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							- #define VCMI_DLL
 
- #include "../hch/CCampaignHandler.h"
 
- #include <algorithm>
 
- #include <queue>
 
- #include <fstream>
 
- #include "CGameState.h"
 
- #include <boost/random/linear_congruential.hpp>
 
- #include "../hch/CDefObjInfoHandler.h"
 
- #include "../hch/CArtHandler.h"
 
- #include "../hch/CBuildingHandler.h"
 
- #include "../hch/CGeneralTextHandler.h"
 
- #include "../hch/CTownHandler.h"
 
- #include "../hch/CSpellHandler.h"
 
- #include "../hch/CHeroHandler.h"
 
- #include "../hch/CObjectHandler.h"
 
- #include "../hch/CCreatureHandler.h"
 
- //#include "../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>
 
- 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);
 
- }
 
- class CBaseForGSApply
 
- {
 
- public:
 
- 	virtual void applyOnGS(CGameState *gs, void *pack) const =0; 
 
- 	virtual ~CBaseForGSApply(){};
 
- };
 
- template <typename T> class CApplyOnGS : public CBaseForGSApply
 
- {
 
- public:
 
- 	void applyOnGS(CGameState *gs, void *pack) const
 
- 	{
 
- 		T *ptr = static_cast<T*>(pack);
 
- 		while(!gs->mx->try_lock())
 
- 			boost::this_thread::sleep(boost::posix_time::milliseconds(50)); //give other threads time to finish
 
- 		ptr->applyGs(gs);
 
- 		gs->mx->unlock();
 
- 	}
 
- };
 
- class CGSApplier
 
- {
 
- public:
 
- 	std::map<ui16,CBaseForGSApply*> apps; 
 
- 	CGSApplier()
 
- 	{
 
- 		registerTypes2(*this);
 
- 	}
 
- 	~CGSApplier()
 
- 	{
 
- 		std::map<ui16,CBaseForGSApply*>::iterator iter;
 
- 		for(iter = apps.begin(); iter != apps.end(); iter++)
 
- 			delete iter->second;
 
- 	}
 
- 	template<typename T> void registerType(const T * t=NULL)
 
- 	{
 
- 		ui16 ID = typeList.registerType(t);
 
- 		apps[ID] = new CApplyOnGS<T>;
 
- 	}
 
- } *applierGs = NULL;
 
- class IObjectCaller
 
- {
 
- public:
 
- 	virtual void preInit()=0;
 
- 	virtual void postInit()=0;
 
- };
 
- template <typename T>
 
- class CObjectCaller : public IObjectCaller
 
- {
 
- public:
 
- 	void preInit()
 
- 	{
 
- 		//T::preInit();
 
- 	}
 
- 	void postInit()
 
- 	{
 
- 		//T::postInit();
 
- 	}
 
- };
 
- class CObjectCallersHandler
 
- {
 
- public:
 
- 	std::vector<IObjectCaller*> apps; 
 
- 	template<typename T> void registerType(const T * t=NULL)
 
- 	{
 
- 		apps.push_back(new CObjectCaller<T>);
 
- 	}
 
- 	CObjectCallersHandler()
 
- 	{
 
- 		registerTypes1(*this);
 
- 	}
 
- 	~CObjectCallersHandler()
 
- 	{
 
- 		for (size_t i = 0; i < apps.size(); i++)
 
- 			delete apps[i];
 
- 	}
 
- 	void preInit()
 
- 	{
 
- // 		for (size_t i = 0; i < apps.size(); i++)
 
- // 			apps[i]->preInit();
 
- 	}
 
- 	void postInit()
 
- 	{
 
- // 		for (size_t i = 0; i < apps.size(); i++)
 
- // 			apps[i]->postInit();
 
- 	}
 
- } *objCaller = NULL;
 
- void MetaString::getLocalString(const std::pair<ui8,ui32> &txt, std::string &dst) const
 
- {
 
- 	int type = txt.first, ser = txt.second;
 
- 	if(type == ART_NAMES)
 
- 	{
 
- 		dst = VLC->arth->artifacts[ser]->Name();
 
- 	}
 
- 	else if(type == CRE_PL_NAMES)
 
- 	{
 
- 		dst = VLC->creh->creatures[ser]->namePl;
 
- 	}
 
- 	else if(type == MINE_NAMES)
 
- 	{
 
- 		dst = VLC->generaltexth->mines[ser].first;
 
- 	}
 
- 	else if(type == MINE_EVNTS)
 
- 	{
 
- 		dst = VLC->generaltexth->mines[ser].second;
 
- 	}
 
- 	else if(type == SPELL_NAME)
 
- 	{
 
- 		dst = VLC->spellh->spells[ser].name;
 
- 	}
 
- 	else if(type == CRE_SING_NAMES)
 
- 	{
 
- 		dst = VLC->creh->creatures[ser]->nameSing;
 
- 	}
 
- 	else 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;
 
- 		}
 
- 		dst = (*vec)[ser];
 
- 	}
 
- }
 
- DLL_EXPORT void MetaString::toString(std::string &dst) const
 
- {
 
- 	size_t exSt = 0, loSt = 0, nums = 0;
 
- 	dst.clear();
 
- 	for(size_t i=0;i<message.size();++i)
 
- 	{//TEXACT_STRING, TLOCAL_STRING, TNUMBER, TREPLACE_ESTRING, TREPLACE_LSTRING, TREPLACE_NUMBER
 
- 		switch(message[i])
 
- 		{
 
- 		case TEXACT_STRING:
 
- 			dst += exactStrings[exSt++];
 
- 			break;
 
- 		case TLOCAL_STRING:
 
- 			{
 
- 				std::string hlp;
 
- 				getLocalString(localStrings[loSt++], hlp);
 
- 				dst += hlp;
 
- 			}
 
- 			break;
 
- 		case TNUMBER:
 
- 			dst += boost::lexical_cast<std::string>(numbers[nums++]);
 
- 			break;
 
- 		case TREPLACE_ESTRING:
 
- 			dst.replace (dst.find("%s"), 2, exactStrings[exSt++]);
 
- 			break;
 
- 		case TREPLACE_LSTRING:
 
- 			{
 
- 				std::string hlp;
 
- 				getLocalString(localStrings[loSt++], hlp);
 
- 				dst.replace (dst.find("%s"), 2, hlp);
 
- 			}
 
- 			break;
 
- 		case TREPLACE_NUMBER:
 
- 			dst.replace (dst.find("%d"), 2, boost::lexical_cast<std::string>(numbers[nums++]));
 
- 			break;
 
- 		default:
 
- 			tlog1 << "MetaString processing error!\n";
 
- 			break;
 
- 		}
 
- 	}
 
- }
 
- DLL_EXPORT std::string MetaString::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::addReplacement(const CStackInstance &stack)
 
- {
 
- 	assert(stack.count); //valid count
 
- 	assert(stack.type); //valid type
 
- 	if (stack.count == 1)
 
- 		addReplacement (CRE_SING_NAMES, stack.type->idNumber);
 
- 	else
 
- 		addReplacement (CRE_PL_NAMES, stack.type->idNumber);
 
- }
 
- 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;
 
- }
 
- CStack * BattleInfo::getStack(int stackID, bool onlyAlive)
 
- {
 
- 	for(unsigned int g=0; g<stacks.size(); ++g)
 
- 	{
 
- 		if(stacks[g]->ID == stackID && (!onlyAlive || stacks[g]->alive()))
 
- 			return stacks[g];
 
- 	}
 
- 	return NULL;
 
- }
 
- const CStack * BattleInfo::getStack(int stackID, bool onlyAlive) const
 
- {
 
- 	return const_cast<BattleInfo * const>(this)->getStack(stackID, onlyAlive);
 
- }
 
- CStack * BattleInfo::getStackT(int tileID, bool onlyAlive)
 
- {
 
- 	for(unsigned int g=0; g<stacks.size(); ++g)
 
- 	{
 
- 		if(stacks[g]->position == tileID 
 
- 			|| (stacks[g]->doubleWide() && stacks[g]->attackerOwned && stacks[g]->position-1 == tileID)
 
- 			|| (stacks[g]->doubleWide() && !stacks[g]->attackerOwned && stacks[g]->position+1 == tileID))
 
- 		{
 
- 			if(!onlyAlive || stacks[g]->alive())
 
- 			{
 
- 				return stacks[g];
 
- 			}
 
- 		}
 
- 	}
 
- 	return NULL;
 
- }
 
- const CStack * BattleInfo::getStackT(int tileID, bool onlyAlive) const
 
- {
 
- 	return const_cast<BattleInfo * const>(this)->getStackT(tileID, onlyAlive);
 
- }
 
- void BattleInfo::getAccessibilityMap(bool *accessibility, bool twoHex, bool attackerOwned, bool addOccupiable, std::set<int> & occupyable, bool flying, int stackToOmmit) const
 
- {
 
- 	memset(accessibility, 1, BFIELD_SIZE); //initialize array with trues
 
- 	//removing accessibility for side columns of hexes
 
- 	for(int v = 0; v < BFIELD_SIZE; ++v)
 
- 	{
 
- 		if( v % BFIELD_WIDTH == 0 || v % BFIELD_WIDTH == (BFIELD_WIDTH - 1) )
 
- 			accessibility[v] = false;
 
- 	}
 
- 	for(unsigned int g=0; g<stacks.size(); ++g)
 
- 	{
 
- 		if(!stacks[g]->alive() || stacks[g]->ID==stackToOmmit || stacks[g]->position < 0) //we don't want to lock position of this stack (eg. if it's a turret)
 
- 			continue;
 
- 		accessibility[stacks[g]->position] = false;
 
- 		if(stacks[g]->doubleWide()) //if it's a double hex creature
 
- 		{
 
- 			if(stacks[g]->attackerOwned)
 
- 				accessibility[stacks[g]->position-1] = false;
 
- 			else
 
- 				accessibility[stacks[g]->position+1] = false;
 
- 		}
 
- 	}
 
- 	//obstacles
 
- 	for(unsigned int b=0; b<obstacles.size(); ++b)
 
- 	{
 
- 		std::vector<int> blocked = VLC->heroh->obstacles[obstacles[b].ID].getBlocked(obstacles[b].pos);
 
- 		for(unsigned int c=0; c<blocked.size(); ++c)
 
- 		{
 
- 			if(blocked[c] >=0 && blocked[c] < BFIELD_SIZE)
 
- 				accessibility[blocked[c]] = false;
 
- 		}
 
- 	}
 
- 	//walls
 
- 	if(siege > 0)
 
- 	{
 
- 		static const int permanentlyLocked[] = {12, 45, 78, 112, 147, 165};
 
- 		for(int b=0; b<ARRAY_COUNT(permanentlyLocked); ++b)
 
- 		{
 
- 			accessibility[permanentlyLocked[b]] = false;
 
- 		}
 
- 		static const std::pair<int, int> lockedIfNotDestroyed[] = //(which part of wall, which hex is blocked if this part of wall is not destroyed
 
- 			{std::make_pair(2, 182), std::make_pair(3, 130), std::make_pair(4, 62), std::make_pair(5, 29)};
 
- 		for(int b=0; b<ARRAY_COUNT(lockedIfNotDestroyed); ++b)
 
- 		{
 
- 			if(si.wallState[lockedIfNotDestroyed[b].first] < 3)
 
- 			{
 
- 				accessibility[lockedIfNotDestroyed[b].second] = false;
 
- 			}
 
- 		}
 
- 		//gate
 
- 		if(attackerOwned && si.wallState[7] < 3) //if it attacker's unit and gate is not destroyed
 
- 		{
 
- 			accessibility[95] = accessibility[96] = false; //block gate's hexes
 
- 		}
 
- 	}
 
- 	//occupyability
 
- 	if(addOccupiable && twoHex)
 
- 	{
 
- 		std::set<int> rem; //tiles to unlock
 
- 		for(int h=0; h<BFIELD_HEIGHT; ++h)
 
- 		{
 
- 			for(int w=1; w<BFIELD_WIDTH-1; ++w)
 
- 			{
 
- 				int hex = h * BFIELD_WIDTH + w;
 
- 				if(!isAccessible(hex, accessibility, twoHex, attackerOwned, flying, true)
 
- 					&& (attackerOwned ? isAccessible(hex+1, accessibility, twoHex, attackerOwned, flying, true) : isAccessible(hex-1, accessibility, twoHex, attackerOwned, flying, true) )
 
- 					)
 
- 					rem.insert(hex);
 
- 			}
 
- 		}
 
- 		occupyable = rem;
 
- 		/*for(std::set<int>::const_iterator it = rem.begin(); it != rem.end(); ++it)
 
- 		{
 
- 			accessibility[*it] = true;
 
- 		}*/
 
- 	}
 
- }
 
- bool BattleInfo::isAccessible(int hex, bool * accessibility, bool twoHex, bool attackerOwned, bool flying, bool lastPos)
 
- {
 
- 	if(flying && !lastPos)
 
- 		return true;
 
- 	if(twoHex)
 
- 	{
 
- 		//if given hex is accessible and appropriate adjacent one is free too
 
- 		return accessibility[hex] && accessibility[hex + (attackerOwned ? -1 : 1 )];
 
- 	}
 
- 	else
 
- 	{
 
- 		return accessibility[hex];
 
- 	}
 
- }
 
- void BattleInfo::makeBFS(int start, bool *accessibility, int *predecessor, int *dists, bool twoHex, bool attackerOwned, bool flying, bool fillPredecessors) const //both pointers must point to the at least 187-elements int arrays
 
- {
 
- 	//inits
 
- 	for(int b=0; b<BFIELD_SIZE; ++b)
 
- 		predecessor[b] = -1;
 
- 	for(int g=0; g<BFIELD_SIZE; ++g)
 
- 		dists[g] = 100000000;	
 
- 	
 
- 	std::queue< std::pair<int, bool> > hexq; //bfs queue <hex, accessible> (second filed used only if fillPredecessors is true)
 
- 	hexq.push(std::make_pair(start, true));
 
- 	dists[hexq.front().first] = 0;
 
- 	int curNext = -1; //for bfs loop only (helper var)
 
- 	while(!hexq.empty()) //bfs loop
 
- 	{
 
- 		std::pair<int, bool> curHex = hexq.front();
 
- 		std::vector<int> neighbours = neighbouringTiles(curHex.first);
 
- 		hexq.pop();
 
- 		for(unsigned int nr=0; nr<neighbours.size(); nr++)
 
- 		{
 
- 			curNext = neighbours[nr]; //if(!accessibility[curNext] || (dists[curHex]+1)>=dists[curNext])
 
- 			bool accessible = isAccessible(curNext, accessibility, twoHex, attackerOwned, flying, dists[curHex.first]+1 == dists[curNext]);
 
- 			if( dists[curHex.first]+1 >= dists[curNext] )
 
- 				continue;
 
- 			if(accessible && curHex.second)
 
- 			{
 
- 				hexq.push(std::make_pair(curNext, true));
 
- 				dists[curNext] = dists[curHex.first] + 1;
 
- 			}
 
- 			else if(fillPredecessors && !(accessible && !curHex.second))
 
- 			{
 
- 				hexq.push(std::make_pair(curNext, false));
 
- 				dists[curNext] = dists[curHex.first] + 1;
 
