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							- #include <boost/foreach.hpp>
 
- #include <boost/thread.hpp>
 
- #include <boost/thread/shared_mutex.hpp>
 
- #include <boost/bind.hpp>
 
- #include "CGameHandler.h"
 
- #include "CScriptCallback.h"
 
- #include "../CLua.h"
 
- #include "../CGameState.h"
 
- #include "../StartInfo.h"
 
- #include "../map.h"
 
- #include "../lib/NetPacks.h"
 
- #include "../lib/Connection.h"
 
- #include "../hch/CArtHandler.h"
 
- #include "../hch/CObjectHandler.h"
 
- #include "../hch/CTownHandler.h"
 
- #include "../hch/CBuildingHandler.h"
 
- #include "../hch/CHeroHandler.h"
 
- #include "boost/date_time/posix_time/posix_time_types.hpp" //no i/o just types
 
- #include "../lib/VCMI_Lib.h"
 
- #include "../lib/CondSh.h"
 
- #ifndef _MSC_VER
 
- #include <boost/thread/xtime.hpp>
 
- #endif
 
- extern bool end2;
 
- #include "../lib/BattleAction.h"
 
- #ifdef min
 
- #undef min
 
- #endif
 
- #ifdef max
 
- #undef max
 
- #endif
 
- #define NEW_ROUND 		BattleNextRound bnr;\
 
- 		bnr.round = gs->curB->round + 1;\
 
- 		sendAndApply(&bnr);
 
- boost::mutex gsm;
 
- ui32 CGameHandler::QID = 1;
 
- CondSh<bool> battleMadeAction;
 
- CondSh<BattleResult *> battleResult(NULL);
 
- std::map<ui32, CFunctionList<void(ui32)> > callbacks; //question id => callback function - for selection dialogs
 
- class CMP_stack
 
- {
 
- public:
 
- 	bool operator ()(const CStack* a, const CStack* b)
 
- 	{
 
- 		return (a->creature->speed)>(b->creature->speed);
 
- 	}
 
- } cmpst ;
 
- double distance(int3 a, int3 b)
 
- {
 
- 	return std::sqrt( (double)(a.x-b.x)*(a.x-b.x) + (a.y-b.y)*(a.y-b.y) );
 
- }
 
- //bool CGameState::checkFunc(int obid, std::string name)
 
- //{
 
- //	if (objscr.find(obid)!=objscr.end())
 
- //	{
 
- //		if(objscr[obid].find(name)!=objscr[obid].end())
 
- //		{
 
- //			return true;
 
- //		}
 
- //	}
 
- //	return false;
 
- //}
 
- PlayerStatus PlayerStatuses::operator[](ui8 player)
 
- {
 
- 	boost::unique_lock<boost::mutex> l(mx);
 
- 	if(players.find(player) != players.end())
 
- 	{
 
- 		return players[player];
 
- 	}
 
- 	else
 
- 	{
 
- 		throw std::string("No such player!");
 
- 	}
 
- }
 
- void PlayerStatuses::addPlayer(ui8 player)
 
- {
 
- 	boost::unique_lock<boost::mutex> l(mx);
 
- 	players[player];
 
- }
 
- bool PlayerStatuses::hasQueries(ui8 player)
 
- {
 
- 	boost::unique_lock<boost::mutex> l(mx);
 
- 	if(players.find(player) != players.end())
 
- 	{
 
- 		return players[player].queries.size();
 
- 	}
 
- 	else
 
- 	{
 
- 		throw std::string("No such player!");
 
- 	}
 
- }
 
- bool PlayerStatuses::checkFlag(ui8 player, bool PlayerStatus::*flag)
 
- {
 
- 	boost::unique_lock<boost::mutex> l(mx);
 
- 	if(players.find(player) != players.end())
 
- 	{
 
- 		return players[player].*flag;
 
- 	}
 
- 	else
 
- 	{
 
- 		throw std::string("No such player!");
 
- 	}
 
- }
 
- void PlayerStatuses::setFlag(ui8 player, bool PlayerStatus::*flag, bool val)
 
- {
 
- 	boost::unique_lock<boost::mutex> l(mx);
 
- 	if(players.find(player) != players.end())
 
- 	{
 
- 		players[player].*flag = val;
 
- 	}
 
- 	else
 
- 	{
 
- 		throw std::string("No such player!");
 
- 	}
 
- 	cv.notify_all();
 
- }
 
- void PlayerStatuses::addQuery(ui8 player, ui32 id)
 
- {
 
- 	boost::unique_lock<boost::mutex> l(mx);
 
- 	if(players.find(player) != players.end())
 
- 	{
 
- 		players[player].queries.insert(id);
 
- 	}
 
- 	else
 
- 	{
 
- 		throw std::string("No such player!");
 
- 	}
 
- 	cv.notify_all();
 
- }
 
- void PlayerStatuses::removeQuery(ui8 player, ui32 id)
 
- {
 
- 	boost::unique_lock<boost::mutex> l(mx);
 
- 	if(players.find(player) != players.end())
 
- 	{
 
- 		players[player].queries.erase(id);
 
- 	}
 
- 	else
 
- 	{
 
- 		throw std::string("No such player!");
 
- 	}
 
- 	cv.notify_all();
 
- }
 
- void CGameHandler::handleCPPObjS(std::map<int,CCPPObjectScript*> * mapa, CCPPObjectScript * script)
 
- {
 
- 	std::vector<int> tempv = script->yourObjects();
 
- 	for (unsigned i=0;i<tempv.size();i++)
 
- 	{
 
- 		(*mapa)[tempv[i]]=script;
 
- 	}
 
- 	cppscripts.insert(script);
 
- }
 
- template <typename T>
 
- void callWith(std::vector<T> args, boost::function<void(T)> fun, ui32 which)
 
- {
 
- 	fun(args[which]);
 
- }
 
- void CGameHandler::changeSecSkill(int ID, ui16 which, int val, bool abs)
 
- {
 
- 	SetSecSkill sps;
 
- 	sps.id = ID;
 
- 	sps.which = which;
 
- 	sps.abs = abs;
 
- 	sps.val = val;
 
- 	sendAndApply(&sps);
 
- }
 
- void CGameHandler::changePrimSkill(int ID, int which, int val, bool abs)
 
- {
 
- 	SetPrimSkill sps;
 
- 	sps.id = ID;
 
- 	sps.which = which;
 
- 	sps.abs = abs;
 
- 	sps.val = val;
 
- 	sendAndApply(&sps);
 
- 	if(which==4) //only for exp - hero may level up
 
- 	{
 
- 		CGHeroInstance *hero = static_cast<CGHeroInstance *>(gs->map->objects[ID]);
 
- 		if(hero->exp >= VLC->heroh->reqExp(hero->level+1)) //new level
 
- 		{
 
- 			//give prim skill
 
- 			std::cout << 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;
 
- 			}
 
- 			std::cout << "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 < 2)
 
- 					basicAndAdv.insert(hero->secSkills[i].first);
 
- 				else
 
- 					expert.insert(hero->secSkills[i].first);
 
- 				none.erase(hero->secSkills[i].first);
 
- 			}
 
- 			if(hero->secSkills.size() < hero->type->heroClass->skillLimit) //free skill slot
 
- 			{
 
- 				hlu.skills.push_back(hero->type->heroClass->chooseSecSkill(none)); //new skill
 
- 			}
 
- 			else
 
- 			{
 
- 				int s = hero->type->heroClass->chooseSecSkill(basicAndAdv);
 
- 				hlu.skills.push_back(s);
 
- 				basicAndAdv.erase(s);
 
- 			}
 
- 			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
 
- 			}
 
- 			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
 
- 		}
 
- 	}
 
- }
 
- void CGameHandler::startBattle(CCreatureSet army1, CCreatureSet army2, int3 tile, CGHeroInstance *hero1, CGHeroInstance *hero2, boost::function<void(BattleResult*)> cb)
 
- {
 
- 	BattleInfo *curB = new BattleInfo;
 
- 	setupBattle(curB, tile, army1, army2, hero1, hero2); //initializes stacks, places creatures on battlefield, blocks and informs player interfaces
 
- 	NEW_ROUND;
 
- 	//TODO: pre-tactic stuff, call scripts etc.
 
