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| #include "../StartInfo.h"#include "../hch/CArtHandler.h"#include "../hch/CBuildingHandler.h"#include "../hch/CDefObjInfoHandler.h"#include "../hch/CGeneralTextHandler.h"#include "../hch/CHeroHandler.h"#include "../hch/CObjectHandler.h"#include "../hch/CSpellHandler.h"#include "../hch/CTownHandler.h"#include "../CGameState.h"#include "../lib/CondSh.h"#include "../lib/NetPacks.h"#include "../lib/Connection.h"#include "../lib/VCMI_Lib.h"#include "../map.h"#include "CGameHandler.h"#include <boost/bind.hpp>#include <boost/date_time/posix_time/posix_time_types.hpp> //no i/o just types#include <boost/foreach.hpp>#include <boost/thread.hpp>#include <boost/thread/shared_mutex.hpp>#include <fstream>#undef DLL_EXPORT#define DLL_EXPORT #include "../lib/RegisterTypes.cpp"#ifndef _MSC_VER#include <boost/thread/xtime.hpp>#endifextern bool end2;#ifdef min#undef min#endif#ifdef max#undef max#endif#define NEW_ROUND 		BattleNextRound bnr;\		bnr.round = gs->curB->round + 1;\		sendAndApply(&bnr);boost::mutex gsm;ui32 CGameHandler::QID = 1;CondSh<bool> battleMadeAction;CondSh<BattleResult *> battleResult(NULL);std::map<ui32, CFunctionList<void(ui32)> > callbacks; //question id => callback function - for selection dialogsclass CBaseForGHApply{public:	virtual void applyOnGH(CGameHandler *gh, CConnection *c, void *pack) const =0; };template <typename T> class CApplyOnGH : public CBaseForGHApply{public:	void applyOnGH(CGameHandler *gh, CConnection *c, void *pack) const	{		T *ptr = static_cast<T*>(pack);		ptr->c = c;		ptr->applyGh(gh);	}};class CGHApplier{public:	std::map<ui16,CBaseForGHApply*> apps; 	CGHApplier()	{		registerTypes3(*this);	}	template<typename T> void registerType(const T * t=NULL)	{		ui16 ID = typeList.registerType(t);		apps[ID] = new CApplyOnGH<T>;	}} *applier = NULL;class CMP_stack{public:	inline bool operator ()(const CStack* a, const CStack* b)	{		return (a->speed())>(b->speed());	}} cmpst ;double distance(int3 a, int3 b){	return std::sqrt( (double)(a.x-b.x)*(a.x-b.x) + (a.y-b.y)*(a.y-b.y) );}int getSchoolLevel(const CGHeroInstance *h, const CSpell *s){	ui8 ret = 0;	if(s->fire)		ret = std::max(ret,h->getSecSkillLevel(14));	if(s->air)		ret = std::max(ret,h->getSecSkillLevel(15));	if(s->water)		ret = std::max(ret,h->getSecSkillLevel(16));	if(s->earth)		ret = std::max(ret,h->getSecSkillLevel(17));	return ret;}void giveExp(BattleResult &r){	r.exp[0] = 0;	r.exp[1] = 0;	for(std::set<std::pair<ui32,si32> >::iterator i = r.casualties[!r.winner].begin(); i!=r.casualties[!r.winner].end(); i++)	{		r.exp[r.winner] += VLC->creh->creatures[i->first].hitPoints * i->second;	}}//bool CGameState::checkFunc(int obid, std::string name)//{//	if (objscr.find(obid)!=objscr.end())//	{//		if(objscr[obid].find(name)!=objscr[obid].end())//		{//			return true;//		}//	}//	return false;//}PlayerStatus PlayerStatuses::operator[](ui8 player){	boost::unique_lock<boost::mutex> l(mx);	if(players.find(player) != players.end())	{		return players[player];	}	else	{		throw std::string("No such player!");	}}void PlayerStatuses::addPlayer(ui8 player){	boost::unique_lock<boost::mutex> l(mx);	players[player];}bool PlayerStatuses::hasQueries(ui8 player){	boost::unique_lock<boost::mutex> l(mx);	if(players.find(player) != players.end())	{		return players[player].queries.size();	}	else	{		throw std::string("No such player!");	}}bool PlayerStatuses::checkFlag(ui8 player, bool PlayerStatus::*flag){	boost::unique_lock<boost::mutex> l(mx);	if(players.find(player) != players.end())	{		return players[player].*flag;	}	else	{		throw std::string("No such player!");	}}void PlayerStatuses::setFlag(ui8 player, bool PlayerStatus::*flag, bool val){	boost::unique_lock<boost::mutex> l(mx);	if(players.find(player) != players.end())	{		players[player].*flag = val;	}	else	{		throw std::string("No such player!");	}	cv.notify_all();}void PlayerStatuses::addQuery(ui8 player, ui32 id){	boost::unique_lock<boost::mutex> l(mx);	if(players.find(player) != players.end())	{		players[player].queries.insert(id);	}	else	{		throw std::string("No such player!");	}	cv.notify_all();}void PlayerStatuses::removeQuery(ui8 player, ui32 id){	boost::unique_lock<boost::mutex> l(mx);	if(players.find(player) != players.end())	{		players[player].queries.erase(id);	}	else	{		throw std::string("No such player!");	}	cv.notify_all();}//void CGameHandler::handleCPPObjS(std::map<int,CCPPObjectScript*> * mapa, CCPPObjectScript * script)//{//	std::vector<int> tempv = script->yourObjects();//	for (unsigned i=0;i<tempv.size();i++)//	{//		(*mapa)[tempv[i]]=script;//	}//	cppscripts.insert(script);//}template <typename T>void callWith(std::vector<T> args, boost::function<void(T)> fun, ui32 which){	fun(args[which]);}void CGameHandler::changeSecSkill( int ID, int which, int val, bool abs/*=false*/ ){	SetSecSkill sss;	sss.id = ID;	sss.which = which;	sss.val = val;	sss.abs = abs;	sendAndApply(&sss);}void CGameHandler::changePrimSkill(int ID, int which, int val, bool abs){	SetPrimSkill sps;	sps.id = ID;	sps.which = which;	sps.abs = abs;	sps.val = val;	sendAndApply(&sps);	if(which==4) //only for exp - hero may level up	{		CGHeroInstance *hero = static_cast<CGHeroInstance *>(gs->map->objects[ID]);		if(hero->exp >= VLC->heroh->reqExp(hero->level+1)) //new level		{			//give prim skill			tlog5 << hero->name <<" got level "<<hero->level<<std::endl;			int r = rand()%100, pom=0, x=0;			int std::pair<int,int>::*g  =  (hero->level>9) ? (&std::pair<int,int>::second) : (&std::pair<int,int>::first);			for(;x<PRIMARY_SKILLS;x++)			{				pom += hero->type->heroClass->primChance[x].*g;				if(r<pom)					break;			}			tlog5 << "Bohater dostaje umiejetnosc pierwszorzedna " << x << " (wynik losowania "<<r<<")"<<std::endl; 			SetPrimSkill sps;			sps.id = ID;			sps.which = x;			sps.abs = false;			sps.val = 1;			sendAndApply(&sps);			HeroLevelUp hlu;			hlu.heroid = ID;			hlu.primskill = x;			hlu.level = hero->level+1;			//picking sec. skills for choice			std::set<int> basicAndAdv, expert, none;			for(int i=0;i<SKILL_QUANTITY;i++) none.insert(i);			for(unsigned i=0;i<hero->secSkills.size();i++)			{				if(hero->secSkills[i].second < 3)					basicAndAdv.insert(hero->secSkills[i].first);				else					expert.insert(hero->secSkills[i].first);				none.erase(hero->secSkills[i].first);			}			//first offered skill			if(hero->secSkills.size() < hero->type->heroClass->skillLimit) //free skill slot			{				hlu.skills.push_back(hero->type->heroClass->chooseSecSkill(none)); //new skill				none.erase(hlu.skills.back());			}			else if(basicAndAdv.size())			{				int s = hero->type->heroClass->chooseSecSkill(basicAndAdv);				hlu.skills.push_back(s);				basicAndAdv.erase(s);			}			//second offered skill			if(basicAndAdv.size())			{				hlu.skills.push_back(hero->type->heroClass->chooseSecSkill(basicAndAdv)); //new skill			}			else if(hero->secSkills.size() < hero->type->heroClass->skillLimit)			{				hlu.skills.push_back(hero->type->heroClass->chooseSecSkill(none)); //new skill			}			if(hlu.skills.size() > 1) //apply and ask for secondary skill			{				boost::function<void(ui32)> callback = boost::function<void(ui32)>(boost::bind(callWith<ui16>,hlu.skills,boost::function<void(ui16)>(boost::bind(&CGameHandler::changeSecSkill,this,ID,_1,1,0)),_1));				applyAndAsk(&hlu,hero->tempOwner,callback); //call changeSecSkill with appropriate args when client responds			}			else if(hlu.skills.size() == 1) //apply, give only possible skill  and send info			{				changeSecSkill(ID,hlu.skills.back(),1,false);				sendAndApply(&hlu);			}			else //apply and send info			{				sendAndApply(&hlu);			}		}	}}CCreatureSet takeCasualties(int color, const CCreatureSet &set, BattleInfo *bat){	CCreatureSet ret(set);	for(int i=0; i<bat->stacks.size();i++)	{		CStack *st = bat->stacks[i];		if(st->owner==color && vstd::contains(set.slots,st->slot) && st->amount < set.slots.find(st->slot)->second.second)		{			if(st->alive())				ret.slots[st->slot].second = st->amount;			else				ret.slots.erase(st->slot);		}	}	return ret;}void CGameHandler::startBattle(CCreatureSet army1, CCreatureSet army2, int3 tile, CGHeroInstance *hero1, CGHeroInstance *hero2, boost::function<void(BattleResult*)> cb){	BattleInfo *curB = new BattleInfo;	setupBattle(curB, tile, army1, army2, hero1, hero2); //initializes stacks, places creatures on battlefield, blocks and informs player interfaces	NEW_ROUND;	//TODO: pre-tactic stuff, call scripts etc.	