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							- #define VCMI_DLL
 
- #include <algorithm>
 
- #include <queue>
 
- #include <fstream>
 
- #include "CGameState.h"
 
- #include <boost/random/linear_congruential.hpp>
 
- #include "../hch/CDefObjInfoHandler.h"
 
- #include "../hch/CArtHandler.h"
 
- #include "../hch/CBuildingHandler.h"
 
- #include "../hch/CGeneralTextHandler.h"
 
- #include "../hch/CTownHandler.h"
 
- #include "../hch/CSpellHandler.h"
 
- #include "../hch/CHeroHandler.h"
 
- #include "../hch/CObjectHandler.h"
 
- #include "../hch/CCreatureHandler.h"
 
- #include "VCMI_Lib.h"
 
- #include "Connection.h"
 
- #include "map.h"
 
- #include "../StartInfo.h"
 
- #include "NetPacks.h"
 
- #include <boost/foreach.hpp>
 
- #include <boost/lexical_cast.hpp>
 
- #include <boost/thread.hpp>
 
- #include <boost/thread/shared_mutex.hpp>
 
- #include "RegisterTypes.cpp"
 
- boost::rand48 ran;
 
- #ifdef min
 
- #undef min
 
- #endif
 
- #ifdef max
 
- #undef max
 
- #endif
 
- /*
 
-  * CGameState.cpp, part of VCMI engine
 
-  *
 
-  * Authors: listed in file AUTHORS in main folder
 
-  *
 
-  * License: GNU General Public License v2.0 or later
 
-  * Full text of license available in license.txt file, in main folder
 
-  *
 
-  */
 
- void foofoofoo()
 
- {
 
- 	//never called function to force instantation of templates
 
- 	int *ccc = NULL;
 
- 	registerTypes((CISer<CConnection>&)*ccc);
 
- 	registerTypes((COSer<CConnection>&)*ccc);
 
- 	registerTypes((CSaveFile&)*ccc);
 
- 	registerTypes((CLoadFile&)*ccc);
 
- 	registerTypes((CTypeList&)*ccc);
 
- }
 
- class CBaseForGSApply
 
- {
 
- public:
 
- 	virtual void applyOnGS(CGameState *gs, void *pack) const =0; 
 
- };
 
- template <typename T> class CApplyOnGS : public CBaseForGSApply
 
- {
 
- public:
 
- 	void applyOnGS(CGameState *gs, void *pack) const
 
- 	{
 
- 		T *ptr = static_cast<T*>(pack);
 
- 		while(!gs->mx->try_lock())
 
- 			boost::this_thread::sleep(boost::posix_time::milliseconds(50)); //give other threads time to finish
 
- 		ptr->applyGs(gs);
 
- 		gs->mx->unlock();
 
- 	}
 
- };
 
- class CGSApplier
 
- {
 
- public:
 
- 	std::map<ui16,CBaseForGSApply*> apps; 
 
- 	CGSApplier()
 
- 	{
 
- 		registerTypes2(*this);
 
- 	}
 
- 	template<typename T> void registerType(const T * t=NULL)
 
- 	{
 
- 		ui16 ID = typeList.registerType(t);
 
- 		apps[ID] = new CApplyOnGS<T>;
 
- 	}
 
- } *applierGs = NULL;
 
- class IObjectCaller
 
- {
 
- public:
 
- 	virtual void preInit()=0;
 
- 	virtual void postInit()=0;
 
- };
 
- template <typename T>
 
- class CObjectCaller : public IObjectCaller
 
- {
 
- public:
 
- 	void preInit()
 
- 	{
 
- 		T::preInit();
 
- 	}
 
- 	void postInit()
 
- 	{
 
- 		T::postInit();
 
- 	}
 
- };
 
- class CObjectCallersHandler
 
- {
 
- public:
 
- 	std::vector<IObjectCaller*> apps; 
 
- 	template<typename T> void registerType(const T * t=NULL)
 
- 	{
 
- 		apps.push_back(new CObjectCaller<T>);
 
- 	}
 
- 	CObjectCallersHandler()
 
- 	{
 
- 		registerTypes1(*this);
 
- 	}
 
- 	~CObjectCallersHandler()
 
- 	{
 
- 		for (size_t i = 0; i < apps.size(); i++)
 
- 			delete apps[i];
 
- 	}
 
- 	void preInit()
 
- 	{
 
- 		for (size_t i = 0; i < apps.size(); i++)
 
- 			apps[i]->preInit();
 
- 	}
 
- 	void postInit()
 
- 	{
 
- 		for (size_t i = 0; i < apps.size(); i++)
 
- 			apps[i]->postInit();
 
- 	}
 
- } *objCaller = NULL;
 
- void MetaString::getLocalString(const std::pair<ui8,ui32> &txt, std::string &dst) const
 
- {
 
- 	int type = txt.first, ser = txt.second;
 
- 	if(type == ART_NAMES)
 
- 	{
 
- 		dst = VLC->arth->artifacts[ser].Name();
 
- 	}
 
- 	else if(type == CRE_PL_NAMES)
 
- 	{
 
- 		dst = VLC->creh->creatures[ser].namePl;
 
- 	}
 
- 	else if(type == MINE_NAMES)
 
- 	{
 
- 		dst = VLC->generaltexth->mines[ser].first;
 
- 	}
 
- 	else if(type == MINE_EVNTS)
 
- 	{
 
- 		dst = VLC->generaltexth->mines[ser].second;
 
- 	}
 
- 	else if(type == SPELL_NAME)
 
- 	{
 
- 		dst = VLC->spellh->spells[ser].name;
 
- 	}
 
- 	else if(type == CRE_SING_NAMES)
 
- 	{
 
- 		dst = VLC->creh->creatures[ser].nameSing;
 
- 	}
 
- 	else
 
- 	{
 
- 		std::vector<std::string> *vec;
 
- 		switch(type)
 
- 		{
 
- 		case GENERAL_TXT:
 
- 			vec = &VLC->generaltexth->allTexts;
 
- 			break;
 
- 		case XTRAINFO_TXT:
 
- 			vec = &VLC->generaltexth->xtrainfo;
 
- 			break;
 
- 		case OBJ_NAMES:
 
- 			vec = &VLC->generaltexth->names;
 
- 			break;
 
- 		case RES_NAMES:
 
- 			vec = &VLC->generaltexth->restypes;
 
- 			break;
 
- 		case ARRAY_TXT:
 
- 			vec = &VLC->generaltexth->arraytxt;
 
- 			break;
 
- 		case CREGENS:
 
- 			vec = &VLC->generaltexth->creGens;
 
- 			break;
 
- 		case CREGENS4:
 
- 			vec = &VLC->generaltexth->creGens4;
 
- 			break;
 
- 		case ADVOB_TXT:
 
- 			vec = &VLC->generaltexth->advobtxt;
 
- 			break;
 
- 		case ART_EVNTS:
 
- 			vec = &VLC->generaltexth->artifEvents;
 
- 			break;
 
- 		case SEC_SKILL_NAME:
 
- 			vec = &VLC->generaltexth->skillName;
 
- 			break;
 
- 		}
 
- 		dst = (*vec)[ser];
 
- 	}
 
- }
 
- DLL_EXPORT void MetaString::toString(std::string &dst) const
 
- {
 
- 	size_t exSt = 0, loSt = 0, nums = 0;
 
- 	dst.clear();
 
- 	for(size_t i=0;i<message.size();++i)
 
- 	{//TEXACT_STRING, TLOCAL_STRING, TNUMBER, TREPLACE_ESTRING, TREPLACE_LSTRING, TREPLACE_NUMBER
 
- 		switch(message[i])
 
- 		{
 
- 		case TEXACT_STRING:
 
- 			dst += exactStrings[exSt++];
 
- 			break;
 
- 		case TLOCAL_STRING:
 
- 			{
 
- 				std::string hlp;
 
- 				getLocalString(localStrings[loSt++], hlp);
 
- 				dst += hlp;
 
- 			}
 
- 			break;
 
- 		case TNUMBER:
 
- 			dst += boost::lexical_cast<std::string>(numbers[nums++]);
 
- 			break;
 
- 		case TREPLACE_ESTRING:
 
- 			dst.replace (dst.find("%s"), 2, exactStrings[exSt++]);
 
- 			break;
 
- 		case TREPLACE_LSTRING:
 
- 			{
 
- 				std::string hlp;
 
- 				getLocalString(localStrings[loSt++], hlp);
 
- 				dst.replace (dst.find("%s"), 2, hlp);
 
- 			}
 
- 			break;
 
- 		case TREPLACE_NUMBER:
 
- 			dst.replace (dst.find("%d"), 2, boost::lexical_cast<std::string>(numbers[nums++]));
 
- 			break;
 
- 		default:
 
- 			tlog1 << "MetaString processing error!\n";
 
- 			break;
 
- 		}
 
- 	}
 
- }
 
- DLL_EXPORT std::string MetaString::buildList () const
 
- ///used to handle loot from creature bank
 
- {
 
- 	size_t exSt = 0, loSt = 0, nums = 0;
 
- 	std::string lista;		
 
- 	for (int i = 0; i < message.size(); ++i)
 
- 	{
 
- 		if (i > 0 && message[i] == TEXACT_STRING || message[i] == TLOCAL_STRING)
 
- 		{
 
- 			if (exSt == exactStrings.size() - 1)
 
- 				lista += VLC->generaltexth->allTexts[141]; //" and "
 
- 			else
 
- 				lista += ", ";
 
- 		}
 
- 		switch (message[i])
 
- 		{
 
- 			case TEXACT_STRING:
 
- 				lista += exactStrings[exSt++];
 
- 				break;
 
- 			case TLOCAL_STRING:
 
- 			{
 
- 				std::string hlp;
 
- 				getLocalString (localStrings[loSt++], hlp);
 
- 				lista += hlp;
 
- 			}
 
- 				break;
 
- 			case TNUMBER:
 
- 				lista += boost::lexical_cast<std::string>(numbers[nums++]);
 
- 				break;
 
- 			case TREPLACE_ESTRING:
 
- 				lista.replace (lista.find("%s"), 2, exactStrings[exSt++]);
 
- 				break;
 
- 			case TREPLACE_LSTRING:
 
- 			{
 
- 				std::string hlp;
 
- 				getLocalString (localStrings[loSt++], hlp);
 
- 				lista.replace (lista.find("%s"), 2, hlp);
 
- 			}
 
- 				break;
 
- 			case TREPLACE_NUMBER:
 
- 				lista.replace (lista.find("%d"), 2, boost::lexical_cast<std::string>(numbers[nums++]));
 
- 				break;
 
- 			default:
 
- 				tlog1 << "MetaString processing error!\n";
 
- 		}
 
- 	}
 
- 	return lista;
 
- }
 
- static CGObjectInstance * createObject(int id, int subid, int3 pos, int owner)
 
- {
 
- 	CGObjectInstance * nobj;
 
- 	switch(id)
 
- 	{
 
- 	case HEROI_TYPE: //hero
 
- 		{
 
- 			CGHeroInstance * nobj = new CGHeroInstance();
 
- 			nobj->pos = pos;
 
- 			nobj->tempOwner = owner;
 
- 			nobj->subID = subid;
 
- 			//nobj->initHero(ran);
 
- 			return nobj;
 
- 		}
 
- 	case TOWNI_TYPE: //town
 
- 		nobj = new CGTownInstance;
 
- 		break;
 
- 	default: //rest of objects
 
- 		nobj = new CGObjectInstance;
 
- 		nobj->defInfo = VLC->dobjinfo->gobjs[id][subid];
 
- 		break;
 
- 	}
 
- 	nobj->ID = id;
 
- 	nobj->subID = subid;
 
- 	if(!nobj->defInfo)
 
- 		tlog3 <<"No def declaration for " <<id <<" "<<subid<<std::endl;
 
- 	nobj->pos = pos;
 
- 	//nobj->state = NULL;//new CLuaObjectScript();
 
- 	nobj->tempOwner = owner;
 
- 	nobj->info = NULL;
 
- 	nobj->defInfo->id = id;
 
- 	nobj->defInfo->subid = subid;
 
- 	//assigning defhandler
 
- 	if(nobj->ID==HEROI_TYPE || nobj->ID==TOWNI_TYPE)
 
- 		return nobj;
 
- 	nobj->defInfo = VLC->dobjinfo->gobjs[id][subid];
 
- 	return nobj;
 
- }
 
- CStack * BattleInfo::getStack(int stackID, bool onlyAlive)
 
- {
 
- 	for(unsigned int g=0; g<stacks.size(); ++g)
 
- 	{
 
- 		if(stacks[g]->ID == stackID && (!onlyAlive || stacks[g]->alive()))
 
- 			return stacks[g];
 
- 	}
 
- 	return NULL;
 
- }
 
- const CStack * BattleInfo::getStack(int stackID, bool onlyAlive) const
 
- {
 
- 	return const_cast<BattleInfo * const>(this)->getStack(stackID, onlyAlive);
 
- }
 
- CStack * BattleInfo::getStackT(int tileID, bool onlyAlive)
 
- {
 
- 	for(unsigned int g=0; g<stacks.size(); ++g)
 
- 	{
 
- 		if(stacks[g]->position == tileID 
 
- 			|| (stacks[g]->hasFeatureOfType(StackFeature::DOUBLE_WIDE) && stacks[g]->attackerOwned && stacks[g]->position-1 == tileID)
 
- 			|| (stacks[g]->hasFeatureOfType(StackFeature::DOUBLE_WIDE) && !stacks[g]->attackerOwned && stacks[g]->position+1 == tileID))
 
- 		{
 
- 			if(!onlyAlive || stacks[g]->alive())
 
- 			{
 
- 				return stacks[g];
 
- 			}
 
- 		}
 
- 	}
 
- 	return NULL;
 
- }
 
- const CStack * BattleInfo::getStackT(int tileID, bool onlyAlive) const
 
- {
 
- 	return const_cast<BattleInfo * const>(this)->getStackT(tileID, onlyAlive);
 
- }
 
- void BattleInfo::getAccessibilityMap(bool *accessibility, bool twoHex, bool attackerOwned, bool addOccupiable, std::set<int> & occupyable, bool flying, int stackToOmmit) const
 
- {
 
- 	memset(accessibility, 1, BFIELD_SIZE); //initialize array with trues
 
- 	//removing accessibility for side columns of hexes
 
- 	for(int v = 0; v < BFIELD_SIZE; ++v)
 
- 	{
 
- 		if( v % BFIELD_WIDTH == 0 || v % BFIELD_WIDTH == (BFIELD_WIDTH - 1) )
 
- 			accessibility[v] = false;
 
- 	}
 
- 	for(unsigned int g=0; g<stacks.size(); ++g)
 
- 	{
 
- 		if(!stacks[g]->alive() || stacks[g]->ID==stackToOmmit || stacks[g]->position < 0) //we don't want to lock position of this stack (eg. if it's a turret)
 
- 			continue;
 
- 		accessibility[stacks[g]->position] = false;
 
- 		if(stacks[g]->hasFeatureOfType(StackFeature::DOUBLE_WIDE)) //if it's a double hex creature
 
- 		{
 
- 			if(stacks[g]->attackerOwned)
 
- 				accessibility[stacks[g]->position-1] = false;
 
- 			else
 
- 				accessibility[stacks[g]->position+1] = false;
 
- 		}
 
- 	}
 
- 	//obstacles
 
- 	for(unsigned int b=0; b<obstacles.size(); ++b)
 
- 	{
 
- 		std::vector<int> blocked = VLC->heroh->obstacles[obstacles[b].ID].getBlocked(obstacles[b].pos);
 
- 		for(unsigned int c=0; c<blocked.size(); ++c)
 
- 		{
 
- 			if(blocked[c] >=0 && blocked[c] < BFIELD_SIZE)
 
- 				accessibility[blocked[c]] = false;
 
- 		}
 
- 	}
 
- 	//walls
 
- 	if(siege > 0)
 
- 	{
 
- 		static const int permanentlyLocked[] = {12, 45, 78, 112, 147, 165};
 
- 		for(int b=0; b<ARRAY_COUNT(permanentlyLocked); ++b)
 
- 		{
 
- 			accessibility[permanentlyLocked[b]] = false;
 
- 		}
 
- 		static const std::pair<int, int> lockedIfNotDestroyed[] = //(which part of wall, which hex is blocked if this part of wall is not destroyed
 
- 			{std::make_pair(2, 182), std::make_pair(3, 130), std::make_pair(4, 62), std::make_pair(5, 29)};
 
