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vcmi/hch/CObjectHandler.cpp

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2008-06-17 20:48:32 +03:00
#define VCMI_DLL
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#include "../stdafx.h"
#include "CObjectHandler.h"
#include "CDefObjInfoHandler.h"
#include "CLodHandler.h"
#include "CGeneralTextHandler.h"
#include "CDefObjInfoHandler.h"
#include "CHeroHandler.h"
#include "CSpellHandler.h"
#include <boost/bind.hpp>
#include <boost/algorithm/string/replace.hpp>
#include <boost/lexical_cast.hpp>
#include <boost/random/linear_congruential.hpp>
#include "CTownHandler.h"
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#include "CArtHandler.h"
#include "CSoundBase.h"
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#include "../lib/VCMI_Lib.h"
#include "../lib/IGameCallback.h"
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#include "../lib/CGameState.h"
#include "../lib/NetPacks.h"
#include "../StartInfo.h"
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#include "../lib/map.h"
/*
* CObjectHandler.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
*
*/
std::map<int,std::map<int, std::vector<int> > > CGTeleport::objs;
IGameCallback * IObjectInterface::cb = NULL;
DLL_EXPORT void loadToIt(std::string &dest, std::string &src, int &iter, int mode);
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extern CLodHandler * bitmaph;
extern boost::rand48 ran;
void IObjectInterface::onHeroVisit(const CGHeroInstance * h) const
{};
void IObjectInterface::onHeroLeave(const CGHeroInstance * h) const
{};
void IObjectInterface::newTurn () const
{};
IObjectInterface::~IObjectInterface()
{}
IObjectInterface::IObjectInterface()
{}
void IObjectInterface::initObj()
{}
void IObjectInterface::setProperty( ui8 what, ui32 val )
{}
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void CPlayersVisited::setPropertyDer( ui8 what, ui32 val )
{
if(what == 10)
players.insert(val);
}
bool CPlayersVisited::hasVisited( ui8 player ) const
{
return vstd::contains(players,player);
}
void CObjectHandler::loadObjects()
{
tlog5 << "\t\tReading cregens \n";
cregens.resize(110); //TODO: hardcoded value - change
for(size_t i=0; i < cregens.size(); ++i)
{
cregens[i]=-1;
}
std::ifstream ifs("config/cregens.txt");
while(!ifs.eof())
{
int dw, cr;
ifs >> dw >> cr;
cregens[dw]=cr;
}
ifs.close();
ifs.clear();
tlog5 << "\t\tDone loading objects!\n";
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}
int CGObjectInstance::getOwner() const
{
//if (state)
// return state->owner;
//else
return tempOwner; //won't have owner
}
CGObjectInstance::CGObjectInstance(): animPhaseShift(rand()%0xff)
{
pos = int3(-1,-1,-1);
//std::cout << "Tworze obiekt "<<this<<std::endl;
//state = new CLuaObjectScript();
ID = subID = id = -1;
defInfo = NULL;
info = NULL;
tempOwner = 254;
blockVisit = false;
}
CGObjectInstance::~CGObjectInstance()
{
//std::cout << "Usuwam obiekt "<<this<<std::endl;
//if (state)
// delete state;
//state=NULL;
}
//CGObjectInstance::CGObjectInstance(const CGObjectInstance & right)
//{
// pos = right.pos;
// ID = right.ID;
// subID = right.subID;
// id = right.id;
// defInfo = right.defInfo;
// info = right.info;
// blockVisit = right.blockVisit;
// //state = new CLuaObjectScript(right.state->);
// //*state = *right.state;
// //state = right.state;
// tempOwner = right.tempOwner;
//}
//CGObjectInstance& CGObjectInstance::operator=(const CGObjectInstance & right)
//{
// pos = right.pos;
// ID = right.ID;
// subID = right.subID;
// id = right.id;
// defInfo = right.defInfo;
// info = right.info;
// blockVisit = right.blockVisit;
// //state = new CLuaObjectScript();
// //*state = *right.state;
// tempOwner = right.tempOwner;
// return *this;
//}
const std::string & CGObjectInstance::getHoverText() const
{
return hoverName;
}
void CGObjectInstance::setOwner(int ow)
{
//if (state)
// state->owner = ow;
//else
tempOwner = ow;
}
int CGObjectInstance::getWidth() const//returns width of object graphic in tiles
{
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return defInfo->width;
}
int CGObjectInstance::getHeight() const //returns height of object graphic in tiles
{
return defInfo->height;
}
bool CGObjectInstance::visitableAt(int x, int y) const //returns true if object is visitable at location (x, y) form left top tile of image (x, y in tiles)
{
if(defInfo==NULL)
{
tlog2 << "Warning: VisitableAt for obj "<<id<<": NULL defInfo!\n";
return false;
}
if((defInfo->visitMap[y] >> (7-x) ) & 1)
{
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return true;
}
return false;
}
bool CGObjectInstance::blockingAt(int x, int y) const
{
if(x<0 || y<0 || x>=getWidth() || y>=getHeight() || defInfo==NULL)
return false;
if((defInfo->blockMap[y+6-getHeight()] >> (7-(8-getWidth()+x) )) & 1)
return true;
return false;
}
bool CGObjectInstance::coveringAt(int x, int y) const
{
if((defInfo->coverageMap[y] >> (7-(x) )) & 1)
return true;
return false;
}
bool CGObjectInstance::operator<(const CGObjectInstance & cmp) const //screen printing priority comparing
{
if(defInfo->printPriority==1 && cmp.defInfo->printPriority==0)
return true;
if(cmp.defInfo->printPriority==1 && defInfo->printPriority==0)
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return false;
if(this->pos.y<cmp.pos.y)
return true;
if(this->pos.y>cmp.pos.y)
return false;
if(cmp.ID==HEROI_TYPE && ID!=HEROI_TYPE)
return true;
if(cmp.ID!=HEROI_TYPE && ID==HEROI_TYPE)
return false;
if(!defInfo->isVisitable() && cmp.defInfo->isVisitable())
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return true;
if(!cmp.defInfo->isVisitable() && defInfo->isVisitable())
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return false;
if(this->pos.x<cmp.pos.x)
return true;
return false;
}
void CGObjectInstance::initObj()
{
}
void CGObjectInstance::setProperty( ui8 what, ui32 val )
{
switch(what)
{
case 1:
tempOwner = val;
break;
case 2:
blockVisit = val;
break;
case 6:
ID = val;
break;
}
setPropertyDer(what, val);
}
void CGObjectInstance::setPropertyDer( ui8 what, ui32 val )
{}
int3 CGObjectInstance::getSightCenter() const
{
//return vistiable tile if possible
for(int i=0; i < 8; i++)
for(int j=0; j < 6; j++)
if(visitableAt(i,j))
return(pos + int3(i-7, j-5, 0));
return pos;
}
int CGObjectInstance::getSightRadious() const
{
return 3;
}
int3 CGObjectInstance::getVisitableOffset() const
{
for(int y = 0; y < 6; y++)
for (int x = 0; x < 8; x++)
if((defInfo->visitMap[5-y] >> x) & 1)
return int3(x,y,0);
tlog2 << "Warning: getVisitableOffset called on non-visitable obj!\n";
return int3(-1,-1,-1);
}
static int lowestSpeed(const CGHeroInstance * chi)
{
if(!chi->army.slots.size())
{
tlog1 << "Error! Hero " << chi->id << " ("<<chi->name<<") has no army!\n";
return 20;
}
std::map<si32,std::pair<ui32,si32> >::const_iterator i = chi->army.slots.begin();
ui32 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;
}
unsigned int CGHeroInstance::getTileCost(const TerrainTile &dest, const TerrainTile &from) const
{
//TODO: check if all creatures are on its native terrain and change cost appropriately
//base move cost
unsigned ret = 100;
//if there is road both on dest and src tiles - use road movement cost
if(dest.malle && from.malle)
{
int road = std::min(dest.malle,from.malle); //used road ID
switch(road)
{
case TerrainTile::dirtRoad:
ret = 75;
break;
case TerrainTile::grazvelRoad:
ret = 65;
break;
case TerrainTile::cobblestoneRoad:
ret = 50;
break;
default:
tlog1 << "Unknown road type: " << road << "... Something wrong!\n";
break;
}
}
else
{
ret = std::max(type->heroClass->terrCosts[dest.tertype],type->heroClass->terrCosts[from.tertype]); //take cost of worse of two tiles
ret = std::max(ret - 25*unsigned(getSecSkillLevel(0)), 100u); //reduce 25% of terrain penalty for each pathfinding level
}
return ret;
}
unsigned int CGHeroInstance::getLowestCreatureSpeed() const
{
unsigned int sl = 100;
for(size_t h=0; h < army.slots.size(); ++h)
{
if(VLC->creh->creatures[army.slots.find(h)->first].speed<sl)
sl = VLC->creh->creatures[army.slots.find(h)->first].speed;
}
return sl;
}
int3 CGHeroInstance::convertPosition(int3 src, bool toh3m) //toh3m=true: manifest->h3m; toh3m=false: h3m->manifest
{
if (toh3m)
{
src.x+=1;
return src;
}
else
{
src.x-=1;
return src;
}
}
int3 CGHeroInstance::getPosition(bool h3m) const //h3m=true - returns position of hero object; h3m=false - returns position of hero 'manifestation'
{
if (h3m)
{
return pos;
}
else
{
return convertPosition(pos,false);
}
}
si32 CGHeroInstance::manaLimit() const
{
double modifier = 1.0;
switch(getSecSkillLevel(24)) //intelligence level
{
case 1: modifier+=0.25; break;
case 2: modifier+=0.5; break;
case 3: modifier+=1.0; break;
}
