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| #include "../StartInfo.h"#include "../hch/CArtHandler.h"#include "../hch/CBuildingHandler.h"#include "../hch/CDefObjInfoHandler.h"#include "../hch/CGeneralTextHandler.h"#include "../hch/CHeroHandler.h"#include "../hch/CObjectHandler.h"#include "../hch/CSpellHandler.h"#include "../hch/CTownHandler.h"#include "../CGameState.h"#include "../lib/CondSh.h"#include "../lib/Connection.h"#include "../lib/NetPacks.h"#include "../lib/VCMI_Lib.h"#include "../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 <fstream>#ifndef _MSC_VER#include <boost/thread/xtime.hpp>#endifextern bool end2;#include "../lib/BattleAction.h"#ifdef min#undef min#endif#ifdef max#undef max#endif#define NEW_ROUND 		BattleNextRound bnr;\		bnr.round = gs->curB->round + 1;\		sendAndApply(&bnr);boost::mutex gsm;ui32 CGameHandler::QID = 1;CondSh<bool> battleMadeAction;CondSh<BattleResult *> battleResult(NULL);std::map<ui32, CFunctionList<void(ui32)> > callbacks; //question id => callback function - for selection dialogsclass CMP_stack{public:	inline bool operator ()(const CStack* a, const CStack* b)	{		return (a->speed())>(b->speed());	}} cmpst ;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) );}int getSchoolLevel(const CGHeroInstance *h, const CSpell *s){	ui8 ret = 0;	if(s->fire)		ret = std::max(ret,h->getSecSkillLevel(14));	if(s->air)		ret = std::max(ret,h->getSecSkillLevel(15));	if(s->water)		ret = std::max(ret,h->getSecSkillLevel(16));	if(s->earth)		ret = std::max(ret,h->getSecSkillLevel(17));	return ret;}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;	}}//bool CGameState::checkFunc(int obid, std::string name)//{//	if (objscr.find(obid)!=objscr.end())//	{//		if(objscr[obid].find(name)!=objscr[obid].end())//		{//			return true;//		}//	}//	return false;//}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();}//void CGameHandler::handleCPPObjS(std::map<int,CCPPObjectScript*> * mapa, CCPPObjectScript * script)//{//	std::vector<int> tempv = script->yourObjects();//	for (unsigned i=0;i<tempv.size();i++)//	{//		(*mapa)[tempv[i]]=script;//	}//	cppscripts.insert(script);//}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);}void CGameHandler::changePrimSkill(int ID, int which, int 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]);		if(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);			}			if(hero->secSkills.size() < hero->type->heroClass->skillLimit) //free skill slot			{				hlu.skills.push_back(hero->type->heroClass->chooseSecSkill(none)); //new skill			}			else			{				int s = hero->type->heroClass->chooseSecSkill(basicAndAdv);				hlu.skills.push_back(s);				basicAndAdv.erase(s);			}			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			}			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		}	}}CCreatureSet takeCasualties(int color, const CCreatureSet &set, BattleInfo *bat){	CCreatureSet ret(set);	for(int i=0; i<bat->stacks.size();i++)	{		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(CCreatureSet army1, CCreatureSet army2, int3 tile, CGHeroInstance *hero1, CGHeroInstance *hero2, boost::function<void(BattleResult*)> cb){	BattleInfo *curB = new BattleInfo;	setupBattle(curB, tile, army1, army2, hero1, hero2); //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		CStack *next;		while(!battleResult.get() && (next=gs->curB->getNextStack()))		{			next->state -= WAITING; //if stack was waiting it'll now make move, so it won't be "waiting" anymore			//check for bad morale => freeze			if(next->Morale() < 0)			{				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));					sendDataToClients(ui16(3008));					checkForBattleEnd(stacks); //check if this "action" ended the battle (not likely but who knows...)					continue;				}			}askInterfaceForMove:			//ask interface and wait for answer			{				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;			}			//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			)				if(rand()%24 < next->Morale()) //this stack hasn't got morale this turn					goto askInterfaceForMove; //move this stack once more		}	}	//unblock engaged players	if(hero1->tempOwner<PLAYER_LIMIT)		states.setFlag(hero1->tempOwner,&PlayerStatus::engagedIntoBattle,false);	if(hero2 && hero2->tempOwner<PLAYER_LIMIT)		states.setFlag(hero2->tempOwner,&PlayerStatus::engagedIntoBattle,false);		//casualties among heroes armies	SetGarrisons sg;	if(hero1)		sg.garrs[hero1->id] = takeCasualties(hero1->tempOwner,hero1->army,gs->curB);	if(hero2)		sg.garrs[hero2->id] = takeCasualties(hero2->tempOwner,hero2->army,gs->curB);	sendAndApply(&sg);	//end battle, remove all info, free memory	giveExp(*battleResult.data);	sendAndApply(battleResult.data);	if(cb)		cb(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]);	delete battleResult.data;}void CGameHandler::prepareAttacked(BattleStackAttacked &bsa, CStack *def){		bsa.killedAmount = bsa.damageAmount / def->creature->hitPoints;	unsigned damageFirst = bsa.damageAmount % def->creature->hitPoints;	if( def->firstHPleft <= damageFirst )	{		bsa.killedAmount++;		bsa.newHP = def->firstHPleft + def->creature->hitPoints - 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, CStack *att, CStack *def){	bat.stackAttacking = att->ID;	bat.bsa.stackAttacked = def->ID;	bat.bsa.damageAmount = BattleInfo::calculateDmg(att, def, gs->getHero(att->attackerOwned ? gs->curB->hero1 : gs->curB->hero2), gs->getHero(def->attackerOwned ? gs->curB->hero1 : gs->curB->hero2), bat.shot());//counting dealt damage	if(att->Luck() > 0  &&  rand()%24 < att->Luck())	{		bat.bsa.damageAmount *= 2;		bat.bsa.flags |= 4;	}	prepareAttacked(bat.bsa,def);}void CGameHandler::handleConnection(std::set<int> players, CConnection &c){	try	{		ui16 pom;		while(!end2)		{			c >> pom;			bool blockvis = false;			switch(pom)			{			case 98:				{					std::string fname;					Mapa * mapa;					c >> fname;					{						sendMessageTo(c,"Serializing game info...");						CSaveFile save(std::string("Games") + PATHSEPARATOR + fname + ".vlgm1");						char hlp[8] = "VCMISVG";						save << hlp << version << static_cast<CMapHeader&>(*gs->map) << gs->scenarioOps->difficulty << *VLC << gs;					}					{						sendMessageTo(c,"Serializing server info...");						CSaveFile save(std::string("Games") + PATHSEPARATOR + fname + ".vsgm1");						save << *this;					}					sendMessageTo(c,"Game has been succesfully saved!");					break;				}			case 99: //end!				