| 1234567891011121314151617181920212223242526272829303132333435363738394041424344454647484950515253545556575859606162636465666768697071727374757677787980818283848586878889909192939495969798991001011021031041051061071081091101111121131141151161171181191201211221231241251261271281291301311321331341351361371381391401411421431441451461471481491501511521531541551561571581591601611621631641651661671681691701711721731741751761771781791801811821831841851861871881891901911921931941951961971981992002012022032042052062072082092102112122132142152162172182192202212222232242252262272282292302312322332342352362372382392402412422432442452462472482492502512522532542552562572582592602612622632642652662672682692702712722732742752762772782792802812822832842852862872882892902912922932942952962972982993003013023033043053063073083093103113123133143153163173183193203213223233243253263273283293303313323333343353363373383393403413423433443453463473483493503513523533543553563573583593603613623633643653663673683693703713723733743753763773783793803813823833843853863873883893903913923933943953963973983994004014024034044054064074084094104114124134144154164174184194204214224234244254264274284294304314324334344354364374384394404414424434444454464474484494504514524534544554564574584594604614624634644654664674684694704714724734744754764774784794804814824834844854864874884894904914924934944954964974984995005015025035045055065075085095105115125135145155165175185195205215225235245255265275285295305315325335345355365375385395405415425435445455465475485495505515525535545555565575585595605615625635645655665675685695705715725735745755765775785795805815825835845855865875885895905915925935945955965975985996006016026036046056066076086096106116126136146156166176186196206216226236246256266276286296306316326336346356366376386396406416426436446456466476486496506516526536546556566576586596606616626636646656666676686696706716726736746756766776786796806816826836846856866876886896906916926936946956966976986997007017027037047057067077087097107117127137147157167177187197207217227237247257267277287297307317327337347357367377387397407417427437447457467477487497507517527537547557567577587597607617627637647657667677687697707717727737747757767777787797807817827837847857867877887897907917927937947957967977987998008018028038048058068078088098108118128138148158168178188198208218228238248258268278288298308318328338348358368378388398408418428438448458468478488498508518528538548558568578588598608618628638648658668678688698708718728738748758768778788798808818828838848858868878888898908918928938948958968978988999009019029039049059069079089099109119129139149159169179189199209219229239249259269279289299309319329339349359369379389399409419429439449459469479489499509519529539549559569579589599609619629639649659669679689699709719729739749759769779789799809819829839849859869879889899909919929939949959969979989991000100110021003100410051006100710081009101010111012101310141015101610171018101910201021102210231024102510261027102810291030103110321033103410351036103710381039104010411042104310441045104610471048104910501051105210531054105510561057105810591060106110621063106410651066106710681069107010711072107310741075107610771078107910801081108210831084108510861087108810891090109110921093109410951096109710981099110011011102110311041105110611071108110911101111111211131114111511161117111811191120112111221123112411251126112711281129113011311132113311341135113611371138113911401141114211431144114511461147114811491150115111521153115411551156115711581159116011611162116311641165116611671168116911701171117211731174117511761177117811791180118111821183118411851186118711881189119011911192119311941195119611971198119912001201120212031204120512061207120812091210121112121213121412151216121712181219122012211222122312241225122612271228122912301231123212331234123512361237123812391240124112421243124412451246124712481249125012511252125312541255125612571258125912601261126212631264126512661267126812691270127112721273127412751276127712781279128012811282128312841285128612871288128912901291129212931294129512961297129812991300130113021303130413051306130713081309131013111312131313141315131613171318131913201321132213231324132513261327132813291330133113321333133413351336133713381339134013411342134313441345134613471348134913501351135213531354135513561357135813591360136113621363136413651366136713681369137013711372137313741375137613771378137913801381138213831384138513861387138813891390139113921393139413951396139713981399140014011402140314041405140614071408140914101411141214131414141514161417141814191420142114221423142414251426142714281429143014311432143314341435143614371438143914401441144214431444144514461447144814491450145114521453145414551456145714581459146014611462146314641465146614671468146914701471147214731474147514761477147814791480148114821483148414851486148714881489149014911492149314941495149614971498149915001501150215031504150515061507150815091510151115121513151415151516151715181519152015211522152315241525152615271528152915301531153215331534153515361537153815391540154115421543154415451546154715481549155015511552155315541555155615571558155915601561156215631564156515661567156815691570157115721573157415751576157715781579158015811582158315841585158615871588158915901591159215931594159515961597159815991600160116021603160416051606160716081609161016111612161316141615161616171618161916201621162216231624162516261627162816291630163116321633163416351636163716381639164016411642164316441645164616471648164916501651165216531654165516561657165816591660166116621663166416651666166716681669167016711672167316741675167616771678167916801681168216831684168516861687168816891690169116921693169416951696169716981699170017011702170317041705170617071708170917101711171217131714171517161717171817191720172117221723172417251726172717281729173017311732173317341735173617371738173917401741174217431744174517461747174817491750175117521753175417551756175717581759176017611762176317641765176617671768176917701771177217731774177517761777177817791780178117821783178417851786178717881789179017911792179317941795179617971798179918001801180218031804180518061807180818091810181118121813181418151816181718181819182018211822182318241825182618271828182918301831183218331834183518361837183818391840184118421843184418451846184718481849185018511852185318541855185618571858185918601861186218631864186518661867186818691870187118721873187418751876187718781879188018811882188318841885188618871888188918901891189218931894189518961897189818991900190119021903190419051906190719081909191019111912191319141915191619171918191919201921192219231924192519261927192819291930193119321933193419351936193719381939194019411942194319441945194619471948194919501951195219531954195519561957195819591960196119621963196419651966196719681969197019711972197319741975197619771978197919801981198219831984198519861987198819891990199119921993199419951996199719981999200020012002200320042005200620072008200920102011201220132014201520162017201820192020202120222023202420252026202720282029203020312032203320342035203620372038203920402041204220432044204520462047204820492050205120522053205420552056205720582059206020612062206320642065206620672068206920702071207220732074207520762077207820792080208120822083208420852086208720882089209020912092209320942095209620972098209921002101210221032104210521062107210821092110211121122113211421152116211721182119212021212122212321242125212621272128212921302131213221332134213521362137213821392140214121422143214421452146214721482149215021512152215321542155215621572158215921602161216221632164216521662167216821692170217121722173217421752176217721782179218021812182218321842185218621872188218921902191219221932194219521962197219821992200220122022203220422052206220722082209221022112212221322142215221622172218221922202221222222232224222522262227222822292230223122322233223422352236223722382239224022412242224322442245224622472248224922502251225222532254225522562257225822592260226122622263226422652266226722682269227022712272227322742275227622772278227922802281228222832284228522862287228822892290229122922293229422952296229722982299230023012302230323042305230623072308230923102311231223132314231523162317231823192320232123222323232423252326232723282329233023312332233323342335233623372338233923402341234223432344234523462347234823492350235123522353235423552356235723582359236023612362236323642365236623672368236923702371237223732374237523762377237823792380238123822383238423852386238723882389239023912392239323942395239623972398239924002401240224032404240524062407240824092410241124122413241424152416241724182419242024212422242324242425242624272428242924302431243224332434243524362437243824392440244124422443244424452446244724482449245024512452245324542455245624572458245924602461246224632464246524662467246824692470247124722473247424752476247724782479248024812482248324842485248624872488248924902491249224932494249524962497249824992500250125022503250425052506250725082509251025112512251325142515251625172518251925202521252225232524252525262527252825292530253125322533253425352536253725382539254025412542254325442545254625472548254925502551255225532554255525562557255825592560256125622563256425652566256725682569257025712572257325742575257625772578257925802581258225832584258525862587258825892590259125922593259425952596259725982599260026012602260326042605260626072608260926102611261226132614261526162617261826192620262126222623262426252626262726282629263026312632263326342635263626372638263926402641264226432644264526462647264826492650265126522653265426552656265726582659266026612662266326642665266626672668266926702671267226732674267526762677267826792680268126822683268426852686268726882689269026912692269326942695269626972698269927002701270227032704270527062707270827092710271127122713271427152716271727182719272027212722272327242725272627272728272927302731273227332734273527362737273827392740274127422743274427452746274727482749275027512752275327542755275627572758275927602761276227632764276527662767276827692770277127722773277427752776277727782779278027812782278327842785278627872788278927902791279227932794279527962797279827992800280128022803280428052806280728082809281028112812281328142815281628172818281928202821282228232824282528262827282828292830283128322833283428352836283728382839284028412842284328442845284628472848284928502851285228532854285528562857285828592860286128622863286428652866286728682869287028712872287328742875287628772878287928802881288228832884288528862887288828892890289128922893289428952896289728982899290029012902290329042905290629072908290929102911291229132914291529162917291829192920292129222923292429252926292729282929293029312932293329342935293629372938293929402941294229432944294529462947294829492950295129522953295429552956295729582959296029612962296329642965296629672968296929702971297229732974297529762977297829792980298129822983298429852986298729882989299029912992299329942995299629972998299930003001300230033004300530063007300830093010301130123013301430153016301730183019302030213022302330243025302630273028302930303031303230333034303530363037 | #define VCMI_DLL#include <algorithm>#include <queue>#include <fstream>#include "CGameState.h"#include <boost/random/linear_congruential.hpp>#include "../hch/CDefObjInfoHandler.h"#include "../hch/CArtHandler.h"#include "../hch/CBuildingHandler.h"#include "../hch/CGeneralTextHandler.h"#include "../hch/CTownHandler.h"#include "../hch/CSpellHandler.h"#include "../hch/CHeroHandler.h"#include "../hch/CObjectHandler.h"#include "../hch/CCreatureHandler.h"#include "VCMI_Lib.h"#include "Connection.h"#include "map.h"#include "../StartInfo.h"#include "NetPacks.h"#include <boost/foreach.hpp>#include <boost/lexical_cast.hpp>#include <boost/thread.hpp>#include <boost/thread/shared_mutex.hpp>#include "RegisterTypes.cpp"boost::rand48 ran;#ifdef min#undef min#endif#ifdef max#undef max#endif/* * CGameState.cpp, part of VCMI engine * * Authors: listed in file AUTHORS in main folder * * License: GNU General Public License v2.0 or later * Full text of license available in license.txt file, in main folder * */void foofoofoo(){	//never called function to force instantation of templates	int *ccc = NULL;	registerTypes((CISer<CConnection>&)*ccc);	registerTypes((COSer<CConnection>&)*ccc);	registerTypes((CSaveFile&)*ccc);	registerTypes((CLoadFile&)*ccc);	registerTypes((CTypeList&)*ccc);}class CBaseForGSApply{public:	virtual void applyOnGS(CGameState *gs, void *pack) const =0; };template <typename T> class CApplyOnGS : public CBaseForGSApply{public:	void applyOnGS(CGameState *gs, void *pack) const	{		T *ptr = static_cast<T*>(pack);		while(!gs->mx->try_lock())			boost::this_thread::sleep(boost::posix_time::milliseconds(50)); //give other threads time to finish		ptr->applyGs(gs);		gs->mx->unlock();	}};class CGSApplier{public:	std::map<ui16,CBaseForGSApply*> apps; 	CGSApplier()	{		registerTypes2(*this);	}	template<typename T> void registerType(const T * t=NULL)	{		ui16 ID = typeList.registerType(t);		apps[ID] = new CApplyOnGS<T>;	}} *applierGs = NULL;class IObjectCaller{public:	virtual void preInit()=0;	virtual void postInit()=0;};template <typename T>class CObjectCaller : public IObjectCaller{public:	void preInit()	{		T::preInit();	}	void postInit()	{		T::postInit();	}};class CObjectCallersHandler{public:	std::vector<IObjectCaller*> apps; 	template<typename T> void registerType(const T * t=NULL)	{		apps.push_back(new CObjectCaller<T>);	}	CObjectCallersHandler()	{		registerTypes1(*this);	}	~CObjectCallersHandler()	{		for (size_t i = 0; i < apps.size(); i++)			delete apps[i];	}	void preInit()	{		for (size_t i = 0; i < apps.size(); i++)			apps[i]->preInit();	}	void postInit()	{		for (size_t i = 0; i < apps.size(); i++)			apps[i]->postInit();	}} *objCaller = NULL;void MetaString::getLocalString(const std::pair<ui8,ui32> &txt, std::string &dst) const{	int type = txt.first, ser = txt.second;	if(type == ART_NAMES)	{		dst = VLC->arth->artifacts[ser].Name();	}	else if(type == CRE_PL_NAMES)	{		dst = VLC->creh->creatures[ser].namePl;	}	else if(type == MINE_NAMES)	{		dst = VLC->generaltexth->mines[ser].first;	}	else if(type == MINE_EVNTS)	{		dst = VLC->generaltexth->mines[ser].second;	}	else if(type == SPELL_NAME)	{		dst = VLC->spellh->spells[ser].name;	}	else if(type == CRE_SING_NAMES)	{		dst = VLC->creh->creatures[ser].nameSing;	}	else	{		std::vector<std::string> *vec;		switch(type)		{		case GENERAL_TXT:			vec = &VLC->generaltexth->allTexts;			break;		case XTRAINFO_TXT:			vec = &VLC->generaltexth->xtrainfo;			break;		case OBJ_NAMES:			vec = &VLC->generaltexth->names;			break;		case RES_NAMES:			vec = &VLC->generaltexth->restypes;			break;		case ARRAY_TXT:			vec = &VLC->generaltexth->arraytxt;			break;		case CREGENS:			vec = &VLC->generaltexth->creGens;			break;		case CREGENS4:			vec = &VLC->generaltexth->creGens4;			break;		case ADVOB_TXT:			vec = &VLC->generaltexth->advobtxt;			break;		case ART_EVNTS:			vec = &VLC->generaltexth->artifEvents;			break;		case SEC_SKILL_NAME:			vec = &VLC->generaltexth->skillName;			break;		}		dst = (*vec)[ser];	}}DLL_EXPORT void MetaString::toString(std::string &dst) const{	size_t exSt = 0, loSt = 0, nums = 0;	dst.clear();	for(size_t i=0;i<message.size();++i)	{//TEXACT_STRING, TLOCAL_STRING, TNUMBER, TREPLACE_ESTRING, TREPLACE_LSTRING, TREPLACE_NUMBER		switch(message[i])		{		case TEXACT_STRING:			dst += exactStrings[exSt++];			break;		case TLOCAL_STRING:			{				std::string hlp;				getLocalString(localStrings[loSt++], hlp);				dst += hlp;			}			break;		case TNUMBER:			dst += boost::lexical_cast<std::string>(numbers[nums++]);			break;		case TREPLACE_ESTRING:			dst.replace (dst.find("%s"), 2, exactStrings[exSt++]);			break;		case TREPLACE_LSTRING:			{				std::string hlp;				getLocalString(localStrings[loSt++], hlp);				dst.replace (dst.find("%s"), 2, hlp);			}			break;		case TREPLACE_NUMBER:			dst.replace (dst.find("%d"), 2, boost::lexical_cast<std::string>(numbers[nums++]));			break;		default:			tlog1 << "MetaString processing error!\n";			break;		}	}}DLL_EXPORT std::string MetaString::buildList () const///used to handle loot from creature bank{	size_t exSt = 0, loSt = 0, nums = 0;	std::string lista;			for (int i = 0; i < message.size(); ++i)	{		if (i > 0 && message[i] == TEXACT_STRING || message[i] == TLOCAL_STRING)		{			if (i == message.size())				lista += " and ";			else				lista += ", ";		}		switch (message[i])		{			case TEXACT_STRING:				lista += exactStrings[exSt++];				break;			case TLOCAL_STRING:			{				std::string hlp;				getLocalString (localStrings[loSt++], hlp);				lista += hlp;			}				break;			case TNUMBER:				lista += boost::lexical_cast<std::string>(numbers[nums++]);				break;			case TREPLACE_ESTRING:				lista.replace (lista.find("%s"), 2, exactStrings[exSt++]);				break;			case TREPLACE_LSTRING:			{				std::string hlp;				getLocalString (localStrings[loSt++], hlp);				lista.replace (lista.find("%s"), 2, hlp);			}				break;			case TREPLACE_NUMBER:				lista.replace (lista.find("%d"), 2, boost::lexical_cast<std::string>(numbers[nums++]));				break;			default:				tlog1 << "MetaString processing error!\n";		}	}	return lista;}static CGObjectInstance * createObject(int id, int subid, int3 pos, int owner){	CGObjectInstance * nobj;	switch(id)	{	case HEROI_TYPE: //hero		{			CGHeroInstance * nobj = new CGHeroInstance();			nobj->pos = pos;			nobj->tempOwner = owner;			nobj->subID = subid;			//nobj->initHero(ran);			return nobj;		}	case TOWNI_TYPE: //town		nobj = new CGTownInstance;		break;	default: //rest of objects		nobj = new CGObjectInstance;		nobj->defInfo = VLC->dobjinfo->gobjs[id][subid];		break;	}	nobj->ID = id;	nobj->subID = subid;	if(!nobj->defInfo)		tlog3 <<"No def declaration for " <<id <<" "<<subid<<std::endl;	nobj->pos = pos;	//nobj->state = NULL;//new CLuaObjectScript();	nobj->tempOwner = owner;	nobj->info = NULL;	nobj->defInfo->id = id;	nobj->defInfo->subid = subid;	//assigning defhandler	if(nobj->ID==HEROI_TYPE || nobj->ID==TOWNI_TYPE)		return nobj;	nobj->defInfo = VLC->dobjinfo->gobjs[id][subid];	return nobj;}CStack * BattleInfo::getStack(int stackID, bool onlyAlive){	for(unsigned int g=0; g<stacks.size(); ++g)	{		if(stacks[g]->ID == stackID && (!onlyAlive || stacks[g]->alive()))			return stacks[g];	}	return NULL;}const CStack * BattleInfo::getStack(int stackID, bool onlyAlive) const{	return const_cast<BattleInfo * const>(this)->getStack(stackID, onlyAlive);}CStack * BattleInfo::getStackT(int tileID, bool onlyAlive){	for(unsigned int g=0; g<stacks.size(); ++g)	{		if(stacks[g]->position == tileID 			|| (stacks[g]->hasFeatureOfType(StackFeature::DOUBLE_WIDE) && stacks[g]->attackerOwned && stacks[g]->position-1 == tileID)			|| (stacks[g]->hasFeatureOfType(StackFeature::DOUBLE_WIDE) && !stacks[g]->attackerOwned && stacks[g]->position+1 == tileID))		{			if(!onlyAlive || stacks[g]->alive())			{				return stacks[g];			}		}	}	return NULL;}const CStack * BattleInfo::getStackT(int tileID, bool onlyAlive) const{	return const_cast<BattleInfo * const>(this)->getStackT(tileID, onlyAlive);}void BattleInfo::getAccessibilityMap(bool *accessibility, bool twoHex, bool attackerOwned, bool addOccupiable, std::set<int> & occupyable, bool flying, int stackToOmmit) const{	memset(accessibility, 1, BFIELD_SIZE); //initialize array with trues	//removing accessibility for side columns of hexes	for(int v = 0; v < BFIELD_SIZE; ++v)	{		if( v % BFIELD_WIDTH == 0 || v % BFIELD_WIDTH == (BFIELD_WIDTH - 1) )			accessibility[v] = false;	}	for(unsigned int g=0; g<stacks.size(); ++g)	{		if(!stacks[g]->alive() || stacks[g]->ID==stackToOmmit || stacks[g]->position < 0) //we don't want to lock position of this stack (eg. if it's a turret)			continue;		accessibility[stacks[g]->position] = false;		if(stacks[g]->hasFeatureOfType(StackFeature::DOUBLE_WIDE)) //if it's a double hex creature		{			if(stacks[g]->attackerOwned)				accessibility[stacks[g]->position-1] = false;			else				accessibility[stacks[g]->position+1] = false;		}	}	//obstacles	for(unsigned int b=0; b<obstacles.size(); ++b)	{		std::vector<int> blocked = VLC->heroh->obstacles[obstacles[b].ID].getBlocked(obstacles[b].pos);		for(unsigned int c=0; c<blocked.size(); ++c)		{			if(blocked[c] >=0 && blocked[c] < BFIELD_SIZE)				accessibility[blocked[c]] = false;		}	}	//walls	if(siege > 0)	{		static const int permanentlyLocked[] = {12, 45, 78, 112, 147, 165};		for(int b=0; b<ARRAY_COUNT(permanentlyLocked); ++b)		{			accessibility[permanentlyLocked[b]] = false;		}		static const std::pair<int, int> lockedIfNotDestroyed[] = //(which part of wall, which hex is blocked if this part of wall is not destroyed			{std::make_pair(2, 182), std::make_pair(3, 130), std::make_pair(4, 62), std::make_pair(5, 29)};		for(int b=0; b<ARRAY_COUNT(lockedIfNotDestroyed); ++b)		{			if(si.wallState[lockedIfNotDestroyed[b].first] < 3)			{				accessibility[lockedIfNotDestroyed[b].second] = false;			}		}		//gate		if(attackerOwned && si.wallState[7] < 3) //if it attacker's unit and gate is not destroyed		{			accessibility[95] = accessibility[96] = false; //block gate's hexes		}	}	//occupyability	if(addOccupiable && twoHex)	{		std::set<int> rem; //tiles to unlock		for(int h=0; h<BFIELD_HEIGHT; ++h)		{			for(int w=1; w<BFIELD_WIDTH-1; ++w)			{				int hex = h * BFIELD_WIDTH + w;				if(!isAccessible(hex, accessibility, twoHex, attackerOwned, flying, true)					&& (attackerOwned ? isAccessible(hex+1, accessibility, twoHex, attackerOwned, flying, true) : isAccessible(hex-1, accessibility, twoHex, attackerOwned, flying, true) )					)					rem.insert(hex);			}		}		occupyable = rem;		/*for(std::set<int>::const_iterator it = rem.begin(); it != rem.end(); ++it)		{			accessibility[*it] = true;		}*/	}}bool BattleInfo::isAccessible(int hex, bool * accessibility, bool twoHex, bool attackerOwned, bool flying, bool lastPos){	if(flying && !lastPos)		return true;	if(twoHex)	{		//if given hex is accessible and appropriate adjacent one is free too		return accessibility[hex] && accessibility[hex + (attackerOwned ? -1 : 1 )];	}	else	{		return accessibility[hex];	}}void BattleInfo::makeBFS(int start, bool *accessibility, int *predecessor, int *dists, bool twoHex, bool attackerOwned, bool flying, bool fillPredecessors) const //both pointers must point to the at least 187-elements int arrays{	//inits	for(int b=0; b<BFIELD_SIZE; ++b)		predecessor[b] = -1;	for(int g=0; g<BFIELD_SIZE; ++g)		dists[g] = 100000000;			std::queue< std::pair<int, bool> > hexq; //bfs queue <hex, accessible> (second filed used only if fillPredecessors is true)	hexq.push(std::make_pair(start, true));	dists[hexq.front().first] = 0;	int curNext = -1; //for bfs loop only (helper var)	while(!hexq.empty()) //bfs loop	{		std::pair<int, bool> curHex = hexq.front();		std::vector<int> neighbours = neighbouringTiles(curHex.first);		hexq.pop();		for(unsigned int nr=0; nr<neighbours.size(); nr++)		{			curNext = neighbours[nr]; //if(!accessibility[curNext] || (dists[curHex]+1)>=dists[curNext])			bool accessible = isAccessible(curNext, accessibility, twoHex, attackerOwned, flying, dists[curHex.first]+1 == dists[curNext]);			if( dists[curHex.first]+1 >= dists[curNext] )				continue;			if(accessible && curHex.second)			{				hexq.push(std::make_pair(curNext, true));				dists[curNext] = dists[curHex.first] + 1;			}			else if(fillPredecessors && !