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return si32(10*getPrimSkillLevel(3)*modifier);
}
//void CGHeroInstance::setPosition(int3 Pos, bool h3m) //as above, but sets position
//{
// if (h3m)
// pos = Pos;
// else
// pos = convertPosition(Pos,true);
//}
bool CGHeroInstance::canWalkOnSea() const
{
//TODO: write it - it should check if hero is flying, or something similiar
return false;
}
int CGHeroInstance::getPrimSkillLevel(int id) const
{
int ret = primSkills[id];
for(std::list<HeroBonus>::const_iterator i=bonuses.begin(); i != bonuses.end(); i++)
if(i->type == HeroBonus::PRIMARY_SKILL && i->subtype==id)
ret += i->val;
amax(ret, id/2);//minimum value for attack and defense is 0 and for spell power and knowledge - 1
return ret;
}
ui8 CGHeroInstance::getSecSkillLevel(const int & ID) const
{
for(size_t i=0; i < secSkills.size(); ++i)
if(secSkills[i].first==ID)
return secSkills[i].second;
return 0;
}
int CGHeroInstance::maxMovePoints(bool onLand) const
{
int ret = std::min(2000, 1270+70*lowestSpeed(this)),
bonus = valOfBonuses(HeroBonus::MOVEMENT) + (onLand ? valOfBonuses(HeroBonus::LAND_MOVEMENT) : valOfBonuses(HeroBonus::SEA_MOVEMENT));
double modifier = 0;
if(onLand)
{
//logistics:
switch(getSecSkillLevel(2))
{
case 1:
modifier = 0.1;
break;
case 2:
modifier = 0.2;
break;
case 3:
modifier = 0.3;
break;
}
}
else
{
//navigation:
switch(getSecSkillLevel(2))
{
case 1:
modifier = 0.5;
break;
case 2:
modifier = 1.0;
break;
case 3:
modifier = 1.5;
break;
}
}
return int(ret + ret*modifier) + bonus;
}
ui32 CGHeroInstance::getArtAtPos(ui16 pos) const
{
if(pos<19)
if(vstd::contains(artifWorn,pos))
return artifWorn.find(pos)->second;
else
return -1;
else
if(pos-19 < artifacts.size())
return artifacts[pos-19];
else
return -1;
}
const CArtifact * CGHeroInstance::getArt(int pos) const
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{
int id = getArtAtPos(pos);
if(id>=0)
return &VLC->arth->artifacts[id];
else
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return NULL;
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}
int CGHeroInstance::getSpellSecLevel(int spell) const
{
int bestslvl = 0;
if(VLC->spellh->spells[spell].air)
if(getSecSkillLevel(15) >= bestslvl)
{
bestslvl = getSecSkillLevel(15);
}
if(VLC->spellh->spells[spell].fire)
if(getSecSkillLevel(14) >= bestslvl)
{
bestslvl = getSecSkillLevel(14);
}
if(VLC->spellh->spells[spell].water)
if(getSecSkillLevel(16) >= bestslvl)
{
bestslvl = getSecSkillLevel(16);
}
if(VLC->spellh->spells[spell].earth)
if(getSecSkillLevel(17) >= bestslvl)
{
bestslvl = getSecSkillLevel(17);
}
return bestslvl;
}
CGHeroInstance::CGHeroInstance()
{
ID = HEROI_TYPE;
tacticFormationEnabled = inTownGarrison = false;
mana = movement = portrait = level = -1;
isStanding = true;
moveDir = 4;
exp = 0xffffffff;
visitedTown = NULL;
type = NULL;
secSkills.push_back(std::make_pair(-1, -1));
}
void CGHeroInstance::initHero(int SUBID)
{
subID = SUBID;
initHero();
}
void CGHeroInstance::initHero()
{
if(ID == HEROI_TYPE)
initHeroDefInfo();
if(!type)
type = VLC->heroh->heroes[subID];
artifWorn[16] = 3;
if(type->startingSpell >= 0) //hero starts with a spell
{
artifWorn[17] = 0; //give him spellbook
spells.insert(type->startingSpell);
}
if(portrait < 0 || portrait == 255)
portrait = subID;
if((!primSkills.size()) || (getPrimSkillLevel(0)<0))
{
primSkills.resize(4);
primSkills[0] = type->heroClass->initialAttack;
primSkills[1] = type->heroClass->initialDefence;
primSkills[2] = type->heroClass->initialPower;
primSkills[3] = type->heroClass->initialKnowledge;
}
if(secSkills.size() == 1 && secSkills[0] == std::pair<ui8,ui8>(-1, -1)) //set secondary skills to default
secSkills = type->secSkillsInit;
if(mana < 0)
mana = manaLimit();
if (!name.length())
name = type->name;
if (exp == 0xffffffff)
{
exp=40+ (ran()) % 50;
level = 1;
}
else
{
level = VLC->heroh->level(exp);
}
if (!army.slots.size()) //standard army//initial army
{
int pom, pom2=0;
int x = 0; //how many stacks will hero receives <1 - 3>
pom = ran()%100;
if(pom < 9)
x = 1;
else if(pom < 79)
x = 2;
else
x = 3;
for(int x=0;x<3;x++)
{
pom = (VLC->creh->nameToID[type->refTypeStack[x]]);
if(pom>=145 && pom<=149) //war machine
{
pom2++;
switch (pom)
{
case 145: //catapult
artifWorn[16] = 3;
break;
default:
artifWorn[9+CArtHandler::convertMachineID(pom,true)] = CArtHandler::convertMachineID(pom,true);
break;
}
continue;
}
army.slots[x-pom2].first = pom;
pom = type->highStack[x] - type->lowStack[x];
army.slots[x-pom2].second = ran()%(pom+1) + type->lowStack[x];
army.formation = false;
}
}
hoverName = VLC->generaltexth->allTexts[15];
boost::algorithm::replace_first(hoverName,"%s",name);
boost::algorithm::replace_first(hoverName,"%s", type->heroClass->name);
recreateArtBonuses();
}
void CGHeroInstance::initHeroDefInfo()
{
if(!defInfo || defInfo->id != HEROI_TYPE)
{
defInfo = new CGDefInfo();
defInfo->id = HEROI_TYPE;
defInfo->subid = subID;
defInfo->printPriority = 0;
defInfo->visitDir = 0xff;
}
for(int i=0;i<6;i++)
{
defInfo->blockMap[i] = 255;
defInfo->visitMap[i] = 0;
defInfo->coverageMap[i] = 0;
}
defInfo->handler=NULL;
defInfo->blockMap[5] = 253;
defInfo->visitMap[5] = 2;
defInfo->coverageMap[4] = defInfo->coverageMap[5] = 224;
}
CGHeroInstance::~CGHeroInstance()
{
}
bool CGHeroInstance::needsLastStack() const
{
return true;
}
void CGHeroInstance::onHeroVisit(const CGHeroInstance * h) const
{
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if(h == this) return; //exclude potential self-visiting
if (ID == HEROI_TYPE) //hero
{
//TODO: check for allies
if(tempOwner == h->tempOwner) //our hero
{
//exchange
cb->heroExchange(id, h->id);
}
else
{
//battle
cb->startBattleI(
&h->army,
&army,
h->pos,
h,
this,
0);
}
}
else if(ID == 62) //prison
{
InfoWindow iw;
iw.player = h->tempOwner;
iw.soundID = soundBase::ROGUE;
if(cb->getHeroCount(h->tempOwner,false) < 8) //free hero slot
{
cb->changeObjPos(id,pos+int3(1,0,0),0);
cb->setObjProperty(id,6,HEROI_TYPE); //set ID to 34
cb->giveHero(id,h->tempOwner); //recreates def and adds hero to player
iw.text << std::pair<ui8,ui32>(11,102);
}
else //already 8 wandering heroes
{
iw.text << std::pair<ui8,ui32>(11,103);
}
cb->showInfoDialog(&iw);
}
}
const std::string & CGHeroInstance::getBiography() const
{
if (biography.length())
return biography;
else
return VLC->generaltexth->hTxts[subID].biography;
}
void CGHeroInstance::initObj()
{
blockVisit = true;
}
int CGHeroInstance::getCurrentMorale( int stack, bool town ) const
{
int ret = 0;
std::vector<std::pair<int,std::string> > mods = getCurrentMoraleModifiers(stack,town);
for(int i=0; i < mods.size(); i++)
ret += mods[i].first;
if(ret > 3)
return 3;
if(ret < -3)
return -3;
return ret;
}
std::vector<std::pair<int,std::string> > CGHeroInstance::getCurrentMoraleModifiers( int stack/*=-1*/, bool town/*=false*/ ) const
{
//TODO: check if stack is undead/mechanic/elemental => always neutrl morale
std::vector<std::pair<int,std::string> > ret;
//various morale bonuses (from buildings, artifacts, etc)
for(std::list<HeroBonus>::const_iterator i=bonuses.begin(); i != bonuses.end(); i++)
{
if(i->type == HeroBonus::MORALE || i->type == HeroBonus::MORALE_AND_LUCK)
{
ret.push_back(std::make_pair(i->val, i->description));
}
}
//leadership
if(getSecSkillLevel(6))
ret.push_back(std::make_pair(getSecSkillLevel(6),VLC->generaltexth->arraytxt[104+getSecSkillLevel(6)]));
//town structures
if(town && visitedTown)
{
if(visitedTown->subID == 0 && vstd::contains(visitedTown->builtBuildings,22)) //castle, brotherhood of sword built
ret.push_back(std::pair<int,std::string>(2,VLC->generaltexth->buildings[0][22].first + " +2"));
else if(vstd::contains(visitedTown->builtBuildings,5)) //tavern is built
ret.push_back(std::pair<int,std::string>(2,VLC->generaltexth->buildings[0][5].first + " +1"));
}
//number of alignments and presence of undead
if(stack>=0)
{
bool archangelInArmy = false;
std::set<si8> factions;
for(std::map<si32,std::pair<ui32,si32> >::const_iterator i=army.slots.begin(); i!=army.slots.end(); i++)
{
factions.insert(VLC->creh->creatures[i->second.first].faction);
if(i->second.first == 13)
archangelInArmy = true;
}
if(factions.size() == 1)
ret.push_back(std::pair<int,std::string>(1,VLC->generaltexth->arraytxt[115])); //All troops of one alignment +1
else
{
if(VLC->generaltexth->arraytxt[114].length() <= 100)
{
char buf[150];
std::sprintf(buf,VLC->generaltexth->arraytxt[114].c_str(),factions.size(),2-factions.size());
ret.push_back(std::pair<int,std::string>(2-factions.size(),buf)); //Troops of %d alignments %d
}
else
{
ret.push_back(std::pair<int,std::string>(2-factions.size(),"")); //Troops of %d alignments %d
}
}
if(vstd::contains(factions,4))
ret.push_back(std::pair<int,std::string>(-1,VLC->generaltexth->arraytxt[116])); //Undead in group -1
if(archangelInArmy)
{
char buf[100];