{					tlog0 << "We have been requested to close.\n";					exit(0);				}			case 100: //my interface ended its turn				{					states.setFlag(gs->currentPlayer,&PlayerStatus::makingTurn,false);					break;				}			case 500: //dismiss hero				{					si32 id;					c >> id;					RemoveObject rh(id);					sendAndApply(&rh);					break;				}			case 501://interface wants to move hero				{					int3 start, end;					si32 id;					c >> id >> start >> end;					tlog5 << "Interface wants to move hero "<<id << " from "<<start << " to " << end << std::endl;					int3 hmpos = end + int3(-1,0,0);					TerrainTile t = gs->map->terrain[hmpos.x][hmpos.y][hmpos.z];					CGHeroInstance *h = static_cast<CGHeroInstance *>(gs->map->objects[id]);					double dist = distance(start,end);					if(h->movement <= 145) dist = 1.0f; //workaround for strange behaviour manifested by Heroes III					int cost = (int)((double)h->getTileCost(t.tertype,t.malle,t.nuine, h->movement) * dist);					TryMoveHero tmh;					tmh.id = id;					tmh.start = start;					tmh.end = end;					tmh.result = 0;					tmh.movePoints = h->movement;					if((h->getOwner() != gs->currentPlayer) //not turn of that hero						|| (distance(start,end)>=1.5) //tiles are not neighouring						|| (h->movement < cost) //lack of movement points						|| (t.tertype == rock)  //rock						|| (!h->canWalkOnSea() && t.tertype == water)						|| (t.blocked && !t.visitable) //tile is blocked andnot visitable						) 						goto fail;										//check if there is blocking visitable object					blockvis = false;					tmh.movePoints = h->movement = (h->movement-cost); //take move points					BOOST_FOREACH(CGObjectInstance *obj, t.visitableObjects)					{						if(obj->blockVisit)						{							blockvis = true;							break;						}					}					//we start moving					if(blockvis)//interaction with blocking object (like resources)					{						sendAndApply(&tmh); //failed to move to that tile but we visit object						BOOST_FOREACH(CGObjectInstance *obj, t.visitableObjects)						{							if (obj->blockVisit)							{								//if(gs->checkFunc(obj->ID,"heroVisit")) //script function								//	gs->objscr[obj->ID]["heroVisit"]->onHeroVisit(obj,h->subID);								//if(obj->state) //hard-coded function									obj->onHeroVisit(h);							}						}						tlog5 << "Blocing visit at " << hmpos << std::endl;						break;					}					else //normal move					{						tmh.result = 1;						BOOST_FOREACH(CGObjectInstance *obj, gs->map->terrain[start.x-1][start.y][start.z].visitableObjects)						{							//TODO: allow to handle this in script-languages							//if(obj->state) //hard-coded function								obj->onHeroLeave(h);						}						tmh.fowRevealed = gs->tilesToReveal(h->getPosition(false),h->getSightDistance(),h->tempOwner);						sendAndApply(&tmh);						tlog5 << "Moved to " <<tmh.end<<std::endl;						BOOST_FOREACH(CGObjectInstance *obj, t.visitableObjects)//call objects if they are visited						{							//if(gs->checkFunc(obj->ID,"heroVisit")) //script function							//	gs->objscr[obj->ID]["heroVisit"]->onHeroVisit(obj,h->subID);							//if(obj->state) //hard-coded function								obj->onHeroVisit(h);						}					}					tlog5 << "Movement end!\n";					break;				fail:					tlog2 << "Movement failed to " << tmh.end << std::endl;					sendAndApply(&tmh);					break;				}			case 502: //swap creatures in garrison				{					ui8 what, p1, p2; si32 id1, id2;					c >> what >> id1 >> p1 >> id2 >> p2;					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(what==1) //swap					{						std::swap(S1.slots[p1],S2.slots[p2]);						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) break; //not same creature						S2.slots[p2].second += S1.slots[p1].second;						S1.slots.erase(p1);					}					else if(what==3) //split					{						si32 val;						c >> val;						if(	vstd::contains(S2.slots,p2)		//dest. slot not free						  || !vstd::contains(S1.slots,p1)	//no creatures to split						  || S1.slots[p1].second < val		//not enough creatures						  || val<1							//val must be positive						) 							break; 						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())					)					{						break; //leave without applying changes to garrison					}					SetGarrisons sg;					sg.garrs[id1] = S1;					if(s1 != s2)						sg.garrs[id2] = S2;					sendAndApply(&sg);					break;				}			case 503: //disband creature				{					si32 id;					ui8 pos;					c >> id >> pos;					CArmedInstance *s1 = static_cast<CArmedInstance*>(gs->map->objects[id]);					s1->army.slots.erase(pos);					SetGarrisons sg;					sg.garrs[id] = s1->army;					sendAndApply(&sg);					break;				}			case 504: //build structure				{					si32 tid, bid;					c >> tid >> bid;					CGTownInstance * t = static_cast<CGTownInstance*>(gs->map->objects[tid]);					CBuilding * b = VLC->buildh->buildings[t->subID][bid];					for(int i=0;i<RESOURCE_QUANTITY;i++)						if(b->resources[i] > gs->players[t->tempOwner].resources[i])							break; //no res					for( std::set<int>::iterator ri  =  VLC->townh->requirements[t->subID][bid].begin();						 ri != VLC->townh->requirements[t->subID][bid].end();						 ri++ )					{						if(!vstd::contains(t->builtBuildings,*ri))							break; //lack of requirements - cannot build					}					if(vstd::contains(t->forbiddenBuildings,bid))						break; //this building is forbidden					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);					}					else if(bid >= 30) //bas. dwelling					{						SetAvailableCreatures ssi;						ssi.tid = tid;						ssi.creatures = t->strInfo.creatures;						ssi.creatures[bid-30] = VLC->creh->creatures[t->town->basicCreatures[bid-30]].growth;						sendAndApply(&ssi);					}					ns.bid.insert(bid);					ns.builded = t->builded + 1;					sendAndApply(&ns);					SetResources sr;					sr.player = t->tempOwner;					sr.res = gs->players[t->tempOwner].resources;					for(int i=0;i<7;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);					}					break;				}			case 506: //recruit creature				{					si32 objid, ser=-1; //ser - used dwelling level					ui32 crid, cram; //recruited creature id and amount					c >> objid >> crid >> cram;					CGTownInstance * t = static_cast<CGTownInstance*>(gs->map->objects[objid]);					//verify					bool found = false;					typedef std::pair<const int,int> Parka;					for(std::map<si32,ui32>::iterator av = t->strInfo.creatures.begin();  av!