- 			}
 
- 			predecessor[curNext] = curHex.first;
 
- 		}
 
- 	}
 
- };
 
- std::vector<int> BattleInfo::getAccessibility(int stackID, bool addOccupiable) const
 
- {
 
- 	std::vector<int> ret;
 
- 	bool ac[BFIELD_SIZE];
 
- 	const CStack *s = getStack(stackID, false); //this function is called from healedOrResurrected, so our stack can be dead
 
- 	if(s->position < 0) //turrets
 
- 		return std::vector<int>();
 
- 	std::set<int> occupyable;
 
- 	getAccessibilityMap(ac, s->doubleWide(), s->attackerOwned, addOccupiable, occupyable, s->hasBonusOfType(Bonus::FLYING), stackID);
 
- 	int pr[BFIELD_SIZE], dist[BFIELD_SIZE];
 
- 	makeBFS(s->position, ac, pr, dist, s->doubleWide(), s->attackerOwned, s->hasBonusOfType(Bonus::FLYING), false);
 
- 	if(s->doubleWide())
 
- 	{
 
- 		if(!addOccupiable)
 
- 		{
 
- 			std::vector<int> rem;
 
- 			for(int b=0; b<BFIELD_SIZE; ++b)
 
- 			{
 
- 				//don't take into account most left and most right columns of hexes
 
- 				if( b % BFIELD_WIDTH == 0 || b % BFIELD_WIDTH == BFIELD_WIDTH - 1 )
 
- 					continue;
 
- 				if( ac[b] && !(s->attackerOwned ? ac[b-1] : ac[b+1]) )
 
- 				{
 
- 					rem.push_back(b);
 
- 				}
 
- 			}
 
- 			for(unsigned int g=0; g<rem.size(); ++g)
 
- 			{
 
- 				ac[rem[g]] = false;
 
- 			}
 
- 			//removing accessibility for side hexes
 
- 			for(int v=0; v<BFIELD_SIZE; ++v)
 
- 				if(s->attackerOwned ? (v%BFIELD_WIDTH)==1 : (v%BFIELD_WIDTH)==(BFIELD_WIDTH - 2))
 
- 					ac[v] = false;
 
- 		}
 
- 	}
 
- 	
 
- 	for (int i=0; i < BFIELD_SIZE ; ++i) {
 
- 		if(
 
- 			( ( !addOccupiable && dist[i] <= s->Speed() && ac[i] ) || ( addOccupiable && dist[i] <= s->Speed() && isAccessible(i, ac, s->doubleWide(), s->attackerOwned, s->hasBonusOfType(Bonus::FLYING), true) ) )//we can reach it
 
- 			|| (vstd::contains(occupyable, i) && ( dist[ i + (s->attackerOwned ? 1 : -1 ) ] <= s->Speed() ) &&
 
- 				ac[i + (s->attackerOwned ? 1 : -1 )] ) //it's occupyable and we can reach adjacent hex
 
- 			)
 
- 		{
 
- 			ret.push_back(i);
 
- 		}
 
- 	}
 
- 	return ret;
 
- }
 
- bool BattleInfo::isStackBlocked(int ID)
 
- {
 
- 	CStack *our = getStack(ID);
 
- 	if(our->hasBonusOfType(Bonus::SIEGE_WEAPON)) //siege weapons cannot be blocked
 
- 		return false;
 
- 	for(unsigned int i=0; i<stacks.size();i++)
 
- 	{
 
- 		if( !stacks[i]->alive()
 
- 			|| stacks[i]->owner==our->owner
 
- 		  )
 
- 			continue; //we omit dead and allied stacks
 
- 		if(stacks[i]->doubleWide())
 
- 		{
 
- 			if( mutualPosition(stacks[i]->position, our->position) >= 0  
 
- 			  || mutualPosition(stacks[i]->position + (stacks[i]->attackerOwned ? -1 : 1), our->position) >= 0)
 
- 				return true;
 
- 		}
 
- 		else
 
- 		{
 
- 			if( mutualPosition(stacks[i]->position, our->position) >= 0 )
 
- 				return true;
 
- 		}
 
- 	}
 
- 	return false;
 
- }
 
- signed char BattleInfo::mutualPosition(int hex1, int hex2)
 
- {
 
- 	if(hex2 == hex1 - ( (hex1/17)%2 ? 18 : 17 )) //top left
 
- 		return 0;
 
- 	if(hex2 == hex1 - ( (hex1/17)%2 ? 17 : 16 )) //top right
 
- 		return 1;
 
- 	if(hex2 == hex1 - 1 && hex1%17 != 0) //left
 
- 		return 5;
 
- 	if(hex2 == hex1 + 1 && hex1%17 != 16) //right
 
- 		return 2;
 
- 	if(hex2 == hex1 + ( (hex1/17)%2 ? 16 : 17 )) //bottom left
 
- 		return 4;
 
- 	if(hex2 == hex1 + ( (hex1/17)%2 ? 17 : 18 )) //bottom right
 
- 		return 3;
 
- 	return -1;
 
- }
 
- std::vector<int> BattleInfo::neighbouringTiles(int hex)
 
- {
 
- #define CHECK_AND_PUSH(tile) {int hlp = (tile); if(hlp>=0 && hlp<BFIELD_SIZE && (hlp%BFIELD_WIDTH!=16) && hlp%BFIELD_WIDTH) ret.push_back(hlp);}
 
- 	std::vector<int> ret;
 
- 	CHECK_AND_PUSH(hex - ( (hex/17)%2 ? 18 : 17 ));
 
- 	CHECK_AND_PUSH(hex - ( (hex/17)%2 ? 17 : 16 ));
 
- 	CHECK_AND_PUSH(hex - 1);
 
- 	CHECK_AND_PUSH(hex + 1);
 
- 	CHECK_AND_PUSH(hex + ( (hex/17)%2 ? 16 : 17 ));
 
- 	CHECK_AND_PUSH(hex + ( (hex/17)%2 ? 17 : 18 ));
 
- #undef CHECK_AND_PUSH
 
- 	return ret;
 
- }
 
- std::pair< std::vector<int>, int > BattleInfo::getPath(int start, int dest, bool*accessibility, bool flyingCreature, bool twoHex, bool attackerOwned)
 
- {							
 
- 	int predecessor[BFIELD_SIZE]; //for getting the Path
 
- 	int dist[BFIELD_SIZE]; //calculated distances
 
- 	makeBFS(start, accessibility, predecessor, dist, twoHex, attackerOwned, flyingCreature, false);
 
- 	
 
- 	if(predecessor[dest] == -1) //cannot reach destination
 
- 	{
 
- 		return std::make_pair(std::vector<int>(), 0);
 
- 	}
 
- 	//making the Path
 
- 	std::vector<int> path;
 
- 	int curElem = dest;
 
- 	while(curElem != start)
 
- 	{
 
- 		path.push_back(curElem);
 
- 		curElem = predecessor[curElem];
 
- 	}
 
- 	return std::make_pair(path, dist[dest]);
 
- }
 
- CStack::CStack(const CStackInstance *base, int O, int I, bool AO, int S)
 
- 	: CStackInstance(*base), ID(I), owner(O), slot(S), attackerOwned(AO), position(-1),   
 
- 	counterAttacks(1)
 
- {
 
- 	baseAmount = base->count;
 
- 	firstHPleft = valOfBonuses(Bonus::STACK_HEALTH);
 
- 	shots = type->shots;
 
- 	counterAttacks += valOfBonuses(Bonus::ADDITIONAL_RETALIATION);
 
- 	//alive state indication
 
- 	state.insert(ALIVE);
 
- }
 
- ui32 CStack::Speed( int turn /*= 0*/ ) const
 
- {
 
- 	if(hasBonus(Selector::type(Bonus::SIEGE_WEAPON) && Selector::turns(turn))) //war machines cannot move
 
- 		return 0;
 
- 	int speed = valOfBonuses(Selector::type(Bonus::STACKS_SPEED) && Selector::turns(turn));
 
- 	int percentBonus = 0;
 
- 	BOOST_FOREACH(const Bonus &b, bonuses)
 
- 	{
 
- 		if(b.type == Bonus::STACKS_SPEED)
 
- 		{
 
- 			percentBonus += b.additionalInfo;
 
- 		}
 
- 	}
 
- 	speed = ((100 + percentBonus) * speed)/100;
 
- 	//bind effect check
 
- 	if(getEffect(72)) 
 
- 	{
 
- 		return 0;
 
- 	}
 
- 	return speed;
 
- }
 
- const CStack::StackEffect * CStack::getEffect( ui16 id, int turn /*= 0*/ ) const
 
- {
 
- 	for (unsigned int i=0; i< effects.size(); i++)
 
- 		if(effects[i].id == id)
 
- 			if(!turn || effects[i].turnsRemain > turn)
 
- 				return &effects[i];
 
- 	return NULL;
 
- }
 
- ui8 CStack::howManyEffectsSet(ui16 id) const
 
- {
 
- 	ui8 ret = 0;
 
- 	for (unsigned int i=0; i< effects.size(); i++)
 
- 		if(effects[i].id == id) //effect found
 
- 		{
 
- 			++ret;
 
- 		}
 
- 	return ret;
 
- }
 
- bool CStack::willMove(int turn /*= 0*/) const
 
- {
 
- 	return ( turn ? true : !vstd::contains(state, DEFENDING) )
 
- 		&& !moved(turn)
 
- 		&& canMove(turn);
 
- }
 
- bool CStack::canMove( int turn /*= 0*/ ) const
 
- {
 
- 	return alive()
 
- 		&& !hasBonus(Selector::type(Bonus::NOT_ACTIVE) && Selector::turns(turn)); //eg. Ammo Cart or blinded creature
 
- }
 
- bool CStack::moved( int turn /*= 0*/ ) const
 
- {
 
- 	if(!turn)
 
- 		return vstd::contains(state, MOVED);
 
- 	else
 
- 		return false;
 
- }
 
- bool CStack::doubleWide() const
 
- {
 
- 	return type->doubleWide;
 
- }
 
- CGHeroInstance * CGameState::HeroesPool::pickHeroFor(bool native, int player, const CTown *town, std::map<ui32,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(std::map<ui32,CGHeroInstance *>::iterator i=available.begin(); i!=available.end(); i++)
 
- 		{
 
- 			if(pavailable.find(i->first)->second & 1<<player
 
- 				&& i->second->type->heroType/2 == town->typeID)
 
- 			{
 
- 				pool.push_back(i->second); //get all avaliable 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(std::map<ui32,CGHeroInstance *>::iterator i=available.begin(); i!=available.end(); i++)
 
- 		{
 
- 			if(pavailable.find(i->first)->second & 1<<player
 
- 				&& !bannedClass || 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;
 
- 	if(!map->getHero(h = scenarioOps->getIthPlayersSettings(owner).hero,0)  &&  h>=0) //we haven't used selected hero
 
- 		return h;
 
- 	int f = scenarioOps->getIthPlayersSettings(owner).castle;
 
- 	int i=0;
 
- 	do //try to find free hero of our faction
 
- 	{
 
- 		i++;
 
- 		h = scenarioOps->getIthPlayersSettings(owner).castle*HEROES_PER_TYPE*2+(ran()%(HEROES_PER_TYPE*2));//->scenarioOps->playerInfos[pru].hero = VLC->
 
- 	} while( map->getHero(h)  &&  i<175);
 
- 	if(i>174) //probably no free heroes - there's no point in further search, we'll take first free
 
- 	{
 
- 		tlog3 << "Warning: cannot find free hero - trying to get first available..."<<std::endl;
 
- 		for(int j=0; j<HEROES_PER_TYPE * 2 * F_NUMBER; j++)
 
- 			if(!map->getHero(j))
 
- 				h=j;
 
- 	}
 
- 	return h;
 
- }
 
- CGHeroInstance *CGameState::getHero(int objid)
 
- {
 
- 	if(objid<0 || objid>=map->objects.size() || map->objects[objid]->ID!=HEROI_TYPE)
 
- 		return NULL;
 
- 	return static_cast<CGHeroInstance *>(map->objects[objid]);
 
- }
 
- const CGHeroInstance * CGameState::getHero( int objid ) const
 
- {
 
- 	return (const_cast<CGameState *>(this))->getHero(objid);
 
- }
 
- CGTownInstance *CGameState::getTown(int objid)
 
- {
 
- 	if(objid<0 || objid>=map->objects.size())
 
- 		return NULL;
 
- 	CGObjectInstance *obj = map->objects[objid];
 
- 	if(obj->ID != TOWNI_TYPE)
 
- 		return NULL;
 
- 	return static_cast<CGTownInstance *>(obj);
 
- }
 
- const CGTownInstance * CGameState::getTown( int objid ) const
 
- {
 
- 	return (const_cast<CGameState *>(this))->getTown(objid);
 
- }
 
- 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
 
- 		{
 
- 			int r;
 
- 			do 
 
- 			{
 
- 				r = ran()%197;
 
- 			} while (vstd::contains(VLC->creh->notUsedMonsters,r));
 
- 			return std::pair<int,int>(54,r); 
 
- 		}
 
- 	case 72: //random monster lvl1
 
- 		return std::pair<int,int>(54,VLC->creh->levelCreatures[1][ran()%VLC->creh->levelCreatures[1].size()]->idNumber); 
 
- 	case 73: //random monster lvl2
 
- 		return std::pair<int,int>(54,VLC->creh->levelCreatures[2][ran()%VLC->creh->levelCreatures[2].size()]->idNumber);
 
- 	case 74: //random monster lvl3
 
- 		return std::pair<int,int>(54,VLC->creh->levelCreatures[3][ran()%VLC->creh->levelCreatures[3].size()]->idNumber);
 
- 	case 75: //random monster lvl4
 
- 		return std::pair<int,int>(54,VLC->creh->levelCreatures[4][ran()%VLC->creh->levelCreatures[4].size()]->idNumber);
 
- 	case 76: //random resource
 
- 		return std::pair<int,int>(79,ran()%7); //now it's OH3 style, use %8 for mithril 
 
- 	case 77: //random town
 
- 		{
 
- 			int align = (static_cast<CGTownInstance*>(obj))->alignment,
 
- 				f;
 
- 			if(align>PLAYER_LIMIT-1)//same as owner / random
 
- 			{
 
- 				if(obj->tempOwner > PLAYER_LIMIT-1)
 
- 					f = -1; //random
 
- 				else
 
- 					f = scenarioOps->getIthPlayersSettings(obj->tempOwner).castle;
 
- 			}
 
- 			else
 
- 			{
 
- 				f = scenarioOps->getIthPlayersSettings(align).castle;
 
- 			}
 
- 			if(f<0) f = ran()%VLC->townh->towns.size();
 
- 			return std::pair<int,int>(TOWNI_TYPE,f); 
 
- 		}
 
- 	case 162: //random monster lvl5
 
- 		return std::pair<int,int>(54,VLC->creh->levelCreatures[5][ran()%VLC->creh->levelCreatures[5].size()]->idNumber);
 
- 	case 163: //random monster lvl6
 
- 		return std::pair<int,int>(54,VLC->creh->levelCreatures[6][ran()%VLC->creh->levelCreatures[6].size()]->idNumber);
 