sprintf(buf,VLC->generaltexth->arraytxt[117].c_str(),VLC->creh->creatures[13].namePl.c_str());
ret.push_back(std::pair<int,std::string>(1,buf)); //%s in group +1
}
}
return ret;
}
int CGHeroInstance::getCurrentLuck( int stack/*=-1*/, bool town/*=false*/ ) const
{
int ret = 0;
std::vector<std::pair<int,std::string> > mods = getCurrentLuckModifiers(stack,town);
for(int i=0; i < mods.size(); i++)
ret += mods[i].first;
if(ret > 3)
return 3;
if(ret < -3)
return -3;
return ret;
}
std::vector<std::pair<int,std::string> > CGHeroInstance::getCurrentLuckModifiers( int stack/*=-1*/, bool town/*=false*/ ) const
{
std::vector<std::pair<int,std::string> > ret;
//various morale bonuses (from buildings, artifacts, etc)
for(std::list<HeroBonus>::const_iterator i=bonuses.begin(); i != bonuses.end(); i++)
if(i->type == HeroBonus::LUCK || i->type == HeroBonus::MORALE_AND_LUCK)
ret.push_back(std::make_pair(i->val, i->description));
//luck skill
if(getSecSkillLevel(9))
ret.push_back(std::make_pair(getSecSkillLevel(9),VLC->generaltexth->arraytxt[73+getSecSkillLevel(9)]));
return ret;
}
const HeroBonus * CGHeroInstance::getBonus( int from, int id ) const
{
for (std::list<HeroBonus>::const_iterator i=bonuses.begin(); i!=bonuses.end(); i++)
if(i->source == from && i->id == id)
return &*i;
return NULL;
}
void CGHeroInstance::setPropertyDer( ui8 what, ui32 val )
{
if(what == 3)
army.slots[0].second = val;
}
double CGHeroInstance::getHeroStrength() const
{
return sqrt((1.0 + 0.05*getPrimSkillLevel(0)) * (1.0 + 0.05*getPrimSkillLevel(1)));
}
int CGHeroInstance::getTotalStrength() const
{
double ret = getHeroStrength() * getArmyStrength();
return (int) ret;
}
ui8 CGHeroInstance::getSpellSchoolLevel(const CSpell * spell) const
{
//TODO: skill level may be different on special terrain
ui8 skill = 0; //skill level
if(spell->fire)
skill = std::max(skill,getSecSkillLevel(14));
if(spell->air)
skill = std::max(skill,getSecSkillLevel(15));
if(spell->water)
skill = std::max(skill,getSecSkillLevel(16));
if(spell->earth)
skill = std::max(skill,getSecSkillLevel(17));
return skill;
}
bool CGHeroInstance::canCastThisSpell(const CSpell * spell) const
{
if(!getArt(17)) //if hero has no spellbook
return false;
if(vstd::contains(spells, spell->id) //hero does not have this spell in spellbook
|| (spell->air && hasBonusOfType(HeroBonus::AIR_SPELLS)) // this is air spell and hero can cast all air spells
|| (spell->fire && hasBonusOfType(HeroBonus::FIRE_SPELLS)) // this is fire spell and hero can cast all fire spells
|| (spell->water && hasBonusOfType(HeroBonus::WATER_SPELLS)) // this is water spell and hero can cast all water spells
|| (spell->earth && hasBonusOfType(HeroBonus::EARTH_SPELLS)) // this is earth spell and hero can cast all earth spells
)
return true;
for(std::list<HeroBonus>::const_iterator it = bonuses.begin(); it != bonuses.end(); ++it)
{
if(it->type == HeroBonus::SPELL && it->subtype == spell->id)
{
return true;
}
if(it->type == HeroBonus::SPELLS_OF_LEVEL && it->subtype == spell->level)
{
return true;
}
}
return false;
}
int3 CGHeroInstance::getSightCenter() const
{
return getPosition(false);
}
int CGHeroInstance::getSightRadious() const
{
return 5 + getSecSkillLevel(3) + valOfBonuses(HeroBonus::SIGHT_RADIOUS); //default + scouting
}
si32 CGHeroInstance::manaRegain() const
{
return 1 + getSecSkillLevel(8) + valOfBonuses(HeroBonus::MANA_REGENERATION); //1 + Mysticism level
}
int CGHeroInstance::valOfBonuses( HeroBonus::BonusType type, int subtype /*= -1*/ ) const
{
int ret = 0;
if(subtype == -1)
{
for(std::list<HeroBonus>::const_iterator i=bonuses.begin(); i != bonuses.end(); i++)
if(i->type == type)
ret += i->val;
}
else
{
for(std::list<HeroBonus>::const_iterator i=bonuses.begin(); i != bonuses.end(); i++)
if(i->type == type && i->subtype == subtype)
ret += i->val;
}
return ret;
}
bool CGHeroInstance::hasBonusOfType(HeroBonus::BonusType type, int subtype /*= -1*/) const
{
if(subtype == -1) //any subtype
{
for(std::list<HeroBonus>::const_iterator i=bonuses.begin(); i != bonuses.end(); i++)
if(i->type == type)
return true;
}
else //given subtype
{
for(std::list<HeroBonus>::const_iterator i=bonuses.begin(); i != bonuses.end(); i++)
if(i->type == type && i->subtype == subtype)
return true;
}
return false;
}
si32 CGHeroInstance::getArtPos(int aid) const
{
for(std::map<ui16,ui32>::const_iterator i = artifWorn.begin(); i != artifWorn.end(); i++)
if(i->second == aid)
return i->first;
return -1;
}
void CGHeroInstance::recreateArtBonuses()
{
//clear all bonuses from artifacts (if present) and give them again
std::remove_if(bonuses.begin(), bonuses.end(), boost::bind(HeroBonus::IsFrom,_1,HeroBonus::ARTIFACT,0xffffff));
for (std::map<ui16,ui32>::iterator ari = artifWorn.begin(); ari != artifWorn.end(); ari++)
{
CArtifact &art = VLC->arth->artifacts[ari->second];
for(std::list<HeroBonus>::iterator i = art.bonuses.begin(); i != art.bonuses.end(); i++)
bonuses.push_back(*i);
}
}
void CGDwelling::initObj()
{
switch(ID)
{
case 17:
{
int crid = VLC->objh->cregens[subID];
CCreature *crs = &VLC->creh->creatures[crid];
creatures.resize(1);
creatures[0].second.push_back(crid);
hoverName = VLC->generaltexth->creGens[subID];
if(crs->level > 4)
{
army.slots[0].first = crs->idNumber;
army.slots[0].second = crs->getRandomAmount(ran);
}
}
break;
case 20:
creatures.resize(4);
if(subID == 0) // Elemental Conflux
{
creatures[0].second.push_back(32); //Stone Golem
creatures[1].second.push_back(33); //Iron Golem
creatures[2].second.push_back(116); //Gold Golem
creatures[3].second.push_back(117); //Diamond Golem
}
else if(subID == 1) //Golem Factory
{
creatures[0].second.push_back(112); //Air Elemental
creatures[1].second.push_back(113); //Earth Elemental
creatures[2].second.push_back(114); //Fire Elemental
creatures[3].second.push_back(115); //Water Elemental
}
else
{
assert(0);
}
hoverName = VLC->generaltexth->creGens4[subID];
break;
default:
assert(0);
break;
}
}
void CGDwelling::onHeroVisit( const CGHeroInstance * h ) const
{
if(h->tempOwner != tempOwner && army) //object is guarded
{
BlockingDialog bd;
bd.player = h->tempOwner;
bd.flags = BlockingDialog::ALLOW_CANCEL;
bd.text.addTxt(MetaString::GENERAL_TXT, 421); //Much to your dismay, the %s is guarded by %s %s. Do you wish to fight the guards?
bd.text.addReplacement(MetaString::CREGENS, subID);
bd.text.addReplacement(MetaString::ARRAY_TXT, 176 + CCreature::getQuantityID(army.slots.begin()->second.second)*3);
bd.text.addReplacement(MetaString::CRE_PL_NAMES, creatures[0].second[0]);
cb->showBlockingDialog(&bd, boost::bind(&CGDwelling::wantsFight, this, h, _1));
return;
}
if(h->tempOwner != tempOwner)
cb->setOwner(id, h->tempOwner);
BlockingDialog bd;
bd.player = h->tempOwner;
bd.flags = BlockingDialog::ALLOW_CANCEL;
bd.text.addTxt(MetaString::ADVOB_TXT, 35); //{%s} Would you like to recruit %s?
bd.text.addReplacement(MetaString::CREGENS, subID);
bd.text.addReplacement(MetaString::CRE_PL_NAMES, creatures[0].second[0]);
cb->showBlockingDialog(&bd, boost::bind(&CGDwelling::heroAcceptsCreatures, this, h, _1));
}
void CGDwelling::newTurn() const
{
if(cb->getDate(1) != 1) //not first day of week
return;
bool change = false;
SetAvailableCreatures sac;
sac.creatures = creatures;
sac.tid = id;
for (size_t i = 0; i < creatures.size(); i++)
{
if(creatures[i].second.size())
{
sac.creatures[i].first += VLC->creh->creatures[creatures[i].second[0]].growth;
change = true;
}
}
if(change)
cb->sendAndApply(&sac);
}
void CGDwelling::heroAcceptsCreatures( const CGHeroInstance *h, ui32 answer ) const
{
if(!answer)
return;
int crid = creatures[0].second[0];
CCreature *crs = &VLC->creh->creatures[crid];
if(crs->level == 1) //first level - creatures are for free
{
if(creatures[0].first) //there are available creatures
{
int slot = h->army.getSlotFor(crid);
if(slot < 0) //no available slot
{
InfoWindow iw;
iw.player = h->tempOwner;
iw.text.addTxt(MetaString::GENERAL_TXT, 425);//The %s would join your hero, but there aren't enough provisions to support them.
iw.text.addReplacement(MetaString::CRE_PL_NAMES, crid);
cb->showInfoDialog(&iw);
}
else //give creatures
{
SetAvailableCreatures sac;
sac.tid = id;
sac.creatures = creatures;
sac.creatures[0].first = 0;
SetGarrisons sg;
sg.garrs[h->id] = h->army;
sg.garrs[h->id].slots[slot].first = crid;
sg.garrs[h->id].slots[slot].second += creatures[0].first;
InfoWindow iw;
iw.player = h->tempOwner;
iw.text.addTxt(MetaString::GENERAL_TXT, 423); //%d %s join your army.
iw.text.addReplacement(creatures[0].first);
iw.text.addReplacement(MetaString::CRE_PL_NAMES, crid);
cb->showInfoDialog(&iw);
cb->sendAndApply(&sac);
cb->sendAndApply(&sg);
}
}
else //there no creatures
{
InfoWindow iw;
iw.text.addTxt(MetaString::GENERAL_TXT, 422); //There are no %s here to recruit.
