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							- #define VCMI_DLL
 
- #include "CCampaignHandler.h"
 
- #include <algorithm>
 
- #include <queue>
 
- #include <fstream>
 
- #include "CGameState.h"
 
- #include <boost/random/linear_congruential.hpp>
 
- #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 "../lib/IGameCallback.h"
 
- #include "VCMI_Lib.h"
 
- #include "Connection.h"
 
- #include "map.h"
 
- #include "../StartInfo.h"
 
- #include "NetPacks.h"
 
- #include <boost/foreach.hpp>
 
- #include <boost/lexical_cast.hpp>
 
- #include <boost/thread.hpp>
 
- #include <boost/thread/shared_mutex.hpp>
 
- #include <boost/assign/list_of.hpp>
 
- #include "RegisterTypes.cpp"
 
- #include <algorithm>
 
- #include <numeric>
 
- #include "CMapInfo.h"
 
- #include "BattleState.h"
 
- #include "../lib/JsonNode.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_EXPORT void MetaString::toString(std::string &dst) const
 
- {
 
- 	size_t exSt = 0, loSt = 0, nums = 0;
 
- 	dst.clear();
 
- 	for(size_t i=0;i<message.size();++i)
 
- 	{//TEXACT_STRING, TLOCAL_STRING, TNUMBER, TREPLACE_ESTRING, TREPLACE_LSTRING, TREPLACE_NUMBER
 
- 		switch(message[i])
 
- 		{
 
- 		case TEXACT_STRING:
 
- 			dst += exactStrings[exSt++];
 
- 			break;
 
- 		case TLOCAL_STRING:
 
- 			{
 
- 				std::string hlp;
 
- 				getLocalString(localStrings[loSt++], hlp);
 
- 				dst += hlp;
 
- 			}
 
- 			break;
 
- 		case TNUMBER:
 
- 			dst += boost::lexical_cast<std::string>(numbers[nums++]);
 
- 			break;
 
- 		case TREPLACE_ESTRING:
 
- 			dst.replace (dst.find("%s"), 2, exactStrings[exSt++]);
 
- 			break;
 
- 		case TREPLACE_LSTRING:
 
- 			{
 
- 				std::string hlp;
 
- 				getLocalString(localStrings[loSt++], hlp);
 
- 				dst.replace (dst.find("%s"), 2, hlp);
 
- 			}
 
- 			break;
 
- 		case TREPLACE_NUMBER:
 
- 			dst.replace (dst.find("%d"), 2, boost::lexical_cast<std::string>(numbers[nums++]));
 
- 			break;
 
- 		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_EXPORT std::string MetaString::toString() const
 
- {
 
- 	std::string ret;
 
- 	toString(ret);
 
- 	return ret;
 
- }
 
- DLL_EXPORT std::string MetaString::buildList () const
 
- ///used to handle loot from creature bank
 
- {
 
- 	size_t exSt = 0, loSt = 0, nums = 0;
 
- 	std::string lista;		
 
- 	for (int i = 0; i < message.size(); ++i)
 
- 	{
 
- 		if (i > 0 && (message[i] == TEXACT_STRING || message[i] == TLOCAL_STRING))
 
- 		{
 
- 			if (exSt == exactStrings.size() - 1)
 
- 				lista += VLC->generaltexth->allTexts[141]; //" and "
 
- 			else
 
- 				lista += ", ";
 
- 		}
 
- 		switch (message[i])
 
- 		{
 
- 			case TEXACT_STRING:
 
- 				lista += exactStrings[exSt++];
 
- 				break;
 
- 			case TLOCAL_STRING:
 
- 			{
 
- 				std::string hlp;
 
- 				getLocalString (localStrings[loSt++], hlp);
 
- 				lista += hlp;
 
- 			}
 
- 				break;
 
- 			case TNUMBER:
 
- 				lista += boost::lexical_cast<std::string>(numbers[nums++]);
 
- 				break;
 
- 			case TREPLACE_ESTRING:
 
- 				lista.replace (lista.find("%s"), 2, exactStrings[exSt++]);
 
- 				break;
 
- 			case TREPLACE_LSTRING:
 
- 			{
 
- 				std::string hlp;
 
- 				getLocalString (localStrings[loSt++], hlp);
 
- 				lista.replace (lista.find("%s"), 2, hlp);
 
- 			}
 
- 				break;
 
- 			case TREPLACE_NUMBER:
 
- 				lista.replace (lista.find("%d"), 2, boost::lexical_cast<std::string>(numbers[nums++]));
 
- 				break;
 
- 			default:
 