=t->strInfo.creatures.end();  av++)					{						if(	(   found  = (crid == t->town->basicCreatures[av->first])   ) //creature is available among basic cretures							|| (found  = (crid == t->town->upgradedCreatures[av->first]))			)//creature is available among upgraded cretures						{							cram = std::min(cram,av->second); //reduce recruited amount up to available amount							ser = av->first;							break;						}					}					int slot = t->army.getSlotFor(crid);					if(!found ||	//no such creature						cram > VLC->creh->creatures[crid].maxAmount(gs->players[t->tempOwner].resources) ||  //lack of resources						cram<=0	||						slot<0	) 						break;					//recruit					SetResources sr;					sr.player = t->tempOwner;					for(int i=0;i<RESOURCE_QUANTITY;i++)						sr.res[i]  =  gs->players[t->tempOwner].resources[i] - (VLC->creh->creatures[crid].cost[i] * cram);					SetAvailableCreatures sac;					sac.tid = objid;					sac.creatures = t->strInfo.creatures;					sac.creatures[ser] -= cram;					SetGarrisons sg;					sg.garrs[objid] = t->army;					if(sg.garrs[objid].slots.find(slot) == sg.garrs[objid].slots.end()) //take a free slot					{						sg.garrs[objid].slots[slot] = std::make_pair(crid,cram);					}					else //add creatures to a already existing stack					{						sg.garrs[objid].slots[slot].second += cram;					}					sendAndApply(&sr); 					sendAndApply(&sac);					sendAndApply(&sg);					break;				}			case 507://upgrade creature				{					ui32 objid, upgID;					ui8 pos;					c >> objid >> pos >> 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)) 						break;					//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->players[player].resources[j->first] < j->second*crQuantity)								goto upgend;						}					}					//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->players[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);						}		upgend:					break;				}			case 508: //garrison swap				{					si32 tid;					c >> 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)								goto handleConEnd;							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);					}					else if (town->garrisonHero && !town->visitingHero) //move hero out of the garrison					{						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);					}					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;						//sg.garrs[town->visitingHero->id] = town->visitingHero->army;						SetHeroesInTown intown;						intown.tid = tid;						intown.garrison = town->visitingHero->id;						intown.visiting =  town->garrisonHero->id;						sendAndApply(&intown);						sendAndApply(&sg);					}					else					{						tlog3 << "Warning, wrong garrison swap command for " << tid << std::endl;					}					break;				}			case 509: //swap artifacts				{					si32 hid1, hid2;					ui16 slot1, slot2;					c >> hid1 >> slot1 >> hid2 >> slot2;					CGHeroInstance *h1 = gs->getHero(hid1), *h2 = gs->getHero(hid2);					if((distance(h1->pos,h2->pos) > 1.0)   ||   (h1->tempOwner != h2->tempOwner))						break;					int a1=h1->getArtAtPos(slot1), a2=h2->getArtAtPos(slot2);					h2->setArtAtPos(slot2,a1);					h1->setArtAtPos(slot1,a2);					SetHeroArtifacts sha;					sha.hid = hid1;					sha.artifacts = h1->artifacts;					sha.artifWorn = h1->artifWorn;					sendAndApply(&sha);					if(hid1 != hid2)					{						sha.hid = hid2;						sha.artifacts = h2->artifacts;						sha.artifWorn = h2->artifWorn;						sendAndApply(&sha);					}					break;				}			case 510: //buy artifact				{					ui32 hid;					si32 aid, bid;					c >> hid >> aid;					CGHeroInstance *hero = gs->getHero(hid);					CGTownInstance *town = hero->visitedTown;					if(aid==0) //spellbok					{						if(!vstd::contains(town->builtBuildings,si32(0)))							break;						SetResource sr;						sr.player = hero->tempOwner;						sr.resid = 6;						sr.val = gs->players[hero->tempOwner].resources[6] - 500;						sendAndApply(&sr);						SetHeroArtifacts sha;						sha.hid = hid;						sha.artifacts = hero->artifacts;						sha.artifWorn = hero->artifWorn;						sha.artifWorn[17] = 0;						sendAndApply(&sha);						giveSpells(town,hero);					}					else if(aid < 7  &&  aid > 3) //war machine					{						int price = VLC->arth->artifacts[aid].price;						if(vstd::contains(hero->artifWorn,ui16(9+aid))  //hero already has this machine							|| !vstd::contains(town->builtBuildings,si32(16)) //no blackismith							|| gs->players[hero->tempOwner].resources[6] < price //no gold							|| town->town->warMachine!