//tactic round	{		NEW_ROUND;		if( (hero1 && hero1->getSecSkillLevel(19)>0) || 			( hero2 && hero2->getSecSkillLevel(19)>0)  )//someone has tactics		{			//TODO: tactic round (round -1)		}	}	//main loop	while(!battleResult.get()) //till the end of the battle ;]	{		NEW_ROUND;		std::vector<CStack*> & stacks = (gs->curB->stacks);		const BattleInfo & curB = *gs->curB;		//stack loop		CStack *next;		while(!battleResult.get() && (next=gs->curB->getNextStack()))		{			next->state -= WAITING; //if stack was waiting it'll now make move, so it won't be "waiting" anymore			//check for bad morale => freeze			if(next->Morale() < 0)			{				if( rand()%24   <   (-next->Morale())*2 )				{					//unit loses its turn - empty freeze action					BattleAction ba;					ba.actionType = 11;					ba.additionalInfo = 1;					ba.side = !next->attackerOwned;					ba.stackNumber = next->ID;					sendAndApply(&StartAction(ba));					sendAndApply(&EndAction());					checkForBattleEnd(stacks); //check if this "action" ended the battle (not likely but who knows...)					continue;				}			}askInterfaceForMove:			//ask interface and wait for answer			{				BattleSetActiveStack sas;				sas.stack = next->ID;				sendAndApply(&sas);				boost::unique_lock<boost::mutex> lock(battleMadeAction.mx);				while(!battleMadeAction.data  &&  !battleResult.get()) //active stack hasn't made its action and battle is still going					battleMadeAction.cond.wait(lock);				battleMadeAction.data = false;			}			//we're after action, all results applied			checkForBattleEnd(stacks); //check if this action ended the battle			//check for good morale			if(!vstd::contains(next->state,HAD_MORALE)  //only one extra move per turn possible				&& !vstd::contains(next->state,DEFENDING)				&& !vstd::contains(next->state,WAITING)				&&  next->alive()				&&  next->Morale() > 0			)				if(rand()%24 < next->Morale()) //this stack hasn't got morale this turn					goto askInterfaceForMove; //move this stack once more		}	}	//unblock engaged players	if(hero1->tempOwner<PLAYER_LIMIT)		states.setFlag(hero1->tempOwner,&PlayerStatus::engagedIntoBattle,false);	if(hero2 && hero2->tempOwner<PLAYER_LIMIT)		states.setFlag(hero2->tempOwner,&PlayerStatus::engagedIntoBattle,false);		//casualties among heroes armies	SetGarrisons sg;	if(hero1)		sg.garrs[hero1->id] = takeCasualties(hero1->tempOwner,hero1->army,gs->curB);	if(hero2)		sg.garrs[hero2->id] = takeCasualties(hero2->tempOwner,hero2->army,gs->curB);	sendAndApply(&sg);	//end battle, remove all info, free memory	giveExp(*battleResult.data);	sendAndApply(battleResult.data);	if(cb)		cb(battleResult.data);	//if one hero has lost we will erase him	if(battleResult.data->winner!=0 && hero1)	{		RemoveObject ro(hero1->id);		sendAndApply(&ro);	}	if(battleResult.data->winner!=1 && hero2)	{		RemoveObject ro(hero2->id);		sendAndApply(&ro);	}	//give exp	if(battleResult.data->exp[0] && hero1)		changePrimSkill(hero1->id,4,battleResult.data->exp[0]);	if(battleResult.data->exp[1] && hero2)		changePrimSkill(hero2->id,4,battleResult.data->exp[1]);	delete battleResult.data;}void CGameHandler::prepareAttacked(BattleStackAttacked &bsa, CStack *def){		bsa.killedAmount = bsa.damageAmount / def->creature->hitPoints;	unsigned damageFirst = bsa.damageAmount % def->creature->hitPoints;	if( def->firstHPleft <= damageFirst )	{		bsa.killedAmount++;		bsa.newHP = def->firstHPleft + def->creature->hitPoints - damageFirst;	}	else	{		bsa.newHP = def->firstHPleft - damageFirst;	}	if(def->amount <= bsa.killedAmount) //stack killed	{		bsa.newAmount = 0;		bsa.flags |= 1;		bsa.killedAmount = def->amount; //we cannot kill more creatures than we have	}	else	{		bsa.newAmount = def->amount - bsa.killedAmount;	}}void CGameHandler::prepareAttack(BattleAttack &bat, CStack *att, CStack *def){	bat.bsa.clear();	bat.stackAttacking = att->ID;	std::set<BattleStackAttacked>::iterator i = bat.bsa.insert(BattleStackAttacked()).first;	BattleStackAttacked *bsa = (BattleStackAttacked *) &*i;	bsa->stackAttacked = def->ID;	bsa->damageAmount = BattleInfo::calculateDmg(att, def, gs->getHero(att->attackerOwned ? gs->curB->hero1 : gs->curB->hero2), gs->getHero(def->attackerOwned ? gs->curB->hero1 : gs->curB->hero2), bat.shot());//counting dealt damage	if(att->Luck() > 0  &&  rand()%24 < att->Luck())	{		bsa->damageAmount *= 2;		bsa->flags |= 4;	}	prepareAttacked(*bsa,def);}void CGameHandler::handleConnection(std::set<int> players, CConnection &c){	CPack *pack = NULL;	try	{		while(!end2)		{			c >> pack;			tlog5 << "Received client message of type " << typeid(*pack).name() << std::endl;			CBaseForGHApply *apply = applier->apps[typeList.getTypeID(pack)];			if(apply)			{				apply->applyOnGH(this,&c,pack);				tlog5 << "Message successfully applied!\n";			}			else			{				tlog5 << "Message cannot be applied, cannot find applier!\n";			}			delete pack;			pack = NULL;		}	}	HANDLE_EXCEPTION(end2 = true);handleConEnd:	tlog1 << "Ended handling connection\n";#undef SPELL_CAST_TEMPLATE_1}void CGameHandler::moveStack(int stack, int dest){								CStack *curStack = gs->curB->getStack(stack),		*stackAtEnd = gs->curB->getStackT(dest);	//initing necessary tables	bool accessibility[BFIELD_SIZE];	std::vector<int> accessible = gs->curB->getAccessibility(curStack->ID, false);	for(int b=0; b<BFIELD_SIZE; ++b)	{		accessibility[b] = false;	}	for(int g=0; g<accessible.size(); ++g)	{		accessibility[accessible[g]] = true;	}	//shifting destination (if we have double wide stack and we can occupy dest but not be exactly there)	if(!stackAtEnd && curStack->creature->isDoubleWide() && !accessibility[dest])	{		if(curStack->attackerOwned)		{			if(accessibility[dest+1])				dest+=1;		}		else		{			if(accessibility[dest-1])				dest-=1;		}	}	if((stackAtEnd && stackAtEnd!=curStack && stackAtEnd->alive()) || !accessibility[dest])		return;	//if(dists[dest] > curStack->creature->speed && !(stackAtEnd && dists[dest] == curStack->creature->speed+1)) //we can attack a stack if we can go to adjacent hex	//	return false;	std::pair< std::vector<int>, int > path = gs->curB->getPath(curStack->position, dest, accessibility, curStack->creature->isFlying());	if(curStack->creature->isFlying())	{		if(path.second <= curStack->speed() && path.first.size() > 0)		{			//inform clients about move			BattleStackMoved sm;			sm.stack = curStack->ID;			sm.tile = path.first[0];			sm.distance = path.second;			sendAndApply(&sm);		}	}	else //for non-flying creatures	{		int tilesToMove = std::max((int)(path.first.size() - curStack->speed()), 0);		for(int v=path.first.size()-1; v>=tilesToMove; --v)		{			//inform clients about move			BattleStackMoved sm;			sm.stack = curStack->ID;			sm.tile = path.first[v];			sm.distance = path.second;			sendAndApply(&sm);		}	}}CGameHandler::CGameHandler(void){	gs = NULL;	IObjectInterface::cb = this;	applier = new CGHApplier;}CGameHandler::~CGameHandler(void){	delete applier;	applier = NULL;	delete gs;}void CGameHandler::init(StartInfo *si, int Seed){	Mapa *map = new Mapa(si->mapname);	tlog0 << "Map loaded!" << std::endl;	gs = new CGameState();	tlog0 << "Gamestate created!" << std::endl;	gs->init(si,map,Seed);		tlog0 << "Gamestate initialized!" << std::endl;	/****************************LUA OBJECT SCRIPTS************************************************/	//std::vector<std::string> * lf = CLuaHandler::searchForScripts("scripts/lua/objects"); //files	//for (int i=0; i<lf->size(); i++)	//{	//	try	//	{	//		std::vector<std::string> * temp =  CLuaHandler::functionList((*lf)[i]);	//		CLuaObjectScript * objs = new CLuaObjectScript((*lf)[i]);	//		CLuaCallback::registerFuncs(objs->is);	//		//objs	//		for (int j=0; j<temp->size(); j++)	//		{	//			int obid ; //obj ID	//			int dspos = (*temp)[j].find_first_of('_');	//			obid = atoi((*temp)[j].substr(dspos+1,(*temp)[j].size()-dspos-1).c_str());	//			std::string fname = (*temp)[j].substr(0,dspos);	//			if (skrypty->find(obid)==skrypty->end())	//				skrypty->insert(std::pair<int, std::map<std::string, CObjectScript*> >(obid,std::map<std::string,CObjectScript*>()));	//			(*skrypty)[obid].insert(std::pair<std::string, CObjectScript*>(fname,objs));	//		}	//		delete temp;	//	}HANDLE_EXCEPTION	//}	//delete lf;	for(std::map<ui8,PlayerState>::iterator i = gs->players.begin(); i != gs->players.end(); i++)		states.addPlayer(i->first);}bool evntCmp(const CMapEvent *a, const CMapEvent *b){	return *a < *b;}void CGameHandler::newTurn(){	tlog5 << "Turn " << gs->day+1 << std::endl;	NewTurn n;	n.day = gs->day + 1;	n.resetBuilded = true;	for ( std::map<ui8, PlayerState>::iterator i=gs->players.begin() ; i!