- 		for(int b=0; b<ARRAY_COUNT(lockedIfNotDestroyed); ++b)
 
- 		{
 
- 			if(si.wallState[lockedIfNotDestroyed[b].first] < 3)
 
- 			{
 
- 				accessibility[lockedIfNotDestroyed[b].second] = false;
 
- 			}
 
- 		}
 
- 		//gate
 
- 		if(attackerOwned && si.wallState[7] < 3) //if it attacker's unit and gate is not destroyed
 
- 		{
 
- 			accessibility[95] = accessibility[96] = false; //block gate's hexes
 
- 		}
 
- 	}
 
- 	//occupyability
 
- 	if(addOccupiable && twoHex)
 
- 	{
 
- 		std::set<int> rem; //tiles to unlock
 
- 		for(int h=0; h<BFIELD_HEIGHT; ++h)
 
- 		{
 
- 			for(int w=1; w<BFIELD_WIDTH-1; ++w)
 
- 			{
 
- 				int hex = h * BFIELD_WIDTH + w;
 
- 				if(!isAccessible(hex, accessibility, twoHex, attackerOwned, flying, true)
 
- 					&& (attackerOwned ? isAccessible(hex+1, accessibility, twoHex, attackerOwned, flying, true) : isAccessible(hex-1, accessibility, twoHex, attackerOwned, flying, true) )
 
- 					)
 
- 					rem.insert(hex);
 
- 			}
 
- 		}
 
- 		occupyable = rem;
 
- 		/*for(std::set<int>::const_iterator it = rem.begin(); it != rem.end(); ++it)
 
- 		{
 
- 			accessibility[*it] = true;
 
- 		}*/
 
- 	}
 
- }
 
- bool BattleInfo::isAccessible(int hex, bool * accessibility, bool twoHex, bool attackerOwned, bool flying, bool lastPos)
 
- {
 
- 	if(flying && !lastPos)
 
- 		return true;
 
- 	if(twoHex)
 
- 	{
 
- 		//if given hex is accessible and appropriate adjacent one is free too
 
- 		return accessibility[hex] && accessibility[hex + (attackerOwned ? -1 : 1 )];
 
- 	}
 
- 	else
 
- 	{
 
- 		return accessibility[hex];
 
- 	}
 
- }
 
- void BattleInfo::makeBFS(int start, bool *accessibility, int *predecessor, int *dists, bool twoHex, bool attackerOwned, bool flying, bool fillPredecessors) const //both pointers must point to the at least 187-elements int arrays
 
- {
 
- 	//inits
 
- 	for(int b=0; b<BFIELD_SIZE; ++b)
 
- 		predecessor[b] = -1;
 
- 	for(int g=0; g<BFIELD_SIZE; ++g)
 
- 		dists[g] = 100000000;	
 
- 	
 
- 	std::queue< std::pair<int, bool> > hexq; //bfs queue <hex, accessible> (second filed used only if fillPredecessors is true)
 
- 	hexq.push(std::make_pair(start, true));
 
- 	dists[hexq.front().first] = 0;
 
- 	int curNext = -1; //for bfs loop only (helper var)
 
- 	while(!hexq.empty()) //bfs loop
 
- 	{
 
- 		std::pair<int, bool> curHex = hexq.front();
 
- 		std::vector<int> neighbours = neighbouringTiles(curHex.first);
 
- 		hexq.pop();
 
- 		for(unsigned int nr=0; nr<neighbours.size(); nr++)
 
- 		{
 
- 			curNext = neighbours[nr]; //if(!accessibility[curNext] || (dists[curHex]+1)>=dists[curNext])
 
- 			bool accessible = isAccessible(curNext, accessibility, twoHex, attackerOwned, flying, dists[curHex.first]+1 == dists[curNext]);
 
- 			if( dists[curHex.first]+1 >= dists[curNext] )
 
- 				continue;
 
- 			if(accessible && curHex.second)
 
- 			{
 
- 				hexq.push(std::make_pair(curNext, true));
 
- 				dists[curNext] = dists[curHex.first] + 1;
 
- 			}
 
- 			else if(fillPredecessors && !(accessible && !curHex.second))
 
- 			{
 
- 				hexq.push(std::make_pair(curNext, false));
 
- 				dists[curNext] = dists[curHex.first] + 1;
 
- 			}
 
- 			predecessor[curNext] = curHex.first;
 
- 		}
 
- 	}
 
- };
 
- std::vector<int> BattleInfo::getAccessibility(int stackID, bool addOccupiable) const
 
- {
 
- 	std::vector<int> ret;
 
- 	bool ac[BFIELD_SIZE];
 
- 	const CStack *s = getStack(stackID, false); //this function is called from healedOrResurrected, so our stack can be dead
 
- 	if(s->position < 0) //turrets
 
- 		return std::vector<int>();
 
- 	std::set<int> occupyable;
 
- 	getAccessibilityMap(ac, s->hasFeatureOfType(StackFeature::DOUBLE_WIDE), s->attackerOwned, addOccupiable, occupyable, s->hasFeatureOfType(StackFeature::FLYING), stackID);
 
- 	int pr[BFIELD_SIZE], dist[BFIELD_SIZE];
 
- 	makeBFS(s->position, ac, pr, dist, s->hasFeatureOfType(StackFeature::DOUBLE_WIDE), s->attackerOwned, s->hasFeatureOfType(StackFeature::FLYING), false);
 
- 	if(s->hasFeatureOfType(StackFeature::DOUBLE_WIDE))
 
- 	{
 
- 		if(!addOccupiable)
 
- 		{
 
- 			std::vector<int> rem;
 
- 			for(int b=0; b<BFIELD_SIZE; ++b)
 
- 			{
 
- 				//don't take into account most left and most right columns of hexes
 
- 				if( b % BFIELD_WIDTH == 0 || b % BFIELD_WIDTH == BFIELD_WIDTH - 1 )
 
- 					continue;
 
- 				if( ac[b] && !(s->attackerOwned ? ac[b-1] : ac[b+1]) )
 
- 				{
 
- 					rem.push_back(b);
 
- 				}
 
- 			}
 
- 			for(unsigned int g=0; g<rem.size(); ++g)
 
- 			{
 
- 				ac[rem[g]] = false;
 
- 			}
 
- 			//removing accessibility for side hexes
 
- 			for(int v=0; v<BFIELD_SIZE; ++v)
 
- 				if(s->attackerOwned ? (v%BFIELD_WIDTH)==1 : (v%BFIELD_WIDTH)==(BFIELD_WIDTH - 2))
 
- 					ac[v] = false;
 
- 		}
 
- 	}
 
- 	
 
- 	for (int i=0; i < BFIELD_SIZE ; ++i) {
 
- 		if(
 
- 			( ( !addOccupiable && dist[i] <= s->Speed() && ac[i] ) || ( addOccupiable && dist[i] <= s->Speed() && isAccessible(i, ac, s->hasFeatureOfType(StackFeature::DOUBLE_WIDE), s->attackerOwned, s->hasFeatureOfType(StackFeature::FLYING), true) ) )//we can reach it
 
- 			|| (vstd::contains(occupyable, i) && ( dist[ i + (s->attackerOwned ? 1 : -1 ) ] <= s->Speed() ) &&
 
- 				ac[i + (s->attackerOwned ? 1 : -1 )] ) //it's occupyable and we can reach adjacent hex
 
- 			)
 
- 		{
 
- 			ret.push_back(i);
 
- 		}
 
- 	}
 
- 	return ret;
 
- }
 
- bool BattleInfo::isStackBlocked(int ID)
 
- {
 
- 	CStack *our = getStack(ID);
 
- 	if(our->hasFeatureOfType(StackFeature::SIEGE_WEAPON)) //siege weapons cannot be blocked
 
- 		return false;
 
- 	for(unsigned int i=0; i<stacks.size();i++)
 
- 	{
 
- 		if( !stacks[i]->alive()
 
- 			|| stacks[i]->owner==our->owner
 
- 		  )
 
- 			continue; //we omit dead and allied stacks
 
- 		if(stacks[i]->hasFeatureOfType(StackFeature::DOUBLE_WIDE))
 
- 		{
 
- 			if( mutualPosition(stacks[i]->position, our->position) >= 0  
 
- 			  || mutualPosition(stacks[i]->position + (stacks[i]->attackerOwned ? -1 : 1), our->position) >= 0)
 
- 				return true;
 
- 		}
 
- 		else
 
- 		{
 
- 			if( mutualPosition(stacks[i]->position, our->position) >= 0 )
 
- 				return true;
 
- 		}
 
- 	}
 
- 	return false;
 
- }
 
- signed char BattleInfo::mutualPosition(int hex1, int hex2)
 
- {
 
- 	if(hex2 == hex1 - ( (hex1/17)%2 ? 18 : 17 )) //top left
 
- 		return 0;
 
- 	if(hex2 == hex1 - ( (hex1/17)%2 ? 17 : 16 )) //top right
 
- 		return 1;
 
- 	if(hex2 == hex1 - 1 && hex1%17 != 0) //left
 
- 		return 5;
 
- 	if(hex2 == hex1 + 1 && hex1%17 != 16) //right
 
- 		return 2;
 
- 	if(hex2 == hex1 + ( (hex1/17)%2 ? 16 : 17 )) //bottom left
 
- 		return 4;
 
- 	if(hex2 == hex1 + ( (hex1/17)%2 ? 17 : 18 )) //bottom right
 
- 		return 3;
 
- 	return -1;
 
- }
 
- std::vector<int> BattleInfo::neighbouringTiles(int hex)
 
- {
 
- #define CHECK_AND_PUSH(tile) {int hlp = (tile); if(hlp>=0 && hlp<BFIELD_SIZE && (hlp%BFIELD_WIDTH!=16) && hlp%BFIELD_WIDTH) ret.push_back(hlp);}
 
- 	std::vector<int> ret;
 
- 	CHECK_AND_PUSH(hex - ( (hex/17)%2 ? 18 : 17 ));
 
- 	CHECK_AND_PUSH(hex - ( (hex/17)%2 ? 17 : 16 ));
 
- 	CHECK_AND_PUSH(hex - 1);
 
- 	CHECK_AND_PUSH(hex + 1);
 
- 	CHECK_AND_PUSH(hex + ( (hex/17)%2 ? 16 : 17 ));
 
- 	CHECK_AND_PUSH(hex + ( (hex/17)%2 ? 17 : 18 ));
 
- #undef CHECK_AND_PUSH
 
- 	return ret;
 
- }
 
- std::pair< std::vector<int>, int > BattleInfo::getPath(int start, int dest, bool*accessibility, bool flyingCreature, bool twoHex, bool attackerOwned)
 
- {							
 
- 	int predecessor[BFIELD_SIZE]; //for getting the Path
 
- 	int dist[BFIELD_SIZE]; //calculated distances
 
- 	makeBFS(start, accessibility, predecessor, dist, twoHex, attackerOwned, flyingCreature, false);
 
- 	
 
- 	if(predecessor[dest] == -1) //cannot reach destination
 
- 	{
 
- 		return std::make_pair(std::vector<int>(), 0);
 
- 	}
 
- 	//making the Path
 
- 	std::vector<int> path;
 
- 	int curElem = dest;
 
- 	while(curElem != start)
 
- 	{
 
- 		path.push_back(curElem);
 
- 		curElem = predecessor[curElem];
 
- 	}
 
- 	return std::make_pair(path, dist[dest]);
 
- }
 
- int CStack::valOfFeatures(StackFeature::ECombatFeatures type, int subtype, int turn) const
 
- {
 
- 	int ret = 0;
 
- 	if(subtype == -1024) //any subtype
 
- 	{
 
- 		for(std::vector<StackFeature>::const_iterator i=features.begin(); i != features.end(); i++)
 
- 			if(i->type == type	&&  (!turn || i->turnsRemain > turn))
 
- 				ret += i->value;
 
- 	}
 
- 	else //given subtype
 
- 	{
 
- 		for(std::vector<StackFeature>::const_iterator i=features.begin(); i != features.end(); i++)
 
- 			if(i->type == type && i->subtype == subtype && (!turn || i->turnsRemain > turn))
 
- 				ret += i->value;
 
- 	}
 
- 	return ret;
 
- }
 
- bool CStack::hasFeatureOfType(StackFeature::ECombatFeatures type, int subtype, int turn) const
 
- {
 
- 	if(subtype == -1024) //any subtype
 
- 	{
 
- 		for(std::vector<StackFeature>::const_iterator i=features.begin(); i != features.end(); i++)
 
- 			if(i->type == type && (!turn || i->turnsRemain > turn))
 
- 				return true;
 
- 	}
 
- 	else //given subtype
 
- 	{
 
- 		for(std::vector<StackFeature>::const_iterator i=features.begin(); i != features.end(); i++)
 
- 			if(i->type == type && i->subtype == subtype && (!turn || i->turnsRemain > turn))
 
- 				return true;
 
- 	}
 
- 	return false;
 
- }
 
- CStack::CStack(CCreature * C, int A, int O, int I, bool AO, int S)
 
- 	:ID(I), creature(C), amount(A), baseAmount(A), firstHPleft(C->hitPoints), owner(O), slot(S), attackerOwned(AO), position(-1),   
 
- 	counterAttacks(1), shots(C->shots), features(C->abilities)
 
- {
 
- 	//additional retaliations
 
- 	for(int h=0; h<C->abilities.size(); ++h)
 
- 	{
 
- 		if(C->abilities[h].type == StackFeature::ADDITIONAL_RETALIATION)
 
- 		{
 
- 			counterAttacks += C->abilities[h].value;
 
- 		}
 
- 	}
 
- 	//alive state indication
 
- 	state.insert(ALIVE);
 
- }
 
- ui32 CStack::Speed( int turn /*= 0*/ ) const
 
- {
 
- 	if(hasFeatureOfType(StackFeature::SIEGE_WEAPON, -1024, turn)) //war machnes cannot move
 
- 		return 0;
 
- 	int speed = creature->speed;
 
- 	speed += valOfFeatures(StackFeature::SPEED_BONUS, -1024, turn);
 
- 	int percentBonus = 0;
 
- 	for(int g=0; g<features.size(); ++g)
 
- 	{
 
- 		if(features[g].type == StackFeature::SPEED_BONUS)
 
- 		{
 
- 			percentBonus += features[g].additionalInfo;
 
- 		}
 
- 	}
 
- 	speed = ((100 + percentBonus) * speed)/100;
 
- 	//bind effect check
 
- 	if(getEffect(72)) 
 
- 	{
 
- 		return 0;
 
- 	}
 
- 	return speed;
 
- }
 
- const CStack::StackEffect * CStack::getEffect( ui16 id, int turn /*= 0*/ ) const
 
- {
 
- 	for (unsigned int i=0; i< effects.size(); i++)
 
- 		if(effects[i].id == id)
 
- 			if(!turn || effects[i].turnsRemain > turn)
 
- 				return &effects[i];
 
- 	return NULL;
 
- }
 
- ui8 CStack::howManyEffectsSet(ui16 id) const
 
- {
 
- 	ui8 ret = 0;
 
- 	for (unsigned int i=0; i< effects.size(); i++)
 
- 		if(effects[i].id == id) //effect found
 
- 		{
 
- 			++ret;
 
- 		}
 
- 	return ret;
 
- }
 
- si8 CStack::Morale() const
 
- {
 
- 	si8 ret = morale;
 
- 	if(hasFeatureOfType(StackFeature::NON_LIVING) || hasFeatureOfType(StackFeature::UNDEAD) || hasFeatureOfType(StackFeature::NO_MORALE))
 
- 		return 0;
 
- 	
 
- 	ret += valOfFeatures(StackFeature::MORALE_BONUS); //mirth & sorrow & other
 
- 	if(hasFeatureOfType(StackFeature::SELF_MORALE)) //eg. minotaur
 
- 	{
 
- 		ret = std::max<si8>(ret, +1);
 
- 	}
 
- 	if(ret > 3) ret = 3;
 
- 	if(ret < -3) ret = -3;
 
- 	return ret;
 
- }
 
- si8 CStack::Luck() const
 
- {
 
- 	si8 ret = luck;
 
- 	if(hasFeatureOfType(StackFeature::NO_LUCK))
 
- 		return 0;
 
- 	
 
- 	ret += valOfFeatures(StackFeature::LUCK_BONUS); //fortune & misfortune & other
 
