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# define VCMI_DLL
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# include "../stdafx.h"
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# include "CObjectHandler.h"
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# include "CDefObjInfoHandler.h"
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# include "CLodHandler.h"
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# include "CGeneralTextHandler.h"
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# include "CDefObjInfoHandler.h"
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# include "CHeroHandler.h"
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# include "CSpellHandler.h"
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# include <boost/bind.hpp>
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# include <boost/algorithm/string/replace.hpp>
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# include <boost/assign/std/vector.hpp>
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# include <boost/lexical_cast.hpp>
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# include <boost/random/linear_congruential.hpp>
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# include "CTownHandler.h"
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# include "CArtHandler.h"
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# include "CSoundBase.h"
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# include "../lib/VCMI_Lib.h"
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# include "../lib/IGameCallback.h"
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# include "../lib/CGameState.h"
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# include "../lib/NetPacks.h"
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# include "../StartInfo.h"
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# include "../lib/map.h"
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# include <sstream>
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# include <SDL_stdinc.h>
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using namespace boost : : assign ;
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/*
* 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
*
*/
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std : : map < int , std : : map < int , std : : vector < int > > > CGTeleport : : objs ;
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std : : vector < std : : pair < int , int > > CGTeleport : : gates ;
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IGameCallback * IObjectInterface : : cb = NULL ;
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DLL_EXPORT void loadToIt ( std : : string & dest , std : : string & src , int & iter , int mode ) ;
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extern CLodHandler * bitmaph ;
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extern boost : : rand48 ran ;
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std : : map < ui8 , std : : set < ui8 > > CGKeys : : playerKeyMap ;
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std : : map < si32 , std : : vector < si32 > > CGMagi : : eyelist ;
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void IObjectInterface : : onHeroVisit ( const CGHeroInstance * h ) const
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{ } ;
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void IObjectInterface : : onHeroLeave ( const CGHeroInstance * h ) const
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{ } ;
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void IObjectInterface : : newTurn ( ) const
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{ } ;
IObjectInterface : : ~ IObjectInterface ( )
{ }
IObjectInterface : : IObjectInterface ( )
{ }
void IObjectInterface : : initObj ( )
{ }
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void IObjectInterface : : setProperty ( ui8 what , ui32 val )
{ }
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void IObjectInterface : : postInit ( )
{ }
void IObjectInterface : : preInit ( )
{ }
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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 ) ;
}
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static void readCreatures ( std : : istream & is , BankConfig & bc , bool guards ) //helper function for void CObjectHandler::loadObjects()
{
const int MAX_BUF = 5000 ;
char buffer [ MAX_BUF + 1 ] ;
std : : pair < si16 , si32 > guardInfo = std : : make_pair ( 0 , 0 ) ;
std : : string creName ;
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is > > guardInfo . second ;
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//one getline just does not work... probably a kind of left whitespace
is . getline ( buffer , MAX_BUF , ' \t ' ) ;
is . getline ( buffer , MAX_BUF , ' \t ' ) ;
creName = buffer ;
if ( std : : string ( buffer ) = = " None " ) //no creature to be added
return ;
//look for the best creature that is described by given name
if ( vstd : : contains ( VLC - > creh - > nameToID , creName ) )
{
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guardInfo . first = VLC - > creh - > nameToID [ creName ] ;
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}
else
{
for ( int g = 0 ; g < VLC - > creh - > creatures . size ( ) ; + + g )
{
if ( VLC - > creh - > creatures [ g ] . namePl = = creName
| | VLC - > creh - > creatures [ g ] . nameRef = = creName
| | VLC - > creh - > creatures [ g ] . nameSing = = creName )
{
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guardInfo . first = VLC - > creh - > creatures [ g ] . idNumber ;
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}
}
}
if ( guards )
bc . guards . push_back ( guardInfo ) ;
else //given creatures
bc . creatures . push_back ( guardInfo ) ;
}
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void CObjectHandler : : loadObjects ( )
{
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{
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tlog5 < < " \t \t Reading 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 ;
}
tlog5 < < " \t \t Done loading objects! \n " ;
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}
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std : : string banksConfig = bitmaph - > getTextFile ( " ZCRBANK.TXT " ) ;
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std : : istringstream istr ( banksConfig ) ;
const int MAX_BUF = 5000 ;
char buffer [ MAX_BUF + 1 ] ;
//omitting unnecessary lines
istr . getline ( buffer , MAX_BUF ) ;
istr . getline ( buffer , MAX_BUF ) ;
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for ( int g = 0 ; g < 21 ; + + g ) //TODO: remove hardcoded value
{
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//reading name
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istr . getline ( buffer , MAX_BUF , ' \t ' ) ;
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creBanksNames [ g ] = std : : string ( buffer ) ;
//remove trailing new line characters
while ( creBanksNames [ g ] [ 0 ] = = 10 | | creBanksNames [ g ] [ 0 ] = = 13 )
creBanksNames [ g ] . erase ( creBanksNames [ g ] . begin ( ) ) ;
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for ( int i = 0 ; i < 4 ; + + i ) //reading levels
{
BankConfig bc ;
std : : string buf ;
char dump ;
//bc.level is of type char and thus we cannot read directly to it; same for some othre variables
istr > > buf ;
bc . level = atoi ( buf . c_str ( ) ) ;
istr > > buf ;
bc . chance = atoi ( buf . c_str ( ) ) ;
readCreatures ( istr , bc , true ) ;
istr > > buf ;
bc . upgradeChance = atoi ( buf . c_str ( ) ) ;
for ( int b = 0 ; b < 3 ; + + b )
readCreatures ( istr , bc , true ) ;
istr > > bc . combatValue ;
bc . resources . resize ( RESOURCE_QUANTITY ) ;
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//a dirty trick to make it work if there is no 0 for 0 quantity (like in grotto - last entry)
char buft [ 52 ] ;
istr . getline ( buft , 50 , ' \t ' ) ;
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for ( int h = 0 ; h < 7 ; + + h )
{
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istr . getline ( buft , 50 , ' \t ' ) ;
if ( buft [ 0 ] = = ' \0 ' )
bc . resources [ h ] = 0 ;
else
bc . resources [ h ] = SDL_atoi ( buft ) ;
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}
readCreatures ( istr , bc , false ) ;
bc . artifacts . resize ( 4 ) ;
for ( int b = 0 ; b < 4 ; + + b )
{
istr > > bc . artifacts [ b ] ;
}
istr > > bc . value ;
istr > > bc . rewardDifficulty ;
istr > > buf ;
bc . easiest = atoi ( buf . c_str ( ) ) ;
banksInfo [ g ] . push_back ( bc ) ;
}
}
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}
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int CGObjectInstance : : getOwner ( ) const
{
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//if (state)
// return state->owner;
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//else
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return tempOwner ; //won't have owner
}
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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;
}
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//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;
//}
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const std : : string & CGObjectInstance : : getHoverText ( ) const
{
return hoverName ;
}
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void CGObjectInstance : : setOwner ( int ow )
{
//if (state)
// state->owner = ow;
//else
tempOwner = ow ;
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}
int CGObjectInstance : : getWidth ( ) const //returns width of object graphic in tiles
{
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return defInfo - > width ;
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}
int CGObjectInstance : : getHeight ( ) const //returns height of object graphic in tiles
{
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return defInfo - > height ;
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}
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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)
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{
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if ( defInfo = = NULL )
{
tlog2 < < " Warning: VisitableAt for obj " < < id < < " : NULL defInfo! \n " ;
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return false ;
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}
if ( ( defInfo - > visitMap [ y ] > > ( 7 - x ) ) & 1 )
{
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return true ;
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}
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return false ;
}
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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 )
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return false ;
return true ;
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}
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bool CGObjectInstance : : coveringAt ( int x , int y ) const
{
if ( ( defInfo - > coverageMap [ y ] > > ( 7 - ( x ) ) ) & 1 )
return true ;
return false ;
}
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std : : set < int3 > CGObjectInstance : : getBlockedPos ( ) const
{
std : : set < int3 > ret ;
for ( int w = 0 ; w < getWidth ( ) ; + + w )
{
for ( int h = 0 ; h < getHeight ( ) ; + + h )
{
if ( blockingAt ( w , h ) )
ret . insert ( int3 ( pos . x - getWidth ( ) + w + 1 , pos . y - getHeight ( ) + h + 1 , pos . z ) ) ;
}
}
return ret ;
}
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bool CGObjectInstance : : operator < ( const CGObjectInstance & cmp ) const //screen printing priority comparing
{
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if ( defInfo - > printPriority = = 1 & & cmp . defInfo - > printPriority = = 0 )
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return true ;
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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 ;
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if ( cmp . ID = = HEROI_TYPE & & ID ! = HEROI_TYPE )
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return true ;
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if ( cmp . ID ! = HEROI_TYPE & & ID = = HEROI_TYPE )
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return false ;
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if ( ! defInfo - > isVisitable ( ) & & cmp . defInfo - > isVisitable ( ) )
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return true ;
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if ( ! cmp . defInfo - > isVisitable ( ) & & defInfo - > isVisitable ( ) )
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return false ;
if ( this - > pos . x < cmp . pos . x )
return true ;
return false ;
}
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void CGObjectInstance : : initObj ( )
{
}
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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 )
{ }
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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 ;
}
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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 ) ;
}
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void CGObjectInstance : : getNameVis ( std : : string & hname ) const
{
const CGHeroInstance * h = cb - > getSelectedHero ( cb - > getCurrentPlayer ( ) ) ;
hname = VLC - > generaltexth - > names [ ID ] ;
if ( h )
{
if ( ! h - > getBonus ( HeroBonus : : OBJECT , ID ) )
hname + = " " + VLC - > generaltexth - > allTexts [ 353 ] ; //not visited
else
hname + = " " + VLC - > generaltexth - > allTexts [ 352 ] ; //visited
}
}
void CGObjectInstance : : giveDummyBonus ( int heroID , ui8 duration ) const
{
GiveBonus gbonus ;
gbonus . bonus . type = HeroBonus : : NONE ;
gbonus . hid = heroID ;
gbonus . bonus . duration = duration ;
gbonus . bonus . source = HeroBonus : : OBJECT ;
gbonus . bonus . id = ID ;
cb - > giveHeroBonus ( & gbonus ) ;
}
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void CGObjectInstance : : onHeroVisit ( const CGHeroInstance * h ) const
{
}
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static int lowestSpeed ( const CGHeroInstance * chi )
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{
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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 ;
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}
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unsigned int CGHeroInstance : : getTileCost ( const TerrainTile & dest , const TerrainTile & from ) const
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{
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//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 )
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{
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int road = std : : min ( dest . malle , from . malle ) ; //used road ID
switch ( road )
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{
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case TerrainTile : : dirtRoad :
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ret = 75 ;
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break ;
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case TerrainTile : : grazvelRoad :
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ret = 65 ;
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break ;
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case TerrainTile : : cobblestoneRoad :
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ret = 50 ;
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break ;
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default :
tlog1 < < " Unknown road type: " < < road < < " ... Something wrong! \n " ;
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break ;
}
}
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else
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{
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ret = type - > heroClass - > terrCosts [ from . tertype ] ;
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ret = std : : max ( ret - 25 * unsigned ( getSecSkillLevel ( 0 ) ) , 100u ) ; //reduce 25% of terrain penalty for each pathfinding level
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}
return ret ;
}
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unsigned int CGHeroInstance : : getLowestCreatureSpeed ( ) const
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{
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unsigned int sl = 100 ;
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for ( size_t h = 0 ; h < army . slots . size ( ) ; + + h )
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{
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if ( VLC - > creh - > creatures [ army . slots . find ( h ) - > first ] . speed < sl )
sl = VLC - > creh - > creatures [ army . slots . find ( h ) - > first ] . speed ;
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}
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'
{
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if ( h3m )
{
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return pos ;
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}
else
{
return convertPosition ( pos , false ) ;
}
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}
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si32 CGHeroInstance : : manaLimit ( ) const
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{
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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 ) ;
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}
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//void CGHeroInstance::setPosition(int3 Pos, bool h3m) //as above, but sets position
//{
// if (h3m)
// pos = Pos;
// else
// pos = convertPosition(Pos,true);
//}
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bool CGHeroInstance : : canWalkOnSea ( ) const
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{
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//TODO: write it - it should check if hero is flying, or something similar
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return false ;
}
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int CGHeroInstance : : getPrimSkillLevel ( int id ) const
{
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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 ;
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amax ( ret , id / 2 ) ; //minimum value for attack and defense is 0 and for spell power and knowledge - 1
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return ret ;
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}
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ui8 CGHeroInstance : : getSecSkillLevel ( const int & ID ) const
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{
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for ( size_t i = 0 ; i < secSkills . size ( ) ; + + i )
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if ( secSkills [ i ] . first = = ID )
return secSkills [ i ] . second ;
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return 0 ;
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}
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int CGHeroInstance : : maxMovePoints ( bool onLand ) const
{
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int ret = std : : min ( 2000 , 1270 + 70 * lowestSpeed ( this ) ) ,
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bonus = valOfBonuses ( HeroBonus : : MOVEMENT ) + ( onLand ? valOfBonuses ( HeroBonus : : LAND_MOVEMENT ) : valOfBonuses ( HeroBonus : : SEA_MOVEMENT ) ) ;
