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