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							- #include "../StartInfo.h"
 
- #include "../hch/CArtHandler.h"
 
- #include "../hch/CBuildingHandler.h"
 
- #include "../hch/CDefObjInfoHandler.h"
 
- #include "../hch/CHeroHandler.h"
 
- #include "../hch/CObjectHandler.h"
 
- #include "../hch/CSpellHandler.h"
 
- #include "../hch/CGeneralTextHandler.h"
 
- #include "../hch/CTownHandler.h"
 
- #include "../lib/CGameState.h"
 
- #include "../lib/CondSh.h"
 
- #include "../lib/NetPacks.h"
 
- #include "../lib/VCMI_Lib.h"
 
- #include "../lib/map.h"
 
- #include "../lib/VCMIDirs.h"
 
- #include "CGameHandler.h"
 
- #include <boost/bind.hpp>
 
- #include <boost/date_time/posix_time/posix_time_types.hpp> //no i/o just types
 
- #include <boost/foreach.hpp>
 
- #include <boost/thread.hpp>
 
- #include <boost/thread/shared_mutex.hpp>
 
- #include <boost/assign/list_of.hpp>
 
- #include <fstream>
 
- #include <boost/system/system_error.hpp>
 
- /*
 
-  * CGameHandler.cpp, part of VCMI engine
 
-  *
 
-  * Authors: listed in file AUTHORS in main folder
 
-  *
 
-  * License: GNU General Public License v2.0 or later
 
-  * Full text of license available in license.txt file, in main folder
 
-  *
 
-  */
 
- #undef DLL_EXPORT
 
- #define DLL_EXPORT 
 
- #include "../lib/RegisterTypes.cpp"
 
- #ifndef _MSC_VER
 
- #include <boost/thread/xtime.hpp>
 
- #endif
 
- extern bool end2;
 
- #ifdef min
 
- #undef min
 
- #endif
 
- #ifdef max
 
- #undef max
 
- #endif
 
- #define COMPLAIN_RET(txt) {complain(txt); return false;}
 
- #define NEW_ROUND 		BattleNextRound bnr;\
 
- 		bnr.round = gs->curB->round + 1;\
 
- 		sendAndApply(&bnr);
 
- CondSh<bool> battleMadeAction;
 
- CondSh<BattleResult *> battleResult(NULL);
 
- class CBaseForGHApply
 
- {
 
- public:
 
- 	virtual bool applyOnGH(CGameHandler *gh, CConnection *c, void *pack) const =0; 
 
- };
 
- template <typename T> class CApplyOnGH : public CBaseForGHApply
 
- {
 
- public:
 
- 	bool applyOnGH(CGameHandler *gh, CConnection *c, void *pack) const
 
- 	{
 
- 		T *ptr = static_cast<T*>(pack);
 
- 		ptr->c = c;
 
- 		return ptr->applyGh(gh);
 
- 	}
 
- };
 
- class CGHApplier
 
- {
 
- public:
 
- 	std::map<ui16,CBaseForGHApply*> apps; 
 
- 	CGHApplier()
 
- 	{
 
- 		registerTypes3(*this);
 
- 	}
 
- 	template<typename T> void registerType(const T * t=NULL)
 
- 	{
 
- 		ui16 ID = typeList.registerType(t);
 
- 		apps[ID] = new CApplyOnGH<T>;
 
- 	}
 
- } *applier = NULL;
 
- CMP_stack cmpst ;
 
- static inline double distance(int3 a, int3 b)
 
- {
 
- 	return std::sqrt( (double)(a.x-b.x)*(a.x-b.x) + (a.y-b.y)*(a.y-b.y) );
 
- }
 
- static void giveExp(BattleResult &r)
 
- {
 
- 	r.exp[0] = 0;
 
- 	r.exp[1] = 0;
 
- 	for(std::map<ui32,si32>::iterator i = r.casualties[!r.winner].begin(); i!=r.casualties[!r.winner].end(); i++)
 
- 	{
 
- 		r.exp[r.winner] += VLC->creh->creatures[i->first]->valOfBonuses(Bonus::STACK_HEALTH) * i->second;
 
- 	}
 
- }
 
- PlayerStatus PlayerStatuses::operator[](ui8 player)
 
- {
 
- 	boost::unique_lock<boost::mutex> l(mx);
 
- 	if(players.find(player) != players.end())
 
- 	{
 
- 		return players[player];
 
- 	}
 
- 	else
 
- 	{
 
- 		throw std::string("No such player!");
 
- 	}
 
- }
 
- void PlayerStatuses::addPlayer(ui8 player)
 
- {
 
- 	boost::unique_lock<boost::mutex> l(mx);
 
- 	players[player];
 
- }
 
- bool PlayerStatuses::hasQueries(ui8 player)
 
- {
 
- 	boost::unique_lock<boost::mutex> l(mx);
 
- 	if(players.find(player) != players.end())
 
- 	{
 
- 		return players[player].queries.size();
 
- 	}
 
- 	else
 
- 	{
 
- 		throw std::string("No such player!");
 
- 	}
 
- }
 
- bool PlayerStatuses::checkFlag(ui8 player, bool PlayerStatus::*flag)
 
- {
 
- 	boost::unique_lock<boost::mutex> l(mx);
 
- 	if(players.find(player) != players.end())
 
- 	{
 
- 		return players[player].*flag;
 
- 	}
 
- 	else
 
- 	{
 
- 		throw std::string("No such player!");
 
- 	}
 
- }
 
- void PlayerStatuses::setFlag(ui8 player, bool PlayerStatus::*flag, bool val)
 
- {
 
- 	boost::unique_lock<boost::mutex> l(mx);
 
- 	if(players.find(player) != players.end())
 
- 	{
 
- 		players[player].*flag = val;
 
- 	}
 
- 	else
 
- 	{
 
- 		throw std::string("No such player!");
 
- 	}
 
- 	cv.notify_all();
 
- }
 
- void PlayerStatuses::addQuery(ui8 player, ui32 id)
 
- {
 
- 	boost::unique_lock<boost::mutex> l(mx);
 
- 	if(players.find(player) != players.end())
 
- 	{
 
- 		players[player].queries.insert(id);
 
- 	}
 
- 	else
 
- 	{
 
- 		throw std::string("No such player!");
 
- 	}
 
- 	cv.notify_all();
 
- }
 
- void PlayerStatuses::removeQuery(ui8 player, ui32 id)
 
- {
 
- 	boost::unique_lock<boost::mutex> l(mx);
 
- 	if(players.find(player) != players.end())
 
- 	{
 
- 		players[player].queries.erase(id);
 
- 	}
 
- 	else
 
- 	{
 
- 		throw std::string("No such player!");
 
- 	}
 
- 	cv.notify_all();
 
- }
 
- template <typename T>
 
- void callWith(std::vector<T> args, boost::function<void(T)> fun, ui32 which)
 
- {
 
- 	fun(args[which]);
 
- }
 
- void CGameHandler::changeSecSkill( int ID, int which, int val, bool abs/*=false*/ )
 
- {
 
- 	SetSecSkill sss;
 
- 	sss.id = ID;
 
- 	sss.which = which;
 
- 	sss.val = val;
 
- 	sss.abs = abs;
 
- 	sendAndApply(&sss);
 
- 	if(which == 7) //Wisdom
 
- 	{
 
- 		const CGHeroInstance *h = getHero(ID);
 
- 		if(h && h->visitedTown)
 
- 			giveSpells(h->visitedTown, h);
 
- 	}
 
- }
 
- void CGameHandler::changePrimSkill(int ID, int which, si64 val, bool abs)
 
- {
 
- 	SetPrimSkill sps;
 
- 	sps.id = ID;
 
- 	sps.which = which;
 
- 	sps.abs = abs;
 
- 	sps.val = val;
 
- 	sendAndApply(&sps);
 
- 	if(which==4) //only for exp - hero may level up
 
- 	{
 
- 		CGHeroInstance *hero = static_cast<CGHeroInstance *>(gs->map->objects[ID]);
 
- 		while (hero->exp >= VLC->heroh->reqExp(hero->level+1)) //new level
 
- 		{
 
- 			//give prim skill
 
- 			tlog5 << hero->name <<" got level "<<hero->level<<std::endl;
 
- 			int r = rand()%100, pom=0, x=0;
 
- 			int std::pair<int,int>::*g  =  (hero->level>9) ? (&std::pair<int,int>::second) : (&std::pair<int,int>::first);
 
- 			for(;x<PRIMARY_SKILLS;x++)
 
- 			{
 
- 				pom += hero->type->heroClass->primChance[x].*g;
 
- 				if(r<pom)
 
- 					break;
 
- 			}
 
- 			tlog5 << "Bohater dostaje umiejetnosc pierwszorzedna " << x << " (wynik losowania "<<r<<")"<<std::endl; 
 
- 			SetPrimSkill sps;
 
- 			sps.id = ID;
 
- 			sps.which = x;
 
- 			sps.abs = false;
 
- 			sps.val = 1;
 
- 			sendAndApply(&sps);
 
- 			HeroLevelUp hlu;
 
- 			hlu.heroid = ID;
 
- 			hlu.primskill = x;
 
- 			hlu.level = hero->level+1;
 
- 			//picking sec. skills for choice
 
- 			std::set<int> basicAndAdv, expert, none;
 
- 			for(int i=0;i<SKILL_QUANTITY;i++) none.insert(i);
 
- 			for(unsigned i=0;i<hero->secSkills.size();i++)
 
- 			{
 
- 				if(hero->secSkills[i].second < 3)
 
- 					basicAndAdv.insert(hero->secSkills[i].first);
 
- 				else
 
- 					expert.insert(hero->secSkills[i].first);
 
- 				none.erase(hero->secSkills[i].first);
 
- 			}
 
- 			//first offered skill
 
- 			if(hero->secSkills.size() < hero->type->heroClass->skillLimit) //free skill slot
 
- 			{
 
- 				hlu.skills.push_back(hero->type->heroClass->chooseSecSkill(none)); //new skill
 
- 				none.erase(hlu.skills.back());
 
- 			}
 
- 			else if(basicAndAdv.size())
 
- 			{
 
- 				int s = hero->type->heroClass->chooseSecSkill(basicAndAdv);
 
- 				hlu.skills.push_back(s);
 
- 				basicAndAdv.erase(s);
 
- 			}
 
- 			//second offered skill
 
- 			if(basicAndAdv.size())
 
- 			{
 
- 				hlu.skills.push_back(hero->type->heroClass->chooseSecSkill(basicAndAdv)); //new skill
 
- 			}
 
- 			else if(hero->secSkills.size() < hero->type->heroClass->skillLimit)
 
- 			{
 
- 				hlu.skills.push_back(hero->type->heroClass->chooseSecSkill(none)); //new skill
 
- 			}
 
- 			if(hlu.skills.size() > 1) //apply and ask for secondary skill
 
- 			{
 
- 				boost::function<void(ui32)> callback = boost::function<void(ui32)>(boost::bind(callWith<ui16>,hlu.skills,boost::function<void(ui16)>(boost::bind(&CGameHandler::changeSecSkill,this,ID,_1,1,0)),_1));
 
- 				applyAndAsk(&hlu,hero->tempOwner,callback); //call changeSecSkill with appropriate args when client responds
 
- 			}
 
- 			else if(hlu.skills.size() == 1) //apply, give only possible skill  and send info
 
- 			{
 
- 				sendAndApply(&hlu);
 
- 				changeSecSkill(ID,hlu.skills.back(),1,false);
 
- 			}
 
- 			else //apply and send info
 
- 			{
 
- 				sendAndApply(&hlu);
 
- 			}
 
- 		}
 
- 	}
 
- }
 
- static CCreatureSet takeCasualties(int color, const CCreatureSet &set, BattleInfo *bat)
 
- {
 
- 	if(color == 254)
 
- 		color = 255;
 
- 	CCreatureSet ret(set);
 
- 	for(int i=0; i<bat->stacks.size();i++)
 
- 	{
 
- 		CStack *st = bat->stacks[i];
 
- 		if(vstd::contains(st->state, SUMMONED)) //don't take into account sumoned stacks
 
- 			continue;
 
- 		if(st->owner==color && !set.slotEmpty(st->slot) && st->count < set.getAmount(st->slot))
 
- 		{
 
- 			if(st->alive())
 
- 				ret.setStackCount(st->slot, st->count);
 
- 			else
 
- 				ret.eraseStack(st->slot);
 
- 		}
 
- 	}
 
- 	return ret;
 
- }
 
- void CGameHandler::startBattle(const CArmedInstance *army1, const CArmedInstance * army2, int3 tile, const CGHeroInstance *hero1, const CGHeroInstance *hero2, bool creatureBank, boost::function<void(BattleResult*)> cb, const CGTownInstance *town)
 
- {
 
- 	battleEndCallback = new boost::function<void(BattleResult*)>(cb);
 
- 	bEndArmy1 = army1;
 
- 	bEndArmy2 = army2;
 
- 	{
 
- 		BattleInfo *curB = new BattleInfo;
 
- 		curB->side1 = army1->tempOwner;
 
- 		curB->side2 = army2->tempOwner;
 
- 		if(curB->side2 == 254) 
 
- 			curB->side2 = 255;
 
- 		setupBattle(curB, tile, army1, army2, hero1, hero2, creatureBank, town); //initializes stacks, places creatures on battlefield, blocks and informs player interfaces
 
- 	}
 
- 	NEW_ROUND;
 
- 	//TODO: pre-tactic stuff, call scripts etc.
 
- 	//tactic round
 
- 	{
 
- 		NEW_ROUND;
 
- 		if( (hero1 && hero1->getSecSkillLevel(19)>0) || 
 
- 			( hero2 && hero2->getSecSkillLevel(19)>0)  )//someone has tactics
 
- 		{
 
- 			//TODO: tactic round (round -1)
 
- 		}
 
- 	}
 
- 	//main loop
 
- 	while(!battleResult.get()) //till the end of the battle ;]
 
- 	{
 
- 		NEW_ROUND;
 
- 		std::vector<CStack*> & stacks = (gs->curB->stacks);
 
- 		const BattleInfo & curB = *gs->curB;
 
- 		//stack loop
 
- 		const CStack *next;
 
- 		while(!battleResult.get() && (next = curB.getNextStack()) && next->willMove())
 
- 		{
 
- 			//check for bad morale => freeze
 
- 			int nextStackMorale = next->MoraleVal();
 
- 			if( nextStackMorale < 0 &&
 
- 				!(NBonus::hasOfType(hero1, Bonus::BLOCK_MORALE) || NBonus::hasOfType(hero2, Bonus::BLOCK_MORALE)) //checking if heroes have (or don't have) morale blocking bonuses)
 
- 				)
 
- 			{
 
- 				if( rand()%24   <   -2 * nextStackMorale)
 
- 				{
 
- 					//unit loses its turn - empty freeze action
 
- 					BattleAction ba;
 
- 					ba.actionType = 11;
 
- 					ba.additionalInfo = 1;
 
- 					ba.side = !next->attackerOwned;
 
- 					ba.stackNumber = next->ID;
 
- 					sendAndApply(&StartAction(ba));
 
- 					sendAndApply(&EndAction());
 
- 					checkForBattleEnd(stacks); //check if this "action" ended the battle (not likely but who knows...)
 
- 					continue;
 
- 				}
 
- 			}
 
- 			if(next->hasBonusOfType(Bonus::ATTACKS_NEAREST_CREATURE)) //while in berserk
 
- 			{
 
- 				std::pair<const CStack *, int> attackInfo = curB.getNearestStack(next, boost::logic::indeterminate);
 
- 				if(attackInfo.first != NULL)
 
- 				{
 
- 					BattleAction attack;
 
- 					attack.actionType = 6;
 
- 					attack.side = !next->attackerOwned;
 
- 					attack.stackNumber = next->ID;
 
- 					attack.additionalInfo = attackInfo.first->position;
 
- 					attack.destinationTile = attackInfo.second;
 
- 					makeBattleAction(attack);
 
- 					checkForBattleEnd(stacks);
 
- 				}
 
- 				continue;
 
- 			}
 
- 			const CGHeroInstance * curOwner = gs->battleGetOwner(next->ID);
 
- 			if( (next->position < 0 && (!curOwner || curOwner->getSecSkillLevel(10) == 0)) //arrow turret, hero has no ballistics
 
- 				|| (next->type->idNumber == 146 && curOwner->getSecSkillLevel(20) == 0)) //ballista, hero has no artillery
 
- 			{
 
- 				BattleAction attack;
 
- 				attack.actionType = 7;
 
- 				attack.side = !next->attackerOwned;
 
- 				attack.stackNumber = next->ID;
 
- 				for(int g=0; g<gs->curB->stacks.size(); ++g)
 
- 				{
 
- 					if(gs->curB->stacks[g]->owner != curOwner->tempOwner && gs->curB->stacks[g]->alive())
 
- 					{
 
- 						attack.destinationTile = gs->curB->stacks[g]->position;
 
- 						break;
 
- 					}
 
- 				}
 
- 				makeBattleAction(attack);
 
- 				checkForBattleEnd(stacks);
 
- 				continue;
 
- 			}
 
- 			if(next->type->idNumber == 145 && (!curOwner || curOwner->getSecSkillLevel(10) == 0)) //catapult, hero has no ballistics
 
- 			{
 
- 				BattleAction attack;
 
- 				static const int wallHexes[] = {50, 183, 182, 130, 62, 29, 12, 95};
 
- 				attack.destinationTile = wallHexes[ rand()%ARRAY_COUNT(wallHexes) ];
 
- 				attack.actionType = 9;
 
- 				attack.additionalInfo = 0;
 
- 				attack.side = !next->attackerOwned;
 
- 				attack.stackNumber = next->ID;
 
- 				makeBattleAction(attack);
 
- 				continue;
 
- 			}
 
- 			if(next->type->idNumber == 147 && (!curOwner || curOwner->getSecSkillLevel(27) == 0)) //first aid tent, hero has no first aid
 
- 			{
 
- 				BattleAction heal;
 
- 				std::vector< const CStack * > possibleStacks;
 
- 				for (int v=0; v<gs->curB->stacks.size(); ++v)
 
- 				{
 
- 					const CStack * cstack = gs->curB->stacks[v];
 
- 					if (cstack->owner == next->owner && cstack->firstHPleft < cstack->MaxHealth() && cstack->alive()) //it's friendly and not fully healthy
 
- 					{
 
- 						possibleStacks.push_back(cstack);
 
- 					}
 
- 				}
 
- 				if(possibleStacks.size() == 0)
 
- 				{
 
- 					//nothing to heal
 
- 					BattleAction doNothing;
 
- 					doNothing.actionType = 0;
 
- 					doNothing.additionalInfo = 0;
 
- 					doNothing.destinationTile = -1;
 
- 					doNothing.side = !next->attackerOwned;
 
- 					doNothing.stackNumber = next->ID;
 
- 					sendAndApply(&StartAction(doNothing));
 
- 					sendAndApply(&EndAction());
 
- 					continue;
 
- 				}
 
- 				else
 
- 				{
 
- 					//heal random creature
 
- 					const CStack * toBeHealed = possibleStacks[ rand()%possibleStacks.size() ];
 
- 					heal.actionType = 12;
 
- 					heal.additionalInfo = 0;
 
- 					heal.destinationTile = toBeHealed->position;
 
- 					heal.side = !next->attackerOwned;
 
- 					heal.stackNumber = next->ID;
 
- 					makeBattleAction(heal);
 
- 				}
 
- 				continue;
 
- 			}
 
- askInterfaceForMove:
 
- 			//ask interface and wait for answer
 
- 			if(!battleResult.get())
 
- 			{
 
- 				BattleSetActiveStack sas;
 
- 				sas.stack = next->ID;
 
- 				sendAndApply(&sas);
 
- 				boost::unique_lock<boost::mutex> lock(battleMadeAction.mx);
 
- 				while(next->alive() && (!battleMadeAction.data  &&  !battleResult.get())) //active stack hasn't made its action and battle is still going
 
- 					battleMadeAction.cond.wait(lock);
 
- 				battleMadeAction.data = false;
 
- 			}
 
- 			else
 
- 			{
 
- 				break;
 
- 			}
 
- 			//we're after action, all results applied
 
- 			checkForBattleEnd(stacks); //check if this action ended the battle
 
- 			//check for good morale
 
- 			nextStackMorale = next->MoraleVal();
 
- 			if(!vstd::contains(next->state,HAD_MORALE)  //only one extra move per turn possible
 
- 				&& !vstd::contains(next->state,DEFENDING)
 
- 				&& !vstd::contains(next->state,WAITING)
 
- 				&&  next->alive()
 
- 				&&  nextStackMorale > 0
 
- 				&& !(NBonus::hasOfType(hero1, Bonus::BLOCK_MORALE) || NBonus::hasOfType(hero2, Bonus::BLOCK_MORALE)) //checking if heroes have (or don't have) morale blocking bonuses
 
- 			)
 
- 				if(rand()%24 < nextStackMorale) //this stack hasn't got morale this turn
 
- 					goto askInterfaceForMove; //move this stack once more
 
- 		}
 
- 	}
 
- 	endBattle(tile, hero1, hero2);
 
- }
 
- void CGameHandler::endBattle(int3 tile, const CGHeroInstance *hero1, const CGHeroInstance *hero2)
 
- {
 
- 	BattleResultsApplied resultsApplied;
 
- 	resultsApplied.player1 = bEndArmy1->tempOwner;
 
- 	resultsApplied.player2 = bEndArmy2->tempOwner;
 
- 	//unblock engaged players
 
- 	if(bEndArmy1->tempOwner<PLAYER_LIMIT)
 
- 		states.setFlag(bEndArmy1->tempOwner, &PlayerStatus::engagedIntoBattle, false);
 
- 	if(bEndArmy2 && bEndArmy2->tempOwner<PLAYER_LIMIT)
 
- 		states.setFlag(bEndArmy2->tempOwner, &PlayerStatus::engagedIntoBattle, false);	
 
- 	//casualties among heroes armies
 
- 	SetGarrisons sg;
 
- 	sg.garrs[bEndArmy1->id] = takeCasualties(bEndArmy1->tempOwner, *bEndArmy1, gs->curB);
 
- 	sg.garrs[bEndArmy2->id] = takeCasualties(bEndArmy2->tempOwner, *bEndArmy2, gs->curB);
 
- 	sendAndApply(&sg);
 
- 	ui8 sides[2];
 
- 	sides[0] = gs->curB->side1;
 
- 	sides[1] = gs->curB->side2;
 
- 	//end battle, remove all info, free memory
 
- 	giveExp(*battleResult.data);
 
- 	sendAndApply(battleResult.data);
 
- 	//if one hero has lost we will erase him
 
- 	if(battleResult.data->winner!=0 && hero1)
 
- 	{
 
- 		RemoveObject ro(hero1->id);
 
- 		sendAndApply(&ro);
 
- 	}
 
- 	if(battleResult.data->winner!=1 && hero2)
 
- 	{
 
- 		RemoveObject ro(hero2->id);
 
- 		sendAndApply(&ro);
 
- 	}
 
- 	//give exp
 
- 	if(battleResult.data->exp[0] && hero1)
 
- 		changePrimSkill(hero1->id,4,battleResult.data->exp[0]);
 
- 	if(battleResult.data->exp[1] && hero2)
 
- 		changePrimSkill(hero2->id,4,battleResult.data->exp[1]);
 
- 	if(battleEndCallback && *battleEndCallback)
 
- 	{
 
- 		(*battleEndCallback)(battleResult.data);
 
- 		delete battleEndCallback;
 
- 		battleEndCallback = 0;
 
- 	}
 
- 	sendAndApply(&resultsApplied);
 
- 	// Necromancy if applicable.
 