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double modifier = 0 ;
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if ( onLand )
{
//logistics:
switch ( getSecSkillLevel ( 2 ) )
{
case 1 :
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modifier = 0.1 ;
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break ;
case 2 :
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modifier = 0.2 ;
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break ;
case 3 :
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modifier = 0.3 ;
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break ;
}
}
else
{
//navigation:
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switch ( getSecSkillLevel ( 5 ) )
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{
case 1 :
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modifier = 0.5 ;
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break ;
case 2 :
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modifier = 1.0 ;
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break ;
case 3 :
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modifier = 1.5 ;
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break ;
}
}
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return int ( ret + ret * modifier ) + bonus ;
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}
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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 ;
}
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const CArtifact * CGHeroInstance : : getArt ( int pos ) const
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{
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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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}
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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 ;
}
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CGHeroInstance : : CGHeroInstance ( )
{
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ID = HEROI_TYPE ;
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tacticFormationEnabled = inTownGarrison = false ;
mana = movement = portrait = level = - 1 ;
isStanding = true ;
moveDir = 4 ;
exp = 0xffffffff ;
visitedTown = NULL ;
type = NULL ;
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boat = NULL ;
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secSkills . push_back ( std : : make_pair ( - 1 , - 1 ) ) ;
}
void CGHeroInstance : : initHero ( int SUBID )
{
subID = SUBID ;
initHero ( ) ;
}
void CGHeroInstance : : initHero ( )
{
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if ( ID = = HEROI_TYPE )
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initHeroDefInfo ( ) ;
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if ( ! type )
type = VLC - > heroh - > heroes [ subID ] ;
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if ( ! vstd : : contains ( spells , 0xffffffff ) & & type - > startingSpell > = 0 ) //hero starts with a spell
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spells . insert ( type - > startingSpell ) ;
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else //remove placeholder
spells - = 0xffffffff ;
if ( ! vstd : : contains ( artifWorn , 16 ) & & type - > startingSpell > = 0 ) //no catapult means we haven't read pre-existant set
{
artifWorn [ 17 ] = 0 ; //give spellbook
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}
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artifWorn [ 16 ] = 3 ; //everyone has a catapult
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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 ;
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int x = 0 ; //how many stacks will hero receives <1 - 3>
pom = ran ( ) % 100 ;
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if ( pom < 9 )
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x = 1 ;
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else if ( pom < 79 )
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x = 2 ;
else
x = 3 ;
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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 ;
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pom = type - > highStack [ x ] - type - > lowStack [ x ] ;
army . slots [ x - pom2 ] . second = ran ( ) % ( pom + 1 ) + type - > lowStack [ x ] ;
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army . formation = false ;
}
}
hoverName = VLC - > generaltexth - > allTexts [ 15 ] ;
boost : : algorithm : : replace_first ( hoverName , " %s " , name ) ;
boost : : algorithm : : replace_first ( hoverName , " %s " , type - > heroClass - > name ) ;
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recreateArtBonuses ( ) ;
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}
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void CGHeroInstance : : initHeroDefInfo ( )
{
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if ( ! defInfo | | defInfo - > id ! = HEROI_TYPE )
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{
defInfo = new CGDefInfo ( ) ;
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defInfo - > id = HEROI_TYPE ;
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defInfo - > subid = subID ;
defInfo - > printPriority = 0 ;
defInfo - > visitDir = 0xff ;
}
for ( int i = 0 ; i < 6 ; i + + )
{
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defInfo - > blockMap [ i ] = 255 ;
defInfo - > visitMap [ i ] = 0 ;
defInfo - > coverageMap [ i ] = 0 ;
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}
defInfo - > handler = NULL ;
defInfo - > blockMap [ 5 ] = 253 ;
defInfo - > visitMap [ 5 ] = 2 ;
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defInfo - > coverageMap [ 4 ] = defInfo - > coverageMap [ 5 ] = 224 ;
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}
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CGHeroInstance : : ~ CGHeroInstance ( )
{
}
bool CGHeroInstance : : needsLastStack ( ) const
{
return true ;
}
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void CGHeroInstance : : onHeroVisit ( const CGHeroInstance * h ) const
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{
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if ( h = = this ) return ; //exclude potential self-visiting
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if ( ID = = HEROI_TYPE ) //hero
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{
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//TODO: check for allies
if ( tempOwner = = h - > tempOwner ) //our hero
{
//exchange
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cb - > heroExchange ( id , h - > id ) ;
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}
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else //battle
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{
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if ( visitedTown ) //we're in town
visitedTown - > onHeroVisit ( h ) ; //town will handle attacking
else
cb - > startBattleI ( h , this ) ;
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}
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}
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else if ( ID = = 62 ) //prison
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{
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InfoWindow iw ;
iw . player = h - > tempOwner ;
iw . soundID = soundBase : : ROGUE ;
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if ( cb - > getHeroCount ( h - > tempOwner , false ) < 8 ) //free hero slot
{
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cb - > changeObjPos ( id , pos + int3 ( 1 , 0 , 0 ) , 0 ) ;
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cb - > setObjProperty ( id , 6 , HEROI_TYPE ) ; //set ID to 34
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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 ) ;
}
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cb - > showInfoDialog ( & iw ) ;
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}
}
const std : : string & CGHeroInstance : : getBiography ( ) const
{
if ( biography . length ( ) )
return biography ;
else
return VLC - > generaltexth - > hTxts [ subID ] . biography ;
}
void CGHeroInstance : : initObj ( )
{
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blockVisit = true ;
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}
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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 ;
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if ( ret > 3 )
return 3 ;
if ( ret < - 3 )
return - 3 ;
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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)
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for ( std : : list < HeroBonus > : : const_iterator i = bonuses . begin ( ) ; i ! = bonuses . end ( ) ; i + + )
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{
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if ( i - > type = = HeroBonus : : MORALE | | i - > type = = HeroBonus : : MORALE_AND_LUCK )
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{
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ret . push_back ( std : : make_pair ( i - > val , i - > description ) ) ;
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}
}
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//leadership
if ( getSecSkillLevel ( 6 ) )
ret . push_back ( std : : make_pair ( getSecSkillLevel ( 6 ) , VLC - > generaltexth - > arraytxt [ 104 + getSecSkillLevel ( 6 ) ] ) ) ;
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//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 " ) ) ;
}
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//number of alignments and presence of undead
if ( stack > = 0 )
{
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bool archangelInArmy = false ;
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std : : set < si8 > factions ;
for ( std : : map < si32 , std : : pair < ui32 , si32 > > : : const_iterator i = army . slots . begin ( ) ; i ! = army . slots . end ( ) ; i + + )
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{
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// Take Angelic Alliance troop-mixing freedom of non-evil, non-Conflux units into account.
const si8 faction = VLC - > creh - > creatures [ i - > second . first ] . faction ;
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if ( hasBonusOfType ( HeroBonus : : NONEVIL_ALIGNMENT_MIX )
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& & ( ( faction > = 0 & & faction < = 2 ) | | faction = = 6 | | faction = = 7 ) )
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{
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factions . insert ( 0 ) ; // Insert a single faction of the affected group, Castle will do.
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}
else
{
factions . insert ( faction ) ;
}
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if ( i - > second . first = = 13 )
archangelInArmy = true ;
}
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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
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if ( archangelInArmy )
{
char buf [ 100 ] ;
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sprintf ( buf , VLC - > generaltexth - > arraytxt [ 117 ] . c_str ( ) , VLC - > creh - > creatures [ 13 ] . namePl . c_str ( ) ) ;
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ret . push_back ( std : : pair < int , std : : string > ( 1 , buf ) ) ; //%s in group +1
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}
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}
return ret ;
}
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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 + + )
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if ( i - > type = = HeroBonus : : LUCK | | i - > type = = HeroBonus : : MORALE_AND_LUCK )
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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 ;
}
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void CGHeroInstance : : setPropertyDer ( ui8 what , ui32 val )
{
if ( what = = 3 )
army . slots [ 0 ] . second = val ;
}
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double CGHeroInstance : : getHeroStrength ( ) const
{
return sqrt ( ( 1.0 + 0.05 * getPrimSkillLevel ( 0 ) ) * ( 1.0 + 0.05 * getPrimSkillLevel ( 1 ) ) ) ;
}
int CGHeroInstance : : getTotalStrength ( ) const
{
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double ret = getHeroStrength ( ) * getArmyStrength ( ) ;
return ( int ) ret ;
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}
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ui8 CGHeroInstance : : getSpellSchoolLevel ( const CSpell * spell ) const
{
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 ) ) ;
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//bonuses (eg. from special terrains)
skill = std : : max < ui8 > ( skill , valOfBonuses ( HeroBonus : : MAGIC_SCHOOL_SKILL , 0 ) ) ; //any school bonus
if ( spell - > fire )
skill = std : : max < ui8 > ( skill , valOfBonuses ( HeroBonus : : MAGIC_SCHOOL_SKILL , 1 ) ) ;
if ( spell - > air )
skill = std : : max < ui8 > ( skill , valOfBonuses ( HeroBonus : : MAGIC_SCHOOL_SKILL , 2 ) ) ;
if ( spell - > water )
skill = std : : max < ui8 > ( skill , valOfBonuses ( HeroBonus : : MAGIC_SCHOOL_SKILL , 4 ) ) ;
if ( spell - > earth )
skill = std : : max < ui8 > ( skill , valOfBonuses ( HeroBonus : : MAGIC_SCHOOL_SKILL , 8 ) ) ;
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return skill ;
}
* support for new hero bonuses (BLOCK_MORALE, SECONDARY_SKILL_PREMY (archery), AIR_SPELL_DMG_PREMY, EARTH_SPELL_DMG_PREMY, FIRE_SPELL_DMG_PREMY, WATER_SPELL_DMG_PREMY, BLOCK_SPELLS_ABOVE_LEVEL, SPELL_IMMUNITY, BLOCK_MORALE, FIRE_SPELLS, AIR_SPELLS, WATER_SPELLS, EARTH_SPELLS, SPELL, SPELLS_OF_LEVEL). It means that following artifacts are now supported:
- Orb of the Firmament
- Orb of Silt
- Orb of Tempestuous Fire
- Orb of Driving Rain
- Bow of Elven Cherrywood
- Bowstring of the Unicorn's Mane
- Angel Feather Arrows
- Tome of Fire Magic
- Tome of Air Magic
- Tome of Water Magic
- Tome of Earth Magic
- Recanter's Cloak
- Orb of Inhibition
- Pendant of Dispassion
- Pendant of Second Sight
- Pendant of Holiness
- Pendant of Life
- Pendant of Death
- Pendant of Free Will
- Pendant of Negativity
- Pendant of Total Recall
- Spellbinder's Hat
- Spirit of Oppression
- Sphere of Permanence
I hope I listed them all here :). Please try them and report if something's wrong.
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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 ;
}
2009-09-01 01:04:00 +03:00
/**
* Calculates what creatures and how many to be raised from a battle .
* @ param battleResult The results of the battle .
* @ return Returns a pair with the first value indicating the ID of the creature
* type and second value the amount . Both values are returned as - 1 if necromancy
* could not be applied .
*/
std : : pair < ui32 , si32 > CGHeroInstance : : calculateNecromancy ( BattleResult & battleResult ) const
{
const ui8 necromancyLevel = getSecSkillLevel ( 12 ) ;
// Hero knows necromancy.
if ( necromancyLevel > 0 ) {
double necromancySkill = necromancyLevel * 0.1
+ valOfBonuses ( HeroBonus : : SECONDARY_SKILL_PREMY , 12 ) / 100.0 ;
const std : : set < std : : pair < ui32 , si32 > > & casualties = battleResult . casualties [ ! battleResult . winner ] ;
ui32 raisedUnits = 0 ;
// Get lost enemy hit points convertible to units.
for ( std : : set < std : : pair < ui32 , si32 > > : : const_iterator it = casualties . begin ( ) ; it ! = casualties . end ( ) ; it + + )
raisedUnits + = VLC - > creh - > creatures [ it - > first ] . hitPoints * it - > second ;
raisedUnits * = necromancySkill ;
// Figure out what to raise and how many.
const ui32 creatureTypes [ ] = { 56 , 58 , 60 , 64 } ; // IDs for Skeletons, Walking Dead, Wights and Liches respectively.
const bool improvedNecromancy = hasBonusOfType ( HeroBonus : : IMPROVED_NECROMANCY ) ;
CCreature * raisedUnitType = & VLC - > creh - > creatures [ creatureTypes [ improvedNecromancy ? necromancyLevel : 0 ] ] ;
raisedUnits / = raisedUnitType - > hitPoints ;
// Make room for new units.
int slot = army . getSlotFor ( raisedUnitType - > idNumber ) ;
if ( slot = = - 1 ) {
// If there's no room for unit, try it's upgraded version 2/3rds the size.
raisedUnitType = & VLC - > creh - > creatures [ * raisedUnitType - > upgrades . begin ( ) ] ;
raisedUnits = ( raisedUnits * 2 ) / 3 ;
slot = army . getSlotFor ( raisedUnitType - > idNumber ) ;
}
if ( raisedUnits < = 0 )
raisedUnits = 1 ;
return std : : pair < ui32 , si32 > ( raisedUnitType - > idNumber , raisedUnits ) ;
}
return std : : pair < ui32 , si32 > ( - 1 , - 1 ) ;
}
/**
* Show the necromancy dialog with information about units raised .
* @ param raisedStack Pair where the first element represents ID of the raised creature
* and the second element the amount .
*/
void CGHeroInstance : : showNecromancyDialog ( std : : pair < ui32 , si32 > raisedStack ) const
{
const CCreature & unitType = VLC - > creh - > creatures [ raisedStack . first ] ;
InfoWindow iw ;
iw . soundID = soundBase : : GENIE ;
iw . player = tempOwner ;
iw . components . push_back ( Component ( 3 , unitType . idNumber , raisedStack . second , 0 ) ) ;
if ( raisedStack . second > 1 ) { // Practicing the dark arts of necromancy, ... (plural)
iw . text . addTxt ( MetaString : : GENERAL_TXT , 145 ) ;
iw . text . addReplacement ( raisedStack . second ) ;
iw . text . addReplacement ( MetaString : : CRE_PL_NAMES , unitType . idNumber ) ;
} else { // Practicing the dark arts of necromancy, ... (singular)
iw . text . addTxt ( MetaString : : GENERAL_TXT , 146 ) ;
iw . text . addReplacement ( MetaString : : CRE_SING_NAMES , unitType . idNumber ) ;
}
cb - > showInfoDialog ( & iw ) ;
}
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int3 CGHeroInstance : : getSightCenter ( ) const
{
return getPosition ( false ) ;
}
int CGHeroInstance : : getSightRadious ( ) const
{
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return 5 + getSecSkillLevel ( 3 ) + valOfBonuses ( HeroBonus : : SIGHT_RADIOUS ) ; //default + scouting
}
si32 CGHeroInstance : : manaRegain ( ) const
{
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if ( hasBonusOfType ( HeroBonus : : FULL_MANA_REGENERATION ) )
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return manaLimit ( ) ;
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2009-04-04 01:34:31 +03:00
return 1 + getSecSkillLevel ( 8 ) + valOfBonuses ( HeroBonus : : MANA_REGENERATION ) ; //1 + Mysticism level
}
* support for new hero bonuses (BLOCK_MORALE, SECONDARY_SKILL_PREMY (archery), AIR_SPELL_DMG_PREMY, EARTH_SPELL_DMG_PREMY, FIRE_SPELL_DMG_PREMY, WATER_SPELL_DMG_PREMY, BLOCK_SPELLS_ABOVE_LEVEL, SPELL_IMMUNITY, BLOCK_MORALE, FIRE_SPELLS, AIR_SPELLS, WATER_SPELLS, EARTH_SPELLS, SPELL, SPELLS_OF_LEVEL). It means that following artifacts are now supported:
- Orb of the Firmament
- Orb of Silt
- Orb of Tempestuous Fire
- Orb of Driving Rain
- Bow of Elven Cherrywood
- Bowstring of the Unicorn's Mane
- Angel Feather Arrows
- Tome of Fire Magic
- Tome of Air Magic
- Tome of Water Magic
- Tome of Earth Magic
- Recanter's Cloak
- Orb of Inhibition
- Pendant of Dispassion
- Pendant of Second Sight
- Pendant of Holiness
- Pendant of Life
- Pendant of Death
- Pendant of Free Will
- Pendant of Negativity
- Pendant of Total Recall
- Spellbinder's Hat
- Spirit of Oppression
- Sphere of Permanence
I hope I listed them all here :). Please try them and report if something's wrong.