= aid ) //this machine is not available here (//TODO: support ballista yard in stronghold)						{							break;						}						SetResource sr;						sr.player = hero->tempOwner;						sr.resid = 6;						sr.val = gs->players[hero->tempOwner].resources[6] - price;						sendAndApply(&sr);						SetHeroArtifacts sha;						sha.hid = hid;						sha.artifacts = hero->artifacts;						sha.artifWorn = hero->artifWorn;						sha.artifWorn[9+aid] = aid;						sendAndApply(&sha);					}					break;				}			case 511: //trade at marketplace				{					ui8 player;					ui32 mode, id1, id2, val;					c >> player >> mode >> id1 >> id2 >> val;					val = std::min(si32(val),gs->players[player].resources[id1]);					double uzysk = (double)gs->resVals[id1] * val * gs->getMarketEfficiency(player);					uzysk /= gs->resVals[id2];					SetResource sr;					sr.player = player;					sr.resid = id1;					sr.val = gs->players[player].resources[id1] - val;					sendAndApply(&sr);					sr.resid = id2;					sr.val = gs->players[player].resources[id2] + (int)uzysk;					sendAndApply(&sr);					break;				}			case 512:				{					si32 hid;					ui8 formation;					c >> hid >> formation;					gs->getHero(hid)->army.formation = formation;					break;				}			case 513:				{					std::string message;					c >> message;					bool cheated=true;					sendDataToClients(ui16(513));					sendDataToClients(ui8(*players.begin()));					sendDataToClients(message);					if(message == "vcmiistari") //give all spells and 999 mana					{						SetMana sm;						ChangeSpells cs;						cs.learn = 1;						for(int i=0;i<VLC->spellh->spells.size();i++)							cs.spells.insert(i);						sm.hid = cs.hid = gs->players[*players.begin()].currentSelection;						sm.val = 999;						if(gs->getHero(cs.hid))						{							sendAndApply(&cs);							sendAndApply(&sm);						}					}					else if(message == "vcmiainur") //gives 5 archangels into each slot					{						SetGarrisons sg;						CGHeroInstance *hero = gs->getHero(gs->players[*players.begin()].currentSelection);						if(!hero) break;						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 knightinto each slot					{						SetGarrisons sg;						CGHeroInstance *hero = gs->getHero(gs->players[*players.begin()].currentSelection);						if(!hero) break;						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->players[*players.begin()].currentSelection);						if(!hero) break;						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->players[*players.begin()].currentSelection);						if(!hero) break;						SetMovePoints smp;						smp.hid = hero->id;						smp.val = 1000000;						sendAndApply(&smp);					}					else if(message == "vcmiformenos") //give resources					{						SetResources sr;						sr.player = *players.begin();						sr.res = gs->players[sr.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.player = *players.begin();						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->players[fc.player].fogOfWarMap[i][j][k])										fc.tiles.insert(int3(i,j,k));						sendAndApply(&fc);					}					else if(message == "vcmiglorfindel")					{						CGHeroInstance *hero = gs->getHero(gs->players[*players.begin()].currentSelection);						changePrimSkill(hero->id,4,VLC->heroh->reqExp(hero->level+1) - VLC->heroh->reqExp(hero->level));					}					else						cheated = false;					if(cheated)					{						message = "CHEATER!!!";						sendDataToClients(ui16(513));						sendDataToClients(ui8(*players.begin()));						sendDataToClients(message);					}					break;				}			case 514:				{					SetSelection ss;					c >> ss;					sendAndApply(&ss);					break;				}			case 515:				{					ui32 tid;					ui8 hid;					c >> tid >> hid;					CGTownInstance *t = gs->getTown(tid);					if(!vstd::contains(players,t->tempOwner) //not our town					  || !vstd::contains(t->builtBuildings,5) //no tavern in the town					  || gs->players[t->tempOwner].resources[6]<2500 //not enough gold					  || t->visitingHero //there is visiting hero - no place					  || gs->players[t->tempOwner].heroes.size()>7 //8 hero limit					  )						break;					CGHeroInstance *nh = gs->players[t->tempOwner].availableHeroes[hid];					HeroRecruited hr;					hr.tid = tid;					hr.hid = nh->subID;					hr.player = t->tempOwner;					hr.tile = t->pos - int3(1,0,0);					sendAndApply(&hr);					SetAvailableHeroes sah;					(hid ? sah.hid2 : sah.hid1) = gs->hpool.pickHeroFor(false,t->tempOwner,t->town)->subID;					(hid ? sah.hid1 : sah.hid2) = gs->players[t->tempOwner].availableHeroes[!hid]->subID;					sah.player = t->tempOwner;					sah.flags = hid+1;					sendAndApply(&sah);					SetResource sr;					sr.player = t->tempOwner;					sr.resid = 6;					sr.val = gs->players[t->tempOwner].resources[6] - 2500;					sendAndApply(&sr);					break;				}			case 2001:				{					ui32 qid, answer;					c >> qid >> answer;					gsm.lock();					CFunctionList<void(ui32)> callb = callbacks[qid];					callbacks.erase(qid);					gsm.unlock();					callb(answer);					break;				}			case 3002:				{						BattleAction ba;					c >> ba;					switch(ba.actionType)					{					case 2: //walk						{							sendAndApply(&StartAction(ba)); //start movement							moveStack(ba.stackNumber,ba.destinationTile); //move							sendDataToClients(ui16(3008)); //end movement							break;						}					case 3: //defend					case 8: //wait						{							sendAndApply(&StartAction(ba));							sendDataToClients(ui16(3008));							break;						}					case 4: //retreat/flee						{							//TODO: check if fleeing is possible (e.g. enemy may have Shackles of War)							//TODO: calculate casualties							//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							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							{								tlog3<<"We cannot move this stack to its destination "<<curStack->creature->namePl<<std::endl;							}							if(!stackAtEnd)							{								tlog3 << "There is no stack on " << ba.additionalInfo << " tile (no attack)!";								break;							}							ui16 curpos = curStack->position, 								enemypos = stackAtEnd->position;							if( !