iw.text.addReplacement(MetaString::CRE_PL_NAMES, crid);
iw.player = h->tempOwner;
cb->sendAndApply(&iw);
}
}
else if(ID == 17)
{
OpenWindow ow;
ow.id1 = id;
ow.id2 = id;
ow.window = OpenWindow::RECRUITMENT_FIRST;
cb->sendAndApply(&ow);
}
}
void CGDwelling::wantsFight( const CGHeroInstance *h, ui32 answer ) const
{
if(answer)
cb->startBattleI(h->id,army,pos,boost::bind(&CGDwelling::fightOver, this, h, _1));
}
void CGDwelling::fightOver(const CGHeroInstance *h, BattleResult *result) const
{
if (result->winner == 0)
{
onHeroVisit(h);
}
}
int CGTownInstance::getSightRadious() const //returns sight distance
{
return 5;
}
int CGTownInstance::fortLevel() const //0 - none, 1 - fort, 2 - citadel, 3 - castle
{
if((builtBuildings.find(9))!=builtBuildings.end())
return 3;
if((builtBuildings.find(8))!=builtBuildings.end())
return 2;
if((builtBuildings.find(7))!=builtBuildings.end())
return 1;
return 0;
}
int CGTownInstance::hallLevel() const // -1 - none, 0 - village, 1 - town, 2 - city, 3 - capitol
{
if ((builtBuildings.find(13))!=builtBuildings.end())
return 3;
if ((builtBuildings.find(12))!=builtBuildings.end())
return 2;
if ((builtBuildings.find(11))!=builtBuildings.end())
return 1;
if ((builtBuildings.find(10))!=builtBuildings.end())
return 0;
return -1;
}
int CGTownInstance::mageGuildLevel() const
{
if ((builtBuildings.find(4))!=builtBuildings.end())
return 5;
if ((builtBuildings.find(3))!=builtBuildings.end())
return 4;
if ((builtBuildings.find(2))!=builtBuildings.end())
return 3;
if ((builtBuildings.find(1))!=builtBuildings.end())
return 2;
if ((builtBuildings.find(0))!=builtBuildings.end())
return 1;
return 0;
}
bool CGTownInstance::creatureDwelling(const int & level, bool upgraded) const
{
return builtBuildings.find(30+level+upgraded*7)!=builtBuildings.end();
}
int CGTownInstance::getHordeLevel(const int & HID) const//HID - 0 or 1; returns creature level or -1 if that horde structure is not present
{
return town->hordeLvl[HID];
}
int CGTownInstance::creatureGrowth(const int & level) const
{
2008-06-17 20:48:32 +03:00
int ret = VLC->creh->creatures[town->basicCreatures[level]].growth;
switch(fortLevel())
{
case 3:
ret*=2;break;
case 2:
ret*=(1.5); break;
}
if(builtBuildings.find(26)!=builtBuildings.end()) //grail
2008-06-17 20:48:32 +03:00
ret+=VLC->creh->creatures[town->basicCreatures[level]].growth;
if(getHordeLevel(0)==level)
if((builtBuildings.find(18)!=builtBuildings.end()) || (builtBuildings.find(19)!=builtBuildings.end()))
2008-06-17 20:48:32 +03:00
ret+=VLC->creh->creatures[town->basicCreatures[level]].hordeGrowth;
if(getHordeLevel(1)==level)
if((builtBuildings.find(24)!=builtBuildings.end()) || (builtBuildings.find(25)!=builtBuildings.end()))
2008-06-17 20:48:32 +03:00
ret+=VLC->creh->creatures[town->basicCreatures[level]].hordeGrowth;
return ret;
}
int CGTownInstance::dailyIncome() const
{
int ret = 0;
if ((builtBuildings.find(26))!=builtBuildings.end())
ret+=5000;
if ((builtBuildings.find(13))!=builtBuildings.end())
ret+=4000;
else if ((builtBuildings.find(12))!=builtBuildings.end())
ret+=2000;
else if ((builtBuildings.find(11))!=builtBuildings.end())
ret+=1000;
else if ((builtBuildings.find(10))!=builtBuildings.end())
ret+=500;
return ret;
}
2008-01-09 19:21:31 +02:00
bool CGTownInstance::hasFort() const
{
return (builtBuildings.find(7))!=builtBuildings.end();
}
bool CGTownInstance::hasCapitol() const
{
return (builtBuildings.find(13))!=builtBuildings.end();
}
CGTownInstance::CGTownInstance()
{
builded=-1;
destroyed=-1;
garrisonHero=NULL;
town=NULL;
visitingHero = NULL;
}
CGTownInstance::~CGTownInstance()
{}
int CGTownInstance::spellsAtLevel(int level, bool checkGuild) const
{
if(checkGuild && mageGuildLevel() < level)
return 0;
int ret = 6 - level; //how many spells are available at this level
if(subID == 2 && vstd::contains(builtBuildings,22)) //magic library in Tower
ret++;
return ret;
}
bool CGTownInstance::needsLastStack() const
{
if(garrisonHero)
return true;
else return false;
}
void CGTownInstance::onHeroVisit(const CGHeroInstance * h) const
{
if(getOwner() != h->getOwner())
{
return;
}
cb->heroVisitCastle(id,h->id);
}
void CGTownInstance::onHeroLeave(const CGHeroInstance * h) const
{
cb->stopHeroVisitCastle(id,h->id);
}
void CGTownInstance::initObj()
{
hoverName = name + ", " + town->Name();
creatures.resize(CREATURES_PER_TOWN);
for (int i = 0; i < CREATURES_PER_TOWN; i++)
{
if(creatureDwelling(i,false))
creatures[i].second.push_back(town->basicCreatures[i]);
if(creatureDwelling(i,true))
creatures[i].second.push_back(town->upgradedCreatures[i]);
}
}
int3 CGTownInstance::getSightCenter() const
{
return pos - int3(2,0,0);
}
void CGVisitableOPH::onHeroVisit( const CGHeroInstance * h ) const
{
if(visitors.find(h->id)==visitors.end())
{
onNAHeroVisit(h->id, false);
switch(ID)
{
case 102: //tree
case 4: //arena
case 41://library
case 47: //School of Magic
case 107://School of War
break;
default:
cb->setObjProperty(id,4,h->id); //add to the visitors
break;
}
}
else
{
onNAHeroVisit(h->id, true);
}
}
void CGVisitableOPH::initObj()
{
if(ID==102)
ttype = ran()%3;
else
ttype = -1;
}
void CGVisitableOPH::treeSelected( int heroID, int resType, int resVal, int expVal, ui32 result ) const
{
if(result) //player agreed to give res for exp
{
cb->giveResource(cb->getOwner(heroID),resType,-resVal); //take resource
cb->changePrimSkill(heroID,4,expVal); //give exp
cb->setObjProperty(id,4,heroID); //add to the visitors
}
}
void CGVisitableOPH::onNAHeroVisit(int heroID, bool alreadyVisited) const
{
int id=0, subid=0, ot=0, val=1, sound = 0;
switch(ID)
{
case 4: //arena
sound = soundBase::NOMAD;
ot = 0;
break;
case 51: //mercenary camp
sound = soundBase::NOMAD;
subid=0;
ot=80;
break;
case 23: //marletto tower
sound = soundBase::NOMAD;
subid=1;
ot=39;
break;
case 61:
sound = soundBase::gazebo;
subid=2;
ot=100;
break;
case 32:
sound = soundBase::GETPROTECTION;
subid=3;
ot=59;
break;
case 100:
sound = soundBase::gazebo;
id=5;
ot=143;
val=1000;
break;
case 102:
sound = soundBase::gazebo;
id = 5;
subid = 1;
ot = 146;
val = 1;
break;
case 41:
sound = soundBase::gazebo;
ot = 66;
break;
case 47: //School of Magic
sound = soundBase::faerie;
ot = 71;
break;
case 107://School of War
sound = soundBase::MILITARY;
ot = 158;
break;
}
if (!alreadyVisited)
{
switch (ID)
{
case 4: //arena
{
BlockingDialog sd(false,true);
sd.soundID = sound;
sd.text << std::pair<ui8,ui32>(11,ot);
sd.components.push_back(Component(0,0,2,0));
sd.components.push_back(Component(0,1,2,0));
sd.player = cb->getOwner(heroID);
cb->showBlockingDialog(&sd,boost::bind(&CGVisitableOPH::arenaSelected,this,heroID,_1));
return;
}
case 51:
case 23:
case 61:
case 32:
{
cb->changePrimSkill(heroID,subid,val);
InfoWindow iw;
iw.soundID = sound;
iw.components.push_back(Component(0,subid,val,0));
iw.text << std::pair<ui8,ui32>(11,ot);
iw.player = cb->getOwner(heroID);
cb->showInfoDialog(&iw);
break;
}
case 100: //give exp
{
InfoWindow iw;
iw.soundID = sound;
iw.components.push_back(Component(id,subid,val,0));
iw.player = cb->getOwner(heroID);
iw.text << std::pair<ui8,ui32>(11,ot);
iw.soundID = soundBase::gazebo;
cb->showInfoDialog(&iw);
cb->changePrimSkill(heroID,4,val);
break;
}
case 102://tree
{
const CGHeroInstance *h = cb->getHero(heroID);
val = VLC->heroh->reqExp(h->level+val) - VLC->heroh->reqExp(h->level);
if(!ttype)
{
cb->setObjProperty(this->id,4,heroID); //add to the visitors
InfoWindow iw;
iw.soundID = sound;
iw.components.push_back(Component(id,subid,1,0));
iw.player = cb->getOwner(heroID);
iw.text << std::pair<ui8,ui32>(11,148);
cb->showInfoDialog(&iw);
cb->changePrimSkill(heroID,4,val);
break;
}
else
{
int res, resval;
if(ttype==1)
{
res = 6;
resval = 2000;
ot = 149;
}
else
{
res = 5;
resval = 10;
ot = 151;
}
if(cb->getResource(h->tempOwner,res) < resval) //not enough resources
{
ot++;
InfoWindow iw;
iw.soundID = sound;
iw.player = h->tempOwner;
iw.text << std::pair<ui8,ui32>(11,ot);
cb->showInfoDialog(&iw);
return;
}
BlockingDialog sd(true,false);
sd.soundID = sound;
sd.player = cb->getOwner(heroID);
sd.text << std::pair<ui8,ui32>(11,ot);
sd.components.push_back(Component(id,subid,val,0));
cb->showBlockingDialog(&sd,boost::bind(&CGVisitableOPH::treeSelected,this,heroID,res,resval,val,_1));
}
break;
}
case 41://library of enlightenment
{
const CGHeroInstance *h = cb->getHero(heroID);
if(h->level < 10 - 2*h->getSecSkillLevel(4)) //not enough level
{
InfoWindow iw;
iw.soundID = sound;
iw.player = cb->getOwner(heroID);
iw.text << std::pair<ui8,ui32>(11,68);
cb->showInfoDialog(&iw);
}
else
{
cb->setObjProperty(this->id,4,heroID); //add to the visitors
cb->changePrimSkill(heroID,0,2);
cb->changePrimSkill(heroID,1,2);
cb->changePrimSkill(heroID,2,2);
cb->changePrimSkill(heroID,3,2);
InfoWindow iw;
iw.soundID = sound;
iw.player = cb->getOwner(heroID);
iw.text << std::pair<ui8,ui32>(11,66);
cb->showInfoDialog(&iw);
}
break;
}
case 47: //School of Magic
case 107://School of War
{
int skill = (ID==47 ? 2 : 0);
if(cb->getResource(cb->getOwner(heroID),6) < 1000) //not enough resources
{
InfoWindow iw;
iw.soundID = sound;
iw.player = cb->getOwner(heroID);
iw.text << std::pair<ui8,ui32>(MetaString::ADVOB_TXT,ot+2);
cb->showInfoDialog(&iw);
}
else
{
BlockingDialog sd(true,true);
sd.soundID = sound;
sd.player = cb->getOwner(heroID);
sd.text << std::pair<ui8,ui32>(11,ot);
sd.components.push_back(Component(Component::PRIM_SKILL, skill, +1, 0));
sd.components.push_back(Component(Component::PRIM_SKILL, skill+1, +1, 0));
cb->showBlockingDialog(&sd,boost::bind(&CGVisitableOPH::schoolSelected,this,heroID,_1));
}
}
break;
}
}
else
{
ot++;
InfoWindow iw;
iw.soundID = sound;
iw.player = cb->getOwner(heroID);
iw.text << std::pair<ui8,ui32>(11,ot);
cb->showInfoDialog(&iw);
}
}
const std::string & CGVisitableOPH::getHoverText() const
{
int pom = -1;
switch(ID)
{
case 4:
pom = -1;
break;
case 51:
pom = 8;
break;
case 23:
pom = 7;
break;
case 61:
pom = 11;
break;
case 32:
pom = 4;
break;
case 100:
pom = 5;
break;
case 102:
pom = 18;
break;
case 41:
break;
case 47: //School of Magic
pom = 9;
break;
case 107://School of War
pom = 10;
break;
default:
throw std::string("Wrong CGVisitableOPH object ID!\n");
}
hoverName = VLC->generaltexth->names[ID];
if(pom >= 0)
hoverName += (" " + VLC->generaltexth->xtrainfo[pom]);
const CGHeroInstance *h = cb->getSelectedHero(cb->getCurrentPlayer());
if(h)
{
hoverName += ' ';
hoverName += (vstd::contains(visitors,h->id))
? (VLC->generaltexth->allTexts[352]) //visited
: ( VLC->generaltexth->allTexts[353]); //not visited
}
return hoverName;
}
void CGVisitableOPH::arenaSelected( int heroID, int primSkill ) const
{
cb->setObjProperty(id,4,heroID); //add to the visitors
cb->changePrimSkill(heroID,primSkill-1,2);
}
void CGVisitableOPH::setPropertyDer( ui8 what, ui32 val )
{
if(what == 4)
visitors.insert(val);
}
void CGVisitableOPH::schoolSelected(int heroID, ui32 which) const
{
if(!which) //player refused to pay
return;
int base = (ID == 47 ? 2 : 0);
cb->setObjProperty(id,4,heroID); //add to the visitors
cb->giveResource(cb->getOwner(heroID),6,-1000); //take 1000 gold
cb->changePrimSkill(heroID, base + which-1, +1); //give appropriate skill
}
bool CArmedInstance::needsLastStack() const
{
return false;
}
int CArmedInstance::getArmyStrength() const
{
int ret = 0;
for(std::map<si32,std::pair<ui32,si32> >::const_iterator i=army.slots.begin(); i!=army.slots.end(); i++)
ret += VLC->creh->creatures[i->second.first].AIValue * i->second.second;
return ret;
}
void CGCreature::onHeroVisit( const CGHeroInstance * h ) const
{
int action = takenAction(h);
switch( action ) //decide what we do...