2009-05-03 19:14:16 +03:00
int CGHeroInstance : : valOfBonuses ( HeroBonus : : BonusType type , int subtype /*= -1*/ ) const
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{
int ret = 0 ;
* support for new hero bonuses (BLOCK_MORALE, SECONDARY_SKILL_PREMY (archery), AIR_SPELL_DMG_PREMY, EARTH_SPELL_DMG_PREMY, FIRE_SPELL_DMG_PREMY, WATER_SPELL_DMG_PREMY, BLOCK_SPELLS_ABOVE_LEVEL, SPELL_IMMUNITY, BLOCK_MORALE, FIRE_SPELLS, AIR_SPELLS, WATER_SPELLS, EARTH_SPELLS, SPELL, SPELLS_OF_LEVEL). It means that following artifacts are now supported:
- Orb of the Firmament
- Orb of Silt
- Orb of Tempestuous Fire
- Orb of Driving Rain
- Bow of Elven Cherrywood
- Bowstring of the Unicorn's Mane
- Angel Feather Arrows
- Tome of Fire Magic
- Tome of Air Magic
- Tome of Water Magic
- Tome of Earth Magic
- Recanter's Cloak
- Orb of Inhibition
- Pendant of Dispassion
- Pendant of Second Sight
- Pendant of Holiness
- Pendant of Life
- Pendant of Death
- Pendant of Free Will
- Pendant of Negativity
- Pendant of Total Recall
- Spellbinder's Hat
- Spirit of Oppression
- Sphere of Permanence
I hope I listed them all here :). Please try them and report if something's wrong.
2009-05-03 19:14:16 +03:00
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 ;
}
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return ret ;
2009-03-12 01:25:59 +02:00
}
* support for new hero bonuses (BLOCK_MORALE, SECONDARY_SKILL_PREMY (archery), AIR_SPELL_DMG_PREMY, EARTH_SPELL_DMG_PREMY, FIRE_SPELL_DMG_PREMY, WATER_SPELL_DMG_PREMY, BLOCK_SPELLS_ABOVE_LEVEL, SPELL_IMMUNITY, BLOCK_MORALE, FIRE_SPELLS, AIR_SPELLS, WATER_SPELLS, EARTH_SPELLS, SPELL, SPELLS_OF_LEVEL). It means that following artifacts are now supported:
- Orb of the Firmament
- Orb of Silt
- Orb of Tempestuous Fire
- Orb of Driving Rain
- Bow of Elven Cherrywood
- Bowstring of the Unicorn's Mane
- Angel Feather Arrows
- Tome of Fire Magic
- Tome of Air Magic
- Tome of Water Magic
- Tome of Earth Magic
- Recanter's Cloak
- Orb of Inhibition
- Pendant of Dispassion
- Pendant of Second Sight
- Pendant of Holiness
- Pendant of Life
- Pendant of Death
- Pendant of Free Will
- Pendant of Negativity
- Pendant of Total Recall
- Spellbinder's Hat
- Spirit of Oppression
- Sphere of Permanence
I hope I listed them all here :). Please try them and report if something's wrong.
2009-05-03 19:14:16 +03:00
bool CGHeroInstance : : hasBonusOfType ( HeroBonus : : BonusType type , int subtype /*= -1*/ ) const
{
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if ( subtype = = - 1 ) //any subtype
* support for new hero bonuses (BLOCK_MORALE, SECONDARY_SKILL_PREMY (archery), AIR_SPELL_DMG_PREMY, EARTH_SPELL_DMG_PREMY, FIRE_SPELL_DMG_PREMY, WATER_SPELL_DMG_PREMY, BLOCK_SPELLS_ABOVE_LEVEL, SPELL_IMMUNITY, BLOCK_MORALE, FIRE_SPELLS, AIR_SPELLS, WATER_SPELLS, EARTH_SPELLS, SPELL, SPELLS_OF_LEVEL). It means that following artifacts are now supported:
- Orb of the Firmament
- Orb of Silt
- Orb of Tempestuous Fire
- Orb of Driving Rain
- Bow of Elven Cherrywood
- Bowstring of the Unicorn's Mane
- Angel Feather Arrows
- Tome of Fire Magic
- Tome of Air Magic
- Tome of Water Magic
- Tome of Earth Magic
- Recanter's Cloak
- Orb of Inhibition
- Pendant of Dispassion
- Pendant of Second Sight
- Pendant of Holiness
- Pendant of Life
- Pendant of Death
- Pendant of Free Will
- Pendant of Negativity
- Pendant of Total Recall
- Spellbinder's Hat
- Spirit of Oppression
- Sphere of Permanence
I hope I listed them all here :). Please try them and report if something's wrong.
2009-05-03 19:14:16 +03:00
{
for ( std : : list < HeroBonus > : : const_iterator i = bonuses . begin ( ) ; i ! = bonuses . end ( ) ; i + + )
if ( i - > type = = type )
return true ;
}
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else //given subtype
* support for new hero bonuses (BLOCK_MORALE, SECONDARY_SKILL_PREMY (archery), AIR_SPELL_DMG_PREMY, EARTH_SPELL_DMG_PREMY, FIRE_SPELL_DMG_PREMY, WATER_SPELL_DMG_PREMY, BLOCK_SPELLS_ABOVE_LEVEL, SPELL_IMMUNITY, BLOCK_MORALE, FIRE_SPELLS, AIR_SPELLS, WATER_SPELLS, EARTH_SPELLS, SPELL, SPELLS_OF_LEVEL). It means that following artifacts are now supported:
- Orb of the Firmament
- Orb of Silt
- Orb of Tempestuous Fire
- Orb of Driving Rain
- Bow of Elven Cherrywood
- Bowstring of the Unicorn's Mane
- Angel Feather Arrows
- Tome of Fire Magic
- Tome of Air Magic
- Tome of Water Magic
- Tome of Earth Magic
- Recanter's Cloak
- Orb of Inhibition
- Pendant of Dispassion
- Pendant of Second Sight
- Pendant of Holiness
- Pendant of Life
- Pendant of Death
- Pendant of Free Will
- Pendant of Negativity
- Pendant of Total Recall
- Spellbinder's Hat
- Spirit of Oppression
- Sphere of Permanence
I hope I listed them all here :). Please try them and report if something's wrong.
2009-05-03 19:14:16 +03:00
{
for ( std : : list < HeroBonus > : : const_iterator i = bonuses . begin ( ) ; i ! = bonuses . end ( ) ; i + + )
if ( i - > type = = type & & i - > subtype = = subtype )
return true ;
}
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return false ;
* support for new hero bonuses (BLOCK_MORALE, SECONDARY_SKILL_PREMY (archery), AIR_SPELL_DMG_PREMY, EARTH_SPELL_DMG_PREMY, FIRE_SPELL_DMG_PREMY, WATER_SPELL_DMG_PREMY, BLOCK_SPELLS_ABOVE_LEVEL, SPELL_IMMUNITY, BLOCK_MORALE, FIRE_SPELLS, AIR_SPELLS, WATER_SPELLS, EARTH_SPELLS, SPELL, SPELLS_OF_LEVEL). It means that following artifacts are now supported:
- Orb of the Firmament
- Orb of Silt
- Orb of Tempestuous Fire
- Orb of Driving Rain
- Bow of Elven Cherrywood
- Bowstring of the Unicorn's Mane
- Angel Feather Arrows
- Tome of Fire Magic
- Tome of Air Magic
- Tome of Water Magic
- Tome of Earth Magic
- Recanter's Cloak
- Orb of Inhibition
- Pendant of Dispassion
- Pendant of Second Sight
- Pendant of Holiness
- Pendant of Life
- Pendant of Death
- Pendant of Free Will
- Pendant of Negativity
- Pendant of Total Recall
- Spellbinder's Hat
- Spirit of Oppression
- Sphere of Permanence
I hope I listed them all here :). Please try them and report if something's wrong.
2009-05-03 19:14:16 +03:00
}
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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 ;
}
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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 ) ;
}
}
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void CGDwelling : : initObj ( )
{
switch ( ID )
{
case 17 :
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{
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 ;
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army . slots [ 0 ] . second = ( 8 - crs - > level ) * 3 ;
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}
}
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break ;
2009-07-09 22:15:22 +03:00
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case 20 :
creatures . resize ( 4 ) ;
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if ( subID = = 1 ) //Golem Factory
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{
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
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//guards
army . slots [ 0 ] . first = 116 ;
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army . slots [ 0 ] . second = 9 ;
army . slots [ 1 ] . first = 117 ;
army . slots [ 1 ] . second = 6 ;
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}
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else if ( subID = = 0 ) // Elemental Conflux
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{
creatures [ 0 ] . second . push_back ( 112 ) ; //Air Elemental
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creatures [ 1 ] . second . push_back ( 114 ) ; //Fire Elemental
creatures [ 2 ] . second . push_back ( 113 ) ; //Earth Elemental
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creatures [ 3 ] . second . push_back ( 115 ) ; //Water Elemental
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//guards
army . slots [ 0 ] . first = 113 ;
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army . slots [ 0 ] . second = 12 ;
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}
else
{
assert ( 0 ) ;
}
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hoverName = VLC - > generaltexth - > creGens4 [ subID ] ;
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break ;
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2009-07-06 22:41:27 +03:00
default :
assert ( 0 ) ;
break ;
}
}
void CGDwelling : : onHeroVisit ( const CGHeroInstance * h ) const
{
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if ( h - > tempOwner ! = tempOwner & & army . slots . size ( ) > 0 ) //object is guarded
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{
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?
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bd . text . addReplacement ( ID = = 17 ? MetaString : : CREGENS : MetaString : : CREGENS4 , subID ) ;
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bd . text . addReplacement ( MetaString : : ARRAY_TXT , 176 + CCreature : : getQuantityID ( army . slots . begin ( ) - > second . second ) * 3 ) ;
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bd . text . addReplacement ( MetaString : : CRE_PL_NAMES , army . slots . begin ( ) - > second . first ) ;
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cb - > showBlockingDialog ( & bd , boost : : bind ( & CGDwelling : : wantsFight , this , h , _1 ) ) ;
return ;
}
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if ( h - > tempOwner ! = tempOwner )
cb - > setOwner ( id , h - > tempOwner ) ;
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BlockingDialog bd ;
bd . player = h - > tempOwner ;
bd . flags = BlockingDialog : : ALLOW_CANCEL ;
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bd . text . addTxt ( MetaString : : ADVOB_TXT , ID = = 17 ? 35 : 36 ) ; //{%s} Would you like to recruit %s?
bd . text . addReplacement ( ID = = 17 ? MetaString : : CREGENS : MetaString : : CREGENS4 , subID ) ;
for ( size_t i = 0 ; i < creatures . size ( ) ; i + + )
bd . text . addReplacement ( MetaString : : CRE_PL_NAMES , creatures [ i ] . second [ 0 ] ) ;
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cb - > showBlockingDialog ( & bd , boost : : bind ( & CGDwelling : : heroAcceptsCreatures , this , h , _1 ) ) ;
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}
void CGDwelling : : newTurn ( ) const
{
if ( cb - > getDate ( 1 ) ! = 1 ) //not first day of week
return ;
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//town growths are handled separately
if ( ID = = TOWNI_TYPE )
return ;
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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 ( ) )
{
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if ( false /*accumulate creatures*/ )
sac . creatures [ i ] . first + = VLC - > creh - > creatures [ creatures [ i ] . second [ 0 ] ] . growth ;
else
sac . creatures [ i ] . first = VLC - > creh - > creatures [ creatures [ i ] . second [ 0 ] ] . growth ;
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change = true ;
}
}
if ( change )
cb - > sendAndApply ( & sac ) ;
}
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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 ) ;
}
}
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else
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{
OpenWindow ow ;
ow . id1 = id ;
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ow . id2 = h - > id ;
ow . window = ID = = 17
? OpenWindow : : RECRUITMENT_FIRST
: OpenWindow : : RECRUITMENT_ALL ;
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cb - > sendAndApply ( & ow ) ;
}
}
void CGDwelling : : wantsFight ( const CGHeroInstance * h , ui32 answer ) const
{
if ( answer )
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cb - > startBattleI ( h , this , boost : : bind ( & CGDwelling : : fightOver , this , h , _1 ) ) ;
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}
void CGDwelling : : fightOver ( const CGHeroInstance * h , BattleResult * result ) const
{
if ( result - > winner = = 0 )
{
onHeroVisit ( h ) ;
}
}
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int CGTownInstance : : getSightRadious ( ) const //returns sight distance
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{
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if ( subID = = 2 ) //tower
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{
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if ( ( builtBuildings . find ( 17 ) ) ! = builtBuildings . end ( ) ) //skyship
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return cb - > getMapSize ( ) . x + cb - > getMapSize ( ) . y ;
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else if ( ( builtBuildings . find ( 21 ) ) ! = builtBuildings . end ( ) ) //lookout tower
return 20 ;
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}
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return 5 ;
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}
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void CGTownInstance : : setPropertyDer ( ui8 what , ui32 val )
{
///this is freakin' overcomplicated solution
switch ( what )
{
case 11 : //add visitor of town building
bonusingBuildings [ val ] - > setProperty ( 4 , visitingHero - > id ) ;
break ;
}
}
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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 ;
}
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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 ;
}
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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 ;
}
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bool CGTownInstance : : creatureDwelling ( const int & level , bool upgraded ) const
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{
return builtBuildings . find ( 30 + level + upgraded * 7 ) ! = builtBuildings . end ( ) ;
}
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int CGTownInstance : : getHordeLevel ( const int & HID ) const //HID - 0 or 1; returns creature level or -1 if that horde structure is not present
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{
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return town - > hordeLvl [ HID ] ;
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}
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int CGTownInstance : : creatureGrowth ( const int & level ) const
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{
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int ret = VLC - > creh - > creatures [ town - > basicCreatures [ level ] ] . growth ;
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switch ( fortLevel ( ) )
{
case 3 :
ret * = 2 ; break ;
case 2 :
ret * = ( 1.5 ) ; break ;
}
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if ( builtBuildings . find ( 26 ) ! = builtBuildings . end ( ) ) //grail
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ret + = VLC - > creh - > creatures [ town - > basicCreatures [ level ] ] . growth ;
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if ( getHordeLevel ( 0 ) = = level )
if ( ( builtBuildings . find ( 18 ) ! = builtBuildings . end ( ) ) | | ( builtBuildings . find ( 19 ) ! = builtBuildings . end ( ) ) )
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ret + = VLC - > creh - > creatures [ town - > basicCreatures [ level ] ] . hordeGrowth ;
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if ( getHordeLevel ( 1 ) = = level )
if ( ( builtBuildings . find ( 24 ) ! = builtBuildings . end ( ) ) | | ( builtBuildings . find ( 25 ) ! = builtBuildings . end ( ) ) )
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ret + = VLC - > creh - > creatures [ town - > basicCreatures [ level ] ] . hordeGrowth ;
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//support for legs of legion etc.