- 	//tactic round
 
- 	{
 
- 		NEW_ROUND;
 
- 		if( (hero1 && hero1->getSecSkillLevel(19)>=0) || 
 
- 			( hero2 && hero2->getSecSkillLevel(19)>=0)  )//someone has tactics
 
- 		{
 
- 			//TODO: tactic round (round -1)
 
- 		}
 
- 	}
 
- 	//main loop
 
- 	while(!battleResult.get()) //till the end of the battle ;]
 
- 	{
 
- 		NEW_ROUND;
 
- 		std::vector<CStack*> & stacks = (gs->curB->stacks);
 
- 		const BattleInfo & curB = *gs->curB;
 
- 		//stack loop
 
- 		for(unsigned i=0;i<stacks.size() && !battleResult.get();i++)
 
- 		{
 
- 			if(!stacks[i]->alive()) continue;//indicates imposiibility of making action for this dead unit
 
- 			BattleSetActiveStack sas;
 
- 			sas.stack = stacks[i]->ID;
 
- 			sendAndApply(&sas);
 
- 			boost::unique_lock<boost::mutex> lock(battleMadeAction.mx);
 
- 			while(!battleMadeAction.data  &&  !battleResult.get()) //active stack hasn't made its action and battle is still going
 
- 				battleMadeAction.cond.wait(lock);
 
- 			battleMadeAction.data = false;
 
- 			checkForBattleEnd(stacks); //check if this action ended the battle
 
- 		}
 
- 	}
 
- 	//unblock engaged players
 
- 	if(hero1->tempOwner<PLAYER_LIMIT)
 
- 		states.setFlag(hero1->tempOwner,&PlayerStatus::engagedIntoBattle,false);
 
- 	if(hero2 && hero2->tempOwner<PLAYER_LIMIT)
 
- 		states.setFlag(hero2->tempOwner,&PlayerStatus::engagedIntoBattle,false);
 
- 	//end battle, remove all info, free memory
 
- 	sendAndApply(battleResult.data);
 
- 	if(cb)
 
- 		cb(battleResult.data);
 
- 	delete battleResult.data;
 
- 	//for(int i=0;i<stacks.size();i++)
 
- 	//	delete stacks[i];
 
- 	//delete curB;
 
- 	//curB = NULL;
 
- }
 
- void prepareAttack(BattleAttack &bat, CStack *att, CStack *def)
 
- {
 
- 	bat.stackAttacking = att->ID;
 
- 	bat.bsa.stackAttacked = def->ID;
 
- 	bat.bsa.damageAmount = BattleInfo::calculateDmg(att, def);//counting dealt damage
 
- 	//applying damages
 
- 	bat.bsa.killedAmount = bat.bsa.damageAmount / def->creature->hitPoints;
 
- 	unsigned damageFirst = bat.bsa.damageAmount % def->creature->hitPoints;
 
- 	if( def->firstHPleft <= damageFirst )
 
- 	{
 
- 		bat.bsa.killedAmount++;
 
- 		bat.bsa.newHP = def->firstHPleft + def->creature->hitPoints - damageFirst;
 
- 	}
 
- 	else
 
- 	{
 
- 		bat.bsa.newHP = def->firstHPleft - damageFirst;
 
- 	}
 
- 	if(def->amount <= bat.bsa.killedAmount) //stack killed
 
- 	{
 
- 		bat.bsa.newAmount = 0;
 
- 		bat.bsa.flags |= 1;
 
- 		bat.bsa.killedAmount = def->amount; //we cannot kill more creatures than we have
 
- 	}
 
- 	else
 
- 	{
 
- 		bat.bsa.newAmount = def->amount - bat.bsa.killedAmount;
 
- 	}
 
- }
 
- void CGameHandler::handleConnection(std::set<int> players, CConnection &c)
 
- {
 
- 	try
 
- 	{
 
- 		ui16 pom;
 
- 		while(!end2)
 
- 		{
 
- 			c >> pom;
 
- 			bool blockvis = false;
 
- 			switch(pom)
 
- 			{
 
- 			case 100: //my interface ended its turn
 
- 				{
 
- 					states.setFlag(gs->currentPlayer,&PlayerStatus::makingTurn,false);
 
- 					break;
 
- 				}
 
- 			case 500:
 
- 				{
 
- 					si32 id;
 
- 					c >> id;
 
- 					RemoveObject rh(id);
 
- 					sendAndApply(&rh);
 
- 					break;
 
- 				}
 
- 			case 501://interface wants to move hero
 
- 				{
 
- 					int3 start, end;
 
- 					si32 id;
 
- 					c >> id >> start >> end;
 
- 					int3 hmpos = end + int3(-1,0,0);
 
- 					TerrainTile t = gs->map->terrain[hmpos.x][hmpos.y][hmpos.z];
 
- 					CGHeroInstance *h = static_cast<CGHeroInstance *>(gs->map->objects[id]);
 
- 					int cost = (int)((double)h->getTileCost(t.tertype,t.malle,t.nuine) * distance(start,end));
 
- 					TryMoveHero tmh;
 
- 					tmh.id = id;
 
- 					tmh.start = start;
 
- 					tmh.end = end;
 
- 					tmh.result = 0;
 
- 					tmh.movePoints = h->movement;
 
- 					if((h->getOwner() != gs->currentPlayer) || //not turn of that hero
 
- 						(distance(start,end)>=1.5) || //tiles are not neighouring
 
- 						(h->movement < cost) || //lack of movement points
 
- 						(t.tertype == rock) || //rock
 
- 						(!h->canWalkOnSea() && t.tertype == water) ||
 
- 						(t.blocked && !t.visitable) ) //tile is blocked andnot visitable
 
- 						goto fail;
 
- 					
 
- 					//check if there is blocking visitable object
 
- 					blockvis = false;
 
- 					tmh.movePoints = h->movement = (h->movement-cost); //take move points
 
- 					BOOST_FOREACH(CGObjectInstance *obj, t.visitableObjects)
 
- 					{
 
- 						if(obj->blockVisit)
 
- 						{
 
- 							blockvis = true;
 
- 							break;
 
- 						}
 
- 					}
 
- 					//we start moving
 
- 					if(blockvis)//interaction with blocking object (like resources)
 