(								(BattleInfo::mutualPosition(curpos, enemypos) >= 0)						//front <=> front								|| (curStack->creature->isDoubleWide()									//back <=> front									&& BattleInfo::mutualPosition(curpos + (curStack->attackerOwned ? -1 : 1), enemypos) >= 0)								|| (stackAtEnd->creature->isDoubleWide()									//front <=> back									&& BattleInfo::mutualPosition(curpos, enemypos + (stackAtEnd->attackerOwned ? -1 : 1)) >= 0)								|| (stackAtEnd->creature->isDoubleWide() && curStack->creature->isDoubleWide()//back <=> back									&& BattleInfo::mutualPosition(curpos + (curStack->attackerOwned ? -1 : 1), enemypos + (stackAtEnd->attackerOwned ? -1 : 1)) >= 0)								)							)							{								tlog3 << "Attack cannot be performed!";								sendDataToClients(ui16(3008)); //end movement and attack								break;							}							//attack							BattleAttack bat;							prepareAttack(bat,curStack,stackAtEnd);							sendAndApply(&bat);							//counterattack							if(!vstd::contains(curStack->abilities,NO_ENEMY_RETALIATION)								&& stackAtEnd->alive()								&& stackAtEnd->counterAttacks								&& !vstd::contains(stackAtEnd->abilities, SIEGE_WEAPON)) //TODO: support for multiple retaliatons per turn							{								prepareAttack(bat,stackAtEnd,curStack);								bat.flags |= 2;								sendAndApply(&bat);							}							//second attack							if(vstd::contains(curStack->abilities,TWICE_ATTACK)								&& curStack->alive()								&& stackAtEnd->alive()  )							{								bat.flags = 0;								prepareAttack(bat,curStack,stackAtEnd);								sendAndApply(&bat);							}							sendDataToClients(ui16(3008)); //end movement and attack							break;						}					case 7: //shoot						{							CStack *curStack = gs->curB->getStack(ba.stackNumber),								*destStack= gs->curB->getStackT(ba.destinationTile);							if(!curStack //our stack exists							  || !destStack //there is a stack at destination tile							  || !curStack->shots //stack has shots							  || gs->curB->isStackBlocked(curStack->ID) //we are not blocked							  || !vstd::contains(curStack->abilities,SHOOTER) //our stack is shooting unit							  )								break;							for(int g=0; g<curStack->effects.size(); ++g)							{								if(61 == curStack->effects[g].id) //forgetfulness									break;							}							sendAndApply(&StartAction(ba)); //start shooting							BattleAttack bat;							prepareAttack(bat,curStack,destStack);							bat.flags |= 1;							sendAndApply(&bat);							if(vstd::contains(curStack->abilities,TWICE_ATTACK) //if unit shots twice let's make another shot							  && curStack->alive()							  && destStack->alive()							  && curStack->shots							  )							{								prepareAttack(bat,curStack,destStack);								sendAndApply(&bat);							}							sendDataToClients(ui16(3008)); //end shooting							break;						}					}					battleMadeAction.setn(true);					break;				}			case 3003: //custom action (probably spell)				{					BattleAction ba;					c >> ba;					switch(ba.actionType)					{					case 1: //hero casts spell						{							CGHeroInstance *h = (ba.side) ? gs->getHero(gs->curB->hero2) : gs->getHero(gs->curB->hero1);							if(!h)							{								tlog2 << "Wrong caster!\n";								goto customactionend;							}							if(ba.additionalInfo >= VLC->spellh->spells.size())							{								tlog2 << "Wrong spell id (" << ba.additionalInfo << ")!\n";								goto customactionend;							}							CSpell *s = &VLC->spellh->spells[ba.additionalInfo];							ui8 skill = 0; //skill level							if(s->fire)								skill = std::max(skill,h->getSecSkillLevel(14));							if(s->air)								skill = std::max(skill,h->getSecSkillLevel(15));							if(s->water)								skill = std::max(skill,h->getSecSkillLevel(16));							if(s->earth)								skill = std::max(skill,h->getSecSkillLevel(17));							//TODO: skill level may be different on special terrain							if( // !vstd::contains(h->spells,ba.additionalInfo) //hero doesn't know this spell 								/*||*/ (h->mana < s->costs[skill]) //not enough mana								|| (ba.additionalInfo < 10) //it's adventure spell (not combat)								|| 0     )//TODO: hero has already casted a spell in this round							{								tlog2 << "Spell cannot be casted!\n";								goto customactionend;							}							sendAndApply(&StartAction(ba)); //start spell casting							//TODO: check resistances#define SPELL_CAST_TEMPLATE_1(NUMBER, DURATION) SetStackEffect sse; \									if(getSchoolLevel(h,s) < 3)  /*not expert */ \									{ \										sse.stack = gs->curB->getStackT(ba.destinationTile)->ID; \										sse.effect.id = (NUMBER); \										sse.effect.level = getSchoolLevel(h,s); \										sse.effect.turnsRemain = (DURATION); /*! - any duration */ \										sendAndApply(&sse); \									} \									else \									{ \										for(int it=0; it<gs->curB->stacks.size(); ++it) \										{ \											/*if it's non negative spell and our unit or non positive spell and hostile unit */ \											if((VLC->spellh->spells[ba.additionalInfo].positiveness >= 0 && gs->curB->stacks[it]->owner == h->tempOwner) \												||(VLC->spellh->spells[ba.additionalInfo].positiveness <= 0 && gs->curB->stacks[it]->owner != h->tempOwner ) \												) \											{ \												sse.stack = gs->curB->stacks[it]->ID; \												sse.effect.id = (NUMBER); \												sse.effect.level = getSchoolLevel(h,s); \												sse.effect.turnsRemain = (DURATION); \												sendAndApply(&sse); \											} \										} \									}							SpellCasted sc;							sc.side = ba.side;							sc.id = ba.additionalInfo;							sc.skill = skill;							sc.tile = ba.destinationTile;							sendAndApply(&sc);							switch(ba.additionalInfo) //spell id							{							case 15: //magic arrow								{									CStack * attacked = gs->curB->getStackT(ba.destinationTile);									if(!attacked) break;									BattleStackAttacked bsa;									bsa.flags |= 2;									bsa.effect = 64;									bsa.damageAmount = h->getPrimSkillLevel(2) * 10  +  s->powers[getSchoolLevel(h,s)]; 									bsa.stackAttacked = attacked->ID;									prepareAttacked(bsa,attacked);									sendAndApply(&bsa);									break;								}							case 16: //ice bolt								{									CStack * attacked = gs->curB->getStackT(ba.destinationTile);									if(!attacked) break;									BattleStackAttacked bsa;									bsa.flags |= 2;									bsa.effect = 46;									bsa.damageAmount = h->getPrimSkillLevel(2) * 20  +  s->powers[getSchoolLevel(h,s)]; 									bsa.stackAttacked = attacked->ID;									prepareAttacked(bsa,attacked);									sendAndApply(&bsa);									break;								}							case 17: //lightning bolt								{									CStack * attacked = gs->curB->getStackT(ba.destinationTile);									if(!attacked) break;									BattleStackAttacked bsa;									bsa.flags |= 2;									bsa.effect = 38;									bsa.damageAmount = h->getPrimSkillLevel(2) * 25  +  s->powers[getSchoolLevel(h,s)]; 									bsa.stackAttacked = attacked->ID;									prepareAttacked(bsa,attacked);									sendAndApply(&bsa);									break;								}							case 18: //implosion								{									CStack * attacked = gs->curB->getStackT(ba.destinationTile);									if(!attacked) break;									BattleStackAttacked bsa;									bsa.flags |= 2;									bsa.effect = 10;									bsa.damageAmount = h->getPrimSkillLevel(2) * 75  +  s->powers[getSchoolLevel(h,s)]; 									bsa.stackAttacked = attacked->ID;									prepareAttacked(bsa,attacked);									sendAndApply(&bsa);									break;								}							case 27: //shield								{									SPELL_CAST_TEMPLATE_1(27, h->getPrimSkillLevel(2))									break;								}							case 28: //air shield								{									SPELL_CAST_TEMPLATE_1(28, h->getPrimSkillLevel(2))									break;								}							case 41: //bless								{									SPELL_CAST_TEMPLATE_1(41, h->getPrimSkillLevel(2))									break;								}							case 42: //curse								{									SPELL_CAST_TEMPLATE_1(42, h->getPrimSkillLevel(2))									break;								}							case 43: //bloodlust								{									SPELL_CAST_TEMPLATE_1(43, h->getPrimSkillLevel(2))									break;								}							case 45: //weakness								{									SPELL_CAST_TEMPLATE_1(45, h->getPrimSkillLevel(2))									break;								}							case 46: //stone skin								{									SPELL_CAST_TEMPLATE_1(46, h->getPrimSkillLevel(2))									break;								}							case 48: //prayer								{									SPELL_CAST_TEMPLATE_1(48, h->getPrimSkillLevel(2))									break;								}							case 49: //mirth								{									SPELL_CAST_TEMPLATE_1(49, h->getPrimSkillLevel(2))									break;								}							case 50: //sorrow								{									SPELL_CAST_TEMPLATE_1(50, h->getPrimSkillLevel(2))									break;								}							case 51: //fortune								{									SPELL_CAST_TEMPLATE_1(51, h->getPrimSkillLevel(2))									break;								}							case 52: //misfortune								{									SPELL_CAST_TEMPLATE_1(52, h->getPrimSkillLevel(2))									break;								}							case 53: //haste								{									SPELL_CAST_TEMPLATE_1(53, h->getPrimSkillLevel(2))									break;								}							case 54: //slow								{									SPELL_CAST_TEMPLATE_1(54, h->getPrimSkillLevel(2))									break;								}							case 56: //frenzy								{									SPELL_CAST_TEMPLATE_1(56, 1)									break;								}							case 61: //forgetfulness								{									SPELL_CAST_TEMPLATE_1(61, h->getPrimSkillLevel(2))									break;								}							}							//TODO: spells to support possibly soon (list by Zamolxis):							/*- Magic Arrow							- Haste							- Bless							- Bloodlust							- Curse							- Dispel							- Shield							- Slow							- Stone Skin							- Lightning Bolt							- Ice Bolt							- Precision							- Blind							- Fire Wall							- Weakness							- Death Ripple */							sendDataToClients(ui16(3008)); //end casting							break;						}					}customactionend:					break;				}			default:				throw std::string("Not supported client message!");			}		}	}	HANDLE_EXCEPTION(end2 = true);handleConEnd:	tlog1 << "Ended handling connection\n";#undef SPELL_CAST_TEMPLATE_1}void CGameHandler::moveStack(int stack, int dest){								CStack *curStack = gs->curB->getStack(stack),		*stackAtEnd = gs->curB->getStackT(dest);	//initing necessary tables	bool accessibility[BFIELD_SIZE];	if(curStack->creature->isDoubleWide())		gs->curB->getAccessibilityMapForTwoHex(accessibility,curStack->attackerOwned,curStack->ID);	else 		gs->curB->getAccessibilityMap(accessibility,curStack->ID);	//shifting destination (if we have double wide stack and we can occupy dest but not be exactly there)	if(!stackAtEnd && curStack->creature->isDoubleWide() && !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;	//if(dists[dest] > curStack->creature->speed && !(stackAtEnd && dists[dest] == curStack->creature->speed+1)) //we can attack a stack if we can go to adjacent hex	//	return false;	std::vector<int> path = gs->curB->getPath(curStack->position,dest,accessibility);	int tilesToMove = std::max((int)(path.size() - curStack->speed()), 0);	for(int v=path.size()-1; v>=tilesToMove; --v)	{		//inform clients about move		BattleStackMoved sm;		sm.stack = curStack->ID;		sm.tile = path[v];		sendAndApply(&sm);	}}CGameHandler::CGameHandler(void){	gs = NULL;	IObjectInterface::cb = this;}CGameHandler::~CGameHandler(void){	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;	/****************************LUA OBJECT SCRIPTS************************************************/	//std::vector<std::string> * lf = CLuaHandler::searchForScripts("scripts/lua/objects"); //files	//for (int i=0; i<lf->size(); i++)	//{	//	try	//	{	//		std::vector<std::string> * temp =  CLuaHandler::functionList((*lf)[i]);	//		CLuaObjectScript * objs = new CLuaObjectScript((*lf)[i]);	//		CLuaCallback::registerFuncs(objs->is);	//		//objs	//		for (int j=0; j<temp->size(); j++)	//		{	//			int obid ; //obj ID	//			int dspos = (*temp)[j].find_first_of('_');	//			obid = atoi((*temp)[j].substr(dspos+1,(*temp)[j].size()-dspos-1).c_str());	//			std::string fname = (*temp)[j].substr(0,dspos);	//			if (skrypty->find(obid)==skrypty->end())	//				skrypty->insert(std::pair<int, std::map<std::string, CObjectScript*> >(obid,std::map<std::string,CObjectScript*>()));	//			(*skrypty)[obid].insert(std::pair<std::string, CObjectScript*>(fname,objs));	//		}	//		delete temp;	//	}HANDLE_EXCEPTION	//}	//delete lf;	for(std::map<ui8,PlayerState>::iterator i = gs->players.begin(); i != gs->players.end(); i++)		states.addPlayer(i->first);}void