if ( garrisonHero )
ret + = garrisonHero - > valOfBonuses ( HeroBonus : : CREATURE_GROWTH , level ) ;
if ( visitingHero )
ret + = visitingHero - > valOfBonuses ( HeroBonus : : CREATURE_GROWTH , level ) ;
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return ret ;
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}
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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 ;
}
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bool CGTownInstance : : hasFort ( ) const
{
return ( builtBuildings . find ( 7 ) ) ! = builtBuildings . end ( ) ;
}
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bool CGTownInstance : : hasCapitol ( ) const
{
return ( builtBuildings . find ( 13 ) ) ! = builtBuildings . end ( ) ;
}
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CGTownInstance : : CGTownInstance ( )
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: IShipyard ( this )
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{
builded = - 1 ;
destroyed = - 1 ;
garrisonHero = NULL ;
town = NULL ;
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visitingHero = NULL ;
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}
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CGTownInstance : : ~ CGTownInstance ( )
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{ }
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int CGTownInstance : : spellsAtLevel ( int level , bool checkGuild ) const
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{
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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 ;
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}
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bool CGTownInstance : : needsLastStack ( ) const
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{
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if ( garrisonHero )
return true ;
else return false ;
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}
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void CGTownInstance : : onHeroVisit ( const CGHeroInstance * h ) const
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{
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if ( getOwner ( ) ! = h - > getOwner ( ) )
{
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//TODO ally check
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if ( army . slots . size ( ) > 0 | | visitingHero )
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{
const CGHeroInstance * defendingHero = NULL ;
if ( visitingHero )
defendingHero = visitingHero ;
else if ( garrisonHero )
defendingHero = garrisonHero ;
const CArmedInstance * defendingArmy = this ;
if ( defendingHero )
defendingArmy = defendingHero ;
bool outsideTown = ( defendingHero = = visitingHero & & garrisonHero ) ;
cb - > startBattleI ( h , defendingArmy , getSightCenter ( ) , h , defendingHero , false , boost : : bind ( & CGTownInstance : : fightOver , this , h , _1 ) , ( outsideTown ? NULL : this ) ) ;
}
else
{
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cb - > setOwner ( id , h - > tempOwner ) ;
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}
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}
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cb - > heroVisitCastle ( id , h - > id ) ;
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for ( std : : vector < CGTownBuilding * > : : const_iterator i = bonusingBuildings . begin ( ) ; i ! = bonusingBuildings . end ( ) ; i + + )
( * i ) - > onHeroVisit ( h ) ; //put it inside heroVisitCastle call, make sure *visitingHero is set
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}
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void CGTownInstance : : onHeroLeave ( const CGHeroInstance * h ) const
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{
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cb - > stopHeroVisitCastle ( id , h - > id ) ;
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}
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void CGTownInstance : : initObj ( )
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{
hoverName = name + " , " + town - > Name ( ) ;
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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 ] ) ;
}
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switch ( subID )
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{ //add new visitable objects
case 2 : case 3 : case 5 : case 6 :
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bonusingBuildings . push_back ( new CTownBonus ( 23 , this ) ) ;
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break ;
case 7 :
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bonusingBuildings . push_back ( new CTownBonus ( 17 , this ) ) ;
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break ;
}
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}
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int3 CGTownInstance : : getSightCenter ( ) const
{
return pos - int3 ( 2 , 0 , 0 ) ;
}
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void CGTownInstance : : getOutOffsets ( std : : vector < int3 > & offsets ) const
{
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offsets + = int3 ( - 1 , 2 , 0 ) , int3 ( - 3 , 2 , 0 ) ;
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}
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void CGTownInstance : : fightOver ( const CGHeroInstance * h , BattleResult * result ) const
{
if ( result - > winner = = 0 )
{
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cb - > setOwner ( id , h - > tempOwner ) ;
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}
}
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void CGVisitableOPH : : onHeroVisit ( const CGHeroInstance * h ) const
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{
if ( visitors . find ( h - > id ) = = visitors . end ( ) )
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{
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onNAHeroVisit ( h - > id , false ) ;
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switch ( ID )
{
case 102 : //tree
case 4 : //arena
case 41 : //library
case 47 : //School of Magic
case 107 : //School of War
break ;
default :
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cb - > setObjProperty ( id , 4 , h - > id ) ; //add to the visitors
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break ;
}
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}
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else
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{
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onNAHeroVisit ( h - > id , true ) ;
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}
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}
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2008-12-22 19:48:41 +02:00
void CGVisitableOPH : : initObj ( )
{
if ( ID = = 102 )
ttype = ran ( ) % 3 ;
else
ttype = - 1 ;
}
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2009-08-16 18:39:18 +03:00
void CGVisitableOPH : : treeSelected ( int heroID , int resType , int resVal , ui64 expVal , ui32 result ) const
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{
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if ( result ) //player agreed to give res for exp
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{
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cb - > giveResource ( cb - > getOwner ( heroID ) , resType , - resVal ) ; //take resource
cb - > changePrimSkill ( heroID , 4 , expVal ) ; //give exp
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cb - > setObjProperty ( id , 4 , heroID ) ; //add to the visitors
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}
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}
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void CGVisitableOPH : : onNAHeroVisit ( int heroID , bool alreadyVisited ) const
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{
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int id = 0 , subid = 0 , ot = 0 , val = 1 , sound = 0 ;
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switch ( ID )
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{
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case 4 : //arena
sound = soundBase : : NOMAD ;
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ot = 0 ;
break ;
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case 51 : //mercenary camp
sound = soundBase : : NOMAD ;
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subid = 0 ;
ot = 80 ;
break ;
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case 23 : //marletto tower
sound = soundBase : : NOMAD ;
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subid = 1 ;
ot = 39 ;
break ;
case 61 :
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sound = soundBase : : gazebo ;
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subid = 2 ;
ot = 100 ;
break ;
case 32 :
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sound = soundBase : : GETPROTECTION ;
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subid = 3 ;
ot = 59 ;
break ;
case 100 :
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sound = soundBase : : gazebo ;
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id = 5 ;
ot = 143 ;
val = 1000 ;
break ;
case 102 :
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sound = soundBase : : gazebo ;
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id = 5 ;
subid = 1 ;
ot = 146 ;
val = 1 ;
break ;
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case 41 :
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sound = soundBase : : gazebo ;
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ot = 66 ;
break ;
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case 47 : //School of Magic
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sound = soundBase : : faerie ;
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ot = 71 ;
break ;
case 107 : //School of War
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sound = soundBase : : MILITARY ;
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ot = 158 ;
break ;
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}
2008-12-22 19:48:41 +02:00
if ( ! alreadyVisited )
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{
2008-12-22 19:48:41 +02:00
switch ( ID )
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{
2009-01-11 00:08:18 +02:00
case 4 : //arena
{
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BlockingDialog sd ( false , true ) ;
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sd . soundID = sound ;
2009-01-11 00:08:18 +02:00
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 ) ;
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cb - > showBlockingDialog ( & sd , boost : : bind ( & CGVisitableOPH : : arenaSelected , this , heroID , _1 ) ) ;
2009-01-11 00:08:18 +02:00
return ;
}
2008-12-22 19:48:41 +02:00
case 51 :
case 23 :
case 61 :
case 32 :
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{
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cb - > changePrimSkill ( heroID , subid , val ) ;
InfoWindow iw ;
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iw . soundID = sound ;
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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 ;
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iw . soundID = sound ;
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iw . components . push_back ( Component ( id , subid , val , 0 ) ) ;
iw . player = cb - > getOwner ( heroID ) ;
iw . text < < std : : pair < ui8 , ui32 > ( 11 , ot ) ;
2009-04-22 21:48:56 +03:00
iw . soundID = soundBase : : gazebo ;
2008-12-22 19:48:41 +02:00
cb - > showInfoDialog ( & iw ) ;
cb - > changePrimSkill ( heroID , 4 , val ) ;
break ;
}
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case 102 : //tree
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{
const CGHeroInstance * h = cb - > getHero ( heroID ) ;
val = VLC - > heroh - > reqExp ( h - > level + val ) - VLC - > heroh - > reqExp ( h - > level ) ;
if ( ! ttype )
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{
2009-01-11 00:08:18 +02:00
cb - > setObjProperty ( this - > id , 4 , heroID ) ; //add to the visitors
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InfoWindow iw ;
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iw . soundID = sound ;
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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 ) ;
2008-10-26 22:58:34 +02:00
break ;
}
2008-12-22 19:48:41 +02:00
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 ;
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iw . soundID = sound ;
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iw . player = h - > tempOwner ;
iw . text < < std : : pair < ui8 , ui32 > ( 11 , ot ) ;
cb - > showInfoDialog ( & iw ) ;
return ;
}
2009-04-11 04:32:50 +03:00
BlockingDialog sd ( true , false ) ;
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sd . soundID = sound ;
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sd . player = cb - > getOwner ( heroID ) ;
sd . text < < std : : pair < ui8 , ui32 > ( 11 , ot ) ;
sd . components . push_back ( Component ( id , subid , val , 0 ) ) ;
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cb - > showBlockingDialog ( & sd , boost : : bind ( & CGVisitableOPH : : treeSelected , this , heroID , res , resval , val , _1 ) ) ;
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}
break ;
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}
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case 41 : //library of enlightenment
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{
const CGHeroInstance * h = cb - > getHero ( heroID ) ;
if ( h - > level < 10 - 2 * h - > getSecSkillLevel ( 4 ) ) //not enough level
{
InfoWindow iw ;
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iw . soundID = sound ;
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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 ;
2009-04-24 00:09:10 +03:00
iw . soundID = sound ;
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iw . player = cb - > getOwner ( heroID ) ;
iw . text < < std : : pair < ui8 , ui32 > ( 11 , 66 ) ;
cb - > showInfoDialog ( & iw ) ;
}
break ;
}
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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 ;
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iw . soundID = sound ;
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iw . player = cb - > getOwner ( heroID ) ;
iw . text < < std : : pair < ui8 , ui32 > ( MetaString : : ADVOB_TXT , ot + 2 ) ;
cb - > showInfoDialog ( & iw ) ;
}
else
{
BlockingDialog sd ( true , true ) ;
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sd . soundID = sound ;
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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 ;
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}
}
2008-12-22 19:48:41 +02:00
else
{
ot + + ;
InfoWindow iw ;
2009-04-24 00:09:10 +03:00
iw . soundID = sound ;
2008-12-22 19:48:41 +02:00
iw . player = cb - > getOwner ( heroID ) ;
iw . text < < std : : pair < ui8 , ui32 > ( 11 , ot ) ;
cb - > showInfoDialog ( & iw ) ;
}
2008-02-07 20:45:22 +02:00
}
2007-10-27 22:38:48 +03:00
2008-12-22 19:48:41 +02:00
const std : : string & CGVisitableOPH : : getHoverText ( ) const
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{
2009-01-11 00:08:18 +02:00
int pom = - 1 ;
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switch ( ID )
{
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case 4 :
pom = - 1 ;
break ;
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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 ;
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case 41 :
break ;
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case 47 : //School of Magic
pom = 9 ;
break ;
case 107 : //School of War
pom = 10 ;
break ;
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default :
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throw std : : string ( " Wrong CGVisitableOPH object ID! \n " ) ;
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}
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hoverName = VLC - > generaltexth - > names [ ID ] ;
if ( pom > = 0 )
hoverName + = ( " " + VLC - > generaltexth - > xtrainfo [ pom ] ) ;
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const CGHeroInstance * h = cb - > getSelectedHero ( cb - > getCurrentPlayer ( ) ) ;
if ( h )
{
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hoverName + = ' ' ;
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hoverName + = ( vstd : : contains ( visitors , h - > id ) )
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? ( VLC - > generaltexth - > allTexts [ 352 ] ) //visited
: ( VLC - > generaltexth - > allTexts [ 353 ] ) ; //not visited
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}
return hoverName ;
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}
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void CGVisitableOPH : : arenaSelected ( int heroID , int primSkill ) const
{
cb - > setObjProperty ( id , 4 , heroID ) ; //add to the visitors
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cb - > changePrimSkill ( heroID , primSkill - 1 , 2 ) ;
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}
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void CGVisitableOPH : : setPropertyDer ( ui8 what , ui32 val )
{
if ( what = = 4 )
visitors . insert ( val ) ;
}
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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
}
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CTownBonus : : CTownBonus ( int index , CGTownInstance * TOWN )
{
ID = index ;
town = TOWN ;
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id = town - > bonusingBuildings . size ( ) ;
}
void CTownBonus : : setProperty ( ui8 what , ui32 val )
{
if ( what = = 4 )
visitors . insert ( val ) ;
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}
void CTownBonus : : onHeroVisit ( const CGHeroInstance * h ) const
{
int heroID = h - > id ;
if ( ( town - > builtBuildings . find ( ID ) ! = town - > builtBuildings . end ( ) ) & & ( visitors . find ( heroID ) = = visitors . end ( ) ) )
{
InfoWindow iw ;
switch ( ID )
{
case 23 :
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switch ( town - > subID )
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{
case 2 : //wall
cb - > changePrimSkill ( heroID , 3 , 1 ) ;
iw . components . push_back ( Component ( Component : : PRIM_SKILL , 3 , 1 , 0 ) ) ;
break ;
case 3 : //order of fire
cb - > changePrimSkill ( heroID , 2 , 1 ) ;
iw . components . push_back ( Component ( Component : : PRIM_SKILL , 2 , 1 , 0 ) ) ;
break ;
case 6 : //hall of valhalla
cb - > changePrimSkill ( heroID , 0 , 1 ) ;
iw . components . push_back ( Component ( Component : : PRIM_SKILL , 0 , 1 , 0 ) ) ;
break ;
case 5 : //academy of battle scholars
cb - > changePrimSkill ( heroID , 4 , 1000 ) ;
iw . components . push_back ( Component ( Component : : EXPERIENCE , 0 , 1000 , 0 ) ) ;
break ;
}
break ;
case 17 :
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switch ( town - > subID )