- 	const CGHeroInstance *winnerHero = battleResult.data->winner != 0 ? hero2 : hero1;
 
- 	if (winnerHero) 
 
- 	{
 
- 		CStackInstance raisedStack = winnerHero->calculateNecromancy(*battleResult.data);
 
- 		// Give raised units to winner and show dialog, if any were raised.
 
- 		if (raisedStack.type) 
 
- 		{
 
- 			int slot = winnerHero->getSlotFor(raisedStack.type->idNumber);
 
- 			if (slot != -1) 
 
- 			{
 
- 				SetGarrisons sg;
 
- 				sg.garrs[winnerHero->id] = winnerHero->getArmy();
 
- 				sg.garrs[winnerHero->id].addToSlot(slot, raisedStack);
 
- // 				if (vstd::contains(winnerHero->slots, slot)) // Add to existing stack.
 
- // 					sg.garrs[winnerHero->id].slots[slot].count += raisedStack.count;
 
- // 				else // Create a new stack.
 
- // 					sg.garrs[winnerHero->id].slots[slot] = raisedStack;
 
- 				winnerHero->showNecromancyDialog(raisedStack);
 
- 				sendAndApply(&sg);
 
- 			}
 
- 		}
 
- 	}
 
- 	winLoseHandle(1<<sides[0] | 1<<sides[1]); //handle victory/loss of engaged players
 
- 	delete battleResult.data;
 
- }
 
- void CGameHandler::prepareAttacked(BattleStackAttacked &bsa, const CStack *def)
 
- {	
 
- 	bsa.killedAmount = bsa.damageAmount / def->MaxHealth();
 
- 	unsigned damageFirst = bsa.damageAmount % def->MaxHealth();
 
- 	if( def->firstHPleft <= damageFirst )
 
- 	{
 
- 		bsa.killedAmount++;
 
- 		bsa.newHP = def->firstHPleft + def->MaxHealth() - damageFirst;
 
- 	}
 
- 	else
 
- 	{
 
- 		bsa.newHP = def->firstHPleft - damageFirst;
 
- 	}
 
- 	if(def->count <= bsa.killedAmount) //stack killed
 
- 	{
 
- 		bsa.newAmount = 0;
 
- 		bsa.flags |= 1;
 
- 		bsa.killedAmount = def->count; //we cannot kill more creatures than we have
 
- 	}
 
- 	else
 
- 	{
 
- 		bsa.newAmount = def->count - bsa.killedAmount;
 
- 	}
 
- }
 
- void CGameHandler::prepareAttack(BattleAttack &bat, const CStack *att, const CStack *def, int distance)
 
- {
 
- 	bat.bsa.clear();
 
- 	bat.stackAttacking = att->ID;
 
- 	bat.bsa.push_back(BattleStackAttacked());
 
- 	BattleStackAttacked *bsa = &bat.bsa.back();
 
- 	bsa->stackAttacked = def->ID;
 
- 	bsa->attackerID = att->ID;
 
- 	int attackerLuck = att->LuckVal();
 
- 	if(attackerLuck > 0  &&  rand()%24 < attackerLuck) //TODO?: negative luck option?
 
- 	{
 
- 		bsa->damageAmount *= 2;
 
- 		bat.flags |= 4;
 
- 	}
 
- 	bsa->damageAmount = gs->curB->calculateDmg(att, def, gs->battleGetOwner(att->ID), gs->battleGetOwner(def->ID), bat.shot(), distance, bat.lucky());//counting dealt damage
 
- 	
 
- 	
 
- 	int dmg = bsa->damageAmount;
 
- 	prepareAttacked(*bsa, def);
 
- 	//fire shield handling
 
- 	if ( !bat.shot() && def->hasBonusOfType(Bonus::FIRE_SHIELD) && !bsa->killed() )
 
- 	{
 
- 		bat.bsa.push_back(BattleStackAttacked());
 
- 		BattleStackAttacked *bsa = &bat.bsa.back();
 
- 		bsa->stackAttacked = att->ID;
 
- 		bsa->attackerID = def->ID;
 
- 		bsa->flags |= 2;
 
- 		bsa->effect = 11;
 
- 		bsa->damageAmount = (dmg * def->valOfBonuses(Bonus::FIRE_SHIELD)) / 100;
 
- 		prepareAttacked(*bsa, att);
 
- 	}
 
- }
 
- void CGameHandler::handleConnection(std::set<int> players, CConnection &c)
 
- {
 
- 	srand(time(NULL));
 
- 	CPack *pack = NULL;
 
- 	try
 
- 	{
 
- 		while(1)//server should never shut connection first //was: while(!end2)
 
- 		{
 
- 			{
 
- 				boost::unique_lock<boost::mutex> lock(*c.rmx);
 
- 				c >> pack; //get the package
 
- 				tlog5 << "Received client message of type " << typeid(*pack).name() << std::endl;
 
- 			}
 
- 			int packType = typeList.getTypeID(pack); //get the id of type
 
- 			CBaseForGHApply *apply = applier->apps[packType]; //and appropriae applier object
 
- 			if(apply)
 
- 			{
 
- 				bool result = apply->applyOnGH(this,&c,pack);
 
- 				tlog5 << "Message successfully applied (result=" << result << ")!\n";
 
- 				//send confirmation that we've applied the package
 
- 				if(pack->type != 6000) //WORKAROUND - not confirm query replies TODO: reconsider
 
- 				{
 
- 					PackageApplied applied;
 
- 					applied.result = result;
 
- 					applied.packType = packType;
 
- 					{
 
- 						boost::unique_lock<boost::mutex> lock(*c.wmx);
 
- 						c << &applied;
 
- 					}
 
- 				}
 
- 			}
 
- 			else
 
- 			{
 
- 				tlog1 << "Message cannot be applied, cannot find applier (unregistered type)!\n";
 
- 			}
 
- 			delete pack;
 
- 			pack = NULL;
 
- 		}
 
- 	}
 
- 	catch(boost::system::system_error &e) //for boost errors just log, not crash - probably client shut down connection
 
- 	{
 
- 		assert(!c.connected); //make sure that connection has been marked as broken
 
- 		tlog1 << e.what() << std::endl;
 
- 		end2 = true;
 
- 	}
 
- 	HANDLE_EXCEPTION(end2 = true);
 
- 	tlog1 << "Ended handling connection\n";
 
- }
 
- int CGameHandler::moveStack(int stack, int dest)
 
- {
 
- 	int ret = 0;
 
- 	CStack *curStack = gs->curB->getStack(stack),
 
- 		*stackAtEnd = gs->curB->getStackT(dest);
 
- 	assert(curStack);
 
- 	assert(dest < BFIELD_SIZE);
 
- 	//initing necessary tables
 
- 	bool accessibility[BFIELD_SIZE];
 
- 	std::vector<int> accessible = gs->curB->getAccessibility(curStack->ID, false);
 
- 	for(int b=0; b<BFIELD_SIZE; ++b)
 
- 	{
 
- 		accessibility[b] = false;
 
- 	}
 
- 	for(int g=0; g<accessible.size(); ++g)
 
- 	{
 
- 		accessibility[accessible[g]] = true;
 
- 	}
 
- 	//shifting destination (if we have double wide stack and we can occupy dest but not be exactly there)
 
- 	if(!stackAtEnd && curStack->doubleWide() && !accessibility[dest])
 
- 	{
 
- 		if(curStack->attackerOwned)
 
- 		{
 
- 			if(accessibility[dest+1])
 
- 				dest+=1;
 
- 		}
 
- 		else
 
- 		{
 
- 			if(accessibility[dest-1])
 
- 				dest-=1;
 
- 		}
 
- 	}
 
- 	if((stackAtEnd && stackAtEnd!=curStack && stackAtEnd->alive()) || !accessibility[dest])
 
- 		return 0;
 
- 	bool accessibilityWithOccupyable[BFIELD_SIZE];
 
- 	std::vector<int> accOc = gs->curB->getAccessibility(curStack->ID, true);
 
- 	for(int b=0; b<BFIELD_SIZE; ++b)
 
- 	{
 
- 		accessibilityWithOccupyable[b] = false;
 
- 	}
 
- 	for(int g=0; g<accOc.size(); ++g)
 
- 	{
 
- 		accessibilityWithOccupyable[accOc[g]] = true;
 
- 	}
 
- 	//if(dists[dest] > curStack->creature->speed && !(stackAtEnd && dists[dest] == curStack->creature->speed+1)) //we can attack a stack if we can go to adjacent hex
 
- 	//	return false;
 
- 	std::pair< std::vector<int>, int > path = gs->curB->getPath(curStack->position, dest, accessibilityWithOccupyable, curStack->hasBonusOfType(Bonus::FLYING), curStack->doubleWide(), curStack->attackerOwned);
 
- 	ret = path.second;
 
- 	if(curStack->hasBonusOfType(Bonus::FLYING))
 
- 	{
 
- 		if(path.second <= curStack->Speed() && path.first.size() > 0)
 
- 		{
 
- 			//inform clients about move
 
- 			BattleStackMoved sm;
 
- 			sm.stack = curStack->ID;
 
- 			sm.tile = path.first[0];
 
- 			sm.distance = path.second;
 
- 			sm.ending = true;
 
- 			sendAndApply(&sm);
 
- 		}
 
- 	}
 
- 	else //for non-flying creatures
 
- 	{
 
- 		int tilesToMove = std::max((int)(path.first.size() - curStack->Speed()), 0);
 
- 		for(int v=path.first.size()-1; v>=tilesToMove; --v)
 
- 		{
 
- 			//inform clients about move
 
- 			BattleStackMoved sm;
 
- 			sm.stack = curStack->ID;
 
- 			sm.tile = path.first[v];
 
- 			sm.distance = path.second;
 
- 			sm.ending = v==tilesToMove;
 
- 			sendAndApply(&sm);
 
- 		}
 
- 	}
 
- 	return ret;
 
- }
 
- CGameHandler::CGameHandler(void)
 
- {
 
- 	QID = 1;
 
- 	gs = NULL;
 
- 	IObjectInterface::cb = this;
 
- 	applier = new CGHApplier;
 
- }
 
- CGameHandler::~CGameHandler(void)
 
- {
 
- 	delete applier;
 
- 	applier = NULL;
 
- 	delete gs;
 
- }
 
- void CGameHandler::init(StartInfo *si, int Seed)
 
- {
 
- 	Mapa *map = new Mapa(si->mapname);
 
- 	tlog0 << "Map loaded!" << std::endl;
 
- 	gs = new CGameState();
 
- 	tlog0 << "Gamestate created!" << std::endl;
 
- 	gs->init(si,map,Seed);
 
- 	tlog0 << "Gamestate initialized!" << std::endl;
 
- 	for(std::map<ui8,PlayerState>::iterator i = gs->players.begin(); i != gs->players.end(); i++)
 
- 		states.addPlayer(i->first);
 
- }
 
- static bool evntCmp(const CMapEvent *a, const CMapEvent *b)
 
- {
 
- 	return *a < *b;
 
- }
 
- void CGameHandler::newTurn()
 
- {
 
- 	tlog5 << "Turn " << gs->day+1 << std::endl;
 
- 	NewTurn n;
 
- 	n.day = gs->day + 1;
 
- 	n.resetBuilded = true;
 
- 	
 
- 	std::map<ui8, si32> hadGold;//starting gold - for buildings like dwarven treasury
 
- 	srand(time(NULL));
 
- 	std::map<ui32,CGHeroInstance *> pool = gs->hpool.heroesPool;
 
- 	for ( std::map<ui8, PlayerState>::iterator i=gs->players.begin() ; i!=gs->players.end();i++)
 
- 	{
 
- 		if(i->first == 255) continue;
 
- 		else if(i->first > PLAYER_LIMIT) assert(0); //illegal player number!
 
- 		std::pair<ui8,si32> playerGold(i->first,i->second.resources[6]);
 
- 		hadGold.insert(playerGold); 
 
- 		if(gs->getDate(1)==7) //first day of week - new heroes in tavern
 
- 		{
 
- 			SetAvailableHeroes sah;
 
- 			sah.player = i->first;
 
- 			CGHeroInstance *h = gs->hpool.pickHeroFor(true,i->first,&VLC->townh->towns[gs->scenarioOps->getIthPlayersSettings(i->first).castle], pool);
 
- 			if(h)
 
- 				sah.hid1 = h->subID;
 
- 			else
 
- 				sah.hid1 = -1;
 
- 			h = gs->hpool.pickHeroFor(false,i->first,&VLC->townh->towns[gs->scenarioOps->getIthPlayersSettings(i->first).castle], pool);
 
- 			if(h)
 
- 				sah.hid2 = h->subID;
 
- 			else
 
- 				sah.hid2 = -1;
 
- 			sendAndApply(&sah);
 
- 		}
 
- 		if(i->first>=PLAYER_LIMIT) continue;
 
- 		n.res[i->first] = i->second.resources;
 
- // 		SetResources r;
 
- // 		r.player = i->first;
 
- // 		for(int j=0;j<RESOURCE_QUANTITY;j++)
 
- // 			r.res[j] = i->second.resources[j];
 
- 		
 
- 		BOOST_FOREACH(CGHeroInstance *h, (*i).second.heroes)
 
- 		{
 
- 			if(h->visitedTown)
 
- 				giveSpells(h->visitedTown, h);
 
- 			NewTurn::Hero hth;
 
- 			hth.id = h->id;
 
- 			hth.move = h->maxMovePoints(gs->map->getTile(h->getPosition(false)).tertype != TerrainTile::water);
 
- 			if(h->visitedTown && vstd::contains(h->visitedTown->builtBuildings,0)) //if hero starts turn in town with mage guild
 
- 				hth.mana = std::max(h->mana, h->manaLimit()); //restore all mana
 
- 			else
 
- 				hth.mana = std::max(si32(0), std::max(h->mana, std::min(h->mana + h->manaRegain(), h->manaLimit())) ); 
 
- 			n.heroes.insert(hth);
 
- 			
 
- 			if(gs->day) //not first day
 
- 			{
 
- 				switch(h->getSecSkillLevel(13)) //handle estates - give gold
 
- 				{
 
- 				case 1: //basic
 
- 					n.res[i->first][6] += 125;
 
- 					break;
 
- 				case 2: //advanced
 
- 					n.res[i->first][6] += 250;
 
- 					break;
 
- 				case 3: //expert
 
- 					n.res[i->first][6] += 500;
 
- 					break;
 
- 				}
 
- 				for(std::list<Bonus>::iterator  j = h->bonuses.begin(); j != h->bonuses.end(); j++)
 
- 					if(j->type == Bonus::GENERATE_RESOURCE)
 
- 						n.res[i->first][j->subtype] += j->val;
 
- 				//TODO player bonuses
 
- 			}
 
- 		}
 
- 		//n.res.push_back(r);
 
- 	}
 
- 	for(std::vector<CGTownInstance *>::iterator j = gs->map->towns.begin(); j!=gs->map->towns.end(); j++)//handle towns
 
- 	{
 
- 		ui8 player = (*j)->tempOwner;
 
- 		if(gs->getDate(1)==7) //first day of week
 
- 		{
 
- 			if  ( (**j).subID == 1 && gs->getDate(0) && player < PLAYER_LIMIT
 
- 				&& vstd::contains((**j).builtBuildings,22) )//dwarven treasury
 
- 					n.res[player][6] += hadGold[player]/10; //give 10% of starting gold
 
- 			SetAvailableCreatures sac;
 
- 			sac.tid = (**j).id;
 
- 			sac.creatures = (**j).creatures;
 
- 			for(int k=0;k<CREATURES_PER_TOWN;k++) //creature growths
 
- 			{
 
- 				if((**j).creatureDwelling(k))//there is dwelling (k-level)
 
- 				{
 
- 					sac.creatures[k].first += (**j).creatureGrowth(k);
 
- 					if(!gs->getDate(0)) //first day of game: use only basic growths
 
- 						amin(sac.creatures[k].first, VLC->creh->creatures[(*j)->town->basicCreatures[k]]->growth);
 
- 				}
 
- 			}
 
- 			n.cres.push_back(sac);
 
- 		}
 
- 		if(gs->day  &&  player < PLAYER_LIMIT)//not the first day and town not neutral
 
- 		{
 
- 			////SetResources r;
 
- 			//r.player = (**j).tempOwner;
 
- 			if(vstd::contains((**j).builtBuildings,15)) //there is resource silo
 
- 			{
 
- 				if((**j).town->primaryRes == 127) //we'll give wood and ore
 
- 				{
 
- 					n.res[player][0] += 1;
 
- 					n.res[player][2] += 1;
 
- 				}
 
- 				else
 
- 				{
 
- 					n.res[player][(**j).town->primaryRes] += 1;
 
- 				}
 
- 			}
 
- 			n.res[player][6] += (**j).dailyIncome();
 
- 		}	
 
- 	}
 
- 	sendAndApply(&n);
 
- 	tlog5 << "Info about turn " << n.day << "has been sent!" << std::endl;
 
- 	handleTimeEvents();
 
- 	//call objects
 
- 	for(size_t i = 0; i<gs->map->objects.size(); i++)
 
- 		if(gs->map->objects[i])
 
- 			gs->map->objects[i]->newTurn();
 
- 	winLoseHandle(0xff);
 
- 	//warn players without town
 
- 	if(gs->day)
 
- 	{
 
- 		for (std::map<ui8, PlayerState>::iterator i=gs->players.begin() ; i!=gs->players.end();i++)
 
- 		{
 
- 			if(i->second.status || i->second.towns.size() || i->second.color >= PLAYER_LIMIT)
 
- 				continue;
 
- 			InfoWindow iw;
 
- 			iw.player = i->first;
 
- 			iw.components.push_back(Component(Component::FLAG,i->first,0,0));
 
- 			if(!i->second.daysWithoutCastle)
 
- 			{
 
- 				iw.text.addTxt(MetaString::GENERAL_TXT,6); //%s, you have lost your last town.  If you do not conquer another town in the next week, you will be eliminated.
 
- 				iw.text.addReplacement(MetaString::COLOR, i->first);
 
- 			}
 
- 			else if(i->second.daysWithoutCastle == 6)
 
- 			{
 
- 				iw.text.addTxt(MetaString::ARRAY_TXT,129); //%s, this is your last day to capture a town or you will be banished from this land.
 
- 				iw.text.addReplacement(MetaString::COLOR, i->first);
 
- 			}
 
- 			else
 
- 			{
 
- 				iw.text.addTxt(MetaString::ARRAY_TXT,128); //%s, you only have %d days left to capture a town or you will be banished from this land.
 
- 				iw.text.addReplacement(MetaString::COLOR, i->first);
 
- 				iw.text.addReplacement(7 - i->second.daysWithoutCastle);
 
- 			}
 
- 			sendAndApply(&iw);
 
- 		}
 
- 	}
 
- }
 
- void CGameHandler::run(bool resume)
 
- {
 
- 	using namespace boost::posix_time;
 
- 	BOOST_FOREACH(CConnection *cc, conns)
 
- 	{//init conn.
 
- 		ui8 quantity, pom;
 
- 		//ui32 seed;
 
- 		if(!resume)
 
- 			(*cc) << gs->scenarioOps->mapname << gs->map->checksum << gs->seed;
 
- 		(*cc) >> quantity; //how many players will be handled at that client
 
- 		for(int i=0;i<quantity;i++)
 
- 		{
 
- 			(*cc) >> pom; //read player color
 
- 			{
 
- 				boost::unique_lock<boost::recursive_mutex> lock(gsm);
 
- 				connections[pom] = cc;
 
- 			}
 
- 		}	
 
- 	}
 
- 	
 
- 	for(std::set<CConnection*>::iterator i = conns.begin(); i!=conns.end();i++)
 
- 	{
 
- 		std::set<int> pom;
 
- 		for(std::map<int,CConnection*>::iterator j = connections.begin(); j!=connections.end();j++)
 
- 			if(j->second == *i)
 
- 				pom.insert(j->first);
 
- 		boost::thread(boost::bind(&CGameHandler::handleConnection,this,pom,boost::ref(**i)));
 
- 	}
 
- 	while (!end2)
 
- 	{
 
- 		if(!resume)
 
- 			newTurn();
 
- 		std::map<ui8,PlayerState>::iterator i;
 
- 		if(!resume)
 
- 			i = gs->players.begin();
 
- 		else
 
- 			i = gs->players.find(gs->currentPlayer);
 
- 		resume = false;
 
- 		for(; i != gs->players.end(); i++)
 
- 		{
 
- 			if(i->second.towns.size()==0 && i->second.heroes.size()==0
 
- 				|| i->second.color<0 
 
- 				|| i->first>=PLAYER_LIMIT  
 
- 				|| i->second.status) 
 
- 			{
 
- 				continue; 
 
- 			}
 
- 			states.setFlag(i->first,&PlayerStatus::makingTurn,true);
 
- 			{
 
- 				YourTurn yt;
 
- 				yt.player = i->first;
 
- 				sendAndApply(&yt);
 
- 			}
 
- 			//wait till turn is done
 
- 			boost::unique_lock<boost::mutex> lock(states.mx);
 
- 			while(states.players[i->first].makingTurn && !end2)
 
- 			{
 
- 				static time_duration p = milliseconds(200);
 
- 				states.cv.timed_wait(lock,p); 
 
- 			}
 
- 		}
 
- 	}
 
- 	while(conns.size() && (*conns.begin())->isOpen())
 
- 		boost::this_thread::sleep(boost::posix_time::milliseconds(5)); //give time client to close socket
 
- }
 
- namespace CGH
 
- {
 
- 	using namespace std;
 
- 	static void readItTo(ifstream & input, vector< vector<int> > & dest) //reads 7 lines, i-th one containing i integers, and puts it to dest
 
- 	{
 
- 		for(int j=0; j<7; ++j)
 
- 		{
 
- 			std::vector<int> pom;
 
- 			for(int g=0; g<j+1; ++g)
 
- 			{
 
- 				int hlp; input>>hlp;
 
- 				pom.push_back(hlp);
 
- 			}
 
- 			dest.push_back(pom);
 
- 		}
 
- 	}
 
- }
 
- void CGameHandler::setupBattle(BattleInfo * curB, int3 tile, const CArmedInstance *army1, const CArmedInstance *army2, const CGHeroInstance * hero1, const CGHeroInstance * hero2, bool creatureBank, const CGTownInstance *town)
 
- {
 
- 	battleResult.set(NULL);
 
- 	std::vector<CStack*> & stacks = (curB->stacks);
 
- 	curB->tile = tile;
 
- 	curB->belligerents[0] = const_cast<CArmedInstance*>(army1);
 
- 	curB->belligerents[1] = const_cast<CArmedInstance*>(army2);
 
- 	curB->heroes[0] = const_cast<CGHeroInstance*>(hero1);
 
- 	curB->heroes[1] = const_cast<CGHeroInstance*>(hero2);
 
- 	curB->round = -2;
 
- 	curB->activeStack = -1;
 
- 	if(town)
 
- 	{
 
- 		curB->tid = town->id;
 
- 		curB->siege = town->fortLevel();
 
- 	}
 
- 	else
 
- 	{
 
- 		curB->tid = -1;
 
- 		curB->siege = 0;
 
- 	}
 
- 	//reading battleStartpos
 
- 	std::ifstream positions;
 
- 	positions.open(DATA_DIR "/config/battleStartpos.txt", std::ios_base::in|std::ios_base::binary);
 
- 	if(!positions.is_open())
 
- 	{
 
- 		tlog1<<"Unable to open battleStartpos.txt!"<<std::endl;
 