=gs->players.end();i++)	{		if(i->first == 255) continue;		if(gs->getDate(1)==7) //first day of week - new heroes in tavern		{			SetAvailableHeroes sah;			sah.player = i->first;			CGHeroInstance *h = gs->hpool.pickHeroFor(true,i->first,&VLC->townh->towns[gs->scenarioOps->getIthPlayersSettings(i->first).castle]);			if(h)				sah.hid1 = h->subID;			else				sah.hid1 = -1;			h = gs->hpool.pickHeroFor(false,i->first,&VLC->townh->towns[gs->scenarioOps->getIthPlayersSettings(i->first).castle],sah.hid1);			if(h)				sah.hid2 = h->subID;			else				sah.hid2 = -1;			sendAndApply(&sah);		}		if(i->first>=PLAYER_LIMIT) continue;		SetResources r;		r.player = i->first;		for(int j=0;j<RESOURCE_QUANTITY;j++)			r.res[j] = i->second.resources[j];				BOOST_FOREACH(CGHeroInstance *h, (*i).second.heroes)		{			NewTurn::Hero hth;			hth.id = h->id;			hth.move = h->maxMovePoints(true); //TODO: check if hero is really on the land			hth.mana = std::max(h->mana,std::min(h->mana+1+h->getSecSkillLevel(8), h->manaLimit())); //hero regains 1 mana point + mysticism lvel			n.heroes.insert(hth);						switch(h->getSecSkillLevel(13)) //handle estates - give gold			{			case 1: //basic				r.res[6] += 125;				break;			case 2: //advanced				r.res[6] += 250;				break;			case 3: //expert				r.res[6] += 500;				break;			}		}		for(std::vector<CGTownInstance *>::iterator j=i->second.towns.begin();j!=i->second.towns.end();j++)//handle towns		{			if(vstd::contains((**j).builtBuildings,15)) //there is resource silo			{				if((**j).town->primaryRes == 127) //we'll give wood and ore				{					r.res[0] += 1;					r.res[2] += 1;				}				else				{					r.res[(**j).town->primaryRes] += 1;				}			}			if(gs->getDate(1)==7) //first day of week			{				SetAvailableCreatures sac;				sac.tid = (**j).id;				sac.creatures = (**j).strInfo.creatures;				for(int k=0;k<CREATURES_PER_TOWN;k++) //creature growths				{					if((**j).creatureDwelling(k))//there is dwelling (k-level)						sac.creatures[k] += (**j).creatureGrowth(k);				}				n.cres.push_back(sac);			}			if((gs->day) && i->first<PLAYER_LIMIT)//not the first day and town not neutral				r.res[6] += (**j).dailyIncome();		}		n.res.push_back(r);	}		sendAndApply(&n);	tlog5 << "Info about turn " << n.day << "has been sent!" << std::endl;	handleTimeEvents();	//call objects	for(size_t i = 0; i<gs->map->objects.size(); i++)		if(gs->map->objects[i])			gs->map->objects[i]->newTurn();}void CGameHandler::run(bool resume){		BOOST_FOREACH(CConnection *cc, conns)	{//init conn.		ui8 quantity, pom;		//ui32 seed;		if(!resume)			(*cc) << gs->scenarioOps->mapname << gs->map->checksum << gs->seed;		(*cc) >> quantity; //how many players will be handled at that client		for(int i=0;i<quantity;i++)		{			(*cc) >> pom; //read player color			gsm.lock();			connections[pom] = cc;			gsm.unlock();		}		}		for(std::set<CConnection*>::iterator i = conns.begin(); i!=conns.end();i++)	{		std::set<int> pom;		for(std::map<int,CConnection*>::iterator j = connections.begin(); j!=connections.end();j++)			if(j->second == *i)				pom.insert(j->first);		boost::thread(boost::bind(&CGameHandler::handleConnection,this,pom,boost::ref(**i)));	}	/****************************SCRIPTS************************************************/	//std::map<int, std::map<std::string, CObjectScript*> > * skrypty = &objscr; //alias for easier access	/****************************C++ OBJECT SCRIPTS************************************************/	//std::map<int,CCPPObjectScript*> scripts;	//CScriptCallback * csc = new CScriptCallback();	//csc->gh = this;	//handleCPPObjS(&scripts,new CVisitableOPH(csc));	//handleCPPObjS(&scripts,new CVisitableOPW(csc));	//handleCPPObjS(&scripts,new CPickable(csc));	//handleCPPObjS(&scripts,new CMines(csc));	//handleCPPObjS(&scripts,new CTownScript(csc));	//handleCPPObjS(&scripts,new CHeroScript(csc));	//handleCPPObjS(&scripts,new CMonsterS(csc));	//handleCPPObjS(&scripts,new CCreatureGen(csc));	//handleCPPObjS(&scripts,new CTeleports(csc));	/****************************INITIALIZING OBJECT SCRIPTS************************************************/	//std::string temps("newObject");	//for (unsigned i=0; i<gs->map->objects.size(); i++)	//{		//c++ scripts		//if (scripts.find(gs->map->objects[i]->ID) != scripts.end())		//{		//	gs->map->objects[i]->state = scripts[gs->map->objects[i]->ID];		//	gs->map->objects[i]->state->newObject(gs->map->objects[i]->id);		//}		//else 		//{		//	gs->map->objects[i]->state = NULL;		//}		//// lua scripts		//if(checkFunc(map->objects[i]->ID,temps))		//	(*skrypty)[map->objects[i]->ID][temps]->newObject(map->objects[i]);	//}	while (!end2)	{		if(!resume)			newTurn();		else			resume = false;		std::map<ui8,PlayerState>::iterator i;		if(!resume)			i = gs->players.begin();		else			i = gs->players.find(gs->currentPlayer);		for(; i != gs->players.end(); i++)		{			if((i->second.towns.size()==0 && i->second.heroes.size()==0)  || i->second.color<0 || i->first>=PLAYER_LIMIT  ) continue; //players has not towns/castle - loser			states.setFlag(i->first,&PlayerStatus::makingTurn,true);			gs->currentPlayer = i->first;			{				YourTurn yt;				yt.player = i->first;				*connections[i->first] << &yt;    			}			//wait till turn is done			boost::unique_lock<boost::mutex> lock(states.mx);			while(states.players[i->first].makingTurn && !end2)			{				boost::posix_time::time_duration p;				p = boost::posix_time::milliseconds(200);				states.cv.timed_wait(lock,p); 			}		}	}}namespace CGH{	using namespace std;	void readItTo(ifstream & input, vector< vector<int> > & dest)	{		for(int j=0; j<7; ++j)		{			std::vector<int> pom;			for(int g=0; g<j+1; ++g)			{				int hlp; input>>hlp;				pom.push_back(hlp);			}			dest.push_back(pom);		}	}}void CGameHandler::setupBattle( BattleInfo * curB, int3 tile, CCreatureSet &army1, CCreatureSet &army2, CGHeroInstance * hero1, CGHeroInstance * hero2 ){	battleResult.set(NULL);	std::vector<CStack*> & stacks = (curB->stacks);	curB->tile = tile;	curB->siege = 0; //TODO: add sieges	curB->army1=army1;	curB->army2=army2;	curB->hero1=(hero1)?(hero1->id):(-1);	curB->hero2=(hero2)?(hero2->id):(-1);	curB->side1=(hero1)?(hero1->tempOwner):(-1);	curB->side2=(hero2)?(hero2->tempOwner):(-1);	curB->round = -2;	curB->activeStack = -1;	for(std::map<si32,std::pair<ui32,si32> >::iterator i = army1.slots.begin(); i!=army1.slots.end(); i++)	{		stacks.push_back(new CStack(&VLC->creh->creatures[i->second.first],i->second.second,hero1->tempOwner, stacks.size(), true,i->first));				//base luck/morale calculations		//TODO: check if terrain is native, add bonuses for neutral stacks, bonuses from town		if(hero1)		{			stacks.back()->morale = hero1->getCurrentMorale(i->first,false);			stacks.back()->luck = hero1->getCurrentLuck(i->first,false);		}		else		{			stacks.back()->morale = 0;			stacks.back()->luck = 0;		}		stacks[stacks.size()-1]->ID = stacks.size()-1;	}	//initialization of positions	std::ifstream positions;	positions.open("config" PATHSEPARATOR "battleStartpos.txt", std::ios_base::in|std::ios_base::binary);	if(!positions.is_open())	{		tlog1<<"Unable to open battleStartpos.txt!"