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{
case 7 : //cage of warlords
cb - > changePrimSkill ( heroID , 1 , 1 ) ;
iw . components . push_back ( Component ( Component : : PRIM_SKILL , 1 , 1 , 0 ) ) ;
break ;
}
break ;
}
iw . player = cb - > getOwner ( heroID ) ;
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iw . text < < VLC - > generaltexth - > buildings [ town - > subID ] [ ID ] . second ;
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//iw.soundID = sound;
cb - > showInfoDialog ( & iw ) ;
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cb - > setObjProperty ( town - > id , 11 , id ) ; //add to visitors
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}
}
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bool CArmedInstance : : needsLastStack ( ) const
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{
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return false ;
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}
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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 + + )
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ret + = VLC - > creh - > creatures [ i - > second . first ] . AIValue * i - > second . second ;
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return ret ;
}
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/*const std::string & CGCreature::getHoverText() const
{
hoverName = VLC - > generaltexth - > names [ ID ] ;
hoverName + = " \n Power rating: " ;
float ratio = ( ( float ) getArmyStrength ( ) / cb - > getSelectedHero ( cb - > getCurrentPlayer ( ) ) - > getTotalStrength ( ) ) ;
if ( ratio < 0.1 ) hoverName + = " Effortless " ;
else if ( ratio < 0.3 ) hoverName + = " Very Weak " ;
else if ( ratio < 0.6 ) hoverName + = " Weak " ;
else if ( ratio < 0.9 ) hoverName + = " A bit weaker " ;
else if ( ratio < 1.1 ) hoverName + = " Equal " ;
else if ( ratio < 1.3 ) hoverName + = " A bit stronger " ;
else if ( ratio < 1.8 ) hoverName + = " Strong " ;
else if ( ratio < 2.5 ) hoverName + = " Very Strong " ;
else if ( ratio < 4 ) hoverName + = " Challenging " ;
else if ( ratio < 8 ) hoverName + = " Overpowering " ;
else if ( ratio < 20 ) hoverName + = " Deadly " ;
else hoverName + = " Impossible " ;
return hoverName ;
} */
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void CGCreature : : onHeroVisit ( const CGHeroInstance * h ) const
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{
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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 ;
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ynd . text < < std : : pair < ui8 , ui32 > ( MetaString : : ADVOB_TXT , 86 ) ;
ynd . text . addReplacement ( MetaString : : CRE_PL_NAMES , subID ) ;
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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 ;
}
}
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}
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void CGCreature : : endBattle ( BattleResult * result ) const
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{
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if ( result - > winner = = 0 )
{
cb - > removeObject ( id ) ;
}
else
{
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//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);
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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 ) ;
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}
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}
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void CGCreature : : initObj ( )
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{
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blockVisit = true ;
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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 ;
}
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army . slots [ 0 ] . first = subID ;
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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 ) ) ;
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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 ) ;
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ms . toString ( hoverName ) ;
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}
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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 )
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factor = ( int ) ( 2 * ( hlp - 1 ) ) ;
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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)
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int hlp2 = ( int ) ( hlp - 2 ) * 1000 ;
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if ( ! neverFlees
& & hlp2 > = 0
& & rand ( ) % 2000 < hlp2
)
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return - 1 ; //flee
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else
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return - 2 ; //fight
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}
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
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joinDecision ( h , cost , false ) ;
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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
{
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cb - > showGarrisonDialog ( id , h - > id , true , boost : : bind ( & IGameCallback : : removeObject , cb , id ) ) ; //show garrison window and remove ourselves from map when player ends
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}
}
}
void CGCreature : : fight ( const CGHeroInstance * h ) const
{
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cb - > startBattleI ( h , this , boost : : bind ( & CGCreature : : endBattle , this , _1 ) ) ;
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}
void CGCreature : : flee ( const CGHeroInstance * h ) const
{
BlockingDialog ynd ( true , false ) ;
ynd . player = h - > tempOwner ;
ynd . text < < std : : pair < ui8 , ui32 > ( 11 , 91 ) ;
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ynd . text . addReplacement ( MetaString : : CRE_PL_NAMES , subID ) ;
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cb - > showBlockingDialog ( & ynd , boost : : bind ( & CGCreature : : fleeDecision , this , h , _1 ) ) ;
}
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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
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{
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cb - > showGarrisonDialog ( id , h - > id , true , 0 ) ;
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return ;
}
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//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 ;
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iw . soundID = soundBase : : FLAGMINE ;
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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
{
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if ( cb - > getDate ( ) = = 1 )
return ;
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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 ) < < " ) " ;
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ms . toString ( hoverName ) ;
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}
void CGResource : : initObj ( )
{
blockVisit = true ;
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hoverName = VLC - > generaltexth - > restypes [ subID ] ;
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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
{
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if ( army . slots . size ( ) )
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{
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if ( message . size ( ) )
{
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BlockingDialog ynd ( true , false ) ;
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ynd . player = h - > getOwner ( ) ;
ynd . text < < message ;
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cb - > showBlockingDialog ( & ynd , boost : : bind ( & CGResource : : fightForRes , this , _1 , h ) ) ;
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}
else
{
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fightForRes ( 1 , h ) ;
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}
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}
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else
{
if ( message . length ( ) )
{
InfoWindow iw ;
iw . player = h - > tempOwner ;
iw . text < < message ;
cb - > showInfoDialog ( & iw ) ;
}
collectRes ( h - > getOwner ( ) ) ;
}
}
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void CGResource : : collectRes ( int player ) const
{
cb - > giveResource ( player , subID , amount ) ;
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ShowInInfobox sii ;
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sii . player = player ;
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sii . c = Component ( 2 , subID , amount , 0 ) ;
sii . text < < std : : pair < ui8 , ui32 > ( 11 , 113 ) ;
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sii . text . addReplacement ( MetaString : : RES_NAMES , subID ) ;
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cb - > showCompInfo ( & sii ) ;
cb - > removeObject ( id ) ;
}
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void CGResource : : fightForRes ( ui32 agreed , const CGHeroInstance * h ) const
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{
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if ( agreed )
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cb - > startBattleI ( h , this , boost : : bind ( & CGResource : : endBattle , this , _1 , h ) ) ;
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}
void CGResource : : endBattle ( BattleResult * result , const CGHeroInstance * h ) const
{
if ( result - > winner = = 0 ) //attacker won
collectRes ( h - > getOwner ( ) ) ;
}
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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
{
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int mid , sound = 0 ;
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switch ( ID )
{
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case 55 : //mystical garden
sound = soundBase : : experience ;
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mid = 92 ;
break ;
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case 112 : //windmill
sound = soundBase : : GENIE ;
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mid = 170 ;
break ;
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case 109 : //waterwheel
sound = soundBase : : GENIE ;
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mid = 164 ;
break ;
}
if ( visited )
{
if ( ID ! = 112 )
mid + + ;
else
mid - - ;
InfoWindow iw ;
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iw . soundID = sound ;
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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 ;
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if ( cb - > getDate ( 0 ) < 8 )
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val = 500 ;
else
val = 1000 ;
}
cb - > giveResource ( h - > tempOwner , sub , val ) ;
InfoWindow iw ;
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iw . soundID = sound ;
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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 ) ;
}
}
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void CGVisitableOPW : : setPropertyDer ( ui8 what , ui32 val )
{
if ( what = = 5 )
visited = val ;
}
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void CGTeleport : : onHeroVisit ( const CGHeroInstance * h ) const
{
int destinationid = - 1 ;
switch ( ID )
{
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case 43 : //one way - find corresponding exit monolith
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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
{
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for ( int i = 0 ; i < gates . size ( ) ; i + + )
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{
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if ( gates [ i ] . first = = id )
{
destinationid = gates [ i ] . second ;
break ;
}
else if ( gates [ i ] . second = = id )
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{
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destinationid = gates [ i ] . first ;
break ;
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}
}
break ;
}
}
if ( destinationid < 0 )
{
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tlog2 < < " Cannot find exit... (obj at " < < pos < < " ) :( \n " ;
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return ;
}
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cb - > moveHero ( h - > id , CGHeroInstance : : convertPosition ( cb - > getObj ( destinationid ) - > pos , true ) - getVisitableOffset ( ) ,
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true ) ;
}
void CGTeleport : : initObj ( )
{
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int si = subID ;
if ( ID = = 103 ) //ignore subterranean gates subid
si = 0 ;
objs [ ID ] [ si ] . push_back ( id ) ;
}
void CGTeleport : : postInit ( ) //matches subterranean gates into pairs
{
//split on underground and surface gates
std : : vector < const CGObjectInstance * > gatesSplit [ 2 ] ; //surface and underground gates
for ( size_t i = 0 ; i < objs [ 103 ] [ 0 ] . size ( ) ; i + + )
{
const CGObjectInstance * hlp = cb - > getObj ( objs [ 103 ] [ 0 ] [ i ] ) ;
gatesSplit [ hlp - > pos . z ] . push_back ( hlp ) ;
}
//sort by position
std : : sort ( gatesSplit [ 0 ] . begin ( ) , gatesSplit [ 0 ] . end ( ) , boost : : bind ( & CGObjectInstance : : pos , _1 ) < boost : : bind ( & CGObjectInstance : : pos , _2 ) ) ;
for ( size_t i = 0 ; i < gatesSplit [ 0 ] . size ( ) ; i + + )
{
const CGObjectInstance * cur = gatesSplit [ 0 ] [ i ] ;
//find nearest underground exit
std : : pair < int , double > best ( - 1 , 150000 ) ; //pair<pos_in_vector, distance>
for ( int j = 0 ; j < gatesSplit [ 1 ] . size ( ) ; j + + )
{
const CGObjectInstance * checked = gatesSplit [ 1 ] [ j ] ;
if ( ! checked )
continue ;
double hlp = checked - > pos . dist2d ( cur - > pos ) ;
if ( hlp < best . second )
{
best . first = j ;
best . second = hlp ;
}
}
gates . push_back ( std : : pair < int , int > ( cur - > id , gatesSplit [ 1 ] [ best . first ] - > id ) ) ;
gatesSplit [ 1 ] [ best . first ] = NULL ;
}
objs . erase ( 103 ) ;
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}
void CGArtifact : : initObj ( )
{
blockVisit = true ;
if ( ID = = 5 )
hoverName = VLC - > arth - > artifacts [ subID ] . Name ( ) ;
}
void CGArtifact : : onHeroVisit ( const CGHeroInstance * h ) const
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{
if ( ! army . slots . size ( ) )
{
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if ( ID = = 5 )
{
InfoWindow iw ;
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iw . soundID = soundBase : : treasure ;
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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 ) ;
}
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pick ( h ) ;
}
else
{
if ( message . size ( ) )
{
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BlockingDialog ynd ( true , false ) ;
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ynd . player = h - > getOwner ( ) ;
ynd . text < < message ;
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cb - > showBlockingDialog ( & ynd , boost : : bind ( & CGArtifact : : fightForArt , this , _1 , h ) ) ;
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}
else
{
fightForArt ( 0 , h ) ;
}
}
}
void CGArtifact : : pick ( const CGHeroInstance * h ) const
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{
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if ( ID = = 5 ) //Artifact
{
cb - > giveHeroArtifact ( subID , h - > id , - 2 ) ;
}
else if ( ID = = 93 ) // Spell scroll
{
//TODO: support for the spell scroll
}
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cb - > removeObject ( id ) ;
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}
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void CGArtifact : : fightForArt ( ui32 agreed , const CGHeroInstance * h ) const
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{
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if ( agreed )
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cb - > startBattleI ( h , this , boost : : bind ( & CGArtifact : : endBattle , this , _1 , h ) ) ;
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}
void CGArtifact : : endBattle ( BattleResult * result , const CGHeroInstance * h ) const
{
if ( result - > winner = = 0 ) //attacker won
pick ( h ) ;
}
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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 ;
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case 29 : //floatsam
switch ( type = ran ( ) % 4 )
{
case 0 :
val1 = val2 = 0 ;
break ;
case 1 :
val1 = 5 ;
val2 = 0 ;
break ;
case 2 :
val1 = 5 ;
val2 = 200 ;
break ;
case 3 :
val1 = 10 ;
val2 = 500 ;
break ;
}
break ;
case 82 : //sea chest
{
int hlp = ran ( ) % 100 ;
if ( hlp < 20 )
{
val1 = 0 ;
type = 0 ;
}
else if ( hlp < 90 )
{
val1 = 1500 ;
type = 2 ;
}
else
{
val1 = 1000 ;
val2 = VLC - > arth - > treasures [ ran ( ) % VLC - > arth - > treasures . size ( ) ] - > id ;
type = 1 ;
}
}
break ;
case 86 : //Shipwreck Survivor
{
int hlp = ran ( ) % 100 ;
if ( hlp < 55 )
val1 = VLC - > arth - > treasures [ ran ( ) % VLC - > arth - > treasures . size ( ) ] - > id ;
else if ( hlp < 75 )
val1 = VLC - > arth - > minors [ ran ( ) % VLC - > arth - > minors . size ( ) ] - > id ;
else if ( hlp < 95 )
val1 = VLC - > arth - > majors [ ran ( ) % VLC - > arth - > majors . size ( ) ] - > id ;
else
val1 = VLC - > arth - > relics [ ran ( ) % VLC - > arth - > relics . size ( ) ] - > id ;
}
break ;
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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 ;
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iw . soundID = soundBase : : experience ;
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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 ;
}
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case 29 : //flotsam
{
cb - > giveResource ( h - > tempOwner , 0 , val1 ) ; //wood
cb - > giveResource ( h - > tempOwner , 6 , val2 ) ; //gold
InfoWindow iw ;
iw . soundID = soundBase : : GENIE ;
iw . player = h - > tempOwner ;
if ( val1 )
iw . components . push_back ( Component ( 2 , 0 , val1 , 0 ) ) ;
if ( val2 )
iw . components . push_back ( Component ( 2 , 6 , val2 , 0 ) ) ;
iw . text . addTxt ( MetaString : : ADVOB_TXT , 51 + type ) ;
cb - > showInfoDialog ( & iw ) ;
break ;
}
case 82 : //Sea Chest
{
InfoWindow iw ;
iw . soundID = soundBase : : chest ;
iw . player = h - > tempOwner ;
iw . text . addTxt ( MetaString : : ADVOB_TXT , 116 + type ) ;
if ( val1 ) //there is gold
{
iw . components . push_back ( Component ( 2 , 6 , val1 , 0 ) ) ;
cb - > giveResource ( h - > tempOwner , 6 , val1 ) ;
}
if ( type = = 1 ) //art
{
//TODO: what if no space in backpack?
