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| #include "StdInc.h"#include "CGameState.h"#include <boost/random/linear_congruential.hpp>#include "CCampaignHandler.h"#include "CDefObjInfoHandler.h"#include "CArtHandler.h"#include "CBuildingHandler.h"#include "CGeneralTextHandler.h"#include "CTownHandler.h"#include "CSpellHandler.h"#include "CHeroHandler.h"#include "CObjectHandler.h"#include "CCreatureHandler.h"#include "VCMI_Lib.h"#include "Connection.h"#include "map.h"#include "StartInfo.h"#include "NetPacks.h"#include "RegisterTypes.h"#include "CMapInfo.h"#include "BattleState.h"#include "../lib/JsonNode.h"#include "GameConstants.h"boost::rand48 ran;class CGObjectInstance;#ifdef min#undef min#endif#ifdef max#undef max#endif/* * CGameState.cpp, part of VCMI engine * * Authors: listed in file AUTHORS in main folder * * License: GNU General Public License v2.0 or later * Full text of license available in license.txt file, in main folder * */void foofoofoo(){	//never called function to force instantation of templates	int *ccc = NULL;	registerTypes((CISer<CConnection>&)*ccc);	registerTypes((COSer<CConnection>&)*ccc);	registerTypes((CSaveFile&)*ccc);	registerTypes((CLoadFile&)*ccc);	registerTypes((CTypeList&)*ccc);}template <typename T> class CApplyOnGS;class CBaseForGSApply{public:	virtual void applyOnGS(CGameState *gs, void *pack) const =0;	virtual ~CBaseForGSApply(){};	template<typename U> static CBaseForGSApply *getApplier(const U * t=NULL)	{		return new CApplyOnGS<U>;	}};template <typename T> class CApplyOnGS : public CBaseForGSApply{public:	void applyOnGS(CGameState *gs, void *pack) const	{		T *ptr = static_cast<T*>(pack);		gs->mx->lock();// 		while(!gs->mx->try_lock())// 			boost::this_thread::sleep(boost::posix_time::milliseconds(1)); //give other threads time to finish		ptr->applyGs(gs);		gs->mx->unlock();	}};static CApplier<CBaseForGSApply> *applierGs = NULL;class IObjectCaller{public:	virtual void preInit()=0;	virtual void postInit()=0;};template <typename T>class CObjectCaller : public IObjectCaller{public:	void preInit()	{		//T::preInit();	}	void postInit()	{		//T::postInit();	}};class CObjectCallersHandler{public:	std::vector<IObjectCaller*> apps;	template<typename T> void registerType(const T * t=NULL)	{		apps.push_back(new CObjectCaller<T>);	}	CObjectCallersHandler()	{		registerTypes1(*this);	}	~CObjectCallersHandler()	{		for (size_t i = 0; i < apps.size(); i++)			delete apps[i];	}	void preInit()	{// 		for (size_t i = 0; i < apps.size(); i++)// 			apps[i]->preInit();	}	void postInit()	{	//for (size_t i = 0; i < apps.size(); i++)	//apps[i]->postInit();	}} *objCaller = NULL;InfoAboutTown::InfoAboutTown(){	tType = NULL;	details = NULL;	fortLevel = 0;	owner = -1;}InfoAboutTown::~InfoAboutTown(){	delete details;}void InfoAboutTown::initFromTown( const CGTownInstance *t, bool detailed ){	obj = t;	army = ArmyDescriptor(t->getUpperArmy(), detailed);	built = t->builded;	fortLevel = t->fortLevel();	name = t->name;	tType = t->town;	owner = t->tempOwner;	if(detailed)	{		//include details about hero		details = new Details;		details->goldIncome = t->dailyIncome();		details->customRes = vstd::contains(t->builtBuildings, 15);		details->hallLevel = t->hallLevel();		details->garrisonedHero = t->garrisonHero;	}	//TODO: adjust undetailed info about army to our count of thieves guilds}void InfoAboutTown::initFromGarrison(const CGGarrison *garr, bool detailed){	obj = garr;	fortLevel = 0;	army = ArmyDescriptor(garr, detailed);	name = VLC->generaltexth->names[33]; // "Garrison"	owner = garr->tempOwner;	built = false;	tType = NULL;	// Show detailed info only to owning player.	if(detailed)	{		details = new InfoAboutTown::Details;		details->customRes = false;		details->garrisonedHero = false;		details->goldIncome = -1;		details->hallLevel = -1;	}}void MetaString::getLocalString(const std::pair<ui8,ui32> &txt, std::string &dst) const{	int type = txt.first, ser = txt.second;	if(type == ART_NAMES)	{		dst = VLC->arth->artifacts[ser]->Name();	}	else if(type == CRE_PL_NAMES)	{		dst = VLC->creh->creatures[ser]->namePl;	}	else if(type == MINE_NAMES)	{		dst = VLC->generaltexth->mines[ser].first;	}	else if(type == MINE_EVNTS)	{		dst = VLC->generaltexth->mines[ser].second;	}	else if(type == SPELL_NAME)	{		dst = VLC->spellh->spells[ser]->name;	}	else if(type == CRE_SING_NAMES)	{		dst = VLC->creh->creatures[ser]->nameSing;	}	else if(type == ART_DESCR)	{		dst = VLC->arth->artifacts[ser]->Description();	}	else	{		std::vector<std::string> *vec;		switch(type)		{		case GENERAL_TXT:			vec = &VLC->generaltexth->allTexts;			break;		case XTRAINFO_TXT:			vec = &VLC->generaltexth->xtrainfo;			break;		case OBJ_NAMES:			vec = &VLC->generaltexth->names;			break;		case RES_NAMES:			vec = &VLC->generaltexth->restypes;			break;		case ARRAY_TXT:			vec = &VLC->generaltexth->arraytxt;			break;		case CREGENS:			vec = &VLC->generaltexth->creGens;			break;		case CREGENS4:			vec = &VLC->generaltexth->creGens4;			break;		case ADVOB_TXT:			vec = &VLC->generaltexth->advobtxt;			break;		case ART_EVNTS:			vec = &VLC->generaltexth->artifEvents;			break;		case SEC_SKILL_NAME:			vec = &VLC->generaltexth->skillName;			break;		case COLOR:			vec = &VLC->generaltexth->capColors;			break;		default:			tlog1 << "Failed string substitution because type is " << type << std::endl;			dst = "#@#";			return;		}		if(vec->size() <= ser)		{			tlog1 << "Failed string substitution with type " << type << " because index " << ser << " is out of bounds!\n";			dst = "#!#";		}		else			dst = (*vec)[ser];	}}DLL_LINKAGE void MetaString::toString(std::string &dst) const{	size_t exSt = 0, loSt = 0, nums = 0;	dst.clear();	for(size_t i=0;i<message.size();++i)	{//TEXACT_STRING, TLOCAL_STRING, TNUMBER, TREPLACE_ESTRING, TREPLACE_LSTRING, TREPLACE_NUMBER		switch(message[i])		{		case TEXACT_STRING:			dst += exactStrings[exSt++];			break;		case TLOCAL_STRING:			{				std::string hlp;				getLocalString(localStrings[loSt++], hlp);				dst += hlp;			}			break;		case TNUMBER:			dst += boost::lexical_cast<std::string>(numbers[nums++]);			break;		case TREPLACE_ESTRING:			dst.replace (dst.find("%s"), 2, exactStrings[exSt++]);			break;		case TREPLACE_LSTRING:			{				std::string hlp;				getLocalString(localStrings[loSt++], hlp);				dst.replace (dst.find("%s"), 2, hlp);			}			break;		case TREPLACE_NUMBER:			dst.replace (dst.find("%d"), 2, boost::lexical_cast<std::string>(numbers[nums++]));			break;		case TREPLACE_PLUSNUMBER:			dst.replace (dst.find("%+d"), 3, '+' + boost::lexical_cast<std::string>(numbers[nums++]));			break;		default:			tlog1 << "MetaString processing error!\n";			break;		}	}}DLL_LINKAGE std::string MetaString::toString() const{	std::string ret;	toString(ret);	return ret;}DLL_LINKAGE std::string MetaString::buildList () const///used to handle loot from creature bank{	size_t exSt = 0, loSt = 0, nums = 0;	std::string lista;	for (int i = 0; i < message.size(); ++i)	{		if (i > 0 && (message[i] == TEXACT_STRING || message[i] == TLOCAL_STRING))		{			if (exSt == exactStrings.size() - 1)				lista += VLC->generaltexth->allTexts[141]; //" and "			else				lista += ", ";		}		switch (message[i])		{			case TEXACT_STRING:				lista += exactStrings[exSt++];				break;			case TLOCAL_STRING:			{				std::string hlp;				getLocalString (localStrings[loSt++], hlp);				lista += hlp;			}				break;			case TNUMBER:				lista += boost::lexical_cast<std::string>(numbers[nums++]);				break;			case TREPLACE_ESTRING:				lista.replace (lista.find("%s"), 2, exactStrings[exSt++]);				break;			case TREPLACE_LSTRING:			{				std::string hlp;				getLocalString (localStrings[loSt++], hlp);				lista.replace (lista.find("%s"), 2, hlp);			}				break;			case TREPLACE_NUMBER:				lista.replace (lista.find("%d"), 2, boost::lexical_cast<std::string>(numbers[nums++]));				break;			default:				tlog1 << "MetaString processing error!\n";		}	}	return lista;}void  MetaString::addCreReplacement(TCreature id, TQuantity count) //adds sing or plural name;{	assert(count);	if (count == 1)		addReplacement (CRE_SING_NAMES, id);	else		addReplacement (CRE_PL_NAMES, id);}void MetaString::addReplacement(const CStackBasicDescriptor &stack){	assert(stack.count); //valid count	assert(stack.type); //valid type	addCreReplacement(stack.type->idNumber, stack.count);}static CGObjectInstance * createObject(int id, int subid, int3 pos, int owner){	CGObjectInstance * nobj;	switch(id)	{	case GameConstants::HEROI_TYPE: //hero		{			CGHeroInstance * nobj = new CGHeroInstance();			nobj->pos = pos;			nobj->tempOwner = owner;			nobj->subID = subid;			//nobj->initHero(ran);			return nobj;		}	case GameConstants::TOWNI_TYPE: //town		nobj = new CGTownInstance;		break;	default: //rest of objects		nobj = new CGObjectInstance;		nobj->defInfo = VLC->dobjinfo->gobjs[id][subid];		break;	}	nobj->ID = id;	nobj->subID = subid;	if(!nobj->defInfo)		tlog3 <<"No def declaration for " <<id <<" "<<subid<<std::endl;	nobj->pos = pos;	//nobj->state = NULL;//new CLuaObjectScript();	nobj->tempOwner = owner;	nobj->defInfo->id = id;	nobj->defInfo->subid = subid;	//assigning defhandler	if(nobj->ID==GameConstants::HEROI_TYPE || nobj->ID==GameConstants::TOWNI_TYPE)		return nobj;	nobj->defInfo = VLC->dobjinfo->gobjs[id][subid];	return nobj;}CGHeroInstance * CGameState::HeroesPool::pickHeroFor(bool native, int player, const CTown *town, bmap<ui32, ConstTransitivePtr<CGHeroInstance> > &available, const CHeroClass *bannedClass /*= NULL*/) const{	CGHeroInstance *ret = NULL;	if(player<0 || player>=GameConstants::PLAYER_LIMIT)	{		tlog1 << "Cannot pick hero for " << town->Name() << ". Wrong owner!\n";		return NULL;	}	std::vector<CGHeroInstance *> pool;	if(native)	{		for(bmap<ui32, ConstTransitivePtr<CGHeroInstance> >::iterator i=available.begin(); i!