- 	}
 
- 	std::string dump;
 
- 	positions>>dump; positions>>dump;
 
- 	std::vector< std::vector<int> > attackerLoose, defenderLoose, attackerTight, defenderTight, attackerCreBank, defenderCreBank;
 
- 	CGH::readItTo(positions, attackerLoose);
 
- 	positions>>dump;
 
- 	CGH::readItTo(positions, defenderLoose);
 
- 	positions>>dump;
 
- 	positions>>dump;
 
- 	CGH::readItTo(positions, attackerTight);
 
- 	positions>>dump;
 
- 	CGH::readItTo(positions, defenderTight);
 
- 	positions>>dump;
 
- 	positions>>dump;
 
- 	CGH::readItTo(positions, attackerCreBank);
 
- 	positions>>dump;
 
- 	CGH::readItTo(positions, defenderCreBank);
 
- 	positions.close();
 
- 	//battleStartpos read
 
- 	int k = 0; //stack serial 
 
- 	for(TSlots::const_iterator i = army1->Slots().begin(); i!=army1->Slots().end(); i++, k++)
 
- 	{
 
- 		int pos;
 
- 		if(creatureBank)
 
- 			pos = attackerCreBank[army1->stacksCount()-1][k];
 
- 		else if(army1->formation)
 
- 			pos = attackerTight[army1->stacksCount()-1][k];
 
- 		else
 
- 			pos = attackerLoose[army1->stacksCount()-1][k];
 
- 		CStack * stack = curB->generateNewStack(i->second, stacks.size(), true, i->first, gs->map->terrain[tile.x][tile.y][tile.z].tertype, pos);
 
- 		stacks.push_back(stack);
 
- 	}
 
- 	
 
- 	k = 0;
 
- 	for(TSlots::const_iterator i = army2->Slots().begin(); i!=army2->Slots().end(); i++, k++)
 
- 	{
 
- 		int pos;
 
- 		if(creatureBank)
 
- 			pos = defenderCreBank[army2->stacksCount()-1][k];
 
- 		else if(army2->formation)
 
- 			pos = defenderTight[army2->stacksCount()-1][k];
 
- 		else
 
- 			pos = defenderLoose[army2->stacksCount()-1][k];
 
- 		CStack * stack = curB->generateNewStack(i->second, stacks.size(), false, i->first, gs->map->terrain[tile.x][tile.y][tile.z].tertype, pos);
 
- 		stacks.push_back(stack);
 
- 	}
 
- 	for(unsigned g=0; g<stacks.size(); ++g) //shifting positions of two-hex creatures
 
- 	{
 
- 		if((stacks[g]->position%17)==1 && stacks[g]->doubleWide() && stacks[g]->attackerOwned)
 
- 		{
 
- 			stacks[g]->position += 1;
 
- 		}
 
- 		else if((stacks[g]->position%17)==15 && stacks[g]->doubleWide() && !stacks[g]->attackerOwned)
 
- 		{
 
- 			stacks[g]->position -= 1;
 
- 		}
 
- 	}
 
- 	//adding war machines
 
- 	if(hero1)
 
- 	{
 
- 		if(hero1->getArt(13)) //ballista
 
- 		{
 
- 			CStack * stack = curB->generateNewStack(CStackInstance(146, 1, hero1), stacks.size(), true, 255, gs->map->terrain[tile.x][tile.y][tile.z].tertype, 52);
 
- 			stacks.push_back(stack);
 
- 		}
 
- 		if(hero1->getArt(14)) //ammo cart
 
- 		{
 
- 			CStack * stack = curB->generateNewStack(CStackInstance(148, 1, hero1), stacks.size(), true, 255, gs->map->terrain[tile.x][tile.y][tile.z].tertype, 18);
 
- 			stacks.push_back(stack);
 
- 		}
 
- 		if(hero1->getArt(15)) //first aid tent
 
- 		{
 
- 			CStack * stack = curB->generateNewStack(CStackInstance(147, 1, hero1), stacks.size(), true, 255, gs->map->terrain[tile.x][tile.y][tile.z].tertype, 154);
 
- 			stacks.push_back(stack);
 
- 		}
 
- 	}
 
- 	if(hero2)
 
- 	{
 
- 		if(hero2->getArt(13)) //ballista
 
- 		{
 
- 			CStack * stack = curB->generateNewStack(CStackInstance(146, 1, hero2),  stacks.size(), false, 255, gs->map->terrain[tile.x][tile.y][tile.z].tertype, 66);
 
- 			stacks.push_back(stack);
 
- 		}
 
- 		if(hero2->getArt(14)) //ammo cart
 
- 		{
 
- 			CStack * stack = curB->generateNewStack(CStackInstance(148, 1, hero1), stacks.size(), false, 255, gs->map->terrain[tile.x][tile.y][tile.z].tertype, 32);
 
- 			stacks.push_back(stack);
 
- 		}
 
- 		if(hero2->getArt(15)) //first aid tent
 
- 		{
 
- 			CStack * stack = curB->generateNewStack(CStackInstance(147, 1, hero2), stacks.size(), false, 255, gs->map->terrain[tile.x][tile.y][tile.z].tertype, 168);
 
- 			stacks.push_back(stack);
 
- 		}
 
- 	}
 
- 	if(town && hero1 && town->hasFort()) //catapult
 
- 	{
 
- 		CStack * stack = curB->generateNewStack(CStackInstance(145, 1, hero1), stacks.size(), true, 255, gs->map->terrain[tile.x][tile.y][tile.z].tertype, 120);
 
- 		stacks.push_back(stack);
 
- 	}
 
- 	//war machines added
 
- 	switch(curB->siege) //adding towers
 
- 	{
 
- 		
 
- 	case 3: //castle
 
- 		{//lower tower / upper tower
 
- 			CStack * stack = curB->generateNewStack(CStackInstance(149, 1, hero2), stacks.size(), false, 255, gs->map->terrain[tile.x][tile.y][tile.z].tertype, -4);
 
- 			stacks.push_back(stack);
 
- 			stack = curB->generateNewStack(CStackInstance(149, 1, hero2), stacks.size(), false, 255, gs->map->terrain[tile.x][tile.y][tile.z].tertype, -3);
 
- 			stacks.push_back(stack);
 
- 		}
 
- 	case 2: //citadel
 
- 		{//main tower
 
- 			CStack * stack = curB->generateNewStack(CStackInstance(149, 1, hero2), stacks.size(), false, 255, gs->map->terrain[tile.x][tile.y][tile.z].tertype, -2);
 
- 			stacks.push_back(stack);
 
- 		}
 
- 	}
 
- 	std::stable_sort(stacks.begin(),stacks.end(),cmpst);
 
- 	//seting up siege
 
- 	if(town && town->hasFort())
 
- 	{
 
- 		for(int b=0; b<ARRAY_COUNT(curB->si.wallState); ++b)
 
- 		{
 
- 			curB->si.wallState[b] = 1;
 
- 		}
 
- 	}
 
- 	
 
- 	int terType = gs->battleGetBattlefieldType(tile);
 
- 	//randomize obstacles
 
- 	if(town == NULL && !creatureBank) //do it only when it's not siege and not creature bank
 
- 	{
 
- 		bool obAv[BFIELD_SIZE]; //availability of hexes for obstacles;
 
- 		std::vector<int> possibleObstacles;
 
- 		for(int i=0; i<BFIELD_SIZE; ++i)
 
- 		{
 
- 			if(i%17 < 4 || i%17 > 12)
 
- 			{
 
- 				obAv[i] = false;
 
- 			}
 
- 			else
 
- 			{
 
- 				obAv[i] = true;
 
- 			}
 
- 		}
 
- 		for(std::map<int, CObstacleInfo>::const_iterator g=VLC->heroh->obstacles.begin(); g!=VLC->heroh->obstacles.end(); ++g)
 
- 		{
 
- 			if(g->second.allowedTerrains[terType-1] == '1') //we need to take terType with -1 because terrain ids start from 1 and allowedTerrains array is indexed from 0
 
- 			{
 
- 				possibleObstacles.push_back(g->first);
 
- 			}
 
- 		}
 
- 		srand(time(NULL));
 
- 		if(possibleObstacles.size() > 0) //we cannot place any obstacles when we don't have them
 
- 		{
 
- 			int toBlock = rand()%6 + 6; //how many hexes should be blocked by obstacles
 
- 			while(toBlock>0)
 
- 			{
 
- 				CObstacleInstance coi;
 
- 				coi.uniqueID = curB->obstacles.size();
 
- 				coi.ID = possibleObstacles[rand()%possibleObstacles.size()];
 
- 				coi.pos = rand()%BFIELD_SIZE;
 
- 				std::vector<int> block = VLC->heroh->obstacles[coi.ID].getBlocked(coi.pos);
 
- 				bool badObstacle = false;
 
- 				for(int b=0; b<block.size(); ++b)
 
- 				{
 
- 					if(block[b] < 0 || block[b] >= BFIELD_SIZE || !obAv[block[b]])
 
- 					{
 
- 						badObstacle = true;
 
- 						break;
 
- 					}
 
- 				}
 
- 				if(badObstacle) continue;
 
- 				//obstacle can be placed
 
- 				curB->obstacles.push_back(coi);
 
- 				for(int b=0; b<block.size(); ++b)
 
- 				{
 
- 					if(block[b] >= 0 && block[b] < BFIELD_SIZE)
 
- 						obAv[block[b]] = false;
 
- 				}
 
- 				toBlock -= block.size();
 
- 			}
 
- 		}
 
- 	}
 
- 	//giving building bonuses, if siege and we have harrisoned hero
 
- 	if (town)
 
- 	{
 
- 		if (hero2)
 
- 		{
 
- 			for (int i=0; i<4; i++)
 
- 			{
 
- 				int val = town->defenceBonus(i);
 
- 				if (val)
 
- 				{
 
- 					GiveBonus gs;
 
- 					gs.bonus = Bonus(Bonus::ONE_BATTLE, Bonus::PRIMARY_SKILL, Bonus::OBJECT, val, -1, "", i);
 
- 					gs.id = hero2->id;
 
- 					sendAndApply(&gs);
 
- 				}
 
- 			}
 
- 		}
 
- 		else//if we don't have hero - apply separately, if hero present - will be taken from hero bonuses
 
- 		{
 
- 			if(town->subID == 0  &&  vstd::contains(town->builtBuildings,22)) //castle, brotherhood of sword built
 
- 				for(int g=0; g<stacks.size(); ++g)
 
- 					stacks[g]->bonuses.push_back(makeFeature(Bonus::MORALE, Bonus::ONE_BATTLE, 0, 2, Bonus::TOWN_STRUCTURE));
 
- 			else if(vstd::contains(town->builtBuildings,5)) //tavern is built
 
- 				for(int g=0; g<stacks.size(); ++g)
 
- 					stacks[g]->bonuses.push_back(makeFeature(Bonus::MORALE, Bonus::ONE_BATTLE, 0, 1, Bonus::TOWN_STRUCTURE));
 
- 			if(town->subID == 1  &&  vstd::contains(town->builtBuildings,21)) //rampart, fountain of fortune is present
 
- 				for(int g=0; g<stacks.size(); ++g)
 
- 					stacks[g]->bonuses.push_back(makeFeature(Bonus::LUCK, Bonus::ONE_BATTLE, 0, 2, Bonus::TOWN_STRUCTURE));
 
- 		}
 
- 	}
 
- 	//giving terrain premies for heroes & stacks
 
- 	int bonusSubtype = -1;
 
- 	switch(terType)
 
- 	{
 
- 	case 9: //magic plains
 
- 		{
 
- 			bonusSubtype = 0;
 
- 		}
 
- 	case 14: //fiery fields
 
- 		{
 
- 			if(bonusSubtype == -1) bonusSubtype = 1;
 
- 		}
 
- 	case 15: //rock lands
 
- 		{
 
- 			if(bonusSubtype == -1) bonusSubtype = 8;
 
- 		}
 
- 	case 16: //magic clouds
 
- 		{
 
- 			if(bonusSubtype == -1) bonusSubtype = 2;
 
- 		}
 
- 	case 17: //lucid pools
 
- 		{
 
- 			if(bonusSubtype == -1) bonusSubtype = 4;
 
- 		}
 
- 		{ //common part for cases 9, 14, 15, 16, 17
 
- 			const CGHeroInstance * cHero = NULL;
 
- 			for(int i=0; i<2; ++i)
 
- 			{
 
- 				if(i == 0) cHero = hero1;
 
- 				else cHero = hero2;
 
- 				if(cHero == NULL) continue;
 
- 				GiveBonus gs;
 
- 				gs.bonus = Bonus(Bonus::ONE_BATTLE, Bonus::MAGIC_SCHOOL_SKILL, Bonus::OBJECT, 3, -1, "", bonusSubtype);
 
- 				gs.id = cHero->id;
 
- 				sendAndApply(&gs);
 
- 			}
 
- 			break;
 
- 		}
 
- 	case 18: //holy ground
 
- 		{
 
- 			for(int g=0; g<stacks.size(); ++g) //+1 morale bonus for good creatures, -1 morale bonus for evil creatures
 
- 			{
 
- 				if (stacks[g]->type->isGood())
 
- 					stacks[g]->bonuses.push_back(makeFeature(Bonus::MORALE, Bonus::ONE_BATTLE, 0, 1, Bonus::TERRAIN_OVERLAY));
 
- 				else if (stacks[g]->type->isEvil())
 
- 					stacks[g]->bonuses.push_back(makeFeature(Bonus::MORALE, Bonus::ONE_BATTLE, 0, -1, Bonus::TERRAIN_OVERLAY));
 
- 			}
 
- 			break;
 
- 		}
 
- 	case 19: //clover field
 
- 		{
 
- 			for(int g=0; g<stacks.size(); ++g)
 
- 			{
 
- 				if(stacks[g]->type->faction == -1) //+2 luck bonus for neutral creatures
 
- 				{
 
- 					stacks[g]->bonuses.push_back(makeFeature(Bonus::LUCK, Bonus::ONE_BATTLE, 0, 2, Bonus::TERRAIN_OVERLAY));
 
- 				}
 
- 			}
 
- 			break;
 
- 		}
 
- 	case 20: //evil fog
 
- 		{
 
- 			for(int g=0; g<stacks.size(); ++g) //-1 morale bonus for good creatures, +1 morale bonus for evil creatures
 
- 			{
 
- 				if (stacks[g]->type->isGood())
 
- 					stacks[g]->bonuses.push_back(makeFeature(Bonus::MORALE, Bonus::ONE_BATTLE, 0, -1, Bonus::TERRAIN_OVERLAY));
 
- 				else if (stacks[g]->type->isEvil())
 
- 					stacks[g]->bonuses.push_back(makeFeature(Bonus::MORALE, Bonus::ONE_BATTLE, 0, 1, Bonus::TERRAIN_OVERLAY));
 
- 			}
 
- 			break;
 
- 		}
 
- 	case 22: //cursed ground
 
- 		{
 
- 			for(int g=0; g<stacks.size(); ++g) //no luck nor morale
 
- 			{
 
- 				stacks[g]->bonuses.push_back(makeFeature(Bonus::NO_MORALE, Bonus::ONE_BATTLE, 0, 0, Bonus::TERRAIN_OVERLAY));
 
- 				stacks[g]->bonuses.push_back(makeFeature(Bonus::NO_LUCK, Bonus::ONE_BATTLE, 0, 0, Bonus::TERRAIN_OVERLAY));
 
- 			}
 
- 			const CGHeroInstance * cHero = NULL;
 
- 			for(int i=0; i<2; ++i) //blocking spells above level 1
 
- 			{
 
- 				if(i == 0) cHero = hero1;
 
- 				else cHero = hero2;
 
- 				if(cHero == NULL) continue;
 
- 				GiveBonus gs;
 
- 				gs.bonus = Bonus(Bonus::ONE_BATTLE, Bonus::BLOCK_SPELLS_ABOVE_LEVEL, Bonus::OBJECT, 1, -1, "", bonusSubtype);
 
- 				gs.id = cHero->id;
 
- 				sendAndApply(&gs);
 
- 			}
 
- 			break;
 
- 		}
 
- 	}
 
- 	//premies given
 
- 	//send info about battles
 
- 	BattleStart bs;
 
- 	bs.info = curB;
 
- 	sendAndApply(&bs);
 
- }
 
- void CGameHandler::checkForBattleEnd( std::vector<CStack*> &stacks )
 
- {
 
- 	//checking winning condition
 
- 	bool hasStack[2]; //hasStack[0] - true if attacker has a living stack; defender similarily
 
- 	hasStack[0] = hasStack[1] = false;
 
- 	for(int b = 0; b<stacks.size(); ++b)
 
- 	{
 
- 		if(stacks[b]->alive() && !stacks[b]->hasBonusOfType(Bonus::SIEGE_WEAPON))
 
- 		{
 
- 			hasStack[1-stacks[b]->attackerOwned] = true;
 
- 		}
 
- 	}
 
- 	if(!hasStack[0] || !hasStack[1]) //somebody has won
 
- 	{
 
- 		BattleResult *br = new BattleResult; //will be deleted at the end of startBattle(...)
 
- 		br->result = 0;
 
- 		br->winner = hasStack[1]; //fleeing side loses
 
- 		gs->curB->calculateCasualties(br->casualties);
 
- 		battleResult.set(br);
 
- 	}
 
- }
 
- void CGameHandler::giveSpells( const CGTownInstance *t, const CGHeroInstance *h )
 
- {
 
- 	if(!vstd::contains(h->artifWorn,17))
 
- 		return; //hero hasn't spellbok
 
- 	ChangeSpells cs;
 
- 	cs.hid = h->id;
 
- 	cs.learn = true;
 
- 	for(int i=0; i<std::min(t->mageGuildLevel(),h->getSecSkillLevel(7)+2);i++)
 
- 	{
 
- 		for(int j=0; j<t->spellsAtLevel(i+1,true) && j<t->spells[i].size(); j++)
 
- 		{
 
- 			if(!vstd::contains(h->spells,t->spells[i][j]))
 
- 				cs.spells.insert(t->spells[i][j]);
 
- 		}
 
- 	}
 
- 	if(cs.spells.size())
 
- 		sendAndApply(&cs);
 
- }
 
- void CGameHandler::setBlockVis(int objid, bool bv)
 
- {
 
- 	SetObjectProperty sop(objid,2,bv);
 
- 	sendAndApply(&sop);
 
- }
 
- bool CGameHandler::removeObject( int objid )
 
- {
 
- 	if(!getObj(objid))
 
- 	{
 
- 		tlog1 << "Something wrong, that object already has been removed or hasn't existed!\n";
 
- 		return false;
 
- 	}
 
- 	RemoveObject ro;
 
- 	ro.id = objid;
 
- 	sendAndApply(&ro);
 
- 	winLoseHandle(255); //eg if monster escaped (removing objs after battle is done dircetly by endBattle, not this function)
 
- 	return true;
 
- }
 
- void CGameHandler::setAmount(int objid, ui32 val)
 
- {
 
- 	SetObjectProperty sop(objid,3,val);
 
- 	sendAndApply(&sop);
 
- }
 
- bool CGameHandler::moveHero( si32 hid, int3 dst, ui8 instant, ui8 asker /*= 255*/ )
 
- {
 
- 	bool blockvis = false;
 
- 	const CGHeroInstance *h = getHero(hid);
 
- 	if(!h  ||  asker != 255 && (instant  ||   h->getOwner() != gs->currentPlayer) //not turn of that hero or player can't simply teleport hero (at least not with this function)
 
- 	  )
 
- 	{
 
- 		tlog1 << "Illegal call to move hero!\n";
 
- 		return false;
 
- 	}
 
- 	tlog5 << "Player " <<int(asker) << " wants to move hero "<< hid << " from "<< h->pos << " to " << dst << std::endl;
 
- 	int3 hmpos = dst + int3(-1,0,0);
 
- 	if(!gs->map->isInTheMap(hmpos))
 
- 	{
 
- 		tlog1 << "Destination tile os out of the map!\n";
 
- 		return false;
 
- 	}
 
- 	TerrainTile t = gs->map->terrain[hmpos.x][hmpos.y][hmpos.z];
 
- 	int cost = gs->getMovementCost(h,h->getPosition(false),CGHeroInstance::convertPosition(dst,false),h->movement);
 
- 	//result structure for start - movement failed, no move points used
 
- 	TryMoveHero tmh;
 
- 	tmh.id = hid;
 
- 	tmh.start = h->pos;
 
- 	tmh.end = dst;
 
- 	tmh.result = TryMoveHero::FAILED;
 
- 	tmh.movePoints = h->movement;
 
- 	//check if destination tile is available
 
- 	//it's a rock or blocked and not visitable tile 
 
- 	//OR hero is on land and dest is water and (there is not present only one object - boat)
 
- 	if((t.tertype == TerrainTile::rock  ||  (t.blocked && !t.visitable)) 
 
- 			&& complain("Cannot move hero, destination tile is blocked!") 
 
- 		|| (!h->boat && !h->canWalkOnSea() && t.tertype == TerrainTile::water && (t.visitableObjects.size() != 1 ||  (t.visitableObjects.front()->ID != 8 && t.visitableObjects.front()->ID != HEROI_TYPE)))  //hero is not on boat/water walking and dst water tile doesn't contain boat/hero (objs visitable from land)
 
- 			&& complain("Cannot move hero, destination tile is on water!")
 
- 		|| (h->boat && t.tertype != TerrainTile::water && t.blocked)
 
- 			&& complain("Cannot disembark hero, tile is blocked!")
 
- 		|| (h->movement < cost  &&  dst != h->pos  &&  !instant)
 
- 			&& complain("Hero doesn't have any movement points left!")
 
- 		|| states.checkFlag(h->tempOwner, &PlayerStatus::engagedIntoBattle)
 
- 			&& complain("Cannot move hero during the battle"))
 
- 	{
 
- 		//send info about movement failure
 
- 		sendAndApply(&tmh);
 
- 		return false;
 
- 	}
 
- 	//hero enters the boat
 
- 	if(!h->boat && t.visitableObjects.size() && t.visitableObjects.front()->ID == 8)
 
- 	{
 
- 		tmh.result = TryMoveHero::EMBARK;
 
- 		tmh.movePoints = 0; //embarking takes all move points
 
- 		//TODO: check for bonus that removes that penalty
 
- 		getTilesInRange(tmh.fowRevealed,h->getSightCenter()+(tmh.end-tmh.start),h->getSightRadious(),h->tempOwner,1);
 
- 		sendAndApply(&tmh);
 
- 		return true;
 
- 	}
 
- 	//hero leaves the boat
 
- 	else if(h->boat && t.tertype != TerrainTile::water && !t.blocked)
 
- 	{
 
- 		tmh.result = TryMoveHero::DISEMBARK;
 
- 		tmh.movePoints = 0; //disembarking takes all move points
 
- 		//TODO: check for bonus that removes that penalty
 
- 		getTilesInRange(tmh.fowRevealed,h->getSightCenter()+(tmh.end-tmh.start),h->getSightRadious(),h->tempOwner,1);
 
- 		sendAndApply(&tmh);
 
- 		return true;
 
- 	}
 
- 	//checks for standard movement
 
- 	if(!instant)
 
- 	{
 
- 		if( distance(h->pos,dst) >= 1.5  &&  complain("Tiles are not neighbouring!")
 
- 			|| h->movement < cost  &&  h->movement < 100  &&  complain("Not enough move points!")) 
 