iw . components . push_back ( Component ( 4 , val2 , 1 , 0 ) ) ;
iw . text . addReplacement ( MetaString : : ART_NAMES , val2 ) ;
cb - > giveHeroArtifact ( val2 , h - > id , - 2 ) ;
}
cb - > showInfoDialog ( & iw ) ;
break ;
}
case 86 : //Shipwreck Survivor
{
//TODO: what if no space in backpack?
InfoWindow iw ;
iw . soundID = soundBase : : experience ;
iw . player = h - > tempOwner ;
iw . components . push_back ( Component ( 4 , val1 , 1 , 0 ) ) ;
iw . text . addTxt ( MetaString : : ADVOB_TXT , 125 ) ;
iw . text . addReplacement ( MetaString : : ART_NAMES , val1 ) ;
cb - > giveHeroArtifact ( val1 , h - > id , - 2 ) ;
cb - > showInfoDialog ( & iw ) ;
break ;
}
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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 ;
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iw . soundID = soundBase : : treasure ;
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iw . player = h - > tempOwner ;
iw . components . push_back ( Component ( 4 , val1 , 1 , 0 ) ) ;
iw . text < < std : : pair < ui8 , ui32 > ( 11 , 145 ) ;
2009-07-09 22:15:22 +03:00
iw . text . addReplacement ( MetaString : : ART_NAMES , val1 ) ;
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cb - > showInfoDialog ( & iw ) ;
break ;
}
else
{
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BlockingDialog sd ( false , true ) ;
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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 ) ) ;
2009-04-22 21:48:56 +03:00
sd . soundID = soundBase : : chest ;
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boost : : function < void ( ui32 ) > fun = boost : : bind ( & CGPickable : : chosen , this , _1 , h - > id ) ;
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cb - > showBlockingDialog ( & sd , fun ) ;
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return ;
}
}
}
cb - > removeObject ( id ) ;
}
void CGPickable : : chosen ( int which , int heroID ) const
{
switch ( which )
{
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case 1 : //player pick gold
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cb - > giveResource ( cb - > getOwner ( heroID ) , 6 , val1 ) ;
break ;
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case 2 : //player pick exp
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cb - > changePrimSkill ( heroID , 4 , val2 ) ;
break ;
default :
throw std : : string ( " Unhandled treasure choice " ) ;
}
2009-01-11 00:08:18 +02:00
cb - > removeObject ( id ) ;
}
void CGWitchHut : : initObj ( )
{
ability = allowedAbilities [ ran ( ) % allowedAbilities . size ( ) ] ;
}
void CGWitchHut : : onHeroVisit ( const CGHeroInstance * h ) const
{
InfoWindow iw ;
2009-04-24 00:09:10 +03:00
iw . soundID = soundBase : : gazebo ;
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iw . player = h - > getOwner ( ) ;
2009-03-14 19:19:53 +02:00
if ( ! hasVisited ( h - > tempOwner ) )
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cb - > setObjProperty ( id , 10 , h - > tempOwner ) ;
2009-01-11 00:08:18 +02:00
if ( h - > getSecSkillLevel ( ability ) ) //you alredy know this skill
{
iw . text < < std : : pair < ui8 , ui32 > ( 11 , 172 ) ;
2009-07-09 22:15:22 +03:00
iw . text . addReplacement ( MetaString : : SEC_SKILL_NAME , ability ) ;
2009-01-11 00:08:18 +02:00
}
else if ( h - > secSkills . size ( ) > = SKILL_PER_HERO ) //already all skills slots used
{
iw . text < < std : : pair < ui8 , ui32 > ( 11 , 173 ) ;
2009-07-09 22:15:22 +03:00
iw . text . addReplacement ( MetaString : : SEC_SKILL_NAME , ability ) ;
2009-01-11 00:08:18 +02:00
}
else //give sec skill
{
iw . components . push_back ( Component ( 1 , ability , 1 , 0 ) ) ;
iw . text < < std : : pair < ui8 , ui32 > ( 11 , 171 ) ;
2009-07-09 22:15:22 +03:00
iw . text . addReplacement ( MetaString : : SEC_SKILL_NAME , ability ) ;
2009-01-11 00:08:18 +02:00
cb - > changeSecSkill ( h - > id , ability , 1 , true ) ;
}
cb - > showInfoDialog ( & iw ) ;
2009-02-03 07:28:05 +02:00
}
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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
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{
hoverName + = " \n " + VLC - > generaltexth - > allTexts [ 356 ] ; // + (learn %s)
boost : : algorithm : : replace_first ( hoverName , " %s " , VLC - > generaltexth - > skillName [ ability ] ) ;
2009-07-27 20:55:56 +03:00
const CGHeroInstance * h = cb - > getSelectedHero ( cb - > getCurrentPlayer ( ) ) ;
if ( h & & h - > getSecSkillLevel ( ability ) ) //hero knows that ability
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hoverName + = " \n \n " + VLC - > generaltexth - > allTexts [ 357 ] ; // (Already learned)
}
return hoverName ;
}
2009-02-04 15:40:54 +02:00
void CGBonusingObject : : onHeroVisit ( const CGHeroInstance * h ) const
{
bool visited = h - > getBonus ( HeroBonus : : OBJECT , ID ) ;
int messageID , bonusType , bonusVal ;
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int bonusMove = 0 , sound = - 1 ;
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InfoWindow iw ;
iw . player = h - > tempOwner ;
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GiveBonus gbonus ;
gbonus . hid = h - > id ;
gbonus . bonus . duration = HeroBonus : : ONE_BATTLE ;
gbonus . bonus . source = HeroBonus : : OBJECT ;
gbonus . bonus . id = ID ;
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switch ( ID )
{
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case 11 : //buoy
messageID = 21 ;
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sound = soundBase : : MORALE ;
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gbonus . bonus . type = HeroBonus : : MORALE ;
gbonus . bonus . val = + 1 ;
gbonus . bdescr < < std : : pair < ui8 , ui32 > ( 6 , 94 ) ;
break ;
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case 14 : //swan pond
messageID = 29 ;
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sound = soundBase : : LUCK ;
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gbonus . bonus . type = HeroBonus : : LUCK ;
gbonus . bonus . val = 2 ;
gbonus . bdescr < < std : : pair < ui8 , ui32 > ( 6 , 67 ) ;
bonusMove = - h - > movement ;
break ;
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case 28 : //Faerie Ring
messageID = 49 ;
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sound = soundBase : : LUCK ;
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gbonus . bonus . type = HeroBonus : : LUCK ;
gbonus . bonus . val = 1 ;
gbonus . bdescr < < std : : pair < ui8 , ui32 > ( 6 , 71 ) ;
2009-02-04 15:40:54 +02:00
break ;
case 30 : //fountain of fortune
messageID = 55 ;
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sound = soundBase : : LUCK ;
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gbonus . bonus . type = HeroBonus : : LUCK ;
gbonus . bonus . val = rand ( ) % 5 - 1 ;
gbonus . bdescr < < std : : pair < ui8 , ui32 > ( 6 , 69 ) ;
2009-07-09 22:15:22 +03:00
gbonus . bdescr . addReplacement ( ( gbonus . bonus . val < 0 ? " - " : " + " ) + boost : : lexical_cast < std : : string > ( gbonus . bonus . val ) ) ;
2009-02-04 15:40:54 +02:00
break ;
case 38 : //idol of fortune
messageID = 62 ;
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iw . soundID = soundBase : : experience ;
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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 ;
2009-07-19 10:16:33 +03:00
case 52 : //Mermaid
messageID = 83 ;
sound = soundBase : : LUCK ;
gbonus . bonus . type = HeroBonus : : LUCK ;
gbonus . bonus . val = 1 ;
gbonus . bdescr < < std : : pair < ui8 , ui32 > ( 6 , 72 ) ;
break ;
2009-02-05 11:49:45 +02:00
case 64 : //Rally Flag
2009-04-24 00:09:10 +03:00
sound = soundBase : : MORALE ;
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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 ;
2009-04-22 21:48:56 +03:00
iw . soundID = soundBase : : temple ;
2009-02-05 11:49:45 +02:00
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
2009-04-24 00:09:10 +03:00
sound = soundBase : : MORALE ;
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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
2009-04-24 00:09:10 +03:00
sound = soundBase : : MORALE ;
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messageID = 57 ;
gbonus . bonus . type = HeroBonus : : MORALE ;
gbonus . bonus . val = 1 ;
gbonus . bdescr < < std : : pair < ui8 , ui32 > ( 6 , 103 ) ;
bonusMove = 400 ;
2009-02-04 15:40:54 +02:00
break ;
2009-08-11 10:50:29 +03:00
case 94 : //Stables TODO: upgrade Cavaliers
sound = soundBase : : horse20 ;
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std : : set < ui32 > slots ;
for ( std : : map < si32 , std : : pair < ui32 , si32 > > : : const_iterator i = h - > army . slots . begin ( ) ; i ! = h - > army . slots . end ( ) ; + + i )
{
if ( i - > second . first = = 10 )
slots . insert ( i - > first ) ;
}
if ( ! slots . empty ( ) )
{
for ( std : : set < ui32 > : : const_iterator i = slots . begin ( ) ; i ! = slots . end ( ) ; i + + )
{
UpgradeCreature uc ( * i , id , 11 ) ;
//uc.applyGh (&gh);
}
}
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messageID = 137 ;
gbonus . bonus . type = HeroBonus : : LAND_MOVEMENT ;
gbonus . bonus . val = 600 ;
gbonus . bdescr < < std : : pair < ui8 , ui32 > ( 6 , 100 ) ;
break ;
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}
if ( visited )
{
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if ( ID = = 64 | | ID = = 96 | | ID = = 56 | | ID = = 52 | | ID = = 94 )
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messageID - - ;
else
messageID + + ;
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}
else
{
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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 ) ) ;
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cb - > giveHeroBonus ( & gbonus ) ;
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if ( bonusMove ) //swan pond - take all move points
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{
SetMovePoints smp ;
smp . hid = h - > id ;
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smp . val = h - > movement + bonusMove ;
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cb - > setMovePoints ( & smp ) ;
}
}
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iw . soundID = sound ;
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iw . text < < std : : pair < ui8 , ui32 > ( 11 , messageID ) ;
cb - > showInfoDialog ( & iw ) ;
}
const std : : string & CGBonusingObject : : getHoverText ( ) const
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{
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 ;
}
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void CGBonusingObject : : initObj ( )
{
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if ( ID = = 11 | | ID = = 52 ) //Buoy / Mermaid
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{
blockVisit = true ;
}
}
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void CGMagicWell : : onHeroVisit ( const CGHeroInstance * h ) const
{
int message ;
InfoWindow iw ;
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iw . soundID = soundBase : : faerie ;
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iw . player = h - > tempOwner ;
if ( h - > getBonus ( HeroBonus : : OBJECT , ID ) ) //has already visited Well today
{
message = 78 ;
}
else if ( h - > mana < h - > manaLimit ( ) )
{
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giveDummyBonus ( h - > id ) ;
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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
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{
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getNameVis ( hoverName ) ;
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return hoverName ;
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}
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void CGPandoraBox : : initObj ( )
{
blockVisit = true ;
}
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void CGPandoraBox : : onHeroVisit ( const CGHeroInstance * h ) const
{
BlockingDialog bd ( true , false ) ;
bd . player = h - > getOwner ( ) ;
bd . soundID = soundBase : : QUEST ;
bd . text . addTxt ( MetaString : : ADVOB_TXT , 14 ) ;
cb - > showBlockingDialog ( & bd , boost : : bind ( & CGPandoraBox : : open , this , h , _1 ) ) ;
}
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void CGPandoraBox : : open ( const CGHeroInstance * h , ui32 accept ) const
{
if ( accept )
{
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if ( army . slots . size ( ) > 0 ) //if pandora's box is protected by army
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{
InfoWindow iw ;
iw . player = h - > tempOwner ;
iw . text . addTxt ( MetaString : : ADVOB_TXT , 16 ) ;
cb - > showInfoDialog ( & iw ) ;
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cb - > startBattleI ( h , this , boost : : bind ( & CGPandoraBox : : endBattle , this , h , _1 ) ) ; //grants things after battle
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}
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else if ( message . size ( ) = = 0 & & resources . size ( ) = = 0
& & primskills . size ( ) = = 0 & & abilities . size ( ) = = 0
& & abilityLevels . size ( ) = = 0 & & artifacts . size ( ) = = 0
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& & spells . size ( ) = = 0 & & creatures . slots . size ( ) > 0
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& & gainedExp = = 0 & & manaDiff = = 0 & & moraleDiff = = 0 & & luckDiff = = 0 ) //if it gives nothing without battle
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{
InfoWindow iw ;
iw . player = h - > tempOwner ;
iw . text . addTxt ( MetaString : : ADVOB_TXT , 15 ) ;
cb - > showInfoDialog ( & iw ) ;
}
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else //if it gives something without battle
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{
giveContents ( h , false ) ;
}
}
}
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void CGPandoraBox : : endBattle ( const CGHeroInstance * h , BattleResult * result ) const
{
if ( result - > winner )
return ;
giveContents ( h , true ) ;
}
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void CGPandoraBox : : giveContents ( const CGHeroInstance * h , bool afterBattle ) const
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{
InfoWindow iw ;
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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 )
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cb - > changePrimSkill ( h - > id , 4 , gainedExp , false ) ;
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//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 ) ;
}
}
}
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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 ) ;
}
}
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if ( manaDiff )
{
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getText ( iw , afterBattle , manaDiff , 176 , 177 , h ) ;
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iw . components . push_back ( Component ( Component : : PRIM_SKILL , 5 , manaDiff , 0 ) ) ;
cb - > showInfoDialog ( & iw ) ;
cb - > setManaPoints ( h - > id , h - > mana + manaDiff ) ;
}
if ( moraleDiff )
{
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getText ( iw , afterBattle , moraleDiff , 178 , 179 , h ) ;
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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 ( ) ;
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getText ( iw , afterBattle , 183 , h ) ;
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for ( int i = 0 ; i < artifacts . size ( ) ; i + + )
{
iw . components . push_back ( Component ( Component : : ARTIFACT , artifacts [ i ] , 0 , 0 ) ) ;
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if ( iw . components . size ( ) > = 14 )
{
cb - > showInfoDialog ( & iw ) ;
iw . components . clear ( ) ;
}
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}
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.