(accessible && !curHex.second))			{				hexq.push(std::make_pair(curNext, false));				dists[curNext] = dists[curHex.first] + 1;			}			predecessor[curNext] = curHex.first;		}	}};std::vector<int> BattleInfo::getAccessibility(int stackID, bool addOccupiable) const{	std::vector<int> ret;	bool ac[BFIELD_SIZE];	const CStack *s = getStack(stackID);	if(s->position < 0) //turrets		return std::vector<int>();	std::set<int> occupyable;	getAccessibilityMap(ac, s->hasFeatureOfType(StackFeature::DOUBLE_WIDE), s->attackerOwned, addOccupiable, occupyable, s->hasFeatureOfType(StackFeature::FLYING), stackID);	int pr[BFIELD_SIZE], dist[BFIELD_SIZE];	makeBFS(s->position, ac, pr, dist, s->hasFeatureOfType(StackFeature::DOUBLE_WIDE), s->attackerOwned, s->hasFeatureOfType(StackFeature::FLYING), false);	if(s->hasFeatureOfType(StackFeature::DOUBLE_WIDE))	{		if(!addOccupiable)		{			std::vector<int> rem;			for(int b=0; b<BFIELD_SIZE; ++b)			{				//don't take into account most left and most right columns of hexes				if( b % BFIELD_WIDTH == 0 || b % BFIELD_WIDTH == BFIELD_WIDTH - 1 )					continue;				if( ac[b] && !(s->attackerOwned ? ac[b-1] : ac[b+1]) )				{					rem.push_back(b);				}			}			for(unsigned int g=0; g<rem.size(); ++g)			{				ac[rem[g]] = false;			}			//removing accessibility for side hexes			for(int v=0; v<BFIELD_SIZE; ++v)				if(s->attackerOwned ? (v%BFIELD_WIDTH)==1 : (v%BFIELD_WIDTH)==(BFIELD_WIDTH - 2))					ac[v] = false;		}	}		for (int i=0; i < BFIELD_SIZE ; ++i) {		if(			( ( !addOccupiable && dist[i] <= s->Speed() && ac[i] ) || ( addOccupiable && dist[i] <= s->Speed() && isAccessible(i, ac, s->hasFeatureOfType(StackFeature::DOUBLE_WIDE), s->attackerOwned, s->hasFeatureOfType(StackFeature::FLYING), true) ) )//we can reach it			|| (vstd::contains(occupyable, i) && ( dist[ i + (s->attackerOwned ? 1 : -1 ) ] <= s->Speed() ) &&				ac[i + (s->attackerOwned ? 1 : -1 )] ) //it's occupyable and we can reach adjacent hex			)		{			ret.push_back(i);		}	}	return ret;}bool BattleInfo::isStackBlocked(int ID){	CStack *our = getStack(ID);	if(our->hasFeatureOfType(StackFeature::SIEGE_WEAPON)) //siege weapons cannot be blocked		return false;	for(unsigned int i=0; i<stacks.size();i++)	{		if( !stacks[i]->alive()			|| stacks[i]->owner==our->owner		  )			continue; //we omit dead and allied stacks		if(stacks[i]->hasFeatureOfType(StackFeature::DOUBLE_WIDE))		{			if( mutualPosition(stacks[i]->position, our->position) >= 0  			  || mutualPosition(stacks[i]->position + (stacks[i]->attackerOwned ? -1 : 1), our->position) >= 0)				return true;		}		else		{			if( mutualPosition(stacks[i]->position, our->position) >= 0 )				return true;		}	}	return false;}signed char BattleInfo::mutualPosition(int hex1, int hex2){	if(hex2 == hex1 - ( (hex1/17)%2 ? 18 : 17 )) //top left		return 0;	if(hex2 == hex1 - ( (hex1/17)%2 ? 17 : 16 )) //top right		return 1;	if(hex2 == hex1 - 1 && hex1%17 != 0) //left		return 5;	if(hex2 == hex1 + 1 && hex1%17 != 16) //right		return 2;	if(hex2 == hex1 + ( (hex1/17)%2 ? 16 : 17 )) //bottom left		return 4;	if(hex2 == hex1 + ( (hex1/17)%2 ? 17 : 18 )) //bottom right		return 3;	return -1;}std::vector<int> BattleInfo::neighbouringTiles(int hex){#define CHECK_AND_PUSH(tile) {int hlp = (tile); if(hlp>=0 && hlp<BFIELD_SIZE && (hlp%BFIELD_WIDTH!=16) && hlp%BFIELD_WIDTH) ret.push_back(hlp);}	std::vector<int> ret;	CHECK_AND_PUSH(hex - ( (hex/17)%2 ? 18 : 17 ));	CHECK_AND_PUSH(hex - ( (hex/17)%2 ? 17 : 16 ));	CHECK_AND_PUSH(hex - 1);	CHECK_AND_PUSH(hex + 1);	CHECK_AND_PUSH(hex + ( (hex/17)%2 ? 16 : 17 ));	CHECK_AND_PUSH(hex + ( (hex/17)%2 ? 17 : 18 ));#undef CHECK_AND_PUSH	return ret;}std::pair< std::vector<int>, int > BattleInfo::getPath(int start, int dest, bool*accessibility, bool flyingCreature, bool twoHex, bool attackerOwned){								int predecessor[BFIELD_SIZE]; //for getting the Path	int dist[BFIELD_SIZE]; //calculated distances	makeBFS(start, accessibility, predecessor, dist, twoHex, attackerOwned, flyingCreature, false);		if(predecessor[dest] == -1) //cannot reach destination	{		return std::make_pair(std::vector<int>(), 0);	}	//making the Path	std::vector<int> path;	int curElem = dest;	while(curElem != start)	{		path.push_back(curElem);		curElem = predecessor[curElem];	}	return std::make_pair(path, dist[dest]);}int CStack::valOfFeatures(StackFeature::ECombatFeatures type, int subtype) const{	int ret = 0;	if(subtype == -1024) //any subtype	{		for(std::vector<StackFeature>::const_iterator i=features.begin(); i != features.end(); i++)			if(i->type == type)				ret += i->value;	}	else //given subtype	{		for(std::vector<StackFeature>::const_iterator i=features.begin(); i != features.end(); i++)			if(i->type == type && i->subtype == subtype)				ret += i->value;	}	return ret;}bool CStack::hasFeatureOfType(StackFeature::ECombatFeatures type, int subtype) const{	if(subtype == -1024) //any subtype	{		for(std::vector<StackFeature>::const_iterator i=features.begin(); i != features.end(); i++)			if(i->type == type)				return true;	}	else //given subtype	{		for(std::vector<StackFeature>::const_iterator i=features.begin(); i != features.end(); i++)			if(i->type == type && i->subtype == subtype)				return true;	}	return false;}CStack::CStack(CCreature * C, int A, int O, int I, bool AO, int S)	:ID(I), creature(C), amount(A), baseAmount(A), firstHPleft(C->hitPoints), owner(O), slot(S), attackerOwned(AO), position(-1),   	counterAttacks(1), shots(C->shots), features(C->abilities){	//additional retaliations	for(int h=0; h<C->abilities.size(); ++h)	{		if(C->abilities[h].type == StackFeature::ADDITIONAL_RETALIATION)		{			counterAttacks += C->abilities[h].value;		}	}	//alive state indication	state.insert(ALIVE);}ui32 CStack::Speed() const{	if(hasFeatureOfType(StackFeature::SIEGE_WEAPON)) //war machnes cannot move		return 0;	int speed = creature->speed;	speed += valOfFeatures(StackFeature::SPEED_BONUS);	int percentBonus = 0;	for(int g=0; g<features.size(); ++g)	{		if(features[g].type == StackFeature::SPEED_BONUS)		{			percentBonus += features[g].additionalInfo;		}	}	if(percentBonus < 0)	{		speed = (abs(percentBonus) * speed)/100;	}	else	{		speed = ((100 + percentBonus) * speed)/100;	}	//bind effect check	if(getEffect(72)) 	{		return 0;	}	return speed;}const CStack::StackEffect * CStack::getEffect(ui16 id) const{	for (unsigned int i=0; i< effects.size(); i++)		if(effects[i].id == id)			return &effects[i];	return NULL;}ui8 CStack::howManyEffectsSet(ui16 id) const{	ui8 ret = 0;	for (unsigned int i=0; i< effects.size(); i++)		if(effects[i].id == id) //effect found		{			++ret;		}	return ret;}si8 CStack::Morale() const{	si8 ret = morale;	if(hasFeatureOfType(StackFeature::NON_LIVING) || hasFeatureOfType(StackFeature::UNDEAD) || hasFeatureOfType(StackFeature::NO_MORALE))		return 0;		ret += valOfFeatures(StackFeature::MORALE_BONUS); //mirth & sorrow & other	if(hasFeatureOfType(StackFeature::SELF_MORALE)) //eg. minotaur	{		ret = std::max<si8>(ret, +1);	}	if(ret > 3) ret = 3;	if(ret < -3) ret = -3;	return ret;}si8 CStack::Luck() const{	si8 ret = luck;	if(hasFeatureOfType(StackFeature::NO_LUCK))		return 0;		ret += valOfFeatures(StackFeature::LUCK_BONUS); //fortune & misfortune & other	if(hasFeatureOfType(StackFeature::SELF_LUCK)) //eg. halfling	{		ret = std::max<si8>(ret, +1);	}	if(ret > 3) ret = 3;	if(ret < -3) ret = -3;	return ret;}si32 CStack::Attack() const{	si32 ret = creature->attack; //value to be returned	if(hasFeatureOfType(StackFeature::IN_FRENZY)) //frenzy for attacker	{		ret += si32(VLC->spellh->spells[56].powers[getEffect(56)->level]/100.0) * Defense(false);	}	ret += valOfFeatures(StackFeature::ATTACK_BONUS);	return ret;}si32 CStack::Defense(bool withFrenzy /*= true*/) const{	si32 ret = creature->defence;	if(withFrenzy && getEffect(56)) //frenzy for defender	{		return 0;	}	ret += valOfFeatures(StackFeature::DEFENCE_BONUS);	return ret;}ui16 CStack::MaxHealth() const{	return creature->hitPoints + valOfFeatures(StackFeature::HP_BONUS);}bool CStack::willMove() const{	return !vstd::contains(state, DEFENDING)		&& !moved()		&& canMove();}bool CStack::canMove() const{	return alive()		&& ! hasFeatureOfType(StackFeature::NOT_ACTIVE); //eg. Ammo Cart}bool CStack::moved() const{	return vstd::contains(state, MOVED);}CGHeroInstance * CGameState::HeroesPool::pickHeroFor(bool native, int player, const CTown *town, std::map<ui32,CGHeroInstance *> &available) const{	CGHeroInstance *ret = NULL;	if(player<0 || player>=PLAYER_LIMIT)	{		tlog1 << "Cannot pick hero for " << town->Name() << ". Wrong owner!\n";		return NULL;	}	std::vector<CGHeroInstance *> pool;	if(native)	{		for(std::map<ui32,CGHeroInstance *>::iterator i=available.begin(); i!=available.end(); i++)		{			if(pavailable.find(i->first)->second & 1<<player				&& i->second->type->heroType/2 == town->typeID)			{				pool.push_back(i->second);			}		}		if(!pool.size())		{			tlog1 << "Cannot pick native hero for " << player << ". Picking any...\n";			return pickHeroFor(false, player, town, available);		}		else		{			ret = pool[rand()%pool.size()];		}	}	else	{		int sum=0, r;		for(std::map<ui32,CGHeroInstance *>::iterator i=available.begin(); i!=available.end(); i++)		{			if(pavailable.find(i->first)->second & 1<<player)			{				pool.push_back(i->second);				sum += i->second->type->heroClass->selectionProbability[town->typeID];			}		}		if(!pool.size())		{			tlog1 << "There are no heroes available for player " << player<<"!\n";			return NULL;		}		r = rand()%sum;		for(unsigned int i=0; i<pool.size(); i++)		{			r -= pool[i]->type->heroClass->selectionProbability[town->typeID];			if(r<0)				ret = pool[i];		}		if(!ret)			ret = pool.back();	}	available.erase(ret->subID);	return ret;}//void CGameState::apply(CPack * pack)//{//	while(!mx->try_lock())//		boost::this_thread::sleep(boost::posix_time::milliseconds(50)); //give other threads time to finish//	//applyNL(pack);//	mx->unlock();//}int CGameState::pickHero(int owner){	int h=-1;	if(!map->getHero(h = scenarioOps->getIthPlayersSettings(owner).hero,0)  &&  h>=0) //we haven't used selected hero		return h;	int f = scenarioOps->getIthPlayersSettings(owner).castle;	int i=0;	do //try to find free hero of our faction	{		i++;		h = scenarioOps->getIthPlayersSettings(owner).castle*HEROES_PER_TYPE*2+(ran()%(HEROES_PER_TYPE*2));//->scenarioOps->playerInfos[pru].hero = VLC->	} while( map->getHero(h)  &&  i<175);	if(i>174) //probably no free heroes - there's no point in further search, we'll take first free	{		tlog3 << "Warning: cannot find free hero - trying to get first available..."<<std::endl;		for(int j=0; j<HEROES_PER_TYPE * 2 * F_NUMBER; j++)			if(!map->getHero(j))				h=j;	}	return h;}CGHeroInstance *CGameState::getHero(int objid){	if(objid<0 || objid>=map->objects.size() || map->objects[objid]->ID!