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							- #include "../StartInfo.h"
 
- #include "../hch/CArtHandler.h"
 
- #include "../hch/CBuildingHandler.h"
 
- #include "../hch/CDefObjInfoHandler.h"
 
- #include "../hch/CHeroHandler.h"
 
- #include "../hch/CObjectHandler.h"
 
- #include "../hch/CSpellHandler.h"
 
- #include "../hch/CTownHandler.h"
 
- #include "../lib/CGameState.h"
 
- #include "../lib/CondSh.h"
 
- #include "../lib/NetPacks.h"
 
- #include "../lib/VCMI_Lib.h"
 
- #include "../lib/map.h"
 
- #include "CGameHandler.h"
 
- #include <boost/bind.hpp>
 
- #include <boost/date_time/posix_time/posix_time_types.hpp> //no i/o just types
 
- #include <boost/foreach.hpp>
 
- #include <boost/thread.hpp>
 
- #include <boost/thread/shared_mutex.hpp>
 
- #include <boost/assign/list_of.hpp>
 
- #include <fstream>
 
- #include <boost/system/system_error.hpp>
 
- /*
 
-  * CGameHandler.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
 
-  *
 
-  */
 
- #undef DLL_EXPORT
 
- #define DLL_EXPORT 
 
- #include "../lib/RegisterTypes.cpp"
 
- #ifndef _MSC_VER
 
- #include <boost/thread/xtime.hpp>
 
- #endif
 
- extern bool end2;
 
- #ifdef min
 
- #undef min
 
- #endif
 
- #ifdef max
 
- #undef max
 
- #endif
 
- #define NEW_ROUND 		BattleNextRound bnr;\
 
- 		bnr.round = gs->curB->round + 1;\
 
- 		sendAndApply(&bnr);
 
- CondSh<bool> battleMadeAction;
 
- CondSh<BattleResult *> battleResult(NULL);
 
- class CBaseForGHApply
 
- {
 
- public:
 
- 	virtual bool applyOnGH(CGameHandler *gh, CConnection *c, void *pack) const =0; 
 
- };
 
- template <typename T> class CApplyOnGH : public CBaseForGHApply
 
- {
 
- public:
 
- 	bool applyOnGH(CGameHandler *gh, CConnection *c, void *pack) const
 
- 	{
 
- 		T *ptr = static_cast<T*>(pack);
 
- 		ptr->c = c;
 
- 		return ptr->applyGh(gh);
 
- 	}
 
- };
 
- class CGHApplier
 
- {
 
- public:
 
- 	std::map<ui16,CBaseForGHApply*> apps; 
 
- 	CGHApplier()
 
- 	{
 
- 		registerTypes3(*this);
 
- 	}
 
- 	template<typename T> void registerType(const T * t=NULL)
 
- 	{
 
- 		ui16 ID = typeList.registerType(t);
 
- 		apps[ID] = new CApplyOnGH<T>;
 
- 	}
 
- } *applier = NULL;
 
- CMP_stack cmpst ;
 
- static inline double distance(int3 a, int3 b)
 
- {
 
- 	return std::sqrt( (double)(a.x-b.x)*(a.x-b.x) + (a.y-b.y)*(a.y-b.y) );
 
- }
 
- static void giveExp(BattleResult &r)
 
- {
 
- 	r.exp[0] = 0;
 
- 	r.exp[1] = 0;
 
- 	for(std::set<std::pair<ui32,si32> >::iterator i = r.casualties[!r.winner].begin(); i!=r.casualties[!r.winner].end(); i++)
 
- 	{
 
- 		r.exp[r.winner] += VLC->creh->creatures[i->first].hitPoints * i->second;
 
- 	}
 
- }
 
- PlayerStatus PlayerStatuses::operator[](ui8 player)
 
- {
 
- 	boost::unique_lock<boost::mutex> l(mx);
 
- 	if(players.find(player) != players.end())
 
- 	{
 
- 		return players[player];
 
- 	}
 
- 	else
 
- 	{
 
- 		throw std::string("No such player!");
 
- 	}
 
- }
 
- void PlayerStatuses::addPlayer(ui8 player)
 
- {
 
- 	boost::unique_lock<boost::mutex> l(mx);
 
- 	players[player];
 
- }
 
- bool PlayerStatuses::hasQueries(ui8 player)
 
- {
 
- 	boost::unique_lock<boost::mutex> l(mx);
 
- 	if(players.find(player) != players.end())
 
- 	{
 
- 		return players[player].queries.size();
 
- 	}
 
- 	else
 
- 	{
 
- 		throw std::string("No such player!");
 
- 	}
 
- }
 
- bool PlayerStatuses::checkFlag(ui8 player, bool PlayerStatus::*flag)
 
- {
 
- 	boost::unique_lock<boost::mutex> l(mx);
 
- 	if(players.find(player) != players.end())
 
- 	{
 
- 		return players[player].*flag;
 
- 	}
 
- 	else
 
- 	{
 
- 		throw std::string("No such player!");
 
- 	}
 
- }
 
- void PlayerStatuses::setFlag(ui8 player, bool PlayerStatus::*flag, bool val)
 
- {
 
- 	boost::unique_lock<boost::mutex> l(mx);
 
- 	if(players.find(player) != players.end())
 
- 	{
 
- 		players[player].*flag = val;
 
- 	}
 
- 	else
 
- 	{
 
- 		throw std::string("No such player!");
 
- 	}
 
- 	cv.notify_all();
 
- }
 
- void PlayerStatuses::addQuery(ui8 player, ui32 id)
 
- {
 
- 	boost::unique_lock<boost::mutex> l(mx);
 
- 	if(players.find(player) != players.end())
 
- 	{
 
- 		players[player].queries.insert(id);
 
- 	}
 
- 	else
 
- 	{
 
- 		throw std::string("No such player!");
 
- 	}
 
- 	cv.notify_all();
 
- }
 
- void PlayerStatuses::removeQuery(ui8 player, ui32 id)
 
- {
 
- 	boost::unique_lock<boost::mutex> l(mx);
 
- 	if(players.find(player) != players.end())
 
- 	{
 
- 		players[player].queries.erase(id);
 
- 	}
 
- 	else
 
- 	{
 
- 		throw std::string("No such player!");
 
- 	}
 
- 	cv.notify_all();
 
- }
 
- template <typename T>
 
- void callWith(std::vector<T> args, boost::function<void(T)> fun, ui32 which)
 
- {
 
- 	fun(args[which]);
 
- }
 
- void CGameHandler::changeSecSkill( int ID, int which, int val, bool abs/*=false*/ )
 
- {
 
- 	SetSecSkill sss;
 
- 	sss.id = ID;
 
- 	sss.which = which;
 
- 	sss.val = val;
 
- 	sss.abs = abs;
 
- 	sendAndApply(&sss);
 
- 	if(which == 7) //Wisdom
 
- 	{
 
- 		const CGHeroInstance *h = getHero(ID);
 
- 		if(h && h->visitedTown)
 
- 			giveSpells(h->visitedTown, h);
 
- 	}
 
- }
 
- void CGameHandler::changePrimSkill(int ID, int which, si64 val, bool abs)
 
- {
 
- 	SetPrimSkill sps;
 
- 	sps.id = ID;
 
- 	sps.which = which;
 
- 	sps.abs = abs;
 
- 	sps.val = val;
 
- 	sendAndApply(&sps);
 
- 	if(which==4) //only for exp - hero may level up
 
- 	{
 
- 		CGHeroInstance *hero = static_cast<CGHeroInstance *>(gs->map->objects[ID]);
 
- 		while (hero->exp >= VLC->heroh->reqExp(hero->level+1)) //new level
 
- 		{
 
- 			//give prim skill
 
- 			tlog5 << hero->name <<" got level "<<hero->level<<std::endl;
 
- 			int r = rand()%100, pom=0, x=0;
 
- 			int std::pair<int,int>::*g  =  (hero->level>9) ? (&std::pair<int,int>::second) : (&std::pair<int,int>::first);
 
- 			for(;x<PRIMARY_SKILLS;x++)
 
- 			{
 
- 				pom += hero->type->heroClass->primChance[x].*g;
 
- 				if(r<pom)
 
- 					break;
 
- 			}
 
- 			tlog5 << "Bohater dostaje umiejetnosc pierwszorzedna " << x << " (wynik losowania "<<r<<")"<<std::endl; 
 
- 			SetPrimSkill sps;
 
- 			sps.id = ID;
 
- 			sps.which = x;
 
- 			sps.abs = false;
 
- 			sps.val = 1;
 
- 			sendAndApply(&sps);
 
- 			HeroLevelUp hlu;
 
- 			hlu.heroid = ID;
 
- 			hlu.primskill = x;
 
- 			hlu.level = hero->level+1;
 
- 			//picking sec. skills for choice
 
- 			std::set<int> basicAndAdv, expert, none;
 
- 			for(int i=0;i<SKILL_QUANTITY;i++) none.insert(i);
 
- 			for(unsigned i=0;i<hero->secSkills.size();i++)
 
- 			{
 
- 				if(hero->secSkills[i].second < 3)
 
- 					basicAndAdv.insert(hero->secSkills[i].first);
 
- 				else
 
- 					expert.insert(hero->secSkills[i].first);
 
- 				none.erase(hero->secSkills[i].first);
 
- 			}
 
- 			//first offered skill
 
- 			if(hero->secSkills.size() < hero->type->heroClass->skillLimit) //free skill slot
 
- 			{
 
- 				hlu.skills.push_back(hero->type->heroClass->chooseSecSkill(none)); //new skill
 
- 				none.erase(hlu.skills.back());
 
- 			}
 
- 			else if(basicAndAdv.size())
 
- 			{
 
- 				int s = hero->type->heroClass->chooseSecSkill(basicAndAdv);
 
- 				hlu.skills.push_back(s);
 
- 				basicAndAdv.erase(s);
 
- 			}
 
- 			//second offered skill
 
- 			if(basicAndAdv.size())
 
- 			{
 
- 				hlu.skills.push_back(hero->type->heroClass->chooseSecSkill(basicAndAdv)); //new skill
 
- 			}
 
- 			else if(hero->secSkills.size() < hero->type->heroClass->skillLimit)
 
- 			{
 
- 				hlu.skills.push_back(hero->type->heroClass->chooseSecSkill(none)); //new skill
 
- 			}
 
- 			if(hlu.skills.size() > 1) //apply and ask for secondary skill
 
- 			{
 
- 				boost::function<void(ui32)> callback = boost::function<void(ui32)>(boost::bind(callWith<ui16>,hlu.skills,boost::function<void(ui16)>(boost::bind(&CGameHandler::changeSecSkill,this,ID,_1,1,0)),_1));
 
- 				applyAndAsk(&hlu,hero->tempOwner,callback); //call changeSecSkill with appropriate args when client responds
 
- 			}
 
- 			else if(hlu.skills.size() == 1) //apply, give only possible skill  and send info
 
- 			{
 
- 				sendAndApply(&hlu);
 
- 				changeSecSkill(ID,hlu.skills.back(),1,false);
 
- 			}
 
- 			else //apply and send info
 
- 			{
 
- 				sendAndApply(&hlu);
 
- 			}
 
- 		}
 
- 	}
 
- }
 
- static CCreatureSet takeCasualties(int color, const CCreatureSet &set, BattleInfo *bat)
 
- {
 
- 	if(color == 254)
 
- 		color = 255;
 
- 	CCreatureSet ret(set);
 
- 	for(int i=0; i<bat->stacks.size();i++)
 
- 	{
 
- 		if(bat->stacks[i]->hasFeatureOfType(StackFeature::SUMMONED)) //don't take into account sumoned stacks
 
- 			continue;
 
- 		CStack *st = bat->stacks[i];
 
- 		if(st->owner==color && vstd::contains(set.slots,st->slot) && st->amount < set.slots.find(st->slot)->second.second)
 
- 		{
 
- 			if(st->alive())
 
- 				ret.slots[st->slot].second = st->amount;
 
- 			else
 
- 				ret.slots.erase(st->slot);
 
- 		}
 
- 	}
 
- 	return ret;
 
- }
 
- void CGameHandler::startBattle(const CArmedInstance *army1, const CArmedInstance * army2, int3 tile, const CGHeroInstance *hero1, const CGHeroInstance *hero2, bool creatureBank, boost::function<void(BattleResult*)> cb, const CGTownInstance *town)
 
- {
 
- 	{
 
- 		BattleInfo *curB = new BattleInfo;
 
- 		curB->side1 = army1->tempOwner;
 
- 		curB->side2 = army2->tempOwner;
 
- 		if(curB->side2 == 254) 
 
- 			curB->side2 = 255;
 
- 		setupBattle(curB, tile, army1->army, army2->army, hero1, hero2, creatureBank, town); //initializes stacks, places creatures on battlefield, blocks and informs player interfaces
 
- 	}
 
- 	NEW_ROUND;
 
- 	//TODO: pre-tactic stuff, call scripts etc.
 
- 	//tactic round
 
- 	{
 
- 		NEW_ROUND;
 
- 		if( (hero1 && hero1->getSecSkillLevel(19)>0) || 
 
- 			( hero2 && hero2->getSecSkillLevel(19)>0)  )//someone has tactics
 
- 		{
 
- 			//TODO: tactic round (round -1)
 
- 		}
 
- 	}
 
- 	//main loop
 
- 	while(!battleResult.get()) //till the end of the battle ;]
 
- 	{
 
- 		NEW_ROUND;
 
- 		std::vector<CStack*> & stacks = (gs->curB->stacks);
 
- 		const BattleInfo & curB = *gs->curB;
 
- 		//stack loop
 
- 		const CStack *next;
 
- 		while(!battleResult.get() && (next = curB.getNextStack()) && next->willMove())
 
- 		{
 
- 			//check for bad morale => freeze
 
- 			if(next->Morale() < 0 &&
 
- 				!((hero1 && hero1->hasBonusOfType(HeroBonus::BLOCK_MORALE)) || (hero2 && hero2->hasBonusOfType(HeroBonus::BLOCK_MORALE))) //checking if heroes have (or don't have) morale blocking bonuses)
 
- 				)
 
- 			{
 
- 				if( rand()%24   <   (-next->Morale())*2 )
 
- 				{
 
- 					//unit loses its turn - empty freeze action
 
- 					BattleAction ba;
 
- 					ba.actionType = 11;
 
- 					ba.additionalInfo = 1;
 
- 					ba.side = !next->attackerOwned;
 
- 					ba.stackNumber = next->ID;
 
- 					sendAndApply(&StartAction(ba));
 
- 					sendAndApply(&EndAction());
 
- 					checkForBattleEnd(stacks); //check if this "action" ended the battle (not likely but who knows...)
 
- 					continue;
 
- 				}
 
- 			}
 
- 			if(next->hasFeatureOfType(StackFeature::ATTACKS_NEAREST_CREATURE)) //while in berserk
 
- 			{
 
- 				std::pair<const CStack *, int> attackInfo = curB.getNearestStack(next, boost::logic::indeterminate);
 
- 				if(attackInfo.first != NULL)
 
- 				{
 
- 					BattleAction attack;
 
- 					attack.actionType = 6;
 
- 					attack.side = !next->attackerOwned;
 
- 					attack.stackNumber = next->ID;
 
- 					attack.additionalInfo = attackInfo.first->position;
 
- 					attack.destinationTile = attackInfo.second;
 
- 					makeBattleAction(attack);
 
- 					checkForBattleEnd(stacks);
 
- 				}
 
- 				continue;
 
- 			}
 
- 			const CGHeroInstance * curOwner = gs->battleGetOwner(next->ID);
 
- 			if(next->position < 0 && (!curOwner || curOwner->getSecSkillLevel(10) == 0)) //arrow turret, hero has no ballistics
 
- 			{
 
- 				BattleAction attack;
 
- 				attack.actionType = 7;
 
- 				attack.side = !next->attackerOwned;
 
- 				attack.stackNumber = next->ID;
 
- 				for(int g=0; g<gs->curB->stacks.size(); ++g)
 
- 				{
 
- 					if(gs->curB->stacks[g]->attackerOwned)
 
- 					{
 
- 						attack.destinationTile = gs->curB->stacks[g]->position;
 
- 						break;
 
- 					}
 
- 				}
 
- 				makeBattleAction(attack);
 
- 				checkForBattleEnd(stacks);
 
- 				continue;
 
- 			}
 
- 			if(next->creature->idNumber == 145 && (!curOwner || curOwner->getSecSkillLevel(10) == 0)) //catapult, hero has no ballistics
 
- 			{
 
- 				BattleAction attack;
 
- 				static const int wallHexes[] = {50, 183, 182, 130, 62, 29, 12, 95};
 
- 				attack.destinationTile = wallHexes[ rand()%ARRAY_COUNT(wallHexes) ];
 
- 				attack.actionType = 9;
 
- 				attack.additionalInfo = 0;
 
- 				attack.side = !next->attackerOwned;
 
- 				attack.stackNumber = next->ID;
 
- 				makeBattleAction(attack);
 
- 				continue;
 
- 			}
 
- askInterfaceForMove:
 
- 			//ask interface and wait for answer
 
- 			if(!battleResult.get())
 
- 			{
 
- 				BattleSetActiveStack sas;
 
- 				sas.stack = next->ID;
 
- 				sendAndApply(&sas);
 
- 				boost::unique_lock<boost::mutex> lock(battleMadeAction.mx);
 
- 				while(!battleMadeAction.data  &&  !battleResult.get()) //active stack hasn't made its action and battle is still going
 
- 					battleMadeAction.cond.wait(lock);
 
- 				battleMadeAction.data = false;
 
- 			}
 
- 			else
 
- 			{
 
- 				break;
 
- 			}
 
- 			//we're after action, all results applied
 
- 			checkForBattleEnd(stacks); //check if this action ended the battle
 
- 			//check for good morale
 
- 			if(!vstd::contains(next->state,HAD_MORALE)  //only one extra move per turn possible
 