<<std::endl;	}	std::string dump;	positions>>dump; positions>>dump;	std::vector< std::vector<int> > attackerLoose, defenderLoose, attackerTight, defenderTight;	CGH::readItTo(positions, attackerLoose);	positions>>dump;	CGH::readItTo(positions, defenderLoose);	positions>>dump;	positions>>dump;	CGH::readItTo(positions, attackerTight);	positions>>dump;	CGH::readItTo(positions, defenderTight);	positions.close();		if(army1.formation)		for(int b=0; b<army1.slots.size(); ++b) //tight		{			stacks[b]->position = attackerTight[army1.slots.size()-1][b];		}	else		for(int b=0; b<army1.slots.size(); ++b) //loose		{			stacks[b]->position = attackerLoose[army1.slots.size()-1][b];		}	for(std::map<si32,std::pair<ui32,si32> >::iterator i = army2.slots.begin(); i!=army2.slots.end(); i++)	{		stacks.push_back(new CStack(&VLC->creh->creatures[i->second.first],i->second.second,hero2 ? hero2->tempOwner : 255, stacks.size(), false, i->first));		//base luck/morale calculations		//TODO: check if terrain is native, add bonuses for neutral stacks, bonuses from town		if(hero2)		{			stacks.back()->morale = hero2->getCurrentMorale(i->first,false);			stacks.back()->luck = hero2->getCurrentLuck(i->first,false);		}		else		{			stacks.back()->morale = 0;			stacks.back()->luck = 0;		}	}	if(army2.formation)		for(int b=0; b<army2.slots.size(); ++b) //tight		{			stacks[b+army1.slots.size()]->position = defenderTight[army2.slots.size()-1][b];		}	else		for(int b=0; b<army2.slots.size(); ++b) //loose		{			stacks[b+army1.slots.size()]->position = defenderLoose[army2.slots.size()-1][b];		}	for(unsigned g=0; g<stacks.size(); ++g) //shifting positions of two-hex creatures	{		if((stacks[g]->position%17)==1 && stacks[g]->creature->isDoubleWide())		{			stacks[g]->position += 1;		}		else if((stacks[g]->position%17)==15 && stacks[g]->creature->isDoubleWide())		{			stacks[g]->position -= 1;		}	}	//adding war machines	if(hero1)	{		if(hero1->getArt(13)) //ballista		{			stacks.push_back(new CStack(&VLC->creh->creatures[146], 1, hero1->tempOwner, stacks.size(), true, 255));			stacks[stacks.size()-1]->position = 52;			stacks.back()->morale = hero1->getCurrentMorale(stacks.back()->ID,false);			stacks.back()->luck = hero1->getCurrentLuck(stacks.back()->ID,false);		}		if(hero1->getArt(14)) //ammo cart		{			stacks.push_back(new CStack(&VLC->creh->creatures[148], 1, hero1->tempOwner, stacks.size(), true, 255));			stacks[stacks.size()-1]->position = 18;			stacks.back()->morale = hero1->getCurrentMorale(stacks.back()->ID,false);			stacks.back()->luck = hero1->getCurrentLuck(stacks.back()->ID,false);		}		if(hero1->getArt(15)) //first aid tent		{			stacks.push_back(new CStack(&VLC->creh->creatures[147], 1, hero1->tempOwner, stacks.size(), true, 255));			stacks[stacks.size()-1]->position = 154;			stacks.back()->morale = hero1->getCurrentMorale(stacks.back()->ID,false);			stacks.back()->luck = hero1->getCurrentLuck(stacks.back()->ID,false);		}	}	if(hero2)	{		if(hero2->getArt(13)) //ballista		{			stacks.push_back(new CStack(&VLC->creh->creatures[146], 1, hero2->tempOwner, stacks.size(), false, 255));			stacks[stacks.size()-1]->position = 66;			stacks.back()->morale = hero2->getCurrentMorale(stacks.back()->ID,false);			stacks.back()->luck = hero2->getCurrentLuck(stacks.back()->ID,false);		}		if(hero2->getArt(14)) //ammo cart		{			stacks.push_back(new CStack(&VLC->creh->creatures[148], 1, hero2->tempOwner, stacks.size(), false, 255));			stacks[stacks.size()-1]->position = 32;			stacks.back()->morale = hero2->getCurrentMorale(stacks.back()->ID,false);			stacks.back()->luck = hero2->getCurrentLuck(stacks.back()->ID,false);		}		if(hero2->getArt(15)) //first aid tent		{			stacks.push_back(new CStack(&VLC->creh->creatures[147], 1, hero2->tempOwner, stacks.size(), false, 255));			stacks[stacks.size()-1]->position = 168;			stacks.back()->morale = hero2->getCurrentMorale(stacks.back()->ID,false);			stacks.back()->luck = hero2->getCurrentLuck(stacks.back()->ID,false);		}	}	//war machiens added	std::stable_sort(stacks.begin(),stacks.end(),cmpst);	//randomize obstacles	bool obAv[BFIELD_SIZE]; //availability of hexes for obstacles;	std::vector<int> possibleObstacles;	for(int i=0; i<BFIELD_SIZE; ++i)	{		if(i%17 < 4 || i%17 > 12)		{			obAv[i] = false;		}		else		{			obAv[i] = true;		}	}	int terType = gs->battleGetBattlefieldType(tile);	for(std::map<int, CObstacleInfo>::const_iterator g=VLC->heroh->obstacles.begin(); g!=VLC->heroh->obstacles.end(); ++g)	{		if(g->second.allowedTerrains[terType] == '1')		{			possibleObstacles.push_back(g->first);		}	}	srand(time(NULL));	if(possibleObstacles.size() > 0) //we cannot place any obstacles when we don't have them	{		int toBlock = rand()%6 + 6; //how many hexes should be blocked by obstacles		while(toBlock>0)		{			CObstacleInstance coi;			coi.ID = possibleObstacles[rand()%possibleObstacles.size()];			coi.pos = rand()%BFIELD_SIZE;			std::vector<int> block = VLC->heroh->obstacles[coi.ID].getBlocked(coi.pos);			bool badObstacle = false;			for(int b=0; b<block.size(); ++b)			{				if(!obAv[block[b]])				{					badObstacle = true;					break;				}			}			if(badObstacle) continue;			//obstacle can be placed			curB->obstacles.push_back(coi);			for(int b=0; b<block.size(); ++b)			{				if(block[b] >= 0 && block[b] < BFIELD_SIZE)					obAv[block[b]] = false;			}			toBlock -= block.size();		}	}	//block engaged players	if(hero1->tempOwner<PLAYER_LIMIT)		states.setFlag(hero1->tempOwner,&PlayerStatus::engagedIntoBattle,true);	if(hero2 && hero2->tempOwner<PLAYER_LIMIT)		states.setFlag(hero2->tempOwner,&PlayerStatus::engagedIntoBattle,true);	//send info about battles	BattleStart bs;	bs.info = curB;	sendAndApply(&bs);}void CGameHandler::checkForBattleEnd( std::vector<CStack*> &stacks ){	//checking winning condition	bool hasStack[2]; //hasStack[0] - true if attacker has a living stack; defender similarily	hasStack[0] = hasStack[1] = false;	for(int b = 0; b<stacks.size(); ++b)	{		if(stacks[b]->alive())		{			hasStack[1-stacks[b]->attackerOwned] = true;		}	}	if(!hasStack[0] || !hasStack[1]) //somebody has won	{		BattleResult *br = new BattleResult; //will be deleted at the end of startBattle(...)		br->result = 0;		br->winner = hasStack[1]; //fleeing side loses		gs->curB->calculateCasualties(br->casualties);		battleResult.set(br);	}}void CGameHandler::giveSpells( const CGTownInstance *t, const CGHeroInstance *h ){	if(!vstd::contains(h->artifWorn,17))		return; //hero hasn't spellbok	ChangeSpells cs;	cs.hid = h->id;	cs.learn = true;	for(int i=0; i<std::min(t->mageGuildLevel(),h->getSecSkillLevel(7)+2);i++)	{		for(int j=0; j<t->spellsAtLevel(i+1,true) && j<t->spells[i].size(); j++)		{			if(!vstd::contains(h->spells,t->spells[i][j]))				cs.spells.insert(t->spells[i][j]);		}	}	if(cs.spells.size())		sendAndApply(&cs);}void CGameHandler::setBlockVis(int objid, bool bv){	SetObjectProperty sop(objid,2,bv);	sendAndApply(&sop);}void CGameHandler::removeObject(int objid){	RemoveObject ro;	ro.id = objid;	sendAndApply(&ro);}void CGameHandler::setAmount(int objid, ui32 val){	SetObjectProperty sop(objid,3,val);	sendAndApply(&sop);}void CGameHandler::moveHero(si32 hid, int3 dst, ui8 instant, ui8 asker){	bool blockvis = false;	const CGHeroInstance *h = getHero(hid);	if(!h  ||  asker != 255 && (instant  ||   h->getOwner() != gs->currentPlayer) //not turn of that hero or player can't simply teleport hero (at least not with this function)	  )	{		tlog1 << "Illegal call to move hero!\n";		return;	}	tlog5 << "Player " <<int(asker) << " wants to move hero "<< hid << " from "<< h->pos << " to " << dst << std::endl;	int3 hmpos = dst + int3(-1,0,0);	TerrainTile t = gs->map->terrain[hmpos.x][hmpos.y][hmpos.z];	int cost = gs->getMovementCost(h,h->getPosition(false),CGHeroInstance::convertPosition(dst,false),h->movement);	//result structure for start - movement failed, no move points used	TryMoveHero tmh;	tmh.id = hid;	tmh.start = h->pos;	tmh.end = dst;	tmh.result = 0;	tmh.movePoints = h->movement;	//check if destination tile is available	if(	t.tertype == rock   		|| (!h->canWalkOnSea() && t.tertype == water)		|| (t.blocked && !t.visitable) //tile is blocked andnot visitable	  )	{		tlog2 << "Cannot move hero, destination tile is blocked!