- 				tlog1 << "MetaString processing error!\n";
 
- 		}
 
- 	}
 
- 	return lista;
 
- }
 
- 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 HEROI_TYPE: //hero
 
- 		{
 
- 			CGHeroInstance * nobj = new CGHeroInstance();
 
- 			nobj->pos = pos;
 
- 			nobj->tempOwner = owner;
 
- 			nobj->subID = subid;
 
- 			//nobj->initHero(ran);
 
- 			return nobj;
 
- 		}
 
- 	case TOWNI_TYPE: //town
 
- 		nobj = new CGTownInstance;
 
- 		break;
 
- 	default: //rest of objects
 
- 		nobj = new CGObjectInstance;
 
- 		nobj->defInfo = VLC->dobjinfo->gobjs[id][subid];
 
- 		break;
 
- 	}
 
- 	nobj->ID = id;
 
- 	nobj->subID = subid;
 
- 	if(!nobj->defInfo)
 
- 		tlog3 <<"No def declaration for " <<id <<" "<<subid<<std::endl;
 
- 	nobj->pos = pos;
 
- 	//nobj->state = NULL;//new CLuaObjectScript();
 
- 	nobj->tempOwner = owner;
 
- 	nobj->defInfo->id = id;
 
- 	nobj->defInfo->subid = subid;
 
- 	//assigning defhandler
 
- 	if(nobj->ID==HEROI_TYPE || nobj->ID==TOWNI_TYPE)
 
- 		return nobj;
 
- 	nobj->defInfo = VLC->dobjinfo->gobjs[id][subid];
 
- 	return nobj;
 
- }
 
- 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>=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 (unsigned int 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*HEROES_PER_TYPE*2+(ran()%(HEROES_PER_TYPE*2));//->scenarioOps->playerInfos[pru].hero = VLC->
 
- 	} while( map->getHero(h)  &&  i<175);
 
- 	if(i>174) //probably no free heroes - there's no point in further search, we'll take first free
 
- 	{
 
- 		tlog3 << "Warning: cannot find free hero - trying to get first available..."<<std::endl;
 
- 		for(int j=0; j<HEROES_PER_TYPE * 2 * F_NUMBER; j++)
 
- 			if(!map->getHero(j))
 
- 				h=j;
 
- 	}
 
- 	return h;
 
- }
 
- 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>(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>PLAYER_LIMIT-1)//same as owner / random
 
- 			{
 
- 				if(obj->tempOwner > PLAYER_LIMIT-1)
 
- 					f = -1; //random
 
- 				else
 
- 					f = scenarioOps->getIthPlayersSettings(obj->tempOwner).castle;
 
- 			}
 
- 			else
 
- 			{
 
- 				f = scenarioOps->getIthPlayersSettings(align).castle;
 
- 			}
 
- 			if(f<0) f = ran()%VLC->townh->towns.size();
 
- 			return std::pair<int,int>(TOWNI_TYPE,f); 
 
- 		}
 
- 	case 162: //random monster lvl5
 
- 		return std::pair<int,int>(54, VLC->creh->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()%F_NUMBER;
 
- 			CGDwelling * dwl = static_cast<CGDwelling*>(obj);
 
- 			CCreGen2ObjInfo* info = static_cast<CCreGen2ObjInfo*>(dwl->info);
 
- 			if (info->asCastle)
 
- 			{
 
- 				for(unsigned int i=0;i<map->objects.size();i++)
 
- 				{
 
- 					if(map->objects[i]->ID==77 && dynamic_cast<CGTownInstance*>(map->objects[i].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==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()%F_NUMBER;
 
- 				}
 
- 			}
 
- 			int level = ((info->maxLevel-info->minLevel) ? (ran()%(info->maxLevel-info->minLevel)+info->minLevel) : (info->minLevel));
 
- 			int cid = VLC->townh->towns[faction].basicCreatures[level];
 
- 			for(unsigned int i=0;i<VLC->objh->cregens.size();i++)
 
- 				if(VLC->objh->cregens[i]==cid)
 
- 					return std::pair<int,int>(17,i); 
 
- 			tlog3 << "Cannot find a dwelling for creature "<< cid << std::endl;
 
- 			return std::pair<int,int>(17,0);
 
- 			delete dwl->info;
 
- 			dwl->info = NULL;
 
- 		}
 
- 	case 217:
 
- 		{
 
- 			int faction = ran()%F_NUMBER;
 
- 			CGDwelling * dwl = static_cast<CGDwelling*>(obj);
 
- 			CCreGenObjInfo* info = static_cast<CCreGenObjInfo*>(dwl->info);
 