- 		{
 
- 			sendAndApply(&tmh);
 
- 			return false;
 
- 		}
 
- 		//check if there is blocking visitable object
 
- 		blockvis = false;
 
- 		tmh.movePoints = std::max(si32(0),h->movement-cost); //take move points
 
- 		BOOST_FOREACH(CGObjectInstance *obj, t.visitableObjects)
 
- 		{
 
- 			if(obj != h  &&  obj->blockVisit  &&  !(obj->getPassableness() & 1<<h->tempOwner))
 
- 			{
 
- 				blockvis = true;
 
- 				break;
 
- 			}
 
- 		}
 
- 		//we start moving
 
- 		if(blockvis)//interaction with blocking object (like resources)
 
- 		{
 
- 			tmh.result = TryMoveHero::BLOCKING_VISIT;
 
- 			sendAndApply(&tmh); 
 
- 			//failed to move to that tile but we visit object
 
- 			if(t.visitableObjects.size())
 
- 				objectVisited(t.visitableObjects.back(), h);
 
- // 			BOOST_FOREACH(CGObjectInstance *obj, t.visitableObjects)
 
- // 			{
 
- // 				if (obj->blockVisit)
 
- // 				{
 
- // 					objectVisited(obj, h);
 
- // 				}
 
- // 			}
 
- 			tlog5 << "Blocking visit at " << hmpos << std::endl;
 
- 			return true;
 
- 		}
 
- 		else //normal move
 
- 		{
 
- 			tmh.result = TryMoveHero::SUCCESS;
 
- 			BOOST_FOREACH(CGObjectInstance *obj, gs->map->terrain[h->pos.x-1][h->pos.y][h->pos.z].visitableObjects)
 
- 			{
 
- 				obj->onHeroLeave(h);
 
- 			}
 
- 			getTilesInRange(tmh.fowRevealed,h->getSightCenter()+(tmh.end-tmh.start),h->getSightRadious(),h->tempOwner,1);
 
- 			sendAndApply(&tmh);
 
- 			tlog5 << "Moved to " <<tmh.end<<std::endl;
 
- 			//call objects if they are visited
 
- 			if(t.visitableObjects.size())
 
- 			{
 
- 				//to prevent self-visiting heroes on space press
 
- 				if(t.visitableObjects.back() != h)
 
- 					objectVisited(t.visitableObjects.back(), h);
 
- 				else if(t.visitableObjects.size() > 1)
 
- 					objectVisited(*(t.visitableObjects.end()-2),h);
 
- 			}
 
- // 			BOOST_FOREACH(CGObjectInstance *obj, t.visitableObjects)
 
- // 			{
 
- // 				objectVisited(obj, h);
 
- // 			}
 
- 		}
 
- 		tlog5 << "Movement end!\n";
 
- 		return true;
 
- 	}
 
- 	else //instant move - teleportation
 
- 	{
 
- 		BOOST_FOREACH(CGObjectInstance* obj, t.blockingObjects)
 
- 		{
 
- 			if(obj->ID==HEROI_TYPE)
 
- 			{
 
- 				CGHeroInstance *dh = static_cast<CGHeroInstance *>(obj);
 
- 				if(obj->tempOwner==h->tempOwner) 
 
- 				{
 
- 					heroExchange(dh->id, h->id);
 
- 					return true;
 
- 				}
 
- 				//TODO: check for ally
 
- 				startBattleI(h, dh);
 
- 				return true;
 
- 			}
 
- 		}
 
- 		tmh.result = TryMoveHero::TELEPORTATION;
 
- 		getTilesInRange(tmh.fowRevealed,h->getSightCenter()+(tmh.end-tmh.start),h->getSightRadious(),h->tempOwner,1);
 
- 		sendAndApply(&tmh);
 
- 		return true;
 
- 	}
 
- }
 
- void CGameHandler::setOwner(int objid, ui8 owner)
 
- {
 
- 	ui8 oldOwner = getOwner(objid);
 
- 	SetObjectProperty sop(objid,1,owner);
 
- 	sendAndApply(&sop);
 
- 	winLoseHandle(1<<owner | 1<<oldOwner);
 
- 	if(owner < PLAYER_LIMIT && getTown(objid) && !gs->getPlayer(owner)->towns.size()) //player lost last town
 
- 	{
 
- 		InfoWindow iw;
 
- 		iw.player = oldOwner;
 
- 		iw.text.addTxt(MetaString::GENERAL_TXT, 6); //%s, you have lost your last town.  If you do not conquer another town in the next week, you will be eliminated.
 
- 		sendAndApply(&iw);
 
- 	}
 
- }
 
- void CGameHandler::setHoverName(int objid, MetaString* name)
 
- {
 
- 	SetHoverName shn(objid, *name);
 
- 	sendAndApply(&shn);
 
- }
 
- void CGameHandler::showInfoDialog(InfoWindow *iw)
 
- {
 
- 	sendToAllClients(iw);
 
- }
 
- void CGameHandler::showBlockingDialog( BlockingDialog *iw, const CFunctionList<void(ui32)> &callback )
 
- {
 
- 	ask(iw,iw->player,callback);
 
- }
 
- ui32 CGameHandler::showBlockingDialog( BlockingDialog *iw )
 
- {
 
- 	//TODO
 
- 	//gsm.lock();
 
- 	//int query = QID++;
 
- 	//states.addQuery(player,query);
 
- 	//sendToAllClients(iw);
 
- 	//gsm.unlock();
 
- 	//ui32 ret = getQueryResult(iw->player, query);
 
- 	//gsm.lock();
 
- 	//states.removeQuery(player, query);
 
- 	//gsm.unlock();
 
- 	return 0;
 
- }
 
- int CGameHandler::getCurrentPlayer()
 
- {
 
- 	return gs->currentPlayer;
 
- }
 
- void CGameHandler::giveResource(int player, int which, int val)
 
- {
 
- 	if(!val) return; //don't waste time on empty call
 
- 	SetResource sr;
 
- 	sr.player = player;
 
- 	sr.resid = which;
 
- 	sr.val = gs->players.find(player)->second.resources[which]+val;
 
- 	sendAndApply(&sr);
 
- }
 
- void CGameHandler::giveCreatures (int objid, const CGHeroInstance * h, CCreatureSet creatures)
 
- {
 
- 	if (creatures.stacksCount() <= 0)
 
- 		return;
 
- 	CCreatureSet heroArmy = h->getArmy();
 
- 	while (creatures.stacksCount() > 0)
 
- 	{
 
- 		int slot = heroArmy.getSlotFor(creatures.Slots().begin()->second.type->idNumber);
 
- 		if (slot < 0)
 
- 			break;
 
- 		heroArmy.addToSlot(slot, creatures.slots.begin()->second);
 
- 		creatures.slots.erase (creatures.slots.begin());
 
- 	}
 
- 	if (creatures.stacksCount() == 0) //all creatures can be moved to hero army - do that
 
- 	{
 
- 		SetGarrisons sg;
 
- 		sg.garrs[h->id] = heroArmy;
 
- 		sendAndApply(&sg);
 
- 	}
 
- 	else //show garrison window and let player pick creatures
 
- 	{
 
- 		SetGarrisons sg;
 
- 		sg.garrs[objid] = creatures;
 
- 		sendAndApply (&sg);
 
- 		showGarrisonDialog (objid, h->id, true, 0);
 
- 		return;
 
- 	}
 
- }
 
- void CGameHandler::takeCreatures (int objid, TSlots creatures) //probably we could use ArmedInstance as well
 
- {
 
- 	if (creatures.size() <= 0)
 
- 		return;
 
- 	const CArmedInstance* obj = static_cast<const CArmedInstance*>(getObj(objid));
 
- 	CCreatureSet newArmy = obj->getArmy();
 
- 	while (creatures.size() > 0)
 
- 	{
 
- 		int slot = newArmy.getSlotFor(creatures.begin()->second.type->idNumber);
 
- 		if (slot < 0)
 
- 			break;
 
- 		newArmy.slots[slot].type = creatures.begin()->second.type;
 
- 		newArmy.slots[slot].count -= creatures.begin()->second.count;
 
- 		creatures.erase (creatures.begin());
 
- 	}
 
- 	SetGarrisons sg;
 
- 	sg.garrs[objid] = newArmy;
 
- 	sendAndApply(&sg);
 
- }
 
- void CGameHandler::showCompInfo(ShowInInfobox * comp)
 
- {
 
- 	sendToAllClients(comp);
 
- }
 
- void CGameHandler::heroVisitCastle(int obj, int heroID)
 
- {
 
- 	HeroVisitCastle vc;
 
- 	vc.hid = heroID;
 
- 	vc.tid = obj;
 
- 	vc.flags |= 1;
 
- 	sendAndApply(&vc);
 
- 	const CGHeroInstance *h = getHero(heroID);
 
- 	vistiCastleObjects (getTown(obj), h);
 
- 	giveSpells (getTown(obj), getHero(heroID));
 
- 	if(gs->map->victoryCondition.condition == transportItem)
 
- 		checkLossVictory(h->tempOwner); //transported artifact?
 
- }
 
- void CGameHandler::vistiCastleObjects (const CGTownInstance *t, const CGHeroInstance *h)
 
- {
 
- 	std::vector<CGTownBuilding*>::const_iterator i;
 
- 	for (i = t->bonusingBuildings.begin(); i != t->bonusingBuildings.end(); i++)
 
- 		(*i)->onHeroVisit (h);
 
- }
 
- void CGameHandler::stopHeroVisitCastle(int obj, int heroID)
 
- {
 
- 	HeroVisitCastle vc;
 
- 	vc.hid = heroID;
 
- 	vc.tid = obj;
 
- 	sendAndApply(&vc);
 
- }
 
- void CGameHandler::giveHeroArtifact(int artid, int hid, int position) //pos==-1 - first free slot in backpack
 
- {
 
- 	const CGHeroInstance* h = getHero(hid);
 
- 	const CArtifact &art = VLC->arth->artifacts[artid];
 
- 	SetHeroArtifacts sha;
 
- 	sha.hid = hid;
 
- 	sha.artifacts = h->artifacts;
 
- 	sha.artifWorn = h->artifWorn;
 
- 	if(position<0)
 
- 	{
 
- 		if(position == -2)
 
- 		{
 
- 			int i;
 
- 			for(i=0; i<art.possibleSlots.size(); i++) //try to put artifact into first available slot
 
- 			{
 
- 				if( !vstd::contains(sha.artifWorn,art.possibleSlots[i]) )
 
- 				{
 
- 					//we've found a free suitable slot
 
- 					VLC->arth->equipArtifact(sha.artifWorn, art.possibleSlots[i], artid);
 
- 					break;
 
- 				}
 
- 			}
 
- 			if(i == art.possibleSlots.size() && !art.isBig()) //if haven't find proper slot, use backpack or discard big artifact
 
- 				sha.artifacts.push_back(artid);
 
- 		}
 
- 		else if (!art.isBig()) //should be -1 => put artifact into backpack
 
- 		{
 
- 			sha.artifacts.push_back(artid);
 
- 		}
 
- 	}
 
- 	else
 
- 	{
 
- 		if(!vstd::contains(sha.artifWorn,ui16(position)))
 
- 		{
 
- 			VLC->arth->equipArtifact(sha.artifWorn, position, artid);
 
- 		}
 
- 		else if (!art.isBig())
 
- 		{
 
- 			sha.artifacts.push_back(artid);
 
- 		}
 
- 	}
 
- 	sendAndApply(&sha);
 
- }
 
- void CGameHandler::removeArtifact(int artid, int hid)
 
- {
 
- 	const CGHeroInstance* h = getHero(hid);
 
- 	SetHeroArtifacts sha;
 
- 	sha.hid = hid;
 
- 	sha.artifacts = h->artifacts;
 
- 	sha.artifWorn = h->artifWorn;
 
- 	
 
- 	std::vector<ui32>::iterator it;
 
- 	if 	((it = std::find(sha.artifacts.begin(), sha.artifacts.end(), artid)) != sha.artifacts.end()) //it is in backpack
 
- 		sha.artifacts.erase(it);
 
- 	else //worn
 
- 	{
 
- 		for (std::map<ui16,ui32>::iterator itr = sha.artifWorn.begin(); itr != sha.artifWorn.end(); ++itr)
 
- 		{
 
- 			if (itr->second == artid)
 
- 			{
 
- 				VLC->arth->unequipArtifact(sha.artifWorn, itr->first);
 
- 				break;
 
- 			}
 
- 		}
 
- 	}
 
- 	sendAndApply(&sha);
 
- }
 
- void CGameHandler::startBattleI(const CArmedInstance *army1, const CArmedInstance *army2, int3 tile, const CGHeroInstance *hero1, const CGHeroInstance *hero2, bool creatureBank, boost::function<void(BattleResult*)> cb, const CGTownInstance *town) //use hero=NULL for no hero
 
- {
 
- 	engageIntoBattle(army1->tempOwner);
 
- 	engageIntoBattle(army2->tempOwner);
 
- 	//block engaged players
 
- 	if(army2->tempOwner < PLAYER_LIMIT)
 
- 		states.setFlag(army2->tempOwner,&PlayerStatus::engagedIntoBattle,true);
 
- 	boost::thread(boost::bind(&CGameHandler::startBattle, this, army1, army2, tile, hero1, hero2, creatureBank, cb, town));
 
- }
 
- void CGameHandler::startBattleI( const CArmedInstance *army1, const CArmedInstance *army2, int3 tile, boost::function<void(BattleResult*)> cb, bool creatureBank )
 
- {
 
- 	startBattleI(army1, army2, tile,
 
- 		army1->ID == HEROI_TYPE ? static_cast<const CGHeroInstance*>(army1) : NULL, 
 
- 		army2->ID == HEROI_TYPE ? static_cast<const CGHeroInstance*>(army2) : NULL, 
 
- 		creatureBank, cb);
 
- }
 
- void CGameHandler::startBattleI( const CArmedInstance *army1, const CArmedInstance *army2, boost::function<void(BattleResult*)> cb, bool creatureBank)
 
- {
 
- 	startBattleI(army1, army2, army2->pos - army2->getVisitableOffset(), cb, creatureBank);
 
- }
 
- //void CGameHandler::startBattleI(int heroID, CCreatureSet army, int3 tile, boost::function<void(BattleResult*)> cb) //for hero<=>neutral army
 
- //{
 
- //	CGHeroInstance* h = const_cast<CGHeroInstance*>(getHero(heroID));
 
- //	startBattleI(&h->army,&army,tile,h,NULL,cb);
 
- //	//battle(&h->army,army,tile,h,NULL);
 
- //}
 
- void CGameHandler::changeSpells( int hid, bool give, const std::set<ui32> &spells )
 
- {
 
- 	ChangeSpells cs;
 
- 	cs.hid = hid;
 
- 	cs.spells = spells;
 
- 	cs.learn = give;
 
- 	sendAndApply(&cs);
 
- }
 
- int CGameHandler::getSelectedHero() 
 
- {
 
- 	return IGameCallback::getSelectedHero(getCurrentPlayer())->id;
 
- }
 
- void CGameHandler::setObjProperty( int objid, int prop, si64 val )
 
- {
 
- 	SetObjectProperty sob;
 
- 	sob.id = objid;
 
- 	sob.what = prop;
 
- 	sob.val = val;
 
- 	sendAndApply(&sob);
 
- }
 
- void CGameHandler::sendMessageTo( CConnection &c, const std::string &message )
 
- {
 
- 	SystemMessage sm;
 
- 	sm.text = message;
 
- 	c << &sm;
 
- }
 
- void CGameHandler::giveHeroBonus( GiveBonus * bonus )
 
- {
 
- 	sendAndApply(bonus);
 
- }
 
- void CGameHandler::setMovePoints( SetMovePoints * smp )
 
- {
 
- 	sendAndApply(smp);
 
- }
 
- void CGameHandler::setManaPoints( int hid, int val )
 
- {
 
- 	SetMana sm;
 
- 	sm.hid = hid;
 
- 	sm.val = val;
 
- 	sendAndApply(&sm);
 
- }
 
- void CGameHandler::giveHero( int id, int player )
 
- {
 
- 	GiveHero gh;
 
- 	gh.id = id;
 
- 	gh.player = player;
 
- 	sendAndApply(&gh);
 
- }
 
- void CGameHandler::changeObjPos( int objid, int3 newPos, ui8 flags )
 
- {
 
- 	ChangeObjPos cop;
 
- 	cop.objid = objid;
 
- 	cop.nPos = newPos;
 
- 	cop.flags = flags;
 
- 	sendAndApply(&cop);
 
- }
 
- void CGameHandler::useScholarSkill(si32 fromHero, si32 toHero)
 
- {
 
- 	const CGHeroInstance * h1 = getHero(fromHero);
 
- 	const CGHeroInstance * h2 = getHero(toHero);
 
- 	if ( h1->getSecSkillLevel(18) < h2->getSecSkillLevel(18) )
 
- 	{
 
- 		std::swap (h1,h2);//1st hero need to have higher scholar level for correct message
 
- 		std::swap(fromHero, toHero);
 
- 	}
 
- 	int ScholarLevel = h1->getSecSkillLevel(18);//heroes can trade up to this level
 
- 	if (!ScholarLevel || !vstd::contains(h1->artifWorn,17) || !vstd::contains(h2->artifWorn,17) )
 
- 		return;//no scholar skill or no spellbook
 
- 	int h1Lvl = std::min(ScholarLevel+1, h1->getSecSkillLevel(7)+2),
 
- 	    h2Lvl = std::min(ScholarLevel+1, h2->getSecSkillLevel(7)+2);//heroes can receive this levels
 
- 	ChangeSpells cs1;
 
- 	cs1.learn = true;
 
- 	cs1.hid = toHero;//giving spells to first hero
 
- 		for(std::set<ui32>::const_iterator it=h1->spells.begin(); it!=h1->spells.end();it++)
 
- 			if ( h2Lvl >= VLC->spellh->spells[*it].level && !vstd::contains(h2->spells, *it))//hero can learn it and don't have it yet
 
- 				cs1.spells.insert(*it);//spell to learn
 
- 	ChangeSpells cs2;
 
- 	cs2.learn = true;
 
- 	cs2.hid = fromHero;
 
- 	for(std::set<ui32>::const_iterator it=h2->spells.begin(); it!=h2->spells.end();it++)
 
- 		if ( h1Lvl >= VLC->spellh->spells[*it].level && !vstd::contains(h1->spells, *it))
 
- 			cs2.spells.insert(*it);
 
- 			
 
- 	if (cs1.spells.size() || cs2.spells.size())//create a message
 
- 	{		
 
- 		InfoWindow iw;
 
- 		iw.player = h1->tempOwner;
 
- 		iw.components.push_back(Component(Component::SEC_SKILL, 18, ScholarLevel, 0));
 
- 		iw.text.addTxt(MetaString::GENERAL_TXT, 139);//"%s, who has studied magic extensively,
 
- 		iw.text.addReplacement(h1->name);
 
- 		
 
- 		if (cs2.spells.size())//if found new spell - apply
 
- 		{
 
- 			iw.text.addTxt(MetaString::GENERAL_TXT, 140);//learns
 
- 			int size = cs2.spells.size();
 
- 			for(std::set<ui32>::const_iterator it=cs2.spells.begin(); it!=cs2.spells.end();it++)
 
- 			{
 
- 				iw.components.push_back(Component(Component::SPELL, (*it), 1, 0));
 
- 				iw.text.addTxt(MetaString::SPELL_NAME, (*it));
 
- 				switch (size--)
 
- 				{
 
- 					case 2:	iw.text.addTxt(MetaString::GENERAL_TXT, 141);
 
- 					case 1:	break;
 
- 					default:	iw.text << ", ";
 
- 				}
 
- 			}
 
- 			iw.text.addTxt(MetaString::GENERAL_TXT, 142);//from %s
 
- 			iw.text.addReplacement(h2->name);
 
- 			sendAndApply(&cs2);
 
- 		}
 
- 		if (cs1.spells.size() && cs2.spells.size() )
 
- 		{
 
- 			iw.text.addTxt(MetaString::GENERAL_TXT, 141);//and
 
- 		}
 
- 		if (cs1.spells.size())
 
- 		{
 
- 			iw.text.addTxt(MetaString::GENERAL_TXT, 147);//teaches
 
- 			int size = cs1.spells.size();
 
- 			for(std::set<ui32>::const_iterator it=cs1.spells.begin(); it!=cs1.spells.end();it++)
 
- 			{
 
- 				iw.components.push_back(Component(Component::SPELL, (*it), 1, 0));
 
- 				iw.text.addTxt(MetaString::SPELL_NAME, (*it));
 
- 				switch (size--)
 
- 				{
 
- 					case 2:	iw.text.addTxt(MetaString::GENERAL_TXT, 141);
 
- 					case 1:	break;
 
- 					default:	iw.text << ", ";
 
- 				}			}
 
- 			iw.text.addTxt(MetaString::GENERAL_TXT, 148);//from %s
 
- 			iw.text.addReplacement(h2->name);
 
- 			sendAndApply(&cs1);
 
- 		}
 
- 		sendAndApply(&iw);
 
- 	}
 
- }
 
- void CGameHandler::heroExchange(si32 hero1, si32 hero2)
 
- {
 
- 	ui8 player1 = getHero(hero1)->tempOwner;
 
- 	ui8 player2 = getHero(hero2)->tempOwner;
 
- 	if(player1 == player2)//TODO: allies
 
- 	{
 
- 		OpenWindow hex;
 
- 		hex.window = OpenWindow::EXCHANGE_WINDOW;
 
- 		hex.id1 = hero1;
 
- 		hex.id2 = hero2;
 
- 		sendAndApply(&hex);
 
- 		useScholarSkill(hero1,hero2);
 
- 	}
 
- }
 
- void CGameHandler::applyAndAsk( Query * sel, ui8 player, boost::function<void(ui32)> &callback )
 
- {
 
- 	boost::unique_lock<boost::recursive_mutex> lock(gsm);
 
- 	sel->id = QID;
 
- 	callbacks[QID] = callback;
 
- 	states.addQuery(player,QID);
 
- 	QID++; 
 
- 	sendAndApply(sel);
 
- }
 
- void CGameHandler::ask( Query * sel, ui8 player, const CFunctionList<void(ui32)> &callback )
 
- {
 
- 	boost::unique_lock<boost::recursive_mutex> lock(gsm);
 
- 	sel->id = QID;
 
- 	callbacks[QID] = callback;
 
- 	states.addQuery(player,QID);
 
- 	sendToAllClients(sel);
 
- 	QID++; 
 
- }
 
- void CGameHandler::sendToAllClients( CPackForClient * info )
 
- {
 
- 	tlog5 << "Sending to all clients a package of type " << typeid(*info).name() << std::endl;
 
- 	for(std::set<CConnection*>::iterator i=conns.begin(); i!=conns.end();i++)
 
- 	{
 
- 		(*i)->wmx->lock();
 
- 		**i << info;
 
- 		(*i)->wmx->unlock();
 
- 	}
 
- }
 
- void CGameHandler::sendAndApply( CPackForClient * info )
 
- {
 
- 	gs->apply(info);
 
- 	sendToAllClients(info);
 
- }
 
- void CGameHandler::sendAndApply( SetGarrisons * info )
 
- {
 
- 	sendAndApply((CPackForClient*)info);
 
- 	if(gs->map->victoryCondition.condition == gatherTroop)
 
- 		for(std::map<ui32,CCreatureSet>::const_iterator i = info->garrs.begin(); i != info->garrs.end(); i++)
 
- 			checkLossVictory(getObj(i->first)->tempOwner);
 
- }
 
- void CGameHandler::sendAndApply( SetResource * info )
 
- {
 
- 	sendAndApply((CPackForClient*)info);
 
- 	if(gs->map->victoryCondition.condition == gatherResource)
 