- 	if(hasFeatureOfType(StackFeature::SELF_LUCK)) //eg. halfling
 
- 	{
 
- 		ret = std::max<si8>(ret, +1);
 
- 	}
 
- 	if(ret > 3) ret = 3;
 
- 	if(ret < -3) ret = -3;
 
- 	return ret;
 
- }
 
- si32 CStack::Attack() const
 
- {
 
- 	si32 ret = creature->attack; //value to be returned
 
- 	if(hasFeatureOfType(StackFeature::IN_FRENZY)) //frenzy for attacker
 
- 	{
 
- 		ret += si32(VLC->spellh->spells[56].powers[getEffect(56)->level]/100.0) * Defense(false);
 
- 	}
 
- 	ret += valOfFeatures(StackFeature::ATTACK_BONUS);
 
- 	return ret;
 
- }
 
- si32 CStack::Defense(bool withFrenzy /*= true*/) const
 
- {
 
- 	si32 ret = creature->defence;
 
- 	if(withFrenzy && getEffect(56)) //frenzy for defender
 
- 	{
 
- 		return 0;
 
- 	}
 
- 	ret += valOfFeatures(StackFeature::DEFENCE_BONUS);
 
- 	return ret;
 
- }
 
- ui16 CStack::MaxHealth() const
 
- {
 
- 	return creature->hitPoints + valOfFeatures(StackFeature::HP_BONUS);
 
- }
 
- bool CStack::willMove(int turn /*= 0*/) const
 
- {
 
- 	return ( turn ? true : !vstd::contains(state, DEFENDING) )
 
- 		&& !moved(turn)
 
- 		&& canMove(turn);
 
- }
 
- bool CStack::canMove( int turn /*= 0*/ ) const
 
- {
 
- 	return alive()
 
- 		&& !hasFeatureOfType(StackFeature::NOT_ACTIVE, -1024, turn); //eg. Ammo Cart
 
- }
 
- bool CStack::moved( int turn /*= 0*/ ) const
 
- {
 
- 	if(!turn)
 
- 		return vstd::contains(state, MOVED);
 
- 	else
 
- 		return false;
 
- }
 
- CGHeroInstance * CGameState::HeroesPool::pickHeroFor(bool native, int player, const CTown *town, std::map<ui32,CGHeroInstance *> &available) const
 
- {
 
- 	CGHeroInstance *ret = NULL;
 
- 	if(player<0 || player>=PLAYER_LIMIT)
 
- 	{
 
- 		tlog1 << "Cannot pick hero for " << town->Name() << ". Wrong owner!\n";
 
- 		return NULL;
 
- 	}
 
- 	std::vector<CGHeroInstance *> pool;
 
- 	if(native)
 
- 	{
 
- 		for(std::map<ui32,CGHeroInstance *>::iterator i=available.begin(); i!=available.end(); i++)
 
- 		{
 
- 			if(pavailable.find(i->first)->second & 1<<player
 
- 				&& i->second->type->heroType/2 == town->typeID)
 
- 			{
 
- 				pool.push_back(i->second);
 
- 			}
 
- 		}
 
- 		if(!pool.size())
 
- 		{
 
- 			tlog1 << "Cannot pick native hero for " << player << ". Picking any...\n";
 
- 			return pickHeroFor(false, player, town, available);
 
- 		}
 
- 		else
 
- 		{
 
- 			ret = pool[rand()%pool.size()];
 
- 		}
 
- 	}
 
- 	else
 
- 	{
 
- 		int sum=0, r;
 
- 		for(std::map<ui32,CGHeroInstance *>::iterator i=available.begin(); i!=available.end(); i++)
 
- 		{
 
- 			if(pavailable.find(i->first)->second & 1<<player)
 
- 			{
 
- 				pool.push_back(i->second);
 
- 				sum += i->second->type->heroClass->selectionProbability[town->typeID];
 
- 			}
 
- 		}
 
- 		if(!pool.size())
 
- 		{
 
- 			tlog1 << "There are no heroes available for player " << player<<"!\n";
 
- 			return NULL;
 
- 		}
 
- 		r = rand()%sum;
 
- 		for(unsigned int i=0; i<pool.size(); i++)
 
- 		{
 
- 			r -= pool[i]->type->heroClass->selectionProbability[town->typeID];
 
- 			if(r<0)
 
- 				ret = pool[i];
 
- 		}
 
- 		if(!ret)
 
- 			ret = pool.back();
 
- 	}
 
- 	available.erase(ret->subID);
 
- 	return ret;
 
- }
 
- //void CGameState::apply(CPack * pack)
 
- //{
 
- //	while(!mx->try_lock())
 
- //		boost::this_thread::sleep(boost::posix_time::milliseconds(50)); //give other threads time to finish
 
- //	//applyNL(pack);
 
- //	mx->unlock();
 
- //}
 
- int CGameState::pickHero(int owner)
 
- {
 
- 	int h=-1;
 
- 	if(!map->getHero(h = scenarioOps->getIthPlayersSettings(owner).hero,0)  &&  h>=0) //we haven't used selected hero
 
- 		return h;
 
- 	int f = scenarioOps->getIthPlayersSettings(owner).castle;
 
- 	int i=0;
 
- 	do //try to find free hero of our faction
 
- 	{
 
- 		i++;
 
- 		h = scenarioOps->getIthPlayersSettings(owner).castle*HEROES_PER_TYPE*2+(ran()%(HEROES_PER_TYPE*2));//->scenarioOps->playerInfos[pru].hero = VLC->
 
- 	} while( map->getHero(h)  &&  i<175);
 
- 	if(i>174) //probably no free heroes - there's no point in further search, we'll take first free
 
- 	{
 
- 		tlog3 << "Warning: cannot find free hero - trying to get first available..."<<std::endl;
 
- 		for(int j=0; j<HEROES_PER_TYPE * 2 * F_NUMBER; j++)
 
- 			if(!map->getHero(j))
 
- 				h=j;
 
- 	}
 
- 	return h;
 
- }
 
- CGHeroInstance *CGameState::getHero(int objid)
 
- {
 
- 	if(objid<0 || objid>=map->objects.size() || map->objects[objid]->ID!=HEROI_TYPE)
 
- 		return NULL;
 
- 	return static_cast<CGHeroInstance *>(map->objects[objid]);
 
- }
 
- CGTownInstance *CGameState::getTown(int objid)
 
- {
 
- 	if(objid<0 || objid>=map->objects.size())
 
- 		return NULL;
 
- 	return static_cast<CGTownInstance *>(map->objects[objid]);
 
- }
 
- std::pair<int,int> CGameState::pickObject(CGObjectInstance *obj)
 
- {
 
- 	switch(obj->ID)
 
- 	{
 
- 	case 65: //random artifact
 
- 		return std::pair<int,int>(5,(ran()%136)+7); //the only reasonable range - there are siege weapons and blanks we must ommit
 
- 	case 66: //random treasure artifact
 
- 		return std::pair<int,int>(5,VLC->arth->treasures[ran()%VLC->arth->treasures.size()]->id);
 
- 	case 67: //random minor artifact
 
- 		return std::pair<int,int>(5,VLC->arth->minors[ran()%VLC->arth->minors.size()]->id);
 
- 	case 68: //random major artifact
 
- 		return std::pair<int,int>(5,VLC->arth->majors[ran()%VLC->arth->majors.size()]->id);
 
- 	case 69: //random relic artifact
 
- 		return std::pair<int,int>(5,VLC->arth->relics[ran()%VLC->arth->relics.size()]->id);
 
- 	case 70: //random hero
 
- 		{
 
- 			return std::pair<int,int>(HEROI_TYPE,pickHero(obj->tempOwner));
 
- 		}
 
- 	case 71: //random monster
 
- 		{
 
- 			int r;
 
- 			do 
 
- 			{
 
- 				r = ran()%197;
 
- 			} while (vstd::contains(VLC->creh->notUsedMonsters,r));
 
- 			return std::pair<int,int>(54,r); 
 
- 		}
 
- 	case 72: //random monster lvl1
 
- 		return std::pair<int,int>(54,VLC->creh->levelCreatures[1][ran()%VLC->creh->levelCreatures[1].size()]->idNumber); 
 
- 	case 73: //random monster lvl2
 
- 		return std::pair<int,int>(54,VLC->creh->levelCreatures[2][ran()%VLC->creh->levelCreatures[2].size()]->idNumber);
 
- 	case 74: //random monster lvl3
 
- 		return std::pair<int,int>(54,VLC->creh->levelCreatures[3][ran()%VLC->creh->levelCreatures[3].size()]->idNumber);
 
- 	case 75: //random monster lvl4
 
- 		return std::pair<int,int>(54,VLC->creh->levelCreatures[4][ran()%VLC->creh->levelCreatures[4].size()]->idNumber);
 
- 	case 76: //random resource
 
- 		return std::pair<int,int>(79,ran()%7); //now it's OH3 style, use %8 for mithril 
 
- 	case 77: //random town
 
- 		{
 
- 			int align = (static_cast<CGTownInstance*>(obj))->alignment,
 
- 				f;
 
- 			if(align>PLAYER_LIMIT-1)//same as owner / random
 
- 			{
 
- 				if(obj->tempOwner > PLAYER_LIMIT-1)
 
- 					f = -1; //random
 
- 				else
 
- 					f = scenarioOps->getIthPlayersSettings(obj->tempOwner).castle;
 
- 			}
 
- 			else
 
- 			{
 
- 				f = scenarioOps->getIthPlayersSettings(align).castle;
 
- 			}
 
- 			if(f<0) f = ran()%VLC->townh->towns.size();
 
- 			return std::pair<int,int>(TOWNI_TYPE,f); 
 
- 		}
 
- 	case 162: //random monster lvl5
 
- 		return std::pair<int,int>(54,VLC->creh->levelCreatures[5][ran()%VLC->creh->levelCreatures[5].size()]->idNumber);
 
- 	case 163: //random monster lvl6
 
- 		return std::pair<int,int>(54,VLC->creh->levelCreatures[6][ran()%VLC->creh->levelCreatures[6].size()]->idNumber);
 
- 	case 164: //random monster lvl7
 
- 		return std::pair<int,int>(54,VLC->creh->levelCreatures[7][ran()%VLC->creh->levelCreatures[7].size()]->idNumber); 
 
- 	case 216: //random dwelling
 
- 		{
 
- 			int faction = ran()%F_NUMBER;
 
- 			CCreGen2ObjInfo* info = static_cast<CCreGen2ObjInfo*>(obj->info);
 
- 			if (info->asCastle)
 
- 			{
 
- 				for(unsigned int i=0;i<map->objects.size();i++)
 
- 				{
 
- 					if(map->objects[i]->ID==77 && dynamic_cast<CGTownInstance*>(map->objects[i])->identifier == info->identifier)
 
- 					{
 
- 						randomizeObject(map->objects[i]); //we have to randomize the castle first
 
- 						faction = map->objects[i]->subID;
 
- 						break;
 
- 					}
 
- 					else if(map->objects[i]->ID==TOWNI_TYPE && dynamic_cast<CGTownInstance*>(map->objects[i])->identifier == info->identifier)
 
- 					{
 
- 						faction = map->objects[i]->subID;
 
- 						break;
 
- 					}
 
- 				}
 
- 			}
 
- 			else
 
- 			{
 
- 				while((!(info->castles[0]&(1<<faction))))
 
- 				{
 
- 					if((faction>7) && (info->castles[1]&(1<<(faction-8))))
 
- 						break;
 
- 					faction = ran()%F_NUMBER;
 
- 				}
 
- 			}
 
- 			int level = ((info->maxLevel-info->minLevel) ? (ran()%(info->maxLevel-info->minLevel)+info->minLevel) : (info->minLevel));
 
- 			int cid = VLC->townh->towns[faction].basicCreatures[level];
 
- 			for(unsigned int i=0;i<VLC->objh->cregens.size();i++)
 
- 				if(VLC->objh->cregens[i]==cid)
 
- 					return std::pair<int,int>(17,i); 
 
- 			tlog3 << "Cannot find a dwelling for creature "<<cid <<std::endl;
 
- 			return std::pair<int,int>(17,0); 
 
- 		}
 
- 	case 217:
 
- 		{
 
- 			int faction = ran()%F_NUMBER;
 
- 			CCreGenObjInfo* info = static_cast<CCreGenObjInfo*>(obj->info);
 
- 			if (info->asCastle)
 
- 			{
 
- 				for(unsigned int i=0;i<map->objects.size();i++)
 
- 				{
 
- 					if(map->objects[i]->ID==77 && dynamic_cast<CGTownInstance*>(map->objects[i])->identifier == info->identifier)
 
- 					{
 
- 						randomizeObject(map->objects[i]); //we have to randomize the castle first
 
- 						faction = map->objects[i]->subID;
 
- 						break;
 
- 					}
 
- 					else if(map->objects[i]->ID==TOWNI_TYPE && dynamic_cast<CGTownInstance*>(map->objects[i])->identifier == info->identifier)
 
- 					{
 
- 						faction = map->objects[i]->subID;
 
- 						break;
 
- 					}
 
- 				}
 
- 			}
 
- 			else
 
- 			{
 
- 				while((!(info->castles[0]&(1<<faction))))
 
- 				{
 
- 					if((faction>7) && (info->castles[1]&(1<<(faction-8))))
 
- 						break;
 
- 					faction = ran()%F_NUMBER;
 
- 				}
 
- 			}
 
- 			int cid = VLC->townh->towns[faction].basicCreatures[obj->subID];
 
- 			for(unsigned int i=0;i<VLC->objh->cregens.size();i++)
 
- 				if(VLC->objh->cregens[i]==cid)
 
- 					return std::pair<int,int>(17,i); 
 
- 			tlog3 << "Cannot find a dwelling for creature "<<cid <<std::endl;
 
- 			return std::pair<int,int>(17,0); 
 
- 		}
 
- 	case 218:
 
- 		{
 
- 			CCreGen3ObjInfo* info = static_cast<CCreGen3ObjInfo*>(obj->info);
 
- 			int level = ((info->maxLevel-info->minLevel) ? (ran()%(info->maxLevel-info->minLevel)+info->minLevel) : (info->minLevel));
 
- 			int cid = VLC->townh->towns[obj->subID].basicCreatures[level];
 
- 			for(unsigned int i=0;i<VLC->objh->cregens.size();i++)
 
- 				if(VLC->objh->cregens[i]==cid)
 
- 					return std::pair<int,int>(17,i); 
 
- 			tlog3 << "Cannot find a dwelling for creature "<<cid <<std::endl;
 
- 			return std::pair<int,int>(17,0); 
 
- 		}
 
- 	}
 
- 	return std::pair<int,int>(-1,-1);
 
- }
 
- void CGameState::randomizeObject(CGObjectInstance *cur)
 
- {		
 
- 	std::pair<int,int> ran = pickObject(cur);
 
- 	if(ran.first<0 || ran.second<0) //this is not a random object, or we couldn't find anything
 
- 	{
 
- 		if(cur->ID==TOWNI_TYPE) //town - set def
 
- 		{
 
- 			CGTownInstance *t = dynamic_cast<CGTownInstance*>(cur);
 
- 			if(t->hasCapitol())
 
- 				t->defInfo = capitols[t->subID];
 
- 			else if(t->hasFort())
 
- 				t->defInfo = forts[t->subID];
 
- 			else
 
- 				t->defInfo = villages[t->subID]; 
 
- 		}
 
- 		return;
 
- 	}
 
- 	else if(ran.first==HEROI_TYPE)//special code for hero
 
- 	{
 
- 		CGHeroInstance *h = dynamic_cast<CGHeroInstance *>(cur);
 
- 		if(!h) {tlog2<<"Wrong random hero at "<<cur->pos<<std::endl; return;}
 
- 		cur->ID = ran.first;
 
- 		h->portrait = cur->subID = ran.second;
 
- 		h->type = VLC->heroh->heroes[ran.second];
 
- 		map->heroes.push_back(h);
 
- 		return; //TODO: maybe we should do something with definfo?
 