{
case -2: //fight
fight(h);
break;
case -1: //flee
{
flee(h);
break;
}
case 0: //join for free
{
BlockingDialog ynd(true,false);
ynd.player = h->tempOwner;
ynd.text << std::pair<ui8,ui32>(MetaString::ADVOB_TXT, 86);
ynd.text.addReplacement(MetaString::CRE_PL_NAMES, subID);
cb->showBlockingDialog(&ynd,boost::bind(&CGCreature::joinDecision,this,h,0,_1));
break;
}
default: //join for gold
{
assert(action > 0);
//ask if player agrees to pay gold
BlockingDialog ynd(true,false);
ynd.player = h->tempOwner;
std::string tmp = VLC->generaltexth->advobtxt[90];
boost::algorithm::replace_first(tmp,"%d",boost::lexical_cast<std::string>(army.slots.find(0)->second.second));
boost::algorithm::replace_first(tmp,"%d",boost::lexical_cast<std::string>(action));
boost::algorithm::replace_first(tmp,"%s",VLC->creh->creatures[subID].namePl);
ynd.text << tmp;
cb->showBlockingDialog(&ynd,boost::bind(&CGCreature::joinDecision,this,h,action,_1));
break;
}
}
}
void CGCreature::endBattle( BattleResult *result ) const
{
if(result->winner==0)
{
cb->removeObject(id);
}
else
{
int killedAmount=0;
for(std::set<std::pair<ui32,si32> >::iterator i=result->casualties[1].begin(); i!=result->casualties[1].end(); i++)
if(i->first == subID)
killedAmount += i->second;
cb->setAmount(id, army.slots.find(0)->second.second - killedAmount);
MetaString ms;
int pom = CCreature::getQuantityID(army.slots.find(0)->second.second);
pom = 174 + 3*pom + 1;
ms << std::pair<ui8,ui32>(6,pom) << " " << std::pair<ui8,ui32>(7,subID);
cb->setHoverName(id,&ms);
}
}
void CGCreature::initObj()
{
blockVisit = true;
switch(character)
{
case 0:
character = 0;
break;
case 1:
character = 1 + ran()%7;
break;
case 2:
character = 1 + ran()%10;
break;
case 3:
character = 4 + ran()%7;
break;
case 4:
character = 10;
break;
}
army.slots[0].first = subID;
si32 &amount = army.slots[0].second;
CCreature &c = VLC->creh->creatures[subID];
if(!amount)
if(c.ammMax == c.ammMin)
amount = c.ammMax;
else
amount = c.ammMin + (ran() % (c.ammMax - c.ammMin));
MetaString ms;
int pom = CCreature::getQuantityID(army.slots.find(0)->second.second);
pom = 174 + 3*pom + 1;
ms << std::pair<ui8,ui32>(6,pom) << " " << std::pair<ui8,ui32>(7,subID);
ms.toString(hoverName);
}
int CGCreature::takenAction(const CGHeroInstance *h, bool allowJoin) const
{
double hlp = h->getTotalStrength() / getArmyStrength();
if(!character) //compliant creatures will always join
return 0;
else if(allowJoin)//test for joining
{
int factor;
if(hlp >= 7)
factor = 11;
else if(hlp >= 1)
factor = 2*(hlp-1);
else if(hlp >= 0.5)
factor = -1;
else if(hlp >= 0.333)
factor = -2;
else
factor = -3;
int sympathy = 0;
std::set<ui32> myKindCres; //what creatures are the same kind as we
myKindCres.insert(subID); //we
myKindCres.insert(VLC->creh->creatures[subID].upgrades.begin(),VLC->creh->creatures[subID].upgrades.end()); //our upgrades
for(std::vector<CCreature>::iterator i=VLC->creh->creatures.begin(); i!=VLC->creh->creatures.end(); i++)
if(vstd::contains(i->upgrades,id)) //it's our base creatures
myKindCres.insert(i->idNumber);
int count = 0, //how many creatures of our kind has hero
totalCount = 0;
for (std::map<si32,std::pair<ui32,si32> >::const_iterator i = h->army.slots.begin(); i != h->army.slots.end(); i++)
{
if(vstd::contains(myKindCres,i->second.first))
count += i->second.second;
totalCount += i->second.second;
}
if(count*2 > totalCount)
sympathy++;
if(count)
sympathy++;
int charisma = factor + h->getSecSkillLevel(4) + sympathy;
if(charisma >= character) //creatures might join...
{
if(h->getSecSkillLevel(4) + sympathy + 1 >= character)
return 0; //join for free
else if(h->getSecSkillLevel(4) * 2 + sympathy + 1 >= character)
return VLC->creh->creatures[subID].cost[6] * army.slots.find(0)->second.second; //join for gold
}
}
//we are still here - creatures not joined heroes, test for fleeing
//TODO: it's provisional formula, should be replaced with original one (or something closer to it)
//TODO: should be deterministic (will be needed for Vision spell)
int hlp2 = (int) (hlp - 2)*1000;
if(!neverFlees
&& hlp2 >= 0
&& rand()%2000 < hlp2
)
return -1; //flee
else
return -2; //fight
}
void CGCreature::fleeDecision(const CGHeroInstance *h, ui32 pursue) const
{
if(pursue)
{
fight(h);
}
else
{
cb->removeObject(id);
}
}
void CGCreature::joinDecision(const CGHeroInstance *h, int cost, ui32 accept) const
{
if(!accept)
{
if(takenAction(h,false) == -1) //they flee
{
flee(h);
}
else //they fight
{
InfoWindow iw;
iw.player = h->tempOwner;
iw.text << std::pair<ui8,ui32>(11,87); //Insulted by your refusal of their offer, the monsters attack!
cb->showInfoDialog(&iw);
fight(h);
}
}
else //accepted
{
if (cb->getResource(h->tempOwner,6) < cost) //player don't have enough gold!
{
InfoWindow iw;
iw.player = h->tempOwner;
iw.text << std::pair<ui8,ui32>(1,29); //You don't have enough gold
cb->showInfoDialog(&iw);
//act as if player refused
joinDecision(h,cost,true);
return;
}
//take gold
if(cost)
cb->giveResource(h->tempOwner,6,-cost);
int slot = h->army.getSlotFor(subID);
if(slot >= 0) //there is place
{
//add creatures
SetGarrisons sg;
sg.garrs[h->id] = h->army;
if(vstd::contains(h->army.slots,slot)) //add to already present stack
{
sg.garrs[h->id].slots[slot].second += army.slots.find(0)->second.second;
}
else //add as a new stack
{
sg.garrs[h->id].slots[slot] = army.slots.find(0)->second;
}
cb->sendAndApply(&sg);
cb->removeObject(id);
}
else
{
cb->showGarrisonDialog(id,h->id,boost::bind(&IGameCallback::removeObject,cb,id)); //show garrison window and remove ourselves from map when player ends
}
}
}
void CGCreature::fight( const CGHeroInstance *h ) const
{
cb->startBattleI(h->id,army,pos,boost::bind(&CGCreature::endBattle,this,_1));
}
void CGCreature::flee( const CGHeroInstance * h ) const
{
BlockingDialog ynd(true,false);
ynd.player = h->tempOwner;
ynd.text << std::pair<ui8,ui32>(11,91);
ynd.text.addReplacement(MetaString::CRE_PL_NAMES, subID);
cb->showBlockingDialog(&ynd,boost::bind(&CGCreature::fleeDecision,this,h,_1));
}
void CGMine::onHeroVisit( const CGHeroInstance * h ) const
{
if(subID == 7) //TODO: support for abandoned mine
return;
if(h->tempOwner == tempOwner) //we're visiting our mine
{
cb->showGarrisonDialog(id,h->id,0);
return;
}
//TODO: check if mine is guarded
cb->setOwner(id,h->tempOwner); //not ours? flag it!
MetaString ms;
ms << std::pair<ui8,ui32>(9,subID) << " (" << std::pair<ui8,ui32>(6,23+h->tempOwner) << ")";
cb->setHoverName(id,&ms);
int vv=1; //amount of resource per turn
if (subID==0 || subID==2)
vv++;
else if (subID==6)
vv = 1000;
InfoWindow iw;
iw.soundID = soundBase::FLAGMINE;
iw.text << std::pair<ui8,ui32>(10,subID);
iw.player = h->tempOwner;
iw.components.push_back(Component(2,subID,vv,-1));
cb->showInfoDialog(&iw);
}
void CGMine::newTurn() const
{
if(cb->getDate() == 1)
return;
if (tempOwner == NEUTRAL_PLAYER)
return;
int vv = 1;
if (subID==0 || subID==2)
vv++;
else if (subID==6)
vv = 1000;
cb->giveResource(tempOwner,subID,vv);
}
void CGMine::initObj()
{
MetaString ms;
ms << std::pair<ui8,ui32>(9,subID);
if(tempOwner >= PLAYER_LIMIT)
tempOwner = NEUTRAL_PLAYER;
else
ms << " (" << std::pair<ui8,ui32>(6,23+tempOwner) << ")";
ms.toString(hoverName);
}
void CGResource::initObj()
{
blockVisit = true;
hoverName = VLC->generaltexth->restypes[subID];
if(!amount)
{
switch(subID)
{
case 6:
amount = 500 + (rand()%6)*100;
break;
case 0: case 2:
amount = 6 + (rand()%5);
break;
default:
amount = 3 + (rand()%3);
break;
}
}
}
void CGResource::onHeroVisit( const CGHeroInstance * h ) const
{
if(army.slots.size())
{
if(message.size())
{
BlockingDialog ynd(true,false);
ynd.player = h->getOwner();
ynd.text << message;
cb->showBlockingDialog(&ynd,boost::bind(&CGResource::fightForRes,this,_1,h));
}
else
{
fightForRes(1,h);
}
}
else
{
if(message.length())
{
InfoWindow iw;
iw.player = h->tempOwner;
iw.text << message;
cb->showInfoDialog(&iw);
}
collectRes(h->getOwner());
}
}
void CGResource::collectRes( int player ) const
{
cb->giveResource(player,subID,amount);
ShowInInfobox sii;
sii.player = player;
sii.c = Component(2,subID,amount,0);
sii.text << std::pair<ui8,ui32>(11,113);
sii.text.addReplacement(MetaString::RES_NAMES, subID);
cb->showCompInfo(&sii);
cb->removeObject(id);
}
void CGResource::fightForRes(ui32 agreed, const CGHeroInstance *h) const
{
if(agreed)
cb->startBattleI(h->id,army,pos,boost::bind(&CGResource::endBattle,this,_1,h));
}
void CGResource::endBattle( BattleResult *result, const CGHeroInstance *h ) const
{
if(result->winner == 0) //attacker won
collectRes(h->getOwner());
}
void CGVisitableOPW::newTurn() const
{
if (cb->getDate(1)==1) //first day of week
{
cb->setObjProperty(id,5,false);
MetaString ms; //set text to "not visited"
ms << std::pair<ui8,ui32>(3,ID) << " " << std::pair<ui8,ui32>(1,353);
cb->setHoverName(id,&ms);
}
}
void CGVisitableOPW::onHeroVisit( const CGHeroInstance * h ) const
{
int mid, sound = 0;
switch (ID)
{
case 55: //mystical garden
sound = soundBase::experience;
mid = 92;
break;
case 112://windmill
sound = soundBase::GENIE;
mid = 170;
break;
case 109://waterwheel
sound = soundBase::GENIE;
mid = 164;
break;
}
if (visited)
{
if (ID!=112)
mid++;
else
mid--;
InfoWindow iw;
iw.soundID = sound;
iw.player = h->tempOwner;
iw.text << std::pair<ui8,ui32>(11,mid);
cb->showInfoDialog(&iw);
}
else
{
int type, sub, val;
type = 2;
switch (ID)
{
case 55:
if (rand()%2)
{
sub = 5;
val = 5;
}
else
{
sub = 6;
val = 500;
}
break;
case 112:
mid = 170;
sub = (rand() % 5) + 1;
val = (rand() % 4) + 3;
break;
case 109:
mid = 164;
sub = 6;
if(cb->getDate(0)<8)
val = 500;
else
val = 1000;
}
cb->giveResource(h->tempOwner,sub,val);
InfoWindow iw;
iw.soundID = sound;
iw.player = h->tempOwner;
iw.components.push_back(Component(type,sub,val,0));
iw.text << std::pair<ui8,ui32>(11,mid);
cb->showInfoDialog(&iw);
cb->setObjProperty(id,5,true);
MetaString ms; //set text to "visited"
ms << std::pair<ui8,ui32>(3,ID) << " " << std::pair<ui8,ui32>(1,352);
cb->setHoverName(id,&ms);
}
}
void CGVisitableOPW::setPropertyDer( ui8 what, ui32 val )
{
if(what == 5)
visited = val;
}
void CGTeleport::onHeroVisit( const CGHeroInstance * h ) const
{
int destinationid=-1;
switch(ID)
{
case 43: //one way - find corresponding exit monolith