CGameHandler::newTurn(){	tlog5 << "Turn " << gs->day+1 << std::endl;	NewTurn n;	n.day = gs->day + 1;	n.resetBuilded = true;	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;			//TODO: - will fail when there are not enough available heroes			sah.hid1 = gs->hpool.pickHeroFor(true,i->first,&VLC->townh->towns[gs->scenarioOps->getIthPlayersSettings(i->first).castle])->subID;			sah.hid2 = gs->hpool.pickHeroFor(false,i->first,&VLC->townh->towns[gs->scenarioOps->getIthPlayersSettings(i->first).castle],sah.hid1)->subID;			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)		{			NewTurn::Hero hth;			hth.id = h->id;			hth.move = h->maxMovePoints(true); //TODO: check if hero is really on the land			hth.mana = std::max(h->mana,std::min(h->mana+1+h->getSecSkillLevel(8), h->manaLimit())); //hero regains 1 mana point + mysticism lvel			n.heroes.insert(hth);						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::vector<CGTownInstance *>::iterator j=i->second.towns.begin();j!=i->second.towns.end();j++)//handle towns		{			if(vstd::contains((**j).builtBuildings,15)) //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).strInfo.creatures;				for(int k=0;k<CREATURES_PER_TOWN;k++) //creature growths				{					if((**j).creatureDwelling(k))//there is dwelling (k-level)						sac.creatures[k] += (**j).creatureGrowth(k);				}				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;	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			gsm.lock();			connections[pom] = cc;			gsm.unlock();		}		}		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)));	}	/****************************SCRIPTS************************************************/	//std::map<int, std::map<std::string, CObjectScript*> > * skrypty = &objscr; //alias for easier access	/****************************C++ OBJECT SCRIPTS************************************************/	//std::map<int,CCPPObjectScript*> scripts;	//CScriptCallback * csc = new CScriptCallback();	//csc->gh = this;	//handleCPPObjS(&scripts,new CVisitableOPH(csc));	//handleCPPObjS(&scripts,new CVisitableOPW(csc));	//handleCPPObjS(&scripts,new CPickable(csc));	//handleCPPObjS(&scripts,new CMines(csc));	//handleCPPObjS(&scripts,new CTownScript(csc));	//handleCPPObjS(&scripts,new CHeroScript(csc));	//handleCPPObjS(&scripts,new CMonsterS(csc));	//handleCPPObjS(&scripts,new CCreatureGen(csc));	//handleCPPObjS(&scripts,new CTeleports(csc));	/****************************INITIALIZING OBJECT SCRIPTS************************************************/	//std::string temps("newObject");	//for (unsigned i=0; i<gs->map->objects.size(); i++)	//{		//c++ scripts		//if (scripts.find(gs->map->objects[i]->ID) != scripts.end())		//{		//	gs->map->objects[i]->state = scripts[gs->map->objects[i]->ID];		//	gs->map->objects[i]->state->newObject(gs->map->objects[i]->id);		//}		//else 		//{		//	gs->map->objects[i]->state = NULL;		//}		//// lua scripts		//if(checkFunc(map->objects[i]->ID,temps))		//	(*skrypty)[map->objects[i]->ID][temps]->newObject(map->objects[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;			*connections[i->first] << ui16(100) << i->first;    			//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);#ifdef _MSC_VER				states.cv.timed_wait(lock,p); #else				boost::xtime time={0,0};				time.nsec = static_cast<boost::xtime::xtime_nsec_t>(p.total_nanoseconds());				states.cv.timed_wait(lock,time);#endif			}		}	}}namespace CGH{	using namespace std;	void readItTo(ifstream & input, vector< vector<int> > & 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, CCreatureSet &army1, CCreatureSet &army2, CGHeroInstance * hero1, CGHeroInstance * hero2 ){	battleResult.set(NULL);	std::vector<CStack*> & stacks = (curB->stacks);	curB->tile = tile;	curB->siege = 0; //TODO: add sieges	curB->army1=army1;	curB->army2=army2;	curB->hero1=(hero1)?(hero1->id):(-1);	curB->hero2=(hero2)?(hero2->id):(-1);	curB->side1=(hero1)?(hero1->tempOwner):(-1);	curB->side2=(hero2)?(hero2->tempOwner):(-1);	curB->round = -2;	curB->activeStack = -1;	for(std::map<si32,std::pair<ui32,si32> >::iterator i = army1.slots.begin(); i!=army1.slots.end(); i++)	{		stacks.push_back(new CStack(&VLC->creh->creatures[i->second.first],i->second.second,hero1->tempOwner, stacks.size(), true,i->first));				//base luck/morale calculations		//TODO: check if terrain is native, add bonuses for neutral stacks, bonuses from town		if(hero1)		{			stacks.back()->morale = hero1->getCurrentMorale(i->first,false);			stacks.back()->luck = hero1->getCurrentLuck(i->first,false);		}		else		{			stacks.back()->morale = 0;			stacks.back()->luck = 0;		}		stacks[stacks.size()-1]->ID = stacks.size()-1;	}	//initialization of positions	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;	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.close();		if(army1.formation)		for(int b=0; b<army1.slots.size(); ++b) //tight		{			stacks[b]->position = attackerTight[army1.slots.size()-1][b];		}	else		for(int b=0; b<army1.slots.size(); ++b) //loose		{			stacks[b]->position = attackerLoose[army1.slots.size()-1][b];		}	for(std::map<si32,std::pair<ui32,si32> >::iterator i = army2.slots.begin(); i!