- 				&& !vstd::contains(next->state,DEFENDING)
 
- 				&& !vstd::contains(next->state,WAITING)
 
- 				&&  next->alive()
 
- 				&&  next->Morale() > 0
 
- 				&& !((hero1 && hero1->hasBonusOfType(HeroBonus::BLOCK_MORALE)) || (hero2 && hero2->hasBonusOfType(HeroBonus::BLOCK_MORALE)) ) //checking if heroes have (or don't have) morale blocking bonuses
 
- 			)
 
- 				if(rand()%24 < next->Morale()) //this stack hasn't got morale this turn
 
- 					goto askInterfaceForMove; //move this stack once more
 
- 		}
 
- 	}
 
- 	BattleResultsApplied resultsApplied;
 
- 	resultsApplied.player1 = army1->tempOwner;
 
- 	resultsApplied.player2 = army2->tempOwner;
 
- 	//unblock engaged players
 
- 	if(army1->tempOwner<PLAYER_LIMIT)
 
- 		states.setFlag(army1->tempOwner,&PlayerStatus::engagedIntoBattle,false);
 
- 	if(army2 && army2->tempOwner<PLAYER_LIMIT)
 
- 		states.setFlag(army2->tempOwner,&PlayerStatus::engagedIntoBattle,false);	
 
- 	//casualties among heroes armies
 
- 	SetGarrisons sg;
 
- 	sg.garrs[army1->id] = takeCasualties(army1->tempOwner,army1->army,gs->curB);
 
- 	sg.garrs[army2->id] = takeCasualties(army2->tempOwner,army2->army,gs->curB);
 
- 	sendAndApply(&sg);
 
- 	//end battle, remove all info, free memory
 
- 	giveExp(*battleResult.data);
 
- 	sendAndApply(battleResult.data);
 
- 	//if one hero has lost we will erase him
 
- 	if(battleResult.data->winner!=0 && hero1)
 
- 	{
 
- 		RemoveObject ro(hero1->id);
 
- 		sendAndApply(&ro);
 
- 	}
 
- 	if(battleResult.data->winner!=1 && hero2)
 
- 	{
 
- 		RemoveObject ro(hero2->id);
 
- 		sendAndApply(&ro);
 
- 	}
 
- 	//give exp
 
- 	if(battleResult.data->exp[0] && hero1)
 
- 		changePrimSkill(hero1->id,4,battleResult.data->exp[0]);
 
- 	if(battleResult.data->exp[1] && hero2)
 
- 		changePrimSkill(hero2->id,4,battleResult.data->exp[1]);
 
- 	if(cb)
 
- 		cb(battleResult.data);
 
- 	sendAndApply(&resultsApplied);
 
- 	// Necromancy if applicable.
 
- 	const CGHeroInstance *winnerHero = battleResult.data->winner != 0 ? hero2 : hero1;
 
- 	if (winnerHero) {
 
- 		std::pair<ui32, si32> raisedStack = winnerHero->calculateNecromancy(*battleResult.data);
 
- 		// Give raised units to winner and show dialog, if any were raised.
 
- 		if (raisedStack.first != -1) {
 
- 			int slot = winnerHero->army.getSlotFor(raisedStack.first);
 
- 			if (slot != -1) {
 
- 				SetGarrisons sg;
 
- 				sg.garrs[winnerHero->id] = winnerHero->army;
 
- 				if (vstd::contains(winnerHero->army.slots, slot)) // Add to existing stack.
 
- 					sg.garrs[winnerHero->id].slots[slot].second += raisedStack.second;
 
- 				else // Create a new stack.
 
- 					sg.garrs[winnerHero->id].slots[slot] = raisedStack;
 
- 				winnerHero->showNecromancyDialog(raisedStack);
 
- 				sendAndApply(&sg);
 
- 			}
 
- 		}
 
- 	}
 
- 	delete battleResult.data;
 
- }
 
- void CGameHandler::prepareAttacked(BattleStackAttacked &bsa, const CStack *def)
 
- {	
 
- 	bsa.killedAmount = bsa.damageAmount / def->MaxHealth();
 
- 	unsigned damageFirst = bsa.damageAmount % def->MaxHealth();
 
- 	if( def->firstHPleft <= damageFirst )
 
- 	{
 
- 		bsa.killedAmount++;
 
- 		bsa.newHP = def->firstHPleft + def->MaxHealth() - damageFirst;
 
- 	}
 
- 	else
 
- 	{
 
- 		bsa.newHP = def->firstHPleft - damageFirst;
 
- 	}
 
- 	if(def->amount <= bsa.killedAmount) //stack killed
 
- 	{
 
- 		bsa.newAmount = 0;
 
- 		bsa.flags |= 1;
 
- 		bsa.killedAmount = def->amount; //we cannot kill more creatures than we have
 
- 	}
 
- 	else
 
- 	{
 
- 		bsa.newAmount = def->amount - bsa.killedAmount;
 
- 	}
 
- }
 
- void CGameHandler::prepareAttack(BattleAttack &bat, const CStack *att, const CStack *def, int distance)
 
- {
 
- 	bat.bsa.clear();
 
- 	bat.stackAttacking = att->ID;
 
- 	std::set<BattleStackAttacked>::iterator i = bat.bsa.insert(BattleStackAttacked()).first;
 
- 	#ifdef __GNUC__
 
- 		BattleStackAttacked *bsa = (BattleStackAttacked *)&*i;
 
- 	#else
 
- 		BattleStackAttacked *bsa = &*i;
 
- 	#endif
 
- 	bsa->stackAttacked = def->ID;
 
- 	bsa->attackerID = att->ID;
 
- 	bsa->damageAmount = BattleInfo::calculateDmg(att, def, gs->battleGetOwner(att->ID), gs->battleGetOwner(def->ID), bat.shot(), distance);//counting dealt damage
 
- 	if(att->Luck() > 0  &&  rand()%24 < att->Luck())
 
- 	{
 
- 		bsa->damageAmount *= 2;
 
- 		bat.flags |= 4;
 
- 	}
 
- 	prepareAttacked(*bsa, def);
 
- }
 
- void CGameHandler::handleConnection(std::set<int> players, CConnection &c)
 
- {
 
- 	srand(time(NULL));
 
- 	CPack *pack = NULL;
 
- 	try
 
- 	{
 
- 		while(!end2)
 
- 		{
 
- 			{
 
- 				boost::unique_lock<boost::mutex> lock(*c.rmx);
 
- 				c >> pack; //get the package
 
- 				tlog5 << "Received client message of type " << typeid(*pack).name() << std::endl;
 
- 			}
 
- 			int packType = typeList.getTypeID(pack); //get the id of type
 
- 			CBaseForGHApply *apply = applier->apps[packType]; //and appropriae applier object
 
- 			if(apply)
 
- 			{
 
- 				bool result = apply->applyOnGH(this,&c,pack);
 
- 				tlog5 << "Message successfully applied (result=" << result << ")!\n";
 
- 				//send confirmation that we've applied the package
 
- 				if(pack->type != 6000) //WORKAROUND - not confirm query replies TODO: reconsider
 
- 				{
 
- 					PackageApplied applied;
 
- 					applied.result = result;
 
- 					applied.packType = packType;
 
- 					{
 
- 						boost::unique_lock<boost::mutex> lock(*c.wmx);
 
- 						c << &applied;
 
- 					}
 
- 				}
 
- 			}
 
- 			else
 
- 			{
 
- 				tlog1 << "Message cannot be applied, cannot find applier (unregistered type)!\n";
 
- 			}
 
- 			delete pack;
 
- 			pack = NULL;
 
- 		}
 
- 	}
 
- 	catch(boost::system::system_error &e) //for boost errors just log, not crash - probably client shut down connection
 
- 	{
 
- 		tlog1 << e.what() << std::endl;
 
- 		end2 = true;
 
- 	}
 
- 	HANDLE_EXCEPTION(end2 = true);
 
- handleConEnd:
 
- 	tlog1 << "Ended handling connection\n";
 
- #undef SPELL_CAST_TEMPLATE_1
 
- #undef SPELL_CAST_TEMPLATE_2
 
- }
 
- int CGameHandler::moveStack(int stack, int dest)
 
- {
 
- 	int ret = 0;
 
- 	CStack *curStack = gs->curB->getStack(stack),
 
- 		*stackAtEnd = gs->curB->getStackT(dest);
 
- 	assert(curStack);
 
- 	assert(dest < BFIELD_SIZE);
 
- 	//initing necessary tables
 
- 	bool accessibility[BFIELD_SIZE];
 
- 	std::vector<int> accessible = gs->curB->getAccessibility(curStack->ID, false);
 
- 	for(int b=0; b<BFIELD_SIZE; ++b)
 
- 	{
 
- 		accessibility[b] = false;
 
- 	}
 
- 	for(int g=0; g<accessible.size(); ++g)
 
- 	{
 
- 		accessibility[accessible[g]] = true;
 
- 	}
 
- 	//shifting destination (if we have double wide stack and we can occupy dest but not be exactly there)
 
- 	if(!stackAtEnd && curStack->hasFeatureOfType(StackFeature::DOUBLE_WIDE) && !accessibility[dest])
 
- 	{
 
- 		if(curStack->attackerOwned)
 
- 		{
 
- 			if(accessibility[dest+1])
 
- 				dest+=1;
 
- 		}
 
- 		else
 
- 		{
 
- 			if(accessibility[dest-1])
 
- 				dest-=1;
 
- 		}
 
- 	}
 
- 	if((stackAtEnd && stackAtEnd!=curStack && stackAtEnd->alive()) || !accessibility[dest])
 
- 		return 0;
 
- 	bool accessibilityWithOccupyable[BFIELD_SIZE];
 
- 	std::vector<int> accOc = gs->curB->getAccessibility(curStack->ID, true);
 
- 	for(int b=0; b<BFIELD_SIZE; ++b)
 
- 	{
 
- 		accessibilityWithOccupyable[b] = false;
 
- 	}
 
- 	for(int g=0; g<accOc.size(); ++g)
 
- 	{
 
- 		accessibilityWithOccupyable[accOc[g]] = true;
 
- 	}
 
- 	//if(dists[dest] > curStack->creature->speed && !(stackAtEnd && dists[dest] == curStack->creature->speed+1)) //we can attack a stack if we can go to adjacent hex
 
- 	//	return false;
 
- 	std::pair< std::vector<int>, int > path = gs->curB->getPath(curStack->position, dest, accessibilityWithOccupyable, curStack->hasFeatureOfType(StackFeature::FLYING), curStack->hasFeatureOfType(StackFeature::DOUBLE_WIDE), curStack->attackerOwned);
 
- 	ret = path.second;
 
- 	if(curStack->hasFeatureOfType(StackFeature::FLYING))
 
- 	{
 
- 		if(path.second <= curStack->Speed() && path.first.size() > 0)
 
- 		{
 
- 			//inform clients about move
 
- 			BattleStackMoved sm;
 
- 			sm.stack = curStack->ID;
 
- 			sm.tile = path.first[0];
 
- 			sm.distance = path.second;
 
- 			sm.ending = true;
 
- 			sendAndApply(&sm);
 
- 		}
 
- 	}
 
- 	else //for non-flying creatures
 
- 	{
 
- 		int tilesToMove = std::max((int)(path.first.size() - curStack->Speed()), 0);
 
- 		for(int v=path.first.size()-1; v>=tilesToMove; --v)
 
- 		{
 
- 			//inform clients about move
 
- 			BattleStackMoved sm;
 
- 			sm.stack = curStack->ID;
 
- 			sm.tile = path.first[v];
 
- 			sm.distance = path.second;
 
- 			sm.ending = v==tilesToMove;
 
- 			sendAndApply(&sm);
 
- 		}
 
- 	}
 
- 	return ret;
 
- }
 
- CGameHandler::CGameHandler(void)
 
- {
 
- 	QID = 1;
 
- 	gs = NULL;
 
- 	IObjectInterface::cb = this;
 
- 	applier = new CGHApplier;
 
- }
 
- CGameHandler::~CGameHandler(void)
 
- {
 
- 	delete applier;
 
- 	applier = NULL;
 
- 	delete gs;
 
- }
 
- void CGameHandler::init(StartInfo *si, int Seed)
 
- {
 
- 	Mapa *map = new Mapa(si->mapname);
 
- 	tlog0 << "Map loaded!" << std::endl;
 
- 	gs = new CGameState();
 
- 	tlog0 << "Gamestate created!" << std::endl;
 
- 	gs->init(si,map,Seed);	
 
- 	tlog0 << "Gamestate initialized!" << std::endl;
 
- 	for(std::map<ui8,PlayerState>::iterator i = gs->players.begin(); i != gs->players.end(); i++)
 
- 		states.addPlayer(i->first);
 
- }
 
- static bool evntCmp(const CMapEvent *a, const CMapEvent *b)
 
- {
 
- 	return *a < *b;
 
- }
 
- void CGameHandler::newTurn()
 
- {
 
- 	tlog5 << "Turn " << gs->day+1 << std::endl;
 
- 	NewTurn n;
 
- 	n.day = gs->day + 1;
 
- 	n.resetBuilded = true;
 
- 	std::map<ui32,CGHeroInstance *> pool = gs->hpool.heroesPool;
 
- 	for ( std::map<ui8, PlayerState>::iterator i=gs->players.begin() ; i!=gs->players.end();i++)
 
- 	{
 
- 		if(i->first == 255) continue;
 
- 		if(gs->getDate(1)==7) //first day of week - new heroes in tavern
 
- 		{
 
- 			SetAvailableHeroes sah;
 
- 			sah.player = i->first;
 
- 			CGHeroInstance *h = gs->hpool.pickHeroFor(true,i->first,&VLC->townh->towns[gs->scenarioOps->getIthPlayersSettings(i->first).castle], pool);
 
- 			if(h)
 
- 				sah.hid1 = h->subID;
 
- 			else
 
- 				sah.hid1 = -1;
 
- 			h = gs->hpool.pickHeroFor(false,i->first,&VLC->townh->towns[gs->scenarioOps->getIthPlayersSettings(i->first).castle], pool);
 
- 			if(h)
 
- 				sah.hid2 = h->subID;
 
- 			else
 
- 				sah.hid2 = -1;
 
- 			sendAndApply(&sah);
 
- 		}
 
- 		if(i->first>=PLAYER_LIMIT) continue;
 
- 		SetResources r;
 
- 		r.player = i->first;
 
- 		for(int j=0;j<RESOURCE_QUANTITY;j++)
 
- 			r.res[j] = i->second.resources[j];
 
- 		
 
- 		BOOST_FOREACH(CGHeroInstance *h, (*i).second.heroes)
 
- 		{
 
- 			if(h->visitedTown)
 
- 				giveSpells(h->visitedTown, h);
 
- 			NewTurn::Hero hth;
 
- 			hth.id = h->id;
 
- 			hth.move = h->maxMovePoints(gs->map->getTile(h->getPosition(false)).tertype != TerrainTile::water);
 
- 			if(h->visitedTown && vstd::contains(h->visitedTown->builtBuildings,0)) //if hero starts turn in town with mage guild
 
- 				hth.mana = h->manaLimit(); //restore all mana
 
- 			else
 
- 				hth.mana = std::max(si32(0), std::min(h->mana + h->manaRegain(), h->manaLimit()) ); 
 
- 			n.heroes.insert(hth);
 
- 			
 
- 			if(gs->day) //not first day
 
- 			{
 
- 				switch(h->getSecSkillLevel(13)) //handle estates - give gold
 
- 				{
 
- 				case 1: //basic
 
- 					r.res[6] += 125;
 
- 					break;
 
- 				case 2: //advanced
 
- 					r.res[6] += 250;
 
- 					break;
 
- 				case 3: //expert
 
- 					r.res[6] += 500;
 
- 					break;
 
- 				}
 
- 				for(std::list<HeroBonus>::iterator i = h->bonuses.begin(); i != h->bonuses.end(); i++)
 
- 					if(i->type == HeroBonus::GENERATE_RESOURCE)
 
- 						r.res[i->subtype] += i->val;
 
- 			}
 
- 		}
 
- 		for(std::vector<CGTownInstance *>::iterator j=i->second.towns.begin();j!=i->second.towns.end();j++)//handle towns
 
- 		{
 
- 			if(gs->day && vstd::contains((**j).builtBuildings,15)) //not first day and there is resource silo
 
- 			{
 
- 				if((**j).town->primaryRes == 127) //we'll give wood and ore
 
- 				{
 
- 					r.res[0] += 1;
 
- 					r.res[2] += 1;
 
- 				}
 
- 				else
 
- 				{
 
- 					r.res[(**j).town->primaryRes] += 1;
 
- 				}
 
- 			}
 
- 			if(gs->getDate(1)==7) //first day of week
 
- 			{
 
- 				SetAvailableCreatures sac;
 
- 				sac.tid = (**j).id;
 
- 				sac.creatures = (**j).creatures;
 
- 				for(int k=0;k<CREATURES_PER_TOWN;k++) //creature growths
 
- 				{
 
- 					if((**j).creatureDwelling(k))//there is dwelling (k-level)
 
- 					{
 
- 						sac.creatures[k].first += (**j).creatureGrowth(k);
 
- 						if(!gs->getDate(0)) //first day of game: use only basic growths
 
- 							amin(sac.creatures[k].first, VLC->creh->creatures[(*j)->town->basicCreatures[k]].growth);
 
- 					}
 
- 				}
 
- 				n.cres.push_back(sac);
 
- 			}
 
- 			if(gs->day  &&  i->first<PLAYER_LIMIT)//not the first day and town not neutral
 
- 				r.res[6] += (**j).dailyIncome();
 
- 		}
 
- 		n.res.push_back(r);
 
- 	}	
 
- 	sendAndApply(&n);
 
- 	tlog5 << "Info about turn " << n.day << "has been sent!" << std::endl;
 
- 	handleTimeEvents();
 
- 	//call objects
 
- 	for(size_t i = 0; i<gs->map->objects.size(); i++)
 
- 		if(gs->map->objects[i])
 
- 			gs->map->objects[i]->newTurn();
 
- }
 
- void CGameHandler::run(bool resume)
 
- {	
 
- 	BOOST_FOREACH(CConnection *cc, conns)
 
- 	{//init conn.
 