- 	}
 
- 	else if(ran.first==TOWNI_TYPE)//special code for town
 
- 	{
 
- 		CGTownInstance *t = dynamic_cast<CGTownInstance*>(cur);
 
- 		if(!t) {tlog2<<"Wrong random town at "<<cur->pos<<std::endl; return;}
 
- 		cur->ID = ran.first;
 
- 		cur->subID = ran.second;
 
- 		t->town = &VLC->townh->towns[ran.second];
 
- 		if(t->hasCapitol())
 
- 			t->defInfo = capitols[t->subID];
 
- 		else if(t->hasFort())
 
- 			t->defInfo = forts[t->subID];
 
- 		else
 
- 			t->defInfo = villages[t->subID]; 
 
- 		map->towns.push_back(t);
 
- 		return;
 
- 	}
 
- 	//we have to replace normal random object
 
- 	cur->ID = ran.first;
 
- 	cur->subID = ran.second;
 
- 	map->removeBlockVisTiles(cur); //recalculate blockvis tiles - picked object might have different than random placeholder
 
- 	map->defy.push_back(cur->defInfo = VLC->dobjinfo->gobjs[ran.first][ran.second]);
 
- 	if(!cur->defInfo)
 
- 	{
 
- 		tlog1<<"*BIG* WARNING: Missing def declaration for "<<cur->ID<<" "<<cur->subID<<std::endl;
 
- 		return;
 
- 	}
 
- 	map->addBlockVisTiles(cur);
 
- }
 
- int CGameState::getDate(int mode) const
 
- {
 
- 	int temp;
 
- 	switch (mode)
 
- 	{
 
- 	case 0:
 
- 		return day;
 
- 		break;
 
- 	case 1:
 
- 		temp = (day)%7;
 
- 		if (temp)
 
- 			return temp;
 
- 		else return 7;
 
- 		break;
 
- 	case 2:
 
- 		temp = ((day-1)/7)+1;
 
- 		if (!(temp%4))
 
- 			return 4;
 
- 		else 
 
- 			return (temp%4);
 
- 		break;
 
- 	case 3:
 
- 		return ((day-1)/28)+1;
 
- 		break;
 
- 	}
 
- 	return 0;
 
- }
 
- CGameState::CGameState()
 
- {
 
- 	mx = new boost::shared_mutex();
 
- 	map = NULL;
 
- 	curB = NULL;
 
- 	scenarioOps = NULL;
 
- 	applierGs = new CGSApplier;
 
- 	objCaller = new CObjectCallersHandler;
 
- }
 
- CGameState::~CGameState()
 
- {
 
- 	delete mx;
 
- 	delete map;
 
- 	delete curB;
 
- 	delete scenarioOps;
 
- 	delete applierGs;
 
- 	delete objCaller;
 
- }
 
- void CGameState::init(StartInfo * si, Mapa * map, int Seed)
 
- {
 
- 	day = 0;
 
- 	seed = Seed;
 
- 	ran.seed((boost::int32_t)seed);
 
- 	scenarioOps = si;
 
- 	this->map = map;
 
- 	loadTownDInfos();
 
- 	//picking random factions for players
 
- 	for(unsigned int i=0;i<scenarioOps->playerInfos.size();i++)
 
- 	{
 
- 		if(scenarioOps->playerInfos[i].castle==-1)
 
- 		{
 
- 			int f;
 
- 			do
 
- 			{
 
- 				f = ran()%F_NUMBER;
 
- 			}while(!(map->players[scenarioOps->playerInfos[i].color].allowedFactions  &  1<<f));
 
- 			scenarioOps->playerInfos[i].castle = f;
 
- 		}
 
- 	}
 
- 	//randomizing objects
 
- 	for(unsigned int no=0; no<map->objects.size(); ++no)
 
- 	{
 
- 		randomizeObject(map->objects[no]);
 
- 		if(map->objects[no]->ID==26)
 
- 		{
 
- 			map->objects[no]->defInfo->handler=NULL;
 
- 		}
 
- 		map->objects[no]->hoverName = VLC->generaltexth->names[map->objects[no]->ID];
 
- 	}
 
- 	//std::cout<<"\tRandomizing objects: "<<th.getDif()<<std::endl;
 
- 	/*********give starting hero****************************************/
 
- 	for(int i=0;i<PLAYER_LIMIT;i++)
 
- 	{
 
- 		if((map->players[i].generateHeroAtMainTown && map->players[i].hasMainTown) ||  (map->players[i].hasMainTown && map->version==CMapHeader::RoE))
 
- 		{
 
- 			int3 hpos = map->players[i].posOfMainTown;
 
- 			hpos.x+=1;// hpos.y+=1;
 
- 			int j;
 
- 			for(j=0; j<scenarioOps->playerInfos.size(); j++) //don't add unsigned here - we are refering to the variable above
 
- 				if(scenarioOps->playerInfos[j].color == i)
 
- 					break;
 
- 			if(j == scenarioOps->playerInfos.size())
 
- 				continue;
 
- 			int h=pickHero(i);
 
- 			if(scenarioOps->playerInfos[j].hero == -1)
 
- 				scenarioOps->playerInfos[j].hero = h;
 
- 			CGHeroInstance * nnn =  static_cast<CGHeroInstance*>(createObject(HEROI_TYPE,h,hpos,i));
 
- 			nnn->id = map->objects.size();
 
- 			hpos = map->players[i].posOfMainTown;hpos.x+=2;
 
- 			for(unsigned int o=0;o<map->towns.size();o++) //find main town
 
- 			{
 
- 				if(map->towns[o]->pos == hpos)
 
- 				{
 
- 					map->towns[o]->visitingHero = nnn;
 
- 					nnn->visitedTown = map->towns[o];
 
- 					nnn->inTownGarrison = false;
 
- 					break;
 
- 				}
 
- 			}
 
- 			nnn->initHero();
 
- 			map->heroes.push_back(nnn);
 
- 			map->objects.push_back(nnn);
 
- 			map->addBlockVisTiles(nnn);
 
- 		}
 
- 	}
 
- 	/*********creating players entries in gs****************************************/
 
- 	for (unsigned int i=0; i<scenarioOps->playerInfos.size();i++)
 
- 	{
 
- 		std::pair<int,PlayerState> ins(scenarioOps->playerInfos[i].color,PlayerState());
 
- 		ins.second.color=ins.first;
 
- 		ins.second.serial=i;
 
- 		ins.second.human = scenarioOps->playerInfos[i].human;
 
- 		players.insert(ins);
 
- 	}
 
- 	/******************RESOURCES****************************************************/
 
- 	//TODO: computer player should receive other amount of resource than computer (depending on difficulty)
 
- 	std::vector<int> startres;
 
- 	std::ifstream tis(DATA_DIR "/config/startres.txt");
 
- 	int k;
 
- 	for (int j=0;j<scenarioOps->difficulty;j++)
 
- 	{
 
- 		tis >> k;
 
- 		for (int z=0;z<RESOURCE_QUANTITY;z++)
 
- 			tis>>k;
 
- 	}
 
- 	tis >> k;
 
- 	for (int i=0;i<RESOURCE_QUANTITY;i++)
 
- 	{
 
- 		tis >> k;
 
- 		startres.push_back(k);
 
- 	}
 
- 	tis.close();
 
- 	tis.clear();
 
- 	for (std::map<ui8,PlayerState>::iterator i = players.begin(); i!=players.end(); i++)
 
- 	{
 
- 		(*i).second.resources.resize(RESOURCE_QUANTITY);
 
- 		for (int x=0;x<RESOURCE_QUANTITY;x++)
 
- 			(*i).second.resources[x] = startres[x];
 
- 	}
 
- 	tis.open(DATA_DIR "/config/resources.txt");
 
- 	tis >> k;
 
- 	int pom;
 
- 	for(int i=0;i<k;i++)
 
- 	{
 
- 		tis >> pom;
 
- 		resVals.push_back(pom);
 
- 	}
 
- 	/*************************HEROES************************************************/
 
- 	std::set<int> hids;
 
- 	for(unsigned int i=0; i<map->allowedHeroes.size(); i++) //add to hids all allowed heroes
 
- 		if(map->allowedHeroes[i])
 
- 			hids.insert(i);
 
- 	for (unsigned int i=0; i<map->heroes.size();i++) //heroes instances initialization
 
- 	{
 
- 		if (map->heroes[i]->getOwner()<0)
 
- 		{
 
- 			tlog2 << "Warning - hero with uninitialized owner!\n";
 
- 			continue;
 
- 		}
 
- 		CGHeroInstance * vhi = (map->heroes[i]);
 
- 		vhi->initHero();
 
- 		players.find(vhi->getOwner())->second.heroes.push_back(vhi);
 
- 		hids.erase(vhi->subID);
 
- 	}
 
- 	for(unsigned int i=0; i<map->predefinedHeroes.size(); i++)
 
- 	{
 
- 		if(!vstd::contains(hids,map->predefinedHeroes[i]->subID))
 
- 			continue;
 
- 		map->predefinedHeroes[i]->initHero();
 
- 		hpool.heroesPool[map->predefinedHeroes[i]->subID] = map->predefinedHeroes[i];
 
- 		hpool.pavailable[map->predefinedHeroes[i]->subID] = 0xff;
 
- 		hids.erase(map->predefinedHeroes[i]->subID);
 
- 	}
 
- 	BOOST_FOREACH(int hid, hids) //all not used allowed heroes go into the pool
 
- 	{
 
- 		CGHeroInstance * vhi = new CGHeroInstance();
 
- 		vhi->initHero(hid);
 
- 		hpool.heroesPool[hid] = vhi;
 
- 		hpool.pavailable[hid] = 0xff;
 
- 	}
 
- 	for(unsigned int i=0; i<map->disposedHeroes.size(); i++)
 
- 	{
 
- 		hpool.pavailable[map->disposedHeroes[i].ID] = map->disposedHeroes[i].players;
 
- 	}
 
- 	/*************************FOG**OF**WAR******************************************/		
 
- 	for(std::map<ui8, PlayerState>::iterator k=players.begin(); k!=players.end(); ++k)
 
- 	{
 
- 		k->second.fogOfWarMap.resize(map->width);
 
- 		for(int g=0; g<map->width; ++g)
 
- 			k->second.fogOfWarMap[g].resize(map->height);
 
- 		for(int g=-0; g<map->width; ++g)
 
- 			for(int h=0; h<map->height; ++h)
 
- 				k->second.fogOfWarMap[g][h].resize(map->twoLevel+1, 0);
 
- 		for(int g=0; g<map->width; ++g)
 
- 			for(int h=0; h<map->height; ++h)
 
- 				for(int v=0; v<map->twoLevel+1; ++v)
 
- 					k->second.fogOfWarMap[g][h][v] = 0;
 
- 		BOOST_FOREACH(CGObjectInstance *obj, map->objects)
 
- 		{
 
- 			if(obj->tempOwner != k->first) continue; //not a flagged object
 
- 			int3 objCenter = obj->getSightCenter();
 
- 			int radious = obj->getSightRadious();
 
- 			for (int xd = std::max<int>(objCenter.x - radious , 0); xd <= std::min<int>(objCenter.x + radious, map->width - 1); xd++)
 
- 			{
 
- 				for (int yd = std::max<int>(objCenter.y - radious, 0); yd <= std::min<int>(objCenter.y + radious, map->height - 1); yd++)
 
- 				{
 
- 					double distance = objCenter.dist2d(int3(xd,yd,objCenter.z)) - 0.5;
 
- 					if(distance <= radious)
 
- 						k->second.fogOfWarMap[xd][yd][objCenter.z] = 1;
 
- 				}
 
- 			}
 
- 		}
 
- 		//for(int xd=0; xd<map->width; ++xd) //revealing part of map around heroes
 
- 		//{
 
- 		//	for(int yd=0; yd<map->height; ++yd)
 
- 		//	{
 
- 		//		for(int ch=0; ch<k->second.heroes.size(); ++ch)
 
- 		//		{
 
- 		//			int deltaX = (k->second.heroes[ch]->getPosition(false).x-xd)*(k->second.heroes[ch]->getPosition(false).x-xd);
 
- 		//			int deltaY = (k->second.heroes[ch]->getPosition(false).y-yd)*(k->second.heroes[ch]->getPosition(false).y-yd);
 
- 		//			if(deltaX+deltaY<k->second.heroes[ch]->getSightDistance()*k->second.heroes[ch]->getSightDistance())
 
- 		//				k->second.fogOfWarMap[xd][yd][k->second.heroes[ch]->getPosition(false).z] = 1;
 
- 		//		}
 
- 		//	}
 
- 		//}
 
- 		//starting bonus
 
- 		if(si->playerInfos[k->second.serial].bonus==brandom)
 
- 			si->playerInfos[k->second.serial].bonus = ran()%3;
 
- 		switch(si->playerInfos[k->second.serial].bonus)
 
- 		{
 
- 		case bgold:
 
- 			k->second.resources[6] += 500 + (ran()%6)*100;
 
- 			break;
 
- 		case bresource:
 
- 			{
 
- 				int res = VLC->townh->towns[si->playerInfos[k->second.serial].castle].primaryRes;
 
- 				if(res == 127)
 
- 				{
 
- 					k->second.resources[0] += 5 + ran()%6;
 
- 					k->second.resources[2] += 5 + ran()%6;
 
- 				}
 
- 				else
 
- 				{
 
- 					k->second.resources[res] += 3 + ran()%4;
 
- 				}
 
- 				break;
 
- 			}
 
- 		case bartifact:
 
- 			{
 
- 				if(!k->second.heroes.size())
 
- 				{
 
- 					tlog5 << "Cannot give starting artifact - no heroes!" << std::endl;
 
- 					break;
 
- 				}
 
- 				CArtifact *toGive;
 
- 				do 
 
- 				{
 
- 					toGive = VLC->arth->treasures[ran() % VLC->arth->treasures.size()];
 
- 				} while (!map->allowedArtifact[toGive->id]);
 
- 				CGHeroInstance *hero = k->second.heroes[0];
 
- 				std::vector<ui16>::iterator slot = vstd::findFirstNot(hero->artifWorn,toGive->possibleSlots);
 
- 				if(slot!=toGive->possibleSlots.end())
 
- 				{
 
- 					hero->artifWorn[*slot] = toGive->id;
 
- 					hero->recreateArtBonuses();
 
- 				}
 
- 				else
 
- 					hero->artifacts.push_back(toGive->id);
 
- 			}
 
- 		}
 
- 	}
 
- 	/****************************TOWNS************************************************/
 
- 	for (unsigned int i=0;i<map->towns.size();i++)
 
- 	{
 
- 		CGTownInstance * vti =(map->towns[i]);
 
- 		if(!vti->town)
 
- 			vti->town = &VLC->townh->towns[vti->subID];
 
- 		if (vti->name.length()==0) // if town hasn't name we draw it
 
- 			vti->name = vti->town->Names()[ran()%vti->town->Names().size()];
 
- 		//init buildings
 
- 		if(vti->builtBuildings.find(-50)!=vti->builtBuildings.end()) //give standard set of buildings
 
- 		{
 
- 			vti->builtBuildings.erase(-50);
 
- 			vti->builtBuildings.insert(10);
 
- 			vti->builtBuildings.insert(5);
 
- 			vti->builtBuildings.insert(30);
 
- 			if(ran()%2)
 
- 				vti->builtBuildings.insert(31);
 
- 		}
 
- 		//init spells
 
- 		vti->spells.resize(SPELL_LEVELS);
 
- 		CSpell *s;
 
- 		for(unsigned int z=0; z<vti->obligatorySpells.size();z++)
 
- 		{
 
- 			s = &VLC->spellh->spells[vti->obligatorySpells[z]];
 
- 			vti->spells[s->level-1].push_back(s->id);
 
- 			vti->possibleSpells -= s->id;
 
- 		}
 
- 		while(vti->possibleSpells.size())
 
- 		{
 
- 			ui32 total=0, sel=-1;
 
- 			for(unsigned int ps=0;ps<vti->possibleSpells.size();ps++)
 
- 				total += VLC->spellh->spells[vti->possibleSpells[ps]].probabilities[vti->subID];
 
- 			int r = (total)? ran()%total : -1;
 
- 			for(unsigned int ps=0; ps<vti->possibleSpells.size();ps++)
 
- 			{
 
- 				r -= VLC->spellh->spells[vti->possibleSpells[ps]].probabilities[vti->subID];
 
- 				if(r<0)
 
- 				{
 
- 					sel = ps;
 
- 					break;
 
- 				}
 
- 			}
 
- 			if(sel<0)
 
- 				sel=0;
 
- 			CSpell *s = &VLC->spellh->spells[vti->possibleSpells[sel]];
 
- 			vti->spells[s->level-1].push_back(s->id);
 
- 			vti->possibleSpells -= s->id;
 
- 		}
 
- 		//init garrisons
 
- 		for (std::map<si32,std::pair<ui32,si32> >::iterator j=vti->army.slots.begin(); j!=vti->army.slots.end();j++)
 