- 					{
 
- 						sendAndApply(&tmh); //failed to move to that tile but we visit object
 
- 						BOOST_FOREACH(CGObjectInstance *obj, t.visitableObjects)
 
- 						{
 
- 							if (obj->blockVisit)
 
- 							{
 
- 								//if(gs->checkFunc(obj->ID,"heroVisit")) //script function
 
- 								//	gs->objscr[obj->ID]["heroVisit"]->onHeroVisit(obj,h->subID);
 
- 								if(obj->state) //hard-coded function
 
- 									obj->state->onHeroVisit(obj->id,h->id);
 
- 							}
 
- 						}
 
- 						break;
 
- 					}
 
- 					else //normal move
 
- 					{
 
- 						tmh.result = 1;
 
- 						BOOST_FOREACH(CGObjectInstance *obj, gs->map->terrain[start.x-1][start.y][start.z].visitableObjects)
 
- 						{
 
- 							//TODO: allow to handle this in script-languages
 
- 							if(obj->state) //hard-coded function
 
- 								obj->state->onHeroLeave(obj->id,h->id);
 
- 						}
 
- 						//reveal fog of war
 
- 						int heroSight = h->getSightDistance();
 
- 						int xbeg = start.x - heroSight - 2;
 
- 						if(xbeg < 0)
 
- 							xbeg = 0;
 
- 						int xend = start.x + heroSight + 2;
 
- 						if(xend >= gs->map->width)
 
- 							xend = gs->map->width;
 
- 						int ybeg = start.y - heroSight - 2;
 
- 						if(ybeg < 0)
 
- 							ybeg = 0;
 
- 						int yend = start.y + heroSight + 2;
 
- 						if(yend >= gs->map->height)
 
- 							yend = gs->map->height;
 
- 						for(int xd=xbeg; xd<xend; ++xd) //revealing part of map around heroes
 
- 						{
 
- 							for(int yd=ybeg; yd<yend; ++yd)
 
- 							{
 
- 								int deltaX = (hmpos.x-xd)*(hmpos.x-xd);
 
- 								int deltaY = (hmpos.y-yd)*(hmpos.y-yd);
 
- 								if(deltaX+deltaY<h->getSightDistance()*h->getSightDistance())
 
- 								{
 
- 									if(gs->players[h->getOwner()].fogOfWarMap[xd][yd][hmpos.z] == 0)
 
- 									{
 
- 										tmh.fowRevealed.insert(int3(xd,yd,hmpos.z));
 
- 									}
 
- 								}
 
- 							}
 
- 						}
 
- 						sendAndApply(&tmh);
 
- 						BOOST_FOREACH(CGObjectInstance *obj, t.visitableObjects)//call objects if they are visited
 
- 						{
 
- 							//if(gs->checkFunc(obj->ID,"heroVisit")) //script function
 
- 							//	gs->objscr[obj->ID]["heroVisit"]->onHeroVisit(obj,h->subID);
 
- 							if(obj->state) //hard-coded function
 
- 								obj->state->onHeroVisit(obj->id,h->id);
 
- 						}
 
- 					}
 
- 					break;
 
- 				fail:
 
- 					sendAndApply(&tmh);
 
- 					break;
 
- 				}
 
- 			case 502: //swap creatures in garrison
 
- 				{
 
- 					ui8 what, p1, p2; si32 id1, id2;
 
- 					c >> what >> id1 >> p1 >> id2 >> p2;
 
- 					CArmedInstance *s1 = static_cast<CArmedInstance*>(gs->map->objects[id1]),
 
- 						*s2 = static_cast<CArmedInstance*>(gs->map->objects[id2]);
 
- 					CCreatureSet *S1 = &s1->army, *S2 = &s2->army;
 
- 					
 
- 					if(what==1) //swap
 
- 					{
 
- 						int pom = S2->slots[p2].first;
 
- 						S2->slots[p2].first = S1->slots[p1].first;
 
- 						S1->slots[p1].first = pom;
 
- 						int pom2 = S2->slots[p2].second;
 
- 						S2->slots[p2].second = S1->slots[p1].second;
 
- 						S1->slots[p1].second = pom2;
 
- 						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) break; //not same creature
 
- 						S2->slots[p2].second += S1->slots[p1].second;
 
- 						S1->slots[p1].first = NULL;
 
- 						S1->slots[p1].second = 0;
 
- 						S1->slots.erase(p1);
 
- 					}
 
- 					else if(what==3) //split
 
- 					{
 
- 						si32 val;
 
- 						c >> val;
 
- 						if(S2->slots.find(p2) != S2->slots.end()) break; //slot not free
 
- 						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->ID==34 && !S1->slots.size()) //it's not allowed to take last stack from hero army!
 
- 						|| (s2->ID==34 && !S2->slots.size()))
 
- 					{
 
- 						break;
 
- 					}
 
- 					SetGarrisons sg;
 
- 					sg.garrs[id1] = *S1;
 
- 					if(s1 != s2)
 
- 						sg.garrs[id2] = *S2;
 
- 					sendAndApply(&sg);
 
- 					break;
 
- 				}
 
- 			case 503:
 
- 				{
 
- 					si32 id;
 
- 					ui8 pos;
 
- 					c >> id >> pos;
 
- 					CArmedInstance *s1 = static_cast<CArmedInstance*>(gs->map->objects[id]);
 
- 					s1->army.slots.erase(pos);
 
- 					SetGarrisons sg;
 
- 					sg.garrs[id] = s1->army;
 
- 					sendAndApply(&sg);
 
- 					break;
 
- 				}
 
- 			case 504:
 
- 				{
 
- 					si32 tid, bid;
 
- 					c >> tid >> bid;
 
- 					CGTownInstance * t = static_cast<CGTownInstance*>(gs->map->objects[tid]);
 
- 					CBuilding * b = VLC->buildh->buildings[t->subID][bid];
 
- 					for(int i=0;i<RESOURCE_QUANTITY;i++)
 
- 						if(b->resources[i] > gs->players[t->tempOwner].resources[i])
 
- 							break; //no res
 
- 					//TODO: check requirements
 
- 					//TODO: check if building isn't forbidden
 
- 					NewStructures ns;
 
- 					ns.tid = tid;
 
- 					if(bid>36) //upg dwelling
 
- 					{
 
- 						if(t->getHordeLevel(0) == (bid-37))
 
- 							ns.bid.insert(19);
 
- 						else if(t->getHordeLevel(1) == (bid-37))
 
- 							ns.bid.insert(25);
 
- 					}
 
- 					else if(bid >= 30) //bas. dwelling
 
- 					{
 
- 						SetAvailableCreatures ssi;
 
- 						ssi.tid = tid;
 
- 						ssi.creatures = t->strInfo.creatures;
 
- 						ssi.creatures[bid-30] = VLC->creh->creatures[t->town->basicCreatures[bid-30]].growth;
 
- 						sendAndApply(&ssi);
 
- 					}
 
- 					ns.bid.insert(bid);
 
- 					ns.builded = t->builded + 1;
 
- 					sendAndApply(&ns);
 
- 					SetResources sr;
 
- 					sr.player = t->tempOwner;
 
- 					sr.res = gs->players[t->tempOwner].resources;
 
- 					for(int i=0;i<7;i++)
 