\n";		sendAndApply(&tmh);		return;	}	//checks for standard movement	if(!instant)	{		if( (distance(h->pos,dst)>=1.5) //tiles are not neighouring			|| (h->movement < cost  &&  h->movement < 100) //lack of movement points		  ) 		{			tlog2 << "Cannot move hero, not enough move points or tiles are not neighbouring!\n";			sendAndApply(&tmh);			return;		}		//check if there is blocking visitable object		blockvis = false;		tmh.movePoints = std::max(si32(0),h->movement-cost); //take move points		BOOST_FOREACH(CGObjectInstance *obj, t.visitableObjects)		{			if(obj != h  &&  obj->blockVisit)			{				blockvis = true;				break;			}		}		//we start moving		if(blockvis)//interaction with blocking object (like resources)		{			sendAndApply(&tmh); 			//failed to move to that tile but we visit object			BOOST_FOREACH(CGObjectInstance *obj, t.visitableObjects)			{				if (obj->blockVisit)				{					obj->onHeroVisit(h);				}			}			tlog5 << "Blocking visit at " << hmpos << std::endl;			return;		}		else //normal move		{			tmh.result = 1;			BOOST_FOREACH(CGObjectInstance *obj, gs->map->terrain[h->pos.x-1][h->pos.y][h->pos.z].visitableObjects)			{				obj->onHeroLeave(h);			}			getTilesInRange(tmh.fowRevealed,h->getSightCenter()+(tmh.end-tmh.start),h->getSightRadious(),h->tempOwner,1);			sendAndApply(&tmh);			tlog5 << "Moved to " <<tmh.end<<std::endl;			//call objects if they are visited			BOOST_FOREACH(CGObjectInstance *obj, t.visitableObjects)			{				obj->onHeroVisit(h);			}		}		tlog5 << "Movement end!\n";	}	else //instant move - teleportation	{		BOOST_FOREACH(CGObjectInstance* obj, t.blockingObjects)		{			if(obj->ID==HEROI_TYPE)			{				if(obj->tempOwner==h->tempOwner) 					return;//TODO: exchange				//TODO: check for ally				CGHeroInstance *dh = static_cast<CGHeroInstance *>(obj);				startBattleI(&h->army,&dh->army,dst,h,dh,0);				return;			}		}		tmh.result = instant+1;		getTilesInRange(tmh.fowRevealed,h->getSightCenter()+(tmh.end-tmh.start),h->getSightRadious(),h->tempOwner,1);		sendAndApply(&tmh);	}}void CGameHandler::setOwner(int objid, ui8 owner){	SetObjectProperty sop(objid,1,owner);	sendAndApply(&sop);}void CGameHandler::setHoverName(int objid, MetaString* name){	SetHoverName shn(objid, *name);	sendAndApply(&shn);}void CGameHandler::showInfoDialog(InfoWindow *iw){	sendToAllClients(iw);}void CGameHandler::showYesNoDialog( YesNoDialog *iw, const CFunctionList<void(ui32)> &callback ){	ask(iw,iw->player,callback);}void CGameHandler::showSelectionDialog(SelectionDialog *iw, const CFunctionList<void(ui32)> &callback){	ask(iw,iw->player,callback);}int CGameHandler::getCurrentPlayer(){	return gs->currentPlayer;}void CGameHandler::giveResource(int player, int which, int val){	SetResource sr;	sr.player = player;	sr.resid = which;	sr.val = (gs->players.find(player)->second.resources[which]+val);	sendAndApply(&sr);}void CGameHandler::showCompInfo(ShowInInfobox * comp){	sendToAllClients(comp);}void CGameHandler::heroVisitCastle(int obj, int heroID){	HeroVisitCastle vc;	vc.hid = heroID;	vc.tid = obj;	vc.flags |= 1;	sendAndApply(&vc);	giveSpells(getTown(obj),getHero(heroID));}void CGameHandler::stopHeroVisitCastle(int obj, int heroID){	HeroVisitCastle vc;	vc.hid = heroID;	vc.tid = obj;	sendAndApply(&vc);}void CGameHandler::giveHeroArtifact(int artid, int hid, int position) //pos==-1 - first free slot in backpack{	const CGHeroInstance* h = getHero(hid);	SetHeroArtifacts sha;	sha.hid = hid;	sha.artifacts = h->artifacts;	sha.artifWorn = h->artifWorn;	if(position<0)	{		if(position == -2)		{			int i;			for(i=0; i<VLC->arth->artifacts[artid].possibleSlots.size(); i++) //try to put artifact into first avaialble slot			{				if( !vstd::contains(sha.artifWorn,VLC->arth->artifacts[artid].possibleSlots[i]) )				{					sha.artifWorn[VLC->arth->artifacts[artid].possibleSlots[i]] = artid;					break;				}			}			if(i==VLC->arth->artifacts[artid].possibleSlots.size()) //if haven't find proper slot, use backpack				sha.artifacts.push_back(artid);		}		else //should be -1 => putartifact into backpack		{			sha.artifacts.push_back(artid);		}	}	else	{		if(!vstd::contains(sha.artifWorn,ui16(position)))			sha.artifWorn[position] = artid;		else			sha.artifacts.push_back(artid);	}	sendAndApply(&sha);}void CGameHandler::startBattleI(const CCreatureSet * army1, const CCreatureSet * army2, int3 tile, const CGHeroInstance *hero1, const CGHeroInstance *hero2, boost::function<void(BattleResult*)> cb) //use hero=NULL for no hero{	boost::thread(boost::bind(&CGameHandler::startBattle,this,*(CCreatureSet *)army1,*(CCreatureSet *)army2,tile,(CGHeroInstance *)hero1,(CGHeroInstance *)hero2,cb));}void CGameHandler::startBattleI(int heroID, CCreatureSet army, int3 tile, boost::function<void(BattleResult*)> cb) //for hero<=>neutral army{	CGHeroInstance* h = const_cast<CGHeroInstance*>(getHero(heroID));	startBattleI(&h->army,&army,tile,h,NULL,cb);	//battle(&h->army,army,tile,h,NULL);}void CGameHandler::changeSpells( int hid, bool give, const std::set<ui32> &spells ){	ChangeSpells cs;	cs.hid = hid;	cs.spells = spells;	cs.learn = give;	sendAndApply(&cs);}int CGameHandler::getSelectedHero() {	return IGameCallback::getSelectedHero(getCurrentPlayer())->id;}void CGameHandler::setObjProperty( int objid, int prop, int val ){	SetObjectProperty sob;	sob.id = objid;	sob.what = prop;	sob.val = val;	sendAndApply(&sob);}void CGameHandler::sendMessageTo( CConnection &c, const std::string &message ){	SystemMessage sm;	sm.text = message;	c << &sm;}void CGameHandler::giveHeroBonus( GiveBonus * bonus ){	sendAndApply(bonus);}void CGameHandler::setMovePoints( SetMovePoints * smp ){	sendAndApply(smp);}void CGameHandler::setManaPoints( int hid, int val ){	SetMana sm;	sm.hid = hid;	sm.val = val;	sendAndApply(&sm);}void CGameHandler::giveHero( int id, int player ){	GiveHero gh;	gh.id = id;	gh.player = player;	sendAndApply(&gh);}void CGameHandler::changeObjPos( int objid, int3 newPos, ui8 flags ){	ChangeObjPos cop;	cop.objid = objid;	cop.nPos = newPos;	cop.flags = flags;	sendAndApply(&cop);}void CGameHandler::applyAndAsk( Query * sel, ui8 player, boost::function<void(ui32)> &callback ){	gsm.lock();	sel->id = QID;	callbacks[QID] = callback;	states.addQuery(player,QID);	QID++; 	sendAndApply(sel);	gsm.unlock();}void CGameHandler::ask( Query * sel, ui8 player, const CFunctionList<void(ui32)> &callback ){	gsm.lock();	sel->id = QID;	callbacks[QID] = callback;	states.addQuery(player,QID);	sendToAllClients(sel);	QID++; 	gsm.unlock();}void CGameHandler::sendToAllClients( CPackForClient * info ){	for(std::set<CConnection*>::iterator i=conns.begin(); i!=conns.end();i++)	{		(*i)->wmx->lock();		**i << info;		(*i)->wmx->unlock();	}}void CGameHandler::sendAndApply( CPackForClient * info ){	gs->apply(info);	sendToAllClients(info);}void CGameHandler::save( const std::string &fname ){	{		tlog0 << "Ordering clients to serialize...\n";		SaveGame sg(fname);		//TODO: uncomment when client saving is ready		//sendToAllClients(&sg);	}	{		tlog0 << "Serializing game info...\n";		CSaveFile save(std::string("Games") + PATHSEPARATOR + fname + ".vlgm1");		char hlp[8] = "VCMISVG";		save << hlp << version << static_cast<CMapHeader&>(*gs->map) << gs->scenarioOps->difficulty << *VLC << gs;	}	{		tlog0 << "Serializing server info...\n";		CSaveFile save(std::string("Games") + PATHSEPARATOR + fname + ".vsgm1");		save << *this;	}	tlog0 << "Game has been succesfully saved!\n";}void CGameHandler::close(){	tlog0 << "We have been requested to close.\n";	exit(0);}void CGameHandler::arrangeStacks(si32 id1, si32 id2, ui8 what, ui8 p1, ui8 p2, si32 val){	CArmedInstance *s1 = static_cast<CArmedInstance*>(gs->map->objects[id1]),		*s2 = static_cast<CArmedInstance*>(gs->map->objects[id2]);	CCreatureSet temp1 = s1->army, temp2 = s2->army,		&S1 = temp1, &S2 = (s1!=s2)?