=available.end(); i++)		{			if(pavailable.find(i->first)->second & 1<<player				&& i->second->type->heroType/2 == town->typeID)			{				pool.push_back(i->second); //get all available heroes			}		}		if(!pool.size())		{			tlog1 << "Cannot pick native hero for " << player << ". Picking any...\n";			return pickHeroFor(false, player, town, available);		}		else		{			ret = pool[rand()%pool.size()];		}	}	else	{		int sum=0, r;		for(bmap<ui32, ConstTransitivePtr<CGHeroInstance> >::iterator i=available.begin(); i!=available.end(); i++)		{			if ((!bannedClass && (pavailable.find(i->first)->second & (1<<player))) ||				i->second->type->heroClass != bannedClass)			{				pool.push_back(i->second);				sum += i->second->type->heroClass->selectionProbability[town->typeID]; //total weight			}		}		if(!pool.size())		{			tlog1 << "There are no heroes available for player " << player<<"!\n";			return NULL;		}		r = rand()%sum;		for (ui32 i=0; i<pool.size(); i++)		{			r -= pool[i]->type->heroClass->selectionProbability[town->typeID];			if(r < 0)			{				ret = pool[i];				break;			}		}		if(!ret)			ret = pool.back();	}	available.erase(ret->subID);	return ret;}//void CGameState::apply(CPack * pack)//{//	while(!mx->try_lock())//		boost::this_thread::sleep(boost::posix_time::milliseconds(50)); //give other threads time to finish//	//applyNL(pack);//	mx->unlock();//}int CGameState::pickHero(int owner){	int h=-1;	const PlayerSettings &ps = scenarioOps->getIthPlayersSettings(owner);	if(!map->getHero(h = ps.hero,0)  &&  h>=0) //we haven't used selected hero		return h;	int i=0;	do //try to find free hero of our faction	{		i++;		h = ps.castle*GameConstants::HEROES_PER_TYPE*2+(ran()%(GameConstants::HEROES_PER_TYPE*2));//->scenarioOps->playerInfos[pru].hero = VLC->	} while( map->getHero(h)  &&  i<175);	if(i>174) //probably no free heroes - there's no point in further search, we'll take first free	{		tlog3 << "Warning: cannot find free hero - trying to get first available..."<<std::endl;		for(int j=0; j<GameConstants::HEROES_PER_TYPE * 2 * GameConstants::F_NUMBER; j++)			if(!map->getHero(j))				h=j;	}	return h;}std::pair<int,int> CGameState::pickObject (CGObjectInstance *obj){	switch(obj->ID)	{	case 65:		return std::pair<int,int>(5, VLC->arth->getRandomArt (CArtifact::ART_TREASURE | CArtifact::ART_MINOR | CArtifact::ART_MAJOR | CArtifact::ART_RELIC));	case 66: //random treasure artifact		return std::pair<int,int>(5, VLC->arth->getRandomArt (CArtifact::ART_TREASURE));	case 67: //random minor artifact		return std::pair<int,int>(5, VLC->arth->getRandomArt (CArtifact::ART_MINOR));	case 68: //random major artifact		return std::pair<int,int>(5, VLC->arth->getRandomArt (CArtifact::ART_MAJOR));	case 69: //random relic artifact		return std::pair<int,int>(5, VLC->arth->getRandomArt (CArtifact::ART_RELIC));	case 70: //random hero		return std::pair<int,int>(GameConstants::HEROI_TYPE,pickHero(obj->tempOwner));	case 71: //random monster		return std::pair<int,int>(54,VLC->creh->pickRandomMonster(boost::ref(ran)));	case 72: //random monster lvl1		return std::pair<int,int>(54,VLC->creh->pickRandomMonster(boost::ref(ran), 1));	case 73: //random monster lvl2		return std::pair<int,int>(54,VLC->creh->pickRandomMonster(boost::ref(ran), 2));	case 74: //random monster lvl3		return std::pair<int,int>(54,VLC->creh->pickRandomMonster(boost::ref(ran), 3));	case 75: //random monster lvl4		return std::pair<int,int>(54, VLC->creh->pickRandomMonster(boost::ref(ran), 4));	case 76: //random resource		return std::pair<int,int>(79,ran()%7); //now it's OH3 style, use %8 for mithril	case 77: //random town		{			int align = (static_cast<CGTownInstance*>(obj))->alignment,				f;			if(align>GameConstants::PLAYER_LIMIT-1)//same as owner / random			{				if(obj->tempOwner > GameConstants::PLAYER_LIMIT-1)					f = -1; //random				else					f = scenarioOps->getIthPlayersSettings(obj->tempOwner).castle;			}			else			{				f = scenarioOps->getIthPlayersSettings(align).castle;			}			if(f<0) f = ran()%VLC->townh->towns.size();			return std::pair<int,int>(GameConstants::TOWNI_TYPE,f);		}	case 162: //random monster lvl5		return std::pair<int,int>(54, VLC->creh->pickRandomMonster(boost::ref(ran), 5));	case 163: //random monster lvl6		return std::pair<int,int>(54, VLC->creh->pickRandomMonster(boost::ref(ran), 6));	case 164: //random monster lvl7		return std::pair<int,int>(54, VLC->creh->pickRandomMonster(boost::ref(ran), 7));	case 216: //random dwelling		{			int faction = ran()%GameConstants::F_NUMBER;			CGDwelling * dwl = static_cast<CGDwelling*>(obj);			CCreGen2ObjInfo* info = static_cast<CCreGen2ObjInfo*>(dwl->info);			if (info->asCastle)			{				for(ui32 i=0;i<map->objects.size();i++)				{					if(map->objects[i]->ID==77 && dynamic_cast<CGTownInstance*>(map->objects[i].get())->identifier == info->identifier)					{						randomizeObject(map->objects[i]); //we have to randomize the castle first						faction = map->objects[i]->subID;						break;					}					else if(map->objects[i]->ID==GameConstants::TOWNI_TYPE && dynamic_cast<CGTownInstance*>(map->objects[i].get())->identifier == info->identifier)					{						faction = map->objects[i]->subID;						break;					}				}			}			else			{				while((!(info->castles[0]&(1<<faction))))				{					if((faction>7) && (info->castles[1]&(1<<(faction-8))))						break;					faction = ran()%GameConstants::F_NUMBER;				}			}			int level = ((info->maxLevel-info->minLevel) ? (ran()%(info->maxLevel-info->minLevel)+info->minLevel) : (info->minLevel));			int cid = VLC->townh->towns[faction].basicCreatures[level];			for(ui32 i=0;i<VLC->objh->cregens.size();i++)				if(VLC->objh->cregens[i]==cid)					return std::pair<int,int>(17,i);			tlog3 << "Cannot find a dwelling for creature "<< cid << std::endl;			return std::pair<int,int>(17,0);			delete dwl->info;			dwl->info = NULL;		}	case 217:		{			int faction = ran()%GameConstants::F_NUMBER;			CGDwelling * dwl = static_cast<CGDwelling*>(obj);			CCreGenObjInfo* info = static_cast<CCreGenObjInfo*>(dwl->info);			if (info->asCastle)			{				for(ui32 i=0;i<map->objects.size();i++)				{					if(map->objects[i]->ID==77 && dynamic_cast<CGTownInstance*>(map->objects[i].get())->identifier == info->identifier)					{						randomizeObject(map->objects[i]); //we have to randomize the castle first						faction = map->objects[i]->subID;						break;					}					else if(map->objects[i]->ID==GameConstants::TOWNI_TYPE && dynamic_cast<CGTownInstance*>(map->objects[i].get())->identifier == info->identifier)					{						faction = map->objects[i]->subID;						break;					}				}			}			else			{				while((!(info->castles[0]&(1<<faction))))				{					if((faction>7) && (info->castles[1]&(1<<(faction-8))))						break;					faction = ran()%GameConstants::F_NUMBER;				}			}			int cid = VLC->townh->towns[faction].basicCreatures[obj->subID];			for(ui32 i=0;i<VLC->objh->cregens.size();i++)				if(VLC->objh->cregens[i]==cid)					return std::pair<int,int>(17,i);			tlog3 << "Cannot find a dwelling for creature "<<cid <<std::endl;			return std::pair<int,int>(17,0);			delete dwl->info;			dwl->info = NULL;		}	case 218:		{			CGDwelling * dwl = static_cast<CGDwelling*>(obj);			CCreGen3ObjInfo* info = static_cast<CCreGen3ObjInfo*>(dwl->info);			int level = ((info->maxLevel-info->minLevel) ? (ran()%(info->maxLevel-info->minLevel)+info->minLevel) : (info->minLevel));			int cid = VLC->townh->towns[obj->subID].basicCreatures[level];			for(ui32 i=0;i<VLC->objh->cregens.size();i++)				if(VLC->objh->cregens[i]==cid)					return std::pair<int,int>(17,i);			tlog3 << "Cannot find a dwelling for creature "<<cid <<std::endl;			return std::pair<int,int>(17,0);			delete dwl->info;			dwl->info = NULL;		}	}	return std::pair<int,int>(-1,-1);}void CGameState::randomizeObject(CGObjectInstance *cur){	std::pair<int,int> ran = pickObject(cur);	if(ran.first<0 || ran.second<0) //this is not a random object, or we couldn't find anything	{		if(cur->ID==GameConstants::TOWNI_TYPE) //town - set def		{			CGTownInstance *t = dynamic_cast<CGTownInstance*>(cur);			t->town = &VLC->townh->towns[t->subID];			if(t->hasCapitol())				t->defInfo = capitols[t->subID];			else if(t->hasFort())				t->defInfo = forts[t->subID];			else				t->defInfo = villages[t->subID];		}		return;	}	else if(ran.first==GameConstants::HEROI_TYPE)//special code for hero	{		CGHeroInstance *h = dynamic_cast<CGHeroInstance *>(cur);		if(!h) {tlog2<<"Wrong random hero at "<<cur->pos<<std::endl; return;}		cur->ID = ran.first;		h->portrait = cur->subID = ran.second;		h->type = VLC->heroh->heroes[ran.second];		h->randomizeArmy(h->type->heroType/2);		map->heroes.push_back(h);		return; //TODO: maybe we should do something with definfo?	}	else if(ran.first==GameConstants::TOWNI_TYPE)//special code for town	{		CGTownInstance *t = dynamic_cast<CGTownInstance*>(cur);		if(!t) {tlog2<<"Wrong random town at "<<cur->pos<<std::endl; return;}		cur->ID = ran.first;		cur->subID = ran.second;		t->town = &VLC->townh->towns[ran.second];		if(t->hasCapitol())			t->defInfo = capitols[t->subID];		else if(t->hasFort())			t->defInfo = forts[t->subID];		else			t->defInfo = villages[t->subID];		t->randomizeArmy(t->subID);		map->towns.push_back(t);		return;	}	//we have to replace normal random object	cur->ID = ran.first;	cur->subID = ran.second;	map->removeBlockVisTiles(cur); //recalculate blockvis tiles - picked object might have different than random placeholder	map->defy.push_back(cur->defInfo = VLC->dobjinfo->gobjs[ran.first][ran.second]);	if(!cur->defInfo)	{		tlog1<<"*BIG* WARNING: Missing def declaration for "<<cur->ID<<" "<<cur->subID<<std::endl;		return;	}	map->addBlockVisTiles(cur);}int CGameState::getDate(int mode) const{	int temp;	switch (mode)	{	case 0: //day number		return day;		break;	case 1: //day of week		temp = (day)%7; // 1 - Monday, 7 - Sunday		if (temp)			return temp;		else return 7;		break;	case 2:  //current week		temp = ((day-1)/7)+1;		if (!