- 						sr.res[i]-=b->resources[i];
 
- 					sendAndApply(&sr);
 
- 					if(bid<5) //it's mage guild
 
- 					{
 
- 						if(t->visitingHero)
 
- 							giveSpells(t,t->visitingHero);
 
- 						if(t->garrisonHero)
 
- 							giveSpells(t,t->garrisonHero);
 
- 					}
 
- 					break;
 
- 				}
 
- 			case 506: //recruit creature
 
- 				{
 
- 					si32 objid, ser=-1; //ser - used dwelling level
 
- 					ui32 crid, cram; //recruited creature id and amount
 
- 					c >> objid >> crid >> cram;
 
- 					CGTownInstance * t = static_cast<CGTownInstance*>(gs->map->objects[objid]);
 
- 					//verify
 
- 					bool found = false;
 
- 					typedef std::pair<const int,int> Parka;
 
- 					for(std::map<si32,ui32>::iterator av = t->strInfo.creatures.begin();  av!=t->strInfo.creatures.end();  av++)
 
- 					{
 
- 						if(	(   found  = (crid == t->town->basicCreatures[av->first])   ) //creature is available among basic cretures
 
- 							|| (found  = (crid == t->town->upgradedCreatures[av->first]))			)//creature is available among upgraded cretures
 
- 						{
 
- 							cram = std::min(cram,av->second); //reduce recruited amount up to available amount
 
- 							ser = av->first;
 
- 							break;
 
- 						}
 
- 					}
 
- 					int slot = t->army.getSlotFor(crid);
 
- 					if(!found ||	//no such creature
 
- 						cram > VLC->creh->creatures[crid].maxAmount(gs->players[t->tempOwner].resources) ||  //lack of resources
 
- 						cram<=0	||
 
- 						slot<0	) 
 
- 						break;
 
- 					//recruit
 
- 					SetResources sr;
 
- 					sr.player = t->tempOwner;
 
- 					for(int i=0;i<RESOURCE_QUANTITY;i++)
 
- 						sr.res[i]  =  gs->players[t->tempOwner].resources[i] - (VLC->creh->creatures[crid].cost[i] * cram);
 
- 					SetAvailableCreatures sac;
 
- 					sac.tid = objid;
 
- 					sac.creatures = t->strInfo.creatures;
 
- 					sac.creatures[ser] -= cram;
 
- 					SetGarrisons sg;
 
- 					sg.garrs[objid] = t->army;
 
- 					if(sg.garrs[objid].slots.find(slot) == sg.garrs[objid].slots.end()) //take a free slot
 
- 					{
 
- 						sg.garrs[objid].slots[slot] = std::make_pair(crid,cram);
 
- 					}
 
- 					else //add creatures to a already existing stack
 
- 					{
 
- 						sg.garrs[objid].slots[slot].second += cram;
 
- 					}
 
- 					sendAndApply(&sr); 
 
- 					sendAndApply(&sac);
 
- 					sendAndApply(&sg);
 
- 					break;
 
- 				}
 
- 			case 507://upgrade creature
 
- 				{
 
- 					ui32 objid, upgID;
 
- 					ui8 pos;
 
- 					c >> objid >> pos >> 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)) 
 
- 						break;
 
- 					//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->players[player].resources[j->first] < j->second*crQuantity)
 
- 								goto upgend;
 
- 						}
 
- 					}
 
- 					//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->players[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);	
 
- 					}		
 
- upgend:
 
- 					break;
 
- 				}
 
- 			case 508: //garrison swap
 
- 				{
 
- 					si32 tid;
 
- 					c >> tid;
 
- 					CGTownInstance *town = gs->getTown(tid);
 
- 					if(!town->garrisonHero && town->visitingHero) //visiting => garrison, merge armies
 
- 					{
 
- 						CCreatureSet csn = town->visitingHero->army, cso = town->army;
 
- 						while(!cso.slots.empty())//while there are unmoved creatures
 
- 						{
 
- 							int pos = csn.getSlotFor(cso.slots.begin()->second.first);
 
- 							if(pos<0)
 
- 								goto handleConEnd;
 
- 							if(csn.slots.find(pos)!=csn.slots.end()) //add creatures to the existing stack
 
- 							{
 
- 								csn.slots[pos].second += cso.slots.begin()->second.second;
 
- 							}
 
- 							else //move stack on the free pos
 
- 							{
 
- 								csn.slots[pos].first = cso.slots.begin()->second.first;
 
- 								csn.slots[pos].second = cso.slots.begin()->second.second;
 
- 							}
 
- 							cso.slots.erase(cso.slots.begin());
 
- 						}
 
- 						SetGarrisons sg;
 
- 						sg.garrs[town->visitingHero->id] = csn;
 
- 						sg.garrs[town->id] = csn;
 
- 						sendAndApply(&sg);
 
- 						SetHeroesInTown intown;
 
- 						intown.tid = tid;
 
- 						intown.visiting = -1;
 
- 						intown.garrison = town->visitingHero->id;
 
- 						sendAndApply(&intown);
 
- 					}
 
- 					else if (town->garrisonHero && !town->visitingHero) //move hero out of the garrison
 
- 					{
 
- 						SetHeroesInTown intown;
 
- 						intown.tid = tid;
 
- 						intown.garrison = -1;
 
- 						intown.visiting =  town->garrisonHero->id;
 
- 						sendAndApply(&intown);
 
- 						//town will be empty
 
- 						SetGarrisons sg;
 
- 						sg.garrs[tid] = CCreatureSet();
 
- 						sendAndApply(&sg);
 
- 					}
 
- 					else if (town->garrisonHero && town->visitingHero) //swap visiting and garrison hero
 
- 					{
 
- 						SetGarrisons sg;
 
- 						sg.garrs[town->id] = town->visitingHero->army;
 
- 						sg.garrs[town->garrisonHero->id] = town->garrisonHero->army;
 
- 						//sg.garrs[town->visitingHero->id] = town->visitingHero->army;
 
- 						SetHeroesInTown intown;
 
- 						intown.tid = tid;
 
- 						intown.garrison = town->visitingHero->id;
 
- 						intown.visiting =  town->garrisonHero->id;
 
- 						sendAndApply(&intown);
 
- 						sendAndApply(&sg);
 
- 					}
 
- 					else
 
- 					{
 
- 						std::cout << "Warning, wrong garrison swap command for " << tid << std::endl;
 
- 					}
 
- 					break;
 
- 				}
 
- 			case 509: //swap artifacts
 
- 				{
 
- 					si32 hid1, hid2;
 
- 					ui16 slot1, slot2;
 
- 					c >> hid1 >> slot1 >> hid2 >> slot2;
 
- 					CGHeroInstance *h1 = gs->getHero(hid1), *h2 = gs->getHero(hid2);
 
- 					if((distance(h1->pos,h2->pos) > 1.0)   ||   (h1->tempOwner != h2->tempOwner))
 
- 						break;
 
- 					int a1=h1->getArtAtPos(slot1), a2=h2->getArtAtPos(slot2);
 
- 					h2->setArtAtPos(slot2,a1);
 
- 					h1->setArtAtPos(slot1,a2);
 
- 					SetHeroArtifacts sha;
 
- 					sha.hid = hid1;
 