- 			if (info->asCastle)
 
- 			{
 
- 				for(unsigned int i=0;i<map->objects.size();i++)
 
- 				{
 
- 					if(map->objects[i]->ID==77 && dynamic_cast<CGTownInstance*>(map->objects[i].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==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()%F_NUMBER;
 
- 				}
 
- 			}
 
- 			int cid = VLC->townh->towns[faction].basicCreatures[obj->subID];
 
- 			for(unsigned int i=0;i<VLC->objh->cregens.size();i++)
 
- 				if(VLC->objh->cregens[i]==cid)
 
- 					return std::pair<int,int>(17,i); 
 
- 			tlog3 << "Cannot find a dwelling for creature "<<cid <<std::endl;
 
- 			return std::pair<int,int>(17,0);
 
- 			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(unsigned int i=0;i<VLC->objh->cregens.size();i++)
 
- 				if(VLC->objh->cregens[i]==cid)
 
- 					return std::pair<int,int>(17,i); 
 
- 			tlog3 << "Cannot find a dwelling for creature "<<cid <<std::endl;
 
- 			return std::pair<int,int>(17,0); 
 
- 			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==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==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==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;
 
- 	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 )
 
- 		{
 
- 			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<ARMY_SIZE; i++)
 
- 						{
 
- 							if(hero->slotEmpty(i))
 
- 							{
 
- 								hero->addToSlot(i, curBonus.info2, curBonus.info3);
 
- 								break;
 
- 							}
 
- 						}
 
- 					}
 
- 					break;
 
- 				case 3: //artifact
 
- 					hero->giveArtifact(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<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 unsigned char*)mapContent.c_str());
 
- 		}
 
- 		break;
 
- 	case StartInfo::DUEL:
 
- 		{
 
- 			bool success = false;
 
- 			DuelParameters dp;
 
- 			try
 
- 			{
 
- 				CLoadFile lf(scenarioOps->mapname);
 
- 				lf >> dp;
 
- 				success = true;
 
- 			}
 
- 			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(unsigned int 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()%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<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(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(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(unsigned int i=0; i<map->allowedHeroes.size(); i++) //add to hids all allowed heroes
 
- 		if(map->allowedHeroes[i])
 
- 			hids.insert(i);
 
- 	for (unsigned int i=0; i<map->heroes.size();i++) //heroes instances initialization
 
- 	{
 
- 		if (map->heroes[i]->getOwner()<0)
 
- 		{
 
- 			tlog2 << "Warning - hero with uninitialized owner!\n";
 
- 			continue;
 
- 		}
 
- 		CGHeroInstance * vhi = (map->heroes[i]);
 
- 		vhi->initHero();
 
- 		players.find(vhi->getOwner())->second.heroes.push_back(vhi);
 
- 		hids.erase(vhi->subID);
 
- 	}
 
- 	for (unsigned int i=0; i<map->objects.size();i++) //prisons
 
- 	{
 
- 		if (map->objects[i]->ID == 62)
 
- 			hids.erase(map->objects[i]->subID);
 
- 	}
 
- 	for(unsigned int i=0; i<map->predefinedHeroes.size(); i++)
 
- 	{
 
- 		if(!vstd::contains(hids,map->predefinedHeroes[i]->subID))
 
- 			continue;
 
- 		map->predefinedHeroes[i]->initHero();
 
- 		hpool.heroesPool[map->predefinedHeroes[i]->subID] = map->predefinedHeroes[i];
 
- 		hpool.pavailable[map->predefinedHeroes[i]->subID] = 0xff;
 
- 		hids.erase(map->predefinedHeroes[i]->subID);
 
- 	}
 
- 	BOOST_FOREACH(int hid, hids) //all not used allowed heroes go with default state into the pool
 
- 	{
 
- 		CGHeroInstance * vhi = new CGHeroInstance();
 
- 		vhi->initHero(hid);
 
- 		hpool.heroesPool[hid] = vhi;
 
- 		hpool.pavailable[hid] = 0xff;
 
- 	}
 
- 	for(unsigned int i=0; i<map->disposedHeroes.size(); i++)
 
- 	{
 
- 		hpool.pavailable[map->disposedHeroes[i].ID] = map->disposedHeroes[i].players;
 
- 	}
 
- 	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);
 
- 			}
 
- 			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);
 
- 						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];
 
-  				hero->giveArtifact(toGive->id);
 
- 			}
 
- 		}
 
- 	}
 
- 	/****************************TOWNS************************************************/
 
- 	for ( int i=0; i<4; i++)
 