- 		ui8 quantity, pom;
 
- 		//ui32 seed;
 
- 		if(!resume)
 
- 			(*cc) << gs->scenarioOps->mapname << gs->map->checksum << gs->seed;
 
- 		(*cc) >> quantity; //how many players will be handled at that client
 
- 		for(int i=0;i<quantity;i++)
 
- 		{
 
- 			(*cc) >> pom; //read player color
 
- 			{
 
- 				boost::unique_lock<boost::recursive_mutex> lock(gsm);
 
- 				connections[pom] = cc;
 
- 			}
 
- 		}	
 
- 	}
 
- 	
 
- 	for(std::set<CConnection*>::iterator i = conns.begin(); i!=conns.end();i++)
 
- 	{
 
- 		std::set<int> pom;
 
- 		for(std::map<int,CConnection*>::iterator j = connections.begin(); j!=connections.end();j++)
 
- 			if(j->second == *i)
 
- 				pom.insert(j->first);
 
- 		boost::thread(boost::bind(&CGameHandler::handleConnection,this,pom,boost::ref(**i)));
 
- 	}
 
- 	while (!end2)
 
- 	{
 
- 		if(!resume)
 
- 			newTurn();
 
- 		else
 
- 			resume = false;
 
- 		std::map<ui8,PlayerState>::iterator i;
 
- 		if(!resume)
 
- 			i = gs->players.begin();
 
- 		else
 
- 			i = gs->players.find(gs->currentPlayer);
 
- 		for(; i != gs->players.end(); i++)
 
- 		{
 
- 			if((i->second.towns.size()==0 && i->second.heroes.size()==0)  || i->second.color<0 || i->first>=PLAYER_LIMIT  ) continue; //players has not towns/castle - loser
 
- 			states.setFlag(i->first,&PlayerStatus::makingTurn,true);
 
- 			gs->currentPlayer = i->first;
 
- 			{
 
- 				YourTurn yt;
 
- 				yt.player = i->first;
 
- 				boost::unique_lock<boost::mutex> lock(*connections[i->first]->wmx);
 
- 				*connections[i->first] << &yt;    
 
- 			}
 
- 			//wait till turn is done
 
- 			boost::unique_lock<boost::mutex> lock(states.mx);
 
- 			while(states.players[i->first].makingTurn && !end2)
 
- 			{
 
- 				boost::posix_time::time_duration p;
 
- 				p = boost::posix_time::milliseconds(200);
 
- 				states.cv.timed_wait(lock,p); 
 
- 			}
 
- 		}
 
- 	}
 
- }
 
- namespace CGH
 
- {
 
- 	using namespace std;
 
- 	static void readItTo(ifstream & input, vector< vector<int> > & dest) //reads 7 lines, i-th one containing i integers, and puts it to dest
 
- 	{
 
- 		for(int j=0; j<7; ++j)
 
- 		{
 
- 			std::vector<int> pom;
 
- 			for(int g=0; g<j+1; ++g)
 
- 			{
 
- 				int hlp; input>>hlp;
 
- 				pom.push_back(hlp);
 
- 			}
 
- 			dest.push_back(pom);
 
- 		}
 
- 	}
 
- }
 
- void CGameHandler::setupBattle( BattleInfo * curB, int3 tile, const CCreatureSet &army1, const CCreatureSet &army2, const CGHeroInstance * hero1, const CGHeroInstance * hero2, bool creatureBank, const CGTownInstance *town)
 
- {
 
- 	battleResult.set(NULL);
 
- 	std::vector<CStack*> & stacks = (curB->stacks);
 
- 	curB->tile = tile;
 
- 	curB->army1=army1;
 
- 	curB->army2=army2;
 
- 	curB->hero1=(hero1)?(hero1->id):(-1);
 
- 	curB->hero2=(hero2)?(hero2->id):(-1);
 
- 	curB->round = -2;
 
- 	curB->activeStack = -1;
 
- 	if(town)
 
- 	{
 
- 		curB->tid = town->id;
 
- 		curB->siege = town->fortLevel();
 
- 	}
 
- 	else
 
- 	{
 
- 		curB->tid = -1;
 
- 		curB->siege = 0;
 
- 	}
 
- 	//reading battleStartpos
 
- 	std::ifstream positions;
 
- 	positions.open("config" PATHSEPARATOR "battleStartpos.txt", std::ios_base::in|std::ios_base::binary);
 
- 	if(!positions.is_open())
 
- 	{
 
- 		tlog1<<"Unable to open battleStartpos.txt!"<<std::endl;
 
- 	}
 
- 	std::string dump;
 
- 	positions>>dump; positions>>dump;
 
- 	std::vector< std::vector<int> > attackerLoose, defenderLoose, attackerTight, defenderTight, attackerCreBank, defenderCreBank;
 
- 	CGH::readItTo(positions, attackerLoose);
 
- 	positions>>dump;
 
- 	CGH::readItTo(positions, defenderLoose);
 
- 	positions>>dump;
 
- 	positions>>dump;
 
- 	CGH::readItTo(positions, attackerTight);
 
- 	positions>>dump;
 
- 	CGH::readItTo(positions, defenderTight);
 
- 	positions>>dump;
 
- 	positions>>dump;
 
- 	CGH::readItTo(positions, attackerCreBank);
 
- 	positions>>dump;
 
- 	CGH::readItTo(positions, defenderCreBank);
 
- 	positions.close();
 
- 	//battleStartpos read
 
- 	int k = 0; //stack serial 
 
- 	for(std::map<si32,std::pair<ui32,si32> >::const_iterator i = army1.slots.begin(); i!=army1.slots.end(); i++, k++)
 
- 	{
 
- 		int pos;
 
- 		if(creatureBank)
 
- 			pos = attackerCreBank[army1.slots.size()-1][k];
 
- 		else if(army1.formation)
 
- 			pos = attackerTight[army1.slots.size()-1][k];
 
- 		else
 
- 			pos = attackerLoose[army1.slots.size()-1][k];
 
- 		CStack * stack = curB->generateNewStack(hero1, i->second.first, i->second.second, stacks.size(), true, i->first, gs->map->terrain[tile.x][tile.y][tile.z].tertype, pos);
 
- 		stacks.push_back(stack);
 
- 	}
 
- 	
 
- 	k = 0;
 
- 	for(std::map<si32,std::pair<ui32,si32> >::const_iterator i = army2.slots.begin(); i!=army2.slots.end(); i++, k++)
 
- 	{
 
- 		int pos;
 
- 		if(creatureBank)
 
- 			pos = defenderCreBank[army2.slots.size()-1][k];
 
- 		else if(army2.formation)
 
- 			pos = defenderTight[army2.slots.size()-1][k];
 
- 		else
 
- 			pos = defenderLoose[army2.slots.size()-1][k];
 
- 		CStack * stack = curB->generateNewStack(hero2, i->second.first, i->second.second, stacks.size(), false, i->first, gs->map->terrain[tile.x][tile.y][tile.z].tertype, pos);
 
- 		stacks.push_back(stack);
 
- 	}
 
- 	for(unsigned g=0; g<stacks.size(); ++g) //shifting positions of two-hex creatures
 
- 	{
 
- 		if((stacks[g]->position%17)==1 && stacks[g]->hasFeatureOfType(StackFeature::DOUBLE_WIDE) && stacks[g]->attackerOwned)
 
- 		{
 
- 			stacks[g]->position += 1;
 
- 		}
 
- 		else if((stacks[g]->position%17)==15 && stacks[g]->hasFeatureOfType(StackFeature::DOUBLE_WIDE) && !stacks[g]->attackerOwned)
 
- 		{
 
- 			stacks[g]->position -= 1;
 
- 		}
 
- 	}
 
- 	//adding war machines
 
- 	if(hero1)
 
- 	{
 
- 		if(hero1->getArt(13)) //ballista
 
- 		{
 
- 			CStack * stack = curB->generateNewStack(hero1, 146, 1, stacks.size(), true, 255, gs->map->terrain[tile.x][tile.y][tile.z].tertype, 52);
 
- 			stacks.push_back(stack);
 
- 		}
 
- 		if(hero1->getArt(14)) //ammo cart
 
- 		{
 
- 			CStack * stack = curB->generateNewStack(hero1, 148, 1, stacks.size(), true, 255, gs->map->terrain[tile.x][tile.y][tile.z].tertype, 18);
 
- 			stacks.push_back(stack);
 
- 		}
 
- 		if(hero1->getArt(15)) //first aid tent
 
- 		{
 
- 			CStack * stack = curB->generateNewStack(hero1, 147, 1, stacks.size(), true, 255, gs->map->terrain[tile.x][tile.y][tile.z].tertype, 154);
 
- 			stacks.push_back(stack);
 
- 		}
 
- 	}
 
- 	if(hero2)
 
- 	{
 
- 		if(hero2->getArt(13)) //ballista
 
- 		{
 
- 			CStack * stack = curB->generateNewStack(hero2, 146, 1, stacks.size(), false, 255, gs->map->terrain[tile.x][tile.y][tile.z].tertype, 66);
 
- 			stacks.push_back(stack);
 
- 		}
 
- 		if(hero2->getArt(14)) //ammo cart
 
- 		{
 
- 			CStack * stack = curB->generateNewStack(hero2, 148, 1, stacks.size(), false, 255, gs->map->terrain[tile.x][tile.y][tile.z].tertype, 32);
 
- 			stacks.push_back(stack);
 
- 		}
 
- 		if(hero2->getArt(15)) //first aid tent
 
- 		{
 
- 			CStack * stack = curB->generateNewStack(hero2, 147, 1, stacks.size(), false, 255, gs->map->terrain[tile.x][tile.y][tile.z].tertype, 168);
 
- 			stacks.push_back(stack);
 
- 		}
 
- 	}
 
- 	if(town && hero1) //catapult
 
- 	{
 
- 		CStack * stack = curB->generateNewStack(hero1, 145, 1, stacks.size(), true, 255, gs->map->terrain[tile.x][tile.y][tile.z].tertype, 120);
 
- 		stacks.push_back(stack);
 
- 	}
 
- 	//war machines added
 
- 	switch(curB->siege) //adding towers
 
- 	{
 
- 		
 
- 	case 3: //castle
 
- 		{//lower tower / upper tower
 
- 			CStack * stack = curB->generateNewStack(hero2, 149, 1, stacks.size(), false, 255, gs->map->terrain[tile.x][tile.y][tile.z].tertype, -4);
 
- 			stacks.push_back(stack);
 
- 			stack = curB->generateNewStack(hero2, 149, 1, stacks.size(), false, 255, gs->map->terrain[tile.x][tile.y][tile.z].tertype, -3);
 
- 			stacks.push_back(stack);
 
- 		}
 
- 	case 2: //citadel
 
- 		{//main tower
 
- 			CStack * stack = curB->generateNewStack(hero2, 149, 1, stacks.size(), false, 255, gs->map->terrain[tile.x][tile.y][tile.z].tertype, -2);
 
- 			stacks.push_back(stack);
 
- 		}
 
- 	}
 
- 	std::stable_sort(stacks.begin(),stacks.end(),cmpst);
 
- 	//seting up siege
 
- 	if(town)
 
- 	{
 
- 		for(int b=0; b<ARRAY_COUNT(curB->si.wallState); ++b)
 
- 		{
 
- 			curB->si.wallState[b] = 1;
 
- 		}
 
- 	}
 
- 	
 
- 	int terType = gs->battleGetBattlefieldType(tile);
 
- 	//randomize obstacles
 
- 	if(town == NULL && !creatureBank) //do it only when it's not siege and not creature bank
 
- 	{
 
- 		bool obAv[BFIELD_SIZE]; //availability of hexes for obstacles;
 
- 		std::vector<int> possibleObstacles;
 
- 		for(int i=0; i<BFIELD_SIZE; ++i)
 
- 		{
 
- 			if(i%17 < 4 || i%17 > 12)
 
- 			{
 
- 				obAv[i] = false;
 
- 			}
 
- 			else
 
- 			{
 
- 				obAv[i] = true;
 
- 			}
 
- 		}
 
- 		for(std::map<int, CObstacleInfo>::const_iterator g=VLC->heroh->obstacles.begin(); g!=VLC->heroh->obstacles.end(); ++g)
 
- 		{
 
- 			if(g->second.allowedTerrains[terType-1] == '1') //we need to take terType with -1 because terrain ids start from 1 and allowedTerrains array is indexed from 0
 
- 			{
 
- 				possibleObstacles.push_back(g->first);
 
- 			}
 
- 		}
 
- 		srand(time(NULL));
 
- 		if(possibleObstacles.size() > 0) //we cannot place any obstacles when we don't have them
 
- 		{
 
- 			int toBlock = rand()%6 + 6; //how many hexes should be blocked by obstacles
 
- 			while(toBlock>0)
 
- 			{
 
- 				CObstacleInstance coi;
 
- 				coi.uniqueID = curB->obstacles.size();
 
- 				coi.ID = possibleObstacles[rand()%possibleObstacles.size()];
 
- 				coi.pos = rand()%BFIELD_SIZE;
 
- 				std::vector<int> block = VLC->heroh->obstacles[coi.ID].getBlocked(coi.pos);
 
- 				bool badObstacle = false;
 
- 				for(int b=0; b<block.size(); ++b)
 
- 				{
 
- 					if(block[b] < 0 || block[b] >= BFIELD_SIZE || !obAv[block[b]])
 
- 					{
 
- 						badObstacle = true;
 
- 						break;
 
- 					}
 
- 				}
 
- 				if(badObstacle) continue;
 
- 				//obstacle can be placed
 
- 				curB->obstacles.push_back(coi);
 
- 				for(int b=0; b<block.size(); ++b)
 
- 				{
 
- 					if(block[b] >= 0 && block[b] < BFIELD_SIZE)
 
- 						obAv[block[b]] = false;
 
- 				}
 
- 				toBlock -= block.size();
 
- 			}
 
- 		}
 
- 	}
 
- 	//giving terrain premies for heroes & stacks
 
- 	int bonusSubtype = -1;
 
- 	switch(terType)
 
- 	{
 
- 	case 9: //magic plains
 
- 		{
 
- 			bonusSubtype = 0;
 
- 		}
 
- 	case 14: //fiery fields
 
- 		{
 
- 			if(bonusSubtype == -1) bonusSubtype = 1;
 
- 		}
 
- 	case 15: //rock lands
 
- 		{
 
- 			if(bonusSubtype == -1) bonusSubtype = 8;
 
- 		}
 
- 	case 16: //magic clouds
 
- 		{
 
- 			if(bonusSubtype == -1) bonusSubtype = 2;
 
- 		}
 
- 	case 17: //lucid pools
 
- 		{
 
- 			if(bonusSubtype == -1) bonusSubtype = 4;
 
- 		}
 
- 		{ //common part for cases 9, 14, 15, 16, 17
 
- 			const CGHeroInstance * cHero = NULL;
 
- 			for(int i=0; i<2; ++i)
 
- 			{
 
- 				if(i == 0) cHero = hero1;
 
- 				else cHero = hero2;
 
- 				if(cHero == NULL) continue;
 
- 				GiveBonus gs;
 
- 				gs.bonus = HeroBonus(HeroBonus::ONE_BATTLE, HeroBonus::MAGIC_SCHOOL_SKILL, HeroBonus::OBJECT, 3, -1, "", bonusSubtype);
 
- 				gs.hid = cHero->id;
 
- 				sendAndApply(&gs);
 
- 			}
 
- 			break;
 
- 		}
 
- 	case 18: //holy ground
 
- 		{
 
- 			for(int g=0; g<stacks.size(); ++g) //+1 morale bonus for good creatures, -1 morale bonus for evil creatures
 
- 			{
 
- 				if (stacks[g]->creature->isGood())
 
- 					stacks[g]->features.push_back(makeFeature(StackFeature::MORALE_BONUS, StackFeature::WHOLE_BATTLE, 0, 1, StackFeature::OTHER_SOURCE));
 
- 				else if (stacks[g]->creature->isEvil())
 
- 					stacks[g]->features.push_back(makeFeature(StackFeature::MORALE_BONUS, StackFeature::WHOLE_BATTLE, 0, -1, StackFeature::OTHER_SOURCE));
 
- 			}
 
- 			break;
 
- 		}
 
- 	case 19: //clover field
 
- 		{
 
- 			for(int g=0; g<stacks.size(); ++g)
 
- 			{
 
- 				if(stacks[g]->creature->faction == -1) //+2 luck bonus for neutral creatures
 
- 				{
 
- 					stacks[g]->features.push_back(makeFeature(StackFeature::LUCK_BONUS, StackFeature::WHOLE_BATTLE, 0, 2, StackFeature::OTHER_SOURCE));
 
- 				}
 
- 			}
 
- 			break;
 
- 		}
 
- 	case 20: //evil fog
 
- 		{
 
- 			for(int g=0; g<stacks.size(); ++g) //-1 morale bonus for good creatures, +1 morale bonus for evil creatures
 
- 			{
 
- 				if (stacks[g]->creature->isGood())
 
- 					stacks[g]->features.push_back(makeFeature(StackFeature::MORALE_BONUS, StackFeature::WHOLE_BATTLE, 0, -1, StackFeature::OTHER_SOURCE));
 
- 				else if (stacks[g]->creature->isEvil())
 
- 					stacks[g]->features.push_back(makeFeature(StackFeature::MORALE_BONUS, StackFeature::WHOLE_BATTLE, 0, 1, StackFeature::OTHER_SOURCE));
 
- 			}
 
- 			break;
 
- 		}
 
- 	case 22: //cursed ground
 
- 		{
 
- 			for(int g=0; g<stacks.size(); ++g) //no luck nor morale
 
- 			{
 
- 				stacks[g]->features.push_back(makeFeature(StackFeature::NO_MORALE, StackFeature::WHOLE_BATTLE, 0, 0, StackFeature::OTHER_SOURCE));
 
- 				stacks[g]->features.push_back(makeFeature(StackFeature::NO_LUCK, StackFeature::WHOLE_BATTLE, 0, 0, StackFeature::OTHER_SOURCE));
 
- 			}
 
- 			const CGHeroInstance * cHero = NULL;
 
- 			for(int i=0; i<2; ++i) //blocking spells above level 1
 
- 			{
 
- 				if(i == 0) cHero = hero1;
 
- 				else cHero = hero2;
 
- 				if(cHero == NULL) continue;
 
- 				GiveBonus gs;
 
- 				gs.bonus = HeroBonus(HeroBonus::ONE_BATTLE, HeroBonus::BLOCK_SPELLS_ABOVE_LEVEL, HeroBonus::OBJECT, 1, -1, "", bonusSubtype);
 
- 				gs.hid = cHero->id;
 
- 				sendAndApply(&gs);
 
- 			}
 
- 			break;
 
- 		}
 
- 	}
 
- 	//premies given
 
- 	//send info about battles
 
- 	BattleStart bs;
 
- 	bs.info = curB;
 
- 	sendAndApply(&bs);
 
- }
 
- void CGameHandler::checkForBattleEnd( std::vector<CStack*> &stacks )
 
- {
 
- 	//checking winning condition
 
- 	bool hasStack[2]; //hasStack[0] - true if attacker has a living stack; defender similarily
 
- 	hasStack[0] = hasStack[1] = false;
 
- 	for(int b = 0; b<stacks.size(); ++b)
 
- 	{
 
- 		if(stacks[b]->alive() && !stacks[b]->hasFeatureOfType(StackFeature::SIEGE_WEAPON))
 
- 		{
 
- 			hasStack[1-stacks[b]->attackerOwned] = true;
 
- 		}
 
- 	}
 
- 	if(!hasStack[0] || !hasStack[1]) //somebody has won
 
- 	{
 
- 		BattleResult *br = new BattleResult; //will be deleted at the end of startBattle(...)
 