(temp%4))			return 4;		else			return (temp%4);		break;	case 3: //current month		return ((day-1)/28)+1;		break;	case 4: //day of month		temp = (day)%28;		if (temp)			return temp;		else return 28;		break;	}	return 0;}CGameState::CGameState(){	gs = this;	mx = new boost::shared_mutex();	applierGs = new CApplier<CBaseForGSApply>;	registerTypes2(*applierGs);	objCaller = new CObjectCallersHandler;	globalEffects.setDescription("Global effects");}CGameState::~CGameState(){	//delete mx;//TODO: crash on Linux (mutex must be unlocked before destruction)	map.dellNull();	curB.dellNull();	//delete scenarioOps; //TODO: fix for loading ind delete	//delete initialOpts;	delete applierGs;	delete objCaller;	//TODO: delete properly that definfos	villages.clear();	capitols.clear();}BattleInfo * CGameState::setupBattle(int3 tile, const CArmedInstance *armies[2], const CGHeroInstance * heroes[2], bool creatureBank, const CGTownInstance *town){	int terrain = map->getTile(tile).tertype;	int terType = battleGetBattlefieldType(tile);	return BattleInfo::setupBattle(tile, terrain, terType, armies, heroes, creatureBank, town);}void CGameState::init( StartInfo * si, ui32 checksum, int Seed ){	struct HLP	{		//it's assumed that given hero should receive the bonus		static void giveCampaignBonusToHero(CGHeroInstance * hero, const StartInfo * si, const CScenarioTravel & st, CGameState *gs )		{			const CScenarioTravel::STravelBonus & curBonus = st.bonusesToChoose[si->choosenCampaignBonus];			if(curBonus.isBonusForHero())			{				//apply bonus				switch (curBonus.type)				{				case 0: //spell					hero->spells.insert(curBonus.info2);					break;				case 1: //monster					{						for(int i=0; i<GameConstants::ARMY_SIZE; i++)						{							if(hero->slotEmpty(i))							{								hero->addToSlot(i, curBonus.info2, curBonus.info3);								break;							}						}					}					break;				case 3: //artifact					gs->giveHeroArtifact(hero, curBonus.info2);					break;				case 4: //spell scroll					{						CArtifactInstance * scroll = CArtifactInstance::createScroll(VLC->spellh->spells[curBonus.info2]);						scroll->putAt(hero, scroll->firstAvailableSlot(hero));					}					break;				case 5: //prim skill					{						const ui8* ptr = reinterpret_cast<const ui8*>(&curBonus.info2);						for (int g=0; g<GameConstants::PRIMARY_SKILLS; ++g)						{							int val = ptr[g];							if (val == 0)							{								continue;							}							Bonus *bb = new Bonus(Bonus::PERMANENT, Bonus::PRIMARY_SKILL, Bonus::CAMPAIGN_BONUS, val, si->whichMapInCampaign, g);							hero->addNewBonus(bb);						}					}					break;				case 6: //sec skills					hero->setSecSkillLevel(static_cast<CGHeroInstance::SecondarySkill>(curBonus.info2), curBonus.info3, true);					break;				}			}		}		static std::vector<const PlayerSettings *> getHumanPlayerInfo(const StartInfo * si)		{			std::vector<const PlayerSettings *> ret;			for(std::map<int, PlayerSettings>::const_iterator it = si->playerInfos.begin();				it != si->playerInfos.end(); ++it)			{				if(it->second.human)					ret.push_back(&it->second);			}			return ret;		}		static void replaceHero( CGameState * gs, int objId, CGHeroInstance * ghi )		{			ghi->id = objId;			gs->map->objects[objId] = ghi;			gs->map->heroes.push_back(ghi);		}		//sort in descending order by power		static bool heroPowerSorter(const CGHeroInstance * a, const CGHeroInstance * b)		{			return a->getHeroStrength() > b->getHeroStrength();		}	};	seed = Seed;	ran.seed((boost::int32_t)seed);	scenarioOps = new StartInfo(*si);	initialOpts = new StartInfo(*si);	si = NULL;	switch(scenarioOps->mode)	{	case StartInfo::NEW_GAME:		map = new Mapa(scenarioOps->mapname);		break;	case StartInfo::CAMPAIGN:		{			campaign = new CCampaignState();			campaign->initNewCampaign(*scenarioOps);			assert(vstd::contains(campaign->camp->mapPieces, scenarioOps->whichMapInCampaign));			std::string &mapContent = campaign->camp->mapPieces[scenarioOps->whichMapInCampaign];			map = new Mapa();			map->initFromBytes((const ui8*)mapContent.c_str(), mapContent.size());		}		break;	case StartInfo::DUEL:		{			DuelParameters dp;			try			{				CLoadFile lf(scenarioOps->mapname);				lf >> dp;			}			catch(...)			{}			const CArmedInstance *armies[2] = {0};			const CGHeroInstance *heroes[2] = {0};			CGTownInstance *town = NULL;			for(int i = 0; i < 2; i++)			{				CArmedInstance *obj = NULL;				if(dp.sides[i].heroId >= 0)				{					CGHeroInstance *h = new CGHeroInstance();					armies[i] = heroes[i] = h;					obj = h;					h->subID = dp.sides[i].heroId;					h->initHero(h->subID);				}				else				{					CGCreature *c = new CGCreature();					armies[i] = obj = c;					c->subID = 34;				}				obj->initObj();				obj->setOwner(i);				for(int j = 0; j < ARRAY_COUNT(dp.sides[i].stacks); j++)				{					int cre = dp.sides[i].stacks[j].type, count = dp.sides[i].stacks[j].count;					if(count || obj->hasStackAtSlot(j))						obj->setCreature(j, cre, count);				}			}			curB = BattleInfo::setupBattle(int3(), dp.bfieldType, dp.terType, armies, heroes, false, town);			curB->localInit();			return;		}		break;	default:		tlog1 << "Wrong mode: " << (int)scenarioOps->mode << std::endl;		return;	}	VLC->arth->initAllowedArtifactsList(map->allowedArtifact);	tlog0 << "Map loaded!" << std::endl;	//tlog0 <<"Reading and detecting map file (together): "<<tmh.getDif()<<std::endl;	if(checksum)	{		tlog0 << "\tServer checksum for " << scenarioOps->mapname <<": "<< checksum << std::endl;		tlog0 << "\tOur checksum for the map: "<< map->checksum << std::endl;		if(map->checksum != checksum)		{			tlog1 << "Wrong map checksum!!!" << std::endl;			throw std::string("Wrong checksum");		}	}	day = 0;	loadTownDInfos(); 	//pick grail location 	if(map->grailPos.x < 0 || map->grailRadious) //grail not set or set within a radius around some place 	{		if(!map->grailRadious) //radius not given -> anywhere on map			map->grailRadious = map->width * 2; 		std::vector<int3> allowedPos;		// add all not blocked tiles in range 		for (int i = 0; i < map->width ; i++) 		{ 			for (int j = 0; j < map->height ; j++) 			{ 				for (int k = 0; k <= map->twoLevel ; k++) 				{ 					const TerrainTile &t = map->terrain[i][j][k]; 					if(!t.blocked						&& !t.visitable						&& t.tertype != TerrainTile::water						&& t.tertype != TerrainTile::rock						&& map->grailPos.dist2d(int3(i,j,k)) <= map->grailRadious) 						allowedPos.push_back(int3(i,j,k)); 				} 			} 		}		//remove tiles with holes		for(ui32 no=0; no<map->objects.size(); ++no)			if(map->objects[no]->ID == 124)				allowedPos -= map->objects[no]->pos;		if(allowedPos.size())			map->grailPos = allowedPos[ran() % allowedPos.size()];		else			tlog2 << "Warning: Grail cannot be placed, no appropriate tile found!\n"; 	}	//picking random factions for players	for(std::map<int, PlayerSettings>::iterator it = scenarioOps->playerInfos.begin();		it != scenarioOps->playerInfos.end(); ++it)	{		if(it->second.castle==-1)		{			int f;			do			{				f = ran()%GameConstants::F_NUMBER;			}while(!(map->players[it->first].allowedFactions  &  1<<f));			it->second.castle = f;		}	}	//randomizing objects	BOOST_FOREACH(CGObjectInstance *obj, map->objects)	{		randomizeObject(obj);		obj->hoverName = VLC->generaltexth->names[obj->ID];		//handle Favouring Winds - mark tiles under it		if(obj->ID == 225)			for (int i = 0; i < obj->getWidth() ; i++)				for (int j = 0; j < obj->getHeight() ; j++)				{					int3 pos = obj->pos - int3(i,j,0);					if(map->isInTheMap(pos))						map->getTile(pos).siodmyTajemniczyBajt |= 128;				}	}	//std::cout<<"\tRandomizing objects: "<<th.getDif()<<std::endl;	/*********creating players entries in gs****************************************/	for(std::map<int, PlayerSettings>::iterator it = scenarioOps->playerInfos.begin();		it != scenarioOps->playerInfos.end(); ++it)	{		std::pair<int,PlayerState> ins(it->first,PlayerState());		ins.second.color=ins.first;		ins.second.human = it->second.human;		ins.second.team = map->players[ins.first].team;		teams[ins.second.team].id = ins.second.team;//init team		teams[ins.second.team].players.insert(ins.first);//add player to team		players.insert(ins);	}	/*********give starting hero****************************************/	for(int i=0;i<GameConstants::PLAYER_LIMIT;i++)	{		const PlayerInfo &p = map->players[i];		bool generateHero = (p.generateHeroAtMainTown && p.hasMainTown);		if(generateHero && vstd::contains(scenarioOps->playerInfos, i))		{			int3 hpos = p.posOfMainTown;			hpos.x+=1;			int h = pickHero(i);			if(scenarioOps->playerInfos[i].hero == -1)				scenarioOps->playerInfos[i].hero = h;			CGHeroInstance * nnn =  static_cast<CGHeroInstance*>(createObject(GameConstants::HEROI_TYPE,h,hpos,i));			nnn->id = map->objects.size();			nnn->initHero();			map->heroes.push_back(nnn);			map->objects.push_back(nnn);			map->addBlockVisTiles(nnn);		}	}	/*************************replace hero placeholders*****************************/	if (campaign)	{		CScenarioTravel::STravelBonus bonus =			campaign->camp->scenarios[scenarioOps->whichMapInCampaign].travelOptions.bonusesToChoose[scenarioOps->choosenCampaignBonus];		std::vector<CGHeroInstance *> Xheroes;		if (bonus.type == 8) //hero crossover		{			Xheroes = campaign->camp->scenarios[bonus.info2].crossoverHeroes;		}		//selecting heroes by type		for(int g=0; g<map->objects.size(); ++g)		{			CGObjectInstance * obj = map->objects[g];			if (obj->ID != 214) //not a placeholder			{				continue;			}			CGHeroPlaceholder * hp = static_cast<CGHeroPlaceholder*>(obj);			if(hp->subID != 0xFF) //select by type			{				bool found = false;				BOOST_FOREACH(CGHeroInstance * ghi, Xheroes)				{					if (ghi->subID == hp->subID)					{						found = true;						HLP::replaceHero(this, g, ghi);						Xheroes -= ghi;						break;					}				}				if (!found)				{					//TODO: create new hero of this type				}			}		}		//selecting heroes by power		std::sort(Xheroes.begin(), Xheroes.end(), HLP::heroPowerSorter);		for(int g=0; g<map->objects.size(); ++g)		{			CGObjectInstance * obj = map->objects[g];			if (obj->ID != 214) //not a placeholder			{				continue;			}			CGHeroPlaceholder * hp = static_cast<CGHeroPlaceholder*>(obj);			if (hp->subID == 0xFF) //select by power			{				if(Xheroes.size() > hp->power - 1)					HLP::replaceHero(this, g, Xheroes[hp->power - 1]);				else					tlog2 << "Warning, to hero to replace!