- 		{
 
- 			if(j->second.first > 196 && j->second.first < 211)
 
- 			{
 
- 				if(j->second.first%2)
 
- 					j->second.first = vti->town->basicCreatures[ (j->second.first-197) / 2 ];
 
- 				else
 
- 					j->second.first = vti->town->upgradedCreatures[ (j->second.first-197) / 2 ];
 
- 			}
 
- 		}
 
- 		if(vti->getOwner() != 255)
 
- 			getPlayer(vti->getOwner())->towns.push_back(vti);
 
- 	}
 
- 	for(std::map<ui8, PlayerState>::iterator k=players.begin(); k!=players.end(); ++k)
 
- 	{
 
- 		if(k->first==-1 || k->first==255)
 
- 			continue;
 
- 		//init visiting and garrisoned heroes
 
- 		for(unsigned int l=0; l<k->second.heroes.size();l++)
 
- 		{ 
 
- 			CGHeroInstance *h = k->second.heroes[l];
 
- 			for(unsigned int m=0; m<k->second.towns.size();m++)
 
- 			{
 
- 				CGTownInstance *t = k->second.towns[m];
 
- 				int3 vistile = t->pos; vistile.x--; //tile next to the entrance
 
- 				if(vistile == h->pos || h->pos==t->pos)
 
- 				{
 
- 					t->visitingHero = h;
 
- 					h->visitedTown = t;
 
- 					h->inTownGarrison = false;
 
- 					if(h->pos == t->pos) //visiting hero placed in the editor has same pos as the town - we need to correct it
 
- 					{
 
- 						map->removeBlockVisTiles(h);
 
- 						h->pos.x -= 1;
 
- 						map->addBlockVisTiles(h);
 
- 					}
 
- 					break;
 
- 				}
 
- 			}
 
- 		}
 
- 	}
 
- 	for(unsigned int i=0; i<map->defy.size(); i++)
 
- 	{
 
- 		map->defy[i]->serial = i;
 
- 	}
 
- 	objCaller->preInit();
 
- 	for(unsigned int i=0; i<map->objects.size(); i++)
 
- 	{
 
- 		map->objects[i]->initObj();
 
- 		if(map->objects[i]->ID == 62) //prison also needs to initialize hero
 
- 			static_cast<CGHeroInstance*>(map->objects[i])->initHero();
 
- 	}
 
- 	objCaller->postInit();
 
- }
 
- bool CGameState::battleShootCreatureStack(int ID, int dest)
 
- {
 
- 	return true;
 
- }
 
- bool CGameState::battleCanFlee(int player)
 
- {
 
- 	if(!curB) //there is no battle
 
- 		return false;
 
- 	if(curB->heroes[0]->hasBonusOfType(HeroBonus::ENEMY_CANT_ESCAPE) //eg. one of heroes is wearing shakles of war
 
- 		|| curB->heroes[0]->hasBonusOfType(HeroBonus::ENEMY_CANT_ESCAPE))
 
- 		return false;
 
- 	return true;
 
- }
 
- int CGameState::battleGetStack(int pos, bool onlyAlive)
 
- {
 
- 	if(!curB)
 
- 		return -1;
 
- 	for(unsigned int g=0; g<curB->stacks.size(); ++g)
 
- 	{
 
- 		if((curB->stacks[g]->position == pos 
 
- 			  || (curB->stacks[g]->hasFeatureOfType(StackFeature::DOUBLE_WIDE) 
 
- 					&&( (curB->stacks[g]->attackerOwned && curB->stacks[g]->position-1 == pos) 
 
- 					||	(!curB->stacks[g]->attackerOwned && curB->stacks[g]->position+1 == pos)	)
 
- 			 ))
 
- 			 && (!onlyAlive || curB->stacks[g]->alive())
 
- 		  )
 
- 			return curB->stacks[g]->ID;
 
- 	}
 
- 	return -1;
 
- }
 
- int CGameState::battleGetBattlefieldType(int3 tile)
 
- {
 
- 	if(tile==int3() && curB)
 
- 		tile = curB->tile;
 
- 	else if(tile==int3() && !curB)
 
- 		return -1;
 
- 	const std::vector <CGObjectInstance*> & objs = map->objects;
 
- 	for(int g=0; g<objs.size(); ++g)
 
- 	{
 
- 		if( !objs[g] || objs[g]->pos.x - tile.x < 0  ||  objs[g]->pos.x - tile.x >= 8  
 
- 			||  tile.y - objs[g]->pos.y + 5 < 0  ||  tile.y - objs[g]->pos.y + 5 >=6 
 
- 			|| !objs[g]->coveringAt(objs[g]->pos.x - tile.x, tile.y - objs[g]->pos.y + 5)
 
- 			) //look only for objects covering given tile
 
- 			continue;
 
- 		switch(objs[g]->ID)
 
- 		{
 
- 		case 222: //clover field
 
- 			return 19;
 
- 		case 21: case 223: //cursed ground
 
- 			return 22;
 
- 		case 224: //evil fog
 
- 			return 20;
 
- 		case 225: //favourable winds
 
- 			return 21;
 
- 		case 226: //fiery fields
 
- 			return 14;
 
- 		case 227: //holy ground
 
- 			return 18;
 
- 		case 228: //lucid pools
 
- 			return 17;
 
- 		case 229: //magic clouds
 
- 			return 16;
 
- 		case 46: case 230: //magic plains
 
- 			return 9;
 
- 		case 231: //rocklands
 
- 			return 15;
 
- 		}
 
- 	}
 
- 	switch(map->terrain[tile.x][tile.y][tile.z].tertype)
 
- 	{
 
- 	case TerrainTile::dirt:
 
- 		return rand()%3+3;
 
- 	case TerrainTile::sand:
 
- 		return 2; //TODO: coast support
 
- 	case TerrainTile::grass:
 
- 		return rand()%2+6;
 
- 	case TerrainTile::snow:
 
- 		return rand()%2+10;
 
- 	case TerrainTile::swamp:
 
- 		return 13;
 
- 	case TerrainTile::rough:
 
- 		return 23;
 
- 	case TerrainTile::subterranean:
 
- 		return 12;
 
- 	case TerrainTile::lava:
 
- 		return 8;
 
- 	case TerrainTile::water:
 
- 		return 25;
 
- 	case TerrainTile::rock:
 
- 		return 15;
 
- 	default:
 
- 		return -1;
 
- 	}
 
- }
 
- const CGHeroInstance * CGameState::battleGetOwner(int stackID)
 
- {
 
- 	if(!curB)
 
- 		return NULL;
 
- 	return curB->heroes[!curB->getStack(stackID)->attackerOwned];
 
- }
 
- UpgradeInfo CGameState::getUpgradeInfo(const CArmedInstance *obj, int stackPos)
 
- {
 
- 	UpgradeInfo ret;
 
- 	const CCreature *base = &VLC->creh->creatures[obj->army.slots.find(stackPos)->first];
 
- 	if((obj->ID == TOWNI_TYPE)  ||  ((obj->ID == HEROI_TYPE) && static_cast<const CGHeroInstance*>(obj)->visitedTown))
 
- 	{
 
- 		const CGTownInstance * t;
 
- 		if(obj->ID == TOWNI_TYPE)
 
- 			t = static_cast<const CGTownInstance *>(obj);
 
- 		else
 
- 			t = static_cast<const CGHeroInstance*>(obj)->visitedTown;
 
- 		for(std::set<si32>::const_iterator i=t->builtBuildings.begin();  i!=t->builtBuildings.end(); i++)
 
- 		{
 
- 			if( (*i) >= 37   &&   (*i) < 44 ) //upgraded creature dwelling
 
- 			{
 
- 				int nid = t->town->upgradedCreatures[(*i)-37]; //upgrade offered by that building
 
- 				if(base->upgrades.find(nid) != base->upgrades.end()) //possible upgrade
 
- 				{
 
- 					ret.newID.push_back(nid);
 
- 					ret.cost.push_back(std::set<std::pair<int,int> >());
 
- 					for(int j=0;j<RESOURCE_QUANTITY;j++)
 
- 					{
 
- 						int dif = VLC->creh->creatures[nid].cost[j] - base->cost[j];
 
- 						if(dif)
 
- 							ret.cost[ret.cost.size()-1].insert(std::make_pair(j,dif));
 
- 					}
 
- 				}
 
- 			}
 
- 		}//end for
 
- 	}
 
- 	//TODO: check if hero ability makes some upgrades possible
 
- 	if(ret.newID.size())
 
- 		ret.oldID = base->idNumber;
 
- 	return ret;
 
- }
 
- float CGameState::getMarketEfficiency( int player, int mode/*=0*/ )
 
- {
 
- 	boost::shared_lock<boost::shared_mutex> lock(*mx);
 
- 	if(mode) return -1; //todo - support other modes
 
- 	int mcount = 0;
 
- 	for(unsigned int i=0;i<getPlayer(player)->towns.size();i++)
 
- 		if(vstd::contains(getPlayer(player)->towns[i]->builtBuildings,14))
 
- 			mcount++;
 
- 	float ret = std::min(((float)mcount+1.0f)/20.0f,0.5f);
 
- 	return ret;
 
- }
 
- void CGameState::loadTownDInfos()
 
- {
 
- 	for(int i=0;i<F_NUMBER;i++)
 
- 	{
 
- 		villages[i] = new CGDefInfo(*VLC->dobjinfo->castles[i]);
 
- 		forts[i] = VLC->dobjinfo->castles[i];
 
- 		capitols[i] = new CGDefInfo(*VLC->dobjinfo->castles[i]);
 
- 	}
 
- }
 
- void CGameState::getNeighbours( const TerrainTile &srct, int3 tile, std::vector<int3> &vec, const boost::logic::tribool &onLand )
 
- {
 
- 	static int3 dirs[] = { int3(0,1,0),int3(0,-1,0),int3(-1,0,0),int3(+1,0,0),
 
- 					int3(1,1,0),int3(-1,1,0),int3(1,-1,0),int3(-1,-1,0) };
 
- 	vec.clear();
 
- 	for (size_t i = 0; i < ARRAY_COUNT(dirs); i++)
 
- 	{
 
- 		const int3 hlp = tile + dirs[i];
 
- 		if(!map->isInTheMap(hlp)) 
 
- 			continue;
 
- 		const TerrainTile &hlpt = map->getTile(hlp);
 
- 		if((indeterminate(onLand)  ||  onLand == (hlpt.tertype!=8) ) 
 
- 			&& hlpt.tertype!=9) 
 
- 		{
 
- 			vec.push_back(hlp);
 
- 		}
 
- 	}
 
- }
 
- int CGameState::getMovementCost(const CGHeroInstance *h, const int3 &src, const int3 &dest, int remainingMovePoints, bool checkLast)
 
- {
 
- 	if(src == dest) //same tile
 
- 		return 0;
 
- 	TerrainTile &s = map->terrain[src.x][src.y][src.z],
 
- 		&d = map->terrain[dest.x][dest.y][dest.z];
 
- 	//get basic cost
 
- 	int ret = h->getTileCost(d,s);
 
- 	if(src.x != dest.x  &&  src.y != dest.y) //it's diagonal move
 
- 	{
 
- 		int old = ret;
 
- 		ret *= 1.414213;
 
- 		//diagonal move costs too much but normal move is possible - allow diagonal move for remaining move points
 
- 		if(ret > remainingMovePoints  &&  remainingMovePoints >= old)
 
- 		{
 
- 			return remainingMovePoints;
 
- 		}
 
- 	}
 
- 	int left = remainingMovePoints-ret;
 
- 	if(checkLast  &&  left > 0  &&  remainingMovePoints-ret < 250) //it might be the last tile - if no further move possible we take all move points
 
- 	{
 
- 		std::vector<int3> vec;
 
- 		getNeighbours(d, dest, vec, s.tertype != TerrainTile::water);
 
- 		for(size_t i=0; i < vec.size(); i++)
 
- 		{
 
- 			int fcost = getMovementCost(h,dest,vec[i],left,false);
 
- 			if(fcost <= left)
 
- 			{
 
- 				return ret;
 
- 			}
 
- 		}
 
- 		ret = remainingMovePoints;
 
- 	}
 
- 	return ret;
 
- }
 
- int CGameState::canBuildStructure( const CGTownInstance *t, int ID )
 
- {
 
- 	int ret = 7; //allowed by default
 
- 	//checking resources
 
- 	CBuilding * pom = VLC->buildh->buildings[t->subID][ID];
 
- 	
 
- 	if(!pom)return 8;
 
- 	if(pom->Name().size()==0||pom->resources.size()==0)return 2;//TODO: why does this happen?
 
- 	for(int res=0;res<pom->resources.size();res++) //TODO: support custom amount of resources
 
- 	{
 
- 		if(pom->resources[res] > getPlayer(t->tempOwner)->resources[res])
 
- 			ret = 6; //lack of res
 
- 	}
 
- 	//checking for requirements
 
- 	for( std::set<int>::iterator ri  =  VLC->townh->requirements[t->subID][ID].begin();
 
- 		ri != VLC->townh->requirements[t->subID][ID].end();
 
- 		ri++ )
 
- 	{
 
- 		if(t->builtBuildings.find(*ri)==t->builtBuildings.end())
 
- 			ret = 8; //lack of requirements - cannot build
 
- 	}
 
- 	//can we build it?
 
- 	if(t->forbiddenBuildings.find(ID)!=t->forbiddenBuildings.end())
 
- 		ret = 2; //forbidden
 
- 	else if(t->builded >= MAX_BUILDING_PER_TURN)
 
- 		ret = 5; //building limit
 
- 	if(ID == 13) //capitol
 
- 	{
 
- 		for(unsigned int in = 0; in < map->towns.size(); in++)
 
- 		{
 
- 			if(map->towns[in]->tempOwner==t->tempOwner  &&  vstd::contains(map->towns[in]->builtBuildings,13))
 
- 			{
 
- 				ret = 0; //no more than one capitol
 
- 				break;
 
- 			}
 
- 		}
 
- 	}
 
- 	else if(ID == 6) //shipyard
 
- 	{
 
- 		int3 t1(t->pos + int3(-1,3,0)),
 
- 			t2(t->pos + int3(-3,3,0));
 
- 		if(map->isInTheMap(t1) && map->getTile(t1).tertype != TerrainTile::water  
 
- 			&&  (map->isInTheMap(t2) && map->getTile(t2).tertype != TerrainTile::water))
 
- 			ret = 1; //lack of water
 
- 	}
 
- 	if(t->builtBuildings.find(ID)!=t->builtBuildings.end())	//already built
 
- 		ret = 4;
 
- 	return ret;
 
- }
 
- void CGameState::apply(CPack *pack)
 
- {
 
- 	ui16 typ = typeList.getTypeID(pack);
 
- 	assert(typ >= 0);
 
- 	applierGs->apps[typ]->applyOnGS(this,pack);
 
- }
 
- PlayerState * CGameState::getPlayer( ui8 color )
 
- {
 
- 	if(vstd::contains(players,color))
 
- 	{
 
- 		return &players[color];
 
- 	}
 
- 	else 
 
- 	{
 
- 		tlog2 << "Warning: Cannot find info for player " << int(color) << std::endl;
 
- 		return NULL;
 
- 	}
 
- }
 
- bool CGameState::getPath(int3 src, int3 dest, const CGHeroInstance * hero, CPath &ret)
 
- {
 
- 	if(!map->isInTheMap(src) || !map->isInTheMap(dest)) //check input
 
- 		return false;
 
- 	int3 hpos = hero->getPosition(false);
 
- 	tribool blockLandSea; //true - blocks sea, false - blocks land, indeterminate - allows all
 
- 	if (!hero->canWalkOnSea())
 
- 		blockLandSea = (map->getTile(hpos).tertype != TerrainTile::water); //block land if hero is on water and vice versa
 
- 	else
 
- 		blockLandSea = boost::logic::indeterminate;
 
- 	const std::vector<std::vector<std::vector<ui8> > > &FoW = getPlayer(hero->tempOwner)->fogOfWarMap;
 
- 	//graph initialization
 
- 	std::vector< std::vector<CPathNode> > graph;
 
- 	graph.resize(map->width);
 
- 	for(size_t i=0; i<graph.size(); ++i)
 
- 	{
 
- 		graph[i].resize(map->height);
 
- 		for(size_t j=0; j<graph[i].size(); ++j)
 
- 		{
 
- 			const TerrainTile *tinfo = &map->terrain[i][j][src.z];
 