- 		br->result = 0;
 
- 		br->winner = hasStack[1]; //fleeing side loses
 
- 		gs->curB->calculateCasualties(br->casualties);
 
- 		battleResult.set(br);
 
- 	}
 
- }
 
- void CGameHandler::giveSpells( const CGTownInstance *t, const CGHeroInstance *h )
 
- {
 
- 	if(!vstd::contains(h->artifWorn,17))
 
- 		return; //hero hasn't spellbok
 
- 	ChangeSpells cs;
 
- 	cs.hid = h->id;
 
- 	cs.learn = true;
 
- 	for(int i=0; i<std::min(t->mageGuildLevel(),h->getSecSkillLevel(7)+2);i++)
 
- 	{
 
- 		for(int j=0; j<t->spellsAtLevel(i+1,true) && j<t->spells[i].size(); j++)
 
- 		{
 
- 			if(!vstd::contains(h->spells,t->spells[i][j]))
 
- 				cs.spells.insert(t->spells[i][j]);
 
- 		}
 
- 	}
 
- 	if(cs.spells.size())
 
- 		sendAndApply(&cs);
 
- }
 
- void CGameHandler::setBlockVis(int objid, bool bv)
 
- {
 
- 	SetObjectProperty sop(objid,2,bv);
 
- 	sendAndApply(&sop);
 
- }
 
- bool CGameHandler::removeObject( int objid )
 
- {
 
- 	if(!getObj(objid))
 
- 	{
 
- 		tlog1 << "Something wrong, that object already has been removed or hasn't existed!\n";
 
- 		return false;
 
- 	}
 
- 	RemoveObject ro;
 
- 	ro.id = objid;
 
- 	sendAndApply(&ro);
 
- 	return true;
 
- }
 
- void CGameHandler::setAmount(int objid, ui32 val)
 
- {
 
- 	SetObjectProperty sop(objid,3,val);
 
- 	sendAndApply(&sop);
 
- }
 
- bool CGameHandler::moveHero( si32 hid, int3 dst, ui8 instant, ui8 asker /*= 255*/ )
 
- {
 
- 	bool blockvis = false;
 
- 	const CGHeroInstance *h = getHero(hid);
 
- 	if(!h  ||  asker != 255 && (instant  ||   h->getOwner() != gs->currentPlayer) //not turn of that hero or player can't simply teleport hero (at least not with this function)
 
- 	  )
 
- 	{
 
- 		tlog1 << "Illegal call to move hero!\n";
 
- 		return false;
 
- 	}
 
- 	tlog5 << "Player " <<int(asker) << " wants to move hero "<< hid << " from "<< h->pos << " to " << dst << std::endl;
 
- 	int3 hmpos = dst + int3(-1,0,0);
 
- 	if(!gs->map->isInTheMap(hmpos))
 
- 	{
 
- 		tlog1 << "Destination tile os out of the map!\n";
 
- 		return false;
 
- 	}
 
- 	TerrainTile t = gs->map->terrain[hmpos.x][hmpos.y][hmpos.z];
 
- 	int cost = gs->getMovementCost(h,h->getPosition(false),CGHeroInstance::convertPosition(dst,false),h->movement);
 
- 	//result structure for start - movement failed, no move points used
 
- 	TryMoveHero tmh;
 
- 	tmh.id = hid;
 
- 	tmh.start = h->pos;
 
- 	tmh.end = dst;
 
- 	tmh.result = TryMoveHero::FAILED;
 
- 	tmh.movePoints = h->movement;
 
- 	//check if destination tile is available
 
- 	//it's a rock or blocked and not visitable tile 
 
- 	//OR hero is on land and dest is water and (there is not present only one object - boat)
 
- 	if((t.tertype == TerrainTile::rock  ||  (t.blocked && !t.visitable)) 
 
- 			&& complain("Cannot move hero, destination tile is blocked!") 
 
- 		|| (!h->boat && !h->canWalkOnSea() && t.tertype == TerrainTile::water && (t.visitableObjects.size() != 1 ||  (t.visitableObjects.front()->ID != 8 && t.visitableObjects.front()->ID != HEROI_TYPE)))  //hero is not on boat/water walking and dst water tile doesn't contain boat/hero (objs visitable from land)
 
- 			&& complain("Cannot move hero, destination tile is on water!")
 
- 		|| (h->boat && t.tertype != TerrainTile::water && t.blocked)
 
- 			&& complain("Cannot disembark hero, tile is blocked!")
 
- 		|| (!h->movement && dst != h->pos)
 
- 			&& complain("Hero don't have any movement points left!")
 
- 		|| states.checkFlag(h->tempOwner, &PlayerStatus::engagedIntoBattle)
 
- 			&& complain("Cannot move hero during the battle"))
 
- 	{
 
- 		//send info about movement failure
 
- 		sendAndApply(&tmh);
 
- 		return false;
 
- 	}
 
- 	//hero enters the boat
 
- 	if(!h->boat && t.visitableObjects.size() && t.visitableObjects.front()->ID == 8)
 
- 	{
 
- 		tmh.result = TryMoveHero::EMBARK;
 
- 		tmh.movePoints = 0; //embarking takes all move points
 
- 		//TODO: check for bonus that removes that penalty
 
- 		getTilesInRange(tmh.fowRevealed,h->getSightCenter()+(tmh.end-tmh.start),h->getSightRadious(),h->tempOwner,1);
 
- 		sendAndApply(&tmh);
 
- 		return true;
 
- 	}
 
- 	//hero leaves the boat
 
- 	else if(h->boat && t.tertype != TerrainTile::water && !t.blocked)
 
- 	{
 
- 		tmh.result = TryMoveHero::DISEMBARK;
 
- 		tmh.movePoints = 0; //disembarking takes all move points
 
- 		//TODO: check for bonus that removes that penalty
 
- 		getTilesInRange(tmh.fowRevealed,h->getSightCenter()+(tmh.end-tmh.start),h->getSightRadious(),h->tempOwner,1);
 
- 		sendAndApply(&tmh);
 
- 		return true;
 
- 	}
 
- 	//checks for standard movement
 
- 	if(!instant)
 
- 	{
 
- 		if( distance(h->pos,dst) >= 1.5  &&  complain("Tiles are not neighbouring!")
 
- 			|| h->movement < cost  &&  h->movement < 100  &&  complain("Not enough move points!")) 
 
- 		{
 
- 			sendAndApply(&tmh);
 
- 			return false;
 
- 		}
 
- 		//check if there is blocking visitable object
 
- 		blockvis = false;
 
- 		tmh.movePoints = std::max(si32(0),h->movement-cost); //take move points
 
- 		BOOST_FOREACH(CGObjectInstance *obj, t.visitableObjects)
 
- 		{
 
- 			if(obj != h  &&  obj->blockVisit)
 
- 			{
 
- 				blockvis = true;
 
- 				break;
 
- 			}
 
- 		}
 
- 		//we start moving
 
- 		if(blockvis)//interaction with blocking object (like resources)
 
- 		{
 
- 			tmh.result = TryMoveHero::BLOCKING_VISIT;
 
- 			sendAndApply(&tmh); 
 
- 			//failed to move to that tile but we visit object
 
- 			BOOST_FOREACH(CGObjectInstance *obj, t.visitableObjects)
 
- 			{
 
- 				if (obj->blockVisit)
 
- 				{
 
- 					objectVisited(obj, h);
 
- 				}
 
- 			}
 
- 			tlog5 << "Blocking visit at " << hmpos << std::endl;
 
- 			return true;
 
- 		}
 
- 		else //normal move
 
- 		{
 
- 			tmh.result = TryMoveHero::SUCCESS;
 
- 			BOOST_FOREACH(CGObjectInstance *obj, gs->map->terrain[h->pos.x-1][h->pos.y][h->pos.z].visitableObjects)
 
- 			{
 
- 				obj->onHeroLeave(h);
 
- 			}
 
- 			getTilesInRange(tmh.fowRevealed,h->getSightCenter()+(tmh.end-tmh.start),h->getSightRadious(),h->tempOwner,1);
 
- 			sendAndApply(&tmh);
 
- 			tlog5 << "Moved to " <<tmh.end<<std::endl;
 
- 			//call objects if they are visited
 
- 			BOOST_FOREACH(CGObjectInstance *obj, t.visitableObjects)
 
- 			{
 
- 				objectVisited(obj, h);
 
- 			}
 
- 		}
 
- 		tlog5 << "Movement end!\n";
 
- 		return true;
 
- 	}
 
- 	else //instant move - teleportation
 
- 	{
 
- 		BOOST_FOREACH(CGObjectInstance* obj, t.blockingObjects)
 
- 		{
 
- 			if(obj->ID==HEROI_TYPE)
 
- 			{
 
- 				CGHeroInstance *dh = static_cast<CGHeroInstance *>(obj);
 
- 				if(obj->tempOwner==h->tempOwner) 
 
- 				{
 
- 					heroExchange(dh->id, h->id);
 
- 					return true;
 
- 				}
 
- 				//TODO: check for ally
 
- 				startBattleI(h, dh);
 
- 				return true;
 
- 			}
 
- 		}
 
- 		tmh.result = TryMoveHero::TELEPORTATION;
 
- 		getTilesInRange(tmh.fowRevealed,h->getSightCenter()+(tmh.end-tmh.start),h->getSightRadious(),h->tempOwner,1);
 
- 		sendAndApply(&tmh);
 
- 		return true;
 
- 	}
 
- }
 
- void CGameHandler::setOwner(int objid, ui8 owner)
 
- {
 
- 	SetObjectProperty sop(objid,1,owner);
 
- 	sendAndApply(&sop);
 
- }
 
- void CGameHandler::setHoverName(int objid, MetaString* name)
 
- {
 
- 	SetHoverName shn(objid, *name);
 
- 	sendAndApply(&shn);
 
- }
 
- void CGameHandler::showInfoDialog(InfoWindow *iw)
 
- {
 
- 	sendToAllClients(iw);
 
- }
 
- void CGameHandler::showBlockingDialog( BlockingDialog *iw, const CFunctionList<void(ui32)> &callback )
 
- {
 
- 	ask(iw,iw->player,callback);
 
- }
 
- ui32 CGameHandler::showBlockingDialog( BlockingDialog *iw )
 
- {
 
- 	//TODO
 
- 	//gsm.lock();
 
- 	//int query = QID++;
 
- 	//states.addQuery(player,query);
 
- 	//sendToAllClients(iw);
 
- 	//gsm.unlock();
 
- 	//ui32 ret = getQueryResult(iw->player, query);
 
- 	//gsm.lock();
 
- 	//states.removeQuery(player, query);
 
- 	//gsm.unlock();
 
- 	return 0;
 
- }
 
- int CGameHandler::getCurrentPlayer()
 
- {
 
- 	return gs->currentPlayer;
 
- }
 
- void CGameHandler::giveResource(int player, int which, int val)
 
- {
 
- 	if(!val) return; //don't waste time on empty call
 
- 	SetResource sr;
 
- 	sr.player = player;
 
- 	sr.resid = which;
 
- 	sr.val = gs->players.find(player)->second.resources[which]+val;
 
- 	sendAndApply(&sr);
 
- }
 
- void CGameHandler::giveCreatures (int objid, const CGHeroInstance * h, CCreatureSet *creatures)
 
- {
 
- 	if (creatures->slots.size() <= 0)
 
- 		return;
 
- 	CCreatureSet heroArmy = h->army;
 
- 	while (*creatures)
 
- 	{
 
- 		int slot = heroArmy.getSlotFor (creatures->slots.begin()->second.first);
 
- 		if (slot < 0)
 
- 			break;
 
- 		heroArmy.slots[slot].first = creatures->slots.begin()->second.first;
 
- 		heroArmy.slots[slot].second += creatures->slots.begin()->second.second;
 
- 		creatures->slots.erase (creatures->slots.begin());
 
- 	}
 
- 	if (!*creatures) //all creatures can be moved to hero army - do that
 
- 	{
 
- 		SetGarrisons sg;
 
- 		sg.garrs[h->id] = heroArmy;
 
- 		sendAndApply(&sg);
 
- 	}
 
- 	else //show garrison window and let player pick creatures
 
- 	{
 
- 		SetGarrisons sg;
 
- 		sg.garrs[objid] = *creatures;
 
- 		sendAndApply (&sg);
 
- 		showGarrisonDialog (objid, h->id, true, 0);
 
- 		return;
 
- 	}
 
- }
 
- void CGameHandler::showCompInfo(ShowInInfobox * comp)
 
- {
 
- 	sendToAllClients(comp);
 
- }
 
- void CGameHandler::heroVisitCastle(int obj, int heroID)
 
- {
 
- 	HeroVisitCastle vc;
 
- 	vc.hid = heroID;
 
- 	vc.tid = obj;
 
- 	vc.flags |= 1;
 
- 	sendAndApply(&vc);
 
- 	giveSpells(getTown(obj),getHero(heroID));
 
- }
 
- void CGameHandler::stopHeroVisitCastle(int obj, int heroID)
 
- {
 
- 	HeroVisitCastle vc;
 
- 	vc.hid = heroID;
 
- 	vc.tid = obj;
 
- 	sendAndApply(&vc);
 
- }
 
- void CGameHandler::giveHeroArtifact(int artid, int hid, int position) //pos==-1 - first free slot in backpack
 
- {
 
- 	const CGHeroInstance* h = getHero(hid);
 
- 	const CArtifact &art = VLC->arth->artifacts[artid];
 
- 	SetHeroArtifacts sha;
 
- 	sha.hid = hid;
 
- 	sha.artifacts = h->artifacts;
 
- 	sha.artifWorn = h->artifWorn;
 
- 	if(position<0)
 
- 	{
 
- 		if(position == -2)
 
- 		{
 
- 			int i;
 
- 			for(i=0; i<art.possibleSlots.size(); i++) //try to put artifact into first available slot
 
- 			{
 
- 				if( !vstd::contains(sha.artifWorn,art.possibleSlots[i]) )
 
- 				{
 
- 					//we've found a free suitable slot
 
- 					sha.artifWorn[art.possibleSlots[i]] = artid;
 
- 					break;
 
- 				}
 
- 			}
 
- 			if(i == art.possibleSlots.size()) //if haven't find proper slot, use backpack
 
- 				sha.artifacts.push_back(artid);
 
- 		}
 
- 		else //should be -1 => put artifact into backpack
 
- 		{
 
- 			sha.artifacts.push_back(artid);
 
- 		}
 
- 	}
 
- 	else
 
- 	{
 
- 		if(!vstd::contains(sha.artifWorn,ui16(position)))
 
- 		{
 
- 			sha.artifWorn[position] = artid;
 
- 		}
 
- 		else
 
- 		{
 
- 			sha.artifacts.push_back(artid);
 
- 		}
 
- 	}
 
- 	sendAndApply(&sha);
 
- }
 
- void CGameHandler::startBattleI(const CArmedInstance *army1, const CArmedInstance *army2, int3 tile, const CGHeroInstance *hero1, const CGHeroInstance *hero2, bool creatureBank, boost::function<void(BattleResult*)> cb, const CGTownInstance *town) //use hero=NULL for no hero
 
- {
 
- 	engageIntoBattle(army1->tempOwner);
 
- 	engageIntoBattle(army2->tempOwner);
 
- 	//block engaged players
 
- 	if(army2->tempOwner < PLAYER_LIMIT)
 
- 		states.setFlag(army2->tempOwner,&PlayerStatus::engagedIntoBattle,true);
 
- 	boost::thread(boost::bind(&CGameHandler::startBattle, this, army1, army2, tile, hero1, hero2, creatureBank, cb, town));
 