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iw . text . addReplacement ( MetaString : : CRE_SING_NAMES , iw . components . front ( ) . subtype ) ;
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}
else
{
iw . text . addTxt ( MetaString : : ADVOB_TXT , 186 ) ; //%s join %s's army.
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iw . text . addReplacement ( MetaString : : CRE_PL_NAMES , iw . components . front ( ) . subtype ) ;
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}
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iw . text . addReplacement ( h - > name ) ;
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}
else
{
iw . text < < message ;
afterBattle = true ;
}
cb - > showInfoDialog ( & iw ) ;
}
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//check if creatures can be moved to hero army
CCreatureSet heroArmy = h - > army ;
CCreatureSet ourArmy = creatures ;
while ( ourArmy . slots . size ( ) > 0 )
{
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 . slots . size ( ) > 0 ) //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 ) ;
cb - > showGarrisonDialog ( id , h - > id , true , boost : : bind ( & IGameCallback : : removeObject , cb , id ) ) ;
}
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if ( ! afterBattle & & message . size ( ) )
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{
iw . text < < message ;
cb - > showInfoDialog ( & iw ) ;
}
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cb - > removeObject ( id ) ;
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}
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void CGPandoraBox : : getText ( InfoWindow & iw , bool & afterBattle , int text , const CGHeroInstance * h ) const
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{
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if ( afterBattle | | ! message . size ( ) )
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{
iw . text . addTxt ( MetaString : : ADVOB_TXT , text ) ; //%s has lost treasure.
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iw . text . addReplacement ( h - > name ) ;
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}
else
{
iw . text < < message ;
afterBattle = true ;
}
}
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void CGPandoraBox : : getText ( InfoWindow & iw , bool & afterBattle , int val , int negative , int positive , const CGHeroInstance * h ) const
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{
iw . components . clear ( ) ;
iw . text . clear ( ) ;
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if ( afterBattle | | ! message . size ( ) )
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{
iw . text . addTxt ( MetaString : : ADVOB_TXT , val < 0 ? negative : positive ) ; //%s's luck takes a turn for the worse / %s's luck increases
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iw . text . addReplacement ( h - > name ) ;
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}
else
{
iw . text < < message ;
afterBattle = true ;
}
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}
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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 : : activated ( const CGHeroInstance * h ) const
{
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if ( army . slots . size ( ) > 0 )
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{
InfoWindow iw ;
iw . player = h - > tempOwner ;
if ( message . size ( ) )
iw . text < < message ;
else
iw . text . addTxt ( MetaString : : ADVOB_TXT , 16 ) ;
cb - > showInfoDialog ( & iw ) ;
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cb - > startBattleI ( h , this , boost : : bind ( & CGEvent : : endBattle , this , h , _1 ) ) ;
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}
else
{
giveContents ( h , false ) ;
}
}
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void CGObservatory : : onHeroVisit ( const CGHeroInstance * h ) const
{
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InfoWindow iw ;
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iw . soundID = soundBase : : LIGHTHOUSE ;
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iw . player = h - > tempOwner ;
iw . text . addTxt ( MetaString : : ADVOB_TXT , 98 + ( ID = = 60 ) ) ;
cb - > showInfoDialog ( & iw ) ;
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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 ;
}
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if ( ! hasVisited ( h - > tempOwner ) )
cb - > setObjProperty ( id , 10 , h - > tempOwner ) ;
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InfoWindow iw ;
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iw . soundID = soundBase : : temple ;
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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
{
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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)
}
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return hoverName ;
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}
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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 ( ) ] ;
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if ( ID = = 59 )
{
blockVisit = true ;
}
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}
void CGSignBottle : : onHeroVisit ( const CGHeroInstance * h ) const
{
InfoWindow iw ;
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iw . soundID = soundBase : : STORE ;
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iw . player = h - > getOwner ( ) ;
iw . text < < message ;
cb - > showInfoDialog ( & iw ) ;
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if ( ID = = 59 )
cb - > removeObject ( id ) ;
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}
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 ;
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iw . soundID = soundBase : : gazebo ;
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iw . player = h - > getOwner ( ) ;
iw . text . addTxt ( MetaString : : ADVOB_TXT , 115 ) ;
switch ( type )
{
case 0 :
cb - > changePrimSkill ( h - > id , bid , + 1 ) ;
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iw . components . push_back ( Component ( Component : : PRIM_SKILL , bid , + 1 , 0 ) ) ;
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break ;
case 1 :
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cb - > changeSecSkill ( h - > id , bid , + 1 ) ;
iw . components . push_back ( Component ( Component : : SEC_SKILL , bid , ssl + 1 , 0 ) ) ;
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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 ;
}
}
}
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void CGGarrison : : onHeroVisit ( const CGHeroInstance * h ) const
{
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if ( h - > tempOwner ! = tempOwner & & army . slots . size ( ) > 0 ) {
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//TODO: Find a way to apply magic garrison effects in battle.
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cb - > startBattleI ( h , this , boost : : bind ( & CGGarrison : : fightOver , this , h , _1 ) ) ;
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return ;
}
//New owner.
if ( h - > tempOwner ! = tempOwner )
cb - > setOwner ( id , h - > tempOwner ) ;
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cb - > showGarrisonDialog ( id , h - > id , removableUnits , 0 ) ;
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}
void CGGarrison : : fightOver ( const CGHeroInstance * h , BattleResult * result ) const
{
if ( result - > winner = = 0 )
onHeroVisit ( h ) ;
}
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void CGOnceVisitable : : onHeroVisit ( const CGHeroInstance * h ) const
{
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int sound = 0 ;
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int txtid = - 1 ;
switch ( ID )
{
case 22 : //Corpse
txtid = 37 ;
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sound = soundBase : : MYSTERY ;
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break ;
case 39 : //Lean To
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sound = soundBase : : GENIE ;
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txtid = 64 ;
break ;
case 105 : //Wagon
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sound = soundBase : : GENIE ;
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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 ) ;
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sound = soundBase : : GRAVEYARD ;
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bd . player = h - > getOwner ( ) ;
bd . text . addTxt ( MetaString : : ADVOB_TXT , 161 ) ;
cb - > showBlockingDialog ( & bd , boost : : bind ( & CGOnceVisitable : : searchTomb , this , h , _1 ) ) ;
return ;
}
InfoWindow iw ;
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iw . soundID = sound ;
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iw . player = h - > getOwner ( ) ;
if ( players . size ( ) ) //we have been already visited...
{
txtid + + ;
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if ( ID = = 105 ) //wagon has extra text (for finding art) we need to omit
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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 ) ;
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if ( ID = = 105 & & artOrRes = = 1 )
{
iw . text . localStrings . back ( ) . second + + ;
iw . text . addReplacement ( MetaString : : ART_NAMES , bonusType ) ;
}
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}
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 ;
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cb - > getAllowed ( arts , CArtifact : : ART_TREASURE | CArtifact : : ART_MINOR | CArtifact : : ART_MAJOR ) ;
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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 )
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cb - > getAllowed ( arts , CArtifact : : ART_TREASURE ) ;
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else if ( hlp < 80 )
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cb - > getAllowed ( arts , CArtifact : : ART_MINOR ) ;
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else if ( hlp < 95 )
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cb - > getAllowed ( arts , CArtifact : : ART_MAJOR ) ;
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else
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cb - > getAllowed ( arts , CArtifact : : ART_RELIC ) ;
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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 ;
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cb - > getAllowed ( arts , CArtifact : : ART_TREASURE | CArtifact : : ART_MINOR ) ;
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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 ) ) ;
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iw . text . addReplacement ( MetaString : : ART_NAMES , bonusType ) ;
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cb - > giveHeroArtifact ( bonusType , h - > id , - 2 ) ;
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}
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 ) ;
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}
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}
}
void CBank : : initObj ( )
{
switch ( ID ) //find apriopriate key
{
case 16 : //bank
index = subID ; break ;
case 24 : //derelict ship
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index = 8 ; break ;
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case 25 : //utopia
index = 10 ; break ;
case 84 : //crypt
index = 9 ; break ;
case 85 : //shipwreck
index = 7 ; break ;
}
bc = NULL ;
daycounter = 0 ;
multiplier = 1 ;
}
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const std : : string & CBank : : getHoverText ( ) const
{
hoverName = VLC - > objh - > creBanksNames [ index ] ;
if ( bc = = NULL )
hoverName + = " " + VLC - > generaltexth - > allTexts [ 352 ] ;
else
hoverName + = " " + VLC - > generaltexth - > allTexts [ 353 ] ;
return hoverName ;
}
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void CBank : : reset ( ui16 var1 , ui16 var2 ) //prevents desync
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{
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ui8 chance = 0 ;
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for ( ui8 i = 0 ; i < VLC - > objh - > banksInfo [ index ] . size ( ) ; i + + )
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{
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if ( var1 < ( chance + = VLC - > objh - > banksInfo [ index ] [ i ] . chance ) )
{
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bc = & VLC - > objh - > banksInfo [ index ] [ i ] ;
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break ;
}
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}
artifacts . clear ( ) ;
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std : : vector < CArtifact * > : : iterator index ;
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for ( ui8 i = 0 ; i < = 3 ; i + + )
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{
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std : : vector < CArtifact * > arts ; //to avoid addition of different tiers
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switch ( i )
{
case 0 :
cb - > getAllowed ( arts , CArtifact : : ART_TREASURE ) ;
break ;
case 1 :
cb - > getAllowed ( arts , CArtifact : : ART_MINOR ) ;
break ;
case 2 :
cb - > getAllowed ( arts , CArtifact : : ART_MAJOR ) ;
break ;
case 3 :
cb - > getAllowed ( arts , CArtifact : : ART_RELIC ) ;
break ;
}
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for ( ui8 n = 0 ; n < bc - > artifacts [ i ] ; n + + )
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{
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index = arts . begin ( ) + var2 % arts . size ( ) ;
artifacts . push_back ( ( * index ) - > id ) ;
arts . erase ( index ) ;
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var2 * = ( var1 + n * i ) ; //almost like random
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}
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}
}
void CBank : : setPropertyDer ( ui8 what , ui32 val )
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/// random values are passed as arguments and processed identically on all clients
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{
switch ( what )
{
case 11 : //daycounter
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if ( val = = 0 )
daycounter = 0 ;
else
daycounter + + ;
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break ;
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case 12 : //multiplier, in percent
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multiplier = ( ( float ) val ) / 100 ;
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break ;
case 13 : //bank preset
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bc = & VLC - > objh - > banksInfo [ index ] [ val ] ;
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break ;
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case 14 :
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reset ( val % 100 , val ) ;
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break ;