- 	case 164: //random monster lvl7
 
- 		return std::pair<int,int>(54,VLC->creh->levelCreatures[7][ran()%VLC->creh->levelCreatures[7].size()]->idNumber); 
 
- 	case 216: //random dwelling
 
- 		{
 
- 			int faction = ran()%F_NUMBER;
 
- 			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])->identifier == info->identifier)
 
- 					{
 
- 						randomizeObject(map->objects[i]); //we have to randomize the castle first
 
- 						faction = map->objects[i]->subID;
 
- 						break;
 
- 					}
 
- 					else if(map->objects[i]->ID==TOWNI_TYPE && dynamic_cast<CGTownInstance*>(map->objects[i])->identifier == info->identifier)
 
- 					{
 
- 						faction = map->objects[i]->subID;
 
- 						break;
 
- 					}
 
- 				}
 
- 			}
 
- 			else
 
- 			{
 
- 				while((!(info->castles[0]&(1<<faction))))
 
- 				{
 
- 					if((faction>7) && (info->castles[1]&(1<<(faction-8))))
 
- 						break;
 
- 					faction = ran()%F_NUMBER;
 
- 				}
 
- 			}
 
- 			int level = ((info->maxLevel-info->minLevel) ? (ran()%(info->maxLevel-info->minLevel)+info->minLevel) : (info->minLevel));
 
- 			int cid = VLC->townh->towns[faction].basicCreatures[level];
 
- 			for(unsigned int i=0;i<VLC->objh->cregens.size();i++)
 
- 				if(VLC->objh->cregens[i]==cid)
 
- 					return std::pair<int,int>(17,i); 
 
- 			tlog3 << "Cannot find a dwelling for creature "<< cid << std::endl;
 
- 			return std::pair<int,int>(17,0);
 
- 			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])->identifier == info->identifier)
 
- 					{
 
- 						randomizeObject(map->objects[i]); //we have to randomize the castle first
 
- 						faction = map->objects[i]->subID;
 
- 						break;
 
- 					}
 
- 					else if(map->objects[i]->ID==TOWNI_TYPE && dynamic_cast<CGTownInstance*>(map->objects[i])->identifier == info->identifier)
 
- 					{
 
- 						faction = map->objects[i]->subID;
 
- 						break;
 
- 					}
 
- 				}
 
- 			}
 
- 			else
 
- 			{
 
- 				while((!(info->castles[0]&(1<<faction))))
 
- 				{
 
- 					if((faction>7) && (info->castles[1]&(1<<(faction-8))))
 
- 						break;
 
- 					faction = ran()%F_NUMBER;
 
- 				}
 
- 			}
 
- 			int cid = VLC->townh->towns[faction].basicCreatures[obj->subID];
 
- 			for(unsigned int i=0;i<VLC->objh->cregens.size();i++)
 
- 				if(VLC->objh->cregens[i]==cid)
 
- 					return std::pair<int,int>(17,i); 
 
- 			tlog3 << "Cannot find a dwelling for creature "<<cid <<std::endl;
 
- 			return std::pair<int,int>(17,0);
 
- 			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;
 
- 		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;
 
- 	}
 
- 	return 0;
 
- }
 
- CGameState::CGameState()
 
- {
 
- 	mx = new boost::shared_mutex();
 
- 	map = NULL;
 
- 	curB = NULL;
 
- 	scenarioOps = NULL;
 
- 	applierGs = new CGSApplier;
 
- 	objCaller = new CObjectCallersHandler;
 
- 	campaign = NULL;
 
- }
 
- CGameState::~CGameState()
 
- {
 
- 	delete mx;
 
- 	delete map;
 
- 	delete curB;
 
- 	//delete scenarioOps;
 
- 	delete applierGs;
 
- 	delete objCaller;
 
- }
 
- void CGameState::init( StartInfo * si, ui32 checksum, int Seed )
 
- {
 
- 	switch(si->mode)
 
- 	{
 
- 	case 0:
 
- 		map = new Mapa(si->mapname);
 
- 		for (int i=0; i<144; ++i) //yes, 144
 
- 		{
 
- 			if (map->allowedArtifact[i])
 
- 				VLC->arth->allowedArtifacts.push_back(VLC->arth->artifacts[i]);
 
- 		}
 
- 		break;
 
- 	case 2:
 
- 		campaign = new CCampaignState();
 
- 		campaign->initNewCampaign(*si);
 
- 		std::string &mapContent = campaign->camp->mapPieces[si->whichMapInCampaign];
 
- 		map = new Mapa();
 
- 		map->initFromBytes((const unsigned char*)mapContent.c_str());
 
- 		for (int i=0; i<144; ++i)
 
- 		{
 
- 			if (map->allowedArtifact[i])
 
- 				VLC->arth->allowedArtifacts.push_back(VLC->arth->artifacts[i]);
 
- 		}
 
- 		break;
 
- 	}
 
- 	tlog0 << "Map loaded!" << std::endl;
 
- 	//tlog0 <<"Reading and detecting map file (together): "<<tmh.getDif()<<std::endl;
 
- 	if(checksum)
 
- 	{
 
- 		tlog0 << "\tServer checksum for " << si->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;
 
- 	seed = Seed;
 
- 	ran.seed((boost::int32_t)seed);
 
- 	scenarioOps = si;
 
- 	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(unsigned int i=0;i<scenarioOps->playerInfos.size();i++)
 
- 	{
 
- 		if(scenarioOps->playerInfos[i].castle==-1)
 
- 		{
 
- 			int f;
 
- 			do
 
- 			{
 
- 				f = ran()%F_NUMBER;
 
- 			}while(!(map->players[scenarioOps->playerInfos[i].color].allowedFactions  &  1<<f));
 
- 			scenarioOps->playerInfos[i].castle = f;
 
- 		}
 
- 	}
 
- 	//randomizing objects
 
- 	BOOST_FOREACH(CGObjectInstance *obj, map->objects)
 
- 	{
 
- 		randomizeObject(obj);
 
- 		if(obj->ID==EVENTI_TYPE)
 
- 		{
 
- 			obj->defInfo->handler=NULL;
 
- 		}
 
- 		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;
 
- 	/*********give starting hero****************************************/
 
- 	for(int i=0;i<PLAYER_LIMIT;i++)
 
- 	{
 
- 		if((map->players[i].generateHeroAtMainTown && map->players[i].hasMainTown) ||  (map->players[i].hasMainTown && map->version==CMapHeader::RoE))
 
- 		{
 
- 			int3 hpos = map->players[i].posOfMainTown;
 
- 			hpos.x+=1;// hpos.y+=1;
 
- 			int j;
 
- 			for(j=0; j<scenarioOps->playerInfos.size(); j++) //don't add unsigned here - we are refering to the variable above
 
- 				if(scenarioOps->playerInfos[j].color == i)
 
- 					break;
 
- 			if(j == scenarioOps->playerInfos.size())
 
- 				continue;
 
- 			int h=pickHero(i);
 
- 			if(scenarioOps->playerInfos[j].hero == -1)
 
- 				scenarioOps->playerInfos[j].hero = h;
 
- 			CGHeroInstance * nnn =  static_cast<CGHeroInstance*>(createObject(HEROI_TYPE,h,hpos,i));
 
- 			nnn->id = map->objects.size();
 
- 			hpos = map->players[i].posOfMainTown;hpos.x+=2;
 
- 			for(unsigned int o=0;o<map->towns.size();o++) //find main town
 
- 			{
 
- 				if(map->towns[o]->pos == hpos)
 
- 				{
 
- 					map->towns[o]->visitingHero = nnn;
 
- 					nnn->visitedTown = map->towns[o];
 
- 					nnn->inTownGarrison = false;
 
- 					break;
 
- 				}
 
- 			}
 
- 			nnn->initHero();
 
- 			map->heroes.push_back(nnn);
 
- 			map->objects.push_back(nnn);
 
- 			map->addBlockVisTiles(nnn);
 
- 		}
 
- 	}
 
- 	/*********creating players entries in gs****************************************/
 
- 	for (unsigned int i=0; i<scenarioOps->playerInfos.size();i++)
 
- 	{
 
- 		std::pair<int,PlayerState> ins(scenarioOps->playerInfos[i].color,PlayerState());
 
- 		ins.second.color=ins.first;
 
- 		ins.second.serial=i;
 
- 		ins.second.human = scenarioOps->playerInfos[i].human;
 
- 		players.insert(ins);
 
- 	}
 
- 	/******************RESOURCES****************************************************/
 
- 	//TODO: computer player should receive other amount of resource than player (depending on difficulty)
 
- 	std::vector<int> startres;
 
- 	std::ifstream tis(DATA_DIR "/config/startres.txt");
 
- 	int k;
 
- 	for (int j=0;j<scenarioOps->difficulty;j++)
 
- 	{
 
- 		tis >> k;
 
- 		for (int z=0;z<RESOURCE_QUANTITY;z++)
 
- 			tis>>k;
 
- 	}
 
- 	tis >> k;
 
- 	for (int i=0;i<RESOURCE_QUANTITY;i++)
 
- 	{
 
- 		tis >> k;
 
- 		startres.push_back(k);
 
- 	}
 
- 	tis.close();
 
- 	tis.clear();
 
- 	for (std::map<ui8,PlayerState>::iterator i = players.begin(); i!=players.end(); i++)
 
- 	{
 
- 		(*i).second.resources.resize(RESOURCE_QUANTITY);
 
- 		for (int x=0;x<RESOURCE_QUANTITY;x++)
 
- 			(*i).second.resources[x] = startres[x];
 
- 	}
 
- 	/*************************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;
 
- 	}
 
- 	/*************************FOG**OF**WAR******************************************/		
 
- 	for(std::map<ui8, PlayerState>::iterator k=players.begin(); k!=players.end(); ++k)
 
- 	{
 
- 		k->second.fogOfWarMap.resize(map->width);
 
- 		for(int g=0; g<map->width; ++g)
 
- 			k->second.fogOfWarMap[g].resize(map->height);
 
- 		for(int g=-0; g<map->width; ++g)
 
- 			for(int h=0; h<map->height; ++h)
 
- 				k->second.fogOfWarMap[g][h].resize(map->twoLevel+1, 0);
 
- 		for(int g=0; g<map->width; ++g)
 
- 			for(int h=0; h<map->height; ++h)
 
- 				for(int v=0; v<map->twoLevel+1; ++v)
 
- 					k->second.fogOfWarMap[g][h][v] = 0;
 
- 		BOOST_FOREACH(CGObjectInstance *obj, map->objects)
 
- 		{
 
- 			if(obj->tempOwner != k->first) continue; //not a flagged object
 
- 			std::set<int3> tiles;
 
- 			obj->getSightTiles(tiles);
 
- 			BOOST_FOREACH(int3 tile, tiles)
 
- 			{
 
- 				k->second.fogOfWarMap[tile.x][tile.y][tile.z] = 1;
 
- 			}
 
- 		}
 
- 		//starting bonus
 
- 		if(si->playerInfos[k->second.serial].bonus==brandom)
 
- 			si->playerInfos[k->second.serial].bonus = ran()%3;
 
- 		switch(si->playerInfos[k->second.serial].bonus)
 
- 		{
 
- 		case bgold:
 
- 			k->second.resources[6] += 500 + (ran()%6)*100;
 
- 			break;
 
- 		case bresource:
 
- 			{
 
- 				int res = VLC->townh->towns[si->playerInfos[k->second.serial].castle].primaryRes;
 
- 				if(res == 127)
 
- 				{
 
- 					k->second.resources[0] += 5 + ran()%6;
 
- 					k->second.resources[2] += 5 + ran()%6;
 
- 				}
 
- 				else
 
- 				{
 
- 					k->second.resources[res] += 3 + ran()%4;
 
- 				}
 
- 				break;
 
- 			}
 
- 		case bartifact:
 
- 			{
 
-  				if(!k->second.heroes.size())
 
- 				{
 
- 					tlog5 << "Cannot give starting artifact - no heroes!" << std::endl;
 
- 					break;
 
- 				}
 
-  				CArtifact *toGive;
 
-  				toGive = VLC->arth->artifacts[VLC->arth->getRandomArt (CArtifact::ART_TREASURE)];
 
- 				CGHeroInstance *hero = k->second.heroes[0];
 
- 				std::vector<ui16>::iterator slot = vstd::findFirstNot (hero->artifWorn, toGive->possibleSlots);
 
- 				if(slot!=toGive->possibleSlots.end())
 
- 				{
 
- 					VLC->arth->equipArtifact(hero->artifWorn, *slot, toGive->id, &hero->bonuses);
 
- 				}
 
- 				else
 
-  					hero->giveArtifact(toGive->id);
 
- 			}
 
- 		}
 
- 	}
 
- 	/****************************TOWNS************************************************/
 
- 	for (unsigned int i=0;i<map->towns.size();i++)
 
- 	{
 
- 		CGTownInstance * vti =(map->towns[i]);
 
- 		if(!vti->town)
 
- 			vti->town = &VLC->townh->towns[vti->subID];
 
- 		if (vti->name.length()==0) // if town hasn't name we draw it
 
- 			vti->name = vti->town->Names()[ran()%vti->town->Names().size()];
 
- 		//init buildings
 
- 		if(vti->builtBuildings.find(-50)!=vti->builtBuildings.end()) //give standard set of buildings
 
- 		{
 
- 			vti->builtBuildings.erase(-50);
 
- 			vti->builtBuildings.insert(10);
 
- 			vti->builtBuildings.insert(5);
 
- 			vti->builtBuildings.insert(30);
 
- 			if(ran()%2)
 
- 				vti->builtBuildings.insert(31);
 
- 		}
 
- 		if (vstd::contains(vti->builtBuildings,(6)) && vti->state()==3)
 
- 			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);
 
- 				}
 
- 			}
 
- 		//init spells
 
- 		vti->spells.resize(SPELL_LEVELS);
 
- 		CSpell *s;
 
- 		for(unsigned int z=0; z<vti->obligatorySpells.size();z++)
 
- 		{
 
- 			s = &VLC->spellh->spells[vti->obligatorySpells[z]];
 
- 			vti->spells[s->level-1].push_back(s->id);
 
- 			vti->possibleSpells -= s->id;
 
- 		}
 
- 		while(vti->possibleSpells.size())
 
- 		{
 
- 			ui32 total=0, sel=-1;
 
- 			for(unsigned int ps=0;ps<vti->possibleSpells.size();ps++)
 
- 				total += VLC->spellh->spells[vti->possibleSpells[ps]].probabilities[vti->subID];
 
- 			int r = (total)? ran()%total : -1;
 
- 			for(unsigned int ps=0; ps<vti->possibleSpells.size();ps++)
 
- 			{
 
- 				r -= VLC->spellh->spells[vti->possibleSpells[ps]].probabilities[vti->subID];
 
- 				if(r<0)
 
- 				{
 
- 					sel = ps;
 
- 					break;
 
- 				}
 
- 			}
 
- 			if(sel<0)
 
- 				sel=0;
 
- 			CSpell *s = &VLC->spellh->spells[vti->possibleSpells[sel]];
 
- 			vti->spells[s->level-1].push_back(s->id);
 
- 			vti->possibleSpells -= s->id;
 
- 		}
 
- 		if(vti->getOwner() != 255)
 