- 					sha.artifacts = h1->artifacts;
 
- 					sha.artifWorn = h1->artifWorn;
 
- 					sendAndApply(&sha);
 
- 					if(hid1 != hid2)
 
- 					{
 
- 						sha.hid = hid2;
 
- 						sha.artifacts = h2->artifacts;
 
- 						sha.artifWorn = h2->artifWorn;
 
- 						sendAndApply(&sha);
 
- 					}
 
- 					break;
 
- 				}
 
- 			case 510: //buy artifact
 
- 				{
 
- 					ui32 hid;
 
- 					si32 aid, bid;
 
- 					c >> hid >> aid;
 
- 					CGHeroInstance *hero = gs->getHero(hid);
 
- 					CGTownInstance *town = hero->visitedTown;
 
- 					if(aid==0) //spellbok
 
- 					{
 
- 						if(!vstd::contains(town->builtBuildings,si32(0)))
 
- 							break;
 
- 						SetResource sr;
 
- 						sr.player = hero->tempOwner;
 
- 						sr.resid = 6;
 
- 						sr.val = gs->players[hero->tempOwner].resources[6] - 500;
 
- 						sendAndApply(&sr);
 
- 						SetHeroArtifacts sha;
 
- 						sha.hid = hid;
 
- 						sha.artifacts = hero->artifacts;
 
- 						sha.artifWorn = hero->artifWorn;
 
- 						sha.artifWorn[17] = 0;
 
- 						sendAndApply(&sha);
 
- 						giveSpells(town,hero);
 
- 					}
 
- 					else if(aid < 7  &&  aid > 3) //war machine
 
- 					{
 
- 						int price = VLC->arth->artifacts[aid].price;
 
- 						if(vstd::contains(hero->artifWorn,ui16(9+aid))  //hero already has this machine
 
- 							|| !vstd::contains(town->builtBuildings,si32(16)) //no blackismith
 
- 							|| gs->players[hero->tempOwner].resources[6] < price //no gold
 
- 							|| town->town->warMachine!= aid ) //this machine is not available here (//TODO: support ballista yard in stronghold)
 
- 						{
 
- 							break;
 
- 						}
 
- 						SetResource sr;
 
- 						sr.player = hero->tempOwner;
 
- 						sr.resid = 6;
 
- 						sr.val = gs->players[hero->tempOwner].resources[6] - price;
 
- 						sendAndApply(&sr);
 
- 						SetHeroArtifacts sha;
 
- 						sha.hid = hid;
 
- 						sha.artifacts = hero->artifacts;
 
- 						sha.artifWorn = hero->artifWorn;
 
- 						sha.artifWorn[9+aid] = aid;
 
- 						sendAndApply(&sha);
 
- 					}
 
- 					break;
 
- 				}
 
- 			case 511: //trade at marketplace
 
- 				{
 
- 					ui8 player;
 
- 					ui32 mode, id1, id2, val;
 
- 					c >> player >> mode >> id1 >> id2 >> val;
 
- 					val = std::min(si32(val),gs->players[player].resources[id1]);
 
- 					double uzysk = (double)gs->resVals[id1] * val * gs->getMarketEfficiency(player);
 
- 					uzysk /= gs->resVals[id2];
 
- 					SetResource sr;
 
- 					sr.player = player;
 
- 					sr.resid = id1;
 
- 					sr.val = gs->players[player].resources[id1] - val;
 
- 					sendAndApply(&sr);
 
- 					sr.resid = id2;
 
- 					sr.val = gs->players[player].resources[id2] + (int)uzysk;
 
- 					sendAndApply(&sr);
 
- 					break;
 
- 				}
 
- 			case 2001:
 
- 				{
 
- 					ui32 qid, answer;
 
- 					c >> qid >> answer;
 
- 					gsm.lock();
 
- 					CFunctionList<void(ui32)> callb = callbacks[qid];
 
- 					callbacks.erase(qid);
 
- 					gsm.unlock();
 
- 					callb(answer);
 
- 					break;
 
- 				}
 
- 			case 3002:
 
- 				{			
 
- 					BattleAction ba;
 
- 					c >> ba;
 
- 					switch(ba.actionType)
 
- 					{
 
- 					case 2: //walk
 
- 						{
 
- 							moveStack(ba.stackNumber,ba.destinationTile);
 
- 							break;
 
- 						}
 
- 					case 3: //defend
 
- 						{
 
- 							break;
 
- 						}
 
- 					case 4: //retreat/flee
 
- 						{
 
- 							//TODO: check if fleeing is possible (e.g. enemy may have Shackles of War)
 
- 							//TODO: calculate casualties
 
- 							//TODO: remove retreating hero from map and place it in recrutation list
 
- 							BattleResult *br = new BattleResult;
 
- 							br->result = 1;
 
- 							br->winner = !ba.side; //fleeing side loses
 
- 							gs->curB->calculateCasualties(br->casualties);
 
- 							battleResult.set(br);
 
- 							break;
 
- 						}
 
- 					case 6: //walk or attack
 
- 						{
 
- 							moveStack(ba.stackNumber,ba.destinationTile);
 
- 							CStack *curStack = gs->curB->getStack(ba.stackNumber),
 
- 								*stackAtEnd = gs->curB->getStackT(ba.additionalInfo);
 
- 							if((curStack->position != ba.destinationTile) || //we wasn't able to reach destination tile
 
- 								(BattleInfo::mutualPosition(ba.destinationTile,ba.additionalInfo)<0) ) //destination tile is not neighbouring with enemy stack
 
- 								return;
 
- 							BattleAttack bat;
 
- 							prepareAttack(bat,curStack,stackAtEnd);
 
- 							sendAndApply(&bat);
 
- 							//counterattack
 
- 							if(!vstd::contains(curStack->abilities,NO_ENEMY_RETALIATION)
 
- 								&& stackAtEnd->alive()
 
- 								&& !stackAtEnd->counterAttacks	) //TODO: support for multiple retaliatons per turn
 
- 							{
 
- 								prepareAttack(bat,stackAtEnd,curStack);
 
- 								bat.flags |= 2;
 
- 								sendAndApply(&bat);
 
- 							}
 
- 							if(vstd::contains(curStack->abilities,TWICE_ATTACK)
 
- 								&& curStack->alive())
 
- 							{
 
- 								bat.flags = 0;
 
- 								prepareAttack(bat,curStack,stackAtEnd);
 
- 								sendAndApply(&bat);
 
- 							}
 
- 							break;
 
- 						}
 
- 					case 7: //shoot
 
- 						{
 
- 							//TODO: check arrows count
 
- 							//TODO: check if stack isn't blocked by enemy
 
- 							CStack *curStack = gs->curB->getStack(ba.stackNumber),
 
- 								*destStack= gs->curB->getStackT(ba.destinationTile);
 
- 							BattleAttack bat;
 
- 							prepareAttack(bat,curStack,destStack);
 
- 							bat.flags |= 1;
 
- 							if(vstd::contains(curStack->abilities,TWICE_ATTACK)
 
- 								&& curStack->alive())
 
- 							{
 
- 								prepareAttack(bat,curStack,destStack);
 
- 								sendAndApply(&bat);
 
- 							}
 
- 							sendAndApply(&bat);
 
- 							break;
 
- 						}
 
- 					}
 
- 					battleMadeAction.setn(true);
 
- 					//sprawdzic czy po tej akcji ktoras strona nie wygrala bitwy
 
- 					break;
 
- 				}
 
- 			default:
 
- #ifndef __GNUC__
 
- 				throw std::exception("Not supported client message!");
 
- #else
 
- 				throw std::exception();
 
- #endif
 
- 				break;
 
- 			}
 
- 		}
 
- 	}
 
- 	catch (const std::exception& e)
 
- 	{
 
- 		std::cerr << e.what() << std::endl;
 
- 		end2 = true;
 
- 	}
 
- 	catch (const std::exception * e)
 
- 	{
 
- 		std::cerr << e->what()<< std::endl;	
 
- 		end2 = true;
 
- 		delete e;
 
- 	}
 
- 	catch(...)
 