- 		CGTownInstance::universitySkills.push_back(14+i);//skills for university
 
- 	
 
- 	for (unsigned int i=0;i<map->towns.size();i++)
 
- 	{
 
- 		CGTownInstance * vti =(map->towns[i]);
 
- 		if(!vti->town)
 
- 			vti->town = &VLC->townh->towns[vti->subID];
 
- 		if (vti->name.length()==0) // if town hasn't name we draw it
 
- 			vti->name = vti->town->Names()[ran()%vti->town->Names().size()];
 
- 		//init buildings
 
- 		if(vti->builtBuildings.find(-50)!=vti->builtBuildings.end()) //give standard set of buildings
 
- 		{
 
- 			vti->builtBuildings.erase(-50);
 
- 			vti->builtBuildings.insert(10);
 
- 			vti->builtBuildings.insert(5);
 
- 			vti->builtBuildings.insert(30);
 
- 			if(ran()%2)
 
- 				vti->builtBuildings.insert(31);
 
- 		}
 
- 		
 
- 		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<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<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(SPELL_LEVELS);
 
- 		CSpell *s;
 
- 		for(unsigned int z=0; z<vti->obligatorySpells.size();z++)
 
- 		{
 
- 			s = VLC->spellh->spells[vti->obligatorySpells[z]];
 
- 			vti->spells[s->level-1].push_back(s->id);
 
- 			vti->possibleSpells -= s->id;
 
- 		}
 
- 		while(vti->possibleSpells.size())
 
- 		{
 
- 			ui32 total=0;
 
- 			int sel = -1;
 
- 			for(unsigned int ps=0;ps<vti->possibleSpells.size();ps++)
 
- 				total += VLC->spellh->spells[vti->possibleSpells[ps]]->probabilities[vti->subID];
 
- 			int r = (total)? ran()%total : -1;
 
- 			for(unsigned int ps=0; ps<vti->possibleSpells.size();ps++)
 
- 			{
 
- 				r -= VLC->spellh->spells[vti->possibleSpells[ps]]->probabilities[vti->subID];
 
- 				if(r<0)
 
- 				{
 
- 					sel = ps;
 
- 					break;
 
- 				}
 
- 			}
 
- 			if(sel<0)
 
- 				sel=0;
 
- 			CSpell *s = VLC->spellh->spells[vti->possibleSpells[sel]];
 
- 			vti->spells[s->level-1].push_back(s->id);
 
- 			vti->possibleSpells -= s->id;
 
- 		}
 
- 		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());
 
- 				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<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 == HEROI_TYPE ? static_cast<const CGHeroInstance*>(stack.armyObj) : NULL;
 
- 	const CGTownInstance *t = NULL;
 
- 	if(stack.armyObj->ID == 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(si32 bid, t->builtBuildings)
 
- 		{
 
- 			if( bid >= 37   &&   bid < 44 ) //upgraded creature dwelling
 
- 			{
 
- 				int nid = t->town->upgradedCreatures[bid-37]; //upgrade offered by that building
 
- 				if(vstd::contains(base->upgrades, nid)) //possible upgrade
 
- 				{
 
- 					ret.newID.push_back(nid);
 
- 					ret.cost.push_back(VLC->creh->creatures[nid]->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;
 
- 	const TeamState * ts = getPlayerTeam(color1);
 
- 	if (ts && vstd::contains(ts->players, color2))
 
- 		return 1;
 
- 	return 0;
 
- }
 
- void CGameState::loadTownDInfos()
 
- {
 
-     int i;
 
- 	const JsonNode config(DATA_DIR "/config/towns_defs.json");
 
-     assert(config["town_defnames"].Vector().size() == 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 *= 1.4f; //40% penalty for movement over blocked tile
 
- 		}
 
- 	}
 
- 	else if (d.tertype == TerrainTile::water)
 
- 	{
 
- 		if(h->boat && s.hasFavourableWinds() && d.hasFavourableWinds()) //Favourable Winds
 
- 			ret *= 0.666f;
 
- 		else if (!h->boat && h->getBonusesCount(Selector::typeSubtype(Bonus::WATER_WALKING, 1)) > 0)
 
- 			ret *= 1.4f; //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(unsigned int b=0; b<pom->visitableObjects.size(); ++b) //checking destination tile
 
- 	{
 
- 		if(!vstd::contains(pom->blockingObjects, pom->visitableObjects[b])) //this visitable object is not blocking, ignore
 
- 			continue;
 
- 		CGDefInfo * di = pom->visitableObjects[b]->defInfo;
 