=HEROI_TYPE)		return NULL;	return static_cast<CGHeroInstance *>(map->objects[objid]);}CGTownInstance *CGameState::getTown(int objid){	if(objid<0 || objid>=map->objects.size())		return NULL;	return static_cast<CGTownInstance *>(map->objects[objid]);}std::pair<int,int> CGameState::pickObject(CGObjectInstance *obj){	switch(obj->ID)	{	case 65: //random artifact		return std::pair<int,int>(5,(ran()%136)+7); //tylko sensowny zakres - na poczatku sa katapulty itp, na koncu specjalne i blanki	case 66: //random treasure artifact		return std::pair<int,int>(5,VLC->arth->treasures[ran()%VLC->arth->treasures.size()]->id);	case 67: //random minor artifact		return std::pair<int,int>(5,VLC->arth->minors[ran()%VLC->arth->minors.size()]->id);	case 68: //random major artifact		return std::pair<int,int>(5,VLC->arth->majors[ran()%VLC->arth->majors.size()]->id);	case 69: //random relic artifact		return std::pair<int,int>(5,VLC->arth->relics[ran()%VLC->arth->relics.size()]->id);	case 70: //random hero		{			return std::pair<int,int>(HEROI_TYPE,pickHero(obj->tempOwner));		}	case 71: //random monster		{			int r;			do 			{				r = ran()%197;			} while (vstd::contains(VLC->creh->notUsedMonsters,r));			return std::pair<int,int>(54,r); 		}	case 72: //random monster lvl1		return std::pair<int,int>(54,VLC->creh->levelCreatures[1][ran()%VLC->creh->levelCreatures[1].size()]->idNumber); 	case 73: //random monster lvl2		return std::pair<int,int>(54,VLC->creh->levelCreatures[2][ran()%VLC->creh->levelCreatures[2].size()]->idNumber);	case 74: //random monster lvl3		return std::pair<int,int>(54,VLC->creh->levelCreatures[3][ran()%VLC->creh->levelCreatures[3].size()]->idNumber);	case 75: //random monster lvl4		return std::pair<int,int>(54,VLC->creh->levelCreatures[4][ran()%VLC->creh->levelCreatures[4].size()]->idNumber);	case 76: //random resource		return std::pair<int,int>(79,ran()%7); //now it's OH3 style, use %8 for mithril 	case 77: //random town		{			int align = (static_cast<CGTownInstance*>(obj))->alignment,				f;			if(align>PLAYER_LIMIT-1)//same as owner / random			{				if(obj->tempOwner > PLAYER_LIMIT-1)					f = -1; //random				else					f = scenarioOps->getIthPlayersSettings(obj->tempOwner).castle;			}			else			{				f = scenarioOps->getIthPlayersSettings(align).castle;			}			if(f<0) f = ran()%VLC->townh->towns.size();			return std::pair<int,int>(TOWNI_TYPE,f); 		}	case 162: //random monster lvl5		return std::pair<int,int>(54,VLC->creh->levelCreatures[5][ran()%VLC->creh->levelCreatures[5].size()]->idNumber);	case 163: //random monster lvl6		return std::pair<int,int>(54,VLC->creh->levelCreatures[6][ran()%VLC->creh->levelCreatures[6].size()]->idNumber);	case 164: //random monster lvl7		return std::pair<int,int>(54,VLC->creh->levelCreatures[7][ran()%VLC->creh->levelCreatures[7].size()]->idNumber); 	case 216: //random dwelling		{			int faction = ran()%F_NUMBER;			CCreGen2ObjInfo* info = static_cast<CCreGen2ObjInfo*>(obj->info);			if (info->asCastle)			{				for(unsigned int i=0;i<map->objects.size();i++)				{					if(map->objects[i]->ID==77 && dynamic_cast<CGTownInstance*>(map->objects[i])->identifier == info->identifier)					{						randomizeObject(map->objects[i]); //we have to randomize the castle first						faction = map->objects[i]->subID;						break;					}					else if(map->objects[i]->ID==TOWNI_TYPE && dynamic_cast<CGTownInstance*>(map->objects[i])->identifier == info->identifier)					{						faction = map->objects[i]->subID;						break;					}				}			}			else			{				while((!(info->castles[0]&(1<<faction))))				{					if((faction>7) && (info->castles[1]&(1<<(faction-8))))						break;					faction = ran()%F_NUMBER;				}			}			int level = ((info->maxLevel-info->minLevel) ? (ran()%(info->maxLevel-info->minLevel)+info->minLevel) : (info->minLevel));			int cid = VLC->townh->towns[faction].basicCreatures[level];			for(unsigned int i=0;i<VLC->objh->cregens.size();i++)				if(VLC->objh->cregens[i]==cid)					return std::pair<int,int>(17,i); 			tlog3 << "Cannot find a dwelling for creature "<<cid <<std::endl;			return std::pair<int,int>(17,0); 		}	case 217:		{			int faction = ran()%F_NUMBER;			CCreGenObjInfo* info = static_cast<CCreGenObjInfo*>(obj->info);			if (info->asCastle)			{				for(unsigned int i=0;i<map->objects.size();i++)				{					if(map->objects[i]->ID==77 && dynamic_cast<CGTownInstance*>(map->objects[i])->identifier == info->identifier)					{						randomizeObject(map->objects[i]); //we have to randomize the castle first						faction = map->objects[i]->subID;						break;					}					else if(map->objects[i]->ID==TOWNI_TYPE && dynamic_cast<CGTownInstance*>(map->objects[i])->identifier == info->identifier)					{						faction = map->objects[i]->subID;						break;					}				}			}			else			{				while((!(info->castles[0]&(1<<faction))))				{					if((faction>7) && (info->castles[1]&(1<<(faction-8))))						break;					faction = ran()%F_NUMBER;				}			}			int cid = VLC->townh->towns[faction].basicCreatures[obj->subID];			for(unsigned int i=0;i<VLC->objh->cregens.size();i++)				if(VLC->objh->cregens[i]==cid)					return std::pair<int,int>(17,i); 			tlog3 << "Cannot find a dwelling for creature "<<cid <<std::endl;			return std::pair<int,int>(17,0); 		}	case 218:		{			CCreGen3ObjInfo* info = static_cast<CCreGen3ObjInfo*>(obj->info);			int level = ((info->maxLevel-info->minLevel) ? (ran()%(info->maxLevel-info->minLevel)+info->minLevel) : (info->minLevel));			int cid = VLC->townh->towns[obj->subID].basicCreatures[level];			for(unsigned int i=0;i<VLC->objh->cregens.size();i++)				if(VLC->objh->cregens[i]==cid)					return std::pair<int,int>(17,i); 			tlog3 << "Cannot find a dwelling for creature "<<cid <<std::endl;			return std::pair<int,int>(17,0); 		}	}	return std::pair<int,int>(-1,-1);}void CGameState::randomizeObject(CGObjectInstance *cur){			std::pair<int,int> ran = pickObject(cur);	if(ran.first<0 || ran.second<0) //this is not a random object, or we couldn't find anything	{		if(cur->ID==TOWNI_TYPE) //town - set def		{			CGTownInstance *t = dynamic_cast<CGTownInstance*>(cur);			if(t->hasCapitol())				t->defInfo = capitols[t->subID];			else if(t->hasFort())				t->defInfo = forts[t->subID];			else				t->defInfo = villages[t->subID]; 		}		return;	}	else if(ran.first==HEROI_TYPE)//special code for hero	{		CGHeroInstance *h = dynamic_cast<CGHeroInstance *>(cur);		if(!h) {tlog2<<"Wrong random hero at "<<cur->pos<<std::endl; return;}		cur->ID = ran.first;		h->portrait = cur->subID = ran.second;		h->type = VLC->heroh->heroes[ran.second];		map->heroes.push_back(h);		return; //TODO: maybe we should do something with definfo?	}	else if(ran.first==TOWNI_TYPE)//special code for town	{		CGTownInstance *t = dynamic_cast<CGTownInstance*>(cur);		if(!t) {tlog2<<"Wrong random town at "<<cur->pos<<std::endl; return;}		cur->ID = ran.first;		cur->subID = ran.second;		t->town = &VLC->townh->towns[ran.second];		if(t->hasCapitol())			t->defInfo = capitols[t->subID];		else if(t->hasFort())			t->defInfo = forts[t->subID];		else			t->defInfo = villages[t->subID]; 		map->towns.push_back(t);		return;	}	//we have to replace normal random object	cur->ID = ran.first;	cur->subID = ran.second;	map->removeBlockVisTiles(cur); //recalculate blockvis tiles - picked object might have different than random placeholder	map->defy.push_back(cur->defInfo = VLC->dobjinfo->gobjs[ran.first][ran.second]);	if(!cur->defInfo)	{		tlog1<<"*BIG* WARNING: Missing def declaration for "<<cur->ID<<" "<<cur->subID<<std::endl;		return;	}	map->addBlockVisTiles(cur);}int CGameState::getDate(int mode) const{	int temp;	switch (mode)	{	case 0:		return day;		break;	case 1:		temp = (day)%7;		if (temp)			return temp;		else return 7;		break;	case 2:		temp = ((day-1)/7)+1;		if (!(temp%4))			return 4;		else 			return (temp%4);		break;	case 3:		return ((day-1)/28)+1;		break;	}	return 0;}CGameState::CGameState(){	mx = new boost::shared_mutex();	map = NULL;	curB = NULL;	scenarioOps = NULL;	applierGs = new CGSApplier;	objCaller = new CObjectCallersHandler;}CGameState::~CGameState(){	delete mx;	delete map;	delete curB;	delete scenarioOps;	delete applierGs;	delete objCaller;}void CGameState::init(StartInfo * si, Mapa * map, int Seed){	day = 0;	seed = Seed;	ran.seed((boost::int32_t)seed);	scenarioOps = si;	this->map = map;	loadTownDInfos();	//picking random factions for players	for(unsigned int i=0;i<scenarioOps->playerInfos.size();i++)	{		if(scenarioOps->playerInfos[i].castle==-1)		{			int f;			do			{				f = ran()%F_NUMBER;			}while(!(map->players[scenarioOps->playerInfos[i].color].allowedFactions  &  1<<f));			scenarioOps->playerInfos[i].castle = f;		}	}	//randomizing objects	for(unsigned int no=0; no<map->objects.size(); ++no)	{		randomizeObject(map->objects[no]);		if(map->objects[no]->ID==26)		{			map->objects[no]->defInfo->handler=NULL;		}		map->objects[no]->hoverName = VLC->generaltexth->names[map->objects[no]->ID];	}	//std::cout<<"\tRandomizing objects: "<<th.getDif()<<std::endl;	/*********give starting hero****************************************/	for(int i=0;i<PLAYER_LIMIT;i++)	{		if((map->players[i].generateHeroAtMainTown && map->players[i].hasMainTown) ||  (map->players[i].hasMainTown && map->version==CMapHeader::RoE))		{			int3 hpos = map->players[i].posOfMainTown;			hpos.x+=1;// hpos.y+=1;			int j;			for(j=0; j<scenarioOps->playerInfos.size(); j++) //don't add unsigned here - we are refering to the variable above				if(scenarioOps->playerInfos[j].color == i)					break;			if(j == scenarioOps->playerInfos.size())				continue;			int h=pickHero(i);			if(scenarioOps->playerInfos[j].hero == -1)				scenarioOps->playerInfos[j].hero = h;			CGHeroInstance * nnn =  static_cast<CGHeroInstance*>(createObject(HEROI_TYPE,h,hpos,i));			nnn->id = map->objects.size();			hpos = map->players[i].posOfMainTown;hpos.x+=2;			for(unsigned int o=0;o<map->towns.size();o++) //find main town			{				if(map->towns[o]->pos == hpos)				{					map->towns[o]->visitingHero = nnn;					nnn->visitedTown = map->towns[o];					nnn->inTownGarrison = false;					break;				}			}			nnn->initHero();			map->heroes.push_back(nnn);			map->objects.push_back(nnn);			map->addBlockVisTiles(nnn);		}	}	/*********creating players entries in gs****************************************/	for (unsigned int i=0; i<scenarioOps->playerInfos.size();i++)	{		std::pair<int,PlayerState> ins(scenarioOps->playerInfos[i].color,PlayerState());		ins.second.color=ins.first;		ins.second.serial=i;		ins.second.human = scenarioOps->playerInfos[i].human;		players.insert(ins);	}	/******************RESOURCES****************************************************/	//TODO: computer player should receive other amount of resource than computer (depending on difficulty)	std::vector<int> startres;	std::ifstream tis("config/startres.txt");	int k;	for (int j=0;j<scenarioOps->difficulty;j++)	{		tis >> k;		for (int z=0;z<RESOURCE_QUANTITY;z++)			tis>>k;	}	tis >> k;	for (int i=0;i<RESOURCE_QUANTITY;i++)	{		tis >> k;		startres.push_back(k);	}	tis.close();	tis.clear();	for (std::map<ui8,PlayerState>::iterator i = players.begin(); i!=players.end(); i++)	{		(*i).second.resources.resize(RESOURCE_QUANTITY);		for (int x=0;x<RESOURCE_QUANTITY;x++)			(*i).second.resources[x] = startres[x];	}	tis.open("config/resources.txt");	tis >> k;	int pom;	for(int i=0;i<k;i++)	{		tis >> pom;		resVals.push_back(pom);	}	/*************************HEROES************************************************/	std::set<int> hids;	for(unsigned int i=0; i<map->allowedHeroes.size(); i++) //add to hids all allowed heroes		if(map->allowedHeroes[i])			hids.insert(i);	for (unsigned int i=0; i<map->heroes.size();i++) //heroes instances initialization	{		if (map->heroes[i]->getOwner()<0)		{			tlog2 << "Warning - hero with uninitialized owner!