- 		checkLossVictory(info->player);
 
- }
 
- void CGameHandler::sendAndApply( SetResources * info )
 
- {
 
- 	sendAndApply((CPackForClient*)info);
 
- 	if(gs->map->victoryCondition.condition == gatherResource)
 
- 		checkLossVictory(info->player);
 
- }
 
- void CGameHandler::sendAndApply( NewStructures * info )
 
- {
 
- 	sendAndApply((CPackForClient*)info);
 
- 	if(gs->map->victoryCondition.condition == buildCity)
 
- 		checkLossVictory(getTown(info->tid)->tempOwner);
 
- }
 
- void CGameHandler::save( const std::string &fname )
 
- {
 
- 	{
 
- 		tlog0 << "Ordering clients to serialize...\n";
 
- 		SaveGame sg(fname);
 
- 		sendToAllClients(&sg);
 
- 	}
 
- 	{
 
- 		tlog0 << "Serializing game info...\n";
 
- 		CSaveFile save(GVCMIDirs.UserPath + "/Games/" + fname + ".vlgm1");
 
- 		char hlp[8] = "VCMISVG";
 
- 		save << hlp << static_cast<CMapHeader&>(*gs->map) << gs->scenarioOps << *VLC << gs;
 
- 	}
 
- 	{
 
- 		tlog0 << "Serializing server info...\n";
 
- 		CSaveFile save(GVCMIDirs.UserPath + "/Games/" + fname + ".vsgm1");
 
- 		save << *this;
 
- 	}
 
- 	tlog0 << "Game has been successfully saved!\n";
 
- }
 
- void CGameHandler::close()
 
- {
 
- 	tlog0 << "We have been requested to close.\n";	
 
- 	//BOOST_FOREACH(CConnection *cc, conns)
 
- 	//	if(cc && cc->socket && cc->socket->is_open())
 
- 	//		cc->socket->close();
 
- 	//exit(0);
 
- }
 
- bool CGameHandler::arrangeStacks( si32 id1, si32 id2, ui8 what, ui8 p1, ui8 p2, si32 val )
 
- {
 
- 	CArmedInstance *s1 = static_cast<CArmedInstance*>(gs->map->objects[id1]),
 
- 		*s2 = static_cast<CArmedInstance*>(gs->map->objects[id2]);
 
- 	CCreatureSet temp1 = s1->getArmy(), temp2 = s2->getArmy(),
 
- 		&S1 = temp1, &S2 = (s1!=s2)?(temp2):(temp1);
 
- 	if(!isAllowedExchange(id1,id2))
 
- 	{
 
- 		complain("Cannot exchange stacks between these two objects!\n");
 
- 		return false;
 
- 	}
 
- 	if(what==1) //swap
 
- 	{
 
- 		std::swap(S1.slots[p1],S2.slots[p2]); //swap slots
 
- 		//if one of them is empty, remove entry
 
- 		if(!S1.slots[p1].count)
 
- 			S1.slots.erase(p1);
 
- 		if(!S2.slots[p2].count)
 
- 			S2.slots.erase(p2);
 
- 	}
 
- 	else if(what==2)//merge
 
- 	{
 
- 		if(S1.slots[p1].type != S2.slots[p2].type) //not same creature
 
- 		{
 
- 			complain("Cannot merge different creatures stacks!");
 
- 			return false; 
 
- 		}
 
- 		S2.slots[p2].count += S1.slots[p1].count;
 
- 		S1.slots.erase(p1);
 
- 	}
 
- 	else if(what==3) //split
 
- 	{
 
- 		//general conditions checking
 
- 		if((!vstd::contains(S1.slots,p1) && complain("no creatures to split"))
 
- 			|| (val<1  && complain("no creatures to split"))  )
 
- 		{
 
- 			return false;
 
- 		}
 
- 		if(vstd::contains(S2.slots,p2))	 //dest. slot not free - it must be "rebalancing"...
 
- 		{
 
- 			int total = S1.slots[p1].count + S2.slots[p2].count;
 
- 			if( (total < val   &&   complain("Cannot split that stack, not enough creatures!"))
 
- 				|| (S2.slots[p2].type != S1.slots[p1].type && complain("Cannot rebalance different creatures stacks!"))
 
- 			)
 
- 			{
 
- 				return false; 
 
- 			}
 
- 			
 
- 			S2.slots[p2].count = val;
 
- 			S1.slots[p1].count = total - val;
 
- 		}
 
- 		else //split one stack to the two
 
- 		{
 
- 			if(S1.slots[p1].count < val)//not enough creatures
 
- 			{
 
- 				complain("Cannot split that stack, not enough creatures!");
 
- 				return false; 
 
- 			}
 
- 			S2.slots[p2].type = S1.slots[p1].type;
 
- 			S2.slots[p2].count = val;
 
- 			S1.slots[p1].count -= val;
 
- 		}
 
- 		if(!S1.slots[p1].count) //if we've moved all creatures
 
- 			S1.slots.erase(p1);
 
- 	}
 
- 	if((s1->needsLastStack() && !S1.stacksCount()) //it's not allowed to take last stack from hero army!
 
- 		|| (s2->needsLastStack() && !S2.stacksCount())
 
- 	)
 
- 	{
 
- 		complain("Cannot take the last stack!");
 
- 		return false; //leave without applying changes to garrison
 
- 	}
 
- 	//apply changes
 
- 	SetGarrisons sg;
 
- 	sg.garrs[id1] = S1;
 
- 	if(s1 != s2)
 
- 		sg.garrs[id2] = S2;
 
- 	sendAndApply(&sg);
 
- 	return true;
 
- }
 
- int CGameHandler::getPlayerAt( CConnection *c ) const
 
- {
 
- 	std::set<int> all;
 
- 	for(std::map<int,CConnection*>::const_iterator i=connections.begin(); i!=connections.end(); i++)
 
- 		if(i->second == c)
 
- 			all.insert(i->first);
 
- 	switch(all.size())
 
- 	{
 
- 	case 0:
 
- 		return 255;
 
- 	case 1:
 
- 		return *all.begin();
 
- 	default:
 
- 		{
 
- 			//if we have more than one player at this connection, try to pick active one
 
- 			if(vstd::contains(all,int(gs->currentPlayer)))
 
- 				return gs->currentPlayer;
 
- 			else
 
- 				return 253; //cannot say which player is it
 
- 		}
 
- 	}
 
- }
 
- bool CGameHandler::disbandCreature( si32 id, ui8 pos )
 
- {
 
- 	CArmedInstance *s1 = static_cast<CArmedInstance*>(gs->map->objects[id]);
 
- 	if(!vstd::contains(s1->slots,pos))
 
- 	{
 
- 		complain("Illegal call to disbandCreature - no such stack in army!");
 
- 		return false;
 
- 	}
 
- 	s1->slots.erase(pos);
 
- 	SetGarrisons sg;
 
- 	sg.garrs[id] = s1->getArmy();
 
- 	sendAndApply(&sg);
 
- 	return true;
 
- }
 
- bool CGameHandler::buildStructure( si32 tid, si32 bid )
 
- {
 
- 	CGTownInstance * t = static_cast<CGTownInstance*>(gs->map->objects[tid]);
 
- 	CBuilding * b = VLC->buildh->buildings[t->subID][bid];
 
- 	if(gs->canBuildStructure(t,bid) != 7)
 
- 	{
 
- 		complain("Cannot build that building!");
 
- 		return false;
 
- 	}
 
- 	
 
- 	if(bid == 26) //grail
 
- 	{
 
- 		if(!t->visitingHero || !t->visitingHero->hasArt(2))
 
- 		{
 
- 			complain("Cannot build grail - hero doesn't have it");
 
- 			return false;
 
- 		}
 
- 		removeArtifact(2, t->visitingHero->id);
 
- 	}
 
- 	NewStructures ns;
 
- 	ns.tid = tid;
 
- 	if ( (bid == 18) && (vstd::contains(t->builtBuildings,(t->town->hordeLvl[0]+37))) )
 
- 		ns.bid.insert(19);//we have upgr. dwelling, upgr. horde will be builded as well
 
- 	else if ( (bid == 24) && (vstd::contains(t->builtBuildings,(t->town->hordeLvl[1]+37))) )
 
- 		ns.bid.insert(25);
 
- 	else if(bid>36) //upg dwelling
 
- 	{
 
- 		if ( (bid-37 == t->town->hordeLvl[0]) && (vstd::contains(t->builtBuildings,18)) )
 
- 			ns.bid.insert(19);//we have horde, will be upgraded as well as dwelling
 
- 		if ( (bid-37 == t->town->hordeLvl[1]) && (vstd::contains(t->builtBuildings,24)) )
 
- 			ns.bid.insert(25);
 
- 		SetAvailableCreatures ssi;
 
- 		ssi.tid = tid;
 
- 		ssi.creatures = t->creatures;
 
- 		ssi.creatures[bid-37].second.push_back(t->town->upgradedCreatures[bid-37]);
 
- 		sendAndApply(&ssi);
 
- 	}
 
- 	else if(bid >= 30) //bas. dwelling
 
- 	{
 
- 		int crid = t->town->basicCreatures[bid-30];
 
- 		SetAvailableCreatures ssi;
 
- 		ssi.tid = tid;
 
- 		ssi.creatures = t->creatures;
 
- 		ssi.creatures[bid-30].first = VLC->creh->creatures[crid]->growth;
 
- 		ssi.creatures[bid-30].second.push_back(crid);
 
- 		sendAndApply(&ssi);
 
- 	}
 
- 	else if(bid == 11)
 
- 		ns.bid.insert(27);
 
- 	else if(bid == 12)
 
- 		ns.bid.insert(28);
 
- 	else if(bid == 13)
 
- 		ns.bid.insert(29);
 
- 	ns.bid.insert(bid);
 
- 	ns.builded = t->builded + 1;
 
- 	sendAndApply(&ns);
 
- 	
 
- 	//reveal ground for lookout tower
 
- 	FoWChange fw;
 
- 	fw.player = t->tempOwner;
 
- 	fw.mode = 1;
 
- 	getTilesInRange(fw.tiles,t->pos,t->getSightRadious(),t->tempOwner,1);
 
- 	sendAndApply(&fw);
 
- 	SetResources sr;
 
- 	sr.player = t->tempOwner;
 
- 	sr.res = gs->getPlayer(t->tempOwner)->resources;
 
- 	for(int i=0;i<b->resources.size();i++)
 
- 		sr.res[i]-=b->resources[i];
 
- 	sendAndApply(&sr);
 
- 	if(bid<5) //it's mage guild
 
- 	{
 
- 		if(t->visitingHero)
 
- 			giveSpells(t,t->visitingHero);
 
- 		if(t->garrisonHero)
 
- 			giveSpells(t,t->garrisonHero);
 
- 	}
 
- 	if(t->visitingHero)
 
- 		vistiCastleObjects (t, t->visitingHero);
 
- 	if(t->garrisonHero)
 
- 		vistiCastleObjects (t, t->garrisonHero);
 
- 	
 
- 	return true;
 
- }
 
- bool CGameHandler::razeStructure (si32 tid, si32 bid)
 
- {
 
- ///incomplete, simply erases target building
 
- 	CGTownInstance * t = static_cast<CGTownInstance*>(gs->map->objects[tid]);
 
- 	if (t->builtBuildings.find(bid) == t->builtBuildings.end())
 
- 		return false;
 
- 	RazeStructures rs;
 
- 	rs.tid = tid;
 
- 	rs.bid.insert(bid);
 
- 	rs.destroyed = t->destroyed + 1;
 
- 	sendAndApply(&rs);
 
- 	return true;
 
- }
 
- void CGameHandler::sendMessageToAll( const std::string &message )
 
- {
 
- 	SystemMessage sm;
 
- 	sm.text = message;
 
- 	sendToAllClients(&sm);
 
- }
 
- bool CGameHandler::recruitCreatures( si32 objid, ui32 crid, ui32 cram )
 
- {
 
- 	const CGDwelling *dw = static_cast<CGDwelling*>(gs->map->objects[objid]);
 
- 	const CArmedInstance *dst = NULL;
 
- 	if(dw->ID == TOWNI_TYPE)
 
- 		dst = dw;
 
- 	else if(dw->ID == 17  ||  dw->ID == 20) //advmap dwelling
 
- 		dst = getHero(gs->getPlayer(dw->tempOwner)->currentSelection); //TODO: check if current hero is really visiting dwelling
 
- 	assert(dw && dst);
 
- 	//verify
 
- 	bool found = false;
 
- 	int level = -1;
 
- 	typedef std::pair<const int,int> Parka;
 
- 	for(level = 0; level < dw->creatures.size(); level++) //iterate through all levels
 
- 	{
 
- 		const std::pair<ui32, std::vector<ui32> > &cur = dw->creatures[level]; //current level info <amount, list of cr. ids>
 
- 		int i = 0;
 
- 		for(; i < cur.second.size(); i++) //look for crid among available creatures list on current level
 
- 			if(cur.second[i] == crid)
 
- 				break;
 
- 		if(i < cur.second.size())
 
- 		{
 
- 			found = true;
 
- 			cram = std::min(cram, cur.first); //reduce recruited amount up to available amount
 
- 			break;
 
- 		}
 
- 	}
 
- 	int slot = dst-> getSlotFor(crid);
 
- 	if(!found && complain("Cannot recruit: no such creatures!")
 
- 		|| cram > VLC->creh->creatures[crid]->maxAmount(gs->getPlayer(dst->tempOwner)->resources) && complain("Cannot recruit: lack of resources!")
 
- 		|| cram<=0	&& complain("Cannot recruit: cram <= 0!")
 
- 		|| slot<0  && complain("Cannot recruit: no available slot!")) 
 
- 	{
 
- 		return false;
 
- 	}
 
- 	//recruit
 
- 	SetResources sr;
 
- 	sr.player = dst->tempOwner;
 
- 	for(int i=0;i<RESOURCE_QUANTITY;i++)
 
- 		sr.res[i]  =  gs->getPlayer(dst->tempOwner)->resources[i] - (VLC->creh->creatures[crid]->cost[i] * cram);
 
- 	SetAvailableCreatures sac;
 
- 	sac.tid = objid;
 
- 	sac.creatures = dw->creatures;
 
- 	sac.creatures[level].first -= cram;
 
- 	SetGarrisons sg;
 
- 	sg.garrs[dst->id] = dst->getArmy();
 
- 	sg.garrs[dst->id] .addToSlot(slot, crid, cram);
 
- 	sendAndApply(&sr); 
 
- 	sendAndApply(&sac);
 
- 	sendAndApply(&sg);
 
- 	return true;
 
- }
 
- bool CGameHandler::upgradeCreature( ui32 objid, ui8 pos, ui32 upgID )
 
- {
 
- 	CArmedInstance *obj = static_cast<CArmedInstance*>(gs->map->objects[objid]);
 
- 	UpgradeInfo ui = gs->getUpgradeInfo(obj,pos);
 
- 	int player = obj->tempOwner;
 
- 	int crQuantity = obj->slots[pos].count;
 
- 	//check if upgrade is possible
 
- 	if((ui.oldID<0 || !vstd::contains(ui.newID,upgID)) && complain("That upgrade is not possible!")) 
 
- 	{
 
- 		return false;
 
- 	}
 
- 	//check if player has enough resources
 
- 	for(int i=0;i<ui.cost.size();i++)
 
- 	{
 
- 		for (std::set<std::pair<int,int> >::iterator j=ui.cost[i].begin(); j!=ui.cost[i].end(); j++)
 
- 		{
 
- 			if(gs->getPlayer(player)->resources[j->first] < j->second*crQuantity)
 
- 			{
 
- 				complain("Cannot upgrade, not enough resources!");
 
- 				return false;
 
- 			}
 
- 		}
 
- 	}
 
- 	//take resources
 
- 	for(int i=0;i<ui.cost.size();i++)
 
- 	{
 
- 		for (std::set<std::pair<int,int> >::iterator j=ui.cost[i].begin(); j!=ui.cost[i].end(); j++)
 
- 		{
 
- 			SetResource sr;
 
- 			sr.player = player;
 
- 			sr.resid = j->first;
 
- 			sr.val = gs->getPlayer(player)->resources[j->first] - j->second*crQuantity;
 
- 			sendAndApply(&sr);
 
- 		}
 
- 	}
 
- 	//upgrade creature
 
- 	SetGarrisons sg;
 
- 	sg.garrs[objid] = obj->getArmy();
 
- 	sg.garrs[objid].slots[pos].setType(upgID);
 
- 	sendAndApply(&sg);	
 
- 	return true;
 
- }
 
- bool CGameHandler::garrisonSwap( si32 tid )
 
- {
 
- 	CGTownInstance *town = gs->getTown(tid);
 
- 	if(!town->garrisonHero && town->visitingHero) //visiting => garrison, merge armies: town army => hero army
 
- 	{
 
- 		CCreatureSet csn = town->visitingHero->getArmy(), cso = town->getArmy();
 
- 		while(!cso.slots.empty())//while there are unmoved creatures
 
- 		{
 
- 			int pos = csn.getSlotFor(cso.slots.begin()->second.type->idNumber);
 
- 			if(pos<0)
 
- 			{
 
- 				//try to merge two other stacks to make place
 
- 				std::pair<TSlot, TSlot> toMerge;
 
- 				if(csn.mergableStacks(toMerge, cso.slots.begin()->first))
 
- 				{
 
- 					//merge
 
- 					csn.slots[toMerge.second].count += csn.slots[toMerge.first].count;
 
- 					csn.slots[toMerge.first] = cso.slots.begin()->second;
 
- 				}
 
- 				else
 
- 				{
 
- 					complain("Cannot make garrison swap, not enough free slots!");
 
- 					return false;
 
- 				}
 
- 			}
 
- 			else if(csn.slots.find(pos) != csn.slots.end()) //add creatures to the existing stack
 
- 			{
 
- 				csn.slots[pos].count += cso.slots.begin()->second.count;
 
- 			}
 
- 			else //move stack on the free pos
 
- 			{
 
- 				csn.slots[pos].type = cso.slots.begin()->second.type;
 
- 				csn.slots[pos].count = cso.slots.begin()->second.count;
 
- 			}
 
- 			cso.slots.erase(cso.slots.begin());
 
- 		}
 
- 		SetGarrisons sg;
 
- 		sg.garrs[town->visitingHero->id] = csn;
 
- 		sg.garrs[town->id] = csn;
 
- 		sendAndApply(&sg);
 
- 		SetHeroesInTown intown;
 
- 		intown.tid = tid;
 
- 		intown.visiting = -1;
 
- 		intown.garrison = town->visitingHero->id;
 
- 		sendAndApply(&intown);
 
- 		return true;
 
- 	}					
 
- 	else if (town->garrisonHero && !town->visitingHero) //move hero out of the garrison
 
- 	{
 
- 		//check if moving hero out of town will break 8 wandering heroes limit
 
- 		if(getHeroCount(town->garrisonHero->tempOwner,false) >= 8)
 
- 		{
 
- 			complain("Cannot move hero out of the garrison, there are already 8 wandering heroes!");
 
- 			return false;
 
- 		}
 
- 		SetHeroesInTown intown;
 
- 		intown.tid = tid;
 
- 		intown.garrison = -1;
 
- 		intown.visiting =  town->garrisonHero->id;
 
- 		sendAndApply(&intown);
 
- 		//town will be empty
 
- 		SetGarrisons sg;
 
- 		sg.garrs[tid] = CCreatureSet();
 
- 		sendAndApply(&sg);
 
- 		return true;
 
- 	}
 
- 	else if (town->garrisonHero && town->visitingHero) //swap visiting and garrison hero
 
- 	{
 
- 		SetGarrisons sg;
 
- 		sg.garrs[town->id] = town->visitingHero->getArmy();;
 
- 		sg.garrs[town->garrisonHero->id] = town->garrisonHero->getArmy();
 
- 		SetHeroesInTown intown;
 
- 		intown.tid = tid;
 
- 		intown.garrison = town->visitingHero->id;
 
- 		intown.visiting =  town->garrisonHero->id;
 
- 		sendAndApply(&intown);
 
- 		sendAndApply(&sg);
 
- 		return true;
 
- 	}
 
- 	else
 
- 	{
 
- 		complain("Cannot swap garrison hero!");
 
- 		return false;
 
- 	}
 
- }
 
- // With the amount of changes done to the function, it's more like transferArtifacts.
 
- bool CGameHandler::swapArtifacts(si32 srcHeroID, si32 destHeroID, ui16 srcSlot, ui16 destSlot)
 
- {
 
- 	CGHeroInstance *srcHero = gs->getHero(srcHeroID);
 
- 	CGHeroInstance *destHero = gs->getHero(destHeroID);
 
- 	// Make sure exchange is even possible between the two heroes.
 
- 	if ((distance(srcHero->pos,destHero->pos) > 1.5 )|| (srcHero->tempOwner != destHero->tempOwner))
 
- 		return false;
 
- 	const CArtifact *srcArtifact = srcHero->getArt(srcSlot);
 
- 	const CArtifact *destArtifact = destHero->getArt(destSlot);
 
- 	if (srcArtifact == NULL) {
 
- 		complain("No artifact to swap!");
 
- 		return false;
 
- 	}
 
- 	SetHeroArtifacts sha;
 
- 	sha.hid = srcHeroID;
 
- 	sha.artifacts = srcHero->artifacts;
 
- 	sha.artifWorn = srcHero->artifWorn;
 
- 	// Combinational artifacts needs to be removed first so they don't get denied movement because of their own locks.
 
- 	if (srcHeroID == destHeroID && srcSlot < 19 && destSlot < 19) {
 
- 		sha.setArtAtPos(srcSlot, -1);
 
- 		if (!vstd::contains(sha.artifWorn, destSlot))
 
- 			destArtifact = NULL;
 
- 	}
 
- 	// Check if src/dest slots are appropriate for the artifacts exchanged.
 
- 	// Moving to the backpack is always allowed.
 
- 	if ((!srcArtifact || destSlot < 19)
 
- 		&& (srcArtifact && !srcArtifact->fitsAt(srcHeroID == destHeroID ? sha.artifWorn : destHero->artifWorn, destSlot)))
 
- 	{
 
- 		complain("Cannot swap artifacts!");
 
- 		return false;
 
- 	}
 
- 	if ((srcArtifact && srcArtifact->id == 145) || (destArtifact && destArtifact->id == 145)) {
 
- 		complain("Cannot move artifact locks.");
 
- 		return false;
 
- 	}
 
- 	if (destSlot >= 19 && srcArtifact->isBig()) {
 
- 		complain("Cannot put big artifacts in backpack!");
 
- 		return false;
 
- 	}
 
- 	if (srcSlot == 16 || destSlot == 16) {
 
- 		complain("Cannot move catapult!");
 
- 		return false;
 
- 	}
 
- 	// If dest does not fit in src, put it in dest's backpack instead.
 
- 	if (srcHeroID == destHeroID) // To avoid stumbling on own locks, remove artifact first.
 
- 		sha.setArtAtPos(destSlot, -1);
 
- 	const bool destFits = !destArtifact || srcSlot >= 19 || destSlot >= 19 || destArtifact->fitsAt(sha.artifWorn, srcSlot);
 
- 	if (srcHeroID == destHeroID && destArtifact)
 
- 		sha.setArtAtPos(destSlot, destArtifact->id);
 
- 	sha.setArtAtPos(srcSlot, -1);
 
- 	if (destSlot < 19 && (destArtifact || srcSlot < 19) && destFits)
 
- 		sha.setArtAtPos(srcSlot, destArtifact ? destArtifact->id : -1);
 
- 	// Internal hero artifact arrangement.
 