if(vstd::contains(objs,44) && vstd::contains(objs[44],subID) && objs[44][subID].size())
destinationid = objs[44][subID][rand()%objs[44][subID].size()];
else
tlog2 << "Cannot find corresponding exit monolith for "<< id << std::endl;
break;
case 45: //two way monolith - pick any other one
if(vstd::contains(objs,45) && vstd::contains(objs[45],subID) && objs[45][subID].size()>1)
while ((destinationid = objs[45][subID][rand()%objs[45][subID].size()])==id);
else
tlog2 << "Cannot find corresponding exit monolith for "<< id << std::endl;
break;
case 103: //find nearest subterranean gate on the other level
{
std::pair<int,double> best(-1,150000); //pair<id,dist>
for(int i=0; i<objs[103][0].size(); i++)
{
if(cb->getObj(objs[103][0][i])->pos.z == pos.z) continue; //gates on our level are not interesting
double hlp = cb->getObj(objs[103][0][i])->pos.dist2d(pos);
if(hlp<best.second)
{
best.first = objs[103][0][i];
best.second = hlp;
}
}
if(best.first<0)
return;
else
destinationid = best.first;
break;
}
}
if(destinationid < 0)
{
tlog2 << "Cannot find exit... :( \n";
return;
}
cb->moveHero(h->id,CGHeroInstance::convertPosition(cb->getObj(destinationid)->pos,true) - getVisitableOffset(),
true);
}
void CGTeleport::initObj()
{
objs[ID][subID].push_back(id);
}
void CGArtifact::initObj()
{
blockVisit = true;
if(ID == 5)
hoverName = VLC->arth->artifacts[subID].Name();
}
void CGArtifact::onHeroVisit( const CGHeroInstance * h ) const
{
if(!army.slots.size())
{
if(ID == 5)
{
InfoWindow iw;
iw.player = h->tempOwner;
iw.components.push_back(Component(4,subID,0,0));
if(message.length())
iw.text << message;
else
iw.text << std::pair<ui8,ui32>(12,subID);
cb->showInfoDialog(&iw);
}
pick(h);
}
else
{
if(message.size())
{
BlockingDialog ynd(true,false);
ynd.player = h->getOwner();
ynd.text << message;
cb->showBlockingDialog(&ynd,boost::bind(&CGArtifact::fightForArt,this,_1,h));
}
else
{
fightForArt(0,h);
}
}
}
void CGArtifact::pick(const CGHeroInstance * h) const
{
if(ID == 5) //Artifact
{
cb->giveHeroArtifact(subID,h->id,-2);
}
else if(ID == 93) // Spell scroll
{
//TODO: support for the spell scroll
}
cb->removeObject(id);
}
void CGArtifact::fightForArt( ui32 agreed, const CGHeroInstance *h ) const
{
if(agreed)
cb->startBattleI(h->id,army,pos,boost::bind(&CGArtifact::endBattle,this,_1,h));
}
void CGArtifact::endBattle( BattleResult *result, const CGHeroInstance *h ) const
{
if(result->winner == 0) //attacker won
pick(h);
}
void CGPickable::initObj()
{
blockVisit = true;
switch(ID)
{
case 12: //campfire
val2 = (ran()%3) + 4; //4 - 6
val1 = val2 * 100;
type = ran()%6; //given resource
break;
case 101: //treasure chest
{
int hlp = ran()%100;
if(hlp >= 95)
{
type = 1;
val1 = VLC->arth->treasures[ran()%VLC->arth->treasures.size()]->id;
return;
}
else if (hlp >= 65)
{
val1 = 2000;
}
else if(hlp >= 33)
{
val1 = 1500;
}
else
{
val1 = 1000;
}
val2 = val1 - 500;
type = 0;
break;
}
}
}
void CGPickable::onHeroVisit( const CGHeroInstance * h ) const
{
switch(ID)
{
case 12: //campfire
{
cb->giveResource(h->tempOwner,type,val2); //non-gold resource
cb->giveResource(h->tempOwner,6,val1);//gold
InfoWindow iw;
iw.soundID = soundBase::experience;
iw.player = h->tempOwner;
iw.components.push_back(Component(2,6,val1,0));
iw.components.push_back(Component(2,type,val2,0));
iw.text << std::pair<ui8,ui32>(11,23);
cb->showInfoDialog(&iw);
break;
}
case 101: //treasure chest
{
if (subID) //not OH3 treasure chest
{
tlog2 << "Not supported WoG treasure chest!\n";
return;
}
if(type) //there is an artifact
{
cb->giveHeroArtifact(val1,h->id,-2);
InfoWindow iw;
iw.soundID = soundBase::treasure;
iw.player = h->tempOwner;
iw.components.push_back(Component(4,val1,1,0));
iw.text << std::pair<ui8,ui32>(11,145);
iw.text.addReplacement(MetaString::ART_NAMES, val1);
cb->showInfoDialog(&iw);
break;
}
else
{
BlockingDialog sd(false,true);
sd.player = h->tempOwner;
sd.text << std::pair<ui8,ui32>(11,146);
sd.components.push_back(Component(2,6,val1,0));
sd.components.push_back(Component(5,0,val2,0));
sd.soundID = soundBase::chest;
boost::function<void(ui32)> fun = boost::bind(&CGPickable::chosen,this,_1,h->id);
cb->showBlockingDialog(&sd,fun);
return;
}
}
}
cb->removeObject(id);
}
void CGPickable::chosen( int which, int heroID ) const
{
switch(which)
{
case 1: //player pick gold
cb->giveResource(cb->getOwner(heroID),6,val1);
break;
case 2: //player pick exp
cb->changePrimSkill(heroID, 4, val2);
break;
default:
throw std::string("Unhandled treasure choice");
}
cb->removeObject(id);
}
void CGWitchHut::initObj()
{
ability = allowedAbilities[ran()%allowedAbilities.size()];
}
void CGWitchHut::onHeroVisit( const CGHeroInstance * h ) const
{
InfoWindow iw;
iw.soundID = soundBase::gazebo;
iw.player = h->getOwner();
2009-03-14 19:19:53 +02:00
if(!hasVisited(h->tempOwner))
cb->setObjProperty(id,10,h->tempOwner);
if(h->getSecSkillLevel(ability)) //you alredy know this skill
{
iw.text << std::pair<ui8,ui32>(11,172);
iw.text.addReplacement(MetaString::SEC_SKILL_NAME, ability);
}
else if(h->secSkills.size() >= SKILL_PER_HERO) //already all skills slots used
{
iw.text << std::pair<ui8,ui32>(11,173);
iw.text.addReplacement(MetaString::SEC_SKILL_NAME, ability);
}
else //give sec skill
{
iw.components.push_back(Component(1, ability, 1, 0));
iw.text << std::pair<ui8,ui32>(11,171);
iw.text.addReplacement(MetaString::SEC_SKILL_NAME, ability);
cb->changeSecSkill(h->id,ability,1,true);
}
cb->showInfoDialog(&iw);
}
const std::string & CGWitchHut::getHoverText() const
{
hoverName = VLC->generaltexth->names[ID];
2009-03-14 19:19:53 +02:00
if(hasVisited(cb->getCurrentPlayer())) //TODO: use local player, not current
{
hoverName += "\n" + VLC->generaltexth->allTexts[356]; // + (learn %s)
boost::algorithm::replace_first(hoverName,"%s",VLC->generaltexth->skillName[ability]);
if(cb->getSelectedHero(cb->getCurrentPlayer())->getSecSkillLevel(ability)) //hero knows that ability
hoverName += "\n\n" + VLC->generaltexth->allTexts[357]; // (Already learned)
}
return hoverName;
}
void CGBonusingObject::onHeroVisit( const CGHeroInstance * h ) const
{
bool visited = h->getBonus(HeroBonus::OBJECT,ID);
int messageID, bonusType, bonusVal;
int bonusMove = 0, sound = -1;
InfoWindow iw;
iw.player = h->tempOwner;
GiveBonus gbonus;
gbonus.hid = h->id;
gbonus.bonus.duration = HeroBonus::ONE_BATTLE;
gbonus.bonus.source = HeroBonus::OBJECT;
gbonus.bonus.id = ID;
switch(ID)
{
case 14: //swan pond
messageID = 29;
sound = soundBase::LUCK;
gbonus.bonus.type = HeroBonus::LUCK;
gbonus.bonus.val = 2;
gbonus.bdescr << std::pair<ui8,ui32>(6,67);
bonusMove = -h->movement;
break;
case 28: //Faerie Ring
messageID = 49;
sound = soundBase::LUCK;
gbonus.bonus.type = HeroBonus::LUCK;
gbonus.bonus.val = 1;
gbonus.bdescr << std::pair<ui8,ui32>(6,71);
break;
case 30: //fountain of fortune
messageID = 55;
sound = soundBase::LUCK;
gbonus.bonus.type = HeroBonus::LUCK;
gbonus.bonus.val = rand()%5 - 1;
gbonus.bdescr << std::pair<ui8,ui32>(6,69);
gbonus.bdescr.addReplacement((gbonus.bonus.val<0 ? "-" : "+") + boost::lexical_cast<std::string>(gbonus.bonus.val));
break;
case 38: //idol of fortune
messageID = 62;
iw.soundID = soundBase::experience;
if(cb->getDate(1) == 7) //7th day of week
gbonus.bonus.type = HeroBonus::MORALE_AND_LUCK;
else
gbonus.bonus.type = (cb->getDate(1)%2) ? HeroBonus::LUCK : HeroBonus::MORALE;
gbonus.bonus.val = 1;
gbonus.bdescr << std::pair<ui8,ui32>(6,68);
break;
case 64: //Rally Flag
sound = soundBase::MORALE;
messageID = 111;
gbonus.bonus.type = HeroBonus::MORALE_AND_LUCK;
gbonus.bonus.val = 1;
gbonus.bdescr << std::pair<ui8,ui32>(6,102);
bonusMove = 400;
break;
case 56: //oasis
messageID = 95;
gbonus.bonus.type = HeroBonus::MORALE;
gbonus.bonus.val = 1;
gbonus.bdescr << std::pair<ui8,ui32>(6,95);
bonusMove = 800;
break;
case 96: //temple
messageID = 140;
iw.soundID = soundBase::temple;
gbonus.bonus.type = HeroBonus::MORALE;
if(cb->getDate(1)==7) //sunday
{
gbonus.bonus.val = 2;
gbonus.bdescr << std::pair<ui8,ui32>(6,97);
}
else
{
gbonus.bonus.val = 1;
gbonus.bdescr << std::pair<ui8,ui32>(6,96);
}
break;
case 110://Watering Hole
sound = soundBase::MORALE;
messageID = 166;
gbonus.bonus.type = HeroBonus::MORALE;
gbonus.bonus.val = 1;
gbonus.bdescr << std::pair<ui8,ui32>(6,100);
bonusMove = 400;
break;
case 31: //Fountain of Youth
sound = soundBase::MORALE;
messageID = 57;
gbonus.bonus.type = HeroBonus::MORALE;
gbonus.bonus.val = 1;
gbonus.bdescr << std::pair<ui8,ui32>(6,103);
bonusMove = 400;
break;
}
if(visited)
{
if(ID==64 || ID==96 || ID==56)
messageID--;
else
messageID++;
}
else
{
if(gbonus.bonus.type == HeroBonus::MORALE || gbonus.bonus.type == HeroBonus::MORALE_AND_LUCK)
iw.components.push_back(Component(8,0,gbonus.bonus.val,0));
if(gbonus.bonus.type == HeroBonus::LUCK || gbonus.bonus.type == HeroBonus::MORALE_AND_LUCK)
iw.components.push_back(Component(9,0,gbonus.bonus.val,0));
cb->giveHeroBonus(&gbonus);
if(bonusMove) //swan pond - take all move points
{
SetMovePoints smp;
smp.hid = h->id;
smp.val = h->movement + bonusMove;
cb->setMovePoints(&smp);
}
}
iw.soundID = sound;
iw.text << std::pair<ui8,ui32>(11,messageID);
cb->showInfoDialog(&iw);
}
const std::string & CGBonusingObject::getHoverText() const
{
const CGHeroInstance *h = cb->getSelectedHero(cb->getCurrentPlayer());
hoverName = VLC->generaltexth->names[ID];
if(h)
{
if(!h->getBonus(HeroBonus::OBJECT,ID))
hoverName += " " + VLC->generaltexth->allTexts[353]; //not visited
else
hoverName += " " + VLC->generaltexth->allTexts[352]; //visited
}
return hoverName;
}
void CGMagicWell::onHeroVisit( const CGHeroInstance * h ) const
{
int message;
InfoWindow iw;
iw.soundID = soundBase::faerie;
iw.player = h->tempOwner;
if(h->getBonus(HeroBonus::OBJECT,ID)) //has already visited Well today
{
message = 78;
}
else if(h->mana < h->manaLimit())
{
GiveBonus gbonus;
gbonus.bonus.type = HeroBonus::NONE;
gbonus.hid = h->id;
gbonus.bonus.duration = HeroBonus::ONE_DAY;
gbonus.bonus.source = HeroBonus::OBJECT;
gbonus.bonus.id = ID;
cb->giveHeroBonus(&gbonus);
cb->setManaPoints(h->id,h->manaLimit());
message = 77;
}
else
{
message = 79;
}
iw.text << std::pair<ui8,ui32>(11,message); //"A second drink at the well in one day will not help you."