\n";			continue;		}		CGHeroInstance * vhi = (map->heroes[i]);		vhi->initHero();		players.find(vhi->getOwner())->second.heroes.push_back(vhi);		hids.erase(vhi->subID);	}	for(unsigned int i=0; i<map->predefinedHeroes.size(); i++)	{		if(!vstd::contains(hids,map->predefinedHeroes[i]->subID))			continue;		map->predefinedHeroes[i]->initHero();		hpool.heroesPool[map->predefinedHeroes[i]->subID] = map->predefinedHeroes[i];		hpool.pavailable[map->predefinedHeroes[i]->subID] = 0xff;		hids.erase(map->predefinedHeroes[i]->subID);	}	BOOST_FOREACH(int hid, hids) //all not used allowed heroes go into the pool	{		CGHeroInstance * vhi = new CGHeroInstance();		vhi->initHero(hid);		hpool.heroesPool[hid] = vhi;		hpool.pavailable[hid] = 0xff;	}	for(unsigned int i=0; i<map->disposedHeroes.size(); i++)	{		hpool.pavailable[map->disposedHeroes[i].ID] = map->disposedHeroes[i].players;	}	/*************************FOG**OF**WAR******************************************/			for(std::map<ui8, PlayerState>::iterator k=players.begin(); k!=players.end(); ++k)	{		k->second.fogOfWarMap.resize(map->width);		for(int g=0; g<map->width; ++g)			k->second.fogOfWarMap[g].resize(map->height);		for(int g=-0; g<map->width; ++g)			for(int h=0; h<map->height; ++h)				k->second.fogOfWarMap[g][h].resize(map->twoLevel+1, 0);		for(int g=0; g<map->width; ++g)			for(int h=0; h<map->height; ++h)				for(int v=0; v<map->twoLevel+1; ++v)					k->second.fogOfWarMap[g][h][v] = 0;		BOOST_FOREACH(CGObjectInstance *obj, map->objects)		{			if(obj->tempOwner != k->first) continue; //not a flagged object			int3 objCenter = obj->getSightCenter();			int radious = obj->getSightRadious();			for (int xd = std::max<int>(objCenter.x - radious , 0); xd <= std::min<int>(objCenter.x + radious, map->width - 1); xd++)			{				for (int yd = std::max<int>(objCenter.y - radious, 0); yd <= std::min<int>(objCenter.y + radious, map->height - 1); yd++)				{					double distance = objCenter.dist2d(int3(xd,yd,objCenter.z)) - 0.5;					if(distance <= radious)						k->second.fogOfWarMap[xd][yd][objCenter.z] = 1;				}			}		}		//for(int xd=0; xd<map->width; ++xd) //revealing part of map around heroes		//{		//	for(int yd=0; yd<map->height; ++yd)		//	{		//		for(int ch=0; ch<k->second.heroes.size(); ++ch)		//		{		//			int deltaX = (k->second.heroes[ch]->getPosition(false).x-xd)*(k->second.heroes[ch]->getPosition(false).x-xd);		//			int deltaY = (k->second.heroes[ch]->getPosition(false).y-yd)*(k->second.heroes[ch]->getPosition(false).y-yd);		//			if(deltaX+deltaY<k->second.heroes[ch]->getSightDistance()*k->second.heroes[ch]->getSightDistance())		//				k->second.fogOfWarMap[xd][yd][k->second.heroes[ch]->getPosition(false).z] = 1;		//		}		//	}		//}		//starting bonus		if(si->playerInfos[k->second.serial].bonus==brandom)			si->playerInfos[k->second.serial].bonus = ran()%3;		switch(si->playerInfos[k->second.serial].bonus)		{		case bgold:			k->second.resources[6] += 500 + (ran()%6)*100;			break;		case bresource:			{				int res = VLC->townh->towns[si->playerInfos[k->second.serial].castle].primaryRes;				if(res == 127)				{					k->second.resources[0] += 5 + ran()%6;					k->second.resources[2] += 5 + ran()%6;				}				else				{					k->second.resources[res] += 3 + ran()%4;				}				break;			}		case bartifact:			{				if(!k->second.heroes.size())				{					tlog5 << "Cannot give starting artifact - no heroes!" << std::endl;					break;				}				CArtifact *toGive;				do 				{					toGive = VLC->arth->treasures[ran() % VLC->arth->treasures.size()];				} while (!map->allowedArtifact[toGive->id]);				CGHeroInstance *hero = k->second.heroes[0];				std::vector<ui16>::iterator slot = vstd::findFirstNot(hero->artifWorn,toGive->possibleSlots);				if(slot!=toGive->possibleSlots.end())				{					hero->artifWorn[*slot] = toGive->id;					hero->recreateArtBonuses();				}				else					hero->artifacts.push_back(toGive->id);			}		}	}	/****************************TOWNS************************************************/	for (unsigned int i=0;i<map->towns.size();i++)	{		CGTownInstance * vti =(map->towns[i]);		if(!vti->town)			vti->town = &VLC->townh->towns[vti->subID];		if (vti->name.length()==0) // if town hasn't name we draw it			vti->name = vti->town->Names()[ran()%vti->town->Names().size()];		//init buildings		if(vti->builtBuildings.find(-50)!=vti->builtBuildings.end()) //give standard set of buildings		{			vti->builtBuildings.erase(-50);			vti->builtBuildings.insert(10);			vti->builtBuildings.insert(5);			vti->builtBuildings.insert(30);			if(ran()%2)				vti->builtBuildings.insert(31);		}		//init spells		vti->spells.resize(SPELL_LEVELS);		CSpell *s;		for(unsigned int z=0; z<vti->obligatorySpells.size();z++)		{			s = &VLC->spellh->spells[vti->obligatorySpells[z]];			vti->spells[s->level-1].push_back(s->id);			vti->possibleSpells -= s->id;		}		while(vti->possibleSpells.size())		{			ui32 total=0, sel=-1;			for(unsigned int ps=0;ps<vti->possibleSpells.size();ps++)				total += VLC->spellh->spells[vti->possibleSpells[ps]].probabilities[vti->subID];			int r = (total)? ran()%total : -1;			for(unsigned int ps=0; ps<vti->possibleSpells.size();ps++)			{				r -= VLC->spellh->spells[vti->possibleSpells[ps]].probabilities[vti->subID];				if(r<0)				{					sel = ps;					break;				}			}			if(sel<0)				sel=0;			CSpell *s = &VLC->spellh->spells[vti->possibleSpells[sel]];			vti->spells[s->level-1].push_back(s->id);			vti->possibleSpells -= s->id;		}		//init garrisons		for (std::map<si32,std::pair<ui32,si32> >::iterator j=vti->army.slots.begin(); j!=vti->army.slots.end();j++)		{			if(j->second.first > 196 && j->second.first < 211)			{				if(j->second.first%2)					j->second.first = vti->town->basicCreatures[ (j->second.first-197) / 2 ];				else					j->second.first = vti->town->upgradedCreatures[ (j->second.first-197) / 2 ];			}		}		if(vti->getOwner() != 255)			getPlayer(vti->getOwner())->towns.push_back(vti);	}	for(std::map<ui8, PlayerState>::iterator k=players.begin(); k!=players.end(); ++k)	{		if(k->first==-1 || k->first==255)			continue;		//init visiting and garrisoned heroes		for(unsigned int l=0; l<k->second.heroes.size();l++)		{ 			CGHeroInstance *h = k->second.heroes[l];			for(unsigned int m=0; m<k->second.towns.size();m++)			{				CGTownInstance *t = k->second.towns[m];				int3 vistile = t->pos; vistile.x--; //tile next to the entrance				if(vistile == h->pos || h->pos==t->pos)				{					t->visitingHero = h;					h->visitedTown = t;					h->inTownGarrison = false;					if(h->pos == t->pos) //visiting hero placed in the editor has same pos as the town - we need to correct it					{						map->removeBlockVisTiles(h);						h->pos.x -= 1;						map->addBlockVisTiles(h);					}					break;				}			}		}	}	for(unsigned int i=0; i<map->defy.size(); i++)	{		map->defy[i]->serial = i;	}	objCaller->preInit();	for(unsigned int i=0; i<map->objects.size(); i++)	{		map->objects[i]->initObj();		if(map->objects[i]->ID == 62) //prison also needs to initialize hero			static_cast<CGHeroInstance*>(map->objects[i])->initHero();	}	objCaller->postInit();}bool CGameState::battleShootCreatureStack(int ID, int dest){	return true;}bool CGameState::battleCanFlee(int player){	if(!curB) //there is no battle		return false;	const CGHeroInstance *h1 = getHero(curB->hero1);	const CGHeroInstance *h2 = getHero(curB->hero2);	if(h1 && h1->hasBonusOfType(HeroBonus::ENEMY_CANT_ESCAPE) //eg. one of heroes is wearing shakles of war		|| h2 && h2->hasBonusOfType(HeroBonus::ENEMY_CANT_ESCAPE))		return false;	return true;}int CGameState::battleGetStack(int pos, bool onlyAlive){	if(!curB)		return -1;	for(unsigned int g=0; g<curB->stacks.size(); ++g)	{		if((curB->stacks[g]->position == pos 			  || (curB->stacks[g]->hasFeatureOfType(StackFeature::DOUBLE_WIDE) 					&&( (curB->stacks[g]->attackerOwned && curB->stacks[g]->position-1 == pos) 					||	(!curB->stacks[g]->attackerOwned && curB->stacks[g]->position+1 == pos)	)			 ))			 && (!onlyAlive || curB->stacks[g]->alive())		  )			return curB->stacks[g]->ID;	}	return -1;}int CGameState::battleGetBattlefieldType(int3 tile){	if(tile==int3() && curB)		tile = curB->tile;	else if(tile==int3() && !curB)		return -1;	const std::vector <CGObjectInstance*> & objs = map->objects;	for(int g=0; g<objs.size(); ++g)	{		if( !objs[g] || objs[g]->pos.x - tile.x < 0  ||  objs[g]->pos.x - tile.x >= 8  			||  tile.y - objs[g]->pos.y + 5 < 0  ||  tile.y - objs[g]->pos.y + 5 >=6 			|| !objs[g]->coveringAt(objs[g]->pos.x - tile.x, tile.y - objs[g]->pos.y + 5)			) //look only for objects covering given tile			continue;		switch(objs[g]->ID)		{		case 222: //clover field			return 19;		case 21: case 223: //cursed ground			return 22;		case 224: //evil fog			return 20;		case 225: //favourable winds			return 21;		case 226: //fiery fields			return 14;		case 227: //holy ground			return 18;		case 228: //lucid pools			return 17;		case 229: //magic clouds			return 16;		case 46: case 230: //magic plains			return 9;		case 231: //rocklands			return 15;		}	}	switch(map->terrain[tile.x][tile.y][tile.z].tertype)	{	case TerrainTile::dirt:		return rand()%3+3;	case TerrainTile::sand:		return 2; //TODO: coast support	case TerrainTile::grass:		return rand()%2+6;	case TerrainTile::snow:		return rand()%2+10;	case TerrainTile::swamp:		return 13;	case TerrainTile::rough:		return 23;	case TerrainTile::subterranean:		return 12;	case TerrainTile::lava:		return 8;	case TerrainTile::water:		return 25;	case TerrainTile::rock:		return 15;	default:		return -1;	}}const CGHeroInstance * CGameState::battleGetOwner(int stackID){	if(!curB)		return NULL;	si32 ourHero = curB->getStack(stackID)->attackerOwned ? curB->hero1 : curB->hero2;	return getHero(ourHero);}UpgradeInfo CGameState::getUpgradeInfo(CArmedInstance *obj, int stackPos){	UpgradeInfo ret;	CCreature *base = &VLC->creh->creatures[obj->army.slots[stackPos].first];	if((obj->ID == TOWNI_TYPE)  ||  ((obj->ID == HEROI_TYPE) && static_cast<const CGHeroInstance*>(obj)->visitedTown))	{		CGTownInstance * t;		if(obj->ID == TOWNI_TYPE)			t = static_cast<CGTownInstance *>(const_cast<CArmedInstance *>(obj));		else			t = static_cast<const CGHeroInstance*>(obj)->visitedTown;		for(std::set<si32>::iterator i=t->builtBuildings.begin();  i!=t->builtBuildings.end(); i++)		{			if( (*i) >= 37   &&   (*i) < 44 ) //upgraded creature dwelling			{				int nid = t->town->upgradedCreatures[(*i)-37]; //upgrade offered by that building				if(base->upgrades.find(nid) != base->upgrades.end()) //possible upgrade				{					ret.newID.push_back(nid);					ret.cost.push_back(std::set<std::pair<int,int> >());					for(int j=0;j<RESOURCE_QUANTITY;j++)					{						int dif = VLC->creh->creatures[nid].cost[j] - base->cost[j];						if(dif)							ret.cost[ret.cost.size()-1].insert(std::make_pair(j,dif));					}				}			}		}//end for	}	//TODO: check if hero ability makes some upgrades possible	if(ret.newID.size())		ret.oldID = base->idNumber;	return ret;}float CGameState::getMarketEfficiency( int player, int mode/*=0*/ ){	boost::shared_lock<boost::shared_mutex> lock(*mx);	if(mode) return -1; //todo - support other modes	int mcount = 0;	for(unsigned int i=0;i<getPlayer(player)->towns.size();i++)		if(vstd::contains(getPlayer(player)->towns[i]->builtBuildings,14))			mcount++;	float ret = std::min(((float)mcount+1.0f)/20.0f,0.5f);	return ret;}void CGameState::loadTownDInfos(){	for(int i=0;i<F_NUMBER;i++)	{		villages[i] = new CGDefInfo(*VLC->dobjinfo->castles[i]);		forts[i] = VLC->dobjinfo->castles[i];		capitols[i] = new CGDefInfo(*VLC->dobjinfo->castles[i]);	}}void CGameState::getNeighbours( const TerrainTile &srct, int3 tile, std::vector<int3> &vec, const boost::logic::tribool &onLand ){	static int3 dirs[] = { int3(0,1,0),int3(0,-1,0),int3(-1,0,0),int3(+1,0,0),					int3(1,1,0),int3(-1,1,0),int3(1,-1,0),int3(-1,-1,0) };	vec.clear();	for (size_t i = 0; i < ARRAY_COUNT(dirs); i++)	{		const int3 hlp = tile + dirs[i];		if(!map->isInTheMap(hlp)) 			continue;		const TerrainTile &hlpt = map->getTile(hlp);		if((indeterminate(onLand)  ||  onLand == (hlpt.tertype!