- 			CPathNode &node = graph[i][j];
 
- 			node.accessible = !tinfo->blocked;
 
- 			node.dist = -1;
 
- 			node.theNodeBefore = NULL;
 
- 			node.visited = false;
 
- 			node.coord.x = i;
 
- 			node.coord.y = j;
 
- 			node.coord.z = dest.z;
 
- 			if ((tinfo->tertype == TerrainTile::rock) //it's rock
 
- 				|| ((blockLandSea) && (tinfo->tertype == TerrainTile::water)) //it's sea and we cannot walk on sea
 
- 				|| ((!blockLandSea) && (tinfo->tertype != TerrainTile::water)) //it's land and we cannot walk on land
 
- 				|| !FoW[i][j][src.z] //tile is covered by the FoW
 
- 			)
 
- 			{
 
- 				node.accessible = false;
 
- 			}
 
- 		}
 
- 	}
 
- 	//Special rules for the destination tile
 
- 	{
 
- 		const TerrainTile *t = &map->terrain[dest.x][dest.y][dest.z];
 
- 		CPathNode &d = graph[dest.x][dest.y];
 
- 		//tile may be blocked by blockvis / normal vis obj but it still must be accessible
 
- 		if(t->visitable) 
 
- 		{
 
- 			d.accessible = true; //for allowing visiting objects
 
- 		}
 
- 		if(blockLandSea && t->tertype == TerrainTile::water) //hero can walk only on land and dst lays on the water
 
- 		{
 
- 			size_t i = 0;
 
- 			for(; i < t->visitableObjects.size(); i++)
 
- 				if(t->visitableObjects[i]->ID == 8  ||  t->visitableObjects[i]->ID == HEROI_TYPE) //it's a Boat
 
- 					break;
 
- 			d.accessible = (i < t->visitableObjects.size()); //dest is accessible only if there is boat/hero
 
- 		}
 
- 		else if(!blockLandSea && t->tertype != TerrainTile::water) //hero is moving by water
 
- 		{
 
- 			d.accessible = (t->siodmyTajemniczyBajt & 64) && !t->blocked; //tile is accessible if it's coastal and not blocked
 
- 		}
 
- 	}
 
- 	//graph initialized
 
- 	//initial tile - set cost on 0 and add to the queue
 
- 	graph[src.x][src.y].dist = 0; 
 
- 	std::queue<CPathNode> mq;
 
- 	mq.push(graph[src.x][src.y]);
 
- 	ui32 curDist = 0xffffffff; //total cost of path - init with max possible val
 
- 	std::vector<int3> neighbours;
 
- 	neighbours.reserve(8);
 
- 	while(!mq.empty())
 
- 	{
 
- 		CPathNode &cp = graph[mq.front().coord.x][mq.front().coord.y];
 
- 		mq.pop();
 
- 		if (cp.coord == dest) //it's destination tile
 
- 		{
 
- 			if (cp.dist < curDist) //that path is better than previous one
 
- 				curDist = cp.dist;
 
- 			continue;
 
- 		}
 
- 		else
 
- 		{
 
- 			if (cp.dist > curDist) //it's not dest and current length is greater than cost of already found path 
 
- 				continue;
 
- 		}
 
- 		//add accessible neighbouring nodes to the queue
 
- 		getNeighbours(map->getTile(cp.coord), cp.coord, neighbours, boost::logic::indeterminate);
 
- 		for(unsigned int i=0; i < neighbours.size(); i++)
 
- 		{
 
- 			CPathNode & dp = graph[neighbours[i].x][neighbours[i].y];
 
- 			if(dp.accessible)
 
- 			{
 
- 				int cost = getMovementCost(hero,cp.coord,dp.coord,hero->movement - cp.dist);
 
- 				if((dp.dist==-1 || (dp.dist > cp.dist + cost)) && dp.accessible && checkForVisitableDir(cp.coord, dp.coord) && checkForVisitableDir(dp.coord, cp.coord))
 
- 				{
 
- 					dp.dist = cp.dist + cost;
 
- 					dp.theNodeBefore = &cp;
 
- 					mq.push(dp);
 
- 				}
 
- 			}
 
- 		}
 
- 	}
 
- 	CPathNode *curNode = &graph[dest.x][dest.y];
 
- 	if(!curNode->theNodeBefore) //destination is not accessible
 
- 		return false;
 
- 	//fill ret with found path
 
- 	ret.nodes.clear();
 
- 	while(curNode->coord != graph[src.x][src.y].coord)
 
- 	{
 
- 		ret.nodes.push_back(*curNode);
 
- 		curNode = curNode->theNodeBefore;
 
- 	}
 
- 	ret.nodes.push_back(graph[src.x][src.y]);
 
- 	return true;
 
- }
 
- void CGameState::calculatePaths(const CGHeroInstance *hero, CPathsInfo &out, int3 src, int movement)
 
- {
 
- 	assert(hero);
 
- 	if(src.x < 0)
 
- 		src = hero->getPosition(false);
 
- 	if(movement < 0)
 
- 		movement = hero->movement;
 
- 	out.hero = hero;
 
- 	out.hpos = src;
 
- 	if(!map->isInTheMap(src)/* || !map->isInTheMap(dest)*/) //check input
 
- 	{
 
- 		tlog1 << "CGameState::calculatePaths: Hero outside the map? How dare you...\n";
 
- 		return;
 
- 	}
 
- 	tribool onLand; //true - blocks sea, false - blocks land, indeterminate - allows all
 
- 	if (!hero->canWalkOnSea())
 
- 		onLand = (map->getTile(src).tertype != TerrainTile::water); //block land if hero is on water and vice versa
 
- 	else
 
- 		onLand = boost::logic::indeterminate;
 
- 	const std::vector<std::vector<std::vector<ui8> > > &FoW = getPlayer(hero->tempOwner)->fogOfWarMap;
 
- 	//graph initialization
 
- 	CGPathNode ***graph = out.nodes;
 
- 	for(size_t i=0; i < out.sizes.x; ++i)
 
- 	{
 
- 		for(size_t j=0; j < out.sizes.y; ++j)
 
- 		{
 
- 			for(size_t k=0; k < out.sizes.z; ++k)
 
- 			{
 
- 				const TerrainTile *tinfo = &map->terrain[i][j][k];
 
- 				CGPathNode &node = graph[i][j][k];
 
- 				node.accessible = (tinfo->blocked ? CGPathNode::BLOCKED : CGPathNode::ACCESSIBLE);
 
- 				node.turns = 0xff;
 
- 				node.moveRemains = 0;
 
- 				node.coord.x = i;
 
- 				node.coord.y = j;
 
- 				node.coord.z = k;
 
- 				node.land = tinfo->tertype != TerrainTile::water;
 
- 				node.theNodeBefore = NULL;
 
- 				if ( tinfo->tertype == TerrainTile::rock//it's rock
 
- 					|| onLand  && !node.land		//it's sea and we cannot walk on sea
 
- 					|| !onLand && node.land		//it's land and we cannot walk on land
 
- 					|| !FoW[i][j][k]					//tile is covered by the FoW
 
- 				)
 
- 				{
 
- 					node.accessible = CGPathNode::BLOCKED;
 
- 				}
 
- 				else if(tinfo->visitable)
 
- 				{
 
- 					for(size_t ii = 0; ii < tinfo->visitableObjects.size(); ii++)
 
- 					{
 
- 						if(tinfo->visitableObjects[ii]->blockVisit)
 
- 						{
 
- 							node.accessible = CGPathNode::BLOCKVIS;
 
- 							break;
 
- 						}
 
- 						else
 
- 							node.accessible = CGPathNode::VISITABLE;
 
- 					}
 
- 				}
 
- 				if(onLand && !node.land) //hero can walk only on land and tile lays on the water
 
- 				{
 
- 					size_t i = 0;
 
- 					for(; i < tinfo->visitableObjects.size(); i++)
 
- 						if(tinfo->visitableObjects[i]->ID == 8  ||  tinfo->visitableObjects[i]->ID == HEROI_TYPE) //it's a Boat
 
- 							break;
 
- 					if(i < tinfo->visitableObjects.size())
 
- 						node.accessible = CGPathNode::BLOCKVIS; //dest is accessible only if there is boat/hero
 
- 				}
 
- 				else if(!onLand && tinfo->tertype != TerrainTile::water) //hero is moving by water
 
- 				{
 
- 					if((tinfo->siodmyTajemniczyBajt & 64) && !tinfo->blocked)
 
- 						node.accessible = CGPathNode::VISITABLE; //tile is accessible if it's coastal and not blocked
 
- 				}
 
- 			}
 
- 		}
 
- 	}
 
- 	//graph initialized
 
- 	//initial tile - set cost on 0 and add to the queue
 
- 	graph[src.x][src.y][src.z].turns = 0; 
 
- 	graph[src.x][src.y][src.z].moveRemains = movement;
 
- 	std::queue<CGPathNode*> mq;
 
- 	mq.push(&graph[src.x][src.y][src.z]);
 
- 	ui32 curDist = 0xffffffff; //total cost of path - init with max possible val
 
- 	std::vector<int3> neighbours;
 
- 	neighbours.reserve(8);
 
- 	while(!mq.empty())
 
- 	{
 
- 		CGPathNode *cp = mq.front();
 
- 		mq.pop();
 
- 		const TerrainTile &ct = map->getTile(cp->coord);
 
- 		int movement = cp->moveRemains, turn = cp->turns;
 
- 		if(!movement)
 
- 		{
 
- 			movement = hero->maxMovePoints(ct.tertype != TerrainTile::water);
 
- 			turn++;
 
- 		}
 
- 		//add accessible neighbouring nodes to the queue
 
- 		getNeighbours(ct, cp->coord, neighbours, boost::logic::indeterminate);
 
- 		for(unsigned int i=0; i < neighbours.size(); i++)
 
- 		{
 
- 			const int3 &n = neighbours[i]; //current neighbor
 
- 			CGPathNode & dp = graph[n.x][n.y][n.z];
 
- 			if( !checkForVisitableDir(cp->coord, dp.coord) 
 
- 				|| !checkForVisitableDir(dp.coord, cp->coord)
 
- 				|| dp.accessible == CGPathNode::BLOCKED )
 
- 			{
 
- 				continue;
 
- 			}
 
- 			int cost = getMovementCost(hero, cp->coord, dp.coord, movement);
 
- 			int remains = movement - cost;
 
- 			if(remains < 0)
 
- 			{
 
- 				//occurs rarely, when hero with low movepoints tries to go leave the road
 
- 				turn++;
 
- 				movement = hero->maxMovePoints(ct.tertype != TerrainTile::water);
 
- 				cost = getMovementCost(hero, cp->coord, dp.coord, movement); //cost must be updated, movement points changed :(
 
- 				remains = movement - cost;
 
- 			}
 
- 			if(dp.turns==0xff		//we haven't been here before
 
- 				|| dp.turns > turn
 
- 				|| (dp.turns >= turn  &&  dp.moveRemains < remains)) //this route is faster
 
- 			{
 
- 				assert(&dp != cp->theNodeBefore); //two tiles can't point to each other
 
- 				dp.moveRemains = remains;
 
- 				dp.turns = turn;
 
- 				dp.theNodeBefore = cp;
 
- 				if(dp.accessible == CGPathNode::ACCESSIBLE)
 
- 				{
 
- 					mq.push(&dp);
 
- 				}
 
- 			}
 
- 		} //neighbours loop
 
- 	} //queue loop
 
- }
 
- bool CGameState::isVisible(int3 pos, int player)
 
- {
 
- 	if(player == 255) //neutral player
 
- 		return false;
 
- 	return players[player].fogOfWarMap[pos.x][pos.y][pos.z];
 
- }
 
- bool CGameState::isVisible( const CGObjectInstance *obj, int player )
 
- {
 
- 	if(player == 255) //neutral player
 
- 		return false;
 
- 	//object is visible when at least one blocked tile is visible
 
- 	for(int fx=0; fx<8; ++fx)
 
- 	{
 
- 		for(int fy=0; fy<6; ++fy)
 
- 		{
 
- 			int3 pos = obj->pos + int3(fx-7,fy-5,0);
 
- 			if(map->isInTheMap(pos) 
 
- 				&& !((obj->defInfo->blockMap[fy] >> (7 - fx)) & 1) 
 
- 				&& isVisible(pos, player)  )
 
- 				return true;
 
- 		}
 
- 	}
 
- 	return false;
 
- }
 
- bool CGameState::checkForVisitableDir(const int3 & src, const int3 & dst) const
 
- {
 
- 	const TerrainTile * pom = &map->getTile(dst);
 
- 	return checkForVisitableDir(src, pom, dst);
 
- }
 
- bool CGameState::checkForVisitableDir( const int3 & src, const TerrainTile *pom, const int3 & dst ) const
 
- {
 
- 	for(unsigned int b=0; b<pom->visitableObjects.size(); ++b) //checking destination tile
 
- 	{
 
- 		if(!vstd::contains(pom->blockingObjects, pom->visitableObjects[b])) //this visitable object is not blocking, ignore
 
- 			continue;
 
- 		CGDefInfo * di = pom->visitableObjects[b]->defInfo;
 
- 		if( (dst.x == src.x-1 && dst.y == src.y-1) && !(di->visitDir & (1<<4)) )
 
- 		{
 
- 			return false;
 
- 		}
 
- 		if( (dst.x == src.x && dst.y == src.y-1) && !(di->visitDir & (1<<5)) )
 
- 		{
 
- 			return false;
 
- 		}
 
- 		if( (dst.x == src.x+1 && dst.y == src.y-1) && !(di->visitDir & (1<<6)) )
 
- 		{
 
- 			return false;
 
- 		}
 
- 		if( (dst.x == src.x+1 && dst.y == src.y) && !(di->visitDir & (1<<7)) )
 
- 		{
 
- 			return false;
 
- 		}
 
- 		if( (dst.x == src.x+1 && dst.y == src.y+1) && !(di->visitDir & (1<<0)) )
 
- 		{
 
- 			return false;
 
- 		}
 
- 		if( (dst.x == src.x && dst.y == src.y+1) && !(di->visitDir & (1<<1)) )
 
- 		{
 
- 			return false;
 
- 		}
 
- 		if( (dst.x == src.x-1 && dst.y == src.y+1) && !(di->visitDir & (1<<2)) )
 
- 		{
 
- 			return false;
 
- 		}
 
- 		if( (dst.x == src.x-1 && dst.y == src.y) && !(di->visitDir & (1<<3)) )
 
- 		{
 
- 			return false;
 
- 		}
 
- 	}
 
- 	return true;
 
- }
 
- std::pair<ui32, ui32> BattleInfo::calculateDmgRange(const CStack* attacker, const CStack* defender, const CGHeroInstance * attackerHero, const CGHeroInstance * defendingHero, bool shooting, ui8 charge)
 
- {
 
- 	float attackDefenseBonus,
 
- 		minDmg = attacker->creature->damageMin * attacker->amount, 
 
- 		maxDmg = attacker->creature->damageMax * attacker->amount;
 
- 	if(attacker->creature->idNumber == 149) //arrow turret
 
- 	{
 
- 		switch(attacker->position)
 
- 		{
 
- 		case -2: //keep
 
- 			minDmg = 15;
 
- 			maxDmg = 15;
 
- 			break;
 
- 		case -3: case -4: //turrets
 
- 			minDmg = 7.5f;
 
- 			maxDmg = 7.5f;
 
- 			break;
 
- 		}
 
- 	}
 
- 	if(attacker->hasFeatureOfType(StackFeature::SIEGE_WEAPON) && attacker->creature->idNumber != 149) //any siege weapon, but only ballista can attack (second condition - not arrow turret)
 
- 	{ //minDmg and maxDmg are multiplied by hero attack + 1
 
- 		minDmg *= attackerHero->getPrimSkillLevel(0) + 1; 
 
- 		maxDmg *= attackerHero->getPrimSkillLevel(0) + 1; 
 
- 	}
 
- 	if(attacker->hasFeatureOfType(StackFeature::GENERAL_ATTACK_REDUCTION))
 
- 	{
 
- 		attackDefenseBonus = attacker->Attack() * (attacker->valOfFeatures(StackFeature::GENERAL_ATTACK_REDUCTION, -1024) / 100.0f) - defender->Defense();
 
- 	}
 
- 	else
 
- 	{
 
- 		attackDefenseBonus = attacker->Attack() - defender->Defense();
 
- 	}
 
- 	//calculating total attack/defense skills modifier
 
- 	if(!shooting && attacker->hasFeatureOfType(StackFeature::ATTACK_BONUS, 0)) //bloodlust handling (etc.)
 