- 			getPlayer(vti->getOwner())->towns.push_back(vti);
 
- 	}
 
- 	for(std::map<ui8, PlayerState>::iterator k=players.begin(); k!=players.end(); ++k)
 
- 	{
 
- 		if(k->first==-1 || k->first==255)
 
- 			continue;
 
- 		//init visiting and garrisoned heroes
 
- 		for(unsigned int l=0; l<k->second.heroes.size();l++)
 
- 		{ 
 
- 			CGHeroInstance *h = k->second.heroes[l];
 
- 			for(unsigned int m=0; m<k->second.towns.size();m++)
 
- 			{
 
- 				CGTownInstance *t = k->second.towns[m];
 
- 				int3 vistile = t->pos; vistile.x--; //tile next to the entrance
 
- 				if(vistile == h->pos || h->pos==t->pos)
 
- 				{
 
- 					t->visitingHero = h;
 
- 					h->visitedTown = t;
 
- 					h->inTownGarrison = false;
 
- 					if(h->pos == t->pos) //visiting hero placed in the editor has same pos as the town - we need to correct it
 
- 					{
 
- 						map->removeBlockVisTiles(h);
 
- 						h->pos.x -= 1;
 
- 						map->addBlockVisTiles(h);
 
- 					}
 
- 					break;
 
- 				}
 
- 			}
 
- 		}
 
- 	}
 
- 	for(unsigned int i=0; i<map->defy.size(); i++)
 
- 	{
 
- 		map->defy[i]->serial = i;
 
- 	}
 
- 	objCaller->preInit();
 
- 	for(unsigned int i=0; i<map->objects.size(); i++)
 
- 	{
 
- 		map->objects[i]->initObj();
 
- 		if(map->objects[i]->ID == 62) //prison also needs to initialize hero
 
- 			static_cast<CGHeroInstance*>(map->objects[i])->initHero();
 
- 	}
 
- 	objCaller->postInit();
 
- }
 
- bool CGameState::battleShootCreatureStack(int ID, int dest)
 
- {
 
- 	return true;
 
- }
 
- bool CGameState::battleCanFlee(int player)
 
- {
 
- 	if(!curB) //there is no battle
 
- 		return false;
 
- 	if(curB->heroes[0]->hasBonusOfType(Bonus::ENEMY_CANT_ESCAPE) //eg. one of heroes is wearing shakles of war
 
- 		|| curB->heroes[0]->hasBonusOfType(Bonus::ENEMY_CANT_ESCAPE))
 
- 		return false;
 
- 	return true;
 
- }
 
- int CGameState::battleGetStack(int pos, bool onlyAlive)
 
- {
 
- 	if(!curB)
 
- 		return -1;
 
- 	for(unsigned int g=0; g<curB->stacks.size(); ++g)
 
- 	{
 
- 		if((curB->stacks[g]->position == pos 
 
- 			  || (curB->stacks[g]->doubleWide() 
 
- 					&&( (curB->stacks[g]->attackerOwned && curB->stacks[g]->position-1 == pos) 
 
- 					||	(!curB->stacks[g]->attackerOwned && curB->stacks[g]->position+1 == pos)	)
 
- 			 ))
 
- 			 && (!onlyAlive || curB->stacks[g]->alive())
 
- 		  )
 
- 			return curB->stacks[g]->ID;
 
- 	}
 
- 	return -1;
 
- }
 
- int CGameState::battleGetBattlefieldType(int3 tile)
 
- {
 
- 	if(tile==int3() && curB)
 
- 		tile = curB->tile;
 
- 	else if(tile==int3() && !curB)
 
- 		return -1;
 
- 	const std::vector <CGObjectInstance*> & objs = map->objects;
 
- 	for(int g=0; g<objs.size(); ++g)
 
- 	{
 
- 		if( !objs[g] || objs[g]->pos.x - tile.x < 0  ||  objs[g]->pos.x - tile.x >= 8  
 
- 			||  tile.y - objs[g]->pos.y + 5 < 0  ||  tile.y - objs[g]->pos.y + 5 >=6 
 
- 			|| !objs[g]->coveringAt(objs[g]->pos.x - tile.x, tile.y - objs[g]->pos.y + 5)
 
- 			) //look only for objects covering given tile
 
- 			continue;
 
- 		switch(objs[g]->ID)
 
- 		{
 
- 		case 222: //clover field
 
- 			return 19;
 
- 		case 21: case 223: //cursed ground
 
- 			return 22;
 
- 		case 224: //evil fog
 
- 			return 20;
 
- 		case 225: //favourable winds
 
- 			return 21;
 
- 		case 226: //fiery fields
 
- 			return 14;
 
- 		case 227: //holy ground
 
- 			return 18;
 
- 		case 228: //lucid pools
 
- 			return 17;
 
- 		case 229: //magic clouds
 
- 			return 16;
 
- 		case 46: case 230: //magic plains
 
- 			return 9;
 
- 		case 231: //rocklands
 
- 			return 15;
 
- 		}
 
- 	}
 
- 	switch(map->terrain[tile.x][tile.y][tile.z].tertype)
 
- 	{
 
- 	case TerrainTile::dirt:
 
- 		return rand()%3+3;
 
- 	case TerrainTile::sand:
 
- 		return 2; //TODO: coast support
 
- 	case TerrainTile::grass:
 
- 		return rand()%2+6;
 
- 	case TerrainTile::snow:
 
- 		return rand()%2+10;
 
- 	case TerrainTile::swamp:
 
- 		return 13;
 
- 	case TerrainTile::rough:
 
- 		return 23;
 
- 	case TerrainTile::subterranean:
 
- 		return 12;
 
- 	case TerrainTile::lava:
 
- 		return 8;
 
- 	case TerrainTile::water:
 
- 		return 25;
 
- 	case TerrainTile::rock:
 
- 		return 15;
 
- 	default:
 
- 		return -1;
 
- 	}
 
- }
 
- const CGHeroInstance * CGameState::battleGetOwner(int stackID)
 
- {
 
- 	if(!curB)
 
- 		return NULL;
 
- 	return curB->heroes[!curB->getStack(stackID)->attackerOwned];
 
- }
 
- UpgradeInfo CGameState::getUpgradeInfo(const CArmedInstance *obj, int stackPos)
 
- {
 
- 	UpgradeInfo ret;
 
- 	const CCreature *base = obj->getCreature(stackPos);
 
- 	if((obj->ID == TOWNI_TYPE)  ||  ((obj->ID == HEROI_TYPE) && static_cast<const CGHeroInstance*>(obj)->visitedTown))
 
- 	{
 
- 		const CGTownInstance * t;
 
- 		if(obj->ID == TOWNI_TYPE)
 
- 			t = static_cast<const CGTownInstance *>(obj);
 
- 		else
 
- 			t = static_cast<const CGHeroInstance*>(obj)->visitedTown;
 
- 		for(std::set<si32>::const_iterator i=t->builtBuildings.begin();  i!=t->builtBuildings.end(); i++)
 
- 		{
 
- 			if( (*i) >= 37   &&   (*i) < 44 ) //upgraded creature dwelling
 
- 			{
 
- 				int nid = t->town->upgradedCreatures[(*i)-37]; //upgrade offered by that building
 
- 				if(base->upgrades.find(nid) != base->upgrades.end()) //possible upgrade
 
- 				{
 
- 					ret.newID.push_back(nid);
 
- 					ret.cost.push_back(std::set<std::pair<int,int> >());
 
- 					for(int j=0;j<RESOURCE_QUANTITY;j++)
 
- 					{
 
- 						int dif = VLC->creh->creatures[nid]->cost[j] - base->cost[j];
 
- 						if(dif)
 
- 							ret.cost[ret.cost.size()-1].insert(std::make_pair(j,dif));
 
- 					}
 
- 				}
 
- 			}
 
- 		}//end for
 
- 	}
 
- 	//TODO: check if hero ability makes some upgrades possible
 
- 	if(ret.newID.size())
 
- 		ret.oldID = base->idNumber;
 
- 	return ret;
 
- }
 
- void CGameState::loadTownDInfos()
 
- {
 
- 	for(int i=0;i<F_NUMBER;i++)
 
- 	{
 
- 		villages[i] = new CGDefInfo(*VLC->dobjinfo->castles[i]);
 
- 		forts[i] = VLC->dobjinfo->castles[i];
 
- 		capitols[i] = new CGDefInfo(*VLC->dobjinfo->castles[i]);
 
- 	}
 
- }
 
- void CGameState::getNeighbours(const TerrainTile &srct, int3 tile, std::vector<int3> &vec, const boost::logic::tribool &onLand, bool limitCoastSailing)
 
- {
 
- 	static int3 dirs[] = { int3(0,1,0),int3(0,-1,0),int3(-1,0,0),int3(+1,0,0),
 
- 					int3(1,1,0),int3(-1,1,0),int3(1,-1,0),int3(-1,-1,0) };
 
- 	vec.clear();
 
- 	for (size_t i = 0; i < ARRAY_COUNT(dirs); i++)
 
- 	{
 
- 		const int3 hlp = tile + dirs[i];
 
- 		if(!map->isInTheMap(hlp)) 
 
- 			continue;
 
- 		const TerrainTile &hlpt = map->getTile(hlp);
 
- 		//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::typeSybtype(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.siodmyTajemniczyBajt & 128 && d.siodmyTajemniczyBajt & 128) //Favourable Winds
 
- 			ret *= 0.666f;
 
- 		else if (!h->boat && h->getBonusesCount(Selector::typeSybtype(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;
 
- }
 
- std::set<int> CGameState::getBuildingRequiments(const CGTownInstance *t, int ID)
 
- {
 
- 	std::set<int> used;
 
- 	used.insert(ID);
 
- 	std::set<int> reqs = VLC->townh->requirements[t->subID][ID];
 
- 	while(true)
 
- 	{
 
- 		size_t noloop=0;
 
- 		for(std::set<int>::iterator i=reqs.begin();i!=reqs.end();i++)
 
- 		{
 
- 			if(used.find(*i)==used.end()) //we haven't added requirements for this building
 
- 			{
 
- 				used.insert(*i);
 
- 				for(
 
- 					std::set<int>::iterator j=VLC->townh->requirements[t->subID][*i].begin();
 
- 					j!=VLC->townh->requirements[t->subID][*i].end();
 
- 					j++)
 
- 					{
 
- 						reqs.insert(*j);//creating full list of requirements
 
- 					}
 
- 			}
 
- 			else
 
- 			{
 
- 				noloop++;
 
- 			}
 
- 		}
 
- 		if(noloop==reqs.size())
 
- 			break;
 
- 	}
 
- 	return reqs;
 
- }
 
- int CGameState::canBuildStructure( const CGTownInstance *t, int ID )
 
- {
 
- 	int ret = 7; //allowed by default
 
- 	if(t->builded >= MAX_BUILDING_PER_TURN)
 
- 		ret = 5; //building limit
 
- 	//checking resources
 
- 	CBuilding * pom = VLC->buildh->buildings[t->subID][ID];
 
- 	
 
- 	if(!pom)
 
- 		return 8;
 
- // 	if(pom->Name().size()==0||pom->resources.size()==0)
 
- // 		return 2;//TODO: why does this happen?
 
- 	for(int res=0;res<pom->resources.size();res++) //TODO: support custom amount of resources
 
- 	{
 
- 		if(pom->resources[res] > getPlayer(t->tempOwner)->resources[res])
 
- 			ret = 6; //lack of res
 
- 	}
 
- 	//checking for requirements
 
- 	std::set<int> reqs = getBuildingRequiments(t, ID);//getting all requiments
 
- 	for( std::set<int>::iterator ri  =  reqs.begin(); ri != reqs.end(); ri++ )
 
- 	{
 
- 		if(t->builtBuildings.find(*ri)==t->builtBuildings.end())
 
- 			ret = 8; //lack of requirements - cannot build
 
- 	}
 
- 	//can we build it?
 
- 	if(t->forbiddenBuildings.find(ID)!=t->forbiddenBuildings.end())
 
- 		ret = 2; //forbidden
 
- 	if(ID == 13) //capitol
 
- 	{
 
- 		for(unsigned int in = 0; in < map->towns.size(); in++)
 
- 		{
 
- 			if(map->towns[in]->tempOwner==t->tempOwner  &&  vstd::contains(map->towns[in]->builtBuildings,13))
 
- 			{
 
- 				ret = 0; //no more than one capitol
 
- 				break;
 
- 			}
 
- 		}
 
- 	}
 
- 	else if(ID == 6) //shipyard
 
- 	{
 
- 		int3 t1(t->pos + int3(-1,3,0)),
 
- 			t2(t->pos + int3(-3,3,0));
 
- 		if(map->isInTheMap(t1) && map->getTile(t1).tertype != TerrainTile::water  
 
- 			&&  (map->isInTheMap(t2) && map->getTile(t2).tertype != TerrainTile::water))
 
- 			ret = 1; //lack of water
 
- 	}
 
- 	if(t->builtBuildings.find(ID)!=t->builtBuildings.end())	//already built
 
- 		ret = 4;
 
- 	return ret;
 
- }
 
- void CGameState::apply(CPack *pack)
 
- {
 
- 	ui16 typ = typeList.getTypeID(pack);
 
- 	assert(typ >= 0);
 
- 	applierGs->apps[typ]->applyOnGS(this,pack);
 
- }
 
- PlayerState * CGameState::getPlayer( ui8 color, bool verbose )
 
- {
 
- 	if(vstd::contains(players,color))
 
- 	{
 
- 		return &players[color];
 
- 	}
 
- 	else 
 
- 	{
 
- 		if(verbose)
 
- 			tlog2 << "Warning: Cannot find info for player " << int(color) << std::endl;
 
- 		return NULL;
 
- 	}
 
- }
 
- const PlayerState * CGameState::getPlayer( ui8 color, bool verbose ) const
 
- {
 
- 	return (const_cast<CGameState *>(this))->getPlayer(color, verbose);
 
- }
 
- bool CGameState::getPath(int3 src, int3 dest, const CGHeroInstance * hero, CPath &ret)
 
- {
 
- 	if(!map->isInTheMap(src) || !map->isInTheMap(dest)) //check input
 
- 		return false;
 
- 	int3 hpos = hero->getPosition(false);
 
- 	bool flying = false; //hero is under flying effect	TODO
 
- 	bool waterWalking = false; //hero is on land and can walk on water TODO
 
- 	bool onLand = map->getTile(hpos).tertype != TerrainTile::water;
 
- // 	tribool blockLandSea; //true - blocks sea, false - blocks land, indeterminate - allows all
 
- // 
 
- // 	if (!hero->canWalkOnSea())
 
- // 		blockLandSea = (map->getTile(hpos).tertype != TerrainTile::water); //block land if hero is on water and vice versa
 
- // 	else
 
- // 		blockLandSea = boost::logic::indeterminate;
 
- 	const std::vector<std::vector<std::vector<ui8> > > &FoW = getPlayer(hero->tempOwner)->fogOfWarMap;
 
- 	//graph initialization
 
- 	std::vector< std::vector<CPathNode> > graph;
 
- 	graph.resize(map->width);
 
- 	for(size_t i=0; i<graph.size(); ++i)
 
- 	{
 
- 		graph[i].resize(map->height);
 