- 	{
 
- 		end2 = true;
 
- 	}
 
- handleConEnd:
 
- 	;
 
- }
 
- void CGameHandler::moveStack(int stack, int dest)
 
- {							
 
- 	CStack *curStack = gs->curB->getStack(stack),
 
- 		*stackAtEnd = gs->curB->getStackT(dest);
 
- 	//initing necessary tables
 
- 	bool accessibility[187];
 
- 	if(curStack->creature->isDoubleWide())
 
- 		gs->curB->getAccessibilityMapForTwoHex(accessibility,curStack->attackerOwned,curStack->ID);
 
- 	else 
 
- 		gs->curB->getAccessibilityMap(accessibility,curStack->ID);
 
- 	if((stackAtEnd && stackAtEnd!=curStack && stackAtEnd->alive()) || !accessibility[dest])
 
- 		return;
 
- 	//if(dists[dest] > curStack->creature->speed && !(stackAtEnd && dists[dest] == curStack->creature->speed+1)) //we can attack a stack if we can go to adjacent hex
 
- 	//	return false;
 
- 	std::vector<int> path = gs->curB->getPath(curStack->position,dest,accessibility);
 
- 	int tilesToMove = std::max((int)path.size()-curStack->creature->speed, 0);
 
- 	for(int v=path.size()-1; v>=tilesToMove; --v)
 
- 	{
 
- 		//inform clients about move
 
- 		BattleStackMoved sm;
 
- 		sm.stack = curStack->ID;
 
- 		sm.tile = path[v];
 
- 		if(v==path.size()-1) //move start - set flag
 
- 			sm.flags |= 1;
 
- 		if(v==0) //move end - set flag
 
- 			sm.flags |= 2;
 
- 		sendAndApply(&sm);
 
- 	}
 
- }
 
- CGameHandler::CGameHandler(void)
 
- {
 
- 	gs = NULL;
 
- }
 
- CGameHandler::~CGameHandler(void)
 
- {
 
- 	delete gs;
 
- }
 
- void CGameHandler::init(StartInfo *si, int Seed)
 
- {
 
- 	Mapa *map = new Mapa(si->mapname);
 
- 	std::cout << "Map loaded!" << std::endl;
 
- 	gs = new CGameState();
 
- 	std::cout << "Gamestate created!" << std::endl;
 
- 	gs->init(si,map,Seed);	
 
- 	std::cout << "Gamestate initialized!" << std::endl;
 
- 	/****************************LUA OBJECT SCRIPTS************************************************/
 
- 	//std::vector<std::string> * lf = CLuaHandler::searchForScripts("scripts/lua/objects"); //files
 
- 	//for (int i=0; i<lf->size(); i++)
 
- 	//{
 
- 	//	try
 
- 	//	{
 
- 	//		std::vector<std::string> * temp =  CLuaHandler::functionList((*lf)[i]);
 
- 	//		CLuaObjectScript * objs = new CLuaObjectScript((*lf)[i]);
 
- 	//		CLuaCallback::registerFuncs(objs->is);
 
- 	//		//objs
 
- 	//		for (int j=0; j<temp->size(); j++)
 
- 	//		{
 
- 	//			int obid ; //obj ID
 
- 	//			int dspos = (*temp)[j].find_first_of('_');
 
- 	//			obid = atoi((*temp)[j].substr(dspos+1,(*temp)[j].size()-dspos-1).c_str());
 
- 	//			std::string fname = (*temp)[j].substr(0,dspos);
 
- 	//			if (skrypty->find(obid)==skrypty->end())
 
- 	//				skrypty->insert(std::pair<int, std::map<std::string, CObjectScript*> >(obid,std::map<std::string,CObjectScript*>()));
 
- 	//			(*skrypty)[obid].insert(std::pair<std::string, CObjectScript*>(fname,objs));
 
- 	//		}
 
- 	//		delete temp;
 
- 	//	}HANDLE_EXCEPTION
 
- 	//}
 
- 	//delete lf;
 
- }
 
- int lowestSpeed(CGHeroInstance * chi)
 
- {
 
- 	std::map<si32,std::pair<ui32,si32> >::iterator i = chi->army.slots.begin();
 
- 	int ret = VLC->creh->creatures[(*i++).second.first].speed;
 
- 	for (;i!=chi->army.slots.end();i++)
 
- 	{
 
- 		ret = std::min(ret,VLC->creh->creatures[(*i).second.first].speed);
 
- 	}
 
- 	return ret;
 
- }
 
- int valMovePoints(CGHeroInstance * chi)
 
- {
 
- 	int ret = 1270+70*lowestSpeed(chi);
 
- 	if (ret>2000) 
 
- 		ret=2000;
 
- 	
 
- 	//TODO: additional bonuses (but they aren't currently stored in chi)
 
- 	return ret;
 
- }
 
- void CGameHandler::newTurn()
 
- {
 
- 	NewTurn n;
 
- 	n.day = gs->day + 1;
 
- 	n.resetBuilded = true;
 
- 	for ( std::map<ui8, PlayerState>::iterator i=gs->players.begin() ; i!=gs->players.end();i++)
 
- 	{
 
- 		if(i->first>=PLAYER_LIMIT) continue;
 
- 		SetResources r;
 
- 		r.player = i->first;
 
- 		for(int j=0;j<RESOURCE_QUANTITY;j++)
 
- 			r.res[j] = i->second.resources[j];
 
- 		
 
- 		for (unsigned j=0;j<(*i).second.heroes.size();j++) //handle heroes
 
- 		{
 
- 			NewTurn::Hero h;
 
- 			h.id = (*i).second.heroes[j]->id;
 
- 			h.move = valMovePoints((*i).second.heroes[j]);
 
- 			h.mana = (*i).second.heroes[j]->mana;
 
- 			n.heroes.insert(h);
 
- 		}
 
- 		for(std::vector<CGTownInstance *>::iterator j=i->second.towns.begin();j!=i->second.towns.end();j++)//handle towns
 
- 		{
 
- 			if(vstd::contains((**j).builtBuildings,15)) //there is resource silo
 
- 			{
 
- 				if((**j).town->primaryRes == 127) //we'll give wood and ore
 
- 				{
 
- 					r.res[0] += 1;
 
- 					r.res[2] += 1;
 
- 				}
 
- 				else
 
- 				{
 
- 					r.res[(**j).town->primaryRes] += 1;
 