cb->showInfoDialog(&iw);
}
const std::string & CGMagicWell::getHoverText() const
{
const CGHeroInstance *h = cb->getSelectedHero(cb->getCurrentPlayer());
hoverName = VLC->generaltexth->names[ID];
if(h)
{
if(!h->getBonus(HeroBonus::OBJECT,ID))
hoverName += " " + VLC->generaltexth->allTexts[353]; //not visited
else
hoverName += " " + VLC->generaltexth->allTexts[352]; //visited
}
return hoverName;
}
void CGEvent::onHeroVisit( const CGHeroInstance * h ) const
{
if(!(availableFor & (1 << h->tempOwner)))
return;
if(cb->getPlayerSettings(h->tempOwner)->human)
{
if(humanActivate)
activated(h);
}
else if(computerActivate)
activated(h);
}
void CGEvent::endBattle( const CGHeroInstance *h, BattleResult *result ) const
{
if(result->winner)
return;
giveContents(h,true);
}
void CGEvent::activated( const CGHeroInstance * h ) const
{
if(army)
{
InfoWindow iw;
iw.player = h->tempOwner;
if(message.size())
iw.text << message;
else
iw.text.addTxt(MetaString::ADVOB_TXT, 16);
cb->showInfoDialog(&iw);
cb->startBattleI(h->id,army,pos,boost::bind(&CGEvent::endBattle,this,h,_1));
}
else
{
giveContents(h,false);
}
}
void CGEvent::giveContents( const CGHeroInstance *h, bool afterBattle ) const
{
InfoWindow iw;
iw.player = h->getOwner();
bool changesPrimSkill = false;
for (int i = 0; i < primskills.size(); i++)
{
if(primskills[i])
{
changesPrimSkill = true;
break;
}
}
if(gainedExp || changesPrimSkill || abilities.size())
{
getText(iw,afterBattle,175,h);
if(gainedExp)
iw.components.push_back(Component(Component::EXPERIENCE,0,gainedExp,0));
for(int i=0; i<primskills.size(); i++)
if(primskills[i])
iw.components.push_back(Component(Component::PRIM_SKILL,i,primskills[i],0));
for(int i=0; i<abilities.size(); i++)
iw.components.push_back(Component(Component::SEC_SKILL,abilities[i],abilityLevels[i],0));
cb->showInfoDialog(&iw);
//give exp
if(gainedExp)
cb->changePrimSkill(h->id,5,gainedExp,false);
//give prim skills
for(int i=0; i<primskills.size(); i++)
if(primskills[i])
cb->changePrimSkill(h->id,i,primskills[i],false);
//give sec skills
for(int i=0; i<abilities.size(); i++)
{
int curLev = h->getSecSkillLevel(abilities[i]);
if(curLev && curLev < abilityLevels[i]
|| h->secSkills.size() < SKILL_PER_HERO )
{
cb->changeSecSkill(h->id,abilities[i],abilityLevels[i],true);
}
}
}
if(spells.size())
{
std::set<ui32> spellsToGive;
iw.components.clear();
for(int i=0; i<spells.size(); i++)
{
iw.components.push_back(Component(Component::SPELL,spells[i],0,0));
spellsToGive.insert(spells[i]);
}
if(spellsToGive.size())
{
cb->changeSpells(h->id,true,spellsToGive);
cb->showInfoDialog(&iw);
}
}
if(manaDiff)
{
getText(iw,afterBattle,manaDiff,176,177,h);
iw.components.push_back(Component(Component::PRIM_SKILL,5,manaDiff,0));
cb->showInfoDialog(&iw);
cb->setManaPoints(h->id, h->mana + manaDiff);
}
if(moraleDiff)
{
getText(iw,afterBattle,moraleDiff,178,179,h);
iw.components.push_back(Component(Component::MORALE,0,moraleDiff,0));
cb->showInfoDialog(&iw);
GiveBonus gb;
gb.bonus = HeroBonus(HeroBonus::ONE_BATTLE,HeroBonus::MORALE,HeroBonus::OBJECT,moraleDiff,id,"");
gb.hid = h->id;
cb->giveHeroBonus(&gb);
}
if(luckDiff)
{
getText(iw,afterBattle,luckDiff,180,181,h);
iw.components.push_back(Component(Component::LUCK,0,luckDiff,0));
cb->showInfoDialog(&iw);
GiveBonus gb;
gb.bonus = HeroBonus(HeroBonus::ONE_BATTLE,HeroBonus::LUCK,HeroBonus::OBJECT,luckDiff,id,"");
gb.hid = h->id;
cb->giveHeroBonus(&gb);
}
iw.components.clear();
iw.text.clear();
for(int i=0; i<resources.size(); i++)
{
if(resources[i] < 0)
iw.components.push_back(Component(Component::RESOURCE,i,resources[i],0));
}
if(iw.components.size())
{
getText(iw,afterBattle,182,h);
cb->showInfoDialog(&iw);
}
iw.components.clear();
iw.text.clear();
for(int i=0; i<resources.size(); i++)
{
if(resources[i] > 0)
iw.components.push_back(Component(Component::RESOURCE,i,resources[i],0));
}
if(iw.components.size())
{
getText(iw,afterBattle,183,h);
cb->showInfoDialog(&iw);
}
iw.components.clear();
getText(iw,afterBattle,183,h);
for(int i=0; i<artifacts.size(); i++)
{
iw.components.push_back(Component(Component::ARTIFACT,artifacts[i],0,0));
if(iw.components.size() >= 14)
{
cb->showInfoDialog(&iw);
iw.components.clear();
}
}
if(iw.components.size())
{
cb->showInfoDialog(&iw);
}
for(int i=0; i<resources.size(); i++)
if(resources[i])
cb->giveResource(h->getOwner(),i,resources[i]);
for(int i=0; i<artifacts.size(); i++)
cb->giveHeroArtifact(artifacts[i],h->id,-2);
//show dialog with given creatures
iw.components.clear();
iw.text.clear();
for(std::map<si32,std::pair<ui32,si32> >::const_iterator i = creatures.slots.begin(); i != creatures.slots.end(); i++)
{
iw.components.push_back(Component(Component::CREATURE,i->second.first,i->second.second,0));
}
if(iw.components.size())
{
if(afterBattle)
{
if(iw.components.front().val == 1)
{
iw.text.addTxt(MetaString::ADVOB_TXT,185);//A %s joins %s's army.
iw.text.addReplacement(MetaString::CRE_SING_NAMES, iw.components.front().subtype);
}
else
{
iw.text.addTxt(MetaString::ADVOB_TXT,186);//%s join %s's army.
iw.text.addReplacement(MetaString::CRE_PL_NAMES, iw.components.front().subtype);
}
iw.text.addReplacement(h->name);
}
else
{
iw.text << message;
afterBattle = true;
}
cb->showInfoDialog(&iw);
}
//check if creatures can be moved to hero army
CCreatureSet heroArmy = h->army;
CCreatureSet ourArmy = creatures;
while(ourArmy)
{
int slot = heroArmy.getSlotFor(ourArmy.slots.begin()->second.first);
if(slot < 0)
break;
heroArmy.slots[slot].first = ourArmy.slots.begin()->second.first;
heroArmy.slots[slot].second += ourArmy.slots.begin()->second.second;
ourArmy.slots.erase(ourArmy.slots.begin());
}
if(!ourArmy) //all creatures can be moved to hero army - do that
{
SetGarrisons sg;
sg.garrs[h->id] = heroArmy;
cb->sendAndApply(&sg);
}
else //show garrison window and let player pick creatures
{
SetGarrisons sg;
sg.garrs[id] = creatures;
cb->sendAndApply(&sg);
if(removeAfterVisit)
cb->showGarrisonDialog(id,h->id,boost::bind(&IGameCallback::removeObject,cb,id));
else
cb->showGarrisonDialog(id,h->id,0);
return;
}
if(!afterBattle && message.size())
{
iw.text << message;
cb->showInfoDialog(&iw);
}
if(removeAfterVisit)
cb->removeObject(id);
}
void CGEvent::getText( InfoWindow &iw, bool &afterBattle, int text, const CGHeroInstance * h ) const
{
if(afterBattle || !message.size())
{
iw.text.addTxt(MetaString::ADVOB_TXT,text);//%s has lost treasure.