- 	{
 
- 		attackDefenseBonus += attacker->valOfFeatures(StackFeature::ATTACK_BONUS, 0);
 
- 	}
 
- 	if(shooting && attacker->hasFeatureOfType(StackFeature::ATTACK_BONUS, 1)) //precision handling (etc.)
 
- 	{
 
- 		attackDefenseBonus += attacker->valOfFeatures(StackFeature::ATTACK_BONUS, 1);
 
- 	}
 
- 	if(attacker->getEffect(55)) //slayer handling
 
- 	{
 
- 		std::vector<int> affectedIds;
 
- 		switch(attacker->getEffect(55)->level)
 
- 		{
 
- 		case 3: //expert
 
- 			{
 
- 				affectedIds.push_back(40); //giant
 
- 				affectedIds.push_back(41); //titan
 
- 				affectedIds.push_back(152); //lord of thunder
 
- 			} //continue adding ...
 
- 		case 2: //advanced
 
- 			{
 
- 				affectedIds.push_back(12); //angel
 
- 				affectedIds.push_back(13); //archangel
 
- 				affectedIds.push_back(54); //devil
 
- 				affectedIds.push_back(55); //arch devil
 
- 				affectedIds.push_back(150); //supreme archangel
 
- 				affectedIds.push_back(153); //antichrist
 
- 			} //continue adding ...
 
- 		case 0: case 1: //none and basic
 
- 			{
 
- 				affectedIds.push_back(26); //green dragon
 
- 				affectedIds.push_back(27); //gold dragon
 
- 				affectedIds.push_back(82); //red dragon
 
- 				affectedIds.push_back(83); //black dragon
 
- 				affectedIds.push_back(96); //behemot
 
- 				affectedIds.push_back(97); //ancient behemot
 
- 				affectedIds.push_back(110); //hydra
 
- 				affectedIds.push_back(111); //chaos hydra
 
- 				affectedIds.push_back(132); //azure dragon
 
- 				affectedIds.push_back(133); //crystal dragon
 
- 				affectedIds.push_back(134); //faerie dragon
 
- 				affectedIds.push_back(135); //rust dragon
 
- 				affectedIds.push_back(151); //diamond dragon
 
- 				affectedIds.push_back(154); //blood dragon
 
- 				affectedIds.push_back(155); //darkness dragon
 
- 				affectedIds.push_back(156); //ghost behemoth
 
- 				affectedIds.push_back(157); //hell hydra
 
- 				break;
 
- 			}
 
- 		}
 
- 		for(unsigned int g=0; g<affectedIds.size(); ++g)
 
- 		{
 
- 			if(defender->creature->idNumber == affectedIds[g])
 
- 			{
 
- 				attackDefenseBonus += VLC->spellh->spells[55].powers[attacker->getEffect(55)->level];
 
- 				break;
 
- 			}
 
- 		}
 
- 	}
 
- 	float dmgBonusMultiplier = 1.0f;
 
- 	//applying jousting bonus
 
- 	if( attacker->hasFeatureOfType(StackFeature::JOUSTING) && !defender->hasFeatureOfType(StackFeature::CHARGE_IMMUNITY) )
 
- 		dmgBonusMultiplier += charge * 0.05f;
 
- 	//bonus from attack/defense skills
 
- 	if(attackDefenseBonus < 0) //decreasing dmg
 
- 	{
 
- 		if(0.02f * (-attackDefenseBonus) > 0.3f)
 
- 		{
 
- 			dmgBonusMultiplier += -0.3f;
 
- 		}
 
- 		else
 
- 		{
 
- 			dmgBonusMultiplier += 0.02f * attackDefenseBonus;
 
- 		}
 
- 	}
 
- 	else //increasing dmg
 
- 	{
 
- 		if(0.05f * attackDefenseBonus > 4.0f)
 
- 		{
 
- 			dmgBonusMultiplier += 4.0f;
 
- 		}
 
- 		else
 
- 		{
 
- 			dmgBonusMultiplier += 0.05f * attackDefenseBonus;
 
- 		}
 
- 	}
 
- 	//handling secondary abilities and artifacts giving premies to them
 
- 	if(attackerHero)
 
- 	{
 
- 		if(shooting)
 
- 		{
 
- 			switch(attackerHero->getSecSkillLevel(1)) //archery
 
- 			{
 
- 			case 1: //basic
 
- 				dmgBonusMultiplier += 0.1f;
 
- 				break;
 
- 			case 2: //advanced
 
- 				dmgBonusMultiplier += 0.25f;
 
- 				break;
 
- 			case 3: //expert
 
- 				dmgBonusMultiplier += 0.5f;
 
- 				break;
 
- 			}
 
- 			if(attackerHero->getSecSkillLevel(1) > 0) //non-none level
 
- 			{
 
- 				//apply artifact premy to archery
 
- 				dmgBonusMultiplier += attackerHero->valOfBonuses(HeroBonus::SECONDARY_SKILL_PREMY, 1) / 100.0f;
 
- 			}
 
- 		}
 
- 		else
 
- 		{
 
- 			switch(attackerHero->getSecSkillLevel(22)) //offense
 
- 			{
 
- 			case 1: //basic
 
- 				dmgBonusMultiplier += 0.1f;
 
- 				break;
 
- 			case 2: //advanced
 
- 				dmgBonusMultiplier += 0.2f;
 
- 				break;
 
- 			case 3: //expert
 
- 				dmgBonusMultiplier += 0.3f;
 
- 				break;
 
- 			}
 
- 		}
 
- 	}
 
- 	if(defendingHero)
 
- 	{
 
- 		switch(defendingHero->getSecSkillLevel(23)) //armorer
 
- 		{
 
- 		case 1: //basic
 
- 			dmgBonusMultiplier *= 0.95f;
 
- 			break;
 
- 		case 2: //advanced
 
- 			dmgBonusMultiplier *= 0.9f;
 
- 			break;
 
- 		case 3: //expert
 
- 			dmgBonusMultiplier *= 0.85f;
 
- 			break;
 
- 		}
 
- 	}
 
- 	//handling hate effect
 
- 	if( attacker->hasFeatureOfType(StackFeature::HATE, defender->creature->idNumber) )
 
- 		dmgBonusMultiplier += 0.5f;
 
- 	//handling spell effects
 
- 	if(!shooting && defender->hasFeatureOfType(StackFeature::GENERAL_DAMAGE_REDUCTION, 0)) //eg. shield
 
- 	{
 
- 		dmgBonusMultiplier *= float(defender->valOfFeatures(StackFeature::GENERAL_DAMAGE_REDUCTION, 0)) / 100.0f;
 
- 	}
 
- 	else if(shooting && defender->hasFeatureOfType(StackFeature::GENERAL_DAMAGE_REDUCTION, 1)) //eg. air shield
 
- 	{
 
- 		dmgBonusMultiplier *= float(defender->valOfFeatures(StackFeature::GENERAL_DAMAGE_REDUCTION, 1)) / 100.0f;
 
- 	}
 
- 	if(attacker->getEffect(42)) //curse handling (partial, the rest is below)
 
- 	{
 
- 		dmgBonusMultiplier *= 0.8f * float(VLC->spellh->spells[42].powers[attacker->getEffect(42)->level]); //the second factor is 1 or 0
 
- 	}
 
- 	minDmg *= dmgBonusMultiplier;
 
- 	maxDmg *= dmgBonusMultiplier;
 
- 	if(attacker->getEffect(42)) //curse handling (rest)
 
- 	{
 
- 		minDmg -= VLC->spellh->spells[42].powers[attacker->getEffect(42)->level];
 
- 		return std::make_pair(int(minDmg), int(minDmg));
 
- 	}
 
- 	else if(attacker->getEffect(41)) //bless handling
 
- 	{
 
- 		maxDmg += VLC->spellh->spells[41].powers[attacker->getEffect(41)->level];
 
- 		return std::make_pair(int(maxDmg), int(maxDmg));
 
- 	}
 
- 	else
 
- 	{
 
- 		return std::make_pair(int(minDmg), int(maxDmg));
 
- 	}
 
- 	tlog1 << "We are too far in calculateDmg...\n";
 
- 	return std::make_pair(0, 0);
 
- }
 
- ui32 BattleInfo::calculateDmg(const CStack* attacker, const CStack* defender, const CGHeroInstance * attackerHero, const CGHeroInstance * defendingHero, bool shooting, ui8 charge)
 
- {
 
- 	std::pair<ui32, ui32> range = calculateDmgRange(attacker, defender, attackerHero, defendingHero, shooting, charge);
 
- 	if(range.first != range.second)
 
- 		return range.first  +  rand() % (range.second - range.first + 1);
 
- 	else
 
- 		return range.first;
 
- }
 
- void BattleInfo::calculateCasualties( std::map<ui32,si32> *casualties ) const
 
- {
 
- 	for(unsigned int i=0; i<stacks.size();i++)//setting casualties
 
- 	{
 
- 		const CStack * const st = stacks[i];
 
- 		si32 killed = (st->alive() ? st->baseAmount - st->amount : st->baseAmount);
 
- 		amax(killed, 0);
 
- 		if(killed)
 
- 			casualties[!st->attackerOwned][st->creature->idNumber] += killed;
 
- 	}
 
- }
 
- si8 CGameState::battleMaxSpellLevel()
 
- {
 
- 	if(!curB) //there is not battle
 
- 	{
 
- 		tlog1 << "si8 CGameState::maxSpellLevel() call when there is no battle!" << std::endl;
 
- 		throw "si8 CGameState::maxSpellLevel() call when there is no battle!";
 
- 	}
 
- 	si8 levelLimit = SPELL_LEVELS;
 
- 	const CGHeroInstance *h1 =  curB->heroes[0];
 
- 	if(h1)
 
- 	{
 
- 		for(std::list<HeroBonus>::const_iterator i = h1->bonuses.begin(); i != h1->bonuses.end(); i++)
 
- 			if(i->type == HeroBonus::BLOCK_SPELLS_ABOVE_LEVEL)
 
- 				amin(levelLimit, i->val);
 
- 	}
 
- 	const CGHeroInstance *h2 = curB->heroes[1];
 
- 	if(h2)
 
- 	{
 
- 		for(std::list<HeroBonus>::const_iterator i = h2->bonuses.begin(); i != h2->bonuses.end(); i++)
 
- 			if(i->type == HeroBonus::BLOCK_SPELLS_ABOVE_LEVEL)
 
- 				amin(levelLimit, i->val);
 
- 	}
 
- 	return levelLimit;
 
- }
 
- std::set<CStack*> BattleInfo::getAttackedCreatures(const CSpell * s, const CGHeroInstance * caster, int destinationTile)
 
- {
 
- 	std::set<ui16> attackedHexes = s->rangeInHexes(destinationTile, caster->getSpellSchoolLevel(s));
 
- 	std::set<CStack*> attackedCres; /*std::set to exclude multiple occurrences of two hex creatures*/
 
- 	bool onlyAlive = s->id != 38 && s->id != 39; //when casting resurrection or animate dead we should be allow to select dead stack
 
- 	if(s->id == 24 || s->id == 25 || s->id == 26) //death ripple, destroy undead and Armageddon
 
- 	{
 
- 		for(int it=0; it<stacks.size(); ++it)
 
- 		{
 
- 			if((s->id == 24 && !stacks[it]->creature->isUndead()) //death ripple
 
- 				|| (s->id == 25 && stacks[it]->creature->isUndead()) //destroy undead
 
- 				|| (s->id == 26) //Armageddon
 
- 				)
 
- 			{
 
- 				if(stacks[it]->alive())
 
- 					attackedCres.insert(stacks[it]);
 
- 			}
 
- 		}
 
- 	}
 
- 	else if(VLC->spellh->spells[s->id].attributes.find("CREATURE_TARGET_1") != std::string::npos
 
- 		|| VLC->spellh->spells[s->id].attributes.find("CREATURE_TARGET_2") != std::string::npos) //spell to be cast on a specific creature but massive on expert
 
- 	{
 
- 		if(caster->getSpellSchoolLevel(s) < 3)  /*not expert */
 
- 		{
 
- 			CStack * st = getStackT(destinationTile, onlyAlive);
 
- 			if(st)
 
- 				attackedCres.insert(st);
 
- 		}
 
- 		else
 
- 		{
 
- 			for(int it=0; it<stacks.size(); ++it)
 
- 			{
 
- 				/*if it's non negative spell and our unit or non positive spell and hostile unit */
 
- 				if((VLC->spellh->spells[s->id].positiveness >= 0 && stacks[it]->owner == caster->tempOwner)
 
- 					||(VLC->spellh->spells[s->id].positiveness <= 0 && stacks[it]->owner != caster->tempOwner )
 
- 					)
 
- 				{
 
- 					if(!onlyAlive || stacks[it]->alive())
 
- 						attackedCres.insert(stacks[it]);
 
- 				}
 
- 			}
 
- 		} //if(caster->getSpellSchoolLevel(s) < 3)
 
- 	}
 
- 	else if(VLC->spellh->spells[s->id].attributes.find("CREATURE_TARGET") != std::string::npos) //spell to be cast on one specific creature
 
- 	{
 
- 		CStack * st = getStackT(destinationTile, onlyAlive);
 
- 		if(st)
 
- 			attackedCres.insert(st);
 
- 	}
 
- 	else //custom range from attackedHexes
 
- 	{
 
- 		for(std::set<ui16>::iterator it = attackedHexes.begin(); it != attackedHexes.end(); ++it)
 
- 		{
 
- 			CStack * st = getStackT(*it, onlyAlive);
 
- 			if(st)
 
- 				attackedCres.insert(st);
 
- 		}
 
- 	}
 
- 	return attackedCres;
 
- }
 
- int BattleInfo::calculateSpellDuration(const CSpell * spell, const CGHeroInstance * caster)
 
- {
 
- 	switch(spell->id)
 
- 	{
 
- 	case 56: //frenzy
 
- 		return 1;
 
- 	default: //other spells
 
- 		return caster->getPrimSkillLevel(2) + caster->valOfBonuses(HeroBonus::SPELL_DURATION);
 
- 	}
 
- }
 
- CStack * BattleInfo::generateNewStack(const CGHeroInstance * owner, int creatureID, int amount, int stackID, bool attackerOwned, int slot, int /*TerrainTile::EterrainType*/ terrain, int position) const
 
- {
 
- 	CStack * ret = new CStack(&VLC->creh->creatures[creatureID], amount, attackerOwned ? side1 : side2, stackID, attackerOwned, slot);
 
- 	if(owner)
 
- 	{
 
- 		ret->features.push_back(makeFeature(StackFeature::SPEED_BONUS, StackFeature::WHOLE_BATTLE, 0, owner->valOfBonuses(HeroBonus::STACKS_SPEED), StackFeature::BONUS_FROM_HERO));
 
- 		//base luck/morale calculations
 
- 		ret->morale = owner->getCurrentMorale(slot, false);
 
- 		ret->luck = owner->getCurrentLuck(slot, false);
 
- 		//other bonuses
 
- 		ret->features.push_back(makeFeature(StackFeature::ATTACK_BONUS, StackFeature::WHOLE_BATTLE, 0, owner->getPrimSkillLevel(0), StackFeature::BONUS_FROM_HERO));
 
- 		ret->features.push_back(makeFeature(StackFeature::DEFENCE_BONUS, StackFeature::WHOLE_BATTLE, 0, owner->getPrimSkillLevel(1), StackFeature::BONUS_FROM_HERO));
 
- 		if ( owner->hasBonusOfType(HeroBonus::STACK_HEALTH_PERCENT) ) // e.g. Elixir of Life
 
- 			ret->features.push_back(makeFeature(StackFeature::HP_BONUS, StackFeature::WHOLE_BATTLE, 0, 
 
- 				(ret->creature->hitPoints * owner->valOfBonuses(HeroBonus::STACK_HEALTH_PERCENT)) / 100, 
 
- 				StackFeature::BONUS_FROM_HERO));
 
- 		if (owner->hasBonusOfType(HeroBonus::HP_REGENERATION)) // e.g. Elixir of Life
 
- 			ret->features.push_back(makeFeature(StackFeature::HP_REGENERATION, StackFeature::WHOLE_BATTLE, 0,
 
- 				owner->valOfBonuses(HeroBonus::HP_REGENERATION), StackFeature::BONUS_FROM_HERO));
 