- 		if( (dst.x == src.x-1 && dst.y == src.y-1) && !(di->visitDir & (1<<4)) )
 
- 		{
 
- 			return false;
 
- 		}
 
- 		if( (dst.x == src.x && dst.y == src.y-1) && !(di->visitDir & (1<<5)) )
 
- 		{
 
- 			return false;
 
- 		}
 
- 		if( (dst.x == src.x+1 && dst.y == src.y-1) && !(di->visitDir & (1<<6)) )
 
- 		{
 
- 			return false;
 
- 		}
 
- 		if( (dst.x == src.x+1 && dst.y == src.y) && !(di->visitDir & (1<<7)) )
 
- 		{
 
- 			return false;
 
- 		}
 
- 		if( (dst.x == src.x+1 && dst.y == src.y+1) && !(di->visitDir & (1<<0)) )
 
- 		{
 
- 			return false;
 
- 		}
 
- 		if( (dst.x == src.x && dst.y == src.y+1) && !(di->visitDir & (1<<1)) )
 
- 		{
 
- 			return false;
 
- 		}
 
- 		if( (dst.x == src.x-1 && dst.y == src.y+1) && !(di->visitDir & (1<<2)) )
 
- 		{
 
- 			return false;
 
- 		}
 
- 		if( (dst.x == src.x-1 && dst.y == src.y) && !(di->visitDir & (1<<3)) )
 
- 		{
 
- 			return false;
 
- 		}
 
- 	}
 
- 	return true;
 
- }
 
- int CGameState::victoryCheck( ui8 player ) const
 
- {
 
- 	const PlayerState *p = CGameInfoCallback::getPlayer(player);
 
- 	if(map->victoryCondition.condition == winStandard  ||  map->victoryCondition.allowNormalVictory)
 
- 		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 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 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 gatherResource:
 
- 			if(p->resources[map->victoryCondition.ID] >= map->victoryCondition.count)
 
- 				return 1;
 
- 			break;
 
- 		case 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 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 beatHero:
 
- 			if(map->victoryCondition.obj->tempOwner >= PLAYER_LIMIT) //target hero not present on map
 
- 				return 1;
 
- 			break;
 
- 		case captureCity:
 
- 			{
 
- 				if(map->victoryCondition.obj->tempOwner == player)
 
- 					return 1;
 
- 			}
 
- 			break;
 
- 		case beatMonster:
 
- 			if(!map->objects[map->victoryCondition.obj->id]) //target monster not present on map
 
- 				return 1;
 
- 			break;
 
- 		case 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 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 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 < 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 lossCastle:
 
- 			{
 
- 				const CGTownInstance *t = dynamic_cast<const CGTownInstance *>(map->lossCondition.obj);
 
- 				assert(t);
 
- 				if(t->tempOwner != player)
 
- 					return 1;
 
- 			}
 
- 			break;
 
- 		case lossHero:
 
- 			{
 
- 				const CGHeroInstance *h = dynamic_cast<const CGHeroInstance *>(map->lossCondition.obj);
 
- 				assert(h);
 
- 				if(h->tempOwner != player)
 
- 					return 1;
 
- 			}
 
- 			break;
 
- 		case 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));
 
- 	}
 
- }
 
- int3 CPath::startPos() const
 
- {
 
- 	return nodes[nodes.size()-1].coord;
 
- }
 
- void CPath::convert(ui8 mode) //mode=0 -> from 'manifest' to 'object'
 
- {
 
- 	if (mode==0)
 
- 	{
 
- 		for (unsigned int i=0;i<nodes.size();i++)
 
- 		{
 
- 			nodes[i].coord = CGHeroInstance::convertPosition(nodes[i].coord,true);
 
- 		}
 
- 	}
 
- }
 
- int3 CPath::endPos() const
 
- {
 
- 	return nodes[0].coord;
 
- }
 
- CGPathNode::CGPathNode()
 
- :coord(-1,-1,-1)
 
- {
 
- 	accessible = 0;
 
- 	land = 0;
 
- 	moveRemains = 0;
 
- 	turns = 255;
 
- 	theNodeBefore = NULL;
 
- }
 
- bool CPathsInfo::getPath( const int3 &dst, CGPath &out )
 
- {
 
- 	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(unsigned int 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(PRIMARY_SKILLS);
 
- 		for (int i = 0; i < 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() == 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(unsigned int 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() == 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 == 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 == 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 == 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 != 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 != HEROI_TYPE && destTopVisObjID != BOATI_TYPE) //only boat or hero can be accessed from land
 
- 				return false;
 
- 			if(destTopVisObjID == 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)) 
 
- 				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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