\n";				//we don't have to remove hero from Xheroes because it would destroy the order and duplicates shouldn't happen			}		}	}	/******************RESOURCES****************************************************/	TResources startresAI, startresHuman;	const JsonNode config(GameConstants::DATA_DIR + "/config/startres.json");	const JsonVector &vector = config["difficulty"].Vector();	const JsonNode &level = vector[scenarioOps->difficulty];	const JsonNode &human = level["human"];	const JsonNode &ai = level["ai"];	startresHuman[0] = human["wood"].Float();	startresHuman[1] = human["mercury"].Float();	startresHuman[2] = human["ore"].Float();	startresHuman[3] = human["sulfur"].Float();	startresHuman[4] = human["crystal"].Float();	startresHuman[5] = human["gems"].Float();	startresHuman[6] = human["gold"].Float();	startresHuman[7] = human["mithril"].Float();	startresAI[0] = ai["wood"].Float();	startresAI[1] = ai["mercury"].Float();	startresAI[2] = ai["ore"].Float();	startresAI[3] = ai["sulfur"].Float();	startresAI[4] = ai["crystal"].Float();	startresAI[5] = ai["gems"].Float();	startresAI[6] = ai["gold"].Float();	startresAI[7] = ai["mithril"].Float();	for (std::map<ui8,PlayerState>::iterator i = players.begin(); i!=players.end(); i++)	{		PlayerState &p = i->second;		if (p.human)			p.resources = startresHuman;		else			p.resources = startresAI;	}	//give start resource bonus in case of campaign	if (scenarioOps->mode == StartInfo::CAMPAIGN)	{		CScenarioTravel::STravelBonus chosenBonus =			campaign->camp->scenarios[scenarioOps->whichMapInCampaign].travelOptions.bonusesToChoose[scenarioOps->choosenCampaignBonus];		if(chosenBonus.type == 7) //resource		{			std::vector<const PlayerSettings *> people = HLP::getHumanPlayerInfo(scenarioOps); //players we will give resource bonus			BOOST_FOREACH(const PlayerSettings *ps, people)			{				std::vector<int> res; //resources we will give				switch (chosenBonus.info1)				{				case 0: case 1: case 2: case 3: case 4: case 5: case 6:					res.push_back(chosenBonus.info1);					break;				case 0xFD: //wood+ore					res.push_back(Res::WOOD); res.push_back(Res::ORE);					break;				case 0xFE:  //rare					res.push_back(Res::MERCURY); res.push_back(Res::SULFUR); res.push_back(Res::CRYSTAL); res.push_back(Res::GEMS);					break;				default:					assert(0);					break;				}				//increasing resource quantity				for (int n=0; n<res.size(); ++n)				{					players[ps->color].resources[res[n]] += chosenBonus.info2;				}			}		}	}	/*************************HEROES************************************************/	std::set<int> hids; //hero ids to create pool	for(ui32 i=0; i<map->allowedHeroes.size(); i++) //add to hids all allowed heroes		if(map->allowedHeroes[i])			hids.insert(i);	for (ui32 i=0; i<map->heroes.size();i++) //heroes instances initialization	{		if (map->heroes[i]->getOwner()<0)		{			tlog2 << "Warning - hero with uninitialized owner!\n";			continue;		}		CGHeroInstance * vhi = (map->heroes[i]);		vhi->initHero();		players.find(vhi->getOwner())->second.heroes.push_back(vhi);		hids.erase(vhi->subID);	}	for (ui32 i=0; i<map->objects.size();i++) //prisons	{		if (map->objects[i]->ID == 62)			hids.erase(map->objects[i]->subID);	}	for(ui32 i=0; i<map->predefinedHeroes.size(); i++)	{		if(!vstd::contains(hids,map->predefinedHeroes[i]->subID))			continue;		map->predefinedHeroes[i]->initHero();		hpool.heroesPool[map->predefinedHeroes[i]->subID] = map->predefinedHeroes[i];		hpool.pavailable[map->predefinedHeroes[i]->subID] = 0xff;		hids.erase(map->predefinedHeroes[i]->subID);	}	BOOST_FOREACH(int hid, hids) //all not used allowed heroes go with default state into the pool	{		CGHeroInstance * vhi = new CGHeroInstance();		vhi->initHero(hid);		hpool.heroesPool[hid] = vhi;		hpool.pavailable[hid] = 0xff;	}	for(ui32 i=0; i<map->disposedHeroes.size(); i++)	{		hpool.pavailable[map->disposedHeroes[i].ID] = map->disposedHeroes[i].players;	}	if (scenarioOps->mode == StartInfo::CAMPAIGN) //give campaign bonuses for specific / best hero	{		CScenarioTravel::STravelBonus chosenBonus =			campaign->camp->scenarios[scenarioOps->whichMapInCampaign].travelOptions.bonusesToChoose[scenarioOps->choosenCampaignBonus];		if (chosenBonus.isBonusForHero() && chosenBonus.info1 != 0xFFFE) //exclude generated heroes		{			//find human player			int humanPlayer;			for (std::map<ui8, PlayerState>::iterator it=players.begin(); it != players.end(); ++it)			{				if(it->second.human)				{					humanPlayer = it->first;					break;				}			}			std::vector<ConstTransitivePtr<CGHeroInstance> > & heroes = players[humanPlayer].heroes;			if (chosenBonus.info1 == 0xFFFD) //most powerful			{				int maxB = -1;				for (int b=0; b<heroes.size(); ++b)				{					if (maxB == -1 || heroes[b]->getTotalStrength() > heroes[maxB]->getTotalStrength())					{						maxB = b;					}				}				if(maxB < 0)					tlog2 << "Warning - cannot give bonus to hero cause there are no heroes!\n";				else					HLP::giveCampaignBonusToHero(heroes[maxB], scenarioOps, campaign->camp->scenarios[scenarioOps->whichMapInCampaign].travelOptions, this);			}			else //specific hero			{				for (int b=0; b<heroes.size(); ++b)				{					if (heroes[b]->subID == chosenBonus.info1)					{						HLP::giveCampaignBonusToHero(heroes[b], scenarioOps, campaign->camp->scenarios[scenarioOps->whichMapInCampaign].travelOptions, this);						break;					}				}			}		}	}	/*************************FOG**OF**WAR******************************************/	for(std::map<ui8, TeamState>::iterator k=teams.begin(); k!=teams.end(); ++k)	{		k->second.fogOfWarMap.resize(map->width);		for(int g=0; g<map->width; ++g)			k->second.fogOfWarMap[g].resize(map->height);		for(int g=-0; g<map->width; ++g)			for(int h=0; h<map->height; ++h)				k->second.fogOfWarMap[g][h].resize(map->twoLevel+1, 0);		for(int g=0; g<map->width; ++g)			for(int h=0; h<map->height; ++h)				for(int v=0; v<map->twoLevel+1; ++v)					k->second.fogOfWarMap[g][h][v] = 0;		BOOST_FOREACH(CGObjectInstance *obj, map->objects)		{			if( !vstd::contains(k->second.players, obj->tempOwner)) continue; //not a flagged object			boost::unordered_set<int3, ShashInt3> tiles;			obj->getSightTiles(tiles);			BOOST_FOREACH(int3 tile, tiles)			{				k->second.fogOfWarMap[tile.x][tile.y][tile.z] = 1;			}		}	}	for(std::map<ui8, PlayerState>::iterator k=players.begin(); k!=players.end(); ++k)	{		//starting bonus		if(scenarioOps->playerInfos[k->first].bonus==PlayerSettings::brandom)			scenarioOps->playerInfos[k->first].bonus = ran()%3;		switch(scenarioOps->playerInfos[k->first].bonus)		{		case PlayerSettings::bgold:			k->second.resources[Res::GOLD] += 500 + (ran()%6)*100;			break;		case PlayerSettings::bresource:			{				int res = VLC->townh->towns[scenarioOps->playerInfos[k->first].castle].primaryRes;				if(res == 127)				{					k->second.resources[Res::WOOD] += 5 + ran()%6;					k->second.resources[Res::ORE] += 5 + ran()%6;				}				else				{					k->second.resources[res] += 3 + ran()%4;				}				break;			}		case PlayerSettings::bartifact:			{ 				if(!k->second.heroes.size())				{					tlog5 << "Cannot give starting artifact - no heroes!" << std::endl;					break;				} 				CArtifact *toGive; 				toGive = VLC->arth->artifacts[VLC->arth->getRandomArt (CArtifact::ART_TREASURE)];				CGHeroInstance *hero = k->second.heroes[0]; 				giveHeroArtifact(hero, toGive->id);			}			break;		}	}	/****************************TOWNS************************************************/	for ( int i=0; i<4; i++)		CGTownInstance::universitySkills.push_back(14+i);//skills for university	for (ui32 i=0;i<map->towns.size();i++)	{		CGTownInstance * vti =(map->towns[i]);		if(!vti->town)			vti->town = &VLC->townh->towns[vti->subID];		if (vti->name.length()==0) // if town hasn't name we draw it			vti->name = vti->town->Names()[ran()%vti->town->Names().size()];		//init buildings		if(vti->builtBuildings.find(-50)!