- 	if(srcHero == destHero) {
 
- 		// Correction for destination from removing source artifact in backpack.
 
- 		if (srcSlot >= 19 && destSlot >= 19 && srcSlot < destSlot)
 
- 			destSlot--;
 
- 		sha.setArtAtPos(destSlot, srcHero->getArtAtPos(srcSlot));
 
- 	}
 
- 	sendAndApply(&sha);
 
- 	if (srcHeroID != destHeroID) {
 
- 		// Exchange between two different heroes.
 
- 		sha.hid = destHeroID;
 
- 		sha.artifacts = destHero->artifacts;
 
- 		sha.artifWorn = destHero->artifWorn;
 
- 		sha.setArtAtPos(destSlot, srcArtifact ? srcArtifact->id : -1);
 
- 		if (!destFits)
 
- 			sha.setArtAtPos(sha.artifacts.size() + 19, destHero->getArtAtPos(destSlot));
 
- 		sendAndApply(&sha);
 
- 	}
 
- 	return true;
 
- }
 
- /**
 
-  * Assembles or disassembles a combination artifact.
 
-  * @param heroID ID of hero holding the artifact(s).
 
-  * @param artifactSlot The worn slot ID of the combination- or constituent artifact.
 
-  * @param assemble True for assembly operation, false for disassembly.
 
-  * @param assembleTo If assemble is true, this represents the artifact ID of the combination
 
-  * artifact to assemble to. Otherwise it's not used.
 
-  */
 
- bool CGameHandler::assembleArtifacts (si32 heroID, ui16 artifactSlot, bool assemble, ui32 assembleTo)
 
- {
 
- 	if (artifactSlot < 0 || artifactSlot > 18) {
 
- 		complain("Illegal artifact slot.");
 
- 		return false;
 
- 	}
 
- 	CGHeroInstance *hero = gs->getHero(heroID);
 
- 	const CArtifact *destArtifact = hero->getArt(artifactSlot);
 
- 	SetHeroArtifacts sha;
 
- 	sha.hid = heroID;
 
- 	sha.artifacts = hero->artifacts;
 
- 	sha.artifWorn = hero->artifWorn;
 
- 	if (assemble) {
 
- 		if (VLC->arth->artifacts.size() < assembleTo) {
 
- 			complain("Illegal artifact to assemble to.");
 
- 			return false;
 
- 		}
 
- 		if (!destArtifact->canBeAssembledTo(hero->artifWorn, assembleTo)) {
 
- 			complain("Artifact cannot be assembled.");
 
- 			return false;
 
- 		}
 
- 		const CArtifact &artifact = VLC->arth->artifacts[assembleTo];
 
- 		if (artifact.constituents == NULL) {
 
- 			complain("Not a combinational artifact.");
 
- 			return false;
 
- 		}
 
- 		// Perform assembly.
 
- 		bool destConsumed = false; // Determines which constituent that will be counted for together with the artifact.
 
- 		const bool destSpecific = vstd::contains(artifact.possibleSlots, artifactSlot); // Prefer the chosen slot as the location for the assembled artifact.
 
- 		BOOST_FOREACH(ui32 constituentID, *artifact.constituents) {
 
- 			if (destSpecific && constituentID == destArtifact->id) {
 
- 				sha.artifWorn[artifactSlot] = assembleTo;
 
- 				destConsumed = true;
 
- 				continue;
 
- 			}
 
- 			bool found = false;
 
- 			for (std::map<ui16, ui32>::iterator it = sha.artifWorn.begin(); it != sha.artifWorn.end(); ++it) {
 
- 				if (it->second == constituentID) { // Found possible constituent to substitute.
 
- 					if (destSpecific && !destConsumed && it->second == destArtifact->id) {
 
- 						// Find the specified destination for assembled artifact.
 
- 						if (it->first == artifactSlot) {
 
- 							it->second = assembleTo;
 
- 							destConsumed = true;
 
- 							found = true;
 
- 							break;
 
- 						}
 
- 					} else {
 
- 						// Either put the assembled artifact in a fitting spot, or put a lock.
 
- 						if (!destSpecific && !destConsumed && vstd::contains(artifact.possibleSlots, it->first)) {
 
- 							it->second = assembleTo;
 
- 							destConsumed = true;
 
- 						} else {
 
- 							it->second = 145;
 
- 						}
 
- 						found = true;
 
- 						break;
 
- 					}
 
- 				}
 
- 			}
 
- 			if (!found) {
 
- 				complain("Constituent missing.");
 
- 				return false;
 
- 			}
 
- 		}
 
- 	} else {
 
- 		// Perform disassembly.
 
- 		bool destConsumed = false; // Determines which constituent that will be counted for together with the artifact.
 
- 		BOOST_FOREACH(ui32 constituentID, *destArtifact->constituents) {
 
- 			const CArtifact &constituent = VLC->arth->artifacts[constituentID];
 
- 			if (!destConsumed && vstd::contains(constituent.possibleSlots, artifactSlot)) {
 
- 				sha.artifWorn[artifactSlot] = constituentID;
 
- 				destConsumed = true;
 
- 			} else {
 
- 				BOOST_REVERSE_FOREACH(ui16 slotID, constituent.possibleSlots) {
 
- 					if (vstd::contains(sha.artifWorn, slotID) && sha.artifWorn[slotID] == 145) {
 
- 						sha.artifWorn[slotID] = constituentID;
 
- 						break;
 
- 					}
 
- 				}
 
- 			}
 
- 		}
 
- 	}
 
- 	sendAndApply(&sha);
 
- 	return true;
 
- }
 
- bool CGameHandler::buyArtifact( ui32 hid, si32 aid )
 
- {
 
- 	CGHeroInstance *hero = gs->getHero(hid);
 
- 	CGTownInstance *town = hero->visitedTown;
 
- 	if(aid==0) //spellbook
 
- 	{
 
- 		if(!vstd::contains(town->builtBuildings,si32(0)) && complain("Cannot buy a spellbook, no mage guild in the town!")
 
- 			|| getResource(hero->getOwner(),6)<500 && complain("Cannot buy a spellbook, not enough gold!") 
 
- 			|| hero->getArt(17) && complain("Cannot buy a spellbook, hero already has a one!")
 
- 			)
 
- 			return false;
 
- 		giveResource(hero->getOwner(),6,-500);
 
- 		giveHeroArtifact(0,hid,17);
 
- 		giveSpells(town,hero);
 
- 		return true;
 
- 	}
 
- 	else if(aid < 7  &&  aid > 3) //war machine
 
- 	{
 
- 		int price = VLC->arth->artifacts[aid].price;
 
- 		if(vstd::contains(hero->artifWorn,ui16(9+aid)) && complain("Hero already has this machine!")
 
- 			|| !vstd::contains(town->builtBuildings,si32(16)) && complain("No blackismith!")
 
- 			|| gs->getPlayer(hero->getOwner())->resources[6] < price  && complain("Not enough gold!")  //no gold
 
- 			|| (!(town->subID == 6 && vstd::contains(town->builtBuildings,si32(22) ) )
 
- 			&& town->town->warMachine!= aid ) &&  complain("This machine is unavailable here!") ) 
 
- 		{
 
- 			return false;
 
- 		}
 
- 		giveResource(hero->getOwner(),6,-price);
 
- 		giveHeroArtifact(aid,hid,9+aid);
 
- 		return true;
 
- 	}
 
- 	return false;
 
- }
 
- bool CGameHandler::tradeResources( ui32 val, ui8 player, ui32 id1, ui32 id2 )
 
- {
 
- 	val = std::min(si32(val),gs->getPlayer(player)->resources[id1]);
 
- 	double yield = (double)gs->resVals[id1] * val * gs->getMarketEfficiency(player);
 
- 	yield /= gs->resVals[id2];
 
- 	SetResource sr;
 
- 	sr.player = player;
 
- 	sr.resid = id1;
 
- 	sr.val = gs->getPlayer(player)->resources[id1] - val;
 
- 	sendAndApply(&sr);
 
- 	sr.resid = id2;
 
- 	sr.val = gs->getPlayer(player)->resources[id2] + (int)yield;
 
- 	sendAndApply(&sr);
 
- 	return true;
 
- }
 
- bool CGameHandler::setFormation( si32 hid, ui8 formation )
 
- {
 
- 	gs->getHero(hid)-> formation = formation;
 
- 	return true;
 
- }
 
- bool CGameHandler::hireHero( ui32 tid, ui8 hid )
 
- {
 
- 	CGTownInstance *t = gs->getTown(tid);
 
- 	if(!vstd::contains(t->builtBuildings,5)  && complain("No tavern!")
 
- 		|| gs->getPlayer(t->tempOwner)->resources[6]<2500  && complain("Not enough gold for buying hero!")
 
- 		|| t->visitingHero  && complain("There is visiting hero - no place!")
 
- 		|| getHeroCount(t->tempOwner,false) >= 8 && complain("Cannot hire hero, only 8 wandering heroes are allowed!")
 
- 		)
 
- 		return false;
 
- 	CGHeroInstance *nh = gs->getPlayer(t->tempOwner)->availableHeroes[hid];
 
- 	assert(nh);
 
- 	HeroRecruited hr;
 
- 	hr.tid = tid;
 
- 	hr.hid = nh->subID;
 
- 	hr.player = t->tempOwner;
 
- 	hr.tile = t->pos - int3(1,0,0);
 
- 	sendAndApply(&hr);
 
- 	std::map<ui32,CGHeroInstance *> pool = gs->hpool.heroesPool;
 
- 	for ( std::map<ui8, PlayerState>::iterator i=gs->players.begin() ; i!=gs->players.end();i++)
 
- 		for(std::vector<CGHeroInstance *>::iterator j = i->second.availableHeroes.begin(); j != i->second.availableHeroes.end(); j++)
 
- 			if(*j)
 
- 				pool.erase((**j).subID);
 
- 	SetAvailableHeroes sah;
 
- 	CGHeroInstance *h1 = gs->hpool.pickHeroFor(false,t->tempOwner,t->town, pool),
 
- 				*h2 = gs->getPlayer(t->tempOwner)->availableHeroes[!hid];
 
- 	(hid ? sah.hid2 : sah.hid1) = h1 ? h1->subID : -1;
 
- 	(hid ? sah.hid1 : sah.hid2) = h2 ? h2->subID : -1;
 
- 	sah.player = t->tempOwner;
 
- 	sah.flags = hid+1;
 
- 	sendAndApply(&sah);
 
- 	SetResource sr;
 
- 	sr.player = t->tempOwner;
 
- 	sr.resid = 6;
 
- 	sr.val = gs->getPlayer(t->tempOwner)->resources[6] - 2500;
 
- 	sendAndApply(&sr);
 
- 	vistiCastleObjects (t, nh);
 
- 	giveSpells (t,nh);
 
- 	return true;
 
- }
 
- bool CGameHandler::queryReply( ui32 qid, ui32 answer )
 
- {
 
- 	boost::unique_lock<boost::recursive_mutex> lock(gsm);
 
- 	if(vstd::contains(callbacks,qid))
 
- 	{
 
- 		CFunctionList<void(ui32)> callb = callbacks[qid];
 
- 		callbacks.erase(qid);
 
- 		if(callb)
 
- 			callb(answer);
 
- 	}
 
- 	else if(vstd::contains(garrisonCallbacks,qid))
 
- 	{
 
- 		if(garrisonCallbacks[qid])
 
- 			garrisonCallbacks[qid]();
 
- 		garrisonCallbacks.erase(qid);
 
- 		allowedExchanges.erase(qid);
 
- 	}
 
- 	else
 
- 	{
 
- 		tlog1 << "Unknown query reply...\n";
 
- 		return false;
 
- 	}
 
- 	return true;
 
- }
 
- bool CGameHandler::makeBattleAction( BattleAction &ba )
 
- {
 
- 	tlog1 << "\tMaking action of type " << ba.actionType << std::endl;
 
- 	bool ok = true;
 
- 	switch(ba.actionType)
 
- 	{
 
- 	case 2: //walk
 
- 		{
 
- 			sendAndApply(&StartAction(ba)); //start movement
 
- 			moveStack(ba.stackNumber,ba.destinationTile); //move
 
- 			sendAndApply(&EndAction());
 
- 			break;
 
- 		}
 
- 	case 3: //defend
 
- 	case 8: //wait
 
- 		{
 
- 			sendAndApply(&StartAction(ba));
 
- 			sendAndApply(&EndAction());
 
- 			break;
 
- 		}
 
- 	case 4: //retreat/flee
 
- 		{
 
- 			if( !gs->battleCanFlee(ba.side ? gs->curB->side2 : gs->curB->side1) )
 
- 				break;
 
- 			//TODO: remove retreating hero from map and place it in recruitment list
 
- 			BattleResult *br = new BattleResult;
 
- 			br->result = 1;
 
- 			br->winner = !ba.side; //fleeing side loses
 
- 			gs->curB->calculateCasualties(br->casualties);
 
- 			giveExp(*br);
 
- 			battleResult.set(br);
 
- 			break;
 
- 		}
 
- 	case 6: //walk or attack
 
- 		{
 
- 			sendAndApply(&StartAction(ba)); //start movement and attack
 
- 			int startingPos = gs->curB->getStack(ba.stackNumber)->position;
 
- 			int distance = moveStack(ba.stackNumber, ba.destinationTile);
 
- 			CStack *curStack = gs->curB->getStack(ba.stackNumber),
 
- 				*stackAtEnd = gs->curB->getStackT(ba.additionalInfo);
 
- 			if(curStack->position != ba.destinationTile //we wasn't able to reach destination tile
 
- 				&& !(curStack->doubleWide()
 
- 					&&  ( curStack->position == ba.destinationTile + (curStack->attackerOwned ?  +1 : -1 ) )
 
- 						) //nor occupy specified hex
 
- 				) 
 
- 			{
 
- 				std::string problem = "We cannot move this stack to its destination " + curStack->type->namePl;
 
- 				tlog3 << problem << std::endl;
 
- 				complain(problem);
 
- 				ok = false;
 
- 				sendAndApply(&EndAction());
 
- 				break;
 
- 			}
 
- 			if(curStack->ID == stackAtEnd->ID) //we should just move, it will be handled by following check
 
- 			{
 
- 				stackAtEnd = NULL;
 
- 			}
 
- 			if(!stackAtEnd)
 
- 			{
 
- 				std::ostringstream problem;
 
- 				problem << "There is no stack on " << ba.additionalInfo << " tile (no attack)!";
 
- 				std::string probl = problem.str();
 
- 				tlog3 << probl << std::endl;
 
- 				complain(probl);
 
- 				ok = false;
 
- 				sendAndApply(&EndAction());
 
- 				break;
 
- 			}
 
- 			ui16 curpos = curStack->position, 
 
- 				enemypos = stackAtEnd->position;
 
- 			if( !(
 
- 				(BattleInfo::mutualPosition(curpos, enemypos) >= 0)						//front <=> front
 
- 				|| (curStack->doubleWide()									//back <=> front
 
- 					&& BattleInfo::mutualPosition(curpos + (curStack->attackerOwned ? -1 : 1), enemypos) >= 0)
 
- 				|| (stackAtEnd->doubleWide()									//front <=> back
 
- 					&& BattleInfo::mutualPosition(curpos, enemypos + (stackAtEnd->attackerOwned ? -1 : 1)) >= 0)
 
- 				|| (stackAtEnd->doubleWide() && curStack->doubleWide()//back <=> back
 
- 					&& BattleInfo::mutualPosition(curpos + (curStack->attackerOwned ? -1 : 1), enemypos + (stackAtEnd->attackerOwned ? -1 : 1)) >= 0)
 
- 				)
 
- 				)
 
- 			{
 
- 				tlog3 << "Attack cannot be performed!";
 
- 				sendAndApply(&EndAction());
 
- 				ok = false;
 
- 			}
 
- 			//attack
 
- 			BattleAttack bat;
 
- 			prepareAttack(bat, curStack, stackAtEnd, distance);
 
- 			sendAndApply(&bat);
 
- 			handleAfterAttackCasting(bat);
 
- 			//counterattack
 
- 			if(!curStack->hasBonusOfType(Bonus::BLOCKS_RETALIATION)
 
- 				&& stackAtEnd->alive()
 
- 				&& ( stackAtEnd->counterAttacks > 0 || stackAtEnd->hasBonusOfType(Bonus::UNLIMITED_RETALIATIONS) )
 
- 				&& !stackAtEnd->hasBonusOfType(Bonus::SIEGE_WEAPON)
 
- 				&& !stackAtEnd->hasBonusOfType(Bonus::HYPNOTIZED))
 
- 			{
 
- 				prepareAttack(bat, stackAtEnd, curStack, 0);
 
- 				bat.flags |= 2;
 
- 				sendAndApply(&bat);
 
- 				handleAfterAttackCasting(bat);
 
- 			}
 
- 			//second attack
 
- 			if(curStack->valOfBonuses(Bonus::ADDITIONAL_ATTACK) > 0
 
- 				&& !curStack->hasBonusOfType(Bonus::SHOOTER)
 
- 				&& curStack->alive()
 
- 				&& stackAtEnd->alive()  )
 
- 			{
 
- 				bat.flags = 0;
 
- 				prepareAttack(bat, curStack, stackAtEnd, 0);
 
- 				sendAndApply(&bat);
 
- 				handleAfterAttackCasting(bat);
 
- 			}
 
- 			//return
 
- 			if(curStack->hasBonusOfType(Bonus::RETURN_AFTER_STRIKE) && startingPos != curStack->position && curStack->alive())
 
- 			{
 
- 				moveStack(ba.stackNumber, startingPos);
 
- 				//NOTE: curStack->ID == ba.stackNumber (rev 1431)
 
- 			}
 
- 			sendAndApply(&EndAction());
 
- 			break;
 
- 		}
 
- 	case 7: //shoot
 
- 		{
 
- 			CStack *curStack = gs->curB->getStack(ba.stackNumber),
 
- 				*destStack= gs->curB->getStackT(ba.destinationTile);
 
- 			if( !gs->battleCanShoot(ba.stackNumber, ba.destinationTile) )
 
- 				break;
 
- 			sendAndApply(&StartAction(ba)); //start shooting
 
- 			BattleAttack bat;
 
- 			prepareAttack(bat, curStack, destStack, 0);
 
- 			bat.flags |= 1;
 
- 			sendAndApply(&bat);
 
- 			if(curStack->valOfBonuses(Bonus::ADDITIONAL_ATTACK) > 0 //if unit shots twice let's make another shot
 
- 				&& curStack->alive()
 
- 				&& destStack->alive()
 
- 				&& curStack->shots
 
- 				)
 
- 			{
 
- 				prepareAttack(bat, curStack, destStack, 0);
 
- 				sendAndApply(&bat);
 
- 				handleAfterAttackCasting(bat);
 
- 			}
 
- 			sendAndApply(&EndAction());
 
- 			break;
 
- 		}
 
- 	case 9: //catapult
 
- 		{
 
- 			sendAndApply(&StartAction(ba));
 
- 			const CGHeroInstance * attackingHero = gs->curB->heroes[ba.side];
 
- 			CHeroHandler::SBallisticsLevelInfo sbi = VLC->heroh->ballistics[attackingHero->getSecSkillLevel(20)]; //artillery
 
- 			
 
- 			int attackedPart = gs->curB->hexToWallPart(ba.destinationTile);
 
- 			if(attackedPart == -1)
 
- 			{
 
- 				complain("catapult tried to attack non-catapultable hex!");
 
- 				break;
 
- 			}
 
- 			int wallInitHP = gs->curB->si.wallState[attackedPart];
 
- 			int dmgAlreadyDealt = 0; //in successive iterations damage is dealt but not yet substracted from wall's HPs
 
- 			for(int g=0; g<sbi.shots; ++g)
 
- 			{
 
- 				if(wallInitHP + dmgAlreadyDealt == 3) //it's not destroyed
 
- 					continue;
 
- 				
 
- 				CatapultAttack ca; //package for clients
 
- 				std::pair< std::pair< ui8, si16 >, ui8> attack; //<< attackedPart , destination tile >, damageDealt >
 
- 				attack.first.first = attackedPart;
 
- 				attack.first.second = ba.destinationTile;
 
- 				attack.second = 0;
 
- 				int chanceForHit = 0;
 
- 				int dmgChance[3] = {sbi.noDmg, sbi.oneDmg, sbi.twoDmg}; //dmgChance[i] - chance for doing i dmg when hit is successful
 
- 				switch(attackedPart)
 
- 				{
 
- 				case 0: //keep
 
- 					chanceForHit = sbi.keep;
 
- 					break;
 
- 				case 1: //bottom tower
 
- 				case 6: //upper tower
 
- 					chanceForHit = sbi.tower;
 
- 					break;
 
- 				case 2: //bottom wall
 
- 				case 3: //below gate
 
- 				case 4: //over gate
 
- 				case 5: //upper wall
 
- 					chanceForHit = sbi.wall;
 
- 					break;
 
- 				case 7: //gate
 
- 					chanceForHit = sbi.gate;
 
- 					break;
 
- 				}
 
- 				if(rand()%100 <= chanceForHit) //hit is successful
 
- 				{
 
- 					int dmgRand = rand()%100;
 
- 					//accumulating dmgChance
 
- 					dmgChance[1] += dmgChance[0];
 
- 					dmgChance[2] += dmgChance[1];
 
- 					//calculating dealt damage
 
- 					for(int v = 0; v < ARRAY_COUNT(dmgChance); ++v)
 
- 					{
 
- 						if(dmgRand <= dmgChance[v])
 
- 						{
 
- 							attack.second = std::min(3 - dmgAlreadyDealt - wallInitHP, v);
 
- 							dmgAlreadyDealt += attack.second;
 
- 							break;
 
- 						}
 
- 					}
 
- 					//removing creatures in turrets / keep if one is destroyed
 
- 					if(attack.second > 0 && (attackedPart == 0 || attackedPart == 1 || attackedPart == 6))
 
- 					{
 
- 						int posRemove = -1;
 
- 						switch(attackedPart)
 
- 						{
 
- 						case 0: //keep
 
- 							posRemove = -2;
 
- 							break;
 
- 						case 1: //bottom tower
 
- 							posRemove = -3;
 
- 							break;
 
- 						case 6: //upper tower
 
- 							posRemove = -4;
 
- 							break;
 
- 						}
 
- 						BattleStacksRemoved bsr;
 
- 						for(int g=0; g<gs->curB->stacks.size(); ++g)
 
- 						{
 
- 							if(gs->curB->stacks[g]->position == posRemove)
 
- 							{
 
- 								bsr.stackIDs.insert( gs->curB->stacks[g]->ID );
 
- 								break;
 
- 							}
 
- 						}
 
- 						sendAndApply(&bsr);
 
- 					}
 
- 				}
 
- 				ca.attacker = ba.stackNumber;
 
- 				ca.attackedParts.insert(attack);
 
- 				sendAndApply(&ca);
 
- 			}
 
- 			sendAndApply(&EndAction());
 
- 			break;
 
- 		}
 
- 	case 12: //healing
 
- 		{
 
- 			static const int healingPerLevel[] = {50, 50, 75, 100};
 
- 			sendAndApply(&StartAction(ba));
 
- 			const CGHeroInstance * attackingHero = gs->curB->heroes[ba.side];
 
- 			CStack *healer = gs->curB->getStack(ba.stackNumber),
 
- 				*destStack = gs->curB->getStackT(ba.destinationTile);
 
- 			if(healer == NULL || destStack == NULL || !healer->hasBonusOfType(Bonus::HEALER))
 
- 			{
 
- 				complain("There is either no healer, no destination, or healer cannot heal :P");
 
- 			}
 
- 			int maxHealable = destStack->MaxHealth() - destStack->firstHPleft;
 
- 			int maxiumHeal = healingPerLevel[ attackingHero->getSecSkillLevel(27) ];
 
- 			int healed = std::min(maxHealable, maxiumHeal);
 
- 			if(healed == 0)
 
- 			{
 
- 				//nothing to heal.. should we complain?
 