- 		for(size_t j=0; j<graph[i].size(); ++j)
 
- 		{
 
- 			const TerrainTile *tinfo = &map->terrain[i][j][src.z];
 
- 			CPathNode &node = graph[i][j];
 
- 			node.accessible = !tinfo->blocked;
 
- 			node.dist = -1;
 
- 			node.theNodeBefore = NULL;
 
- 			node.visited = false;
 
- 			node.coord.x = i;
 
- 			node.coord.y = j;
 
- 			node.coord.z = dest.z;
 
- 			if(!tinfo->entrableTerrain(onLand, flying || waterWalking)
 
- 				|| !FoW[i][j][src.z] //tile is covered by the FoW
 
- 			)
 
- 			{
 
- 				node.accessible = false;
 
- 			}
 
- 		}
 
- 	}
 
- 	//Special rules for the destination tile
 
- 	{
 
- 		const TerrainTile *t = &map->terrain[dest.x][dest.y][dest.z];
 
- 		CPathNode &d = graph[dest.x][dest.y];
 
- 		//tile may be blocked by blockvis / normal vis obj but it still must be accessible
 
- 		if(t->visitable) 
 
- 		{
 
- 			d.accessible = true; //for allowing visiting objects
 
- 		}
 
- 		if(onLand && t->tertype == TerrainTile::water) //hero can walk only on land and dst lays on the water
 
- 		{
 
- 			size_t i = 0;
 
- 			for(; i < t->visitableObjects.size(); i++)
 
- 				if(t->visitableObjects[i]->ID == 8  ||  t->visitableObjects[i]->ID == HEROI_TYPE) //it's a Boat
 
- 					break;
 
- 			d.accessible = (i < t->visitableObjects.size()); //dest is accessible only if there is boat/hero
 
- 		}
 
- 		else if(!onLand && t->tertype != TerrainTile::water) //hero is moving by water
 
- 		{
 
- 			d.accessible = (t->siodmyTajemniczyBajt & 64) && !t->blocked; //tile is accessible if it's coastal and not blocked
 
- 		}
 
- 	}
 
- 	//graph initialized
 
- 	//initial tile - set cost on 0 and add to the queue
 
- 	graph[src.x][src.y].dist = 0; 
 
- 	std::queue<CPathNode> mq;
 
- 	mq.push(graph[src.x][src.y]);
 
- 	ui32 curDist = 0xffffffff; //total cost of path - init with max possible val
 
- 	std::vector<int3> neighbours;
 
- 	neighbours.reserve(8);
 
- 	while(!mq.empty())
 
- 	{
 
- 		CPathNode &cp = graph[mq.front().coord.x][mq.front().coord.y];
 
- 		mq.pop();
 
- 		if (cp.coord == dest) //it's destination tile
 
- 		{
 
- 			if (cp.dist < curDist) //that path is better than previous one
 
- 				curDist = cp.dist;
 
- 			continue;
 
- 		}
 
- 		else
 
- 		{
 
- 			if (cp.dist > curDist) //it's not dest and current length is greater than cost of already found path 
 
- 				continue;
 
- 		}
 
- 		//add accessible neighbouring nodes to the queue
 
- 		getNeighbours(map->getTile(cp.coord), cp.coord, neighbours, boost::logic::indeterminate, true);
 
- 		for(unsigned int i=0; i < neighbours.size(); i++)
 
- 		{
 
- 			CPathNode & dp = graph[neighbours[i].x][neighbours[i].y];
 
- 			if(dp.accessible)
 
- 			{
 
- 				int cost = getMovementCost(hero,cp.coord,dp.coord,hero->movement - cp.dist);
 
- 				if((dp.dist==-1 || (dp.dist > cp.dist + cost)) && dp.accessible && checkForVisitableDir(cp.coord, dp.coord) && checkForVisitableDir(dp.coord, cp.coord))
 
- 				{
 
- 					dp.dist = cp.dist + cost;
 
- 					dp.theNodeBefore = &cp;
 
- 					mq.push(dp);
 
- 				}
 
- 			}
 
- 		}
 
- 	}
 
- 	CPathNode *curNode = &graph[dest.x][dest.y];
 
- 	if(!curNode->theNodeBefore) //destination is not accessible
 
- 		return false;
 
- 	//fill ret with found path
 
- 	ret.nodes.clear();
 
- 	while(curNode->coord != graph[src.x][src.y].coord)
 
- 	{
 
- 		ret.nodes.push_back(*curNode);
 
- 		curNode = curNode->theNodeBefore;
 
- 	}
 
- 	ret.nodes.push_back(graph[src.x][src.y]);
 
- 	return true;
 
- }
 
- void CGameState::calculatePaths(const CGHeroInstance *hero, CPathsInfo &out, int3 src, int movement)
 
- {
 
- 	assert(hero);
 
- 	boost::shared_lock<boost::shared_mutex> lock(*mx);
 
- 	if(src.x < 0)
 
- 		src = hero->getPosition(false);
 
- 	if(movement < 0)
 
- 		movement = hero->movement;
 
- 	out.hero = hero;
 
- 	out.hpos = src;
 
- 	if(!map->isInTheMap(src)/* || !map->isInTheMap(dest)*/) //check input
 
- 	{
 
- 		tlog1 << "CGameState::calculatePaths: Hero outside the map? How dare you...\n";
 
- 		return;
 
- 	}
 
- 	tribool onLand; //true - blocks sea, false - blocks land, indeterminate - allows all
 
- 	if (!hero->canWalkOnSea())
 
- 		onLand = (map->getTile(src).tertype != TerrainTile::water); //block land if hero is on water and vice versa
 
- 	else
 
- 		onLand = boost::logic::indeterminate;
 
- 	const std::vector<std::vector<std::vector<ui8> > > &FoW = getPlayer(hero->tempOwner)->fogOfWarMap;
 
- 	bool flying = hero->hasBonusOfType(Bonus::FLYING_MOVEMENT);
 
- 	bool waterWalk = hero->hasBonusOfType(Bonus::WATER_WALKING);
 
- 	//graph initialization
 
- 	CGPathNode ***graph = out.nodes;
 
- 	for(size_t i=0; i < out.sizes.x; ++i)
 
- 	{
 
- 		for(size_t j=0; j < out.sizes.y; ++j)
 
- 		{
 
- 			for(size_t k=0; k < out.sizes.z; ++k)
 
- 			{
 
- 				const TerrainTile *tinfo = &map->terrain[i][j][k];
 
- 				CGPathNode &node = graph[i][j][k];
 
- 				node.accessible = (tinfo->blocked ? CGPathNode::FLYABLE : CGPathNode::ACCESSIBLE);
 
- 				if(!flying && node.accessible == CGPathNode::FLYABLE)
 
- 				{
 
- 					node.accessible = CGPathNode::BLOCKED;
 
- 				}
 
- 				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;
 
- 				bool leaveAsBlocked = false;
 
- 				if((onLand || indeterminate(onLand)) && !node.land)//it's sea and we cannot walk on sea
 
- 				{
 
- 					if (waterWalk || flying)
 
- 					{
 
- 						node.accessible = CGPathNode::FLYABLE;
 
- 					}
 
- 					else
 
- 					{
 
- 						node.accessible = CGPathNode::BLOCKED;
 
- 						leaveAsBlocked = true;
 
- 					}
 
- 				}
 
- 				if ( tinfo->tertype == TerrainTile::rock//it's rock
 
- 					|| !onLand && node.land		//it's land and we cannot walk on land (complementary condition is handled above)
 
- 					|| !FoW[i][j][k]					//tile is covered by the FoW
 
- 					|| leaveAsBlocked
 
- 				)
 
- 				{
 
- 					node.accessible = CGPathNode::BLOCKED;
 
- 				}
 
- 				else if(tinfo->visitable)
 
- 				{
 
- 					//hero is protected in Sanctuary
 
- 					if(tinfo->visitableObjects.front()->ID == 80 && tinfo->visitableObjects.back()->ID == HEROI_TYPE && tinfo->visitableObjects.back()->tempOwner != hero->tempOwner)
 
- 						node.accessible = CGPathNode::BLOCKED;
 
- 					else
 
- 					{
 
- 						for(size_t ii = 0; ii < tinfo->visitableObjects.size(); ii++)
 
- 						{
 
- 							const CGObjectInstance * const obj = tinfo->visitableObjects[ii];
 
- 							if(obj->getPassableness() & 1<<hero->tempOwner) //special object instance specific passableness flag - overwrites other accessibility flags
 
- 							{
 
- 								node.accessible = CGPathNode::ACCESSIBLE;
 
- 							}
 
- 							else if(obj->blockVisit)
 
- 							{
 
- 								node.accessible = CGPathNode::BLOCKVIS;
 
- 								break;
 
- 							}
 
- 							else if(obj->ID != EVENTI_TYPE) //pathfinder should ignore placed events
 
- 							{
 
- 								node.accessible = CGPathNode::VISITABLE;
 
- 							}
 
- 						}
 
- 					}
 
- 				}
 
- 				else if (map->isInTheMap(guardingCreaturePosition(int3(i, j, k)))
 
- 					&& tinfo->blockingObjects.size() == 0)
 
- 				{
 
- 					// Monster close by; blocked visit for battle.
 
- 					node.accessible = CGPathNode::BLOCKVIS;
 
- 				}
 
- 				if(onLand && !node.land) //hero can walk only on land and tile lays on the water
 
- 				{
 
- 					size_t i = 0;
 
- 					for(; i < tinfo->visitableObjects.size(); i++)
 
- 						if(tinfo->visitableObjects[i]->ID == 8  ||  tinfo->visitableObjects[i]->ID == HEROI_TYPE) //it's a Boat
 
- 							break;
 
- 					if(i < tinfo->visitableObjects.size())
 
- 						node.accessible = CGPathNode::BLOCKVIS; //dest is accessible only if there is boat/hero
 
- 				}
 
- 				else if(!onLand && tinfo->tertype != TerrainTile::water) //hero is moving by water
 
- 				{
 
- 					if((tinfo->siodmyTajemniczyBajt & 64) && !tinfo->blocked)
 
- 						node.accessible = CGPathNode::VISITABLE; //tile is accessible if it's coastal and not blocked
 
- 				}
 
- 			}
 
- 		}
 
- 	}
 
- 	//graph initialized
 
- 	//initial tile - set cost on 0 and add to the queue
 
- 	graph[src.x][src.y][src.z].turns = 0; 
 
- 	graph[src.x][src.y][src.z].moveRemains = movement;
 
- 	std::queue<CGPathNode*> mq;
 
- 	mq.push(&graph[src.x][src.y][src.z]);
 
- 	//ui32 curDist = 0xffffffff; //total cost of path - init with max possible val
 
- 	std::vector<int3> neighbours;
 
- 	neighbours.reserve(8);
 
- 	while(!mq.empty())
 
- 	{
 
- 		CGPathNode *cp = mq.front();
 
- 		mq.pop();
 
- 		const int3 guardPosition = guardingCreaturePosition(cp->coord);
 
- 		const bool guardedPosition = (guardPosition != int3(-1, -1, -1) && cp->coord != src);
 
- 		const TerrainTile &ct = map->getTile(cp->coord);
 
- 		int movement = cp->moveRemains, turn = cp->turns;
 
- 		if(!movement)
 
- 		{
 
- 			movement = hero->maxMovePoints(ct.tertype != TerrainTile::water);
 
- 			turn++;
 
- 		}
 
- 		//add accessible neighbouring nodes to the queue
 
- 		getNeighbours(ct, cp->coord, neighbours, boost::logic::indeterminate, !onLand);
 
- 		for(unsigned int i=0; i < neighbours.size(); i++)
 
- 		{
 
- 			int moveAtNextTile = movement;
 
- 			int turnAtNextTile = turn;
 
- 			const int3 &n = neighbours[i]; //current neighbor
 
- 			CGPathNode & dp = graph[n.x][n.y][n.z];
 
- 			if( !checkForVisitableDir(cp->coord, dp.coord) 
 
- 				|| !checkForVisitableDir(dp.coord, cp->coord)
 
- 				|| dp.accessible == CGPathNode::BLOCKED )
 
- 			{
 
- 				continue;
 
- 			}
 
- 			int cost = getMovementCost(hero, cp->coord, dp.coord, movement);
 
- 			int remains = movement - cost;
 
- 			if(remains < 0)
 
- 			{
 
- 				//occurs rarely, when hero with low movepoints tries to go leave the road
 
- 				turnAtNextTile++;
 
- 				moveAtNextTile = hero->maxMovePoints(ct.tertype != TerrainTile::water);
 
- 				cost = getMovementCost(hero, cp->coord, dp.coord, moveAtNextTile); //cost must be updated, movement points changed :(
 
- 				remains = moveAtNextTile - cost;
 
- 			}
 
- 			const bool neighborIsGuard = guardingCreaturePosition(cp->coord) == dp.coord;
 
- 			if((dp.turns==0xff		//we haven't been here before
 
- 				|| dp.turns > turnAtNextTile
 
- 				|| (dp.turns >= turnAtNextTile  &&  dp.moveRemains < remains)) //this route is faster
 
- 				&& (!guardedPosition || neighborIsGuard)) // 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 guardedNeighbor = guardingCreaturePosition(dp.coord) != int3(-1, -1, -1);
 
- 				//const bool positionIsGuard = guardingCreaturePosition(cp->coord) == cp->coord; //can this be true? hero never passes from monster tile...
 
- 				if (dp.accessible == CGPathNode::ACCESSIBLE || dp.accessible == CGPathNode::FLYABLE
 
- 					|| (guardedNeighbor && !guardedPosition)) // Can step into a hostile tile once.
 