- }
 
- void CGameHandler::startBattleI( const CArmedInstance *army1, const CArmedInstance *army2, int3 tile, boost::function<void(BattleResult*)> cb, bool creatureBank )
 
- {
 
- 	startBattleI(army1, army2, tile,
 
- 		army1->ID == HEROI_TYPE ? static_cast<const CGHeroInstance*>(army1) : NULL, 
 
- 		army2->ID == HEROI_TYPE ? static_cast<const CGHeroInstance*>(army2) : NULL, 
 
- 		creatureBank, cb);
 
- }
 
- void CGameHandler::startBattleI( const CArmedInstance *army1, const CArmedInstance *army2, boost::function<void(BattleResult*)> cb, bool creatureBank)
 
- {
 
- 	startBattleI(army1, army2, army2->pos - army2->getVisitableOffset(), cb, creatureBank);
 
- }
 
- //void CGameHandler::startBattleI(int heroID, CCreatureSet army, int3 tile, boost::function<void(BattleResult*)> cb) //for hero<=>neutral army
 
- //{
 
- //	CGHeroInstance* h = const_cast<CGHeroInstance*>(getHero(heroID));
 
- //	startBattleI(&h->army,&army,tile,h,NULL,cb);
 
- //	//battle(&h->army,army,tile,h,NULL);
 
- //}
 
- void CGameHandler::changeSpells( int hid, bool give, const std::set<ui32> &spells )
 
- {
 
- 	ChangeSpells cs;
 
- 	cs.hid = hid;
 
- 	cs.spells = spells;
 
- 	cs.learn = give;
 
- 	sendAndApply(&cs);
 
- }
 
- int CGameHandler::getSelectedHero() 
 
- {
 
- 	return IGameCallback::getSelectedHero(getCurrentPlayer())->id;
 
- }
 
- void CGameHandler::setObjProperty( int objid, int prop, si64 val )
 
- {
 
- 	SetObjectProperty sob;
 
- 	sob.id = objid;
 
- 	sob.what = prop;
 
- 	sob.val = val;
 
- 	sendAndApply(&sob);
 
- }
 
- void CGameHandler::sendMessageTo( CConnection &c, const std::string &message )
 
- {
 
- 	SystemMessage sm;
 
- 	sm.text = message;
 
- 	c << &sm;
 
- }
 
- void CGameHandler::giveHeroBonus( GiveBonus * bonus )
 
- {
 
- 	sendAndApply(bonus);
 
- }
 
- void CGameHandler::setMovePoints( SetMovePoints * smp )
 
- {
 
- 	sendAndApply(smp);
 
- }
 
- void CGameHandler::setManaPoints( int hid, int val )
 
- {
 
- 	SetMana sm;
 
- 	sm.hid = hid;
 
- 	sm.val = val;
 
- 	sendAndApply(&sm);
 
- }
 
- void CGameHandler::giveHero( int id, int player )
 
- {
 
- 	GiveHero gh;
 
- 	gh.id = id;
 
- 	gh.player = player;
 
- 	sendAndApply(&gh);
 
- }
 
- void CGameHandler::changeObjPos( int objid, int3 newPos, ui8 flags )
 
- {
 
- 	ChangeObjPos cop;
 
- 	cop.objid = objid;
 
- 	cop.nPos = newPos;
 
- 	cop.flags = flags;
 
- 	sendAndApply(&cop);
 
- }
 
- void CGameHandler::heroExchange(si32 hero1, si32 hero2)
 
- {
 
- 	ui8 player1 = getHero(hero1)->tempOwner;
 
- 	ui8 player2 = getHero(hero2)->tempOwner;
 
- 	if(player1 == player2)
 
- 	{
 
- 		OpenWindow hex;
 
- 		hex.window = OpenWindow::EXCHANGE_WINDOW;
 
- 		hex.id1 = hero1;
 
- 		hex.id2 = hero2;
 
- 		sendAndApply(&hex);
 
- 	}
 
- }
 
- void CGameHandler::applyAndAsk( Query * sel, ui8 player, boost::function<void(ui32)> &callback )
 
- {
 
- 	boost::unique_lock<boost::recursive_mutex> lock(gsm);
 
- 	sel->id = QID;
 
- 	callbacks[QID] = callback;
 
- 	states.addQuery(player,QID);
 
- 	QID++; 
 
- 	sendAndApply(sel);
 
- }
 
- void CGameHandler::ask( Query * sel, ui8 player, const CFunctionList<void(ui32)> &callback )
 
- {
 
- 	boost::unique_lock<boost::recursive_mutex> lock(gsm);
 
- 	sel->id = QID;
 
- 	callbacks[QID] = callback;
 
- 	states.addQuery(player,QID);
 
- 	sendToAllClients(sel);
 
- 	QID++; 
 
- }
 
- void CGameHandler::sendToAllClients( CPackForClient * info )
 
- {
 
- 	tlog5 << "Sending to all clients a package of type " << typeid(*info).name() << std::endl;
 
- 	for(std::set<CConnection*>::iterator i=conns.begin(); i!=conns.end();i++)
 
- 	{
 
- 		(*i)->wmx->lock();
 
- 		**i << info;
 
- 		(*i)->wmx->unlock();
 
- 	}
 
- }
 
- void CGameHandler::sendAndApply( CPackForClient * info )
 
- {
 
- 	gs->apply(info);
 
- 	sendToAllClients(info);
 
- }
 
- void CGameHandler::save( const std::string &fname )
 
- {
 
- 	{
 
- 		tlog0 << "Ordering clients to serialize...\n";
 
- 		SaveGame sg(fname);
 
- 		sendToAllClients(&sg);
 
- 	}
 
- 	{
 
- 		tlog0 << "Serializing game info...\n";
 
- 		CSaveFile save(std::string("Games") + PATHSEPARATOR + fname + ".vlgm1");
 
- 		char hlp[8] = "VCMISVG";
 
- 		save << hlp << static_cast<CMapHeader&>(*gs->map) << gs->scenarioOps->difficulty << *VLC << gs;
 
- 	}
 
- 	{
 
- 		tlog0 << "Serializing server info...\n";
 
- 		CSaveFile save(std::string("Games") + PATHSEPARATOR + fname + ".vsgm1");
 
- 		save << *this;
 
- 	}
 
- 	tlog0 << "Game has been succesfully saved!\n";
 
- }
 
- void CGameHandler::close()
 
- {
 
- 	tlog0 << "We have been requested to close.\n";	
 
- 	//BOOST_FOREACH(CConnection *cc, conns)
 
- 	//	if(cc && cc->socket && cc->socket->is_open())
 
- 	//		cc->socket->close();
 
- 	//exit(0);
 
- }
 
- bool CGameHandler::arrangeStacks( si32 id1, si32 id2, ui8 what, ui8 p1, ui8 p2, si32 val )
 
- {
 
- 	CArmedInstance *s1 = static_cast<CArmedInstance*>(gs->map->objects[id1]),
 
- 		*s2 = static_cast<CArmedInstance*>(gs->map->objects[id2]);
 
- 	CCreatureSet temp1 = s1->army, temp2 = s2->army,
 
- 		&S1 = temp1, &S2 = (s1!=s2)?(temp2):(temp1);
 
- 	if(!isAllowedExchange(id1,id2))
 
- 	{
 
- 		complain("Cannot exchange stacks between these two objects!\n");
 
- 		return false;
 
- 	}
 
- 	if(what==1) //swap
 
- 	{
 
- 		std::swap(S1.slots[p1],S2.slots[p2]); //swap slots
 
- 		//if one of them is empty, remove entry
 
- 		if(!S1.slots[p1].second)
 
- 			S1.slots.erase(p1);
 
- 		if(!S2.slots[p2].second)
 
- 			S2.slots.erase(p2);
 
- 	}
 
- 	else if(what==2)//merge
 
- 	{
 
- 		if(S1.slots[p1].first != S2.slots[p2].first) //not same creature
 
- 		{
 
- 			complain("Cannot merge different creatures stacks!");
 
- 			return false; 
 
- 		}
 
- 		S2.slots[p2].second += S1.slots[p1].second;
 
- 		S1.slots.erase(p1);
 
- 	}
 
- 	else if(what==3) //split
 
- 	{
 
- 		//general conditions checking
 
- 		if((!vstd::contains(S1.slots,p1) && complain("no creatures to split"))
 
- 			|| (val<1  && complain("no creatures to split"))  )
 
- 		{
 
- 			return false;
 
- 		}
 
- 		if(vstd::contains(S2.slots,p2))	 //dest. slot not free - it must be "rebalancing"...
 
- 		{
 
- 			int total = S1.slots[p1].second + S2.slots[p2].second;
 
- 			if( (total < val   &&   complain("Cannot split that stack, not enough creatures!"))
 
- 				|| (S2.slots[p2].first != S1.slots[p1].first && complain("Cannot rebalance different creatures stacks!"))
 
- 			)
 
- 			{
 
- 				return false; 
 
- 			}
 
- 			
 
- 			S2.slots[p2].second = val;
 
- 			S1.slots[p1].second = total - val;
 
- 		}
 
- 		else //split one stack to the two
 
- 		{
 
- 			if(S1.slots[p1].second < val)//not enough creatures
 
- 			{
 
- 				complain("Cannot split that stack, not enough creatures!");
 
- 				return false; 
 
- 			}
 
- 			S2.slots[p2].first = S1.slots[p1].first;
 
- 			S2.slots[p2].second = val;
 
- 			S1.slots[p1].second -= val;
 
- 		}
 
- 		if(!S1.slots[p1].second) //if we've moved all creatures
 
- 			S1.slots.erase(p1);
 
- 	}
 
- 	if((s1->needsLastStack() && !S1.slots.size()) //it's not allowed to take last stack from hero army!
 
- 		|| (s2->needsLastStack() && !S2.slots.size())
 
- 	)
 
- 	{
 
- 		complain("Cannot take the last stack!");
 
- 		return false; //leave without applying changes to garrison
 
- 	}
 
- 	//apply changes
 
- 	SetGarrisons sg;
 
- 	sg.garrs[id1] = S1;
 
- 	if(s1 != s2)
 
- 		sg.garrs[id2] = S2;
 
- 	sendAndApply(&sg);
 
- 	return true;
 
- }
 
- int CGameHandler::getPlayerAt( CConnection *c ) const
 
- {
 
- 	std::set<int> all;
 
- 	for(std::map<int,CConnection*>::const_iterator i=connections.begin(); i!=connections.end(); i++)
 
- 		if(i->second == c)
 
- 			all.insert(i->first);
 
- 	switch(all.size())
 
- 	{
 
- 	case 0:
 
- 		return 255;
 
- 	case 1:
 
- 		return *all.begin();
 
- 	default:
 
- 		{
 
- 			//if we have more than one player at this connection, try to pick active one
 
- 			if(vstd::contains(all,int(gs->currentPlayer)))
 
- 				return gs->currentPlayer;
 
- 			else
 
- 				return 253; //cannot say which player is it
 
- 		}
 
- 	}
 
- }
 
- bool CGameHandler::disbandCreature( si32 id, ui8 pos )
 
- {
 
- 	CArmedInstance *s1 = static_cast<CArmedInstance*>(gs->map->objects[id]);
 
- 	if(!vstd::contains(s1->army.slots,pos))
 
- 	{
 
- 		complain("Illegal call to disbandCreature - no such stack in army!");
 
- 		return false;
 
- 	}
 
- 	s1->army.slots.erase(pos);
 
- 	SetGarrisons sg;
 
- 	sg.garrs[id] = s1->army;
 
- 	sendAndApply(&sg);
 
- 	return true;
 
- }
 
- bool CGameHandler::buildStructure( si32 tid, si32 bid )
 
- {
 
- 	CGTownInstance * t = static_cast<CGTownInstance*>(gs->map->objects[tid]);
 
- 	CBuilding * b = VLC->buildh->buildings[t->subID][bid];
 
- 	if(gs->canBuildStructure(t,bid) != 7)
 
- 	{
 
- 		complain("Cannot raze that building!");
 
- 		return false;
 
- 	}
 
- 	NewStructures ns;
 
- 	ns.tid = tid;
 
- 	if(bid>36) //upg dwelling
 
- 	{
 
- 		if(t->getHordeLevel(0) == (bid-37))
 
- 			ns.bid.insert(19);
 
- 		else if(t->getHordeLevel(1) == (bid-37))
 
- 			ns.bid.insert(25);
 
- 		SetAvailableCreatures ssi;
 
- 		ssi.tid = tid;
 
- 		ssi.creatures = t->creatures;
 
- 		ssi.creatures[bid-37].second.push_back(t->town->upgradedCreatures[bid-37]);
 
- 		sendAndApply(&ssi);
 
- 	}
 
- 	else if(bid >= 30) //bas. dwelling
 
- 	{
 
- 		int crid = t->town->basicCreatures[bid-30];
 
- 		SetAvailableCreatures ssi;
 
- 		ssi.tid = tid;
 
- 		ssi.creatures = t->creatures;
 
- 		ssi.creatures[bid-30].first = VLC->creh->creatures[crid].growth;
 
- 		ssi.creatures[bid-30].second.push_back(crid);
 
- 		sendAndApply(&ssi);
 
- 	}
 
- 	ns.bid.insert(bid);
 
- 	ns.builded = t->builded + 1;
 
- 	sendAndApply(&ns);
 
- 	SetResources sr;
 
- 	sr.player = t->tempOwner;
 
- 	sr.res = gs->getPlayer(t->tempOwner)->resources;
 
- 	for(int i=0;i<b->resources.size();i++)
 
- 		sr.res[i]-=b->resources[i];
 
- 	sendAndApply(&sr);
 
- 	if(bid<5) //it's mage guild
 
- 	{
 
- 		if(t->visitingHero)
 
- 			giveSpells(t,t->visitingHero);
 
- 		if(t->garrisonHero)
 
- 			giveSpells(t,t->garrisonHero);
 
- 	}
 
- 	return true;
 
- }
 
- bool CGameHandler::razeStructure (si32 tid, si32 bid)
 
- {
 
- ///incomplete, simply erases target building
 
- 	CGTownInstance * t = static_cast<CGTownInstance*>(gs->map->objects[tid]);
 
- 	if (t->builtBuildings.find(bid) == t->builtBuildings.end())
 
- 		return false;
 
- 	RazeStructures rs;
 
- 	rs.tid = tid;
 
- 	rs.bid.insert(bid);
 
- 	rs.builded = t->destroyed + 1; //define TRUE FALSE?
 
- 	sendAndApply(&rs);
 
- 	return true;
 
- }
 
- void CGameHandler::sendMessageToAll( const std::string &message )
 
- {
 
- 	SystemMessage sm;
 
- 	sm.text = message;
 
- 	sendToAllClients(&sm);
 
- }
 
- bool CGameHandler::recruitCreatures( si32 objid, ui32 crid, ui32 cram )
 
- {
 
- 	const CGDwelling *dw = static_cast<CGDwelling*>(gs->map->objects[objid]);
 
- 	const CArmedInstance *dst = NULL;
 
- 	if(dw->ID == TOWNI_TYPE)
 
- 		dst = dw;
 
- 	else if(dw->ID == 17  ||  dw->ID == 20) //advmap dwelling
 
- 		dst = getHero(gs->getPlayer(dw->tempOwner)->currentSelection); //TODO: check if current hero is really visiting dwelling
 
- 	assert(dw && dst);
 
- 	//verify
 
- 	bool found = false;
 
- 	int level = -1;
 
- 	typedef std::pair<const int,int> Parka;
 
- 	for(level = 0; level < dw->creatures.size(); level++) //iterate through all levels
 
- 	{
 
- 		const std::pair<ui32, std::vector<ui32> > &cur = dw->creatures[level]; //current level info <amount, list of cr. ids>
 
- 		int i = 0;
 
- 		for(; i < cur.second.size(); i++) //look for crid among available creatures list on current level
 
- 			if(cur.second[i] == crid)
 
- 				break;
 
- 		if(i < cur.second.size())
 
- 		{
 
- 			found = true;
 
- 			cram = std::min(cram, cur.first); //reduce recruited amount up to available amount
 
- 			break;
 
- 		}
 
- 	}
 
- 	int slot = dst->army.getSlotFor(crid);
 
- 	if(!found && complain("Cannot recruit: no such creatures!")
 
- 		|| cram > VLC->creh->creatures[crid].maxAmount(gs->getPlayer(dst->tempOwner)->resources) && complain("Cannot recruit: lack of resources!")
 
- 		|| cram<=0	&& complain("Cannot recruit: cram <= 0!")
 
- 		|| slot<0  && complain("Cannot recruit: no available slot!")) 
 
- 	{
 
- 		return false;
 
- 	}
 
- 	//recruit
 
- 	SetResources sr;
 
- 	sr.player = dst->tempOwner;
 
- 	for(int i=0;i<RESOURCE_QUANTITY;i++)
 
- 		sr.res[i]  =  gs->getPlayer(dst->tempOwner)->resources[i] - (VLC->creh->creatures[crid].cost[i] * cram);
 
- 	SetAvailableCreatures sac;
 
- 	sac.tid = objid;
 
- 	sac.creatures = dw->creatures;
 
- 	sac.creatures[level].first -= cram;
 
- 	SetGarrisons sg;
 
- 	sg.garrs[dst->id] = dst->army;
 
- 	if(sg.garrs[dst->id].slots.find(slot) == sg.garrs[dst->id].slots.end()) //take a free slot
 
- 	{
 
- 		sg.garrs[dst->id].slots[slot] = std::make_pair(crid,cram);
 
- 	}
 
- 	else //add creatures to a already existing stack
 
- 	{
 
- 		sg.garrs[dst->id].slots[slot].second += cram;
 
- 	}
 
- 	sendAndApply(&sr); 
 
- 	sendAndApply(&sac);
 
- 	sendAndApply(&sg);
 
- 	return true;
 
- }
 
- bool CGameHandler::upgradeCreature( ui32 objid, ui8 pos, ui32 upgID )
 
- {
 
- 	CArmedInstance *obj = static_cast<CArmedInstance*>(gs->map->objects[objid]);
 
- 	UpgradeInfo ui = gs->getUpgradeInfo(obj,pos);
 
- 	int player = obj->tempOwner;
 
- 	int crQuantity = obj->army.slots[pos].second;
 
- 	//check if upgrade is possible
 
- 	if((ui.oldID<0 || !vstd::contains(ui.newID,upgID)) && complain("That upgrade is not possible!")) 
 
