 
- 			{
 
- 				int nid = t->town->upgradedCreatures[(*i)-37]; //upgrade offered by that building
 
- 				if(base->upgrades.find(nid) != base->upgrades.end()) //possible upgrade
 
- 				{
 
- 					ret.newID.push_back(nid);
 
- 					ret.cost.push_back(std::set<std::pair<int,int> >());
 
- 					for(int j=0;j<RESOURCE_QUANTITY;j++)
 
- 					{
 
- 						int dif = VLC->creh->creatures[nid].cost[j] - base->cost[j];
 
- 						if(dif)
 
- 							ret.cost[ret.cost.size()-1].insert(std::make_pair(j,dif));
 
- 					}
 
- 				}
 
- 			}
 
- 		}//end for
 
- 	}
 
- 	//TODO: check if hero ability makes some upgrades possible
 
- 	if(ret.newID.size())
 
- 		ret.oldID = base->idNumber;
 
- 	return ret;
 
- }
 
- int BattleInfo::calculateDmg(const CStack* attacker, const CStack* defender)
 
- {
 
- 	int attackDefenseBonus = attacker->creature->attack - defender->creature->defence;
 
- 	int damageBase = 0;
 
- 	if(attacker->creature->damageMax == attacker->creature->damageMin) //constant damage
 
- 	{
 
- 		damageBase = attacker->creature->damageMin;
 
- 	}
 
- 	else
 
- 	{
 
- 		damageBase = rand()%(attacker->creature->damageMax - attacker->creature->damageMin) + attacker->creature->damageMin + 1;
 
- 	}
 
- 	float dmgBonusMultiplier = 1.0;
 
- 	if(attackDefenseBonus < 0) //decreasing dmg
 
- 	{
 
- 		if(0.02f * (-attackDefenseBonus) > 0.3f)
 
- 		{
 
- 			dmgBonusMultiplier += -0.3f;
 
- 		}
 
- 		else
 
- 		{
 
- 			dmgBonusMultiplier += 0.02f * attackDefenseBonus;
 
- 		}
 
- 	}
 
- 	else //increasing dmg
 
- 	{
 
- 		if(0.05f * attackDefenseBonus > 4.0f)
 
- 		{
 
- 			dmgBonusMultiplier += 4.0f;
 
- 		}
 
- 		else
 
- 		{
 
- 			dmgBonusMultiplier += 0.05f * attackDefenseBonus;
 
- 		}
 
- 	}
 
- 	return (float)damageBase * (float)attacker->amount * dmgBonusMultiplier;
 
- }
 
 
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