(temp2):(temp1);	if(what==1) //swap	{		std::swap(S1.slots[p1],S2.slots[p2]); //swap slots		//if one of them is empty, remove entry		if(!S1.slots[p1].second)			S1.slots.erase(p1);		if(!S2.slots[p2].second)			S2.slots.erase(p2);	}	else if(what==2)//merge	{		if(S1.slots[p1].first != S2.slots[p2].first) //not same creature		{			complain("Cannot merge different creatures stacks!");			return; 		}		S2.slots[p2].second += S1.slots[p1].second;		S1.slots.erase(p1);	}	else if(what==3) //split	{		//general conditions checking		if((!vstd::contains(S1.slots,p1) && complain("no creatures to split"))			|| (val<1  && complain("no creatures to split"))  )		{			return;		}		if(vstd::contains(S2.slots,p2))	 //dest. slot not free - it must be "rebalancing"...		{			int total = S1.slots[p1].second + S2.slots[p2].second;			if( (total < val   &&   complain("Cannot split that stack, not enough creatures!"))				|| (S2.slots[p2].first != S1.slots[p1].first && complain("Cannot rebalance different creatures stacks!"))			)			{				return; 			}						S2.slots[p2].second = val;			S1.slots[p1].second = total - val;		}		else //split one stack to the two		{			if(S1.slots[p1].second < val)//not enough creatures			{				complain("Cannot split that stack, not enough creatures!");				return; 			}			S2.slots[p2].first = S1.slots[p1].first;			S2.slots[p2].second = val;			S1.slots[p1].second -= val;		}		if(!S1.slots[p1].second) //if we've moved all creatures			S1.slots.erase(p1);	}	if((s1->needsLastStack() && !S1.slots.size()) //it's not allowed to take last stack from hero army!		|| (s2->needsLastStack() && !S2.slots.size())	)	{		complain("Cannot take the last stack!");		return; //leave without applying changes to garrison	}	//apply changes	SetGarrisons sg;	sg.garrs[id1] = S1;	if(s1 != s2)		sg.garrs[id2] = S2;	sendAndApply(&sg);}int CGameHandler::getPlayerAt( CConnection *c ) const{	std::set<int> all;	for(std::map<int,CConnection*>::const_iterator i=connections.begin(); i!=connections.end(); i++)		if(i->second == c)			all.insert(i->first);	switch(all.size())	{	case 0:		return 255;	case 1:		return *all.begin();	default:		{			//if we have more than one player at this connection, try to pick active one			if(vstd::contains(all,int(gs->currentPlayer)))				return gs->currentPlayer;			else				return 253; //cannot say which player is it		}	}}void CGameHandler::disbandCreature(si32 id, ui8 pos){	CArmedInstance *s1 = static_cast<CArmedInstance*>(gs->map->objects[id]);	if(!vstd::contains(s1->army.slots,pos))	{		complain("Illegal call to disbandCreature - no such stack in army!");		return;	}	s1->army.slots.erase(pos);	SetGarrisons sg;	sg.garrs[id] = s1->army;	sendAndApply(&sg);}void CGameHandler::buildStructure(si32 tid, si32 bid){	CGTownInstance * t = static_cast<CGTownInstance*>(gs->map->objects[tid]);	CBuilding * b = VLC->buildh->buildings[t->subID][bid];	if(gs->canBuildStructure(t,bid) != 7)	{		complain("Cannot build that building!");		return;	}	NewStructures ns;	ns.tid = tid;	if(bid>36) //upg dwelling	{		if(t->getHordeLevel(0) == (bid-37))			ns.bid.insert(19);		else if(t->getHordeLevel(1) == (bid-37))			ns.bid.insert(25);	}	else if(bid >= 30) //bas. dwelling	{		SetAvailableCreatures ssi;		ssi.tid = tid;		ssi.creatures = t->strInfo.creatures;		ssi.creatures[bid-30] = VLC->creh->creatures[t->town->basicCreatures[bid-30]].growth;		sendAndApply(&ssi);	}	ns.bid.insert(bid);	ns.builded = t->builded + 1;	sendAndApply(&ns);	SetResources sr;	sr.player = t->tempOwner;	sr.res = gs->getPlayer(t->tempOwner)->resources;	for(int i=0;i<7;i++)		sr.res[i]-=b->resources[i];	sendAndApply(&sr);	if(bid<5) //it's mage guild	{		if(t->visitingHero)			giveSpells(t,t->visitingHero);		if(t->garrisonHero)			giveSpells(t,t->garrisonHero);	}}void CGameHandler::sendMessageToAll( const std::string &message ){	SystemMessage sm;	sm.text = message;	sendToAllClients(&sm);}void CGameHandler::recruitCreatures( si32 objid, ui32 crid, ui32 cram ){	si32 ser = -1;	CGTownInstance * t = static_cast<CGTownInstance*>(gs->map->objects[objid]);	//verify	bool found = false;	typedef std::pair<const int,int> Parka;	for(std::map<si32,ui32>::iterator av = t->strInfo.creatures.begin();  av!=t->strInfo.creatures.end();  av++)	{		if(	(   found  = (crid == t->town->basicCreatures[av->first])   ) //creature is available among basic cretures			|| (found  = (crid == t->town->upgradedCreatures[av->first]))			)//creature is available among upgraded cretures		{			cram = std::min(cram,av->second); //reduce recruited amount up to available amount			ser = av->first;			break;		}	}	int slot = t->army.getSlotFor(crid);	if(!found ||	//no such creature		cram > VLC->creh->creatures[crid].maxAmount(gs->getPlayer(t->tempOwner)->resources) ||  //lack of resources		cram<=0	||		slot<0	) 		return;	//recruit	SetResources sr;	sr.player = t->tempOwner;	for(int i=0;i<RESOURCE_QUANTITY;i++)		sr.res[i]  =  gs->getPlayer(t->tempOwner)->resources[i] - (VLC->creh->creatures[crid].cost[i] * cram);	SetAvailableCreatures sac;	sac.tid = objid;	sac.creatures = t->strInfo.creatures;	sac.creatures[ser] -= cram;	SetGarrisons sg;	sg.garrs[objid] = t->army;	if(sg.garrs[objid].slots.find(slot) == sg.garrs[objid].slots.end()) //take a free slot	{		sg.garrs[objid].slots[slot] = std::make_pair(crid,cram);	}	else //add creatures to a already existing stack	{		sg.garrs[objid].slots[slot].second += cram;	}	sendAndApply(&sr); 	sendAndApply(&sac);	sendAndApply(&sg);}void CGameHandler::upgradeCreature( ui32 objid, ui8 pos, ui32 upgID ){	CArmedInstance *obj = static_cast<CArmedInstance*>(gs->map->objects[objid]);	UpgradeInfo ui = gs->getUpgradeInfo(obj,pos);	int player = obj->tempOwner;	int crQuantity = obj->army.slots[pos].second;	//check if upgrade is possible	if(ui.oldID<0 || !vstd::contains(ui.newID,upgID)) 		return;	//check if player has enough resources	for(int i=0;i<ui.cost.size();i++)	{		for (std::set<std::pair<int,int> >::iterator j=ui.cost[i].begin(); j!=ui.cost[i].end(); j++)		{			if(gs->getPlayer(player)->resources[j->first] < j->second*crQuantity)				return;		}	}	//take resources	for(int i=0;i<ui.cost.size();i++)	{		for (std::set<std::pair<int,int> >::iterator j=ui.cost[i].begin(); j!=ui.cost[i].end(); j++)		{			SetResource sr;			sr.player = player;			sr.resid = j->first;			sr.val = gs->getPlayer(player)->resources[j->first] - j->second*crQuantity;			sendAndApply(&sr);		}	}	//upgrade creature	SetGarrisons sg;	sg.garrs[objid] = obj->army;	sg.garrs[objid].slots[pos].first = upgID;	sendAndApply(&sg);	}void CGameHandler::garrisonSwap(si32 tid){	CGTownInstance *town = gs->getTown(tid);	if(!town->garrisonHero && town->visitingHero) //visiting => garrison, merge armies	{		CCreatureSet csn = town->visitingHero->army, cso = town->army;		while(!cso.slots.empty())//while there are unmoved creatures		{			int pos = csn.getSlotFor(cso.slots.begin()->second.first);			if(pos<0)				return;			if(csn.slots.find(pos)!=csn.slots.end()) //add creatures to the existing stack			{				csn.slots[pos].second += cso.slots.begin()->second.second;			}			else //move stack on the free pos			{				csn.slots[pos].first = cso.slots.begin()->second.first;				csn.slots[pos].second = cso.slots.begin()->second.second;			}			cso.slots.erase(cso.slots.begin());		}		SetGarrisons sg;		sg.garrs[town->visitingHero->id] = csn;		sg.garrs[town->id] = csn;		sendAndApply(&sg);		SetHeroesInTown intown;		intown.tid = tid;		intown.visiting = -1;		intown.garrison = town->visitingHero->id;		sendAndApply(&intown);	}						else if (town->garrisonHero && !town->visitingHero) //move hero out of the garrison	{		SetHeroesInTown intown;		intown.tid = tid;		intown.garrison = -1;		intown.visiting =  town->garrisonHero->id;		sendAndApply(&intown);		//town will be empty		SetGarrisons sg;		sg.garrs[tid] = CCreatureSet();		sendAndApply(&sg);	}	else if (town->garrisonHero && town->visitingHero) //swap visiting and garrison hero	{		SetGarrisons sg;		sg.garrs[town->id] = town->visitingHero->army;		sg.garrs[town->garrisonHero->id] = town->garrisonHero->army;		SetHeroesInTown intown;		intown.tid = tid;		intown.garrison = town->visitingHero->id;		intown.visiting =  town->garrisonHero->id;		sendAndApply(&intown);		sendAndApply(&sg);	}	else	{		complain("Cannot swap garrison hero!");	}}void CGameHandler::swapArtifacts( si32 hid1, si32 hid2, ui16 slot1, ui16 slot2 ){	CGHeroInstance *h1 = gs->getHero(hid1), *h2 = gs->getHero(hid2);	if((distance(h1->pos,h2->pos) > 1.0)   ||   (h1->tempOwner != h2->tempOwner))		return;	int a1=h1->getArtAtPos(slot1), a2=h2->getArtAtPos(slot2);	h2->setArtAtPos(slot2,a1);	h1->setArtAtPos(slot1,a2);	SetHeroArtifacts sha;	sha.hid = hid1;	sha.artifacts = h1->artifacts;	sha.artifWorn = h1->artifWorn;	sendAndApply(&sha);	if(hid1 != hid2)	{		sha.hid = hid2;		sha.artifacts = h2->artifacts;		sha.artifWorn = h2->artifWorn;		sendAndApply(&sha);	}}void CGameHandler::buyArtifact( ui32 hid, si32 aid ){	CGHeroInstance *hero = gs->getHero(hid);	CGTownInstance *town = hero->visitedTown;	if(aid==0) //spellbook	{		if(!vstd::contains(town->builtBuildings,si32(0)))			return;		SetResource sr;		sr.player = hero->tempOwner;		sr.resid = 6;		sr.val = gs->getPlayer(hero->getOwner())->resources[6] - 500;		sendAndApply(&sr);		SetHeroArtifacts sha;		sha.hid = hid;		sha.artifacts = hero->artifacts;		sha.artifWorn = hero->artifWorn;		sha.artifWorn[17] = 0;		sendAndApply(&sha);		giveSpells(town,hero);	}	else if(aid < 7  &&  aid > 3) //war machine	{		int price = VLC->arth->artifacts[aid].price;		if(vstd::contains(hero->artifWorn,ui16(9+aid))  //hero already has this machine			|| !vstd::contains(town->builtBuildings,si32(16)) //no blackismith			|| gs->getPlayer(hero->getOwner())->resources[6] < price //no gold			|| town->town->warMachine!= aid ) //this machine is not available here (//TODO: support ballista yard in stronghold)		{			return;		}		SetResource sr;		sr.player = hero->tempOwner;		sr.resid = 6;		sr.val = gs->getPlayer(hero->getOwner())->resources[6] - price;		sendAndApply(&sr);		SetHeroArtifacts sha;		sha.hid = hid;		sha.artifacts = hero->artifacts;		sha.artifWorn = hero->artifWorn;		sha.artifWorn[9+aid] = aid;		sendAndApply(&sha);	}}void CGameHandler::tradeResources( ui32 val, ui8 player, ui32 id1, ui32 id2 ){	val = std::min(si32(val),gs->getPlayer(player)->resources[id1]);	double uzysk = (double)gs->resVals[id1] * val * gs->getMarketEfficiency(player);	uzysk /= gs->resVals[id2];	SetResource sr;	sr.player = player;	sr.resid = id1;	sr.val = gs->getPlayer(player)->resources[id1] - val;	sendAndApply(&sr);	sr.resid = id2;	sr.val = gs->getPlayer(player)->resources[id2] + (int)uzysk;	sendAndApply(&sr);}void CGameHandler::setFormation( si32 hid, ui8 formation ){	gs->getHero(hid)->army.formation = formation;}void CGameHandler::hireHero( ui32 tid, ui8 hid ){	CGTownInstance *t = gs->getTown(tid);	if(!vstd::contains(t->builtBuildings,5) //no tavern in the town		|| gs->getPlayer(t->tempOwner)->resources[6]<2500 //not enough gold		|| t->visitingHero //there is visiting hero - no place		|| gs->getPlayer(t->tempOwner)->heroes.size()>7 //8 hero limit		)		return;	CGHeroInstance *nh = gs->getPlayer(t->tempOwner)->availableHeroes[hid];	HeroRecruited hr;	hr.tid = tid;	hr.hid = nh->subID;	hr.player = t->tempOwner;	hr.tile = t->pos - int3(1,0,0);	sendAndApply(&hr);	SetAvailableHeroes sah;	(hid ? sah.hid2 : sah.hid1) = gs->hpool.pickHeroFor(false,t->tempOwner,t->town)->subID;	(hid ? sah.hid1 : sah.hid2) = gs->getPlayer(t->tempOwner)->availableHeroes[!hid]->subID;	sah.player = t->tempOwner;	sah.flags = hid+1;	sendAndApply(&sah);	SetResource sr;	sr.player = t->tempOwner;	sr.resid = 6;	sr.val = gs->getPlayer(t->tempOwner)->resources[6] - 2500;	sendAndApply(&sr);	giveSpells(t,nh);}void CGameHandler::queryReply( ui32 qid, ui32 answer ){	gsm.lock();	CFunctionList<void(ui32)> callb = callbacks[qid];	callbacks.erase(qid);	gsm.unlock();	callb(answer);}void CGameHandler::makeBattleAction( BattleAction &ba ){	switch(ba.actionType)	{	case 2: //walk		{			sendAndApply(&StartAction(ba)); //start movement			moveStack(ba.stackNumber,ba.destinationTile); //move			sendAndApply(&EndAction());			break;		}	case 3: //defend	case 8: //wait		{			sendAndApply(&StartAction(ba));			sendAndApply(&EndAction());			break;		}	case 4: //retreat/flee		{			//TODO: check if fleeing is possible (e.g. enemy may have Shackles of War)			//TODO: calculate casualties			//TODO: remove retreating hero from map and place it in recruitment list			BattleResult *br = new BattleResult;			br->result = 1;			br->winner = !ba.side; //fleeing side loses			gs->curB->calculateCasualties(br->casualties);			giveExp(*br);			battleResult.set(br);			break;		}	case 6: //walk or attack		{			sendAndApply(&StartAction(ba)); //start movement and attack			moveStack(ba.stackNumber,ba.destinationTile);			CStack *curStack = gs->curB->getStack(ba.stackNumber),				*stackAtEnd = gs->curB->getStackT(ba.additionalInfo);			if(curStack->position != ba.destinationTile) //we wasn't able to reach destination tile			{				tlog3<<"We cannot move this stack to its destination "<<curStack->creature->namePl<<std::endl;			}			if(!stackAtEnd)			{				tlog3 << "There is no stack on " << ba.additionalInfo << " tile (no attack)!";				break;			}			ui16 curpos = curStack->position, 				enemypos = stackAtEnd->position;			if( !(				(BattleInfo::mutualPosition(curpos, enemypos) >= 0)						//front <=> front				|| (curStack->creature->isDoubleWide()									//back <=> front					&& BattleInfo::mutualPosition(curpos + (curStack->attackerOwned ? -1 : 1), enemypos) >= 0)				|| (stackAtEnd->creature->isDoubleWide()									//front <=> back					&& BattleInfo::mutualPosition(curpos, enemypos + (stackAtEnd->attackerOwned ? -1 : 1)) >= 0)				|| (stackAtEnd->creature->isDoubleWide() && curStack->creature->isDoubleWide()//back <=> back					&& BattleInfo::mutualPosition(curpos + (curStack->attackerOwned ? -1 : 1), enemypos + (stackAtEnd->attackerOwned ? -1 : 1)) >= 0)				)				)			{				tlog3 << "Attack cannot be performed!";				sendAndApply(&EndAction());				break;			}			//attack			BattleAttack bat;			prepareAttack(bat,curStack,stackAtEnd);			sendAndApply(&bat);			//counterattack			if(!vstd::contains(curStack->abilities,NO_ENEMY_RETALIATION)				&& stackAtEnd->alive()				&& stackAtEnd->counterAttacks				&& !vstd::contains(stackAtEnd->abilities, SIEGE_WEAPON)) //TODO: support for multiple retaliatons per turn			{				prepareAttack(bat,stackAtEnd,curStack);				bat.flags |= 2;				sendAndApply(&bat);			}			//second attack			if(vstd::contains(curStack->abilities,TWICE_ATTACK)				&& curStack->alive()				&& stackAtEnd->alive()  )			{				bat.flags = 0;				prepareAttack(bat,curStack,stackAtEnd);				sendAndApply(&bat);			}			sendAndApply(&EndAction());			break;		}	case 7: //shoot		{			CStack *curStack = gs->curB->getStack(ba.stackNumber),				*destStack= gs->curB->getStackT(ba.destinationTile);			if(!curStack //our stack exists				|| !destStack //there is a stack at destination tile				|| !curStack->shots //stack has shots				|| gs->curB->isStackBlocked(curStack->ID) //we are not blocked				|| !vstd::contains(curStack->abilities,SHOOTER) //our stack is shooting unit				)				break;			for(int g=0; g<curStack->effects.size(); ++g)			{				if(61 == curStack->effects[g].id) //forgetfulness					break;			}			sendAndApply(&StartAction(ba)); //start shooting			BattleAttack bat;			prepareAttack(bat,curStack,destStack);			bat.flags |= 1;			sendAndApply(&bat);			if(vstd::contains(curStack->abilities,TWICE_ATTACK) //if unit shots twice let's make another shot				&& curStack->alive()				&& destStack->alive()				&& curStack->shots				)			{				prepareAttack(bat,curStack,destStack);				sendAndApply(&bat);			}			sendAndApply(&EndAction());			break;		}	}	battleMadeAction.setn(true);}void CGameHandler::playerMessage( ui8 player, const std::string &message ){	bool cheated=true;	sendAndApply(&PlayerMessage(player,message));	if(message == "vcmiistari") //give all spells and 999 mana	{		SetMana sm;		ChangeSpells cs;		cs.learn = 1;		for(int i=0;i<VLC->spellh->spells.size();i++)		{			if(!VLC->spellh->spells[i].creatureAbility)				cs.spells.insert(i);		}		sm.hid = cs.hid = gs->players[player].currentSelection;		sm.val = 999;		if(gs->getHero(cs.hid))		{			sendAndApply(&cs);			sendAndApply(&sm);		}	}	else if(message == "vcmiainur") //gives 5 archangels into each slot	{		SetGarrisons sg;		CGHeroInstance *hero = gs->getHero(gs->getPlayer(player)->currentSelection);		