- 		if (owner->hasBonusOfType(HeroBonus::LEVEL_SPELL_IMMUNITY)) // e.g. Power of the Dragon Father
 
- 			ret->features.push_back(makeFeature(StackFeature::LEVEL_SPELL_IMMUNITY, StackFeature::WHOLE_BATTLE, 0,
 
- 				owner->valOfBonuses(HeroBonus::LEVEL_SPELL_IMMUNITY), StackFeature::BONUS_FROM_HERO));
 
- 		ret->features.push_back(makeFeature(StackFeature::HP_BONUS, StackFeature::WHOLE_BATTLE, 0, owner->valOfBonuses(HeroBonus::STACK_HEALTH), StackFeature::BONUS_FROM_HERO));
 
- 		ret->firstHPleft = ret->MaxHealth();
 
- 	}
 
- 	else
 
- 	{
 
- 		ret->morale = 0;
 
- 		ret->luck = 0;
 
- 	}
 
- 	//native terrain bonuses
 
- 	int faction = ret->creature->faction;
 
- 	if(faction >= 0 && VLC->heroh->nativeTerrains[faction] == terrain)
 
- 	{
 
- 		ret->features.push_back(makeFeature(StackFeature::SPEED_BONUS, StackFeature::WHOLE_BATTLE, 0, 1, StackFeature::OTHER_SOURCE));
 
- 		ret->features.push_back(makeFeature(StackFeature::ATTACK_BONUS, StackFeature::WHOLE_BATTLE, 0, 1, StackFeature::OTHER_SOURCE));
 
- 		ret->features.push_back(makeFeature(StackFeature::DEFENCE_BONUS, StackFeature::WHOLE_BATTLE, 0, 1, StackFeature::OTHER_SOURCE));
 
- 	}
 
- 	ret->position = position;
 
- 	return ret;
 
- }
 
- ui32 BattleInfo::getSpellCost(const CSpell * sp, const CGHeroInstance * caster) const
 
- {
 
- 	ui32 ret = VLC->spellh->spells[sp->id].costs[caster->getSpellSchoolLevel(sp)];
 
- 	//checking for friendly stacks reducing cost of the spell
 
- 	si32 manaReduction = 0;
 
- 	for(int g=0; g<stacks.size(); ++g)
 
- 	{
 
- 		if( stacks[g]->owner == caster->tempOwner && stacks[g]->hasFeatureOfType(StackFeature::CHANGES_SPELL_COST_FOR_ALLY) )
 
- 		{
 
- 			amin(manaReduction, stacks[g]->valOfFeatures(StackFeature::CHANGES_SPELL_COST_FOR_ALLY));
 
- 		}
 
- 	}
 
- 	return ret + manaReduction;
 
- }
 
- int BattleInfo::hexToWallPart(int hex) const
 
- {
 
- 	if(siege == 0) //there is no battle!
 
- 		return -1;
 
- 	static const std::pair<int, int> attackable[] = //potentially attackable parts of wall
 
- 	{std::make_pair(50, 0), std::make_pair(183, 1), std::make_pair(182, 2), std::make_pair(130, 3),
 
- 	std::make_pair(62, 4), std::make_pair(29, 5), std::make_pair(12, 6), std::make_pair(95, 7), std::make_pair(96, 7)};
 
- 	for(int g = 0; g < ARRAY_COUNT(attackable); ++g)
 
- 	{
 
- 		if(attackable[g].first == hex)
 
- 			return attackable[g].second;
 
- 	}
 
- 	return -1; //not found!
 
- }
 
- std::pair<const CStack *, int> BattleInfo::getNearestStack(const CStack * closest, boost::logic::tribool attackerOwned) const
 
- {	
 
- 	bool ac[BFIELD_SIZE];
 
- 	std::set<int> occupyable;
 
- 	getAccessibilityMap(ac, closest->hasFeatureOfType(StackFeature::DOUBLE_WIDE), closest->attackerOwned, false, occupyable, closest->hasFeatureOfType(StackFeature::FLYING), closest->ID);
 
- 	int predecessor[BFIELD_SIZE], dist[BFIELD_SIZE];
 
- 	makeBFS(closest->position, ac, predecessor, dist, closest->hasFeatureOfType(StackFeature::DOUBLE_WIDE), closest->attackerOwned, closest->hasFeatureOfType(StackFeature::FLYING), true);
 
- 	std::vector< std::pair< std::pair<int, int>, const CStack *> > stackPairs; //pairs <<distance, hex>, stack>
 
- 	for(int g=0; g<BFIELD_SIZE; ++g)
 
- 	{
 
- 		const CStack * atG = getStackT(g);
 
- 		if(!atG || atG->ID == closest->ID) //if there is not stack or we are the closest one
 
- 			continue;
 
- 		if(boost::logic::indeterminate(attackerOwned) || atG->attackerOwned == attackerOwned)
 
- 		{
 
- 			if(predecessor[g] == -1) //TODO: is it really the best solution?
 
- 				continue;
 
- 			stackPairs.push_back( std::make_pair( std::make_pair(dist[predecessor[g]], g), atG) );
 
- 		}
 
- 	}
 
- 	if(stackPairs.size() > 0)
 
- 	{
 
- 		std::vector< std::pair< std::pair<int, int>, const CStack *> > minimalPairs;
 
- 		minimalPairs.push_back(stackPairs[0]);
 
- 	
 
- 		for(int b=1; b<stackPairs.size(); ++b)
 
- 		{
 
- 			if(stackPairs[b].first.first < minimalPairs[0].first.first)
 
- 			{
 
- 				minimalPairs.clear();
 
- 				minimalPairs.push_back(stackPairs[b]);
 
- 			}
 
- 			else if(stackPairs[b].first.first == minimalPairs[0].first.first)
 
- 			{
 
- 				minimalPairs.push_back(stackPairs[b]);
 
- 			}
 
- 		}
 
- 		std::pair< std::pair<int, int>, const CStack *> minPair = minimalPairs[minimalPairs.size()/2];
 
- 		return std::make_pair(minPair.second, predecessor[minPair.first.second]);
 
- 	}
 
- 	return std::make_pair<const CStack * , int>(NULL, -1);
 
- }
 
- bool CGameState::battleCanShoot(int ID, int dest)
 
- {
 
- 	if(!curB)
 
- 		return false;
 
- 	const CStack *our = curB->getStack(ID),
 
- 		*dst = curB->getStackT(dest);
 
- 	if(!our || !dst) return false;
 
- 	const CGHeroInstance * ourHero = battleGetOwner(our->ID);
 
- 	if(our->hasFeatureOfType(StackFeature::FORGETFULL)) //forgetfulness
 
- 		return false;
 
- 	if(our->hasFeatureOfType(StackFeature::SHOOTER)//it's shooter
 
- 		&& our->owner != dst->owner
 
- 		&& dst->alive()
 
- 		&& (!curB->isStackBlocked(ID) 
 
- 			|| ourHero->hasBonusOfType(HeroBonus::FREE_SHOOTING))
 
- 		&& our->shots
 
- 		)
 
- 		return true;
 
- 	return false;
 
- }
 
- const CStack * BattleInfo::getNextStack() const
 
- {
 
- 	std::vector<const CStack *> hlp;
 
- 	getStackQueue(hlp, 1, -1);
 
- 	if(hlp.size())
 
- 		return hlp[0];
 
- 	else
 
- 		return NULL;
 
- }
 
- static const CStack *takeStack(std::vector<const CStack *> &st, int &curside, int turn)
 
- {
 
- 	const CStack *ret = NULL;
 
- 	unsigned i, //fastest stack
 
- 		j; //fastest stack of the other side
 
- 	for(i = 0; i < st.size(); i++)
 
- 		if(st[i])
 
- 			break;
 
- 	//no stacks left
 
- 	if(i == st.size())
 
- 		return NULL;
 
- 	const CStack *fastest = st[i], *other = NULL;
 
- 	int bestSpeed = fastest->Speed(turn);
 
- 	if(fastest->attackerOwned != curside)
 
- 	{
 
- 		ret = fastest;
 
- 	}
 
- 	else
 
- 	{
 
- 		for(j = i + 1; j < st.size(); j++)
 
- 		{
 
- 			if(!st[j]) continue;
 
- 			if(st[j]->attackerOwned != curside || st[j]->Speed(turn) != bestSpeed)
 
- 				break;
 
- 		}
 
- 		if(j >= st.size())
 
- 		{
 
- 			ret = fastest;
 
- 		}
 
- 		else
 
- 		{
 
- 			other = st[j];
 
- 			if(other->Speed(turn) != bestSpeed)
 
- 				ret = fastest;
 
- 			else
 
- 				ret = other;
 
- 		}
 
- 	}
 
- 	assert(ret);
 
- 	if(ret == fastest)
 
- 		st[i] = NULL;
 
- 	else
 
- 		st[j] = NULL;
 
- 	curside = ret->attackerOwned;
 
- 	return ret;
 
- }
 
- void BattleInfo::getStackQueue( std::vector<const CStack *> &out, int howMany, int turn /*= 0*/, int lastMoved /*= -1*/ ) const
 
- {
 
- 	//we'll split creatures with remaining movement to 4 parts
 
- 	std::vector<const CStack *> phase[4]; //0 - turrets/catapult, 1 - normal (unmoved) creatures, other war machines, 2 - waited cres that had morale, 3 - rest of waited cres
 
- 	int toMove = 0; //how many stacks still has move
 
- 	const CStack *active = getStack(activeStack);
 
- 	//active stack hasn't taken any action yet - must be placed at the beginning of queue, no matter what
 
- 	if(!turn && active && active->willMove() && !vstd::contains(active->state, WAITING))
 
- 	{
 
- 		out.push_back(active);
 
- 		if(out.size() == howMany)
 
- 			return;
 
- 	}
 
- 	for(unsigned int i=0; i<stacks.size(); ++i)
 
- 	{
 
- 		const CStack * const s = stacks[i];
 
- 		if(turn <= 0 && !s->willMove() //we are considering current round and stack won't move
 
- 			|| turn > 0 && !s->canMove(turn) //stack won't be able to move in later rounds
 
- 			|| turn <= 0 && s == active) //it's active stack already added at the beginning of queue
 
- 		{
 
- 			continue;
 
- 		}
 
- 		int p = -1; //in which phase this tack will move?
 
- 		if(turn <= 0 && vstd::contains(s->state, WAITING)) //consider waiting state only for ongoing round
 
- 		{
 
- 			if(vstd::contains(s->state, HAD_MORALE))
 
- 				p = 2;
 
- 			else
 
- 				p = 3;
 
- 		}
 
- 		else if(s->creature->idNumber == 145  ||  s->creature->idNumber == 149) //catapult and turrets are first
 
- 		{
 
- 			p = 0;
 
- 		}
 
- 		else
 
- 		{
 
- 			p = 1;
 
- 		}
 
- 		phase[p].push_back(s);
 
- 		toMove++;
 
- 	}
 
- 	for(int i = 0; i < 4; i++)
 
- 		std::sort(phase[i].begin(), phase[i].end(), CMP_stack(i, turn > 0 ? turn : 0));
 
- 	for(size_t i = 0; i < phase[0].size() && i < howMany; i++)
 
- 		out.push_back(phase[0][i]);
 
- 	if(out.size() == howMany)
 
- 		return;
 
- 	if(lastMoved == -1)
 
- 	{
 
- 		if(active)
 
- 		{
 
- 			if(out.size() && out.front() == active)
 
- 				lastMoved = active->attackerOwned;
 
- 			else
 
- 				lastMoved = active->attackerOwned;
 
- 		}
 
- 		else
 
- 		{
 
- 			lastMoved = 0;
 
- 		}
 
- 	}
 
- 	int pi = 1;
 
- 	while(out.size() < howMany)
 
- 	{
 
- 		const CStack *hlp = takeStack(phase[pi], lastMoved, turn);
 
- 		if(!hlp)
 
- 		{
 
- 			pi++;
 
- 			if(pi > 3)
 
- 			{
 
- 				//if(turn != 2)
 
- 					getStackQueue(out, howMany, turn + 1, lastMoved);
 
- 				return;
 
- 			}
 
- 		}
 
- 		else
 
- 		{
 
- 			out.push_back(hlp);
 
- 		}
 
- 	}
 
- }
 
- int3 CPath::startPos() const
 
- {
 
- 	return nodes[nodes.size()-1].coord;
 
- }
 
- void CPath::convert(ui8 mode) //mode=0 -> from 'manifest' to 'object'
 
- {
 
- 	if (mode==0)
 
- 	{
 
- 		for (unsigned int i=0;i<nodes.size();i++)
 
- 		{
 
- 			nodes[i].coord = CGHeroInstance::convertPosition(nodes[i].coord,true);
 
- 		}
 
- 	}
 
- }
 
- int3 CPath::endPos() const
 
- {
 
- 	return nodes[0].coord;
 
- }
 
- CGPathNode::CGPathNode()
 
- :coord(-1,-1,-1)
 
- {
 
- 	accessible = 0;
 
- 	land = 0;
 
- 	moveRemains = 0;
 
- 	turns = 255;
 
- 	theNodeBefore = NULL;
 
- }
 
- bool CPathsInfo::getPath( const int3 &dst, CGPath &out )
 
- {
 
- 	out.nodes.clear();
 
- 	const CGPathNode *curnode = &nodes[dst.x][dst.y][dst.z];
 
- 	if(!curnode->theNodeBefore)
 
- 		return false;
 
- 	while(curnode)
 
- 	{
 
- 		out.nodes.push_back(*curnode);
 
- 		curnode = curnode->theNodeBefore;
 
- 	}
 
- 	return true;
 
- }
 
- CPathsInfo::CPathsInfo( const int3 &Sizes )
 
- :sizes(Sizes)
 
- {
 
- 	nodes = new CGPathNode**[sizes.x];
 
- 	for(int i = 0; i < sizes.x; i++)
 
- 	{
 
- 		nodes[i] = new CGPathNode*[sizes.y];
 
- 		for (int j = 0; j < sizes.y; j++)
 
- 		{
 
- 			nodes[i][j] = new CGPathNode[sizes.z];
 
- 		}
 
- 	}
 
- }
 
- CPathsInfo::~CPathsInfo()
 
- {
 
- 	for(int i = 0; i < sizes.x; i++)
 
- 	{
 
- 		for (int j = 0; j < sizes.y; j++)
 
- 		{
 
- 			delete [] nodes[i][j];
 
- 		}
 
- 		delete [] nodes[i];
 
- 	}
 
- 	delete [] nodes;
 
- }
 
- int3 CGPath::startPos() const
 
- {
 
- 	return nodes[nodes.size()-1].coord;
 
- }
 
- int3 CGPath::endPos() const
 
- {
 
- 	return nodes[0].coord;
 
- }
 
- void CGPath::convert( ui8 mode )
 
- {
 
- 	if(mode==0)
 
- 	{
 
- 		for(unsigned int i=0;i<nodes.size();i++)
 
- 		{
 
- 			nodes[i].coord = CGHeroInstance::convertPosition(nodes[i].coord,true);
 
- 		}
 
- 	}
 
- }
 
- bool CMP_stack::operator()( const CStack* a, const CStack* b )
 
- {
 
- 	switch(phase)
 
- 	{
 
- 	case 0: //catapult moves after turrets
 
- 		return a->creature->idNumber < b->creature->idNumber; //catapult is 145 and turrets are 149
 
- 		//TODO? turrets order
 
- 	case 1: //fastest first, upper slot first
 
- 		{
 
- 			int as = a->Speed(turn), bs = b->Speed(turn);
 
- 			if(as != bs)
 
- 				return as > bs;
 
- 			else
 
- 				return a->slot < b->slot;
 
- 		}
 
- 	case 2: //fastest last, upper slot first
 
- 		//TODO: should be replaced with order of receiving morale!
 
- 	case 3: //fastest last, upper slot first
 
- 		{
 
- 			int as = a->Speed(turn), bs = b->Speed(turn);
 
- 			if(as != bs)
 
- 				return as < bs;
 
- 			else
 
- 				return a->slot < b->slot;
 
- 		}
 
- 	default:
 
- 		assert(0);
 
- 		return false;
 
- 	}
 
- }
 
- CMP_stack::CMP_stack( int Phase /*= 1*/, int Turn )
 
- {
 
- 	phase = Phase;
 
- 	turn = Turn;
 
- }
 
- PlayerState::PlayerState() 
 
-  : color(-1), currentSelection(0xffffffff)
 
- {
 
- }
 
 
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