- 				}
 
- 			}
 
- 			if(gs->getDate(1)==7) //first day of week
 
- 			{
 
- 				SetAvailableCreatures sac;
 
- 				sac.tid = (**j).id;
 
- 				sac.creatures = (**j).strInfo.creatures;
 
- 				for(int k=0;k<CREATURES_PER_TOWN;k++) //creature growths
 
- 				{
 
- 					if((**j).creatureDwelling(k))//there is dwelling (k-level)
 
- 						sac.creatures[k] += (**j).creatureGrowth(k);
 
- 				}
 
- 				n.cres.push_back(sac);
 
- 			}
 
- 			if((gs->day) && i->first<PLAYER_LIMIT)//not the first day and town not neutral
 
- 				r.res[6] += (**j).dailyIncome();
 
- 		}
 
- 		n.res.push_back(r);
 
- 	}	
 
- 	sendAndApply(&n);
 
- 	for (std::set<CCPPObjectScript *>::iterator i=cppscripts.begin();i!=cppscripts.end();i++)
 
- 	{
 
- 		(*i)->newTurn();
 
- 	}
 
- }
 
- void CGameHandler::run()
 
- {	
 
- 	BOOST_FOREACH(CConnection *cc, conns)
 
- 	{//init conn.
 
- 		ui8 quantity, pom;
 
- 		//ui32 seed;
 
- 		(*cc) << gs->scenarioOps->mapname << gs->map->checksum << gs->seed;
 
- 		(*cc) >> quantity;
 
- 		for(int i=0;i<quantity;i++)
 
- 		{
 
- 			(*cc) >> pom;
 
- 			gsm.lock();
 
- 			connections[pom] = cc;
 
- 			gsm.unlock();
 
- 		}	
 
- 	}
 
- 	
 
- 	for(std::set<CConnection*>::iterator i = conns.begin(); i!=conns.end();i++)
 
- 	{
 
- 		std::set<int> pom;
 
- 		for(std::map<int,CConnection*>::iterator j = connections.begin(); j!=connections.end();j++)
 
- 			if(j->second == *i)
 
- 				pom.insert(j->first);
 
- 		boost::thread(boost::bind(&CGameHandler::handleConnection,this,pom,boost::ref(**i)));
 
- 	}
 
- 	/****************************SCRIPTS************************************************/
 
- 	//std::map<int, std::map<std::string, CObjectScript*> > * skrypty = &objscr; //alias for easier access
 
- 	/****************************C++ OBJECT SCRIPTS************************************************/
 
- 	std::map<int,CCPPObjectScript*> scripts;
 
- 	CScriptCallback * csc = new CScriptCallback();
 
- 	csc->gh = this;
 
- 	handleCPPObjS(&scripts,new CVisitableOPH(csc));
 
- 	handleCPPObjS(&scripts,new CVisitableOPW(csc));
 
- 	handleCPPObjS(&scripts,new CPickable(csc));
 
- 	handleCPPObjS(&scripts,new CMines(csc));
 
- 	handleCPPObjS(&scripts,new CTownScript(csc));
 
- 	handleCPPObjS(&scripts,new CHeroScript(csc));
 
- 	handleCPPObjS(&scripts,new CMonsterS(csc));
 
- 	handleCPPObjS(&scripts,new CCreatureGen(csc));
 
- 	/****************************INITIALIZING OBJECT SCRIPTS************************************************/
 
- 	//std::string temps("newObject");
 
- 	for (unsigned i=0; i<gs->map->objects.size(); i++)
 
- 	{
 
- 		//c++ scripts
 
- 		if (scripts.find(gs->map->objects[i]->ID) != scripts.end())
 
- 		{
 
- 			gs->map->objects[i]->state = scripts[gs->map->objects[i]->ID];
 
- 			gs->map->objects[i]->state->newObject(gs->map->objects[i]->id);
 
- 		}
 
- 		else 
 
- 		{
 
- 			gs->map->objects[i]->state = NULL;
 
- 		}
 
- 		//// lua scripts
 
- 		//if(checkFunc(map->objects[i]->ID,temps))
 
- 		//	(*skrypty)[map->objects[i]->ID][temps]->newObject(map->objects[i]);
 
- 	}
 
- 	for(std::map<ui8,PlayerState>::iterator i = gs->players.begin(); i != gs->players.end(); i++)
 
- 		states.addPlayer(i->first);
 
- 	while (!end2)
 
- 	{
 
- 		newTurn();
 
- 		for(std::map<ui8,PlayerState>::iterator i = gs->players.begin(); i != gs->players.end(); i++)
 
- 		{
 
- 			if((i->second.towns.size()==0 && i->second.heroes.size()==0)  || i->second.color<0 || i->first>=PLAYER_LIMIT  ) continue; //players has not towns/castle - loser
 
- 			states.setFlag(i->first,&PlayerStatus::makingTurn,true);
 
- 			gs->currentPlayer = i->first;
 
- 			*connections[i->first] << ui16(100) << i->first;    
 
- 			//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);
 
- #ifdef _MSC_VER
 
- 				states.cv.timed_wait(lock,p); 
 
- #else
 
- 				boost::xtime time={0,0};
 
- 				time.nsec = static_cast<boost::xtime::xtime_nsec_t>(p.total_nanoseconds());
 
- 				states.cv.timed_wait(lock,time);
 
- #endif
 
- 			}
 
- 		}
 
- 	}
 
- }
 
- void CGameHandler::setupBattle( BattleInfo * curB, int3 tile, CCreatureSet &army1, CCreatureSet &army2, CGHeroInstance * hero1, CGHeroInstance * hero2 )
 
- {
 
- 	battleResult.set(NULL);
 
- 	std::vector<CStack*> & stacks = (curB->stacks);
 
- 	curB->tile = tile;
 
- 	curB->siege = 0; //TODO: add sieges
 
- 	curB->army1=army1;
 
- 	curB->army2=army2;
 
- 	curB->hero1=(hero1)?(hero1->id):(-1);
 
- 	curB->hero2=(hero2)?(hero2->id):(-1);
 
- 	curB->side1=(hero1)?(hero1->tempOwner):(-1);
 
- 	curB->side2=(hero2)?(hero2->tempOwner):(-1);
 
- 	curB->round = -2;
 
- 	curB->activeStack = -1;
 
- 	for(std::map<si32,std::pair<ui32,si32> >::iterator i = army1.slots.begin(); i!=army1.slots.end(); i++)
 
- 	{
 
- 		stacks.push_back(new CStack(&VLC->creh->creatures[i->second.first],i->second.second,hero1->tempOwner, stacks.size(), true,i->first));
 
- 		stacks[stacks.size()-1]->ID = stacks.size()-1;
 
- 	}
 
- 	//initialization of positions
 
- 	switch(army1.slots.size()) //for attacker
 
- 	{
 
- 	case 0:
 
- 		break;
 
- 	case 1:
 
- 		stacks[0]->position = 86; //6
 
- 		break;
 
- 	case 2:
 
- 		stacks[0]->position = 35; //3
 
- 		stacks[1]->position = 137; //9
 
- 		break;
 
- 	case 3:
 
- 		stacks[0]->position = 35; //3
 
- 		stacks[1]->position = 86; //6
 
- 		stacks[2]->position = 137; //9
 
- 		break;
 