- 				{
 
- 					mq.push(&dp);
 
- 				}
 
- 			}
 
- 		} //neighbours loop
 
- 	} //queue loop
 
- }
 
- /**
 
-  * 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 players[player].fogOfWarMap[pos.x][pos.y][pos.z];
 
- }
 
- bool CGameState::isVisible( const CGObjectInstance *obj, int player )
 
- {
 
- 	if(player == 255) //neutral player
 
- 		return false;
 
- 	//object is visible when at least one blocked tile is visible
 
- 	for(int fx=0; fx<8; ++fx)
 
- 	{
 
- 		for(int fy=0; fy<6; ++fy)
 
- 		{
 
- 			int3 pos = obj->pos + int3(fx-7,fy-5,0);
 
- 			if(map->isInTheMap(pos) 
 
- 				&& !((obj->defInfo->blockMap[fy] >> (7 - fx)) & 1) 
 
- 				&& isVisible(pos, player)  )
 
- 				return true;
 
- 		}
 
- 	}
 
- 	return false;
 
- }
 
- bool CGameState::checkForVisitableDir(const int3 & src, const int3 & dst) const
 
- {
 
- 	const TerrainTile * pom = &map->getTile(dst);
 
- 	return checkForVisitableDir(src, pom, dst);
 
- }
 
- bool CGameState::checkForVisitableDir( const int3 & src, const TerrainTile *pom, const int3 & dst ) const
 
- {
 
- 	for(unsigned int b=0; b<pom->visitableObjects.size(); ++b) //checking destination tile
 
- 	{
 
- 		if(!vstd::contains(pom->blockingObjects, pom->visitableObjects[b])) //this visitable object is not blocking, ignore
 
- 			continue;
 
- 		CGDefInfo * di = pom->visitableObjects[b]->defInfo;
 
- 		if( (dst.x == src.x-1 && dst.y == src.y-1) && !(di->visitDir & (1<<4)) )
 
- 		{
 
- 			return false;
 
- 		}
 
- 		if( (dst.x == src.x && dst.y == src.y-1) && !(di->visitDir & (1<<5)) )
 
- 		{
 
- 			return false;
 
- 		}
 
- 		if( (dst.x == src.x+1 && dst.y == src.y-1) && !(di->visitDir & (1<<6)) )
 
- 		{
 
- 			return false;
 
- 		}
 
- 		if( (dst.x == src.x+1 && dst.y == src.y) && !(di->visitDir & (1<<7)) )
 
- 		{
 
- 			return false;
 
- 		}
 
- 		if( (dst.x == src.x+1 && dst.y == src.y+1) && !(di->visitDir & (1<<0)) )
 
- 		{
 
- 			return false;
 
- 		}
 
- 		if( (dst.x == src.x && dst.y == src.y+1) && !(di->visitDir & (1<<1)) )
 
- 		{
 
- 			return false;
 
- 		}
 
- 		if( (dst.x == src.x-1 && dst.y == src.y+1) && !(di->visitDir & (1<<2)) )
 
- 		{
 
- 			return false;
 
- 		}
 
- 		if( (dst.x == src.x-1 && dst.y == src.y) && !(di->visitDir & (1<<3)) )
 
- 		{
 
- 			return false;
 
- 		}
 
- 	}
 
- 	return true;
 
- }
 
- std::pair<ui32, ui32> BattleInfo::calculateDmgRange( const CStack* attacker, const CStack* defender, const CGHeroInstance * attackerHero, const CGHeroInstance * defendingHero, bool shooting, ui8 charge, bool lucky )
 
- {
 
- 	float additiveBonus=1.0f, multBonus=1.0f,
 
- 		minDmg = attacker->type->damageMin * attacker->count, 
 
- 		maxDmg = attacker->type->damageMax * attacker->count;
 
- 	if(attacker->type->idNumber == 149) //arrow turret
 
- 	{
 
- 		switch(attacker->position)
 
- 		{
 
- 		case -2: //keep
 
- 			minDmg = 15;
 
- 			maxDmg = 15;
 
- 			break;
 
- 		case -3: case -4: //turrets
 
- 			minDmg = 7.5f;
 
- 			maxDmg = 7.5f;
 
- 			break;
 
- 		}
 
- 	}
 
- 	if(attacker->hasBonusOfType(Bonus::SIEGE_WEAPON) && attacker->type->idNumber != 149) //any siege weapon, but only ballista can attack (second condition - not arrow turret)
 
- 	{ //minDmg and maxDmg are multiplied by hero attack + 1
 
- 		minDmg *= attackerHero->getPrimSkillLevel(0) + 1; 
 
- 		maxDmg *= attackerHero->getPrimSkillLevel(0) + 1; 
 
- 	}
 
- 	int attackDefenceDifference = 0;
 
- 	if(attacker->hasBonusOfType(Bonus::GENERAL_ATTACK_REDUCTION))
 
- 	{
 
- 		float multAttackReduction = attacker->valOfBonuses(Bonus::GENERAL_ATTACK_REDUCTION, -1024) / 100.0f;
 
- 		attackDefenceDifference = attacker->Attack() * multAttackReduction;
 
- 	}
 
- 	else
 
- 	{
 
- 		attackDefenceDifference = attacker->Attack();
 
- 	}
 
- 	if(attacker->hasBonusOfType(Bonus::ENEMY_DEFENCE_REDUCTION))
 
- 	{
 
- 		float multDefenceReduction = (100.0f - attacker->valOfBonuses(Bonus::ENEMY_DEFENCE_REDUCTION, -1024)) / 100.0f;
 
- 		attackDefenceDifference -= defender->Defense() * multDefenceReduction;
 
- 	}
 
- 	else
 
- 	{
 
- 		attackDefenceDifference -= defender->Defense();
 
- 	}
 
- 	//calculating total attack/defense skills modifier
 
- 	if(shooting) //precision handling (etc.)
 
- 		attackDefenceDifference += attacker->getBonuses(Selector::typeSybtype(Bonus::PRIMARY_SKILL, PrimarySkill::ATTACK), Selector::effectRange(Bonus::ONLY_DISTANCE_FIGHT)).totalValue();
 
- 	else //bloodlust handling (etc.)
 
- 		attackDefenceDifference += attacker->getBonuses(Selector::typeSybtype(Bonus::PRIMARY_SKILL, PrimarySkill::ATTACK), Selector::effectRange(Bonus::ONLY_MELEE_FIGHT)).totalValue();
 
- 	if(attacker->getEffect(55)) //slayer handling
 
- 	{
 
- 		std::vector<int> affectedIds;
 
- 		int spLevel = attacker->getEffect(55)->level;
 
- 		for(int g = 0; g < VLC->creh->creatures.size(); ++g)
 
- 		{
 
- 			BOOST_FOREACH(const Bonus &b, VLC->creh->creatures[g]->bonuses)
 
- 			{
 
- 				if ( (b.type == Bonus::KING3 && spLevel >= 3) || //expert
 
- 					(b.type == Bonus::KING2 && spLevel >= 2) || //adv +
 
- 					(b.type == Bonus::KING1 && spLevel >= 0) ) //none or basic +
 
- 				{
 
- 					affectedIds.push_back(g);
 
- 					break;
 
- 				}
 
- 			}
 
- 		}
 
- 		for(unsigned int g=0; g<affectedIds.size(); ++g)
 
- 		{
 
- 			if(defender->type->idNumber == affectedIds[g])
 
- 			{
 
- 				attackDefenceDifference += VLC->spellh->spells[55].powers[attacker->getEffect(55)->level];
 
- 				break;
 
- 			}
 
- 		}
 
- 	}
 
- 	//bonus from attack/defense skills
 
- 	if(attackDefenceDifference < 0) //decreasing dmg
 
- 	{
 
- 		float dec = 0.025f * (-attackDefenceDifference);
 
- 		if(dec > 0.7f)
 
- 		{
 
- 			multBonus *= 0.3f; //1.0 - 0.7
 
- 		}
 
- 		else
 
- 		{
 
- 			multBonus *= 1.0f - dec;
 
- 		}
 
- 	}
 
- 	else //increasing dmg
 
- 	{
 
- 		float inc = 0.05f * attackDefenceDifference;
 
- 		if(inc > 4.0f)
 
- 		{
 
- 			additiveBonus += 4.0f;
 
- 		}
 
- 		else
 
- 		{
 
- 			additiveBonus += inc;
 
- 		}
 
- 	}
 
- 	
 
- 	//applying jousting bonus
 
- 	if( attacker->hasBonusOfType(Bonus::JOUSTING) && !defender->hasBonusOfType(Bonus::CHARGE_IMMUNITY) )
 
- 		additiveBonus += charge * 0.05f;
 
- 	
 
- 	//handling secondary abilities and artifacts giving premies to them
 
- 	if(attackerHero)
 
- 	{
 
- 		if(shooting)
 
- 		{
 
- 			switch(attackerHero->getSecSkillLevel(1)) //archery
 
- 			{
 
- 			case 1: //basic
 
- 				additiveBonus += 0.1f;
 
- 				break;
 
- 			case 2: //advanced
 
- 				additiveBonus += 0.25f;
 
- 				break;
 
- 			case 3: //expert
 
- 				additiveBonus += 0.5f;
 
- 				break;
 
- 			}
 
- 			if(attackerHero->getSecSkillLevel(1) > 0) //non-none level
 
- 			{
 
- 				//apply artifact premy to archery
 
- 				additiveBonus += attackerHero->valOfBonuses(Bonus::SECONDARY_SKILL_PREMY, 1) / 100.0f;
 
- 			}
 
- 		}
 
- 		else
 
- 		{
 
- 			switch(attackerHero->getSecSkillLevel(22)) //offense
 
- 			{
 
- 			case 1: //basic
 
- 				additiveBonus += 0.1f;
 
- 				break;
 
- 			case 2: //advanced
 
- 				additiveBonus += 0.2f;
 
- 				break;
 
- 			case 3: //expert
 
- 				additiveBonus += 0.3f;
 
- 				break;
 
- 			}
 
- 		}
 
- 	}
 
- 	if(defendingHero)
 
- 	{
 
- 		switch(defendingHero->getSecSkillLevel(23)) //armorer
 
- 		{
 
- 		case 1: //basic
 
- 			multBonus *= 0.95f;
 
- 			break;
 
- 		case 2: //advanced
 
- 			multBonus *= 0.9f;
 
- 			break;
 
- 		case 3: //expert
 
- 			multBonus *= 0.85f;
 
- 			break;
 
- 		}
 
- 	}
 
- 	//handling hate effect
 
- 	if( attacker->hasBonusOfType(Bonus::HATE, defender->type->idNumber) )
 
- 		additiveBonus += 0.5f;
 
- 	//luck bonus
 
- 	if (lucky)
 
- 	{
 
- 		additiveBonus += 1.0f;
 
- 	}
 
- 	//handling spell effects
 
- 	if(!shooting && defender->hasBonusOfType(Bonus::GENERAL_DAMAGE_REDUCTION, 0)) //eg. shield
 
- 	{
 
- 		multBonus *= float(defender->valOfBonuses(Bonus::GENERAL_DAMAGE_REDUCTION, 0)) / 100.0f;
 
- 	}
 
- 	else if(shooting && defender->hasBonusOfType(Bonus::GENERAL_DAMAGE_REDUCTION, 1)) //eg. air shield
 
- 	{
 
- 		multBonus *= float(defender->valOfBonuses(Bonus::GENERAL_DAMAGE_REDUCTION, 1)) / 100.0f;
 
- 	}
 
- 	if(attacker->getEffect(42)) //curse handling (partial, the rest is below)
 
- 	{
 
- 		multBonus *= 0.8f * float(VLC->spellh->spells[42].powers[attacker->getEffect(42)->level]); //the second factor is 1 or 0
 
- 	}
 
- 	class HLP
 
- 	{
 
- 	public:
 
- 		static bool hasAdvancedAirShield(const CStack * stack)
 
- 		{
 
- 			for(int g=0; g<stack->effects.size(); ++g)
 
- 			{
 
- 				if (stack->effects[g].id == 28 && stack->effects[g].level >= 2)
 
- 				{
 
- 					return true;
 
- 				}
 
- 			}
 
- 			return false;
 
- 		}
 
- 	};
 
- 	//wall / distance penalty + advanced air shield
 
- 	if (shooting && !NBonus::hasOfType(attackerHero, Bonus::NO_SHOTING_PENALTY) && (
 
- 		hasDistancePenalty(attacker->ID, defender->position) || hasWallPenalty(attacker->ID, defender->position) ||
 
- 		HLP::hasAdvancedAirShield(defender) )
 
- 		)
 
- 	{
 
- 		multBonus *= 0.5;
 
- 	}
 
- 	if (!shooting && attacker->hasBonusOfType(Bonus::SHOOTER) && !attacker->hasBonusOfType(Bonus::NO_MELEE_PENALTY))
 
- 	{
 
- 		multBonus *= 0.5;
 
- 	}
 
- 	minDmg *= additiveBonus * multBonus;
 
- 	maxDmg *= additiveBonus * multBonus;
 
- 	std::pair<ui32, ui32> returnedVal;
 
- 	if(attacker->getEffect(42)) //curse handling (rest)
 
- 	{
 
- 		minDmg -= VLC->spellh->spells[42].powers[attacker->getEffect(42)->level];
 
- 		returnedVal = std::make_pair(int(minDmg), int(minDmg));
 
- 	}
 
- 	else if(attacker->getEffect(41)) //bless handling
 
- 	{
 
- 		maxDmg += VLC->spellh->spells[41].powers[attacker->getEffect(41)->level];
 
- 		returnedVal =  std::make_pair(int(maxDmg), int(maxDmg));
 
- 	}
 
- 	else
 
- 	{
 
- 		returnedVal =  std::make_pair(int(minDmg), int(maxDmg));
 
- 	}
 
- 	//damage cannot be less than 1
 
- 	amax(returnedVal.first, 1);
 
- 	amax(returnedVal.second, 1);
 
- 	return returnedVal;
 
- }
 
- ui32 BattleInfo::calculateDmg( const CStack* attacker, const CStack* defender, const CGHeroInstance * attackerHero, const CGHeroInstance * defendingHero, bool shooting, ui8 charge, bool lucky )
 
- {
 
- 	std::pair<ui32, ui32> range = calculateDmgRange(attacker, defender, attackerHero, defendingHero, shooting, charge, lucky);
 
- 	if(range.first != range.second)
 
- 	{
 
- 		int valuesToAverage[10];
 
- 		int howManyToAv = std::min<ui32>(10, attacker->count);
 
- 		for (int g=0; g<howManyToAv; ++g)
 
- 		{
 
- 			valuesToAverage[g] = range.first  +  rand() % (range.second - range.first + 1);
 
- 		}
 
- 		return std::accumulate(valuesToAverage, valuesToAverage + howManyToAv, 0) / howManyToAv;
 
- 	}
 
- 	else
 
- 		return range.first;
 
- }
 
- void BattleInfo::calculateCasualties( std::map<ui32,si32> *casualties ) const
 
- {
 
- 	for(unsigned int i=0; i<stacks.size();i++)//setting casualties
 
- 	{
 
- 		const CStack * const st = stacks[i];
 
- 		si32 killed = (st->alive() ? st->baseAmount - st->count : st->baseAmount);
 
- 		amax(killed, 0);
 
- 		if(killed)
 
- 			casualties[!st->attackerOwned][st->type->idNumber] += killed;
 
- 	}
 
- }
 
- si8 CGameState::battleMaxSpellLevel()
 
- {
 
- 	if(!curB) //there is not battle
 
- 	{
 
- 		tlog1 << "si8 CGameState::maxSpellLevel() call when there is no battle!" << std::endl;
 
- 		throw "si8 CGameState::maxSpellLevel() call when there is no battle!";
 
- 	}
 
- 	si8 levelLimit = SPELL_LEVELS;
 
- 	const CGHeroInstance *h1 =  curB->heroes[0];
 
- 	if(h1)
 
- 	{
 
- 		for(std::list<Bonus>::const_iterator i = h1->bonuses.begin(); i != h1->bonuses.end(); i++)
 
- 			if(i->type == Bonus::BLOCK_SPELLS_ABOVE_LEVEL)
 
- 				amin(levelLimit, i->val);
 
- 	}
 
- 	const CGHeroInstance *h2 = curB->heroes[1];
 
- 	if(h2)
 
- 	{
 
- 		for(std::list<Bonus>::const_iterator i = h2->bonuses.begin(); i != h2->bonuses.end(); i++)
 
- 			if(i->type == Bonus::BLOCK_SPELLS_ABOVE_LEVEL)
 
- 				amin(levelLimit, i->val);
 
- 	}
 
- 	return levelLimit;
 
- }
 
- std::set<CStack*> BattleInfo::getAttackedCreatures( const CSpell * s, int skillLevel, ui8 attackerOwner, int destinationTile )
 