if(!hero) return;		sg.garrs[hero->id] = hero->army;		for(int i=0;i<7;i++)			if(!vstd::contains(sg.garrs[hero->id].slots,i))				sg.garrs[hero->id].slots[i] = std::pair<ui32,si32>(13,5);		sendAndApply(&sg);	}	else if(message == "vcmiangband") //gives 10 black knightinto each slot	{		SetGarrisons sg;		CGHeroInstance *hero = gs->getHero(gs->getPlayer(player)->currentSelection);		if(!hero) return;		sg.garrs[hero->id] = hero->army;		for(int i=0;i<7;i++)			if(!vstd::contains(sg.garrs[hero->id].slots,i))				sg.garrs[hero->id].slots[i] = std::pair<ui32,si32>(66,10);		sendAndApply(&sg);	}	else if(message == "vcminoldor") //all war machines	{		CGHeroInstance *hero = gs->getHero(gs->getPlayer(player)->currentSelection);		if(!hero) return;		SetHeroArtifacts sha;		sha.hid = hero->id;		sha.artifacts = hero->artifacts;		sha.artifWorn = hero->artifWorn;		sha.artifWorn[13] = 4;		sha.artifWorn[14] = 5;		sha.artifWorn[15] = 6;		sendAndApply(&sha);	}	else if(message == "vcminahar") //1000000 movement points	{		CGHeroInstance *hero = gs->getHero(gs->getPlayer(player)->currentSelection);		if(!hero) return;		SetMovePoints smp;		smp.hid = hero->id;		smp.val = 1000000;		sendAndApply(&smp);	}	else if(message == "vcmiformenos") //give resources	{		SetResources sr;		sr.player = player;		sr.res = gs->getPlayer(player)->resources;		for(int i=0;i<7;i++)			sr.res[i] += 100;		sr.res[6] += 19900;		sendAndApply(&sr);	}	else if(message == "vcmieagles") //reveal FoW	{		FoWChange fc;		fc.player = player;		for(int i=0;i<gs->map->width;i++)			for(int j=0;j<gs->map->height;j++)				for(int k=0;k<gs->map->twoLevel+1;k++)					if(!gs->getPlayer(fc.player)->fogOfWarMap[i][j][k])						fc.tiles.insert(int3(i,j,k));		sendAndApply(&fc);	}	else if(message == "vcmiglorfindel")	{		CGHeroInstance *hero = gs->getHero(gs->getPlayer(player)->currentSelection);		changePrimSkill(hero->id,4,VLC->heroh->reqExp(hero->level+1) - VLC->heroh->reqExp(hero->level));	}	else		cheated = false;	if(cheated)	{		sendAndApply(&SystemMessage("CHEATER!!!"));	}}void CGameHandler::makeCustomAction( BattleAction &ba ){	switch(ba.actionType)	{	case 1: //hero casts spell		{			CGHeroInstance *h = (ba.side) ? gs->getHero(gs->curB->hero2) : gs->getHero(gs->curB->hero1);			if(!h)			{				tlog2 << "Wrong caster!\n";				return;			}			if(ba.additionalInfo >= VLC->spellh->spells.size())			{				tlog2 << "Wrong spell id (" << ba.additionalInfo << ")!\n";				return;			}			CSpell *s = &VLC->spellh->spells[ba.additionalInfo];			ui8 skill = 0; //skill level			if(s->fire)				skill = std::max(skill,h->getSecSkillLevel(14));			if(s->air)				skill = std::max(skill,h->getSecSkillLevel(15));			if(s->water)				skill = std::max(skill,h->getSecSkillLevel(16));			if(s->earth)				skill = std::max(skill,h->getSecSkillLevel(17));			//TODO: skill level may be different on special terrain			if(   !(vstd::contains(h->spells,ba.additionalInfo)) //hero doesn't know this spell 				|| (h->mana < s->costs[skill]) //not enough mana				|| (ba.additionalInfo < 10) //it's adventure spell (not combat)				|| (gs->curB->castedSpells[ba.side])     				)			{				tlog2 << "Spell cannot be casted!\n";				return;			}			sendAndApply(&StartAction(ba)); //start spell casting			//TODO: check resistances#define SPELL_CAST_TEMPLATE_1(NUMBER, DURATION) SetStackEffect sse; \			if(getSchoolLevel(h,s) < 3)  /*not expert */ \			{ \				sse.stacks.insert(gs->curB->getStackT(ba.destinationTile)->ID); \				sse.effect.id = (NUMBER); \				sse.effect.level = getSchoolLevel(h,s); \				sse.effect.turnsRemain = (DURATION); /*! - any duration */ \				sendAndApply(&sse); \			} \			else \			{ \				for(int it=0; it<gs->curB->stacks.size(); ++it) \				{ \					/*if it's non negative spell and our unit or non positive spell and hostile unit */ \					if((VLC->spellh->spells[ba.additionalInfo].positiveness >= 0 && gs->curB->stacks[it]->owner == h->tempOwner) \						||(VLC->spellh->spells[ba.additionalInfo].positiveness <= 0 && gs->curB->stacks[it]->owner != h->tempOwner ) \						) \					{ \						sse.stacks.insert(gs->curB->stacks[it]->ID); \					} \				} \				sse.effect.id = (NUMBER); \				sse.effect.level = getSchoolLevel(h,s); \				sse.effect.turnsRemain = (DURATION); \				sendAndApply(&sse); \			}			SpellCasted sc;			sc.side = ba.side;			sc.id = ba.additionalInfo;			sc.skill = skill;			sc.tile = ba.destinationTile;			sendAndApply(&sc);			switch(ba.additionalInfo) //spell id			{			case 15: //magic arrow				{					CStack * attacked = gs->curB->getStackT(ba.destinationTile);					if(!attacked) break;					BattleStackAttacked bsa;					bsa.flags |= 2;					bsa.effect = 64;					bsa.damageAmount = h->getPrimSkillLevel(2) * 10  +  s->powers[getSchoolLevel(h,s)]; 					bsa.stackAttacked = attacked->ID;					prepareAttacked(bsa,attacked);					sendAndApply(&bsa);					break;				}			case 16: //ice bolt				{					CStack * attacked = gs->curB->getStackT(ba.destinationTile);					if(!attacked) break;					BattleStackAttacked bsa;					bsa.flags |= 2;					bsa.effect = 46;					bsa.damageAmount = h->getPrimSkillLevel(2) * 20  +  s->powers[getSchoolLevel(h,s)]; 					bsa.stackAttacked = attacked->ID;					prepareAttacked(bsa,attacked);					sendAndApply(&bsa);					break;				}			case 17: //lightning bolt				{					CStack * attacked = gs->curB->getStackT(ba.destinationTile);					if(!attacked) break;					BattleStackAttacked bsa;					bsa.flags |= 2;					bsa.effect = 38;					bsa.damageAmount = h->getPrimSkillLevel(2) * 25  +  s->powers[getSchoolLevel(h,s)]; 					bsa.stackAttacked = attacked->ID;					prepareAttacked(bsa,attacked);					sendAndApply(&bsa);					break;				}			case 18: //implosion				{					CStack * attacked = gs->curB->getStackT(ba.destinationTile);					if(!attacked) break;					BattleStackAttacked bsa;					bsa.flags |= 2;					bsa.effect = 10;					bsa.damageAmount = h->getPrimSkillLevel(2) * 75  +  s->powers[getSchoolLevel(h,s)]; 					bsa.stackAttacked = attacked->ID;					prepareAttacked(bsa,attacked);					sendAndApply(&bsa);					break;				}			case 27: //shield 			case 28: //air shield			case 41: //bless			case 42: //curse			case 43: //bloodlust			case 45: //weakness			case 46: //stone skin			case 48: //prayer			case 49: //mirth			case 50: //sorrow			case 51: //fortune			case 52: //misfortune			case 53: //haste			case 54: //slow				{					SPELL_CAST_TEMPLATE_1(ba.additionalInfo, h->getPrimSkillLevel(2))						break;				}			case 56: //frenzy				{					SPELL_CAST_TEMPLATE_1(ba.additionalInfo, 1)						break;				}			case 61: //forgetfulness				{					SPELL_CAST_TEMPLATE_1(ba.additionalInfo, h->getPrimSkillLevel(2))						break;				}			}			sendAndApply(&EndAction());		}	}}void CGameHandler::handleTimeEvents(){	while(gs->map->events.size() && gs->map->events.front()->firstOccurence+1 == gs->day)	{		CMapEvent *ev = gs->map->events.front();		for(int player = 0; player < PLAYER_LIMIT; player++)		{			PlayerState *pinfo = gs->getPlayer(player);			if( pinfo  //player exists				&& (ev->players & 1<<player) //event is enabled to this player				&& ((ev->computerAffected && !pinfo->human) 					|| (ev->humanAffected && pinfo->human)				)			)			{				//give resources				SetResources sr;				sr.player = player;				sr.res = pinfo->resources;				//prepare dialog				InfoWindow iw;				iw.player = player;				iw.text << ev->message;				for (int i=0; i<ev->resources.size(); i++)				{					if(ev->resources[i]) //if resource is changed, we add it to the dialog					{						iw.components.push_back(Component(Component::RESOURCE,i,ev->resources[i],0));						sr.res[i] += ev->resources[i];					}				}				if (iw.components.size())				{					sendAndApply(&sr); //update player resources if changed				}				sendAndApply(&iw); //show dialog			}		} //PLAYERS LOOP		if(ev->nextOccurence)		{			ev->firstOccurence += ev->nextOccurence;			gs->map->events.sort(evntCmp);		}		else		{			delete ev;			gs->map->events.pop_front();		}	}}bool CGameHandler::complain( const std::string &problem ){	sendMessageToAll("Server encountered a problem: " + problem);	tlog1 << problem << std::endl;	return true;}
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