- 	{
 
- 		return false;
 
- 	}
 
- 	//check if player has enough resources
 
- 	for(int i=0;i<ui.cost.size();i++)
 
- 	{
 
- 		for (std::set<std::pair<int,int> >::iterator j=ui.cost[i].begin(); j!=ui.cost[i].end(); j++)
 
- 		{
 
- 			if(gs->getPlayer(player)->resources[j->first] < j->second*crQuantity)
 
- 			{
 
- 				complain("Cannot upgrade, not enough resources!");
 
- 				return false;
 
- 			}
 
- 		}
 
- 	}
 
- 	//take resources
 
- 	for(int i=0;i<ui.cost.size();i++)
 
- 	{
 
- 		for (std::set<std::pair<int,int> >::iterator j=ui.cost[i].begin(); j!=ui.cost[i].end(); j++)
 
- 		{
 
- 			SetResource sr;
 
- 			sr.player = player;
 
- 			sr.resid = j->first;
 
- 			sr.val = gs->getPlayer(player)->resources[j->first] - j->second*crQuantity;
 
- 			sendAndApply(&sr);
 
- 		}
 
- 	}
 
- 	//upgrade creature
 
- 	SetGarrisons sg;
 
- 	sg.garrs[objid] = obj->army;
 
- 	sg.garrs[objid].slots[pos].first = upgID;
 
- 	sendAndApply(&sg);	
 
- 	return true;
 
- }
 
- bool CGameHandler::garrisonSwap( si32 tid )
 
- {
 
- 	CGTownInstance *town = gs->getTown(tid);
 
- 	if(!town->garrisonHero && town->visitingHero) //visiting => garrison, merge armies
 
- 	{
 
- 		CCreatureSet csn = town->visitingHero->army, cso = town->army;
 
- 		while(!cso.slots.empty())//while there are unmoved creatures
 
- 		{
 
- 			int pos = csn.getSlotFor(cso.slots.begin()->second.first);
 
- 			if(pos<0)
 
- 			{
 
- 				//try to merge two other stacks to make place
 
- 				std::pair<TSlot, TSlot> toMerge;
 
- 				if(csn.mergableStacks(toMerge, cso.slots.begin()->first))
 
- 				{
 
- 					//merge
 
- 					csn.slots[toMerge.second].second += csn.slots[toMerge.first].second;
 
- 					csn.slots[toMerge.first] = cso.slots.begin()->second;
 
- 				}
 
- 				else
 
- 				{
 
- 					complain("Cannot make garrison swap, not enough free slots!");
 
- 					return false;
 
- 				}
 
- 			}
 
- 			else if(csn.slots.find(pos) != csn.slots.end()) //add creatures to the existing stack
 
- 			{
 
- 				csn.slots[pos].second += cso.slots.begin()->second.second;
 
- 			}
 
- 			else //move stack on the free pos
 
- 			{
 
- 				csn.slots[pos].first = cso.slots.begin()->second.first;
 
- 				csn.slots[pos].second = cso.slots.begin()->second.second;
 
- 			}
 
- 			cso.slots.erase(cso.slots.begin());
 
- 		}
 
- 		SetGarrisons sg;
 
- 		sg.garrs[town->visitingHero->id] = csn;
 
- 		sg.garrs[town->id] = csn;
 
- 		sendAndApply(&sg);
 
- 		SetHeroesInTown intown;
 
- 		intown.tid = tid;
 
- 		intown.visiting = -1;
 
- 		intown.garrison = town->visitingHero->id;
 
- 		sendAndApply(&intown);
 
- 		return true;
 
- 	}					
 
- 	else if (town->garrisonHero && !town->visitingHero) //move hero out of the garrison
 
- 	{
 
- 		//check if moving hero out of town will break 8 wandering heroes limit
 
- 		if(getHeroCount(town->garrisonHero->tempOwner,false) >= 8)
 
- 		{
 
- 			complain("Cannot move hero out of the garrison, there are already 8 wandering heroes!");
 
- 			return false;
 
- 		}
 
- 		SetHeroesInTown intown;
 
- 		intown.tid = tid;
 
- 		intown.garrison = -1;
 
- 		intown.visiting =  town->garrisonHero->id;
 
- 		sendAndApply(&intown);
 
- 		//town will be empty
 
- 		SetGarrisons sg;
 
- 		sg.garrs[tid] = CCreatureSet();
 
- 		sendAndApply(&sg);
 
- 		return true;
 
- 	}
 
- 	else if (town->garrisonHero && town->visitingHero) //swap visiting and garrison hero
 
- 	{
 
- 		SetGarrisons sg;
 
- 		sg.garrs[town->id] = town->visitingHero->army;
 
- 		sg.garrs[town->garrisonHero->id] = town->garrisonHero->army;
 
- 		SetHeroesInTown intown;
 
- 		intown.tid = tid;
 
- 		intown.garrison = town->visitingHero->id;
 
- 		intown.visiting =  town->garrisonHero->id;
 
- 		sendAndApply(&intown);
 
- 		sendAndApply(&sg);
 
- 		return true;
 
- 	}
 
- 	else
 
- 	{
 
- 		complain("Cannot swap garrison hero!");
 
- 		return false;
 
- 	}
 
- }
 
- bool CGameHandler::swapArtifacts( si32 hid1, si32 hid2, ui16 slot1, ui16 slot2 )
 
- {
 
- 	CGHeroInstance *h1 = gs->getHero(hid1), *h2 = gs->getHero(hid2);
 
- 	if((distance(h1->pos,h2->pos) > 1.5)   ||   (h1->tempOwner != h2->tempOwner))
 
- 		return false;
 
- 	const CArtifact *a1 = h1->getArt(slot1), 
 
- 		*a2=h2->getArt(slot2);
 
- 	//check if 
 
- 	//	1) slots are appropriate for that artifacts 
 
- 	//	2) they are not war machine
 
- 	if((a1 && slot2<19 && !vstd::contains(a1->possibleSlots,slot2) || (a2 && slot1<19 && !vstd::contains(a2->possibleSlots,slot1))) && complain("Cannot swap artifacts!")
 
- 		|| (slot1>=13 && slot1<=16 || slot2>=13 && slot2<=16) && complain("Cannot move war machine!")
 
- 	)
 
- 	{
 
- 		return false;
 
- 	}
 
- 	SetHeroArtifacts sha;
 
- 	sha.hid = hid1;
 
- 	sha.artifacts = h1->artifacts;
 
- 	sha.artifWorn = h1->artifWorn;
 
- 	sha.setArtAtPos(slot1,h2->getArtAtPos(slot2));
 
- 	if(h1 == h2) sha.setArtAtPos(slot2,h1->getArtAtPos(slot1));
 
- 	sendAndApply(&sha);
 
- 	if(hid1 != hid2)
 
- 	{
 
- 		sha.hid = hid2;
 
- 		sha.artifacts = h2->artifacts;
 
- 		sha.artifWorn = h2->artifWorn;
 
- 		sha.setArtAtPos(slot2, a1 ? a1->id : -1);
 
- 		sendAndApply(&sha);
 
- 	}
 
- 	return true;
 
- }
 
- bool CGameHandler::buyArtifact( ui32 hid, si32 aid )
 
- {
 
- 	CGHeroInstance *hero = gs->getHero(hid);
 
- 	CGTownInstance *town = hero->visitedTown;
 
- 	if(aid==0) //spellbook
 
- 	{
 
- 		if(!vstd::contains(town->builtBuildings,si32(0)) && complain("Cannot buy a spellbook, no mage guild in the town!")
 
- 			|| getResource(hero->getOwner(),6)<500 && complain("Cannot buy a spellbook, not enough gold!") 
 
- 			|| hero->getArt(17) && complain("Cannot buy a spellbook, hero already has a one!")
 
- 			)
 
- 			return false;
 
- 		giveResource(hero->getOwner(),6,-500);
 
- 		giveHeroArtifact(0,hid,17);
 
- 		giveSpells(town,hero);
 
- 		return true;
 
- 	}
 
- 	else if(aid < 7  &&  aid > 3) //war machine
 
- 	{
 
- 		int price = VLC->arth->artifacts[aid].price;
 
- 		if(vstd::contains(hero->artifWorn,ui16(9+aid)) && complain("Hero already has this machine!")
 
- 			|| !vstd::contains(town->builtBuildings,si32(16)) && complain("No blackismith!")
 
- 			|| gs->getPlayer(hero->getOwner())->resources[6] < price  && complain("Not enough gold!")  //no gold
 
- 			|| town->town->warMachine!= aid  &&  complain("This machine is unavailale here!") ) //TODO: ballista yard in Stronghold
 
- 		{
 
- 			return false;
 
- 		}
 
- 		giveResource(hero->getOwner(),6,-price);
 
- 		giveHeroArtifact(aid,hid,9+aid);
 
- 		return true;
 
- 	}
 
- 	return false;
 
- }
 
- bool CGameHandler::tradeResources( ui32 val, ui8 player, ui32 id1, ui32 id2 )
 
- {
 
- 	val = std::min(si32(val),gs->getPlayer(player)->resources[id1]);
 
- 	double yield = (double)gs->resVals[id1] * val * gs->getMarketEfficiency(player);
 
- 	yield /= gs->resVals[id2];
 
- 	SetResource sr;
 
- 	sr.player = player;
 
- 	sr.resid = id1;
 
- 	sr.val = gs->getPlayer(player)->resources[id1] - val;
 
- 	sendAndApply(&sr);
 
- 	sr.resid = id2;
 
- 	sr.val = gs->getPlayer(player)->resources[id2] + (int)yield;
 
- 	sendAndApply(&sr);
 
- 	return true;
 
- }
 
- bool CGameHandler::setFormation( si32 hid, ui8 formation )
 
- {
 
- 	gs->getHero(hid)->army.formation = formation;
 
- 	return true;
 
- }
 
- bool CGameHandler::hireHero( ui32 tid, ui8 hid )
 
- {
 
- 	CGTownInstance *t = gs->getTown(tid);
 
- 	if(!vstd::contains(t->builtBuildings,5)  && complain("No tavern!")
 
- 		|| gs->getPlayer(t->tempOwner)->resources[6]<2500  && complain("Not enough gold for buying hero!")
 
- 		|| t->visitingHero  && complain("There is visiting hero - no place!")
 
- 		|| getHeroCount(t->tempOwner,false) >= 8 && complain("Cannot hire hero, only 8 wandering heroes are allowed!")
 
- 		)
 
- 		return false;
 
- 	CGHeroInstance *nh = gs->getPlayer(t->tempOwner)->availableHeroes[hid];
 
- 	assert(nh);
 
- 	HeroRecruited hr;
 
- 	hr.tid = tid;
 
- 	hr.hid = nh->subID;
 
- 	hr.player = t->tempOwner;
 
- 	hr.tile = t->pos - int3(1,0,0);
 
- 	sendAndApply(&hr);
 
- 	std::map<ui32,CGHeroInstance *> pool = gs->hpool.heroesPool;
 
- 	for ( std::map<ui8, PlayerState>::iterator i=gs->players.begin() ; i!=gs->players.end();i++)
 
- 		for(std::vector<CGHeroInstance *>::iterator j = i->second.availableHeroes.begin(); j != i->second.availableHeroes.end(); j++)
 
- 			if(*j)
 
- 				pool.erase((**j).subID);
 
- 	SetAvailableHeroes sah;
 
- 	CGHeroInstance *h1 = gs->hpool.pickHeroFor(false,t->tempOwner,t->town, pool),
 
- 				*h2 = gs->getPlayer(t->tempOwner)->availableHeroes[!hid];
 
- 	(hid ? sah.hid2 : sah.hid1) = h1 ? h1->subID : -1;
 
- 	(hid ? sah.hid1 : sah.hid2) = h2 ? h2->subID : -1;
 
- 	sah.player = t->tempOwner;
 
- 	sah.flags = hid+1;
 
- 	sendAndApply(&sah);
 
- 	SetResource sr;
 
- 	sr.player = t->tempOwner;
 
- 	sr.resid = 6;
 
- 	sr.val = gs->getPlayer(t->tempOwner)->resources[6] - 2500;
 
- 	sendAndApply(&sr);
 
- 	giveSpells(t,nh);
 
- 	return true;
 
- }
 
- bool CGameHandler::queryReply( ui32 qid, ui32 answer )
 
- {
 
- 	boost::unique_lock<boost::recursive_mutex> lock(gsm);
 
- 	if(vstd::contains(callbacks,qid))
 
- 	{
 
- 		CFunctionList<void(ui32)> callb = callbacks[qid];
 
- 		callbacks.erase(qid);
 
- 		if(callb)
 
- 			callb(answer);
 
- 	}
 
- 	else if(vstd::contains(garrisonCallbacks,qid))
 
- 	{
 
- 		if(garrisonCallbacks[qid])
 
- 			garrisonCallbacks[qid]();
 
- 		garrisonCallbacks.erase(qid);
 
- 		allowedExchanges.erase(qid);
 
- 	}
 
- 	else
 
- 	{
 
- 		tlog1 << "Unknown query reply...\n";
 
- 		return false;
 
- 	}
 
- 	return true;
 
- }
 
- bool CGameHandler::makeBattleAction( BattleAction &ba )
 
- {
 
- 	bool ok = true;
 
- 	switch(ba.actionType)
 
- 	{
 
- 	case 2: //walk
 
- 		{
 
- 			sendAndApply(&StartAction(ba)); //start movement
 
- 			moveStack(ba.stackNumber,ba.destinationTile); //move
 
- 			sendAndApply(&EndAction());
 
- 			break;
 
- 		}
 
- 	case 3: //defend
 
- 	case 8: //wait
 
- 		{
 
- 			sendAndApply(&StartAction(ba));
 
- 			sendAndApply(&EndAction());
 
- 			break;
 
- 		}
 
- 	case 4: //retreat/flee
 
- 		{
 
- 			if( !gs->battleCanFlee(ba.side ? gs->curB->side2 : gs->curB->side1) )
 
- 				break;
 
- 			//TODO: remove retreating hero from map and place it in recruitment list
 
- 			BattleResult *br = new BattleResult;
 
- 			br->result = 1;
 
- 			br->winner = !ba.side; //fleeing side loses
 
- 			gs->curB->calculateCasualties(br->casualties);
 
- 			giveExp(*br);
 
- 			battleResult.set(br);
 
- 			break;
 
- 		}
 
- 	case 6: //walk or attack
 
- 		{
 
- 			sendAndApply(&StartAction(ba)); //start movement and attack
 
- 			int startingPos = gs->curB->getStack(ba.stackNumber)->position;
 
- 			int distance = moveStack(ba.stackNumber, ba.destinationTile);
 
- 			CStack *curStack = gs->curB->getStack(ba.stackNumber),
 
- 				*stackAtEnd = gs->curB->getStackT(ba.additionalInfo);
 
- 			if(curStack->position != ba.destinationTile //we wasn't able to reach destination tile
 
- 				&& !(curStack->hasFeatureOfType(StackFeature::DOUBLE_WIDE)
 
- 					&&  ( curStack->position == ba.destinationTile + (curStack->attackerOwned ?  +1 : -1 ) )
 
- 						) //nor occupy specified hex
 
- 				) 
 
- 			{
 
- 				std::string problem = "We cannot move this stack to its destination " + curStack->creature->namePl;
 
- 				tlog3 << problem << std::endl;
 
- 				complain(problem);
 
- 				ok = false;
 
- 				sendAndApply(&EndAction());
 
- 				break;
 
- 			}
 
- 			if(curStack->ID == stackAtEnd->ID) //we should just move, it will be handled by following check
 
- 			{
 
- 				stackAtEnd = NULL;
 
- 			}
 
- 			if(!stackAtEnd)
 
- 			{
 
- 				std::ostringstream problem;
 
- 				problem << "There is no stack on " << ba.additionalInfo << " tile (no attack)!";
 
- 				std::string probl = problem.str();
 
- 				tlog3 << probl << std::endl;
 
- 				complain(probl);
 
- 				ok = false;
 
- 				sendAndApply(&EndAction());
 
- 				break;
 
- 			}
 
- 			ui16 curpos = curStack->position, 
 
- 				enemypos = stackAtEnd->position;
 
- 			if( !(
 
- 				(BattleInfo::mutualPosition(curpos, enemypos) >= 0)						//front <=> front
 
- 				|| (curStack->hasFeatureOfType(StackFeature::DOUBLE_WIDE)									//back <=> front
 
- 					&& BattleInfo::mutualPosition(curpos + (curStack->attackerOwned ? -1 : 1), enemypos) >= 0)
 
- 				|| (stackAtEnd->hasFeatureOfType(StackFeature::DOUBLE_WIDE)									//front <=> back
 
- 					&& BattleInfo::mutualPosition(curpos, enemypos + (stackAtEnd->attackerOwned ? -1 : 1)) >= 0)
 
- 				|| (stackAtEnd->hasFeatureOfType(StackFeature::DOUBLE_WIDE) && curStack->hasFeatureOfType(StackFeature::DOUBLE_WIDE)//back <=> back
 
- 					&& BattleInfo::mutualPosition(curpos + (curStack->attackerOwned ? -1 : 1), enemypos + (stackAtEnd->attackerOwned ? -1 : 1)) >= 0)
 
- 				)
 
- 				)
 