- {
 
- 	std::set<ui16> attackedHexes = s->rangeInHexes(destinationTile, skillLevel);
 
- 	std::set<CStack*> attackedCres; /*std::set to exclude multiple occurrences of two hex creatures*/
 
- 	bool onlyAlive = s->id != 38 && s->id != 39; //when casting resurrection or animate dead we should be allow to select dead stack
 
- 	if(s->id == 24 || s->id == 25 || s->id == 26) //death ripple, destroy undead and Armageddon
 
- 	{
 
- 		for(int it=0; it<stacks.size(); ++it)
 
- 		{
 
- 			if((s->id == 24 && !stacks[it]->type->isUndead()) //death ripple
 
- 				|| (s->id == 25 && stacks[it]->type->isUndead()) //destroy undead
 
- 				|| (s->id == 26) //Armageddon
 
- 				)
 
- 			{
 
- 				if(stacks[it]->alive())
 
- 					attackedCres.insert(stacks[it]);
 
- 			}
 
- 		}
 
- 	}
 
- 	else if(VLC->spellh->spells[s->id].attributes.find("CREATURE_TARGET_1") != std::string::npos
 
- 		|| VLC->spellh->spells[s->id].attributes.find("CREATURE_TARGET_2") != std::string::npos) //spell to be cast on a specific creature but massive on expert
 
- 	{
 
- 		if(skillLevel < 3)  /*not expert */
 
- 		{
 
- 			CStack * st = getStackT(destinationTile, onlyAlive);
 
- 			if(st)
 
- 				attackedCres.insert(st);
 
- 		}
 
- 		else
 
- 		{
 
- 			for(int it=0; it<stacks.size(); ++it)
 
- 			{
 
- 				/*if it's non negative spell and our unit or non positive spell and hostile unit */
 
- 				if((VLC->spellh->spells[s->id].positiveness >= 0 && stacks[it]->owner == attackerOwner)
 
- 					||(VLC->spellh->spells[s->id].positiveness <= 0 && stacks[it]->owner != attackerOwner )
 
- 					)
 
- 				{
 
- 					if(!onlyAlive || stacks[it]->alive())
 
- 						attackedCres.insert(stacks[it]);
 
- 				}
 
- 			}
 
- 		} //if(caster->getSpellSchoolLevel(s) < 3)
 
- 	}
 
- 	else if(VLC->spellh->spells[s->id].attributes.find("CREATURE_TARGET") != std::string::npos) //spell to be cast on one specific creature
 
- 	{
 
- 		CStack * st = getStackT(destinationTile, onlyAlive);
 
- 		if(st)
 
- 			attackedCres.insert(st);
 
- 	}
 
- 	else //custom range from attackedHexes
 
- 	{
 
- 		for(std::set<ui16>::iterator it = attackedHexes.begin(); it != attackedHexes.end(); ++it)
 
- 		{
 
- 			CStack * st = getStackT(*it, onlyAlive);
 
- 			if(st)
 
- 				attackedCres.insert(st);
 
- 		}
 
- 	}
 
- 	return attackedCres;
 
- }
 
- int BattleInfo::calculateSpellDuration( const CSpell * spell, const CGHeroInstance * caster, int usedSpellPower )
 
- {
 
- 	if(!caster) //TODO: something better
 
- 		return std::max(5, usedSpellPower);
 
- 	switch(spell->id)
 
- 	{
 
- 	case 56: //frenzy
 
- 		return 1;
 
- 	default: //other spells
 
- 		return caster->getPrimSkillLevel(2) + caster->valOfBonuses(Bonus::SPELL_DURATION);
 
- 	}
 
- }
 
- CStack * BattleInfo::generateNewStack(const CStackInstance &base, int stackID, bool attackerOwned, int slot, int /*TerrainTile::EterrainType*/ terrain, int position) const
 
- {
 
- 	CStack * ret = new CStack(&base, attackerOwned ? side1 : side2, stackID, attackerOwned, slot);
 
- 	//native terrain bonuses
 
- 	int faction = ret->type->faction;
 
- 	if(faction >= 0 && VLC->heroh->nativeTerrains[faction] == terrain)
 
- 	{
 
- 		ret->bonuses.push_back(makeFeature(Bonus::STACKS_SPEED, Bonus::ONE_BATTLE, 0, 1, Bonus::TERRAIN_NATIVE));
 
- 		ret->bonuses.push_back(makeFeature(Bonus::PRIMARY_SKILL, Bonus::ONE_BATTLE, PrimarySkill::ATTACK, 1, Bonus::TERRAIN_NATIVE));
 
- 		ret->bonuses.push_back(makeFeature(Bonus::PRIMARY_SKILL, Bonus::ONE_BATTLE, PrimarySkill::DEFENSE, 1, Bonus::TERRAIN_NATIVE));
 
- 	}
 
- 	ret->position = position;
 
- 	return ret;
 
- }
 
- ui32 BattleInfo::getSpellCost(const CSpell * sp, const CGHeroInstance * caster) const
 
- {
 
- 	ui32 ret = caster->getSpellCost(sp);
 
- 	//checking for friendly stacks reducing cost of the spell and
 
- 	//enemy stacks increasing it
 
- 	si32 manaReduction = 0;
 
- 	si32 manaIncrease = 0;
 
- 	for(int g=0; g<stacks.size(); ++g)
 
- 	{
 
- 		if( stacks[g]->owner == caster->tempOwner && stacks[g]->hasBonusOfType(Bonus::CHANGES_SPELL_COST_FOR_ALLY) )
 
- 		{
 
- 			amin(manaReduction, stacks[g]->valOfBonuses(Bonus::CHANGES_SPELL_COST_FOR_ALLY));
 
- 		}
 
- 		if( stacks[g]->owner != caster->tempOwner && stacks[g]->hasBonusOfType(Bonus::CHANGES_SPELL_COST_FOR_ENEMY) )
 
- 		{
 
- 			amax(manaIncrease, stacks[g]->valOfBonuses(Bonus::CHANGES_SPELL_COST_FOR_ENEMY));
 
- 		}
 
- 	}
 
- 	return ret + manaReduction + manaIncrease;
 
- }
 
- int BattleInfo::hexToWallPart(int hex) const
 
- {
 
- 	if(siege == 0) //there is no battle!
 
- 		return -1;
 
- 	static const std::pair<int, int> attackable[] = //potentially attackable parts of wall
 
- 	{std::make_pair(50, 0), std::make_pair(183, 1), std::make_pair(182, 2), std::make_pair(130, 3),
 
- 	std::make_pair(62, 4), std::make_pair(29, 5), std::make_pair(12, 6), std::make_pair(95, 7), std::make_pair(96, 7)};
 
- 	for(int g = 0; g < ARRAY_COUNT(attackable); ++g)
 
- 	{
 
- 		if(attackable[g].first == hex)
 
- 			return attackable[g].second;
 
- 	}
 
- 	return -1; //not found!
 
- }
 
- int BattleInfo::lineToWallHex( int line ) const
 
- {
 
- 	static const int lineToHex[] = {12, 29, 45, 62, 78, 95, 112, 130, 147, 165, 182};
 
- 	return lineToHex[line];
 
- }
 
- std::pair<const CStack *, int> BattleInfo::getNearestStack(const CStack * closest, boost::logic::tribool attackerOwned) const
 
- {	
 
- 	bool ac[BFIELD_SIZE];
 
- 	std::set<int> occupyable;
 
- 	getAccessibilityMap(ac, closest->doubleWide(), closest->attackerOwned, false, occupyable, closest->hasBonusOfType(Bonus::FLYING), closest->ID);
 
- 	int predecessor[BFIELD_SIZE], dist[BFIELD_SIZE];
 
- 	makeBFS(closest->position, ac, predecessor, dist, closest->doubleWide(), closest->attackerOwned, closest->hasBonusOfType(Bonus::FLYING), true);
 
- 	std::vector< std::pair< std::pair<int, int>, const CStack *> > stackPairs; //pairs <<distance, hex>, stack>
 
- 	for(int g=0; g<BFIELD_SIZE; ++g)
 
- 	{
 
- 		const CStack * atG = getStackT(g);
 
- 		if(!atG || atG->ID == closest->ID) //if there is not stack or we are the closest one
 
- 			continue;
 
- 		if(boost::logic::indeterminate(attackerOwned) || atG->attackerOwned == attackerOwned)
 
- 		{
 
- 			if(predecessor[g] == -1) //TODO: is it really the best solution?
 
- 				continue;
 
- 			stackPairs.push_back( std::make_pair( std::make_pair(dist[predecessor[g]], g), atG) );
 
- 		}
 
- 	}
 
- 	if(stackPairs.size() > 0)
 
- 	{
 
- 		std::vector< std::pair< std::pair<int, int>, const CStack *> > minimalPairs;
 
- 		minimalPairs.push_back(stackPairs[0]);
 
- 	
 
- 		for(int b=1; b<stackPairs.size(); ++b)
 
- 		{
 
- 			if(stackPairs[b].first.first < minimalPairs[0].first.first)
 
- 			{
 
- 				minimalPairs.clear();
 
- 				minimalPairs.push_back(stackPairs[b]);
 
- 			}
 
- 			else if(stackPairs[b].first.first == minimalPairs[0].first.first)
 
- 			{
 
- 				minimalPairs.push_back(stackPairs[b]);
 
- 			}
 
- 		}
 
- 		std::pair< std::pair<int, int>, const CStack *> minPair = minimalPairs[minimalPairs.size()/2];
 
- 		return std::make_pair(minPair.second, predecessor[minPair.first.second]);
 
- 	}
 
- 	return std::make_pair<const CStack * , int>(NULL, -1);
 
- }
 
- ui32 BattleInfo::calculateSpellDmg( const CSpell * sp, const CGHeroInstance * caster, const CStack * affectedCreature, int spellSchoolLevel, int usedSpellPower ) const
 
- {
 
- 	ui32 ret = 0; //value to return
 
- 	//15 - magic arrows, 16 - ice bolt, 17 - lightning bolt, 18 - implosion, 20 - frost ring, 21 - fireball, 22 - inferno, 23 - meteor shower,
 
- 	//24 - death ripple, 25 - destroy undead, 26 - armageddon, 77 - thunderbolt
 
- 	static std::map <int, int> dmgMultipliers = boost::assign::map_list_of(15, 10)(16, 20)(17, 25)(18, 75)(20, 10)(21, 10)(22, 10)(23, 10)(24, 5)(25, 10)(26, 50)(77, 10);
 
- 	//check if spell really does damage - if not, return 0
 
- 	if(dmgMultipliers.find(sp->id) == dmgMultipliers.end())
 
- 		return 0;
 
- 	ret = usedSpellPower * dmgMultipliers[sp->id];
 
- 	ret += sp->powers[spellSchoolLevel];
 
- 	
 
- 	//applying sorcerery secondary skill
 
- 	if(caster)
 
- 	{
 
- 		switch(caster->getSecSkillLevel(25))
 
- 		{
 
- 		case 1: //basic
 
- 			ret *= 1.05f;
 
- 			break;
 
- 		case 2: //advanced
 
- 			ret *= 1.1f;
 
- 			break;
 
- 		case 3: //expert
 
- 			ret *= 1.15f;
 
- 			break;
 
- 		}
 
- 	}
 
- 	//applying hero bonuses
 
- 	if(sp->air && caster && caster->valOfBonuses(Bonus::AIR_SPELL_DMG_PREMY) != 0)
 
- 	{
 
- 		ret *= (100.0f + caster->valOfBonuses(Bonus::AIR_SPELL_DMG_PREMY)) / 100.0f;
 
- 	}
 
- 	else if(sp->fire && caster && caster->valOfBonuses(Bonus::FIRE_SPELL_DMG_PREMY) != 0)
 
- 	{
 
- 		ret *= (100.0f + caster->valOfBonuses(Bonus::FIRE_SPELL_DMG_PREMY)) / 100.0f;
 
- 	}
 
- 	else if(sp->water && caster && caster->valOfBonuses(Bonus::WATER_SPELL_DMG_PREMY) != 0)
 
- 	{
 
- 		ret *= (100.0f + caster->valOfBonuses(Bonus::WATER_SPELL_DMG_PREMY)) / 100.0f;
 
- 	}
 
- 	else if(sp->earth && caster && caster->valOfBonuses(Bonus::EARTH_SPELL_DMG_PREMY) != 0)
 
- 	{
 
- 		ret *= (100.0f + caster->valOfBonuses(Bonus::EARTH_SPELL_DMG_PREMY)) / 100.0f;
 
- 	}
 
- 	//affected creature-specific part
 
- 	if(affectedCreature)
 
- 	{
 
- 		//applying protections - when spell has more then one elements, only one protection should be applied (I think)
 
- 		if(sp->air && affectedCreature->hasBonusOfType(Bonus::SPELL_DAMAGE_REDUCTION, 0)) //air spell & protection from air
 
- 		{
 
- 			ret *= affectedCreature->valOfBonuses(Bonus::SPELL_DAMAGE_REDUCTION, 0);
 
- 			ret /= 100;
 
- 		}
 
- 		else if(sp->fire && affectedCreature->hasBonusOfType(Bonus::SPELL_DAMAGE_REDUCTION, 1)) //fire spell & protection from fire
 
- 		{
 
- 			ret *= affectedCreature->valOfBonuses(Bonus::SPELL_DAMAGE_REDUCTION, 1);
 
- 			ret /= 100;
 
- 		}
 
- 		else if(sp->water && affectedCreature->hasBonusOfType(Bonus::SPELL_DAMAGE_REDUCTION, 2)) //water spell & protection from water
 
- 		{
 
- 			ret *= affectedCreature->valOfBonuses(Bonus::SPELL_DAMAGE_REDUCTION, 2);
 
- 			ret /= 100;
 
- 		}
 
- 		else if (sp->earth && affectedCreature->hasBonusOfType(Bonus::SPELL_DAMAGE_REDUCTION, 3)) //earth spell & protection from earth
 
- 		{
 
- 			ret *= affectedCreature->valOfBonuses(Bonus::SPELL_DAMAGE_REDUCTION, 3);
 
- 			ret /= 100;
 
- 		}
 
- 		//general spell dmg reduction
 
- 		if(sp->air && affectedCreature->hasBonusOfType(Bonus::SPELL_DAMAGE_REDUCTION, -1)) //air spell & protection from air
 
- 		{
 
- 			ret *= affectedCreature->valOfBonuses(Bonus::SPELL_DAMAGE_REDUCTION, -1);
 
- 			ret /= 100;
 
- 		}
 
- 		//dmg increasing
 
- 		if( affectedCreature->hasBonusOfType(Bonus::MORE_DAMAGE_FROM_SPELL, sp->id) )
 
- 		{
 
- 			ret *= 100 + affectedCreature->valOfBonuses(Bonus::MORE_DAMAGE_FROM_SPELL, sp->id);
 
- 			ret /= 100;
 
- 		}
 
- 	}
 
- 	return ret;
 
- }
 
- bool CGameState::battleCanShoot(int ID, int dest)
 
- {
 
- 	if(!curB)
 
- 		return false;
 
- 	const CStack *our = curB->getStack(ID),
 
- 		*dst = curB->getStackT(dest);
 
- 	if(!our || !dst) return false;
 