- 	case 4:
 
- 		stacks[0]->position = 1; //1
 
- 		stacks[1]->position = 69; //5
 
- 		stacks[2]->position = 103; //7
 
- 		stacks[3]->position = 171; //11
 
- 		break;
 
- 	case 5:
 
- 		stacks[0]->position = 1; //1
 
- 		stacks[1]->position = 35; //3
 
- 		stacks[2]->position = 86; //6
 
- 		stacks[3]->position = 137; //9
 
- 		stacks[4]->position = 171; //11
 
- 		break;
 
- 	case 6:
 
- 		stacks[0]->position = 1; //1
 
- 		stacks[1]->position = 35; //3
 
- 		stacks[2]->position = 69; //5
 
- 		stacks[3]->position = 103; //7
 
- 		stacks[4]->position = 137; //9
 
- 		stacks[5]->position = 171; //11
 
- 		break;
 
- 	case 7:
 
- 		stacks[0]->position = 1; //1
 
- 		stacks[1]->position = 35; //3
 
- 		stacks[2]->position = 69; //5
 
- 		stacks[3]->position = 86; //6
 
- 		stacks[4]->position = 103; //7
 
- 		stacks[5]->position = 137; //9
 
- 		stacks[6]->position = 171; //11
 
- 		break;
 
- 	default: //fault
 
- 		break;
 
- 	}
 
- 	for(std::map<si32,std::pair<ui32,si32> >::iterator i = army2.slots.begin(); i!=army2.slots.end(); i++)
 
- 		stacks.push_back(new CStack(&VLC->creh->creatures[i->second.first],i->second.second,hero2 ? hero2->tempOwner : 255, stacks.size(), false, i->first));
 
- 	switch(army2.slots.size()) //for defender
 
- 	{
 
- 	case 0:
 
- 		break;
 
- 	case 1:
 
- 		stacks[0+army1.slots.size()]->position = 100; //6
 
- 		break;
 
- 	case 2:
 
- 		stacks[0+army1.slots.size()]->position = 49; //3
 
- 		stacks[1+army1.slots.size()]->position = 151; //9
 
- 		break;
 
- 	case 3:
 
- 		stacks[0+army1.slots.size()]->position = 49; //3
 
- 		stacks[1+army1.slots.size()]->position = 100; //6
 
- 		stacks[2+army1.slots.size()]->position = 151; //9
 
- 		break;
 
- 	case 4:
 
- 		stacks[0+army1.slots.size()]->position = 15; //1
 
- 		stacks[1+army1.slots.size()]->position = 83; //5
 
- 		stacks[2+army1.slots.size()]->position = 117; //7
 
- 		stacks[3+army1.slots.size()]->position = 185; //11
 
- 		break;
 
- 	case 5:
 
- 		stacks[0+army1.slots.size()]->position = 15; //1
 
- 		stacks[1+army1.slots.size()]->position = 49; //3
 
- 		stacks[2+army1.slots.size()]->position = 100; //6
 
- 		stacks[3+army1.slots.size()]->position = 151; //9
 
- 		stacks[4+army1.slots.size()]->position = 185; //11
 
- 		break;
 
- 	case 6:
 
- 		stacks[0+army1.slots.size()]->position = 15; //1
 
- 		stacks[1+army1.slots.size()]->position = 49; //3
 
- 		stacks[2+army1.slots.size()]->position = 83; //5
 
- 		stacks[3+army1.slots.size()]->position = 117; //7
 
- 		stacks[4+army1.slots.size()]->position = 151; //9
 
- 		stacks[5+army1.slots.size()]->position = 185; //11
 
- 		break;
 
- 	case 7:
 
- 		stacks[0+army1.slots.size()]->position = 15; //1
 
- 		stacks[1+army1.slots.size()]->position = 49; //3
 
- 		stacks[2+army1.slots.size()]->position = 83; //5
 
- 		stacks[3+army1.slots.size()]->position = 100; //6
 
- 		stacks[4+army1.slots.size()]->position = 117; //7
 
- 		stacks[5+army1.slots.size()]->position = 151; //9
 
- 		stacks[6+army1.slots.size()]->position = 185; //11
 
- 		break;
 
- 	default: //fault
 
- 		break;
 
- 	}
 
- 	for(unsigned g=0; g<stacks.size(); ++g) //shifting positions of two-hex creatures
 
- 	{
 
- 		if((stacks[g]->position%17)==1 && stacks[g]->creature->isDoubleWide())
 
- 		{
 
- 			stacks[g]->position += 1;
 
- 		}
 
- 		else if((stacks[g]->position%17)==15 && stacks[g]->creature->isDoubleWide())
 
- 		{
 
- 			stacks[g]->position -= 1;
 
- 		}
 
- 	}
 
- 	std::stable_sort(stacks.begin(),stacks.end(),cmpst);
 
- 	//block engaged players
 
- 	if(hero1->tempOwner<PLAYER_LIMIT)
 
- 		states.setFlag(hero1->tempOwner,&PlayerStatus::engagedIntoBattle,true);
 
- 	if(hero2 && hero2->tempOwner<PLAYER_LIMIT)
 
- 		states.setFlag(hero2->tempOwner,&PlayerStatus::engagedIntoBattle,true);
 
- 	//send info about battles
 
- 	BattleStart bs;
 
- 	bs.info = curB;
 
- 	sendAndApply(&bs);
 
- }
 
- void CGameHandler::checkForBattleEnd( std::vector<CStack*> &stacks )
 
- {
 
- 	//checking winning condition
 
- 	bool hasStack[2]; //hasStack[0] - true if attacker has a living stack; defender similarily
 
- 	hasStack[0] = hasStack[1] = false;
 
- 	for(int b = 0; b<stacks.size(); ++b)
 
- 	{
 
- 		if(stacks[b]->alive())
 
- 		{
 
- 			hasStack[1-stacks[b]->attackerOwned] = true;
 
- 		}
 
- 	}
 
- 	if(!hasStack[0] || !hasStack[1]) //somebody has won
 
- 	{
 
- 		BattleResult *br = new BattleResult; //will be deleted at the end of startBattle(...)
 
- 		br->result = 0;
 
- 		br->winner = hasStack[1]; //fleeing side loses
 
- 		gs->curB->calculateCasualties(br->casualties);
 
- 		battleResult.set(br);
 
- 	}
 
- }
 
- void CGameHandler::giveSpells( const CGTownInstance *t, const CGHeroInstance *h )
 
- {
 
- 	if(!vstd::contains(h->artifWorn,17))
 
- 		return; //hero hasn't spellbok
 
- 	ChangeSpells cs;
 
- 	cs.hid = h->id;
 
- 	cs.learn = true;
 
- 	for(int i=0; i<std::min(t->mageGuildLevel(),h->getSecSkillLevel(7)+4);i++)
 
- 	{
 
- 		for(int j=0; j<t->spellsAtLevel(i+1,true); j++)
 
- 		{
 
- 			if(!vstd::contains(h->spells,t->spells[i][j]))
 
- 				cs.spells.insert(t->spells[i][j]);
 
- 		}
 
- 	}
 
- 	if(cs.spells.size())
 
- 		sendAndApply(&cs);
 
- }
 
 
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