- 			{
 
- 				tlog3 << "Attack cannot be performed!";
 
- 				sendAndApply(&EndAction());
 
- 				ok = false;
 
- 			}
 
- 			//attack
 
- 			BattleAttack bat;
 
- 			prepareAttack(bat, curStack, stackAtEnd, distance);
 
- 			sendAndApply(&bat);
 
- 			//counterattack
 
- 			if(!curStack->hasFeatureOfType(StackFeature::BLOCKS_RETALIATION)
 
- 				&& stackAtEnd->alive()
 
- 				&& ( stackAtEnd->counterAttacks > 0 || stackAtEnd->hasFeatureOfType(StackFeature::UNLIMITED_RETALIATIONS) )
 
- 				&& !stackAtEnd->hasFeatureOfType(StackFeature::SIEGE_WEAPON)
 
- 				&& !stackAtEnd->hasFeatureOfType(StackFeature::HYPNOTIZED))
 
- 			{
 
- 				prepareAttack(bat, stackAtEnd, curStack, 0);
 
- 				bat.flags |= 2;
 
- 				sendAndApply(&bat);
 
- 			}
 
- 			//second attack
 
- 			if(curStack->valOfFeatures(StackFeature::ADDITIONAL_ATTACK) > 0
 
- 				&& !curStack->hasFeatureOfType(StackFeature::SHOOTER)
 
- 				&& curStack->alive()
 
- 				&& stackAtEnd->alive()  )
 
- 			{
 
- 				bat.flags = 0;
 
- 				prepareAttack(bat, curStack, stackAtEnd, 0);
 
- 				sendAndApply(&bat);
 
- 			}
 
- 			//return
 
- 			if(curStack->hasFeatureOfType(StackFeature::RETURN_AFTER_STRIKE) && startingPos != curStack->position)
 
- 			{
 
- 				moveStack(ba.stackNumber, startingPos);
 
- 			}
 
- 			sendAndApply(&EndAction());
 
- 			break;
 
- 		}
 
- 	case 7: //shoot
 
- 		{
 
- 			CStack *curStack = gs->curB->getStack(ba.stackNumber),
 
- 				*destStack= gs->curB->getStackT(ba.destinationTile);
 
- 			if( !gs->battleCanShoot(ba.stackNumber, ba.destinationTile) )
 
- 				break;
 
- 			sendAndApply(&StartAction(ba)); //start shooting
 
- 			BattleAttack bat;
 
- 			prepareAttack(bat, curStack, destStack, 0);
 
- 			bat.flags |= 1;
 
- 			sendAndApply(&bat);
 
- 			if(curStack->valOfFeatures(StackFeature::ADDITIONAL_ATTACK) > 0 //if unit shots twice let's make another shot
 
- 				&& curStack->alive()
 
- 				&& destStack->alive()
 
- 				&& curStack->shots
 
- 				)
 
- 			{
 
- 				prepareAttack(bat, curStack, destStack, 0);
 
- 				sendAndApply(&bat);
 
- 			}
 
- 			sendAndApply(&EndAction());
 
- 			break;
 
- 		}
 
- 	case 9: //catapult
 
- 		{
 
- 			sendAndApply(&StartAction(ba));
 
- 			const CGHeroInstance * attackingHero = (ba.side) ? gs->getHero(gs->curB->hero2) : gs->getHero(gs->curB->hero1);
 
- 			CHeroHandler::SBallisticsLevelInfo sbi = VLC->heroh->ballistics[attackingHero->getSecSkillLevel(20)]; //artillery
 
- 			
 
- 			int attackedPart = gs->curB->hexToWallPart(ba.destinationTile);
 
- 			if(attackedPart == -1)
 
- 			{
 
- 				complain("catapult tried to attack non-catapultable hex!");
 
- 				break;
 
- 			}
 
- 			for(int g=0; g<sbi.shots; ++g)
 
- 			{
 
- 				if(gs->curB->si.wallState[attackedPart] == 3) //it's not destroyed
 
- 					continue;
 
- 				
 
- 				CatapultAttack ca; //package for clients
 
- 				std::pair<ui8, ui8> attack;
 
- 				attack.first = attackedPart;
 
- 				attack.second = 0;
 
- 				int chanceForHit = 0;
 
- 				int dmgChance[3] = {sbi.noDmg, sbi.oneDmg, sbi.twoDmg}; //dmgChance[i] - chance for doing i dmg when hit is successful
 
- 				switch(attackedPart)
 
- 				{
 
- 				case 0: //keep
 
- 					chanceForHit = sbi.keep;
 
- 					break;
 
- 				case 1: //bottom tower
 
- 				case 6: //upper tower
 
- 					chanceForHit = sbi.tower;
 
- 					break;
 
- 				case 2: //bottom wall
 
- 				case 3: //below gate
 
- 				case 4: //over gate
 
- 				case 5: //upper wall
 
- 					chanceForHit = sbi.wall;
 
- 					break;
 
- 				case 7: //gate
 
- 					chanceForHit = sbi.gate;
 
- 					break;
 
- 				}
 
- 				if(rand()%100 <= chanceForHit) //hit is successful
 
- 				{
 
- 					int dmgRand = rand()%100;
 
- 					//accumulating dmgChance
 
- 					dmgChance[1] += dmgChance[0];
 
- 					dmgChance[2] += dmgChance[1];
 
- 					//calculating dealt damage
 
- 					for(int v = 0; v < ARRAY_COUNT(dmgChance); ++v)
 
- 					{
 
- 						if(dmgRand <= dmgChance[v])
 
- 						{
 
- 							attack.second = v;
 
- 							break;
 
- 						}
 
- 					}
 
- 					if(attack.second > 0 && (attackedPart == 0 || attackedPart == 1 || attackedPart == 6))
 
- 					{
 
- 						int posRemove = -1;
 
- 						switch(attackedPart)
 
- 						{
 
- 						case 0: //keep
 
- 							posRemove = -2;
 
- 							break;
 
- 						case 1: //bottom tower
 
- 							posRemove = -3;
 
- 							break;
 
- 						case 6: //upper tower
 
- 							posRemove = -4;
 
- 							break;
 
- 						}
 
- 						BattleStacksRemoved bsr;
 
- 						for(int g=0; g<gs->curB->stacks.size(); ++g)
 
- 						{
 
- 							if(gs->curB->stacks[g]->position == posRemove)
 
- 							{
 
- 								bsr.stackIDs.insert( gs->curB->stacks[g]->ID );
 
- 								break;
 
- 							}
 
- 						}
 
- 						sendAndApply(&bsr);
 
- 					}
 
- 				}
 
- 				ca.byCatapult = true;
 
- 				ca.attackedParts.insert(attack);
 
- 				sendAndApply(&ca);
 
- 			}
 
- 			sendAndApply(&EndAction());
 
- 			break;
 
- 		}
 
- 	}
 
- 	battleMadeAction.setn(true);
 
- 	return ok;
 
- }
 
- void CGameHandler::playerMessage( ui8 player, const std::string &message )
 
- {
 
- 	bool cheated=true;
 
- 	sendAndApply(&PlayerMessage(player,message));
 
- 	if(message == "vcmiistari") //give all spells and 999 mana
 
- 	{
 
- 		SetMana sm;
 
- 		ChangeSpells cs;
 
- 		SetHeroArtifacts sha;
 
- 		CGHeroInstance *h = gs->getHero(gs->getPlayer(player)->currentSelection);
 
- 		if(!h && complain("Cannot realize cheat, no hero selected!")) return;
 
- 		sm.hid = cs.hid = h->id;
 
- 		//give all spells
 
- 		cs.learn = 1;
 
- 		for(int i=0;i<VLC->spellh->spells.size();i++)
 
- 		{
 
- 			if(!VLC->spellh->spells[i].creatureAbility)
 
- 				cs.spells.insert(i);
 
- 		}
 
- 		//give mana
 
- 		sm.val = 999;
 
- 		if(!h->getArt(17)) //hero doesn't have spellbook
 
- 		{
 
- 			//give spellbook
 
- 			sha.hid = h->id;
 
- 			sha.artifacts = h->artifacts;
 
- 			sha.artifWorn = h->artifWorn;
 
- 			sha.artifWorn[17] = 0;
 
- 			sendAndApply(&sha);
 
- 		}
 
- 		sendAndApply(&cs);
 
- 		sendAndApply(&sm);
 
- 	}
 
- 	else if(message == "vcmiainur") //gives 5 archangels into each slot
 
- 	{
 
- 		SetGarrisons sg;
 
- 		CGHeroInstance *hero = gs->getHero(gs->getPlayer(player)->currentSelection);
 
- 		if(!hero) return;
 
- 		sg.garrs[hero->id] = hero->army;
 
- 		for(int i=0;i<7;i++)
 
- 			if(!vstd::contains(sg.garrs[hero->id].slots,i))
 
- 				sg.garrs[hero->id].slots[i] = std::pair<ui32,si32>(13,5);
 
- 		sendAndApply(&sg);
 
- 	}
 
- 	else if(message == "vcmiangband") //gives 10 black knight into each slot
 
- 	{
 
- 		SetGarrisons sg;
 
- 		CGHeroInstance *hero = gs->getHero(gs->getPlayer(player)->currentSelection);
 
- 		if(!hero) return;
 
- 		sg.garrs[hero->id] = hero->army;
 
- 		for(int i=0;i<7;i++)
 
- 			if(!vstd::contains(sg.garrs[hero->id].slots,i))
 
- 				sg.garrs[hero->id].slots[i] = std::pair<ui32,si32>(66,10);
 
- 		sendAndApply(&sg);
 
- 	}
 
- 	else if(message == "vcminoldor") //all war machines
 
- 	{
 
- 		CGHeroInstance *hero = gs->getHero(gs->getPlayer(player)->currentSelection);
 
- 		if(!hero) return;
 
- 		SetHeroArtifacts sha;
 
- 		sha.hid = hero->id;
 
- 		sha.artifacts = hero->artifacts;
 
- 		sha.artifWorn = hero->artifWorn;
 
- 		sha.artifWorn[13] = 4;
 
- 		sha.artifWorn[14] = 5;
 
- 		sha.artifWorn[15] = 6;
 
- 		sendAndApply(&sha);
 
- 	}
 
- 	else if(message == "vcminahar") //1000000 movement points
 
- 	{
 
- 		CGHeroInstance *hero = gs->getHero(gs->getPlayer(player)->currentSelection);
 
- 		if(!hero) return;
 
- 		SetMovePoints smp;
 
- 		smp.hid = hero->id;
 
- 		smp.val = 1000000;
 
- 		sendAndApply(&smp);
 
- 	}
 
- 	else if(message == "vcmiformenos") //give resources
 
- 	{
 
- 		SetResources sr;
 
- 		sr.player = player;
 
- 		sr.res = gs->getPlayer(player)->resources;
 
- 		for(int i=0;i<7;i++)
 
- 			sr.res[i] += 100;
 
- 		sr.res[6] += 19900;
 
- 		sendAndApply(&sr);
 
- 	}
 
- 	else if(message == "vcmieagles") //reveal FoW
 
- 	{
 
- 		FoWChange fc;
 
- 		fc.mode = 1;
 
- 		fc.player = player;
 
- 		for(int i=0;i<gs->map->width;i++)
 
- 			for(int j=0;j<gs->map->height;j++)
 
- 				for(int k=0;k<gs->map->twoLevel+1;k++)
 
- 					if(!gs->getPlayer(fc.player)->fogOfWarMap[i][j][k])
 
- 						fc.tiles.insert(int3(i,j,k));
 
- 		sendAndApply(&fc);
 
- 	}
 
- 	else if(message == "vcmiglorfindel")
 
- 	{
 
- 		CGHeroInstance *hero = gs->getHero(gs->getPlayer(player)->currentSelection);
 
- 		changePrimSkill(hero->id,4,VLC->heroh->reqExp(hero->level+1) - VLC->heroh->reqExp(hero->level));
 
- 	}
 
- 	else
 
- 		cheated = false;
 
- 	if(cheated)
 
- 	{
 
- 		sendAndApply(&SystemMessage("CHEATER!!!"));
 
- 	}
 
- }
 
- static ui32 calculateSpellDmg(const CSpell * sp, const CGHeroInstance * caster, const CStack * affectedCreature)
 
- {
 
- 	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
 
- 	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);
 
- 	ret = caster->getPrimSkillLevel(2) * dmgMultipliers[sp->id]  +  sp->powers[caster->getSpellSchoolLevel(sp)];
 
- 	
 
- 	//applying sorcerery secondary skill
 
- 	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->valOfBonuses(HeroBonus::AIR_SPELL_DMG_PREMY) != 0)
 
- 	{
 
- 		ret *= (100.0f + caster->valOfBonuses(HeroBonus::AIR_SPELL_DMG_PREMY) / 100.0f);
 
- 	}
 
- 	else if(sp->fire && caster->valOfBonuses(HeroBonus::FIRE_SPELL_DMG_PREMY) != 0)
 
- 	{
 
- 		ret *= (100.0f + caster->valOfBonuses(HeroBonus::FIRE_SPELL_DMG_PREMY) / 100.0f);
 
- 	}
 
- 	else if(sp->water && caster->valOfBonuses(HeroBonus::WATER_SPELL_DMG_PREMY) != 0)
 
- 	{
 
- 		ret *= (100.0f + caster->valOfBonuses(HeroBonus::WATER_SPELL_DMG_PREMY) / 100.0f);
 
- 	}
 
- 	else if(sp->earth && caster->valOfBonuses(HeroBonus::EARTH_SPELL_DMG_PREMY) != 0)
 
- 	{
 
- 		ret *= (100.0f + caster->valOfBonuses(HeroBonus::EARTH_SPELL_DMG_PREMY) / 100.0f);
 
- 	}
 
- 	//applying protections - when spell has more then one elements, only one protection should be applied (I think)
 
- 	if(sp->air && affectedCreature->hasFeatureOfType(StackFeature::SPELL_DAMAGE_REDUCTION, 0)) //air spell & protection from air
 
- 	{
 
- 		ret *= affectedCreature->valOfFeatures(StackFeature::SPELL_DAMAGE_REDUCTION, 0);
 
- 		ret /= 100;
 
- 	}
 
- 	else if(sp->fire && affectedCreature->hasFeatureOfType(StackFeature::SPELL_DAMAGE_REDUCTION, 1)) //fire spell & protection from fire
 
- 	{
 
- 		ret *= affectedCreature->valOfFeatures(StackFeature::SPELL_DAMAGE_REDUCTION, 1);
 
- 		ret /= 100;
 
- 	}
 
- 	else if(sp->water && affectedCreature->hasFeatureOfType(StackFeature::SPELL_DAMAGE_REDUCTION, 2)) //water spell & protection from water
 
- 	{
 
- 		ret *= affectedCreature->valOfFeatures(StackFeature::SPELL_DAMAGE_REDUCTION, 2);
 
- 		ret /= 100;
 
- 	}
 
- 	else if (sp->earth && affectedCreature->hasFeatureOfType(StackFeature::SPELL_DAMAGE_REDUCTION, 3)) //earth spell & protection from earth
 
- 	{
 
- 		ret *= affectedCreature->valOfFeatures(StackFeature::SPELL_DAMAGE_REDUCTION, 3);
 
- 		ret /= 100;
 
- 	}
 
- 	//general spell dmg reduction
 
- 	if(sp->air && affectedCreature->hasFeatureOfType(StackFeature::SPELL_DAMAGE_REDUCTION, -1)) //air spell & protection from air
 
- 	{
 
- 		ret *= affectedCreature->valOfFeatures(StackFeature::SPELL_DAMAGE_REDUCTION, -1);
 
- 		ret /= 100;
 
- 	}
 
- 	//dmg increasing
 
- 	if( affectedCreature->hasFeatureOfType(StackFeature::MORE_DAMAGE_FROM_SPELL, sp->id) )
 
- 	{
 
- 		ret *= 100 + affectedCreature->valOfFeatures(StackFeature::MORE_DAMAGE_FROM_SPELL, sp->id);
 
- 		ret /= 100;
 
- 	}
 
- 	return ret;
 
- }
 
- static ui32 calculateHealedHP(const CGHeroInstance * caster, const CSpell * spell, const CStack * stack)
 
- {
 
- 	switch(spell->id)
 
- 	{
 
- 	case 37: //cure
 
- 		{
 
- 			int healedHealth = caster->getPrimSkillLevel(2) * 5 + spell->powers[caster->getSpellSchoolLevel(spell)];
 
- 			return std::min<ui32>(healedHealth, stack->MaxHealth() - stack->firstHPleft);
 
- 			break;
 
- 		}
 
- 	case 38: //resurrection
 
- 		{
 
- 			int healedHealth = caster->getPrimSkillLevel(2) * 50 + spell->powers[caster->getSpellSchoolLevel(spell)];
 
- 			return std::min<ui32>(healedHealth, stack->MaxHealth() - stack->firstHPleft + stack->baseAmount * stack->MaxHealth());
 
- 			break;
 
- 		}
 
- 	case 39: //animate dead
 
- 		{
 
- 			int healedHealth = caster->getPrimSkillLevel(2) * 50 + spell->powers[caster->getSpellSchoolLevel(spell)];
 
- 			return std::min<ui32>(healedHealth, stack->MaxHealth() - stack->firstHPleft + stack->baseAmount * stack->MaxHealth());
 
- 			break;
 
- 		}
 
- 	}
 
- 	//we shouldn't be here
 
- 	tlog1 << "calculateHealedHP called for non-healing spell: " << spell->name << std::endl;
 
- 	return 0;
 
- }
 
- static std::vector<ui32> calculateResistedStacks(const CSpell * sp, const CGHeroInstance * caster, const CGHeroInstance * hero2, const std::set<CStack*> affectedCreatures)
 
- {
 
- 	std::vector<ui32> ret;
 
- 	for(std::set<CStack*>::const_iterator it = affectedCreatures.begin(); it != affectedCreatures.end(); ++it)
 