=army2.slots.end(); i++)	{		stacks.push_back(new CStack(&VLC->creh->creatures[i->second.first],i->second.second,hero2 ? hero2->tempOwner : 255, stacks.size(), false, i->first));		//base luck/morale calculations		//TODO: check if terrain is native, add bonuses for neutral stacks, bonuses from town		if(hero2)		{			stacks.back()->morale = hero2->getCurrentMorale(i->first,false);			stacks.back()->luck = hero2->getCurrentLuck(i->first,false);		}		else		{			stacks.back()->morale = 0;			stacks.back()->luck = 0;		}	}	if(army2.formation)		for(int b=0; b<army2.slots.size(); ++b) //tight		{			stacks[b+army1.slots.size()]->position = defenderTight[army2.slots.size()-1][b];		}	else		for(int b=0; b<army2.slots.size(); ++b) //loose		{			stacks[b+army1.slots.size()]->position = defenderLoose[army2.slots.size()-1][b];		}	for(unsigned g=0; g<stacks.size(); ++g) //shifting positions of two-hex creatures	{		if((stacks[g]->position%17)==1 && stacks[g]->creature->isDoubleWide())		{			stacks[g]->position += 1;		}		else if((stacks[g]->position%17)==15 && stacks[g]->creature->isDoubleWide())		{			stacks[g]->position -= 1;		}	}	//adding war machines	if(hero1)	{		if(hero1->getArt(13)) //ballista		{			stacks.push_back(new CStack(&VLC->creh->creatures[146], 1, hero1->tempOwner, stacks.size(), true, 255));			stacks[stacks.size()-1]->position = 52;			stacks.back()->morale = hero1->getCurrentMorale(stacks.back()->ID,false);			stacks.back()->luck = hero1->getCurrentLuck(stacks.back()->ID,false);		}		if(hero1->getArt(14)) //ammo cart		{			stacks.push_back(new CStack(&VLC->creh->creatures[148], 1, hero1->tempOwner, stacks.size(), true, 255));			stacks[stacks.size()-1]->position = 18;			stacks.back()->morale = hero1->getCurrentMorale(stacks.back()->ID,false);			stacks.back()->luck = hero1->getCurrentLuck(stacks.back()->ID,false);		}		if(hero1->getArt(15)) //first aid tent		{			stacks.push_back(new CStack(&VLC->creh->creatures[147], 1, hero1->tempOwner, stacks.size(), true, 255));			stacks[stacks.size()-1]->position = 154;			stacks.back()->morale = hero1->getCurrentMorale(stacks.back()->ID,false);			stacks.back()->luck = hero1->getCurrentLuck(stacks.back()->ID,false);		}	}	if(hero2)	{		if(hero2->getArt(13)) //ballista		{			stacks.push_back(new CStack(&VLC->creh->creatures[146], 1, hero2->tempOwner, stacks.size(), false, 255));			stacks[stacks.size()-1]->position = 66;			stacks.back()->morale = hero2->getCurrentMorale(stacks.back()->ID,false);			stacks.back()->luck = hero2->getCurrentLuck(stacks.back()->ID,false);		}		if(hero2->getArt(14)) //ammo cart		{			stacks.push_back(new CStack(&VLC->creh->creatures[148], 1, hero2->tempOwner, stacks.size(), false, 255));			stacks[stacks.size()-1]->position = 32;			stacks.back()->morale = hero2->getCurrentMorale(stacks.back()->ID,false);			stacks.back()->luck = hero2->getCurrentLuck(stacks.back()->ID,false);		}		if(hero2->getArt(15)) //first aid tent		{			stacks.push_back(new CStack(&VLC->creh->creatures[147], 1, hero2->tempOwner, stacks.size(), false, 255));			stacks[stacks.size()-1]->position = 168;			stacks.back()->morale = hero2->getCurrentMorale(stacks.back()->ID,false);			stacks.back()->luck = hero2->getCurrentLuck(stacks.back()->ID,false);		}	}	//war machiens added	std::stable_sort(stacks.begin(),stacks.end(),cmpst);	//block engaged players	if(hero1->tempOwner<PLAYER_LIMIT)		states.setFlag(hero1->tempOwner,&PlayerStatus::engagedIntoBattle,true);	if(hero2 && hero2->tempOwner<PLAYER_LIMIT)		states.setFlag(hero2->tempOwner,&PlayerStatus::engagedIntoBattle,true);	//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())		{			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)+4);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);}void CGameHandler::removeObject(int objid){	RemoveObject ro;	ro.id = objid;	sendAndApply(&ro);}void CGameHandler::setAmount(int objid, ui32 val){	SetObjectProperty sop(objid,3,val);	sendAndApply(&sop);}void CGameHandler::moveHero(int hid, int3 pos, bool instant){	if(!instant)	{		tlog1 << "Not supported call to CGameHandler::moveHero\n";		return;	}	CGHeroInstance *h = const_cast<CGHeroInstance *>(getHero(hid));	//check if destination tile is free	BOOST_FOREACH(CGObjectInstance* obj, gs->map->terrain[pos.x-1][pos.y][pos.z].blockingObjects)	{		if(obj->ID==HEROI_TYPE)		{			if(obj->tempOwner==h->tempOwner) 				return;//TODO: exchange			//TODO: check for ally			CGHeroInstance *dh = static_cast<CGHeroInstance *>(obj);			startBattleI(&h->army,&dh->army,pos,h,dh,0);			return;		}	}	TryMoveHero tmh;	tmh.start = h->pos;	tmh.end = pos;	tmh.id = hid;	tmh.movePoints = h->movement;	tmh.result = instant+1;	tmh.fowRevealed = gs->tilesToReveal(CGHeroInstance::convertPosition(pos,false),h->getSightDistance(),h->tempOwner);	sendAndApply(&tmh);}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::showYesNoDialog( YesNoDialog *iw, const CFunctionList<void(ui32)> &callback ){	ask(iw,iw->player,callback);}void CGameHandler::showSelectionDialog(SelectionDialog *iw, const CFunctionList<void(ui32)> &callback){	ask(iw,iw->player,callback);}int CGameHandler::getCurrentPlayer(){	return gs->currentPlayer;}void CGameHandler::giveResource(int player, int which, int val){	SetResource sr;	sr.player = player;	sr.resid = which;	sr.val = (gs->players.find(player)->second.resources[which]+val);	sendAndApply(&sr);}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);	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<VLC->arth->artifacts[artid].possibleSlots.size(); i++) //try to put artifact into first avaialble slot			{				if( !vstd::contains(sha.artifWorn,VLC->arth->artifacts[artid].possibleSlots[i]) )				{					sha.artifWorn[VLC->arth->artifacts[artid].possibleSlots[i]] = artid;					break;				}			}			if(i==VLC->arth->artifacts[artid].possibleSlots.size()) //if haven't find proper slot, use backpack				sha.artifacts.push_back(artid);		}		else //should be -1 => putartifact 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 CCreatureSet * army1, const CCreatureSet * army2, int3 tile, const CGHeroInstance *hero1, const CGHeroInstance *hero2, boost::function<void(BattleResult*)> cb) //use hero=NULL for no hero{	boost::thread(boost::bind(&CGameHandler::startBattle,this,*(CCreatureSet *)army1,*(CCreatureSet *)army2,tile,(CGHeroInstance *)hero1,(CGHeroInstance *)hero2,cb));}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, int val ){	SetObjectProperty sob;	sob.id = objid;	sob.what = prop;	sob.val = val;	sendAndApply(&sob);}void CGameHandler::sendMessageTo( CConnection &c, std::string message ){	c << ui16(95) << message;}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);}
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