=8) ) 			&& hlpt.tertype!=9) 		{			vec.push_back(hlp);		}	}}int CGameState::getMovementCost(const CGHeroInstance *h, const int3 &src, const int3 &dest, int remainingMovePoints, bool checkLast){	if(src == dest) //same tile		return 0;	TerrainTile &s = map->terrain[src.x][src.y][src.z],		&d = map->terrain[dest.x][dest.y][dest.z];	//get basic cost	int ret = h->getTileCost(d,s);	if(src.x != dest.x  &&  src.y != dest.y) //it's diagonal move	{		int old = ret;		ret *= 1.414213;		//diagonal move costs too much but normal move is possible - allow diagonal move for remaining move points		if(ret > remainingMovePoints  &&  remainingMovePoints >= old)		{			return remainingMovePoints;		}	}	int left = remainingMovePoints-ret;	if(checkLast  &&  left > 0  &&  remainingMovePoints-ret < 250) //it might be the last tile - if no further move possible we take all move points	{		std::vector<int3> vec;		getNeighbours(d, dest, vec, s.tertype != TerrainTile::water);		for(size_t i=0; i < vec.size(); i++)		{			int fcost = getMovementCost(h,dest,vec[i],left,false);			if(fcost <= left)			{				return ret;			}		}		ret = remainingMovePoints;	}	return ret;}int CGameState::canBuildStructure( const CGTownInstance *t, int ID ){	int ret = 7; //allowed by default	//checking resources	CBuilding * pom = VLC->buildh->buildings[t->subID][ID];		if(!pom)return 8;	if(pom->Name().size()==0||pom->resources.size()==0)return 2;//TODO: why does this happen?	for(int res=0;res<pom->resources.size();res++) //TODO: support custom amount of resources	{		if(pom->resources[res] > getPlayer(t->tempOwner)->resources[res])			ret = 6; //lack of res	}	//checking for requirements	for( std::set<int>::iterator ri  =  VLC->townh->requirements[t->subID][ID].begin();		ri != VLC->townh->requirements[t->subID][ID].end();		ri++ )	{		if(t->builtBuildings.find(*ri)==t->builtBuildings.end())			ret = 8; //lack of requirements - cannot build	}	//can we build it?	if(t->forbiddenBuildings.find(ID)!=t->forbiddenBuildings.end())		ret = 2; //forbidden	else if(t->builded >= MAX_BUILDING_PER_TURN)		ret = 5; //building limit	if(ID == 13) //capitol	{		for(unsigned int in = 0; in < map->towns.size(); in++)		{			if(map->towns[in]->tempOwner==t->tempOwner  &&  vstd::contains(map->towns[in]->builtBuildings,13))			{				ret = 0; //no more than one capitol				break;			}		}	}	else if(ID == 6) //shipyard	{		int3 t1(t->pos + int3(-1,3,0)),			t2(t->pos + int3(-3,3,0));		if(map->isInTheMap(t1) && map->getTile(t1).tertype != TerrainTile::water  			&&  (map->isInTheMap(t2) && map->getTile(t2).tertype != TerrainTile::water))			ret = 1; //lack of water	}	if(t->builtBuildings.find(ID)!=t->builtBuildings.end())	//already built		ret = 4;	return ret;}void CGameState::apply(CPack *pack){	ui16 typ = typeList.getTypeID(pack);	assert(typ >= 0);	applierGs->apps[typ]->applyOnGS(this,pack);}PlayerState * CGameState::getPlayer( ui8 color ){	if(vstd::contains(players,color))	{		return &players[color];	}	else 	{		tlog2 << "Warning: Cannot find info for player " << int(color) << std::endl;		return NULL;	}}bool CGameState::getPath(int3 src, int3 dest, const CGHeroInstance * hero, CPath &ret){	if(!map->isInTheMap(src) || !map->isInTheMap(dest)) //check input		return false;	int3 hpos = hero->getPosition(false);	tribool blockLandSea; //true - blocks sea, false - blocks land, indeterminate - allows all	if (!hero->canWalkOnSea())		blockLandSea = (map->getTile(hpos).tertype != TerrainTile::water); //block land if hero is on water and vice versa	else		blockLandSea = boost::logic::indeterminate;	const std::vector<std::vector<std::vector<ui8> > > &FoW = getPlayer(hero->tempOwner)->fogOfWarMap;	//graph initialization	std::vector< std::vector<CPathNode> > graph;	graph.resize(map->width);	for(size_t i=0; i<graph.size(); ++i)	{		graph[i].resize(map->height);		for(size_t j=0; j<graph[i].size(); ++j)		{			const TerrainTile *tinfo = &map->terrain[i][j][src.z];			CPathNode &node = graph[i][j];			node.accesible = !tinfo->blocked;			node.dist = -1;			node.theNodeBefore = NULL;			node.visited = false;			node.coord.x = i;			node.coord.y = j;			node.coord.z = dest.z;			if ((tinfo->tertype == TerrainTile::rock) //it's rock				|| ((blockLandSea) && (tinfo->tertype == TerrainTile::water)) //it's sea and we cannot walk on sea				|| ((!blockLandSea) && (tinfo->tertype != TerrainTile::water)) //it's land and we cannot walk on land				|| !FoW[i][j][src.z] //tile is covered by the FoW			)			{				node.accesible = false;			}		}	}	//Special rules for the destination tile	{		const TerrainTile *t = &map->terrain[dest.x][dest.y][dest.z];		CPathNode &d = graph[dest.x][dest.y];		//tile may be blocked by blockvis / normal vis obj but it still must be accessible		if(t->visitable) 		{			d.accesible = true; //for allowing visiting objects		}		if(blockLandSea && t->tertype == TerrainTile::water) //hero can walk only on land and dst lays on the water		{			size_t i = 0;			for(; i < t->visitableObjects.size(); i++)				if(t->visitableObjects[i]->ID == 8  ||  t->visitableObjects[i]->ID == HEROI_TYPE) //it's a Boat					break;			d.accesible = (i < t->visitableObjects.size()); //dest is accessible only if there is boat/hero		}		else if(!blockLandSea && t->tertype != TerrainTile::water) //hero is moving by water		{			d.accesible = (t->siodmyTajemniczyBajt & 64) && !t->blocked; //tile is accessible if it's coastal and not blocked		}	}	//graph initialized	//initial tile - set cost on 0 and add to the queue	graph[src.x][src.y].dist = 0; 	std::queue<CPathNode> mq;	mq.push(graph[src.x][src.y]);	ui32 curDist = 0xffffffff; //total cost of path - init with max possible val	std::vector<int3> neighbours;	neighbours.reserve(8);	while(!mq.empty())	{		CPathNode &cp = graph[mq.front().coord.x][mq.front().coord.y];		mq.pop();		if (cp.coord == dest) //it's destination tile		{			if (cp.dist < curDist) //that path is better than previous one				curDist = cp.dist;			continue;		}		else		{			if (cp.dist > curDist) //it's not dest and current length is greater than cost of already found path 				continue;		}		//add accessible neighbouring nodes to the queue		getNeighbours(map->getTile(cp.coord), cp.coord, neighbours, boost::logic::indeterminate);		for(unsigned int i=0; i < neighbours.size(); i++)		{			CPathNode & dp = graph[neighbours[i].x][neighbours[i].y];			if(dp.accesible)			{				int cost = getMovementCost(hero,cp.coord,dp.coord,hero->movement - cp.dist);				if((dp.dist==-1 || (dp.dist > cp.dist + cost)) && dp.accesible && checkForVisitableDir(cp.coord, dp.coord) && checkForVisitableDir(dp.coord, cp.coord))				{					dp.dist = cp.dist + cost;					dp.theNodeBefore = &cp;					mq.push(dp);				}			}		}	}	CPathNode *curNode = &graph[dest.x][dest.y];	if(!curNode->theNodeBefore) //destination is not accessible		return false;	//fill ret with found path	ret.nodes.clear();	while(curNode->coord != graph[src.x][src.y].coord)	{		ret.nodes.push_back(*curNode);		curNode = curNode->theNodeBefore;	}	ret.nodes.push_back(graph[src.x][src.y]);	return true;}void CGameState::calculatePaths(const CGHeroInstance *hero, CPathsInfo &out, int3 src, int movement){	assert(hero);	if(src.x < 0)		src = hero->getPosition(false);	if(movement < 0)		movement = hero->movement;	out.hero = hero;	out.hpos = src;	if(!map->isInTheMap(src)/* || !map->isInTheMap(dest)*/) //check input	{		tlog1 << "CGameState::calculatePaths: Hero outside the map? How dare you...\n";		return;	}	tribool onLand; //true - blocks sea, false - blocks land, indeterminate - allows all	if (!hero->canWalkOnSea())		onLand = (map->getTile(src).tertype != TerrainTile::water); //block land if hero is on water and vice versa	else		onLand = boost::logic::indeterminate;	const std::vector<std::vector<std::vector<ui8> > > &FoW = getPlayer(hero->tempOwner)->fogOfWarMap;	//graph initialization	CGPathNode ***graph = out.nodes;	for(size_t i=0; i < out.sizes.x; ++i)	{		for(size_t j=0; j < out.sizes.y; ++j)		{			for(size_t k=0; k < out.sizes.z; ++k)			{				const TerrainTile *tinfo = &map->terrain[i][j][k];				CGPathNode &node = graph[i][j][k];				node.accessible = (tinfo->blocked ? CGPathNode::BLOCKED : CGPathNode::ACCESSIBLE);				node.turns = 0xff;				node.moveRemains = 0;				node.coord.x = i;				node.coord.y = j;				node.coord.z = k;				node.land = tinfo->tertype != TerrainTile::water;				node.theNodeBefore = NULL;				if ( tinfo->tertype == TerrainTile::rock//it's rock					|| onLand  && !node.land		//it's sea and we cannot walk on sea					|| !onLand && node.land		//it's land and we cannot walk on land					|| !FoW[i][j][k]					//tile is covered by the FoW				)				{					node.accessible = CGPathNode::BLOCKED;				}				else if(tinfo->visitable)				{					for(size_t ii = 0; ii < tinfo->visitableObjects.size(); ii++)					{						if(tinfo->visitableObjects[ii]->blockVisit)						{							node.accessible = CGPathNode::BLOCKVIS;							break;						}						else							node.accessible = CGPathNode::VISITABLE;					}				}				if(onLand && !node.land) //hero can walk only on land and tile lays on the water				{					size_t i = 0;					for(; i < tinfo->visitableObjects.size(); i++)						if(tinfo->visitableObjects[i]->ID == 8  ||  tinfo->visitableObjects[i]->ID == HEROI_TYPE) //it's a Boat							break;					if(i < tinfo->visitableObjects.size())						node.accessible = CGPathNode::BLOCKVIS; //dest is accessible only if there is boat/hero				}				else if(!onLand && tinfo->tertype != TerrainTile::water) //hero is moving by water				{					if((tinfo->siodmyTajemniczyBajt & 64) && !tinfo->blocked)						node.accessible = CGPathNode::VISITABLE; //tile is accessible if it's coastal and not blocked				}			}		}	}	//graph initialized	//initial tile - set cost on 0 and add to the queue	graph[src.x][src.y][src.z].turns = 0; 	graph[src.x][src.y][src.z].moveRemains = movement;	std::queue<CGPathNode*> mq;	mq.push(&graph[src.x][src.y][src.z]);	ui32 curDist = 0xffffffff; //total cost of path - init with max possible val	std::vector<int3> neighbours;	neighbours.reserve(8);	while(!mq.empty())	{		CGPathNode *cp = mq.front();		mq.pop();		const TerrainTile &ct = map->getTile(cp->coord);		int movement = cp->moveRemains, turn = cp->turns;		if(!movement)		{			movement = hero->maxMovePoints(ct.tertype != TerrainTile::water);			turn++;		}		//add accessible neighbouring nodes to the queue		getNeighbours(ct, cp->coord, neighbours, boost::logic::indeterminate);		for(unsigned int i=0; i < neighbours.size(); i++)		{			const int3 &n = neighbours[i]; //current neighbor			CGPathNode & dp = graph[n.x][n.y][n.z];			if( !checkForVisitableDir(cp->coord, dp.coord) 				|| !checkForVisitableDir(dp.coord, cp->coord)				|| dp.accessible == CGPathNode::BLOCKED )			{				continue;			}			int cost = getMovementCost(hero, cp->coord, dp.coord, movement);			int remains = movement - cost;			if(dp.turns==0xff		//we haven't been here before				|| dp.turns > turn				|| (dp.turns >= turn  &&  dp.moveRemains < remains)) //this route is faster			{				assert(&dp != cp->theNodeBefore); //two tiles can't point to each other				dp.moveRemains = remains;				dp.turns = turn;				dp.theNodeBefore = cp;				if(dp.accessible == CGPathNode::ACCESSIBLE)				{					mq.push(&dp);				}			}		} //neighbours loop	} //queue loop}bool CGameState::isVisible(int3 pos, int player){	if(player == 255) //neutral player		return false;	return players[player].fogOfWarMap[pos.x][pos.y][pos.z];}bool CGameState::isVisible( const CGObjectInstance *obj, int player ){	if(player == 255) //neutral player		return false;	//object is visible when at least one blocked tile is visible	for(int fx=0; fx<8; ++fx)	{		for(int fy=0; fy<6; ++fy)		{			int3 pos = obj->pos + int3(fx-7,fy-5,0);			if(map->isInTheMap(pos) 				&& !