iw.text.addReplacement(h->name);
}
else
{
iw.text << message;
afterBattle = true;
}
}
void CGEvent::getText( InfoWindow &iw, bool &afterBattle, int val, int negative, int positive, const CGHeroInstance * h ) const
{
iw.components.clear();
iw.text.clear();
if(afterBattle || !message.size())
{
iw.text.addTxt(MetaString::ADVOB_TXT,val < 0 ? negative : positive); //%s's luck takes a turn for the worse / %s's luck increases
iw.text.addReplacement(h->name);
}
else
{
iw.text << message;
afterBattle = true;
}
}
void CGObservatory::onHeroVisit( const CGHeroInstance * h ) const
{
InfoWindow iw;
iw.soundID = soundBase::LIGHTHOUSE;
iw.player = h->tempOwner;
iw.text.addTxt(MetaString::ADVOB_TXT,98 + (ID==60));
cb->showInfoDialog(&iw);
FoWChange fw;
fw.player = h->tempOwner;
fw.mode = 1;
cb->getTilesInRange(fw.tiles,pos,20,h->tempOwner,1);
cb->sendAndApply(&fw);
}
void CGShrine::onHeroVisit( const CGHeroInstance * h ) const
{
if(spell == 255)
{
tlog1 << "Not initialized shrine visited!\n";
return;
}
2009-03-14 19:19:53 +02:00
if(!hasVisited(h->tempOwner))
cb->setObjProperty(id,10,h->tempOwner);
InfoWindow iw;
iw.soundID = soundBase::temple;
iw.player = h->getOwner();
iw.text.addTxt(MetaString::ADVOB_TXT,127 + ID - 88);
iw.text.addTxt(MetaString::SPELL_NAME,spell);
iw.text << ".";
if(!h->getArt(17)) //no spellbook
{
iw.text.addTxt(MetaString::ADVOB_TXT,131);
}
else if(ID == 90 && !h->getSecSkillLevel(7)) //it's third level spell and hero doesn't have wisdom
{
iw.text.addTxt(MetaString::ADVOB_TXT,130);
}
else if(vstd::contains(h->spells,spell))//hero already knows the spell
{
iw.text.addTxt(MetaString::ADVOB_TXT,174);
}
else //give spell
{
std::set<ui32> spells;
spells.insert(spell);
cb->changeSpells(h->id,true,spells);
iw.components.push_back(Component(Component::SPELL,spell,0,0));
}
cb->showInfoDialog(&iw);
}
void CGShrine::initObj()
{
if(spell == 255) //spell not set
{
int level = ID-87;
std::vector<ui32> possibilities;
//add all allowed spells of wanted level
for(int i=0; i<SPELLS_QUANTITY; i++)
{
if(VLC->spellh->spells[i].level == level
&& cb->isAllowed(0,VLC->spellh->spells[i].id))
{
possibilities.push_back(VLC->spellh->spells[i].id);
}
}
if(!possibilities.size())
{
tlog1 << "Error: cannot init shrine, no allowed spells!\n";
return;
}
spell = possibilities[ran() % possibilities.size()];
}
}
const std::string & CGShrine::getHoverText() const
{
2009-03-14 19:19:53 +02:00
hoverName = VLC->generaltexth->names[ID];
if(hasVisited(cb->getCurrentPlayer())) //TODO: use local player, not current
{
hoverName += "\n" + VLC->generaltexth->allTexts[355]; // + (learn %s)
boost::algorithm::replace_first(hoverName,"%s",VLC->spellh->spells[spell].name);
const CGHeroInstance *h = cb->getSelectedHero(cb->getCurrentPlayer());
if(h && vstd::contains(h->spells,spell)) //hero knows that ability
hoverName += "\n\n" + VLC->generaltexth->allTexts[354]; // (Already learned)
}
return hoverName;
2009-03-14 19:19:53 +02:00
}
void CGSignBottle::initObj()
{
//if no text is set than we pick random from the predefined ones
if(!message.size())
message = VLC->generaltexth->randsign[ran()%VLC->generaltexth->randsign.size()];
}
void CGSignBottle::onHeroVisit( const CGHeroInstance * h ) const
{
InfoWindow iw;
iw.soundID = soundBase::STORE;
iw.player = h->getOwner();
iw.text << message;
cb->showInfoDialog(&iw);
}
void CGScholar::giveAnyBonus( const CGHeroInstance * h ) const
{
}
void CGScholar::onHeroVisit( const CGHeroInstance * h ) const
{
int type = bonusType;
int bid = bonusID;
//check if the bonus if applicable, if not - give primary skill (always possible)
int ssl = h->getSecSkillLevel(bid); //current sec skill level, used if bonusType == 1
if((type == 1
&& ((ssl == 3) || (!ssl && h->secSkills.size() == SKILL_PER_HERO))) ////hero already has expert level in the skill or (don't know skill and doesn't have free slot)
|| (type == 2 && (!h->getArt(17) || vstd::contains(h->spells,bid)))) //hero doesn't have a spellbook or already knows the spell
{
type = 0;
bid = ran() % PRIMARY_SKILLS;
}
InfoWindow iw;
iw.soundID = soundBase::gazebo;
iw.player = h->getOwner();
iw.text.addTxt(MetaString::ADVOB_TXT,115);
switch (type)
{
case 0:
cb->changePrimSkill(h->id,bid,+1);
iw.components.push_back(Component(Component::PRIM_SKILL,bid,+1,0));
break;
case 1:
cb->changeSecSkill(h->id,bid,+1);
iw.components.push_back(Component(Component::SEC_SKILL,bid,ssl+1,0));
break;
case 2:
{
std::set<ui32> hlp;
hlp.insert(bid);
cb->changeSpells(h->id,true,hlp);
iw.components.push_back(Component(Component::SPELL,bid,0,0));
}
break;
default:
tlog1 << "Error: wrong bonustype (" << (int)type << ") for Scholar!\n";
return;
}
cb->showInfoDialog(&iw);
cb->removeObject(id);
}
void CGScholar::initObj()
{
blockVisit = true;
if(bonusType == 255)
{
bonusType = ran()%3;
switch(bonusType)
{
case 0:
bonusID = ran() % PRIMARY_SKILLS;
break;
case 1:
bonusID = ran() % SKILL_QUANTITY;
break;
case 2:
bonusID = ran() % SPELLS_QUANTITY;
break;
}
}
}
void CGOnceVisitable::onHeroVisit( const CGHeroInstance * h ) const
{
int sound = 0;
int txtid = -1;
switch(ID)
{
case 22: //Corpse
txtid = 37;
sound = soundBase::MYSTERY;
break;
case 39: //Lean To
sound = soundBase::GENIE;
txtid = 64;
break;
case 105://Wagon
sound = soundBase::GENIE;
txtid = 154;
break;
case 108:
break;
default:
tlog1 << "Error: Unknown object (" << ID <<") treated as CGOnceVisitable!\n";
return;
}
if(ID == 108)//Warrior's Tomb
{
//ask if player wants to search the Tomb
BlockingDialog bd(true, false);
sound = soundBase::GRAVEYARD;
bd.player = h->getOwner();
bd.text.addTxt(MetaString::ADVOB_TXT,161);
cb->showBlockingDialog(&bd,boost::bind(&CGOnceVisitable::searchTomb,this,h,_1));
return;
}
InfoWindow iw;
iw.soundID = sound;
iw.player = h->getOwner();
if(players.size()) //we have been already visited...
{
txtid++;
if(ID == 105) //wagon has extra text (for finding art) we need to ommit
txtid++;
iw.text.addTxt(MetaString::ADVOB_TXT, txtid);
}
else //first visit - give bonus!
{
switch(artOrRes)
{
case 0:
txtid++;
break;
case 1: //art
iw.components.push_back(Component(Component::ARTIFACT,bonusType,0,0));
cb->giveHeroArtifact(bonusType,h->id,-2);
break;
case 2: //res
iw.components.push_back(Component(Component::RESOURCE,bonusType,bonusVal,0));
cb->giveResource(h->getOwner(),bonusType,bonusVal);
break;
}
iw.text.addTxt(MetaString::ADVOB_TXT, txtid);
if(ID == 105 && artOrRes == 1)
{
iw.text.localStrings.back().second++;
iw.text.addReplacement(MetaString::ART_NAMES, bonusType);
}
}
cb->showInfoDialog(&iw);
cb->setObjProperty(id,10,h->getOwner());
}
const std::string & CGOnceVisitable::getHoverText() const
{
hoverName = VLC->generaltexth->names[ID] + " ";
hoverName += (hasVisited(cb->getCurrentPlayer())
? (VLC->generaltexth->allTexts[352]) //visited
: ( VLC->generaltexth->allTexts[353])); //not visited
return hoverName;
}
void CGOnceVisitable::initObj()
{
switch(ID)
{
case 22: //Corpse
{
blockVisit = true;
int hlp = ran()%100;
if(hlp < 20)
{
artOrRes = 1;
std::vector<CArtifact*> arts;
cb->getAllowed(arts, CArtifact::ART_TREASURE | CArtifact::ART_MINOR | CArtifact::ART_MAJOR);
bonusType = arts[ran() % arts.size()]->id;
}
else
{
artOrRes = 0;
}
}
break;
case 39: //Lean To
{
artOrRes = 2;
bonusType = ran()%6; //any basic resource without gold
bonusVal = ran()%4 + 1;
break;
}
case 108://Warrior's Tomb
{
artOrRes = 1;
std::vector<CArtifact*> arts;
int hlp = ran()%100;
if(hlp < 30)
cb->getAllowed(arts,CArtifact::ART_TREASURE);
else if(hlp < 80)
cb->getAllowed(arts,CArtifact::ART_MINOR);
else if(hlp < 95)
cb->getAllowed(arts,CArtifact::ART_MAJOR);
else
cb->getAllowed(arts,CArtifact::ART_RELIC);
bonusType = arts[ran() % arts.size()]->id;
}
break;
case 105://Wagon
{
int hlp = ran()%100;
if(hlp < 10)
{
artOrRes = 0; // nothing... :(
}
else if(hlp < 50) //minor or treasure art
{
artOrRes = 1;
std::vector<CArtifact*> arts;
cb->getAllowed(arts, CArtifact::ART_TREASURE | CArtifact::ART_MINOR);
bonusType = arts[ran() % arts.size()]->id;
}
else //2 - 5 of non-gold resource
{
artOrRes = 2;
bonusType = ran()%6;
bonusVal = ran()%4 + 2;
}
break;
}
}
}
void CGOnceVisitable::searchTomb(const CGHeroInstance *h, ui32 accept) const
{
if(accept)
{
InfoWindow iw;
iw.player = h->getOwner();
iw.components.push_back(Component(Component::MORALE,0,-3,0));
if(players.size()) //we've been already visited, player found nothing
{
iw.text.addTxt(MetaString::ADVOB_TXT,163);
}
else //first visit - give artifact
{
iw.text.addTxt(MetaString::ADVOB_TXT,162);
iw.components.push_back(Component(Component::ARTIFACT,bonusType,0,0));
iw.text.addReplacement(MetaString::ART_NAMES, bonusType);
cb->giveHeroArtifact(bonusType,h->id,-2);
}
if(!h->getBonus(HeroBonus::OBJECT,ID)) //we don't have modifier from this object yet
{
//ruin morale
GiveBonus gb;
gb.hid = h->id;
gb.bonus = HeroBonus(HeroBonus::ONE_BATTLE,HeroBonus::MORALE,HeroBonus::OBJECT,-3,id,"");
gb.bdescr.addTxt(MetaString::ARRAY_TXT,104); //Warrior Tomb Visited -3
cb->giveHeroBonus(&gb);
}
cb->showInfoDialog(&iw);
//add player to the visitors (for visited tooltop)
cb->setObjProperty(id,10,h->getOwner());
}
}