- 			}
 
- 			else
 
- 			{
 
- 				StacksHealedOrResurrected shr;
 
- 				StacksHealedOrResurrected::HealInfo hi;
 
- 				hi.healedHP = healed;
 
- 				hi.lowLevelResurrection = 0;
 
- 				hi.stackID = destStack->ID;
 
- 				shr.healedStacks.push_back(hi);
 
- 				sendAndApply(&shr);
 
- 			}
 
- 			sendAndApply(&EndAction());
 
- 			break;
 
- 		}
 
- 	}
 
- 	if(ba.stackNumber == gs->curB->activeStack  ||  battleResult.get()) //active stack has moved or battle has finished
 
- 		battleMadeAction.setn(true);
 
- 	return ok;
 
- }
 
- void CGameHandler::playerMessage( ui8 player, const std::string &message )
 
- {
 
- 	bool cheated=true;
 
- 	sendAndApply(&PlayerMessage(player,message));
 
- 	if(message == "vcmiistari") //give all spells and 999 mana
 
- 	{
 
- 		SetMana sm;
 
- 		ChangeSpells cs;
 
- 		SetHeroArtifacts sha;
 
- 		CGHeroInstance *h = gs->getHero(gs->getPlayer(player)->currentSelection);
 
- 		if(!h && complain("Cannot realize cheat, no hero selected!")) return;
 
- 		sm.hid = cs.hid = h->id;
 
- 		//give all spells
 
- 		cs.learn = 1;
 
- 		for(int i=0;i<VLC->spellh->spells.size();i++)
 
- 		{
 
- 			if(!VLC->spellh->spells[i].creatureAbility)
 
- 				cs.spells.insert(i);
 
- 		}
 
- 		//give mana
 
- 		sm.val = 999;
 
- 		if(!h->getArt(17)) //hero doesn't have spellbook
 
- 		{
 
- 			//give spellbook
 
- 			sha.hid = h->id;
 
- 			sha.artifacts = h->artifacts;
 
- 			sha.artifWorn = h->artifWorn;
 
- 			VLC->arth->equipArtifact(sha.artifWorn, 17, 0);
 
- 			sendAndApply(&sha);
 
- 		}
 
- 		sendAndApply(&cs);
 
- 		sendAndApply(&sm);
 
- 	}
 
- 	else if(message == "vcmiainur") //gives 5 archangels into each slot
 
- 	{
 
- 		CGHeroInstance *hero = gs->getHero(gs->getPlayer(player)->currentSelection);
 
- 		if(!hero) return;
 
- 		SetGarrisons sg;
 
- 		CCreatureSet &newArmy = sg.garrs[hero->id];
 
- 		newArmy = hero->getArmy();
 
- 		for(int i=0; i<ARMY_SIZE; i++)
 
- 			if(newArmy.slotEmpty(i))
 
- 				newArmy.addToSlot(i, CStackInstance(13,5));
 
- 		sendAndApply(&sg);
 
- 	}
 
- 	else if(message == "vcmiangband") //gives 10 black knight into each slot
 
- 	{
 
- 		CGHeroInstance *hero = gs->getHero(gs->getPlayer(player)->currentSelection);
 
- 		if(!hero) return;
 
- 		SetGarrisons sg;
 
- 		CCreatureSet &newArmy = sg.garrs[hero->id];
 
- 		newArmy = hero->getArmy();
 
- 		for(int i=0; i<ARMY_SIZE; i++)
 
- 			if(newArmy.slotEmpty(i))
 
- 				newArmy.addToSlot(i, CStackInstance(66,10));
 
- 		sendAndApply(&sg);
 
- 	}
 
- 	else if(message == "vcminoldor") //all war machines
 
- 	{
 
- 		CGHeroInstance *hero = gs->getHero(gs->getPlayer(player)->currentSelection);
 
- 		if(!hero) return;
 
- 		SetHeroArtifacts sha;
 
- 		sha.hid = hero->id;
 
- 		sha.artifacts = hero->artifacts;
 
- 		sha.artifWorn = hero->artifWorn;
 
- 		VLC->arth->equipArtifact(sha.artifWorn, 13, 4);
 
- 		VLC->arth->equipArtifact(sha.artifWorn, 14, 5);
 
- 		VLC->arth->equipArtifact(sha.artifWorn, 15, 6);
 
- 		sendAndApply(&sha);
 
- 	}
 
- 	else if(message == "vcminahar") //1000000 movement points
 
- 	{
 
- 		CGHeroInstance *hero = gs->getHero(gs->getPlayer(player)->currentSelection);
 
- 		if(!hero) return;
 
- 		SetMovePoints smp;
 
- 		smp.hid = hero->id;
 
- 		smp.val = 1000000;
 
- 		sendAndApply(&smp);
 
- 	}
 
- 	else if(message == "vcmiformenos") //give resources
 
- 	{
 
- 		SetResources sr;
 
- 		sr.player = player;
 
- 		sr.res = gs->getPlayer(player)->resources;
 
- 		for(int i=0;i<7;i++)
 
- 			sr.res[i] += 100;
 
- 		sr.res[6] += 19900;
 
- 		sendAndApply(&sr);
 
- 	}
 
- 	else if(message == "vcmieagles") //reveal FoW
 
- 	{
 
- 		FoWChange fc;
 
- 		fc.mode = 1;
 
- 		fc.player = player;
 
- 		for(int i=0;i<gs->map->width;i++)
 
- 			for(int j=0;j<gs->map->height;j++)
 
- 				for(int k=0;k<gs->map->twoLevel+1;k++)
 
- 					if(!gs->getPlayer(fc.player)->fogOfWarMap[i][j][k])
 
- 						fc.tiles.insert(int3(i,j,k));
 
- 		sendAndApply(&fc);
 
- 	}
 
- 	else if(message == "vcmiglorfindel")
 
- 	{
 
- 		CGHeroInstance *hero = gs->getHero(gs->getPlayer(player)->currentSelection);
 
- 		changePrimSkill(hero->id,4,VLC->heroh->reqExp(hero->level+1) - VLC->heroh->reqExp(hero->level));
 
- 	}
 
- 	else
 
- 		cheated = false;
 
- 	if(cheated)
 
- 	{
 
- 		sendAndApply(&SystemMessage(VLC->generaltexth->allTexts[260]));
 
- 	}
 
- }
 
- static ui32 calculateHealedHP(const CGHeroInstance * caster, const CSpell * spell, const CStack * stack)
 
- {
 
- 	switch(spell->id)
 
- 	{
 
- 	case 37: //cure
 
- 		{
 
- 			int healedHealth = caster->getPrimSkillLevel(2) * 5 + spell->powers[caster->getSpellSchoolLevel(spell)];
 
- 			return std::min<ui32>(healedHealth, stack->MaxHealth() - stack->firstHPleft);
 
- 			break;
 
- 		}
 
- 	case 38: //resurrection
 
- 		{
 
- 			int healedHealth = caster->getPrimSkillLevel(2) * 50 + spell->powers[caster->getSpellSchoolLevel(spell)];
 
- 			return std::min<ui32>(healedHealth, stack->MaxHealth() - stack->firstHPleft + stack->baseAmount * stack->MaxHealth());
 
- 			break;
 
- 		}
 
- 	case 39: //animate dead
 
- 		{
 
- 			int healedHealth = caster->getPrimSkillLevel(2) * 50 + spell->powers[caster->getSpellSchoolLevel(spell)];
 
- 			return std::min<ui32>(healedHealth, stack->MaxHealth() - stack->firstHPleft + stack->baseAmount * stack->MaxHealth());
 
- 			break;
 
- 		}
 
- 	}
 
- 	//we shouldn't be here
 
- 	tlog1 << "calculateHealedHP called for non-healing spell: " << spell->name << std::endl;
 
- 	return 0;
 
- }
 
- static std::vector<ui32> calculateResistedStacks(const CSpell * sp, const CGHeroInstance * caster, const CGHeroInstance * hero2, const std::set<CStack*> affectedCreatures)
 
- {
 
- 	std::vector<ui32> ret;
 
- 	for(std::set<CStack*>::const_iterator it = affectedCreatures.begin(); it != affectedCreatures.end(); ++it)
 
- 	{
 
- 		if ((*it)->hasBonusOfType(Bonus::SPELL_IMMUNITY, sp->id) //100% sure spell immunity
 
- 			|| ( (*it)->hasBonusOfType(Bonus::LEVEL_SPELL_IMMUNITY) &&
 
- 				(*it)->valOfBonuses(Bonus::LEVEL_SPELL_IMMUNITY) >= sp->level) ) //some creature abilities have level 0
 
- 		{
 
- 			ret.push_back((*it)->ID);
 
- 			continue;
 
- 		}
 
- 		//non-negative spells on friendly stacks should always succeed, unless immune
 
- 		if(sp->positiveness >= 0 && (*it)->owner == caster->tempOwner)
 
- 			continue;
 
- 		const CGHeroInstance * bonusHero; //hero we should take bonuses from
 
- 		if(caster && (*it)->owner == caster->tempOwner)
 
- 			bonusHero = caster;
 
- 		else
 
- 			bonusHero = hero2;
 
- 		int prob = (*it)->valOfBonuses(Bonus::MAGIC_RESISTANCE); //probability of resistance in %
 
- 		if(bonusHero)
 
- 		{
 
- 			//bonusHero's resistance support (secondary skils and artifacts)
 
- 			prob += bonusHero->valOfBonuses(Bonus::MAGIC_RESISTANCE);
 
- 			switch(bonusHero->getSecSkillLevel(26)) //resistance
 
- 			{
 
- 			case 1: //basic
 
- 				prob += 5;
 
- 				break;
 
- 			case 2: //advanced
 
- 				prob += 10;
 
- 				break;
 
- 			case 3: //expert
 
- 				prob += 20;
 
- 				break;
 
- 			}
 
- 		}
 
- 		if(prob > 100) prob = 100;
 
- 		if(rand()%100 < prob) //immunity from resistance
 
- 			ret.push_back((*it)->ID);
 
- 	}
 
- 	if(sp->id == 60) //hypnotize
 
- 	{
 
- 		for(std::set<CStack*>::const_iterator it = affectedCreatures.begin(); it != affectedCreatures.end(); ++it)
 
- 		{
 
- 			if( (*it)->hasBonusOfType(Bonus::SPELL_IMMUNITY, sp->id) //100% sure spell immunity
 
- 				|| ( (*it)->count - 1 ) * (*it)->MaxHealth() + (*it)->firstHPleft 
 
- 				> 
 
- 				caster->getPrimSkillLevel(2) * 25 + sp->powers[caster->getSpellSchoolLevel(sp)]
 
- 			)
 
- 			{
 
- 				ret.push_back((*it)->ID);
 
- 			}
 
- 		}
 
- 	}
 
- 	return ret;
 
- }
 
- void CGameHandler::handleSpellCasting( int spellID, int spellLvl, int destination, ui8 casterSide, ui8 casterColor,
 
- 	const CGHeroInstance * caster, const CGHeroInstance * secHero, int usedSpellPower )
 
- {
 
- 	CSpell *spell = &VLC->spellh->spells[spellID];
 
- 	SpellCast sc;
 
- 	sc.side = casterSide;
 
- 	sc.id = spellID;
 
- 	sc.skill = spellLvl;
 
- 	sc.tile = destination;
 
- 	sc.dmgToDisplay = 0;
 
- 	sc.castedByHero = (bool)caster;
 
- 	//calculating affected creatures for all spells
 
- 	std::set<CStack*> attackedCres = gs->curB->getAttackedCreatures(spell, spellLvl, casterColor, destination);
 
- 	for(std::set<CStack*>::const_iterator it = attackedCres.begin(); it != attackedCres.end(); ++it)
 
- 	{
 
- 		sc.affectedCres.insert((*it)->ID);
 
- 	}
 
- 	//checking if creatures resist
 
- 	sc.resisted = calculateResistedStacks(spell, caster, secHero, attackedCres);
 
- 	//calculating dmg to display
 
- 	for(std::set<CStack*>::iterator it = attackedCres.begin(); it != attackedCres.end(); ++it)
 
- 	{
 
- 		if(vstd::contains(sc.resisted, (*it)->ID)) //this creature resisted the spell
 
- 			continue;
 
- 		sc.dmgToDisplay += gs->curB->calculateSpellDmg(spell, caster, *it, spellLvl, usedSpellPower);
 
- 	}
 
- 	sendAndApply(&sc);
 
- 	//applying effects
 
- 	switch(spellID)
 
- 	{
 
- 	case 15: //magic arrow
 
- 	case 16: //ice bolt
 
- 	case 17: //lightning bolt
 
- 	case 18: //implosion
 
- 	case 20: //frost ring
 
- 	case 21: //fireball
 
- 	case 22: //inferno
 
- 	case 23: //meteor shower
 
- 	case 24: //death ripple
 
- 	case 25: //destroy undead
 
- 	case 26: //armageddon
 
- 	case 77: //Thunderbolt (thunderbirds)
 
- 		{
 
- 			StacksInjured si;
 
- 			for(std::set<CStack*>::iterator it = attackedCres.begin(); it != attackedCres.end(); ++it)
 
- 			{
 
- 				if(vstd::contains(sc.resisted, (*it)->ID)) //this creature resisted the spell
 
- 					continue;
 
- 				BattleStackAttacked bsa;
 
- 				bsa.flags |= 2;
 
- 				bsa.effect = spell->mainEffectAnim;
 
- 				bsa.damageAmount = gs->curB->calculateSpellDmg(spell, caster, *it, spellLvl, usedSpellPower);
 
- 				bsa.stackAttacked = (*it)->ID;
 
- 				bsa.attackerID = -1;
 
- 				prepareAttacked(bsa,*it);
 
- 				si.stacks.push_back(bsa);
 
- 			}
 
- 			if(!si.stacks.empty())
 
- 				sendAndApply(&si);
 
- 			break;
 
- 		}
 
- 	case 27: //shield 
 
- 	case 28: //air shield
 
- 	case 29: //fire shield
 
- 	case 30: //protection from air
 
- 	case 31: //protection from fire
 
- 	case 32: //protection from water
 
- 	case 33: //protection from earth
 
- 	case 34: //anti-magic
 
- 	case 41: //bless
 
- 	case 42: //curse
 
- 	case 43: //bloodlust
 
- 	case 44: //precision
 
- 	case 45: //weakness
 
- 	case 46: //stone skin
 
- 	case 47: //disrupting ray
 
- 	case 48: //prayer
 
- 	case 49: //mirth
 
- 	case 50: //sorrow
 
- 	case 51: //fortune
 
- 	case 52: //misfortune
 
- 	case 53: //haste
 
- 	case 54: //slow
 
- 	case 55: //slayer
 
- 	case 56: //frenzy
 
- 	case 58: //counterstrike
 
- 	case 59: //berserk
 
- 	case 60: //hypnotize
 
- 	case 61: //forgetfulness
 
- 	case 62: //blind
 
- 		{
 
- 			SetStackEffect sse;
 
- 			for(std::set<CStack*>::iterator it = attackedCres.begin(); it != attackedCres.end(); ++it)
 
- 			{
 
- 				if(vstd::contains(sc.resisted, (*it)->ID)) //this creature resisted the spell
 
- 					continue;
 
- 				sse.stacks.push_back((*it)->ID);
 
- 			}
 
- 			sse.effect.id = spellID;
 
- 			sse.effect.level = spellLvl;
 
- 			sse.effect.turnsRemain = BattleInfo::calculateSpellDuration(spell, caster);
 
- 			if(!sse.stacks.empty())
 
- 				sendAndApply(&sse);
 
- 			break;
 
- 		}
 
- 	case 37: //cure
 
- 	case 38: //resurrection
 
- 	case 39: //animate dead
 
- 		{
 
- 			StacksHealedOrResurrected shr;
 
- 			for(std::set<CStack*>::iterator it = attackedCres.begin(); it != attackedCres.end(); ++it)
 
- 			{
 
- 				if(vstd::contains(sc.resisted, (*it)->ID) //this creature resisted the spell
 
- 					|| (spellID == 39 && !(*it)->hasBonusOfType(Bonus::UNDEAD)) //we try to cast animate dead on living stack
 
- 					) 
 
- 					continue;
 
- 				StacksHealedOrResurrected::HealInfo hi;
 
- 				hi.stackID = (*it)->ID;
 
- 				hi.healedHP = calculateHealedHP(caster, spell, *it);
 
- 				hi.lowLevelResurrection = spellLvl <= 1;
 
- 				shr.healedStacks.push_back(hi);
 
- 			}
 
- 			if(!shr.healedStacks.empty())
 
- 				sendAndApply(&shr);
 
- 			break;
 
- 		}
 
- 	case 64: //remove obstacle
 
- 		{
 
- 			ObstaclesRemoved obr;
 
- 			for(int g=0; g<gs->curB->obstacles.size(); ++g)
 
- 			{
 
- 				std::vector<int> blockedHexes = VLC->heroh->obstacles[gs->curB->obstacles[g].ID].getBlocked(gs->curB->obstacles[g].pos);
 
- 				if(vstd::contains(blockedHexes, destination)) //this obstacle covers given hex
 
- 				{
 
- 					obr.obstacles.insert(gs->curB->obstacles[g].uniqueID);
 
- 				}
 
- 			}
 
- 			if(!obr.obstacles.empty())
 
- 				sendAndApply(&obr);
 
- 			break;
 
- 		}
 
- 	}
 
- }
 
- bool CGameHandler::makeCustomAction( BattleAction &ba )
 
- {
 
- 	switch(ba.actionType)
 
- 	{
 
- 	case 1: //hero casts spell
 
- 		{
 
- 			const CGHeroInstance *h = gs->curB->heroes[ba.side];
 
- 			const CGHeroInstance *secondHero = gs->curB->heroes[!ba.side];
 
- 			if(!h)
 
- 			{
 
- 				tlog2 << "Wrong caster!\n";
 
- 				return false;
 
- 			}
 
- 			if(ba.additionalInfo >= VLC->spellh->spells.size())
 
- 			{
 
- 				tlog2 << "Wrong spell id (" << ba.additionalInfo << ")!\n";
 
- 				return false;
 
- 			}
 
- 			CSpell *s = &VLC->spellh->spells[ba.additionalInfo];
 
- 			ui8 skill = h->getSpellSchoolLevel(s); //skill level
 
- 			if(   !(h->canCastThisSpell(s)) //hero cannot cast this spell at all
 
- 				|| (h->mana < gs->curB->getSpellCost(s, h)) //not enough mana
 
- 				|| (ba.additionalInfo < 10) //it's adventure spell (not combat)
 
- 				|| (gs->curB->castSpells[ba.side]) //spell has been cast
 
- 				|| (NBonus::hasOfType(secondHero, Bonus::SPELL_IMMUNITY, s->id)) //non - casting hero provides immunity for this spell 
 
- 				|| (gs->battleMaxSpellLevel() < s->level) //non - casting hero stops caster from casting this spell
 
- 				)
 
- 			{
 
- 				tlog2 << "Spell cannot be cast!\n";
 
- 				return false;
 
- 			}
 
- 			sendAndApply(&StartAction(ba)); //start spell casting
 
- 			handleSpellCasting(ba.additionalInfo, skill, ba.destinationTile, ba.side, h->tempOwner, h, secondHero, h->getPrimSkillLevel(2));
 
- 			sendAndApply(&EndAction());
 
- 			if( !gs->curB->getStack(gs->curB->activeStack, false)->alive() )
 
- 			{
 
- 				battleMadeAction.setn(true);
 
- 			}
 
- 			checkForBattleEnd(gs->curB->stacks);
 
- 			if(battleResult.get())
 
- 			{
 
- 				endBattle(gs->curB->tile, gs->curB->heroes[0], gs->curB->heroes[1]);
 
- 			}
 
- 			return true;
 
- 		}
 
- 	}
 
- 	return false;
 
- }
 
- void CGameHandler::handleTimeEvents()
 
- {
 
- 	gs->map->events.sort(evntCmp);
 
- 	while(gs->map->events.size() && gs->map->events.front()->firstOccurence+1 == gs->day)
 
- 	{
 
- 		CMapEvent *ev = gs->map->events.front();
 
- 		for(int player = 0; player < PLAYER_LIMIT; player++)
 
- 		{
 
- 			PlayerState *pinfo = gs->getPlayer(player);
 
- 			if( pinfo  //player exists
 
- 				&& (ev->players & 1<<player) //event is enabled to this player
 
- 				&& ((ev->computerAffected && !pinfo->human) 
 
- 					|| (ev->humanAffected && pinfo->human)
 
- 				)
 
- 			)
 
- 			{
 
- 				//give resources
 
- 				SetResources sr;
 
- 				sr.player = player;
 
- 				sr.res = pinfo->resources;
 
- 				//prepare dialog
 
- 				InfoWindow iw;
 
- 				iw.player = player;
 
- 				iw.text << ev->message;
 
- 				for (int i=0; i<ev->resources.size(); i++)
 
- 				{
 
- 					if(ev->resources[i]) //if resource is changed, we add it to the dialog
 
- 					{
 
- 						// If removing too much resources, adjust the
 
- 						// amount so the total doesn't become negative.
 