((obj->defInfo->blockMap[fy] >> (7 - fx)) & 1) 				&& isVisible(pos, player)  )				return true;		}	}	return false;}bool CGameState::checkForVisitableDir(const int3 & src, const int3 & dst) const{	const TerrainTile * pom = &map->getTile(dst);	return checkForVisitableDir(src, pom, dst);}bool CGameState::checkForVisitableDir( const int3 & src, const TerrainTile *pom, const int3 & dst ) const{	for(unsigned int b=0; b<pom->visitableObjects.size(); ++b) //checking destination tile	{		if(!vstd::contains(pom->blockingObjects, pom->visitableObjects[b])) //this visitable object is not blocking, ignore			continue;		CGDefInfo * di = pom->visitableObjects[b]->defInfo;		if( (dst.x == src.x-1 && dst.y == src.y-1) && !(di->visitDir & (1<<4)) )		{			return false;		}		if( (dst.x == src.x && dst.y == src.y-1) && !(di->visitDir & (1<<5)) )		{			return false;		}		if( (dst.x == src.x+1 && dst.y == src.y-1) && !(di->visitDir & (1<<6)) )		{			return false;		}		if( (dst.x == src.x+1 && dst.y == src.y) && !(di->visitDir & (1<<7)) )		{			return false;		}		if( (dst.x == src.x+1 && dst.y == src.y+1) && !(di->visitDir & (1<<0)) )		{			return false;		}		if( (dst.x == src.x && dst.y == src.y+1) && !(di->visitDir & (1<<1)) )		{			return false;		}		if( (dst.x == src.x-1 && dst.y == src.y+1) && !(di->visitDir & (1<<2)) )		{			return false;		}		if( (dst.x == src.x-1 && dst.y == src.y) && !(di->visitDir & (1<<3)) )		{			return false;		}	}	return true;}std::pair<ui32, ui32> BattleInfo::calculateDmgRange(const CStack* attacker, const CStack* defender, const CGHeroInstance * attackerHero, const CGHeroInstance * defendingHero, bool shooting, ui8 charge){	float attackDefenseBonus,		minDmg = attacker->creature->damageMin * attacker->amount, 		maxDmg = attacker->creature->damageMax * attacker->amount;	if(attacker->creature->idNumber == 149) //arrow turret	{		switch(attacker->position)		{		case -2: //keep			minDmg = 15;			maxDmg = 15;			break;		case -3: case -4: //turrets			minDmg = 7.5f;			maxDmg = 7.5f;			break;		}	}	if(attacker->hasFeatureOfType(StackFeature::SIEGE_WEAPON) && attacker->creature->idNumber != 149) //any siege weapon, but only ballista can attack (second condition - not arrow turret)	{ //minDmg and maxDmg are multiplied by hero attack + 1		minDmg *= attackerHero->getPrimSkillLevel(0) + 1; 		maxDmg *= attackerHero->getPrimSkillLevel(0) + 1; 	}	if(attacker->hasFeatureOfType(StackFeature::GENERAL_ATTACK_REDUCTION))	{		attackDefenseBonus = attacker->Attack() * (attacker->valOfFeatures(StackFeature::GENERAL_ATTACK_REDUCTION, -1024) / 100.0f) - defender->Defense();	}	else	{		attackDefenseBonus = attacker->Attack() - defender->Defense();	}	//calculating total attack/defense skills modifier	if(!shooting && attacker->hasFeatureOfType(StackFeature::ATTACK_BONUS, 0)) //bloodlust handling (etc.)	{		attackDefenseBonus += attacker->valOfFeatures(StackFeature::ATTACK_BONUS, 0);	}	if(shooting && attacker->hasFeatureOfType(StackFeature::ATTACK_BONUS, 1)) //precision handling (etc.)	{		attackDefenseBonus += attacker->valOfFeatures(StackFeature::ATTACK_BONUS, 1);	}	if(attacker->getEffect(55)) //slayer handling	{		std::vector<int> affectedIds;		switch(attacker->getEffect(55)->level)		{		case 3: //expert			{				affectedIds.push_back(40); //giant				affectedIds.push_back(41); //titan				affectedIds.push_back(152); //lord of thunder			} //continue adding ...		case 2: //advanced			{				affectedIds.push_back(12); //angel				affectedIds.push_back(13); //archangel				affectedIds.push_back(54); //devil				affectedIds.push_back(55); //arch devil				affectedIds.push_back(150); //supreme archangel				affectedIds.push_back(153); //antichrist			} //continue adding ...		case 0: case 1: //none and basic			{				affectedIds.push_back(26); //green dragon				affectedIds.push_back(27); //gold dragon				affectedIds.push_back(82); //red dragon				affectedIds.push_back(83); //black dragon				affectedIds.push_back(96); //behemot				affectedIds.push_back(97); //ancient behemot				affectedIds.push_back(110); //hydra				affectedIds.push_back(111); //chaos hydra				affectedIds.push_back(132); //azure dragon				affectedIds.push_back(133); //crystal dragon				affectedIds.push_back(134); //faerie dragon				affectedIds.push_back(135); //rust dragon				affectedIds.push_back(151); //diamond dragon				affectedIds.push_back(154); //blood dragon				affectedIds.push_back(155); //darkness dragon				affectedIds.push_back(156); //ghost behemoth				affectedIds.push_back(157); //hell hydra				break;			}		}		for(unsigned int g=0; g<affectedIds.size(); ++g)		{			if(defender->creature->idNumber == affectedIds[g])			{				attackDefenseBonus += VLC->spellh->spells[55].powers[attacker->getEffect(55)->level];				break;			}		}	}	float dmgBonusMultiplier = 1.0f;	//applying jousting bonus	if( attacker->hasFeatureOfType(StackFeature::JOUSTING) && !defender->hasFeatureOfType(StackFeature::CHARGE_IMMUNITY) )		dmgBonusMultiplier += charge * 0.05f;	//bonus from attack/defense skills	if(attackDefenseBonus < 0) //decreasing dmg	{		if(0.02f * (-attackDefenseBonus) > 0.3f)		{			dmgBonusMultiplier += -0.3f;		}		else		{			dmgBonusMultiplier += 0.02f * attackDefenseBonus;		}	}	else //increasing dmg	{		if(0.05f * attackDefenseBonus > 4.0f)		{			dmgBonusMultiplier += 4.0f;		}		else		{			dmgBonusMultiplier += 0.05f * attackDefenseBonus;		}	}	//handling secondary abilities and artifacts giving premies to them	if(attackerHero)	{		if(shooting)		{			switch(attackerHero->getSecSkillLevel(1)) //archery			{			case 1: //basic				dmgBonusMultiplier += 0.1f;				break;			case 2: //advanced				dmgBonusMultiplier += 0.25f;				break;			case 3: //expert				dmgBonusMultiplier += 0.5f;				break;			}			if(attackerHero->getSecSkillLevel(1) > 0) //non-none level			{				//apply artifact premy to archery				dmgBonusMultiplier += attackerHero->valOfBonuses(HeroBonus::SECONDARY_SKILL_PREMY, 1) / 100.0f;			}		}		else		{			switch(attackerHero->getSecSkillLevel(22)) //offense			{			case 1: //basic				dmgBonusMultiplier += 0.1f;				break;			case 2: //advanced				dmgBonusMultiplier += 0.2f;				break;			case 3: //expert				dmgBonusMultiplier += 0.3f;				break;			}		}	}	if(defendingHero)	{		switch(defendingHero->getSecSkillLevel(23)) //armorer		{		case 1: //basic			dmgBonusMultiplier *= 0.95f;			break;		case 2: //advanced			dmgBonusMultiplier *= 0.9f;			break;		case 3: //expert			dmgBonusMultiplier *= 0.85f;			break;		}	}	//handling hate effect	if( attacker->hasFeatureOfType(StackFeature::HATE, defender->creature->idNumber) )		dmgBonusMultiplier += 0.5f;	//handling spell effects	if(!shooting && defender->hasFeatureOfType(StackFeature::GENERAL_DAMAGE_REDUCTION, 0)) //eg. shield	{		dmgBonusMultiplier *= float(defender->valOfFeatures(StackFeature::GENERAL_DAMAGE_REDUCTION, 0)) / 100.0f;	}	else if(shooting && defender->hasFeatureOfType(StackFeature::GENERAL_DAMAGE_REDUCTION, 1)) //eg. air shield	{		dmgBonusMultiplier *= float(defender->valOfFeatures(StackFeature::GENERAL_DAMAGE_REDUCTION, 1)) / 100.0f;	}	if(attacker->getEffect(42)) //curse handling (partial, the rest is below)	{		dmgBonusMultiplier *= 0.8f * float(VLC->spellh->spells[42].powers[attacker->getEffect(42)->level]); //the second factor is 1 or 0	}	minDmg *= dmgBonusMultiplier;	maxDmg *= dmgBonusMultiplier;	if(attacker->getEffect(42)) //curse handling (rest)	{		minDmg -= VLC->spellh->spells[42].powers[attacker->getEffect(42)->level];		return std::make_pair(int(minDmg), int(minDmg));	}	else if(attacker->getEffect(41)) //bless handling	{		maxDmg += VLC->spellh->spells[41].powers[attacker->getEffect(41)->level];		return std::make_pair(int(maxDmg), int(maxDmg));	}	else	{		return std::make_pair(int(minDmg), int(maxDmg));	}	tlog1 << "We are too far in calculateDmg...\n";	return std::make_pair(0, 0);}ui32 BattleInfo::calculateDmg(const CStack* attacker, const CStack* defender, const CGHeroInstance * attackerHero, const CGHeroInstance * defendingHero, bool shooting, ui8 charge){	std::pair<ui32, ui32> range = calculateDmgRange(attacker, defender, attackerHero, defendingHero, shooting, charge);	if(range.first != range.second)		return range.first  +  rand() % (range.second - range.first + 1);	else		return range.first;}void BattleInfo::calculateCasualties( std::set<std::pair<ui32,si32> > *casualties ) const{	for(unsigned int i=0; i<stacks.size();i++)//setting casualties	{		if(!stacks[i]->alive())		{			casualties[!stacks[i]->attackerOwned].insert(std::pair<ui32,si32>(stacks[i]->creature->idNumber,stacks[i]->baseAmount));		}		else if(stacks[i]->amount != stacks[i]->baseAmount)		{			casualties[!stacks[i]->attackerOwned].insert(std::pair<ui32,si32>(stacks[i]->creature->idNumber,stacks[i]->baseAmount - stacks[i]->amount));		}	}}si8 CGameState::battleMaxSpellLevel(){	if(!curB) //there is not battle	{		tlog1 << "si8 CGameState::maxSpellLevel() call when there is no battle!" << std::endl;		throw "si8 CGameState::maxSpellLevel() call when there is no battle!";	}	si8 levelLimit = SPELL_LEVELS;	const CGHeroInstance *h1 =  getHero(curB->hero1); 	if(h1)	{		for(std::list<HeroBonus>::const_iterator i = h1->bonuses.begin(); i != h1->bonuses.end(); i++)			if(i->type == HeroBonus::BLOCK_SPELLS_ABOVE_LEVEL)				amin(levelLimit, i->val);	}	const CGHeroInstance *h2 = getHero(curB->hero2); 	if(h2)	{		for(std::list<HeroBonus>::const_iterator i = h2->bonuses.begin(); i != h2->bonuses.end(); i++)			if(i->type == HeroBonus::BLOCK_SPELLS_ABOVE_LEVEL)				amin(levelLimit, i->val);	}	return levelLimit;}std::set<CStack*> BattleInfo::getAttackedCreatures(const CSpell * s, const CGHeroInstance * caster, int destinationTile){	std::set<ui16> attackedHexes = s->rangeInHexes(destinationTile, caster->getSpellSchoolLevel(s));	std::set<CStack*> attackedCres; /*std::set to exclude multiple occurrences of two hex creatures*/	bool onlyAlive = s->id != 38 && s->id != 39; //when casting resurrection or animate dead we should be allow to select dead stack	if(s->id == 24 || s->id == 25 || s->id == 26) //death ripple, destroy undead and Armageddon	{		for(int it=0; it<stacks.size(); ++it)		{			if((s->id == 24 && !stacks[it]->creature->isUndead()) //death ripple				|| (s->id == 25 && stacks[it]->creature->isUndead()) //destroy undead				|| (s->id == 26) //Armageddon				)			{				attackedCres.insert(stacks[it]);			}		}	}	else if(VLC->spellh->spells[s->id].attributes.find("CREATURE_TARGET_1") != std::string::npos		|| VLC->spellh->spells[s->id].attributes.find("CREATURE_TARGET_2") != std::string::npos) //spell to be cast on a specific creature but massive on expert	{		if(caster->getSpellSchoolLevel(s) < 3)  /*not expert */		{			CStack * st = getStackT(destinationTile, onlyAlive);			if(st)				attackedCres.insert(st);		}		else		{			for(int it=0; it<stacks.size(); ++it)			{				/*if it's non negative spell and our unit or non positive spell and hostile unit */				if((VLC->spellh->spells[s->id].positiveness >= 0 && stacks[it]->owner == caster->tempOwner)					||(VLC->spellh->spells[s->id].positiveness <= 0 && stacks[it]->owner != caster->tempOwner )					)				{					if(!onlyAlive || stacks[it]->alive())						attackedCres.insert(stacks[it]);				}			}		} //if(caster->getSpellSchoolLevel(s) < 3)	}	else if(VLC->spellh->spells[s->id].attributes.find("CREATURE_TARGET") != std::string::npos) //spell to be cast on one specific creature	{		CStack * st = getStackT(destinationTile, onlyAlive);		if(st)			attackedCres.insert(st);	