=vti->builtBuildings.end()) //give standard set of buildings		{			vti->builtBuildings.erase(-50);			vti->builtBuildings.insert(10);			vti->builtBuildings.insert(5);			vti->builtBuildings.insert(30);			if(ran()%2)				vti->builtBuildings.insert(31);		}		if (vstd::contains(vti->builtBuildings,(6)) && vti->state()==2)			vti->builtBuildings.erase(6);//if we have harbor without water - erase it (this is H3 behaviour)		//init hordes		for (int i = 0; i<GameConstants::CREATURES_PER_TOWN; i++)			if (vstd::contains(vti->builtBuildings,(-31-i))) //if we have horde for this level			{				vti->builtBuildings.erase(-31-i);//remove old ID				if (vti->town->hordeLvl[0] == i)//if town first horde is this one				{					vti->builtBuildings.insert(18);//add it					if (vstd::contains(vti->builtBuildings,(37+i)))//if we have upgraded dwelling as well						vti->builtBuildings.insert(19);//add it as well				}				if (vti->town->hordeLvl[1] == i)//if town second horde is this one				{					vti->builtBuildings.insert(24);					if (vstd::contains(vti->builtBuildings,(37+i)))						vti->builtBuildings.insert(25);				}			}		//town events		BOOST_FOREACH(CCastleEvent *ev, vti->events)		{			for (int i = 0; i<GameConstants::CREATURES_PER_TOWN; i++)				if (vstd::contains(ev->buildings,(-31-i))) //if we have horde for this level				{					ev->buildings.erase(-31-i);					if (vti->town->hordeLvl[0] == i)						ev->buildings.insert(18);					if (vti->town->hordeLvl[1] == i)						ev->buildings.insert(24);				}		}		//init spells		vti->spells.resize(GameConstants::SPELL_LEVELS);		CSpell *s;		for(ui32 z=0; z<vti->obligatorySpells.size();z++)		{			s = VLC->spellh->spells[vti->obligatorySpells[z]];			vti->spells[s->level-1].push_back(s->id);			vti->possibleSpells -= s->id;		}		while(vti->possibleSpells.size())		{			ui32 total=0;			int sel = -1;			for(ui32 ps=0;ps<vti->possibleSpells.size();ps++)				total += VLC->spellh->spells[vti->possibleSpells[ps]]->probabilities[vti->subID];			int r = (total)? ran()%total : -1;			for(ui32 ps=0; ps<vti->possibleSpells.size();ps++)			{				r -= VLC->spellh->spells[vti->possibleSpells[ps]]->probabilities[vti->subID];				if(r<0)				{					sel = ps;					break;				}			}			if(sel<0)				sel=0;			CSpell *s = VLC->spellh->spells[vti->possibleSpells[sel]];			vti->spells[s->level-1].push_back(s->id);			vti->possibleSpells -= s->id;		}		if(vti->getOwner() != 255)			getPlayer(vti->getOwner())->towns.push_back(vti);	}	//campaign bonuses for towns	if (scenarioOps->mode == StartInfo::CAMPAIGN)	{		CScenarioTravel::STravelBonus chosenBonus =			campaign->camp->scenarios[scenarioOps->whichMapInCampaign].travelOptions.bonusesToChoose[scenarioOps->choosenCampaignBonus];		if (chosenBonus.type == 2)		{			for (int g=0; g<map->towns.size(); ++g)			{				PlayerState * owner = getPlayer(map->towns[g]->getOwner());				if (owner)				{					PlayerInfo & pi = map->players[owner->color];					if (owner->human && //human-owned						map->towns[g]->pos == pi.posOfMainTown + int3(2, 0, 0))					{						map->towns[g]->builtBuildings.insert(							CBuildingHandler::campToERMU(chosenBonus.info1, map->towns[g]->town->typeID, map->towns[g]->builtBuildings));						break;					}				}			}		}	}	objCaller->preInit();	BOOST_FOREACH(CGObjectInstance *obj, map->objects)	{		obj->initObj();		if(obj->ID == 62) //prison also needs to initialize hero			static_cast<CGHeroInstance*>(obj)->initHero();	}	CGTeleport::postInit(); //pairing subterranean gates	buildBonusSystemTree();	for(std::map<ui8, PlayerState>::iterator k=players.begin(); k!=players.end(); ++k)	{		if(k->first==-1 || k->first==255)			continue;		//init visiting and garrisoned heroes		BOOST_FOREACH(CGHeroInstance *h, k->second.heroes)		{			BOOST_FOREACH(CGTownInstance *t, k->second.towns)			{				int3 vistile = t->pos; vistile.x--; //tile next to the entrance				if(vistile == h->pos || h->pos==t->pos)				{					t->setVisitingHero(h);					if(h->pos == t->pos) //visiting hero placed in the editor has same pos as the town - we need to correct it					{						map->removeBlockVisTiles(h);						h->pos.x -= 1;						map->addBlockVisTiles(h);					}					break;				}			}		}	}	map->checkForObjectives(); //needs to be run when all objects are properly placed}int CGameState::battleGetBattlefieldType(int3 tile){	if(tile==int3() && curB)		tile = curB->tile;	else if(tile==int3() && !curB)		return -1;	const TerrainTile &t = map->getTile(tile);	//fight in mine -> subterranean	if(dynamic_cast<const CGMine *>(t.visitableObjects.front()))		return 12;	const std::vector <ConstTransitivePtr<CGObjectInstance> > & objs = map->objects;	for(int g=0; g<objs.size(); ++g)	{		if( !objs[g] || objs[g]->pos.x - tile.x < 0  ||  objs[g]->pos.x - tile.x >= 8			||  tile.y - objs[g]->pos.y + 5 < 0  ||  tile.y - objs[g]->pos.y + 5 >=6			|| !objs[g]->coveringAt(objs[g]->pos.x - tile.x, tile.y - objs[g]->pos.y + 5)			) //look only for objects covering given tile			continue;		switch(objs[g]->ID)		{		case 222: //clover field			return 19;		case 21: case 223: //cursed ground			return 22;		case 224: //evil fog			return 20;		case 225: //favourable winds			return 21;		case 226: //fiery fields			return 14;		case 227: //holy ground			return 18;		case 228: //lucid pools			return 17;		case 229: //magic clouds			return 16;		case 46: case 230: //magic plains			return 9;		case 231: //rocklands			return 15;		}	}	switch(t.tertype)	{	case TerrainTile::dirt:		return rand()%3+3;	case TerrainTile::sand:		return 2; //TODO: coast support	case TerrainTile::grass:		return rand()%2+6;	case TerrainTile::snow:		return rand()%2+10;	case TerrainTile::swamp:		return 13;	case TerrainTile::rough:		return 23;	case TerrainTile::subterranean:		return 12;	case TerrainTile::lava:		return 8;	case TerrainTile::water:		return 25;	case TerrainTile::rock:		return 15;	default:		return -1;	}}std::set<std::pair<int, int> > costDiff(const std::vector<ui32> &a, const std::vector<ui32> &b, const int modifier = 100) //modifer %{	std::set<std::pair<int, int> > ret;	for(int j=0;j<GameConstants::RESOURCE_QUANTITY;j++)	{		assert(a[j] >= b[j]);		if(int dif = modifier * (a[j] - b[j]) / 100)			ret.insert(std::make_pair(j,dif));	}	return ret;}UpgradeInfo CGameState::getUpgradeInfo(const CStackInstance &stack){	UpgradeInfo ret;	const CCreature *base = stack.type;	const CGHeroInstance *h = stack.armyObj->ID == GameConstants::HEROI_TYPE ? static_cast<const CGHeroInstance*>(stack.armyObj) : NULL;	const CGTownInstance *t = NULL;	if(stack.armyObj->ID == GameConstants::TOWNI_TYPE)		t = static_cast<const CGTownInstance *>(stack.armyObj);	else if(h)	{	//hero speciality		TBonusListPtr lista = h->speciality.getBonuses(Selector::typeSubtype(Bonus::SPECIAL_UPGRADE, base->idNumber));		BOOST_FOREACH(const Bonus *it, *lista)		{			ui16 nid = it->additionalInfo;			if (nid != base->idNumber) //in very specific case the upgrade is available by default (?)			{				ret.newID.push_back(nid);				ret.cost.push_back(VLC->creh->creatures[nid]->cost - base->cost);			}		}		t = h->visitedTown;	}	if(t)	{		BOOST_FOREACH(const CGTownInstance::TCreaturesSet::value_type & dwelling, t->creatures)		{			if (vstd::contains(dwelling.second, base->idNumber)) //Dwelling with our creature			{				BOOST_FOREACH(ui32 upgrID, dwelling.second)				{					if(vstd::contains(base->upgrades, upgrID)) //possible upgrade					{						ret.newID.push_back(upgrID);						ret.cost.push_back(VLC->creh->creatures[upgrID]->cost - base->cost);					}				}			}		}	}	//hero is visiting Hill Fort	if(h && map->getTile(h->visitablePos()).visitableObjects.front()->ID == 35)	{		static const int costModifiers[] = {0, 25, 50, 75, 100}; //we get cheaper upgrades depending on level		const int costModifier = costModifiers[std::min<int>(std::max((int)base->level - 1, 0), ARRAY_COUNT(costModifiers) - 1)];		BOOST_FOREACH(si32 nid, base->upgrades)		{			ret.newID.push_back(nid);			ret.cost.push_back((VLC->creh->creatures[nid]->cost - base->cost) * costModifier / 100);		}	}	if(ret.newID.size())		ret.oldID = base->idNumber;	return ret;}int CGameState::getPlayerRelations( ui8 color1, ui8 color2 ){	if ( color1 == color2 )		return 2;	if(color1 == 255 || color2 == 255) //neutral player has no friends		return  0;	const TeamState * ts = getPlayerTeam(color1);	if (ts && vstd::contains(ts->players, color2))		return 1;	return 0;}void CGameState::loadTownDInfos(){    int i;	const JsonNode config(GameConstants::DATA_DIR + "/config/towns_defs.json");    assert(config["town_defnames"].Vector().size() == GameConstants::F_NUMBER);    i = 0;	BOOST_FOREACH(const JsonNode &t, config["town_defnames"].Vector())	{		villages[i] = new CGDefInfo(*VLC->dobjinfo->castles[i]);        villages[i]->name = t["village"].String();		map->defy.push_back(villages[i]);		forts[i] = VLC->dobjinfo->castles[i];		map->defy.push_back(forts[i]);		capitols[i] = new CGDefInfo(*VLC->dobjinfo->castles[i]);        capitols[i]->name = t["capitol"].String();		map->defy.push_back(capitols[i]);		++i;    }}void CGameState::getNeighbours(const TerrainTile &srct, int3 tile, std::vector<int3> &vec, const boost::logic::tribool &onLand, bool limitCoastSailing){	static const int3 dirs[] = { int3(0,1,0),int3(0,-1,0),int3(-1,0,0),int3(+1,0,0),					int3(1,1,0),int3(-1,1,0),int3(1,-1,0),int3(-1,-1,0) };	for (size_t i = 0; i < ARRAY_COUNT(dirs); i++)	{		const int3 hlp = tile + dirs[i];		if(!map->isInTheMap(hlp))			continue;		const TerrainTile &hlpt = map->getTile(hlp);// 		//we cannot visit things from blocked tiles// 		if(srct.blocked && !srct.visitable && hlpt.visitable && srct.blockingObjects.front()->ID != HEROI_TYPE)// 		{// 			continue;// 		}		if(srct.tertype == TerrainTile::water && limitCoastSailing && hlpt.tertype == TerrainTile::water && dirs[i].x && dirs[i].y) //diagonal move through water		{			int3 hlp1 = tile,				hlp2 = tile;			hlp1.x += dirs[i].x;			hlp2.y += dirs[i].y;			if(map->getTile(hlp1).tertype != TerrainTile::water || map->getTile(hlp2).tertype != TerrainTile::water)				continue;		}		if((indeterminate(onLand)  ||  onLand == (hlpt.tertype!