- 	{
 
- 		if ((*it)->hasFeatureOfType(StackFeature::SPELL_IMMUNITY, sp->id) //100% sure spell immunity
 
- 			|| ((*it)->valOfFeatures(StackFeature::LEVEL_SPELL_IMMUNITY) >= sp->level))
 
- 		{
 
- 			ret.push_back((*it)->ID);
 
- 			continue;
 
- 		}
 
- 		//non-negative spells on friendly stacks should always succeed, unless immune
 
- 		if(sp->positiveness >= 0 && (*it)->owner == caster->tempOwner)
 
- 			continue;
 
- 		const CGHeroInstance * bonusHero; //hero we should take bonuses from
 
- 		if((*it)->owner == caster->tempOwner)
 
- 			bonusHero = caster;
 
- 		else
 
- 			bonusHero = hero2;
 
- 		int prob = (*it)->valOfFeatures(StackFeature::MAGIC_RESISTANCE); //probability of resistance in %
 
- 		if(bonusHero)
 
- 		{
 
- 			//bonusHero's resistance support (secondary skils and artifacts)
 
- 			prob += bonusHero->valOfBonuses(HeroBonus::MAGIC_RESISTANCE);
 
- 			switch(bonusHero->getSecSkillLevel(26)) //resistance
 
- 			{
 
- 			case 1: //basic
 
- 				prob += 5;
 
- 				break;
 
- 			case 2: //advanced
 
- 				prob += 10;
 
- 				break;
 
- 			case 3: //expert
 
- 				prob += 20;
 
- 				break;
 
- 			}
 
- 		}
 
- 		if(prob > 100) prob = 100;
 
- 		if(rand()%100 < prob) //immunity from resistance
 
- 			ret.push_back((*it)->ID);
 
- 	}
 
- 	if(sp->id == 60) //hypnotize
 
- 	{
 
- 		for(std::set<CStack*>::const_iterator it = affectedCreatures.begin(); it != affectedCreatures.end(); ++it)
 
- 		{
 
- 			if( (*it)->hasFeatureOfType(StackFeature::SPELL_IMMUNITY, sp->id) //100% sure spell immunity
 
- 				|| ( (*it)->amount - 1 ) * (*it)->MaxHealth() + (*it)->firstHPleft 
 
- 				> 
 
- 				caster->getPrimSkillLevel(2) * 25 + sp->powers[caster->getSpellSchoolLevel(sp)]
 
- 			)
 
- 			{
 
- 				ret.push_back((*it)->ID);
 
- 			}
 
- 		}
 
- 	}
 
- 	return ret;
 
- }
 
- bool CGameHandler::makeCustomAction( BattleAction &ba )
 
- {
 
- 	switch(ba.actionType)
 
- 	{
 
- 	case 1: //hero casts spell
 
- 		{
 
- 			CGHeroInstance *h = (ba.side) ? gs->getHero(gs->curB->hero2) : gs->getHero(gs->curB->hero1);
 
- 			CGHeroInstance *secondHero = (!ba.side) ? gs->getHero(gs->curB->hero2) : gs->getHero(gs->curB->hero1);
 
- 			if(!h)
 
- 			{
 
- 				tlog2 << "Wrong caster!\n";
 
- 				return false;
 
- 			}
 
- 			if(ba.additionalInfo >= VLC->spellh->spells.size())
 
- 			{
 
- 				tlog2 << "Wrong spell id (" << ba.additionalInfo << ")!\n";
 
- 				return false;
 
- 			}
 
- 			CSpell *s = &VLC->spellh->spells[ba.additionalInfo];
 
- 			ui8 skill = h->getSpellSchoolLevel(s); //skill level
 
- 			if(   !(h->canCastThisSpell(s)) //hero cannot cast this spell at all
 
- 				|| (h->mana < gs->curB->getSpellCost(s, h)) //not enough mana
 
- 				|| (ba.additionalInfo < 10) //it's adventure spell (not combat)
 
- 				|| (gs->curB->castSpells[ba.side]) //spell has been cast
 
- 				|| (secondHero && secondHero->hasBonusOfType(HeroBonus::SPELL_IMMUNITY, s->id)) //non - casting hero provides immunity for this spell 
 
- 				|| (gs->battleMaxSpellLevel() < s->level) //non - casting hero stops caster from casting this spell
 
- 				)
 
- 			{
 
- 				tlog2 << "Spell cannot be cast!\n";
 
- 				return false;
 
- 			}
 
- 			sendAndApply(&StartAction(ba)); //start spell casting
 
- 			SpellCast sc;
 
- 			sc.side = ba.side;
 
- 			sc.id = ba.additionalInfo;
 
- 			sc.skill = skill;
 
- 			sc.tile = ba.destinationTile;
 
- 			//calculating affected creatures for all spells
 
- 			std::set<CStack*> attackedCres = gs->curB->getAttackedCreatures(s, h, ba.destinationTile);
 
- 			for(std::set<CStack*>::const_iterator it = attackedCres.begin(); it != attackedCres.end(); ++it)
 
- 			{
 
- 				sc.affectedCres.insert((*it)->ID);
 
- 			}
 
- 			//checking if creatures resist
 
- 			sc.resisted = calculateResistedStacks(s, h, secondHero, attackedCres);
 
- 			
 
- 			sendAndApply(&sc);
 
- 			//applying effects
 
- 			switch(ba.additionalInfo) //spell id
 
- 			{
 
- 			case 15: //magic arrow
 
- 			case 16: //ice bolt
 
- 			case 17: //lightning bolt
 
- 			case 18: //implosion
 
- 			case 20: //frost ring
 
- 			case 21: //fireball
 
- 			case 22: //inferno
 
- 			case 23: //meteor shower
 
- 			case 24: //death ripple
 
- 			case 25: //destroy undead
 
- 			case 26: //armageddon
 
- 				{
 
- 					StacksInjured si;
 
- 					for(std::set<CStack*>::iterator it = attackedCres.begin(); it != attackedCres.end(); ++it)
 
- 					{
 
- 						if(vstd::contains(sc.resisted, (*it)->ID)) //this creature resisted the spell
 
- 							continue;
 
- 						BattleStackAttacked bsa;
 
- 						bsa.flags |= 2;
 
- 						bsa.effect = VLC->spellh->spells[ba.additionalInfo].mainEffectAnim;
 
- 						bsa.damageAmount = calculateSpellDmg(s, h, *it);
 
- 						bsa.stackAttacked = (*it)->ID;
 
- 						bsa.attackerID = -1;
 
- 						prepareAttacked(bsa,*it);
 
- 						si.stacks.insert(bsa);
 
- 					}
 
- 					if(!si.stacks.empty())
 
- 						sendAndApply(&si);
 
- 					break;
 
- 				}
 
- 			case 27: //shield 
 
- 			case 28: //air shield
 
- 			case 30: //protection from air
 
- 			case 31: //protection from fire
 
- 			case 32: //protection from water
 
- 			case 33: //protection from earth
 
- 			case 34: //anti-magic
 
- 			case 41: //bless
 
- 			case 42: //curse
 
- 			case 43: //bloodlust
 
- 			case 44: //precision
 
- 			case 45: //weakness
 
- 			case 46: //stone skin
 
- 			case 47: //disrupting ray
 
- 			case 48: //prayer
 
- 			case 49: //mirth
 
- 			case 50: //sorrow
 
- 			case 51: //fortune
 
- 			case 52: //misfortune
 
- 			case 53: //haste
 
- 			case 54: //slow
 
- 			case 55: //slayer
 
- 			case 56: //frenzy
 
- 			case 58: //counterstrike
 
- 			case 59: //berserk
 
- 			case 60: //hypnotize
 
- 			case 61: //forgetfulness
 
- 			case 62: //blind
 
- 				{
 
- 					SetStackEffect sse;
 
- 					for(std::set<CStack*>::iterator it = attackedCres.begin(); it != attackedCres.end(); ++it)
 
- 					{
 
- 						if(vstd::contains(sc.resisted, (*it)->ID)) //this creature resisted the spell
 
- 							continue;
 
- 						sse.stacks.insert((*it)->ID);
 
- 					}
 
- 					sse.effect.id = ba.additionalInfo;
 
- 					sse.effect.level = h->getSpellSchoolLevel(s);
 
- 					sse.effect.turnsRemain = BattleInfo::calculateSpellDuration(s, h);
 
- 					if(!sse.stacks.empty())
 
- 						sendAndApply(&sse);
 
- 					break;
 
- 				}
 
- 			case 37: //cure
 
- 			case 38: //resurrection
 
- 			case 39: //animate dead
 
- 				{
 
- 					StacksHealedOrResurrected shr;
 
- 					for(std::set<CStack*>::iterator it = attackedCres.begin(); it != attackedCres.end(); ++it)
 
- 					{
 
- 						if(vstd::contains(sc.resisted, (*it)->ID) //this creature resisted the spell
 
- 							|| (s->id == 39 && !(*it)->hasFeatureOfType(StackFeature::UNDEAD)) //we try to cast animate dead on living stack
 
- 							) 
 
- 							continue;
 
- 						StacksHealedOrResurrected::HealInfo hi;
 
- 						hi.stackID = (*it)->ID;
 
- 						hi.healedHP = calculateHealedHP(h, s, *it);
 
- 						shr.healedStacks.push_back(hi);
 
- 					}
 
- 					if(!shr.healedStacks.empty())
 
- 						sendAndApply(&shr);
 
- 					break;
 
- 				}
 
- 			case 64: //remove obstacle
 
- 				{
 
- 					ObstaclesRemoved obr;
 
- 					for(int g=0; g<gs->curB->obstacles.size(); ++g)
 
- 					{
 
- 						std::vector<int> blockedHexes = VLC->heroh->obstacles[gs->curB->obstacles[g].ID].getBlocked(gs->curB->obstacles[g].pos);
 
- 						if(vstd::contains(blockedHexes, ba.destinationTile)) //this obstacle covers given hex
 
- 						{
 
- 							obr.obstacles.insert(gs->curB->obstacles[g].uniqueID);
 
- 						}
 
- 					}
 
- 					if(!obr.obstacles.empty())
 
- 						sendAndApply(&obr);
 
- 					break;
 
- 				}
 
- 			}
 
- 			sendAndApply(&EndAction());
 
- 			return true;
 
- 		}
 
- 	}
 
- 	return false;
 
- }
 
- void CGameHandler::handleTimeEvents()
 
- {
 
- 	gs->map->events.sort(evntCmp);
 
- 	while(gs->map->events.size() && gs->map->events.front()->firstOccurence+1 == gs->day)
 
- 	{
 
- 		CMapEvent *ev = gs->map->events.front();
 
- 		for(int player = 0; player < PLAYER_LIMIT; player++)
 
- 		{
 
- 			PlayerState *pinfo = gs->getPlayer(player);
 
- 			if( pinfo  //player exists
 
- 				&& (ev->players & 1<<player) //event is enabled to this player
 
- 				&& ((ev->computerAffected && !pinfo->human) 
 
- 					|| (ev->humanAffected && pinfo->human)
 
- 				)
 
- 			)
 
- 			{
 
- 				//give resources
 
- 				SetResources sr;
 
- 				sr.player = player;
 
- 				sr.res = pinfo->resources;
 
- 				//prepare dialog
 
- 				InfoWindow iw;
 
- 				iw.player = player;
 
- 				iw.text << ev->message;
 
- 				for (int i=0; i<ev->resources.size(); i++)
 
- 				{
 
- 					if(ev->resources[i]) //if resource is changed, we add it to the dialog
 
- 					{
 
- 						// If removing too much resources, adjust the
 
- 						// amount so the total doesn't become negative.
 
- 						if (sr.res[i] + ev->resources[i] < 0)
 
- 							ev->resources[i] = -sr.res[i];
 
- 						if(ev->resources[i]) //if non-zero res change
 
- 						{
 
- 							iw.components.push_back(Component(Component::RESOURCE,i,ev->resources[i],0));
 
- 							sr.res[i] += ev->resources[i];
 
- 						}
 
- 					}
 
- 				}
 
- 				if (iw.components.size())
 
- 				{
 
- 					sendAndApply(&sr); //update player resources if changed
 
- 				}
 
- 				sendAndApply(&iw); //show dialog
 
- 			}
 
- 		} //PLAYERS LOOP
 
- 		if(ev->nextOccurence)
 
- 		{
 
- 			ev->firstOccurence += ev->nextOccurence;
 
- 			gs->map->events.sort(evntCmp);
 
- 		}
 
- 		else
 
- 		{
 
- 			delete ev;
 
- 			gs->map->events.pop_front();
 
- 		}
 
- 	}
 
- }
 
- bool CGameHandler::complain( const std::string &problem )
 
- {
 
- 	sendMessageToAll("Server encountered a problem: " + problem);
 
- 	tlog1 << problem << std::endl;
 
- 	return true;
 
- }
 
- ui32 CGameHandler::getQueryResult( ui8 player, int queryID )
 
- {
 
- 	//TODO: write
 
- 	return 0;
 
- }
 
- void CGameHandler::showGarrisonDialog( int upobj, int hid, bool removableUnits, const boost::function<void()> &cb )
 
- {
 
- 	ui8 player = getOwner(hid);
 
- 	GarrisonDialog gd;
 
- 	gd.hid = hid;
 
- 	gd.objid = upobj;
 
- 	{
 
- 		boost::unique_lock<boost::recursive_mutex> lock(gsm);
 
- 		gd.id = QID;
 
- 		garrisonCallbacks[QID] = cb;
 
- 		allowedExchanges[QID] = std::pair<si32,si32>(upobj,hid);
 
- 		states.addQuery(player,QID);
 
- 		QID++; 
 
- 		gd.removableUnits = removableUnits;
 
- 		sendAndApply(&gd);
 
- 	}
 
- }
 
- bool CGameHandler::isAllowedExchange( int id1, int id2 )
 
- {
 
- 	if(id1 == id2)
 
- 		return true;
 
- 	{
 
- 		boost::unique_lock<boost::recursive_mutex> lock(gsm);
 
- 		for(std::map<ui32, std::pair<si32,si32> >::const_iterator i = allowedExchanges.begin(); i!=allowedExchanges.end(); i++)
 
- 			if(id1 == i->second.first && id2 == i->second.second   ||   id2 == i->second.first && id1 == i->second.second)
 
- 				return true;
 
- 	}
 
- 	const CGObjectInstance *o1 = getObj(id1), *o2 = getObj(id2);
 
- 	if(o1->ID == TOWNI_TYPE)
 
- 	{
 
- 		const CGTownInstance *t = static_cast<const CGTownInstance*>(o1);
 
- 		if(t->visitingHero == o2  ||  t->garrisonHero == o2)
 
- 			return true;
 
- 	}
 
- 	if(o2->ID == TOWNI_TYPE)
 
- 	{
 
- 		const CGTownInstance *t = static_cast<const CGTownInstance*>(o2);
 
- 		if(t->visitingHero == o1  ||  t->garrisonHero == o1)
 
- 			return true;
 
- 	}
 
- 	if(o1->ID == HEROI_TYPE && o2->ID == HEROI_TYPE
 
- 		&& distance(o1->pos, o2->pos) < 2) //hero stands on the same tile or on the neighbouring tiles
 
- 	{
 
- 		//TODO: it's workaround, we should check if first hero visited second and player hasn't closed exchange window
 
- 		//(to block moving stacks for free [without visiting] beteen heroes)
 
- 		return true;
 
- 	}
 
- 	return false;
 
- }
 
- void CGameHandler::objectVisited( const CGObjectInstance * obj, const CGHeroInstance * h )
 
- {
 
- 	obj->onHeroVisit(h);
 
- }
 
- bool CGameHandler::buildBoat( ui32 objid )
 
- {
 
- 	const IShipyard *obj = IShipyard::castFrom(getObj(objid));
 
- 	if(obj->state())
 
- 	{
 
- 		complain("Cannot build boat in this shipyard!");
 
- 		return false;
 
- 	}
 
- 	else if(obj->o->ID == TOWNI_TYPE
 
- 		&& !vstd::contains((static_cast<const CGTownInstance*>(obj))->builtBuildings,6))
 
- 	{
 
- 		complain("Cannot build boat in the town - no shipyard!");
 
- 		return false;
 
- 	}
 
- 	//TODO use "real" cost via obj->getBoatCost
 
- 	if(getResource(obj->o->tempOwner, 6) < 1000  ||  getResource(obj->o->tempOwner, 0) < 10)
 
- 	{
 
- 		complain("Not enough resources to build a boat!");
 
- 		return false;
 
- 	}
 
- 	int3 tile = obj->bestLocation();
 
- 	if(!gs->map->isInTheMap(tile))
 
- 	{
 
- 		complain("Cannot find appropriate tile for a boat!");
 
- 		return false;
 
- 	}
 
- 	//take boat cost
 
- 	SetResources sr;
 
- 	sr.player = obj->o->tempOwner;
 
- 	sr.res = gs->getPlayer(obj->o->tempOwner)->resources;
 
- 	sr.res[0] -= 10;
 
- 	sr.res[6] -= 1000;
 
- 	sendAndApply(&sr);
 
- 	//create boat
 
- 	NewObject no;
 
- 	no.ID = 8;
 
- 	no.subID = 1;
 
- 	no.pos = tile + int3(1,0,0);
 
- 	sendAndApply(&no);
 
- 	return true;
 
- }
 
- void CGameHandler::engageIntoBattle( ui8 player )
 
- {
 
- 	if(vstd::contains(states.players, player))
 
- 		states.setFlag(player,&PlayerStatus::engagedIntoBattle,true);
 
- 	//notify interfaces
 
- 	PlayerBlocked pb;
 
- 	pb.player = player;
 
- 	pb.reason = PlayerBlocked::UPCOMING_BATTLE;
 
- 	sendAndApply(&pb);
 
- }
 
 
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