}	else //custom range from attackedHexes	{		for(std::set<ui16>::iterator it = attackedHexes.begin(); it != attackedHexes.end(); ++it)		{			CStack * st = getStackT(*it, onlyAlive);			if(st)				attackedCres.insert(st);		}	}	return attackedCres;}int BattleInfo::calculateSpellDuration(const CSpell * spell, const CGHeroInstance * caster){	switch(spell->id)	{	case 56: //frenzy		return 1;	default: //other spells		return caster->getPrimSkillLevel(2) + caster->valOfBonuses(HeroBonus::SPELL_DURATION);	}}CStack * BattleInfo::generateNewStack(const CGHeroInstance * owner, int creatureID, int amount, int stackID, bool attackerOwned, int slot, int /*TerrainTile::EterrainType*/ terrain, int position) const{	CStack * ret = new CStack(&VLC->creh->creatures[creatureID], amount, attackerOwned ? side1 : side2, stackID, attackerOwned, slot);	if(owner)	{		ret->features.push_back(makeFeature(StackFeature::SPEED_BONUS, StackFeature::WHOLE_BATTLE, 0, owner->valOfBonuses(HeroBonus::STACKS_SPEED), StackFeature::BONUS_FROM_HERO));		//base luck/morale calculations		ret->morale = owner->getCurrentMorale(slot, false);		ret->luck = owner->getCurrentLuck(slot, false);		//other bonuses		ret->features.push_back(makeFeature(StackFeature::ATTACK_BONUS, StackFeature::WHOLE_BATTLE, 0, owner->getPrimSkillLevel(0), StackFeature::BONUS_FROM_HERO));		ret->features.push_back(makeFeature(StackFeature::DEFENCE_BONUS, StackFeature::WHOLE_BATTLE, 0, owner->getPrimSkillLevel(1), StackFeature::BONUS_FROM_HERO));		if ( owner->hasBonusOfType(HeroBonus::STACK_HEALTH_PERCENT) ) // e.g. Elixir of Life			ret->features.push_back(makeFeature(StackFeature::HP_BONUS, StackFeature::WHOLE_BATTLE, 0, 				(ret->creature->hitPoints * owner->valOfBonuses(HeroBonus::STACK_HEALTH_PERCENT)) / 100, 				StackFeature::BONUS_FROM_HERO));		if (owner->hasBonusOfType(HeroBonus::HP_REGENERATION)) // e.g. Elixir of Life			ret->features.push_back(makeFeature(StackFeature::HP_REGENERATION, StackFeature::WHOLE_BATTLE, 0,				owner->valOfBonuses(HeroBonus::HP_REGENERATION), StackFeature::BONUS_FROM_HERO));		if (owner->hasBonusOfType(HeroBonus::LEVEL_SPELL_IMMUNITY)) // e.g. Power of the Dragon Father			ret->features.push_back(makeFeature(StackFeature::LEVEL_SPELL_IMMUNITY, StackFeature::WHOLE_BATTLE, 0,				owner->valOfBonuses(HeroBonus::LEVEL_SPELL_IMMUNITY), StackFeature::BONUS_FROM_HERO));		ret->features.push_back(makeFeature(StackFeature::HP_BONUS, StackFeature::WHOLE_BATTLE, 0, owner->valOfBonuses(HeroBonus::STACK_HEALTH), StackFeature::BONUS_FROM_HERO));		ret->firstHPleft = ret->MaxHealth();	}	else	{		ret->morale = 0;		ret->luck = 0;	}	//native terrain bonuses	int faction = ret->creature->faction;	if(faction >= 0 && VLC->heroh->nativeTerrains[faction] == terrain)	{		ret->features.push_back(makeFeature(StackFeature::SPEED_BONUS, StackFeature::WHOLE_BATTLE, 0, 1, StackFeature::OTHER_SOURCE));		ret->features.push_back(makeFeature(StackFeature::ATTACK_BONUS, StackFeature::WHOLE_BATTLE, 0, 1, StackFeature::OTHER_SOURCE));		ret->features.push_back(makeFeature(StackFeature::DEFENCE_BONUS, StackFeature::WHOLE_BATTLE, 0, 1, StackFeature::OTHER_SOURCE));	}	ret->position = position;	return ret;}ui32 BattleInfo::getSpellCost(const CSpell * sp, const CGHeroInstance * caster) const{	ui32 ret = VLC->spellh->spells[sp->id].costs[caster->getSpellSchoolLevel(sp)];	//checking for friendly stacks reducing cost of the spell	si32 manaReduction = 0;	for(int g=0; g<stacks.size(); ++g)	{		if( stacks[g]->owner == caster->tempOwner && stacks[g]->hasFeatureOfType(StackFeature::CHANGES_SPELL_COST_FOR_ALLY) )		{			amin(manaReduction, stacks[g]->valOfFeatures(StackFeature::CHANGES_SPELL_COST_FOR_ALLY));		}	}	return ret + manaReduction;}int BattleInfo::hexToWallPart(int hex) const{	if(siege == 0) //there is no battle!		return -1;	static const std::pair<int, int> attackable[] = //potentially attackable parts of wall	{std::make_pair(50, 0), std::make_pair(183, 1), std::make_pair(182, 2), std::make_pair(130, 3),	std::make_pair(62, 4), std::make_pair(29, 5), std::make_pair(12, 6), std::make_pair(95, 7), std::make_pair(96, 7)};	for(int g = 0; g < ARRAY_COUNT(attackable); ++g)	{		if(attackable[g].first == hex)			return attackable[g].second;	}	return -1; //not found!}std::pair<const CStack *, int> BattleInfo::getNearestStack(const CStack * closest, boost::logic::tribool attackerOwned) const{		bool ac[BFIELD_SIZE];	std::set<int> occupyable;	getAccessibilityMap(ac, closest->hasFeatureOfType(StackFeature::DOUBLE_WIDE), closest->attackerOwned, false, occupyable, closest->hasFeatureOfType(StackFeature::FLYING), closest->ID);	int predecessor[BFIELD_SIZE], dist[BFIELD_SIZE];	makeBFS(closest->position, ac, predecessor, dist, closest->hasFeatureOfType(StackFeature::DOUBLE_WIDE), closest->attackerOwned, closest->hasFeatureOfType(StackFeature::FLYING), true);	std::vector< std::pair< std::pair<int, int>, const CStack *> > stackPairs; //pairs <<distance, hex>, stack>	for(int g=0; g<BFIELD_SIZE; ++g)	{		const CStack * atG = getStackT(g);		if(!atG || atG->ID == closest->ID) //if there is not stack or we are the closest one			continue;		if(boost::logic::indeterminate(attackerOwned) || atG->attackerOwned == attackerOwned)		{			if(predecessor[g] == -1) //TODO: is it really the best solution?				continue;			stackPairs.push_back( std::make_pair( std::make_pair(dist[predecessor[g]], g), atG) );		}	}	if(stackPairs.size() > 0)	{		std::vector< std::pair< std::pair<int, int>, const CStack *> > minimalPairs;		minimalPairs.push_back(stackPairs[0]);			for(int b=1; b<stackPairs.size(); ++b)		{			if(stackPairs[b].first.first < minimalPairs[0].first.first)			{				minimalPairs.clear();				minimalPairs.push_back(stackPairs[b]);			}			else if(stackPairs[b].first.first == minimalPairs[0].first.first)			{				minimalPairs.push_back(stackPairs[b]);			}		}		std::pair< std::pair<int, int>, const CStack *> minPair = minimalPairs[minimalPairs.size()/2];		return std::make_pair(minPair.second, predecessor[minPair.first.second]);	}	return std::make_pair<const CStack * , int>(NULL, -1);}bool CGameState::battleCanShoot(int ID, int dest){	if(!curB)		return false;	const CStack *our = curB->getStack(ID),		*dst = curB->getStackT(dest);	if(!our || !dst) return false;	const CGHeroInstance * ourHero = battleGetOwner(our->ID);	if(our->hasFeatureOfType(StackFeature::FORGETFULL)) //forgetfulness		return false;	if(our->hasFeatureOfType(StackFeature::SHOOTER)//it's shooter		&& our->owner != dst->owner		&& dst->alive()		&& (!curB->isStackBlocked(ID) || 			( ourHero && ourHero->hasBonusOfType(HeroBonus::FREE_SHOOTING) ) )		&& our->shots		)		return true;	return false;}const CStack * BattleInfo::getNextStack() const{	std::vector<const CStack *> hlp;	getStackQueue(hlp, 1, 2);	if(hlp.size())		return hlp[0];	else		return NULL;}static const CStack *takeStack(std::vector<const CStack *> &st, int &curside){	const CStack *ret = NULL;	unsigned i, //fastest stack		j; //fastest stack of the other side	for(i = 0; i < st.size(); i++)		if(st[i])			break;	//no stacks left	if(i == st.size())		return NULL;	const CStack *fastest = st[i], *other = NULL;	int bestSpeed = fastest->Speed();	if(fastest->attackerOwned != curside)	{		ret = fastest;	}	else	{		for(j = i + 1; j < st.size(); j++)		{			if(!st[j]) continue;			if(st[j]->attackerOwned != curside || st[j]->Speed() != bestSpeed)				break;		}		if(j >= st.size())		{			ret = fastest;		}		else		{			other = st[j];			if(other->Speed() != bestSpeed)				ret = fastest;			else				ret = other;		}	}	assert(ret);	if(ret == fastest)		st[i] = NULL;	else		st[j] = NULL;	curside = ret->attackerOwned;	return ret;}void BattleInfo::getStackQueue( std::vector<const CStack *> &out, int howMany, int mode, int lastMoved ) const {	//we'll split creatures with remaining movement to 4 parts	std::vector<const CStack *> phase[4]; //0 - turrets/catapult, 1 - normal (unmoved) creatures, other war machines, 2 - waited cres that had morale, 3 - rest of waited cres	int toMove = 0; //how many stacks still has move	for(unsigned int i=0; i<stacks.size(); ++i)	{		const CStack * const s = stacks[i];		if(mode != 1  &&  s->willMove()			|| mode == 1  &&  s->canMove())		{			int p = -1; //in which phase this tack will move?			if(!mode && vstd::contains(s->state, WAITING))			{				if(vstd::contains(s->state, HAD_MORALE))					p = 2;				else					p = 3;			}			else if(vstd::contains(s->state, StackFeature::SIEGE_WEAPON)	 //catapult and turrets are first				&& (s->creature->idNumber == 145  ||  s->creature->idNumber == 149))			{				p = 0;			}			else			{				p = 1;			}			phase[p].push_back(s);			toMove++;		}	}	for(int i = 0; i < 4; i++)		std::sort(phase[i].begin(), phase[i].end(), CMP_stack(i));	for(size_t i = 0; i < phase[0].size() && i < howMany; i++)		out.push_back(phase[0][i]);	if(out.size() == howMany)		return;	if(lastMoved == -1)	{		const CStack *current = getStack(activeStack);		if(current)		{			lastMoved = !current->attackerOwned;			if(!current->willMove() || mode == 2)				lastMoved = !lastMoved;		}		else		{			lastMoved = 0;		}	}	int pi = 1;	while(out.size() < howMany)	{		const CStack *hlp = takeStack(phase[pi], lastMoved);		if(!hlp)		{			pi++;			if(pi > 3)			{				if(mode != 2)					getStackQueue(out, howMany, 1, lastMoved);				return;			}		}		else		{			out.push_back(hlp);		}	}}int3 CPath::startPos() const{	return nodes[nodes.size()-1].coord;}void CPath::convert(ui8 mode) //mode=0 -> from 'manifest' to 'object'{	if (mode==0)	{		for (unsigned int i=0;i<nodes.size();i++)		{			nodes[i].coord = CGHeroInstance::convertPosition(nodes[i].coord,true);		}	}}int3 CPath::endPos() const{	return nodes[0].coord;}CGPathNode::CGPathNode():coord(-1,-1,-1){	accessible = 0;	land = 0;	moveRemains = 0;	turns = 255;	theNodeBefore = NULL;}bool CPathsInfo::getPath( const int3 &dst, CGPath &out ){	out.nodes.clear();	const CGPathNode *curnode = &nodes[dst.x][dst.y][dst.z];	if(!curnode->theNodeBefore)		return false;	while(curnode)	{		out.nodes.push_back(*curnode);		curnode = curnode->theNodeBefore;	}	return true;}CPathsInfo::CPathsInfo( const int3 &Sizes ):sizes(Sizes){	nodes = new CGPathNode**[sizes.x];	for(int i = 0; i < sizes.x; i++)	{		nodes[i] = new CGPathNode*[sizes.y];		for (int j = 0; j < sizes.y; j++)		{			nodes[i][j] = new CGPathNode[sizes.z];		}	}}CPathsInfo::~CPathsInfo(){	for(int i = 0; i < sizes.x; i++)	{		for (int j = 0; j < sizes.y; j++)		{			delete [] nodes[i][j];		}		delete [] nodes[i];	}	delete [] nodes;}int3 CGPath::startPos() const{	return nodes[nodes.size()-1].coord;}int3 CGPath::endPos() const{	return nodes[0].coord;}void CGPath::convert( ui8 mode ){	if(mode==0)	{		for(unsigned int i=0;i<nodes.size();i++)		{			nodes[i].coord = CGHeroInstance::convertPosition(nodes[i].coord,true);		}	}}bool CMP_stack::operator()( const CStack* a, const CStack* b ){	switch(phase)	{	case 0: //catapult moves after turrets		return a->creature->idNumber < b->creature->idNumber; //catapult is 145 and turrets are 149		//TODO? turrets order	case 1: //fastest first, upper slot first		{			int as = a->Speed(), bs = b->Speed();			if(as != bs)				return as > bs;			else				return a->slot < b->slot;		}	case 2: //fastest last, upper slot first		//TODO: should be replaced with order of receiving morale!	case 3: //fastest last, upper slot first		{			int as = a->Speed(), bs = b->Speed();			if(as != bs)				return as < bs;			else				return a->slot < b->slot;		}	default:		assert(0);		return false;	}}CMP_stack::CMP_stack( int Phase /*= 1*/ ){	phase = Phase;}PlayerState::PlayerState()  : color(-1), currentSelection(0xffffffff){}
 |