- 	const CGHeroInstance * ourHero = battleGetOwner(our->ID);
 
- 	if(our->hasBonusOfType(Bonus::FORGETFULL)) //forgetfulness
 
- 		return false;
 
- 	if(our->type->idNumber == 145 && dst) //catapult cannot attack creatures
 
- 		return false;
 
- 	if(our->hasBonusOfType(Bonus::SHOOTER)//it's shooter
 
- 		&& our->owner != dst->owner
 
- 		&& dst->alive()
 
- 		&& (!curB->isStackBlocked(ID)  ||  NBonus::hasOfType(ourHero, Bonus::FREE_SHOOTING))
 
- 		&& our->shots
 
- 		)
 
- 		return true;
 
- 	return false;
 
- }
 
- int CGameState::victoryCheck( ui8 player ) const
 
- {
 
- 	const PlayerState *p = getPlayer(player);
 
- 	if(map->victoryCondition.condition == winStandard  ||  map->victoryCondition.allowNormalVictory)
 
- 		if(player == checkForStandardWin())
 
- 			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]))) //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 = map->players[supposedWinner].team;
 
- 			}
 
- 			else if(winnerTeam != map->players[i->second.color].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 = *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<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]->artifacts.size() + ps->heroes[g]->artifWorn.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[6])
 
- 	}
 
- 	if(level >= 2) //wood & ore
 
- 	{
 
- 		FILL_FIELD(woodOre, g->second.resources[0] + g->second.resources[1])
 
- 	}
 
- 	if(level >= 3) //mercury, sulfur, crystal, gems
 
- 	{
 
- 		FILL_FIELD(mercSulfCrystGems, g->second.resources[2] + g->second.resources[3] + g->second.resources[4] + g->second.resources[5])
 
- 	}
 
- 	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.serial].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 = getPlayer(player);
 
- 	//if(map->lossCondition.typeOfLossCon == lossStandard)
 
- 		if(checkForStandardLoss(player))
 
- 			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;
 
- }
 
- std::map<ui32,CGHeroInstance *> CGameState::unusedHeroesFromPool()
 
- {
 
- 	std::map<ui32,CGHeroInstance *> pool = hpool.heroesPool;
 
- 	for ( std::map<ui8, PlayerState>::iterator i = players.begin() ; i != players.end();i++)
 
- 		for(std::vector<CGHeroInstance *>::iterator j = i->second.availableHeroes.begin(); j != i->second.availableHeroes.end(); j++)
 
- 			if(*j)
 
- 				pool.erase((**j).subID);
 
- 	return pool;
 
- }
 
- const CStack * BattleInfo::getNextStack() const
 
- {
 
- 	std::vector<const CStack *> hlp;
 
- 	getStackQueue(hlp, 1, -1);
 
- 	if(hlp.size())
 
- 		return hlp[0];
 
- 	else
 
- 		return NULL;
 
- }
 
- static const CStack *takeStack(std::vector<const CStack *> &st, int &curside, int turn)
 
- {
 
- 	const CStack *ret = NULL;
 
- 	unsigned i, //fastest stack
 
- 		j; //fastest stack of the other side
 
- 	for(i = 0; i < st.size(); i++)
 
- 		if(st[i])
 
- 			break;
 
- 	//no stacks left
 
- 	if(i == st.size())
 
- 		return NULL;
 
- 	const CStack *fastest = st[i], *other = NULL;
 
- 	int bestSpeed = fastest->Speed(turn);
 
- 	if(fastest->attackerOwned != curside)
 
- 	{
 
- 		ret = fastest;
 
- 	}
 
- 	else
 
- 	{
 
- 		for(j = i + 1; j < st.size(); j++)
 
- 		{
 
- 			if(!st[j]) continue;
 
- 			if(st[j]->attackerOwned != curside || st[j]->Speed(turn) != bestSpeed)
 
- 				break;
 
- 		}
 
- 		if(j >= st.size())
 
- 		{
 
- 			ret = fastest;
 
- 		}
 
- 		else
 
- 		{
 
- 			other = st[j];
 
- 			if(other->Speed(turn) != bestSpeed)
 
- 				ret = fastest;
 
- 			else
 
- 				ret = other;
 
- 		}
 
- 	}
 
- 	assert(ret);
 
- 	if(ret == fastest)
 
- 		st[i] = NULL;
 
- 	else
 
- 		st[j] = NULL;
 
- 	curside = ret->attackerOwned;
 
- 	return ret;
 
- }
 
- void BattleInfo::getStackQueue( std::vector<const CStack *> &out, int howMany, int turn /*= 0*/, int lastMoved /*= -1*/ ) const
 
- {
 
- 	//we'll split creatures with remaining movement to 4 parts
 
- 	std::vector<const CStack *> phase[4]; //0 - turrets/catapult, 1 - normal (unmoved) creatures, other war machines, 2 - waited cres that had morale, 3 - rest of waited cres
 
- 	int toMove = 0; //how many stacks still has move
 
- 	const CStack *active = getStack(activeStack);
 
- 	//active stack hasn't taken any action yet - must be placed at the beginning of queue, no matter what
 
- 	if(!turn && active && active->willMove() && !vstd::contains(active->state, WAITING))
 
- 	{
 
- 		out.push_back(active);
 
- 		if(out.size() == howMany)
 
- 			return;
 
- 	}
 
- 	for(unsigned int i=0; i<stacks.size(); ++i)
 
- 	{
 
- 		const CStack * const s = stacks[i];
 
- 		if(turn <= 0 && !s->willMove() //we are considering current round and stack won't move
 
- 			|| turn > 0 && !s->canMove(turn) //stack won't be able to move in later rounds
 
- 			|| turn <= 0 && s == active && out.size() && s == out.front()) //it's active stack already added at the beginning of queue
 
- 		{
 
- 			continue;
 
- 		}
 
- 		int p = -1; //in which phase this tack will move?
 
- 		if(turn <= 0 && vstd::contains(s->state, WAITING)) //consider waiting state only for ongoing round
 
- 		{
 
- 			if(vstd::contains(s->state, HAD_MORALE))
 
- 				p = 2;
 
- 			else
 
- 				p = 3;
 
- 		}
 
- 		else if(s->type->idNumber == 145  ||  s->type->idNumber == 149) //catapult and turrets are first
 
- 		{
 
- 			p = 0;
 
- 		}
 
- 		else
 
- 		{
 
- 			p = 1;
 
- 		}
 
- 		phase[p].push_back(s);
 
- 		toMove++;
 
- 	}
 
- 	for(int i = 0; i < 4; i++)
 
- 		std::sort(phase[i].begin(), phase[i].end(), CMP_stack(i, turn > 0 ? turn : 0));
 
- 	for(size_t i = 0; i < phase[0].size() && i < howMany; i++)
 
- 		out.push_back(phase[0][i]);
 
- 	if(out.size() == howMany)
 
- 		return;
 
- 	if(lastMoved == -1)
 
- 	{
 
- 		if(active)
 
- 		{
 
- 			if(out.size() && out.front() == active)
 
- 				lastMoved = active->attackerOwned;
 
- 			else
 
- 				lastMoved = active->attackerOwned;
 
- 		}
 
- 		else
 
- 		{
 
- 			lastMoved = 0;
 
- 		}
 
- 	}
 
- 	int pi = 1;
 
- 	while(out.size() < howMany)
 
- 	{
 
- 		const CStack *hlp = takeStack(phase[pi], lastMoved, turn);
 
- 		if(!hlp)
 
- 		{
 
- 			pi++;
 
- 			if(pi > 3)
 
- 			{
 
- 				//if(turn != 2)
 
- 					getStackQueue(out, howMany, turn + 1, lastMoved);
 
- 				return;
 
- 			}
 
- 		}
 
- 		else
 
- 		{
 
- 			out.push_back(hlp);
 
- 		}
 
- 	}
 
- }
 
- si8 BattleInfo::hasDistancePenalty( int stackID, int destHex )
 
- {
 
- 	const CStack * stack = getStack(stackID);
 
- 	int distance = std::abs(destHex % BFIELD_WIDTH - stack->position % BFIELD_WIDTH);
 
- 	//I hope it's approximately correct
 
- 	return distance > 8 && !stack->hasBonusOfType(Bonus::NO_DISTANCE_PENALTY);
 
- }
 
- si8 BattleInfo::sameSideOfWall(int pos1, int pos2)
 
- {
 
- 	int wallInStackLine = lineToWallHex(pos1/BFIELD_WIDTH);
 
- 	int wallInDestLine = lineToWallHex(pos2/BFIELD_WIDTH);
 
- 	bool stackLeft = pos1 < wallInStackLine;
 
- 	bool destLeft = pos2 < wallInDestLine;
 
- 	return stackLeft != destLeft;
 
- }
 
- si8 BattleInfo::hasWallPenalty( int stackID, int destHex )
 
- {
 
- 	if (siege == 0)
 
- 	{
 
- 		return false;
 
- 	}
 
- 	const CStack * stack = getStack(stackID);
 
- 	if (stack->hasBonusOfType(Bonus::NO_WALL_PENALTY));
 
- 	{
 
- 		return false;
 
- 	}
 
- 	return !sameSideOfWall(stack->position, destHex);
 
- }
 
- si8 BattleInfo::canTeleportTo(int stackID, int destHex, int telportLevel)
 
- {
 
- 	bool ac[BFIELD_SIZE];
 
- 	const CStack *s = getStack(stackID, false); //this function is called from healedOrResurrected, so our stack can be dead
 
- 	std::set<int> occupyable;
 
- 	getAccessibilityMap(ac, s->doubleWide(), s->attackerOwned, false, occupyable, s->hasBonusOfType(Bonus::FLYING), stackID);
 
- 	if (siege && telportLevel < 2) //check for wall
 
- 	{
 
- 		return ac[destHex] && sameSideOfWall(s->position, destHex);
 
- 	}
 
- 	else
 
- 	{
 
- 		return ac[destHex];
 
- 	}
 
- }
 
- void BattleInfo::getBonuses(BonusList &out, const CSelector &selector, const CBonusSystemNode *root /*= NULL*/) const
 
- {
 
- 	CBonusSystemNode::getBonuses(out, selector, root);
 
- 	const CStack *dest = dynamic_cast<const CStack*>(root);
 
- 	if (!dest)
 
- 		return;
 
- 	//TODO: make it in clean way
 
- 	if(Selector::matchesType(selector, Bonus::MORALE) || Selector::matchesType(selector, Bonus::LUCK))
 
- 	{
 
- 		BOOST_FOREACH(const CStack *s, stacks)
 
- 		{
 
- 			if(s->owner == dest->owner)
 
- 				s->getBonuses(out, selector, Selector::effectRange(Bonus::ONLY_ALLIED_ARMY), this);
 
- 			else
 
- 				s->getBonuses(out, selector, Selector::effectRange(Bonus::ONLY_ENEMY_ARMY), 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 )
 
- {
 
- 	out.nodes.clear();
 
- 	const CGPathNode *curnode = &nodes[dst.x][dst.y][dst.z];
 
- 	if(!curnode->theNodeBefore || curnode->accessible == CGPathNode::FLYABLE)
 
- 		return false;
 
- 	//we'll transform number of turns to conform the rule that hero cannot stop on blocked tile
 
- 	bool transition01 = false;
 
- 	while(curnode)
 
- 	{
 
- 		CGPathNode cpn = *curnode;
 
- 		if(transition01)
 
- 		{
 
- 			if (curnode->accessible == CGPathNode::ACCESSIBLE)
 
- 			{
 
- 				transition01 = false;
 
- 			}
 
- 			else if (curnode->accessible == CGPathNode::FLYABLE)
 
- 			{
 
- 				cpn.turns = 1;
 
- 			}
 
- 		}
 
- 		if(curnode->turns == 1 && curnode->theNodeBefore->turns == 0)
 
- 		{
 
- 			transition01 = true;
 
- 		}
 
- 		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);
 
- 		}
 
- 	}
 
- }
 
- bool CMP_stack::operator()( const CStack* a, const CStack* b )
 
- {
 
- 	switch(phase)
 
- 	{
 
- 	case 0: //catapult moves after turrets
 
- 		return a->type->idNumber < b->type->idNumber; //catapult is 145 and turrets are 149
 
- 		//TODO? turrets order
 
- 	case 1: //fastest first, upper slot first
 
- 		{
 
- 			int as = a->Speed(turn), bs = b->Speed(turn);
 
- 			if(as != bs)
 
- 				return as > bs;
 
- 			else
 
- 				return a->slot < b->slot;
 
- 		}
 
- 	case 2: //fastest last, upper slot first
 
- 		//TODO: should be replaced with order of receiving morale!
 
- 	case 3: //fastest last, upper slot first
 
- 		{
 
- 			int as = a->Speed(turn), bs = b->Speed(turn);
 
- 			if(as != bs)
 
- 				return as < bs;
 
- 			else
 
- 				return a->slot < b->slot;
 
- 		}
 
- 	default:
 
- 		assert(0);
 
- 		return false;
 
- 	}
 
- }
 
- CMP_stack::CMP_stack( int Phase /*= 1*/, int Turn )
 
- {
 
- 	phase = Phase;
 
- 	turn = Turn;
 
- }
 
- PlayerState::PlayerState() 
 
-  : color(-1), currentSelection(0xffffffff), status(INGAME), daysWithoutCastle(0)
 
- {
 
- }
 
- void PlayerState::getParents(TCNodes &out, const CBonusSystemNode *root /*= NULL*/) const
 
- {
 
- 	/*
 
- 	for (std::vector<CGHeroInstance *>::const_iterator it = heroes.begin(); it != heroes.end(); ++it)
 
- 	{
 
- 		if (*it != root)
 
- 			(*it)->getParents(out, root);
 
- 	}
 
- 	for (std::vector<CGTownInstance *>::const_iterator it = towns.begin(); it != towns.end(); ++it)
 
- 	{
 
- 		if (*it != root)
 
- 			(*it)->getParents(out, root);
 
- 	}
 
- 	*/
 
- 	//TODO - dwellings
 
- }
 
- void PlayerState::getBonuses(BonusList &out, const CSelector &selector, const CBonusSystemNode *root /*= NULL*/) const
 
- {//temporary
 
- 	//CBonusSystemNode::getBonuses(out, selector, root);
 
- }
 
- 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 = h->getArmy(); 
 
- 	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);
 
- 		}
 
- 	}
 
- 	else
 
- 	{
 
- 		//hide info about hero stacks counts using descriptives names ids
 
- 		for(TSlots::const_iterator i = army.Slots().begin(); i != army.Slots().end(); ++i)
 
- 		{
 
- 			army.setStackCount(i->first, i->second.getQuantityID()+1);
 
- 		}
 
- 	}
 
- }
 
- 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;
 
- }
 
- void CCampaignState::initNewCampaign( const StartInfo &si )
 
- {
 
- 	assert(si.mode == 2);
 
- 	campaignName = si.mapname;
 
- 	currentMap = si.whichMapInCampaign;
 
- 	
 
- 	camp = CCampaignHandler::getCampaign(campaignName, true); //TODO lod???
 
- 	for (ui8 i = 0; i < camp->mapPieces.size(); i++)
 
- 		mapsRemaining.push_back(i);
 
- }
 
 
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