- 						if (sr.res[i] + ev->resources[i] < 0)
 
- 							ev->resources[i] = -sr.res[i];
 
- 						if(ev->resources[i]) //if non-zero res change
 
- 						{
 
- 							iw.components.push_back(Component(Component::RESOURCE,i,ev->resources[i],0));
 
- 							sr.res[i] += ev->resources[i];
 
- 						}
 
- 					}
 
- 				}
 
- 				if (iw.components.size())
 
- 				{
 
- 					sendAndApply(&sr); //update player resources if changed
 
- 				}
 
- 				sendAndApply(&iw); //show dialog
 
- 			}
 
- 		} //PLAYERS LOOP
 
- 		if(ev->nextOccurence)
 
- 		{
 
- 			ev->firstOccurence += ev->nextOccurence;
 
- 			gs->map->events.sort(evntCmp);
 
- 		}
 
- 		else
 
- 		{
 
- 			delete ev;
 
- 			gs->map->events.pop_front();
 
- 		}
 
- 	}
 
- }
 
- bool CGameHandler::complain( const std::string &problem )
 
- {
 
- 	sendMessageToAll("Server encountered a problem: " + problem);
 
- 	tlog1 << problem << std::endl;
 
- 	return true;
 
- }
 
- ui32 CGameHandler::getQueryResult( ui8 player, int queryID )
 
- {
 
- 	//TODO: write
 
- 	return 0;
 
- }
 
- void CGameHandler::showGarrisonDialog( int upobj, int hid, bool removableUnits, const boost::function<void()> &cb )
 
- {
 
- 	ui8 player = getOwner(hid);
 
- 	GarrisonDialog gd;
 
- 	gd.hid = hid;
 
- 	gd.objid = upobj;
 
- 	{
 
- 		boost::unique_lock<boost::recursive_mutex> lock(gsm);
 
- 		gd.id = QID;
 
- 		garrisonCallbacks[QID] = cb;
 
- 		allowedExchanges[QID] = std::pair<si32,si32>(upobj,hid);
 
- 		states.addQuery(player,QID);
 
- 		QID++; 
 
- 		gd.removableUnits = removableUnits;
 
- 		sendAndApply(&gd);
 
- 	}
 
- }
 
- void CGameHandler::showThievesGuildWindow(int requestingObjId)
 
- {
 
- 	OpenWindow ow;
 
- 	ow.window = OpenWindow::THIEVES_GUILD;
 
- 	ow.id1 = requestingObjId;
 
- 	sendAndApply(&ow);
 
- }
 
- bool CGameHandler::isAllowedExchange( int id1, int id2 )
 
- {
 
- 	if(id1 == id2)
 
- 		return true;
 
- 	{
 
- 		boost::unique_lock<boost::recursive_mutex> lock(gsm);
 
- 		for(std::map<ui32, std::pair<si32,si32> >::const_iterator i = allowedExchanges.begin(); i!=allowedExchanges.end(); i++)
 
- 			if(id1 == i->second.first && id2 == i->second.second   ||   id2 == i->second.first && id1 == i->second.second)
 
- 				return true;
 
- 	}
 
- 	const CGObjectInstance *o1 = getObj(id1), *o2 = getObj(id2);
 
- 	if(o1->ID == TOWNI_TYPE)
 
- 	{
 
- 		const CGTownInstance *t = static_cast<const CGTownInstance*>(o1);
 
- 		if(t->visitingHero == o2  ||  t->garrisonHero == o2)
 
- 			return true;
 
- 	}
 
- 	if(o2->ID == TOWNI_TYPE)
 
- 	{
 
- 		const CGTownInstance *t = static_cast<const CGTownInstance*>(o2);
 
- 		if(t->visitingHero == o1  ||  t->garrisonHero == o1)
 
- 			return true;
 
- 	}
 
- 	if(o1->ID == HEROI_TYPE && o2->ID == HEROI_TYPE
 
- 		&& distance(o1->pos, o2->pos) < 2) //hero stands on the same tile or on the neighbouring tiles
 
- 	{
 
- 		//TODO: it's workaround, we should check if first hero visited second and player hasn't closed exchange window
 
- 		//(to block moving stacks for free [without visiting] beteen heroes)
 
- 		return true;
 
- 	}
 
- 	return false;
 
- }
 
- void CGameHandler::objectVisited( const CGObjectInstance * obj, const CGHeroInstance * h )
 
- {
 
- 	obj->onHeroVisit(h);
 
- }
 
- bool CGameHandler::buildBoat( ui32 objid )
 
- {
 
- 	const IShipyard *obj = IShipyard::castFrom(getObj(objid));
 
- 	int boatType = 1; 
 
- 	if(obj->state())
 
- 	{
 
- 		complain("Cannot build boat in this shipyard!");
 
- 		return false;
 
- 	}
 
- 	else if(obj->o->ID == TOWNI_TYPE
 
- 		&& !vstd::contains((static_cast<const CGTownInstance*>(obj))->builtBuildings,6))
 
- 	{
 
- 		complain("Cannot build boat in the town - no shipyard!");
 
- 		return false;
 
- 	}
 
- 	//TODO use "real" cost via obj->getBoatCost
 
- 	if(getResource(obj->o->tempOwner, 6) < 1000  ||  getResource(obj->o->tempOwner, 0) < 10)
 
- 	{
 
- 		complain("Not enough resources to build a boat!");
 
- 		return false;
 
- 	}
 
- 	int3 tile = obj->bestLocation();
 
- 	if(!gs->map->isInTheMap(tile))
 
- 	{
 
- 		complain("Cannot find appropriate tile for a boat!");
 
- 		return false;
 
- 	}
 
- 	//take boat cost
 
- 	SetResources sr;
 
- 	sr.player = obj->o->tempOwner;
 
- 	sr.res = gs->getPlayer(obj->o->tempOwner)->resources;
 
- 	sr.res[0] -= 10;
 
- 	sr.res[6] -= 1000;
 
- 	sendAndApply(&sr);
 
- 	//create boat
 
- 	NewObject no;
 
- 	no.ID = 8;
 
- 	no.subID = obj->getBoatType();
 
- 	no.pos = tile + int3(1,0,0);
 
- 	sendAndApply(&no);
 
- 	return true;
 
- }
 
- void CGameHandler::engageIntoBattle( ui8 player )
 
- {
 
- 	if(vstd::contains(states.players, player))
 
- 		states.setFlag(player,&PlayerStatus::engagedIntoBattle,true);
 
- 	//notify interfaces
 
- 	PlayerBlocked pb;
 
- 	pb.player = player;
 
- 	pb.reason = PlayerBlocked::UPCOMING_BATTLE;
 
- 	sendAndApply(&pb);
 
- }
 
- void CGameHandler::winLoseHandle(ui8 players )
 
- {
 
- 	for(size_t i = 0; i < PLAYER_LIMIT; i++)
 
- 	{
 
- 		if(players & 1<<i  &&  gs->getPlayer(i))
 
- 		{
 
- 			checkLossVictory(i);
 
- 		}
 
- 	}
 
- }
 
- void CGameHandler::checkLossVictory( ui8 player )
 
- {
 
- 	const PlayerState *p = gs->getPlayer(player);
 
- 	if(p->status) //player already won / lost
 
- 		return;
 
- 	int loss = gs->lossCheck(player);
 
- 	int vic = gs->victoryCheck(player);
 
- 	if(!loss && !vic)
 
- 		return;
 
- 	InfoWindow iw;
 
- 	getLossVicMessage(player, vic ? vic : loss , vic, iw);
 
- 	sendAndApply(&iw);
 
- 	PlayerEndsGame peg;
 
- 	peg.player = player;
 
- 	peg.victory = vic;
 
- 	sendAndApply(&peg);
 
- 	if(vic > 0) //one player won -> all enemies lost  //TODO: allies
 
- 	{
 
- 		iw.text.localStrings.front().second++; //message about losing because enemy won first is just after victory message
 
- 		for (std::map<ui8,PlayerState>::const_iterator i = gs->players.begin(); i!=gs->players.end(); i++)
 
- 		{
 
- 			if(i->first < PLAYER_LIMIT && i->first != player)
 
- 			{
 
- 				iw.player = i->first;
 
- 				sendAndApply(&iw);
 
- 				peg.player = i->first;
 
- 				peg.victory = false;
 
- 				sendAndApply(&peg);
 
- 			}
 
- 		}
 
- 	}
 
- 	else //player lost -> all his objects become unflagged (neutral)
 
- 	{
 
- 		std::vector<CGHeroInstance*> hlp = p->heroes;
 
- 		for (std::vector<CGHeroInstance*>::const_iterator i = hlp.begin(); i != hlp.end(); i++) //eliminate heroes
 
- 			removeObject((*i)->id);
 
- 		for (std::vector<CGObjectInstance*>::const_iterator i = gs->map->objects.begin(); i != gs->map->objects.end(); i++) //unflag objs
 
- 		{
 
- 			if(*i  &&  (*i)->tempOwner == player)
 
- 				setOwner((**i).id,NEUTRAL_PLAYER);
 
- 		}
 
- 		//eliminating one player may cause victory of another:
 
- 		winLoseHandle(ALL_PLAYERS & ~(1<<player));
 
- 	}
 
- 	if(vic)
 
- 		end2 = true;
 
- }
 
- void CGameHandler::getLossVicMessage( ui8 player, ui8 standard, bool victory, InfoWindow &out ) const
 
- {
 
- 	const PlayerState *p = gs->getPlayer(player);
 
- // 	if(!p->human)
 
- // 		return; //AI doesn't need text info of loss
 
- 	out.player = player;
 
- 	if(victory)
 
- 	{
 
- 		if(standard < 0) //not std loss
 
- 		{
 
- 			switch(gs->map->victoryCondition.condition)
 
- 			{
 
- 			case artifact:
 
- 				out.text.addTxt(MetaString::GENERAL_TXT, 280); //Congratulations! You have found the %s, and can claim victory!
 
- 				out.text.addReplacement(MetaString::ART_NAMES,gs->map->victoryCondition.ID); //artifact name
 
- 				break;
 
- 			case gatherTroop:
 
- 				out.text.addTxt(MetaString::GENERAL_TXT, 276); //Congratulations! You have over %d %s in your armies. Your enemies have no choice but to bow down before your power!
 
- 				out.text.addReplacement(gs->map->victoryCondition.count);
 
- 				out.text.addReplacement(MetaString::CRE_PL_NAMES, gs->map->victoryCondition.ID);
 
- 				break;
 
- 			case gatherResource:
 
- 				out.text.addTxt(MetaString::GENERAL_TXT, 278); //Congratulations! You have collected over %d %s in your treasury. Victory is yours!
 
- 				out.text.addReplacement(gs->map->victoryCondition.count);
 
- 				out.text.addReplacement(MetaString::RES_NAMES, gs->map->victoryCondition.ID);
 
- 				break;
 
- 			case buildCity:
 
- 				out.text.addTxt(MetaString::GENERAL_TXT, 282); //Congratulations! You have successfully upgraded your town, and can claim victory!
 
- 				break;
 
- 			case buildGrail:
 
- 				out.text.addTxt(MetaString::GENERAL_TXT, 284); //Congratulations! You have constructed a permanent home for the Grail, and can claim victory!
 
- 				break;
 
- 			case beatHero:
 
- 				{
 
- 					out.text.addTxt(MetaString::GENERAL_TXT, 252); //Congratulations! You have completed your quest to defeat the enemy hero %s. Victory is yours!
 
- 					const CGHeroInstance *h = dynamic_cast<const CGHeroInstance*>(gs->map->victoryCondition.obj);
 
- 					assert(h);
 
- 					out.text.addReplacement(h->name);
 
- 				}
 
- 				break;
 
- 			case captureCity:
 
- 				{
 
- 					out.text.addTxt(MetaString::GENERAL_TXT, 249); //Congratulations! You captured %s, and are victorious!
 
- 					const CGTownInstance *t = dynamic_cast<const CGTownInstance*>(gs->map->victoryCondition.obj);
 
- 					assert(t);
 
- 					out.text.addReplacement(t->name);
 
- 				}
 
- 				break;
 
- 			case beatMonster:
 
- 				out.text.addTxt(MetaString::GENERAL_TXT, 286); //Congratulations! You have completed your quest to kill the fearsome beast, and can claim victory!
 
- 				break;
 
- 			case takeDwellings:
 
- 				out.text.addTxt(MetaString::GENERAL_TXT, 288); //Congratulations! Your flag flies on the dwelling of every creature. Victory is yours!
 
- 				break;
 
- 			case takeMines:
 
- 				out.text.addTxt(MetaString::GENERAL_TXT, 290); //Congratulations! Your flag flies on every mine. Victory is yours!
 
- 				break;
 
- 			case transportItem:
 
- 				out.text.addTxt(MetaString::GENERAL_TXT, 292); //Congratulations! You have reached your destination, precious cargo intact, and can claim victory!
 
- 				break;
 
- 			}
 
- 		}
 
- 		else
 
- 		{
 
- 			out.text.addTxt(MetaString::GENERAL_TXT, 659); //Congratulations! You have reached your destination, precious cargo intact, and can claim victory!
 
- 		}
 
- 	}
 
- 	else
 
- 	{
 
- 		if(standard < 0) //not std loss
 
- 		{
 
- 			switch(gs->map->lossCondition.typeOfLossCon)
 
- 			{
 
- 			case lossCastle:
 
- 				{
 
- 					out.text.addTxt(MetaString::GENERAL_TXT, 251); //The town of %s has fallen - all is lost!
 
- 					const CGTownInstance *t = dynamic_cast<const CGTownInstance*>(gs->map->lossCondition.obj);
 
- 					assert(t);
 
- 					out.text.addReplacement(t->name);
 
- 				}
 
- 				break;
 
- 			case lossHero:
 
- 				{
 
- 					out.text.addTxt(MetaString::GENERAL_TXT, 253); //The hero, %s, has suffered defeat - your quest is over!
 
- 					const CGHeroInstance *h = dynamic_cast<const CGHeroInstance*>(gs->map->lossCondition.obj);
 
- 					assert(h);
 
- 					out.text.addReplacement(h->name);
 
- 				}
 
- 				break;
 
- 			case timeExpires:
 
- 				out.text.addTxt(MetaString::GENERAL_TXT, 254); //Alas, time has run out on your quest. All is lost.
 
- 				break;
 
- 			}
 
- 		}
 
- 		else if(standard == 2)
 
- 		{
 
- 			out.text.addTxt(MetaString::GENERAL_TXT, 7);//%s, your heroes abandon you, and you are banished from this land.
 
- 			out.text.addReplacement(MetaString::COLOR, player);
 
- 			out.components.push_back(Component(Component::FLAG,player,0,0));
 
- 		}
 
- 		else //lost all towns and heroes
 
- 		{
 
- 			out.text.addTxt(MetaString::GENERAL_TXT, 660); //All your forces have been defeated, and you are banished from this land!
 
- 		}
 
- 	}
 
- }
 
- bool CGameHandler::dig( const CGHeroInstance *h )
 
- {
 
- 	for (std::vector<CGObjectInstance*>::const_iterator i = gs->map->objects.begin(); i != gs->map->objects.end(); i++) //unflag objs
 
- 	{
 
- 		if(*i && (*i)->ID == 124  &&  (*i)->pos == h->getPosition())
 
- 		{
 
- 			complain("Cannot dig - there is already a hole under the hero!");
 
- 			return false;
 
- 		}
 
- 	}
 
- 	NewObject no;
 
- 	no.ID = 124;
 
- 	no.pos = h->getPosition();
 
- 	no.subID = getTile(no.pos)->tertype;
 
- 	if(no.subID >= 8) //no digging on water / rock
 
- 	{
 
- 		complain("Cannot dig - wrong terrain type!");
 
- 		return false;
 
- 	}
 
- 	sendAndApply(&no);
 
- 	SetMovePoints smp;
 
- 	smp.hid = h->id;
 
- 	smp.val = 0;
 
- 	sendAndApply(&smp);
 
- 	InfoWindow iw;
 
- 	iw.player = h->tempOwner;
 
- 	if(gs->map->grailPos == h->getPosition())
 
- 	{
 
- 		iw.text.addTxt(MetaString::GENERAL_TXT, 58); //"Congratulations! After spending many hours digging here, your hero has uncovered the "
 
- 		iw.text.addTxt(MetaString::ART_NAMES, 2);
 
- 		iw.soundID = soundBase::ULTIMATEARTIFACT;
 
- 		giveHeroArtifact(2, h->id, -1); //give grail
 
- 		sendAndApply(&iw);
 
- 		iw.text.clear();
 
- 		iw.text.addTxt(MetaString::ART_DESCR, 2);
 
- 		sendAndApply(&iw);
 
- 	}
 
- 	else
 
- 	{
 
- 		iw.text.addTxt(MetaString::GENERAL_TXT, 59); //"Nothing here. \n Where could it be?"
 
- 		iw.soundID = soundBase::Dig;
 
- 		sendAndApply(&iw);
 
- 	}
 
- 	return true;
 
- }
 
- void CGameHandler::handleAfterAttackCasting( const BattleAttack & bat )
 
- {
 
- 	const CStack * attacker = gs->curB->getStack(bat.stackAttacking);
 
- 	if( attacker->hasBonusOfType(Bonus::SPELL_AFTER_ATTACK) )
 
- 	{
 
- 		BOOST_FOREACH(const Bonus & sf, attacker->bonuses)
 
- 		{
 
- 			if (sf.type == Bonus::SPELL_AFTER_ATTACK)
 
- 			{
 
- 				const CStack * oneOfAttacked = NULL;
 
- 				for(int g=0; g<bat.bsa.size(); ++g)
 
- 				{
 
- 					if (bat.bsa[g].newAmount > 0)
 
- 					{
 
- 						oneOfAttacked = gs->curB->getStack(bat.bsa[g].stackAttacked);
 
- 						break;
 
- 					}
 
- 				}
 
- 				if(oneOfAttacked == NULL) //all attacked creatures have been killed
 
- 					return;
 
- 				int spellID = sf.subtype;
 
- 				int spellLevel = sf.val;
 
- 				int chance = sf.additionalInfo % 1000;
 
- 				int meleeRanged = sf.additionalInfo / 1000;
 
- 				int destination = oneOfAttacked->position;
 
- 				//check if spell should be casted (probability handling)
 
- 				if( rand()%100 >= chance )
 
- 					continue;
 
- 				//casting
 
- 				handleSpellCasting(spellID, spellLevel, destination, !attacker->attackerOwned, attacker->owner, NULL, NULL, attacker->count);
 
- 			}
 
- 		}
 
- 	}
 
- }
 
- bool CGameHandler::castSpell(const CGHeroInstance *h, int spellID, const int3 &pos)
 
- {
 
- 	const CSpell *s = &VLC->spellh->spells[spellID];
 
- 	int cost = h->getSpellCost(s);
 
- 	int schoolLevel = h->getSpellSchoolLevel(s);
 
- 	if(!h->canCastThisSpell(s))
 
- 		COMPLAIN_RET("Hero cannot cast this spell!");
 
- 	if(h->mana < cost) 
 
- 		COMPLAIN_RET("Hero doesn't have enough spell points to cast this spell!");
 
- 	if(s->combatSpell)
 
- 		COMPLAIN_RET("This function can be used only for adventure map spells!");
 
- 	using namespace Spells;
 
- 	switch(spellID)
 
- 	{
 
- 	case SUMMON_BOAT: //Summon Boat 
 
- 		{
 
- 			//check if spell works at all
 
- 			if(rand() % 100 >= s->powers[schoolLevel]) //power is % chance of success
 
- 			{
 
- 				InfoWindow iw;
 
- 				iw.player = h->tempOwner;
 
- 				iw.text.addTxt(MetaString::GENERAL_TXT, 336); //%s tried to summon a boat, but failed.
 
- 				iw.text.addReplacement(h->name);
 
- 				sendAndApply(&iw);
 
- 				return true; //TODO? or should it be false? request was correct and realized, but spell failed...
 
- 			}
 
- 			//try to find unoccupied boat to summon
 
- 			const CGBoat *nearest = NULL;
 
- 			double dist = 0;
 
- 			int3 summonPos = h->bestLocation();
 
- 			if(summonPos.x < 0)
 
- 				COMPLAIN_RET("There is no water tile available!");
 
- 			BOOST_FOREACH(const CGObjectInstance *obj, gs->map->objects)
 
- 			{
 
- 				if(obj && obj->ID == 8)
 
- 				{
 
- 					const CGBoat *b = static_cast<const CGBoat*>(obj);
 
- 					if(b->hero) continue; //we're looking for unoccupied boat
 
- 					double nDist = distance(b->pos, h->getPosition());
 
- 					if(!nearest || nDist < dist) //it's first boat or closer than previous
 
- 					{
 
- 						nearest = b;
 
- 						dist = nDist;
 
- 					}
 
- 				}
 
- 			}
 
- 			if(nearest) //we found boat to summon
 
- 			{
 
- 				ChangeObjPos cop;
 
- 				cop.objid = nearest->id;
 
- 				cop.nPos = summonPos + int3(1,0,0);;
 
- 				cop.flags = 1;
 
- 				sendAndApply(&cop);
 
- 			}
 
- 			else if(schoolLevel < 2) //none or basic level -> cannot create boat :(
 
- 			{
 
- 				InfoWindow iw;
 
- 				iw.player = h->tempOwner;
 
- 				iw.text.addTxt(MetaString::GENERAL_TXT, 335); //There are no boats to summon.
 
- 				sendAndApply(&iw);
 
- 			}
 
- 			else //create boat
 
- 			{
 
- 				NewObject no;
 
- 				no.ID = 8;
 
- 				no.subID = h->getBoatType();
 
- 				no.pos = summonPos + int3(1,0,0);;
 
- 				sendAndApply(&no);
 
- 			}
 
- 			break;
 
- 		}
 
- 	case SCUTTLE_BOAT: //Scuttle Boat 
 
- 		{
 
- 			//check if spell works at all
 
- 			if(rand() % 100 >= s->powers[schoolLevel]) //power is % chance of success
 
- 			{
 
- 				InfoWindow iw;
 
- 				iw.player = h->tempOwner;
 
- 				iw.text.addTxt(MetaString::GENERAL_TXT, 337); //%s tried to scuttle the boat, but failed
 
- 				iw.text.addReplacement(h->name);
 
- 				sendAndApply(&iw);
 
- 				return true; //TODO? or should it be false? request was correct and realized, but spell failed...
 
- 			}
 
- 			//TODO: test range, visibility
 
- 			const TerrainTile *t = &gs->map->getTile(pos);
 
- 			if(!t->visitableObjects.size() || t->visitableObjects.back()->ID != 8)
 
- 				COMPLAIN_RET("There is no boat to scuttle!");
 
- 			RemoveObject ro;
 
- 			ro.id = t->visitableObjects.back()->id;
 
- 			sendAndApply(&ro);
 
- 			break;
 
- 		}
 
- 	case DIMENSION_DOOR: //Dimension Door
 
- 		{
 
- 			const TerrainTile *dest = getTile(pos);
 
- 			const TerrainTile *curr = getTile(h->getSightCenter());
 
- 			if(!dest)
 
- 				COMPLAIN_RET("Destination tile doesn't exist!");
 
- 			if(!h->movement)
 
- 				COMPLAIN_RET("Hero needs movement points to cast Dimension Door!");
 
- 			if(h->getBonusesCount(Bonus::CASTED_SPELL, Spells::DIMENSION_DOOR) >= s->powers[schoolLevel]) //limit casts per turn
 
- 			{
 
- 				InfoWindow iw;
 
- 				iw.player = h->tempOwner;
 
- 				iw.text.addTxt(MetaString::GENERAL_TXT, 338); //%s is not skilled enough to cast this spell again today.
 
- 				iw.text.addReplacement(h->name);
 
- 				sendAndApply(&iw);
 
- 				break;
 
- 			}
 
- 			GiveBonus gb;
 
- 			gb.id = h->id;
 
- 			gb.bonus = Bonus(Bonus::ONE_DAY, Bonus::NONE, Bonus::CASTED_SPELL, 0, Spells::DIMENSION_DOOR);
 
- 			sendAndApply(&gb);
 
- 			
 
- 			if(!dest->isClear(curr)) //wrong dest tile
 
- 			{
 
- 				InfoWindow iw;
 
- 				iw.player = h->tempOwner;
 
- 				iw.text.addTxt(MetaString::GENERAL_TXT, 70); //Dimension Door failed!
 
- 				sendAndApply(&iw);
 
- 				break;
 
- 			}
 
- 			TryMoveHero tmh;
 
- 			tmh.id = h->id;
 
- 			tmh.movePoints = std::max<int>(0, h->movement - 300);
 
- 			tmh.result = TryMoveHero::TELEPORTATION;
 
- 			tmh.start = h->pos;
 
- 			tmh.end = pos;
 
- 			getTilesInRange(tmh.fowRevealed, pos, h->getSightRadious(), h->tempOwner,1);
 
- 			sendAndApply(&tmh);
 
- 		}
 
- 		break;
 
- 	case VISIONS: //Visions 
 
- 	case VIEW_EARTH: //View Earth 
 
- 	case DISGUISE: //Disguise 
 
- 	case VIEW_AIR: //View Air 
 
- 	case FLY: //Fly 
 
- 	case WATER_WALK: //Water Walk 
 
- 	case TOWN_PORTAL: //Town Portal 
 
- 	default:
 
- 		COMPLAIN_RET("This spell is not implemented yet!");
 
- 	}
 
- 	SetMana sm;
 
- 	sm.hid = h->id;
 
- 	sm.val = h->mana - cost;
 
- 	sendAndApply(&sm);
 
- 	return true;
 
- }
 
 
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