=TerrainTile::water) )			&& hlpt.tertype != TerrainTile::rock)		{			vec.push_back(hlp);		}	}}int CGameState::getMovementCost(const CGHeroInstance *h, const int3 &src, const int3 &dest, int remainingMovePoints, bool checkLast){	if(src == dest) //same tile		return 0;	TerrainTile &s = map->terrain[src.x][src.y][src.z],		&d = map->terrain[dest.x][dest.y][dest.z];	//get basic cost	int ret = h->getTileCost(d,s);	if(d.blocked && h->hasBonusOfType(Bonus::FLYING_MOVEMENT))	{		bool freeFlying = h->getBonusesCount(Selector::typeSubtype(Bonus::FLYING_MOVEMENT, 1)) > 0;		if(!freeFlying)		{			ret *= 1.4; //40% penalty for movement over blocked tile		}	}	else if (d.tertype == TerrainTile::water)	{		if(h->boat && s.hasFavourableWinds() && d.hasFavourableWinds()) //Favourable Winds			ret *= 0.666;		else if (!h->boat && h->getBonusesCount(Selector::typeSubtype(Bonus::WATER_WALKING, 1)) > 0)			ret *= 1.4; //40% penalty for water walking	}	if(src.x != dest.x  &&  src.y != dest.y) //it's diagonal move	{		int old = ret;		ret *= 1.414213;		//diagonal move costs too much but normal move is possible - allow diagonal move for remaining move points		if(ret > remainingMovePoints  &&  remainingMovePoints >= old)		{			return remainingMovePoints;		}	}	int left = remainingMovePoints-ret;	if(checkLast  &&  left > 0  &&  remainingMovePoints-ret < 250) //it might be the last tile - if no further move possible we take all move points	{		std::vector<int3> vec;		getNeighbours(d, dest, vec, s.tertype != TerrainTile::water, true);		for(size_t i=0; i < vec.size(); i++)		{			int fcost = getMovementCost(h,dest,vec[i],left,false);			if(fcost <= left)			{				return ret;			}		}		ret = remainingMovePoints;	}	return ret;}void CGameState::apply(CPack *pack){	ui16 typ = typeList.getTypeID(pack);	applierGs->apps[typ]->applyOnGS(this,pack);}bool CGameState::getPath(int3 src, int3 dest, const CGHeroInstance * hero, CPath &ret){	//the old pathfinder is not supported anymore!	assert(0);	return false;}void CGameState::calculatePaths(const CGHeroInstance *hero, CPathsInfo &out, int3 src, int movement){	CPathfinder pathfinder(out, this, hero);	pathfinder.calculatePaths(src, movement);}/** * Tells if the tile is guarded by a monster as well as the position * of the monster that will attack on it. * * @return int3(-1, -1, -1) if the tile is unguarded, or the position of * the monster guarding the tile. */int3 CGameState::guardingCreaturePosition (int3 pos) const{	const int3 originalPos = pos;	// Give monster at position priority.	if (!map->isInTheMap(pos))		return int3(-1, -1, -1);	const TerrainTile &posTile = map->terrain[pos.x][pos.y][pos.z];	if (posTile.visitable)	{		BOOST_FOREACH (CGObjectInstance* obj, posTile.visitableObjects)		{			if(obj->blockVisit)			{				if (obj->ID == 54) // Monster					return pos;				else					return int3(-1, -1, -1); //blockvis objects are not guarded by neighbouring creatures			}		}	}	// See if there are any monsters adjacent.	pos -= int3(1, 1, 0); // Start with top left.	for (int dx = 0; dx < 3; dx++)	{		for (int dy = 0; dy < 3; dy++)		{			if (map->isInTheMap(pos))			{				TerrainTile &tile = map->terrain[pos.x][pos.y][pos.z];				if (tile.visitable && (tile.tertype == TerrainTile::water) == (posTile.tertype == TerrainTile::water))				{					BOOST_FOREACH (CGObjectInstance* obj, tile.visitableObjects)					{						if (obj->ID == 54  &&  checkForVisitableDir(pos, &map->getTile(originalPos), originalPos)) // Monster being able to attack investigated tile						{							return pos;						}					}				}			}			pos.y++;		}		pos.y -= 3;		pos.x++;	}	return int3(-1, -1, -1);}bool CGameState::isVisible(int3 pos, int player){	if(player == 255) //neutral player		return false;	return getPlayerTeam(player)->fogOfWarMap[pos.x][pos.y][pos.z];}bool CGameState::isVisible( const CGObjectInstance *obj, int player ){	if(player == -1)		return true;	if(player == 255) //neutral player  -> TODO ??? needed?		return false;	//object is visible when at least one blocked tile is visible	for(int fx=0; fx<8; ++fx)	{		for(int fy=0; fy<6; ++fy)		{			int3 pos = obj->pos + int3(fx-7,fy-5,0);			if(map->isInTheMap(pos)				&& !((obj->defInfo->blockMap[fy] >> (7 - fx)) & 1)				&& isVisible(pos, player)  )				return true;		}	}	return false;}bool CGameState::checkForVisitableDir(const int3 & src, const int3 & dst) const{	const TerrainTile * pom = &map->getTile(dst);	return checkForVisitableDir(src, pom, dst);}bool CGameState::checkForVisitableDir( const int3 & src, const TerrainTile *pom, const int3 & dst ) const{	for(ui32 b=0; b<pom->visitableObjects.size(); ++b) //checking destination tile	{		if(!vstd::contains(pom->blockingObjects, pom->visitableObjects[b])) //this visitable object is not blocking, ignore			continue;		CGDefInfo * di = pom->visitableObjects[b]->defInfo;		if( (dst.x == src.x-1 && dst.y == src.y-1) && !(di->visitDir & (1<<4)) )		{			return false;		}		if( (dst.x == src.x && dst.y == src.y-1) && !(di->visitDir & (1<<5)) )		{			return false;		}		if( (dst.x == src.x+1 && dst.y == src.y-1) && !(di->visitDir & (1<<6)) )		{			return false;		}		if( (dst.x == src.x+1 && dst.y == src.y) && !(di->visitDir & (1<<7)) )		{			return false;		}		if( (dst.x == src.x+1 && dst.y == src.y+1) && !(di->visitDir & (1<<0)) )		{			return false;		}		if( (dst.x == src.x && dst.y == src.y+1) && !(di->visitDir & (1<<1)) )		{			return false;		}		if( (dst.x == src.x-1 && dst.y == src.y+1) && !(di->visitDir & (1<<2)) )		{			return false;		}		if( (dst.x == src.x-1 && dst.y == src.y) && !(di->visitDir & (1<<3)) )		{			return false;		}	}	return true;}int CGameState::victoryCheck( ui8 player ) const{	const PlayerState *p = CGameInfoCallback::getPlayer(player);	if(map->victoryCondition.condition == EVictoryConditionType::WINSTANDARD  ||  map->victoryCondition.allowNormalVictory		|| (!p->human && !map->victoryCondition.appliesToAI)) //if the special victory condition applies only to human, AI has the standard)	{		if(player == checkForStandardWin())			return -1;	}	if (p->enteredWinningCheatCode)	{ //cheater or tester, but has entered the code...		return 1;	}	if(p->human || map->victoryCondition.appliesToAI)	{ 		switch(map->victoryCondition.condition)		{		case EVictoryConditionType::ARTIFACT:			//check if any hero has winning artifact			for(size_t i = 0; i < p->heroes.size(); i++)				if(p->heroes[i]->hasArt(map->victoryCondition.ID))					return 1;			break;		case EVictoryConditionType::GATHERTROOP:			{				//check if in players armies there is enough creatures				int total = 0; //creature counter				for(size_t i = 0; i < map->objects.size(); i++)				{					const CArmedInstance *ai = NULL;					if(map->objects[i]						&& map->objects[i]->tempOwner == player //object controlled by player						&&  (ai = dynamic_cast<const CArmedInstance*>(map->objects[i].get()))) //contains army					{						for(TSlots::const_iterator i=ai->Slots().begin(); i!=ai->Slots().end(); ++i) //iterate through army							if(i->second->type->idNumber == map->victoryCondition.ID) //it's searched creature								total += i->second->count;					}				}				if(total >= map->victoryCondition.count)					return 1;			}			break;		case EVictoryConditionType::GATHERRESOURCE:			if(p->resources[map->victoryCondition.ID] >= map->victoryCondition.count)				return 1;			break;		case EVictoryConditionType::BUILDCITY:			{				const CGTownInstance *t = static_cast<const CGTownInstance *>(map->victoryCondition.obj);				if(t->tempOwner == player && t->fortLevel()-1 >= map->victoryCondition.ID && t->hallLevel()-1 >= map->victoryCondition.count)					return 1;			}			break;		case EVictoryConditionType::BUILDGRAIL:			BOOST_FOREACH(const CGTownInstance *t, map->towns)				if((t == map->victoryCondition.obj || !map->victoryCondition.obj)					&& t->tempOwner == player					&& vstd::contains(t->builtBuildings, 26))					return 1;			break;		case EVictoryConditionType::BEATHERO:			if(map->victoryCondition.obj->tempOwner >= GameConstants::PLAYER_LIMIT) //target hero not present on map				return 1;			break;		case EVictoryConditionType::CAPTURECITY:			{				if(map->victoryCondition.obj->tempOwner == player)					return 1;			}			break;		case EVictoryConditionType::BEATMONSTER:			if(!map->objects[map->victoryCondition.obj->id]) //target monster not present on map				return 1;			break;		case EVictoryConditionType::TAKEDWELLINGS:			for(size_t i = 0; i < map->objects.size(); i++)			{				if(map->objects[i] && map->objects[i]->tempOwner != player) //check not flagged objs				{					switch(map->objects[i]->ID)					{					case 17: case 18: case 19: case 20: //dwellings					case 216: case 217: case 218:						return 0; //found not flagged dwelling - player not won					}				}			}			return 1;			break;		case EVictoryConditionType::TAKEMINES:			for(size_t i = 0; i < map->objects.size(); i++)			{				if(map->objects[i] && map->objects[i]->tempOwner != player) //check not flagged objs				{					switch(map->objects[i]->ID)					{					case 53: case 220:						return 0; //found not flagged mine - player not won					}				}			}			return 1;			break;		case EVictoryConditionType::TRANSPORTITEM:			{				const CGTownInstance *t = static_cast<const CGTownInstance *>(map->victoryCondition.obj);				if((t->visitingHero && t->visitingHero->hasArt(map->victoryCondition.ID))					|| (t->garrisonHero && t->garrisonHero->hasArt(map->victoryCondition.ID)))				{					return 1;				}			}			break; 		}	}	return 0;}ui8 CGameState::checkForStandardWin() const{	//std victory condition is:	//all enemies lost	ui8 supposedWinner = 255, winnerTeam = 255;	for(std::map<ui8,PlayerState>::const_iterator i = players.begin(); i != players.end(); i++)	{		if(i->second.status == PlayerState::INGAME && i->first < GameConstants::PLAYER_LIMIT)		{			if(supposedWinner == 255)			{				//first player remaining ingame - candidate for victory				supposedWinner = i->second.color;				winnerTeam = i->second.team;			}			else if(winnerTeam != i->second.team)			{				//current candidate has enemy remaining in game -> no vicotry				return 255;			}		}	}	return supposedWinner;}bool CGameState::checkForStandardLoss( ui8 player ) const{	//std loss condition is: player lost all towns and heroes	const PlayerState &p = *CGameInfoCallback::getPlayer(player);	return !p.heroes.size() && !p.towns.size();}struct statsHLP{	typedef std::pair< ui8, si64 > TStat;	//converts [<player's color, value>] to vec[place] -> platers	static std::vector< std::list< ui8 > > getRank( std::vector<TStat> stats )	{		std::sort(stats.begin(), stats.end(), statsHLP());		//put first element		std::vector< std::list<ui8> > ret;		std::list<ui8> tmp;		tmp.push_back( stats[0].first );		ret.push_back( tmp );		//the rest of elements		for(int g=1; g<stats.size(); ++g)		{			if(stats[g].second == stats[g-1].second)			{				(ret.end()-1)->push_back( stats[g].first );			}			else			{				//create next occupied rank				std::list<ui8> tmp;				tmp.push_back(stats[g].first);				ret.push_back(tmp);			}		}		return ret;	}	bool operator()(const TStat & a, const TStat & b) const	{		return a.second > b.second;	}	static const CGHeroInstance * findBestHero(CGameState * gs, int color)	{		std::vector<ConstTransitivePtr<CGHeroInstance> > &h = gs->players[color].heroes;		if(!h.size())			return NULL;		//best hero will be that with highest exp		int best = 0;		for(int b=1; b<h.size(); ++b)		{			if(h[b]->exp > h[best]->exp)			{				best = b;			}		}		return h[best];	}	//calculates total number of artifacts that belong to given player	static int getNumberOfArts(const PlayerState * ps)	{		int ret = 0;		for(int g=0; g<ps->heroes.size(); ++g)		{			ret += ps->heroes[g]->artifactsInBackpack.size() + ps->heroes[g]->artifactsWorn.size();		}		return ret;	}};void CGameState::obtainPlayersStats(SThievesGuildInfo & tgi, int level){#define FILL_FIELD(FIELD, VAL_GETTER) \	{ \		std::vector< std::pair< ui8, si64 > > stats; \		for(std::map<ui8, PlayerState>::const_iterator g = players.begin(); g != players.end(); ++g) \		{ \			if(g->second.color == 255) \				continue; \			std::pair< ui8, si64 > stat; \			stat.first = g->second.color; \			stat.second = VAL_GETTER; \			stats.push_back(stat); \		} \		tgi.FIELD = statsHLP::getRank(stats); \	}	for(std::map<ui8, PlayerState>::const_iterator g = players.begin(); g != players.end(); ++g)	{		if(g->second.color != 255)			tgi.playerColors.push_back(g->second.color);	}	if(level >= 1) //num of towns & num of heroes	{		//num of towns		FILL_FIELD(numOfTowns, g->second.towns.size())		//num of heroes		FILL_FIELD(numOfHeroes, g->second.heroes.size())		//best hero's portrait		for(std::map<ui8, PlayerState>::const_iterator g = players.begin(); g != players.end(); ++g)		{			if(g->second.color == 255)				continue;			const CGHeroInstance * best = statsHLP::findBestHero(this, g->second.color);			InfoAboutHero iah;			iah.initFromHero(best, level >= 8);			iah.army.clear();			tgi.colorToBestHero[g->second.color] = iah;		}	}	if(level >= 2) //gold	{		FILL_FIELD(gold, g->second.resources[Res::GOLD])	}	if(level >= 2) //wood & ore	{		FILL_FIELD(woodOre, g->second.resources[Res::WOOD] + g->second.resources[Res::ORE])	}	if(level >= 3) //mercury, sulfur, crystal, gems	{		FILL_FIELD(mercSulfCrystGems, g->second.resources[Res::MERCURY] + g->second.resources[Res::SULFUR] + g->second.resources[Res::CRYSTAL] + g->second.resources[Res::GEMS])	}	if(level >= 4) //obelisks found	{		//TODO	}	if(level >= 5) //artifacts	{		FILL_FIELD(artifacts, statsHLP::getNumberOfArts(&g->second))	}	if(level >= 6) //army strength	{		//TODO	}	if(level >= 7) //income	{		//TODO	}	if(level >= 8) //best hero's stats	{		//already set in  lvl 1 handling	}	if(level >= 9) //personality	{		for(std::map<ui8, PlayerState>::const_iterator g = players.begin(); g != players.end(); ++g)		{			if(g->second.color == 255) //do nothing for neutral player				continue;			if(g->second.human)			{				tgi.personality[g->second.color] = -1;			}			else //AI			{				tgi.personality[g->second.color] = map->players[g->second.color].AITactic;			}		}	}	if(level >= 10) //best creature	{		//best creatures belonging to player (highest AI value)		for(std::map<ui8, PlayerState>::const_iterator g = players.begin(); g != players.end(); ++g)		{			if(g->second.color == 255) //do nothing for neutral player				continue;			int bestCre = -1; //best creature's ID			for(int b=0; b<g->second.heroes.size(); ++b)			{				for(TSlots::const_iterator it = g->second.heroes[b]->Slots().begin(); it != g->second.heroes[b]->Slots().end(); ++it)				{					int toCmp = it->second->type->idNumber; //ID of creature we should compare with the best one					if(bestCre == -1 || VLC->creh->creatures[bestCre]->AIValue < VLC->creh->creatures[toCmp]->AIValue)					{						bestCre = toCmp;					}				}			}			tgi.bestCreature[g->second.color] = bestCre;		}	}#undef FILL_FIELD}int CGameState::lossCheck( ui8 player ) const{	const PlayerState *p = CGameInfoCallback::getPlayer(player);	//if(map->lossCondition.typeOfLossCon == lossStandard)		if(checkForStandardLoss(player))			return -1;	if (p->enteredLosingCheatCode)	{		return 1;	}	if(p->human) //special loss condition applies only to human player	{		switch(map->lossCondition.typeOfLossCon)		{		case ELossConditionType::LOSSCASTLE:			{				const CGTownInstance *t = dynamic_cast<const CGTownInstance *>(map->lossCondition.obj);				assert(t);				if(t->tempOwner != player)					return 1;			}			break;		case ELossConditionType::LOSSHERO:			{				const CGHeroInstance *h = dynamic_cast<const CGHeroInstance *>(map->lossCondition.obj);				assert(h);				if(h->tempOwner != player)					return 1;			}			break;		case ELossConditionType::TIMEEXPIRES:			if(map->lossCondition.timeLimit < day)				return 1;			break;		}	}	if(!p->towns.size() && p->daysWithoutCastle >= 7)		return 2;	return false;}bmap<ui32, ConstTransitivePtr<CGHeroInstance> > CGameState::unusedHeroesFromPool(){	bmap<ui32, ConstTransitivePtr<CGHeroInstance> > pool = hpool.heroesPool;	for ( std::map<ui8, PlayerState>::iterator i = players.begin() ; i != players.end();i++)		for(std::vector< ConstTransitivePtr<CGHeroInstance> >::iterator j = i->second.availableHeroes.begin(); j != i->second.availableHeroes.end(); j++)			if(*j)				pool.erase((**j).subID);	return pool;}void CGameState::buildBonusSystemTree(){	buildGlobalTeamPlayerTree();	attachArmedObjects();	BOOST_FOREACH(CGTownInstance *t, map->towns)	{		t->deserializationFix();	}	// CStackInstance <-> CCreature, CStackInstance <-> CArmedInstance, CArtifactInstance <-> CArtifact	// are provided on initializing / deserializing}void CGameState::deserializationFix(){	buildGlobalTeamPlayerTree();	attachArmedObjects();}void CGameState::buildGlobalTeamPlayerTree(){	for(std::map<ui8, TeamState>::iterator k=teams.begin(); k!=teams.end(); ++k)	{		TeamState *t = &k->second;		t->attachTo(&globalEffects);		BOOST_FOREACH(ui8 teamMember, k->second.players)		{			PlayerState *p = getPlayer(teamMember);			assert(p);			p->attachTo(t);		}	}}void CGameState::attachArmedObjects(){	BOOST_FOREACH(CGObjectInstance *obj, map->objects)	{		if(CArmedInstance *armed = dynamic_cast<CArmedInstance*>(obj))			armed->whatShouldBeAttached()->attachTo(armed->whereShouldBeAttached(this));	}}void CGameState::giveHeroArtifact(CGHeroInstance *h, int aid){	 CArtifact * const artifact = VLC->arth->artifacts[aid]; //pointer to constant object	 CArtifactInstance *ai = CArtifactInstance::createNewArtifactInstance(artifact);	 map->addNewArtifactInstance(ai);	 ai->putAt(h, ai->firstAvailableSlot(h));}int3 CPath::startPos() const{	return nodes[nodes.size()-1].coord;}void CPath::convert(ui8 mode) //mode=0 -> from 'manifest' to 'object'{	if (mode==0)	{		for (ui32 i=0;i<nodes.size();i++)		{			nodes[i].coord = CGHeroInstance::convertPosition(nodes[i].coord,true);		}	}}int3 CPath::endPos() const{	return nodes[0].coord;}CGPathNode::CGPathNode():coord(-1,-1,-1){	accessible = 0;	land = 0;	moveRemains = 0;	turns = 255;	theNodeBefore = NULL;}bool CGPathNode::reachable() const{	return turns < 255;}bool CPathsInfo::getPath( const int3 &dst, CGPath &out ){	assert(isValid);	out.nodes.clear();	const CGPathNode *curnode = &nodes[dst.x][dst.y][dst.z];	if(!curnode->theNodeBefore)		return false;	while(curnode)	{		CGPathNode cpn = *curnode;		curnode = curnode->theNodeBefore;		out.nodes.push_back(cpn);	}	return true;}CPathsInfo::CPathsInfo( const int3 &Sizes ):sizes(Sizes){	hero = NULL;	nodes = new CGPathNode**[sizes.x];	for(int i = 0; i < sizes.x; i++)	{		nodes[i] = new CGPathNode*[sizes.y];		for (int j = 0; j < sizes.y; j++)		{			nodes[i][j] = new CGPathNode[sizes.z];		}	}}CPathsInfo::~CPathsInfo(){	for(int i = 0; i < sizes.x; i++)	{		for (int j = 0; j < sizes.y; j++)		{			delete [] nodes[i][j];		}		delete [] nodes[i];	}	delete [] nodes;}int3 CGPath::startPos() const{	return nodes[nodes.size()-1].coord;}int3 CGPath::endPos() const{	return nodes[0].coord;}void CGPath::convert( ui8 mode ){	if(mode==0)	{		for(ui32 i=0;i<nodes.size();i++)		{			nodes[i].coord = CGHeroInstance::convertPosition(nodes[i].coord,true);		}	}}PlayerState::PlayerState() : color(-1), currentSelection(0xffffffff), enteredWinningCheatCode(0),   enteredLosingCheatCode(0), status(INGAME), daysWithoutCastle(0){	setNodeType(PLAYER);}std::string PlayerState::nodeName() const{	return "Player " + (color < VLC->generaltexth->capColors.size() ? VLC->generaltexth->capColors[color] : boost::lexical_cast<std::string>(color));}// void PlayerState::getParents(TCNodes &out, const CBonusSystemNode *root /*= NULL*/) const// {// 	return; //no loops possible// }//// void PlayerState::getBonuses(BonusList &out, const CSelector &selector, const CBonusSystemNode *root /*= NULL*/) const// {// 	for (std::vector<CGHeroInstance *>::const_iterator it = heroes.begin(); it != heroes.end(); it++)// 	{// 		if (*it != root)// 			(*it)->getBonuses(out, selector, this);// 	}// }InfoAboutHero::InfoAboutHero(){	details = NULL;	hclass = NULL;	portrait = -1;}InfoAboutHero::InfoAboutHero( const InfoAboutHero & iah ){	assign(iah);}InfoAboutHero::~InfoAboutHero(){	delete details;}void InfoAboutHero::initFromHero( const CGHeroInstance *h, bool detailed ){	if(!h) return;	owner = h->tempOwner;	hclass = h->type->heroClass;	name = h->name;	portrait = h->portrait;	army = ArmyDescriptor(h, detailed);	if(detailed)	{		//include details about hero		details = new Details;		details->luck = h->LuckVal();		details->morale = h->MoraleVal();		details->mana = h->mana;		details->primskills.resize(GameConstants::PRIMARY_SKILLS);		for (int i = 0; i < GameConstants::PRIMARY_SKILLS ; i++)		{			details->primskills[i] = h->getPrimSkillLevel(i);		}	}}void InfoAboutHero::assign( const InfoAboutHero & iah ){	army = iah.army;	details = (iah.details ? new Details(*iah.details) : NULL);	hclass = iah.hclass;	name = iah.name;	owner = iah.owner;	portrait = iah.portrait;}InfoAboutHero & InfoAboutHero::operator=( const InfoAboutHero & iah ){	assign(iah);	return *this;}ArmyDescriptor::ArmyDescriptor(const CArmedInstance *army, bool detailed) : isDetailed(detailed){	for(TSlots::const_iterator i = army->Slots().begin(); i != army->Slots().end(); i++)	{		if(detailed)			(*this)[i->first] = *i->second;		else			(*this)[i->first] = CStackBasicDescriptor(i->second->type, i->second->getQuantityID());	}}ArmyDescriptor::ArmyDescriptor() : isDetailed(true){}int ArmyDescriptor::getStrength() const{	ui64 ret = 0;	if(isDetailed)	{		for(const_iterator i = begin(); i != end(); i++)			ret += i->second.type->AIValue * i->second.count;	}	else	{		for(const_iterator i = begin(); i != end(); i++)			ret += i->second.type->AIValue * CCreature::estimateCreatureCount(i->second.count);	}	return ret;}DuelParameters::SideSettings::StackSettings::StackSettings()	: type(-1), count(0){}DuelParameters::SideSettings::StackSettings::StackSettings(si32 Type, si32 Count)	: type(Type), count(Count){}DuelParameters::SideSettings::SideSettings(){	heroId = -1;}DuelParameters::DuelParameters(){	terType = TerrainTile::dirt;	bfieldType = 15;}TeamState::TeamState(){	setNodeType(TEAM);}void CPathfinder::initializeGraph(){	CGPathNode ***graph = out.nodes;	for(size_t i=0; i < out.sizes.x; ++i)	{		for(size_t j=0; j < out.sizes.y; ++j)		{			for(size_t k=0; k < out.sizes.z; ++k)			{				curPos = int3(i,j,k);				const TerrainTile *tinfo = &gs->map->terrain[i][j][k];				CGPathNode &node = graph[i][j][k];				node.accessible = evaluateAccessibility(tinfo);				node.turns = 0xff;				node.moveRemains = 0;				node.coord.x = i;				node.coord.y = j;				node.coord.z = k;				node.land = tinfo->tertype != TerrainTile::water;				node.theNodeBefore = NULL;			}		}	}}void CPathfinder::calculatePaths(int3 src /*= int3(-1,-1,-1)*/, int movement /*= -1*/){	assert(hero);	assert(hero == getHero(hero->id));	if(src.x < 0)		src = hero->getPosition(false);	if(movement < 0)		movement = hero->movement;	out.hero = hero;	out.hpos = src;	if(!gs->map->isInTheMap(src)/* || !gs->map->isInTheMap(dest)*/) //check input	{		tlog1 << "CGameState::calculatePaths: Hero outside the gs->map? How dare you...\n";		return;	}	initializeGraph();	//initial tile - set cost on 0 and add to the queue	CGPathNode &initialNode = *getNode(src);	initialNode.turns = 0;	initialNode.moveRemains = movement;	mq.push_back(&initialNode);	std::vector<int3> neighbours;	neighbours.reserve(16);	while(!mq.empty())	{		cp = mq.front();		mq.pop_front();		const int3 sourceGuardPosition = guardingCreaturePosition(cp->coord);		bool guardedSource = (sourceGuardPosition != int3(-1, -1, -1) && cp->coord != src);		ct = &gs->map->getTile(cp->coord);		int movement = cp->moveRemains, turn = cp->turns;		if(!movement)		{			movement = hero->maxMovePoints(cp->land);			turn++;		}		//add accessible neighbouring nodes to the queue		neighbours.clear();		//handling subterranean gate => it's exit is the only neighbour		bool subterraneanEntry = (ct->topVisitableID() == GameConstants::SUBTERRANEAN_GATE_TYPE && useSubterraneanGates);		if(subterraneanEntry)		{			//try finding the exit gate			if(const CGObjectInstance *outGate = getObj(CGTeleport::getMatchingGate(ct->visitableObjects.back()->id), false))			{				const int3 outPos = outGate->visitablePos();				//gs->getNeighbours(*getTile(outPos), outPos, neighbours, boost::logic::indeterminate, !cp->land);				neighbours.push_back(outPos);			}			else			{				//gate with no exit (blocked) -> do nothing with this node				continue;			}		}		gs->getNeighbours(*ct, cp->coord, neighbours, boost::logic::indeterminate, !cp->land);		for(ui32 i=0; i < neighbours.size(); i++)		{			const int3 &n = neighbours[i]; //current neighbor			dp = getNode(n);			dt = &gs->map->getTile(n);			destTopVisObjID = dt->topVisitableID();			useEmbarkCost = 0; //0 - usual movement; 1 - embark; 2 - disembark			int moveAtNextTile = movement;			int turnAtNextTile = turn;			const bool destIsGuardian = sourceGuardPosition == n;			if(!goodForLandSeaTransition())				continue;			if(!canMoveBetween(cp->coord, dp->coord) || dp->accessible == CGPathNode::BLOCKED )				continue;			//special case -> hero embarked a boat standing on a guarded tile -> we must allow to move away from that tile			if(cp->accessible == CGPathNode::VISITABLE && guardedSource && cp->theNodeBefore->land && ct->topVisitableID() == GameConstants::BOATI_TYPE)				guardedSource = false;			int cost = gs->getMovementCost(hero, cp->coord, dp->coord, movement);			//special case -> moving from src Subterranean gate to dest gate -> it's free			if(subterraneanEntry && destTopVisObjID == GameConstants::SUBTERRANEAN_GATE_TYPE && cp->coord.z != dp->coord.z)				cost = 0;			int remains = movement - cost;			if(useEmbarkCost)			{				remains = hero->movementPointsAfterEmbark(movement, cost, useEmbarkCost - 1);				cost = movement - remains;			}			if(remains < 0)			{				//occurs rarely, when hero with low movepoints tries to leave the road				turnAtNextTile++;				moveAtNextTile = hero->maxMovePoints(cp->land);				cost = gs->getMovementCost(hero, cp->coord, dp->coord, moveAtNextTile); //cost must be updated, movement points changed :(				remains = moveAtNextTile - cost;			}			if((dp->turns==0xff		//we haven't been here before				|| dp->turns > turnAtNextTile				|| (dp->turns >= turnAtNextTile  &&  dp->moveRemains < remains)) //this route is faster				&& (!guardedSource || destIsGuardian)) // Can step into tile of guard			{				assert(dp != cp->theNodeBefore); //two tiles can't point to each other				dp->moveRemains = remains;				dp->turns = turnAtNextTile;				dp->theNodeBefore = cp;				const bool guardedDst = guardingCreaturePosition(dp->coord) != int3(-1, -1, -1)										&& dp->accessible == CGPathNode::BLOCKVIS;				if (dp->accessible == CGPathNode::ACCESSIBLE					|| (useEmbarkCost && allowEmbarkAndDisembark)					|| destTopVisObjID == GameConstants::SUBTERRANEAN_GATE_TYPE					|| (guardedDst && !guardedSource)) // Can step into a hostile tile once.				{					mq.push_back(dp);				}			}		} //neighbours loop	} //queue loop	out.isValid = true;}CGPathNode *CPathfinder::getNode(const int3 &coord){	return &out.nodes[coord.x][coord.y][coord.z];}bool CPathfinder::canMoveBetween(const int3 &a, const int3 &b) const{	return gs->checkForVisitableDir(a, b) && gs->checkForVisitableDir(b, a);}bool CPathfinder::canStepOntoDst() const{	//TODO remove	assert(0);	return false;}CGPathNode::EAccessibility CPathfinder::evaluateAccessibility(const TerrainTile *tinfo) const{	CGPathNode::EAccessibility ret = (tinfo->blocked ? CGPathNode::BLOCKED : CGPathNode::ACCESSIBLE);	if(tinfo->tertype == TerrainTile::rock || !FoW[curPos.x][curPos.y][curPos.z])		return CGPathNode::BLOCKED;	if(tinfo->visitable)	{		if(tinfo->visitableObjects.front()->ID == 80 && tinfo->visitableObjects.back()->ID == GameConstants::HEROI_TYPE && tinfo->visitableObjects.back()->tempOwner != hero->tempOwner) //non-owned hero stands on Sanctuary		{			return CGPathNode::BLOCKED;		}		else		{			BOOST_FOREACH(const CGObjectInstance *obj, tinfo->visitableObjects)			{				if(obj->getPassableness() & 1<<hero->tempOwner) //special object instance specific passableness flag - overwrites other accessibility flags				{					ret = CGPathNode::ACCESSIBLE;				}				else if(obj->blockVisit)				{					return CGPathNode::BLOCKVIS;				}				else if(obj->ID != GameConstants::EVENTI_TYPE) //pathfinder should ignore placed events				{					ret =  CGPathNode::VISITABLE;				}			}		}	}	else if (gs->map->isInTheMap(guardingCreaturePosition(curPos))		&& !tinfo->blocked)	{		// Monster close by; blocked visit for battle.		return CGPathNode::BLOCKVIS;	}	return ret;}bool CPathfinder::goodForLandSeaTransition(){	if(cp->land != dp->land) //hero can traverse land<->sea only in special circumstances	{		if(cp->land) //from land to sea -> embark or assault hero on boat		{			if(dp->accessible == CGPathNode::ACCESSIBLE || destTopVisObjID < 0) //cannot enter empty water tile from land -> it has to be visitable				return false;			if(destTopVisObjID != GameConstants::HEROI_TYPE && destTopVisObjID != GameConstants::BOATI_TYPE) //only boat or hero can be accessed from land				return false;			if(destTopVisObjID == GameConstants::BOATI_TYPE)				useEmbarkCost = 1;		}		else //disembark		{			//can disembark only on coastal tiles			if(!dt->isCoastal())				return false;			//tile must be accessible -> exception: unblocked blockvis tiles -> clear but guarded by nearby monster coast			if( (dp->accessible != CGPathNode::ACCESSIBLE && (dp->accessible != CGPathNode::BLOCKVIS || dt->blocked))				|| dt->visitable)  //TODO: passableness problem -> town says it's passable (thus accessible) but we obviously can't disembark onto town gate				return false;;			useEmbarkCost = 2;		}	}	return true;}CPathfinder::CPathfinder(CPathsInfo &_out, CGameState *_gs, const CGHeroInstance *_hero) : CGameInfoCallback(_gs, -1), out(_out), hero(_hero), FoW(getPlayerTeam(hero->tempOwner)->fogOfWarMap){	useSubterraneanGates = true;	allowEmbarkAndDisembark = true;}
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