case 15 :
bc = NULL ;
break ;
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case 16 :
artifacts . clear ( ) ;
break ;
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case 17 : //set ArmedInstance army
int upgraded = 0 ;
if ( val % 100 < bc - > upgradeChance ) //once again anti-desync
upgraded = 1 ;
switch ( bc - > guards . size ( ) )
{
case 1 :
for ( int i = 0 ; i < = 4 ; i + + )
army . setCreature ( i , bc - > guards [ 0 ] . first + upgraded , bc - > guards [ 0 ] . second / 5 ) ;
break ;
case 4 :
{
std : : vector < std : : pair < ui16 , ui32 > > : : const_iterator it ;
for ( it = bc - > guards . begin ( ) ; it ! = bc - > guards . end ( ) ; it + + )
{
int n = army . slots . size ( ) ; //debug
army . setCreature ( n , it - > first , it - > second ) ;
}
}
break ;
default :
tlog1 < < " Error: Unexpected army data: " < < bc - > guards . size ( ) < < " items found " ;
return ;
}
break ;
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}
}
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void CBank : : newTurn ( ) const
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{
if ( bc = = NULL )
{
if ( daycounter > = 28 | | cb - > getDate ( 0 ) = = 1 )
{
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cb - > setObjProperty ( id , 11 , 0 ) ; //daycounter 0
cb - > setObjProperty ( id , 14 , ran ( ) ) ; //reset
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if ( ID = = 24 & & cb - > getDate ( 0 ) > 1 )
{
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cb - > setObjProperty ( id , 16 , 0 ) ; ; //derelict ships are usable only once
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}
}
else
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cb - > setObjProperty ( id , 11 , 1 ) ; //daycounter++
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}
}
void CBank : : onHeroVisit ( const CGHeroInstance * h ) const
{
if ( bc ! = NULL )
{
int banktext = 0 ;
switch ( ID )
{
case 16 : //generic bank
banktext = 32 ;
break ;
case 24 :
banktext = 41 ;
break ;
case 25 : //utopia
banktext = 47 ;
break ;
case 84 : //crypt
banktext = 119 ;
break ;
case 85 : //shipwreck
banktext = 122 ;
break ;
}
BlockingDialog bd ( true , false ) ;
bd . player = h - > getOwner ( ) ;
bd . soundID = soundBase : : DANGER ;
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bd . text < < VLC - > generaltexth - > advobtxt [ banktext ] ;
if ( ID = = 16 )
bd . text . addReplacement ( VLC - > objh - > creBanksNames [ index ] ) ;
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cb - > showBlockingDialog ( & bd , boost : : bind ( & CBank : : fightGuards , this , h , _1 ) ) ;
}
else
{
InfoWindow iw ;
if ( ID = = 85 )
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{
iw . components . push_back ( Component ( Component : : MORALE , 0 , - 1 , 0 ) ) ;
GiveBonus gbonus ;
gbonus . hid = h - > id ;
gbonus . bonus . duration = HeroBonus : : ONE_BATTLE ;
gbonus . bonus . source = HeroBonus : : OBJECT ;
gbonus . bonus . id = ID ;
gbonus . bdescr < < " \n " < < VLC - > generaltexth - > arraytxt [ ID ] ;
gbonus . bonus . type = HeroBonus : : MORALE ;
gbonus . bonus . val = - 1 ;
cb - > giveHeroBonus ( & gbonus ) ;
}
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iw . soundID = soundBase : : GRAVEYARD ;
iw . player = h - > getOwner ( ) ;
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iw . text < < VLC - > generaltexth - > advobtxt [ 33 ] ;
if ( ID = = 16 | | ID = = 24 | | ID = = 85 )
iw . text . addReplacement ( VLC - > objh - > creBanksNames [ index ] ) ;
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cb - > showInfoDialog ( & iw ) ;
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}
}
void CBank : : fightGuards ( const CGHeroInstance * h , ui32 accept ) const
{
if ( accept )
{
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cb - > setObjProperty ( id , 17 , ran ( ) ) ; //get army
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cb - > startBattleI ( h , this , boost : : bind ( & CBank : : endBattle , this , h , _1 ) , true ) ;
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}
}
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void CBank : : endBattle ( const CGHeroInstance * h , const BattleResult * result ) const
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{
if ( result - > winner = = 0 )
{
int textID = - 1 ;
InfoWindow iw ;
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iw . player = h - > getOwner ( ) ;
MetaString loot ;
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switch ( ID )
{
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case 16 : case 25 : case 84 :
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textID = 34 ;
break ;
case 24 : //derelict ship
if ( bc - > resources . size ( ) ! = 0 )
textID = 43 ;
else
{
textID = 42 ;
iw . components . push_back ( Component ( Component : : MORALE , 0 , - 2 , 0 ) ) ;
}
break ;
case 85 : //shipwreck
if ( bc - > resources . size ( ) ! = 0 )
textID = 124 ;
else
{
textID = 123 ;
}
break ;
}
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//grant resources
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for ( int it = 0 ; it < bc - > resources . size ( ) ; it + + )
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{
if ( bc - > resources [ it ] ! = 0 )
{
iw . components . push_back ( Component ( Component : : RESOURCE , it , bc - > resources [ it ] , 0 ) ) ;
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loot < < " %d %s " ;
loot . addReplacement ( iw . components . back ( ) . val ) ;
loot . addReplacement ( MetaString : : RES_NAMES , iw . components . back ( ) . subtype ) ;
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cb - > giveResource ( h - > getOwner ( ) , it , bc - > resources [ it ] ) ;
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}
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}
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//grant artifacts
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for ( std : : vector < ui32 > : : const_iterator it = artifacts . begin ( ) ; it ! = artifacts . end ( ) ; it + + )
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{
iw . components . push_back ( Component ( Component : : ARTIFACT , * it , 0 , 0 ) ) ;
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loot < < " %s " ;
loot . addReplacement ( MetaString : : ART_NAMES , * it ) ;
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cb - > giveHeroArtifact ( * it , h - > id , - 2 ) ;
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}
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//display loot
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if ( ! loot . message . empty ( ) )
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{
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if ( textID = = 34 )
{
iw . text . addTxt ( MetaString : : ADVOB_TXT , 34 ) ; //Heaving defeated %s, you discover %s
iw . text . addReplacement ( MetaString : : CRE_PL_NAMES , result - > casualties [ 1 ] . begin ( ) - > first ) ;
iw . text . addReplacement ( loot . buildList ( ) ) ;
}
else
iw . text . addTxt ( MetaString : : ADVOB_TXT , textID ) ;
cb - > showInfoDialog ( & iw ) ;
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}
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loot . clear ( ) ;
iw . components . clear ( ) ;
iw . text . clear ( ) ;
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//grant creatures
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CCreatureSet ourArmy ;
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for ( std : : vector < std : : pair < ui16 , ui32 > > : : const_iterator it = bc - > creatures . begin ( ) ; it ! = bc - > creatures . end ( ) ; it + + )
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{
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int slot = ourArmy . getSlotFor ( it - > first ) ;
ourArmy . slots [ slot ] . first = it - > first ;
ourArmy . slots [ slot ] . second + = it - > second ;
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}
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for ( std : : map < si32 , std : : pair < ui32 , si32 > > : : const_iterator i = ourArmy . slots . begin ( ) ; i ! = ourArmy . slots . end ( ) ; i + + )
{
iw . components . push_back ( Component ( Component : : CREATURE , i - > second . first , i - > second . second , 0 ) ) ;
loot < < " %s " ;
if ( i - > second . second = = 1 )
loot . addReplacement ( MetaString : : CRE_SING_NAMES , i - > second . first ) ;
else
loot . addReplacement ( MetaString : : CRE_PL_NAMES , i - > second . first ) ;
}
if ( ourArmy . slots . size ( ) )
{
if ( ourArmy . slots . size ( ) = = 1 & & ourArmy . slots . begin ( ) - > second . second = = 1 )
iw . text . addTxt ( MetaString : : ADVOB_TXT , 185 ) ;
else
iw . text . addTxt ( MetaString : : ADVOB_TXT , 186 ) ;
iw . text . addReplacement ( loot . buildList ( ) ) ;
iw . text . addReplacement ( h - > name ) ;
cb - > showInfoDialog ( & iw ) ;
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cb - > giveCreatures ( id , h , ourArmy ) ;
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}
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cb - > setObjProperty ( id , 15 , 0 ) ; //bc = NULL
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}
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else //in case of defeat
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cb - > setObjProperty ( id , 14 , ran ( ) ) ; //reset
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}
void CGKeys : : setPropertyDer ( ui8 what , ui32 val ) //101-108 - enable key for player 1-8
{
if ( what > = 101 & & what < = ( 100 + PLAYER_LIMIT ) )
playerKeyMap . find ( what - 101 ) - > second . insert ( val ) ;
}
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bool CGKeys : : wasMyColorVisited ( int player ) const
{
if ( vstd : : contains ( playerKeyMap [ player ] , subID ) ) //creates set if it's not there
return true ;
else
return false ;
}
const std : : string & CGKeymasterTent : : getHoverText ( ) const
{
hoverName = VLC - > generaltexth - > names [ ID ] ;
if ( wasMyColorVisited ( cb - > getCurrentPlayer ( ) ) ) //TODO: use local player, not current
hoverName + = " \n " + VLC - > generaltexth - > allTexts [ 352 ] ;
else
hoverName + = " \n " + VLC - > generaltexth - > allTexts [ 353 ] ;
return hoverName ;
}
void CGKeymasterTent : : onHeroVisit ( const CGHeroInstance * h ) const
{
InfoWindow iw ;
iw . soundID = soundBase : : CAVEHEAD ;
iw . player = h - > getOwner ( ) ;
if ( ! wasMyColorVisited ( h - > getOwner ( ) ) )
{
cb - > setObjProperty ( id , h - > tempOwner + 101 , subID ) ;
iw . text < < std : : pair < ui8 , ui32 > ( 11 , 19 ) ;
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}
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else
iw . text < < std : : pair < ui8 , ui32 > ( 11 , 20 ) ;
cb - > showInfoDialog ( & iw ) ;
}
void CGBorderGuard : : initObj ( )
{
blockVisit = true ;
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}
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const std : : string & CGBorderGuard : : getHoverText ( ) const
{
hoverName = VLC - > generaltexth - > names [ ID ] ;
if ( wasMyColorVisited ( cb - > getCurrentPlayer ( ) ) ) //TODO: use local player, not current
hoverName + = " \n " + VLC - > generaltexth - > allTexts [ 352 ] ;
else
hoverName + = " \n " + VLC - > generaltexth - > allTexts [ 353 ] ;
return hoverName ;
}
void CGBorderGuard : : onHeroVisit ( const CGHeroInstance * h ) const
{
if ( wasMyColorVisited ( h - > getOwner ( ) ) )
{
BlockingDialog bd ( true , false ) ;
bd . player = h - > getOwner ( ) ;
bd . soundID = soundBase : : QUEST ;
bd . text . addTxt ( MetaString : : ADVOB_TXT , 17 ) ;
cb - > showBlockingDialog ( & bd , boost : : bind ( & CGBorderGuard : : openGate , this , h , _1 ) ) ;
}
else
{
InfoWindow iw ;
iw . player = h - > getOwner ( ) ;
iw . soundID = soundBase : : CAVEHEAD ;
iw . text < < std : : pair < ui8 , ui32 > ( 11 , 18 ) ;
cb - > showInfoDialog ( & iw ) ;
}
}
void CGBorderGuard : : openGate ( const CGHeroInstance * h , ui32 accept ) const
{
if ( accept )
cb - > removeObject ( id ) ;
}
void CGBorderGate : : onHeroVisit ( const CGHeroInstance * h ) const //TODO: passability
{
InfoWindow iw ;
iw . player = h - > getOwner ( ) ;
if ( ! wasMyColorVisited ( h - > getOwner ( ) ) )
{
iw . text < < std : : pair < ui8 , ui32 > ( 11 , 18 ) ;
cb - > showInfoDialog ( & iw ) ;
}
}
void CGMagi : : initObj ( )
{
if ( ID = = 27 )
{
blockVisit = true ;
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eyelist [ subID ] . push_back ( id ) ;
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}
}
void CGMagi : : onHeroVisit ( const CGHeroInstance * h ) const
{
if ( ID = = 37 )
{
InfoWindow iw ;
CenterView cv ;
FoWChange fw ;
cv . player = iw . player = fw . player = h - > tempOwner ;
iw . soundID = soundBase : : LIGHTHOUSE ;
iw . player = h - > tempOwner ;
iw . text . addTxt ( MetaString : : ADVOB_TXT , 61 ) ;
cb - > showInfoDialog ( & iw ) ;
fw . mode = 1 ;
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std : : vector < si32 > : : iterator it ;
for ( it = eyelist [ subID ] . begin ( ) ; it < eyelist [ subID ] . end ( ) ; it + + )
{
const CGObjectInstance * eye = cb - > getObj ( * it ) ;
cb - > getTilesInRange ( fw . tiles , eye - > pos , 5 , h - > tempOwner , 1 ) ;
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cb - > sendAndApply ( & fw ) ;
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cv . pos = eye - > pos ;
cv . focusTime = 2000 ;
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cb - > sendAndApply ( & cv ) ;
}
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cv . pos = h - > getPosition ( false ) ;
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cb - > sendAndApply ( & cv ) ;
}
else if ( ID = = 27 )
{
InfoWindow iw ;
iw . player = h - > tempOwner ;
iw . text . addTxt ( MetaString : : ADVOB_TXT , 48 ) ;
cb - > showInfoDialog ( & iw ) ;
}
}
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void CGBoat : : initObj ( )
{
hero = NULL ;
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}
void CGSirens : : initObj ( )
{
blockVisit = true ;
}
const std : : string & CGSirens : : getHoverText ( ) const
{
getNameVis ( hoverName ) ;
return hoverName ;
}
void CGSirens : : onHeroVisit ( const CGHeroInstance * h ) const
{
int message ;
InfoWindow iw ;
iw . soundID = soundBase : : DANGER ;
iw . player = h - > tempOwner ;
if ( h - > getBonus ( HeroBonus : : OBJECT , ID ) ) //has already visited Sirens
{
iw . text . addTxt ( 11 , 133 ) ;
}
else
{
giveDummyBonus ( h - > id , HeroBonus : : ONE_BATTLE ) ;
int xp = 0 ;
SetGarrisons sg ;
sg . garrs [ h - > id ] = h - > army ;
for ( std : : map < si32 , std : : pair < ui32 , si32 > > : : const_iterator i = h - > army . slots . begin ( ) ; i ! = h - > army . slots . end ( ) ; i + + )
{
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int drown = ( int ) ( i - > second . second * 0.3 ) ;
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if ( drown )
{
sg . garrs [ h - > id ] . slots [ i - > first ] . second - = drown ;
xp + = drown * VLC - > creh - > creatures [ i - > second . first ] . hitPoints ;
}
}
if ( xp )
{
iw . text . addTxt ( 11 , 132 ) ;
iw . text . addReplacement ( xp ) ;
cb - > sendAndApply ( & sg ) ;
}
else
{
iw . text . addTxt ( 11 , 134 ) ;
}
}
cb - > showInfoDialog ( & iw ) ;
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}
void IShipyard : : getBoatCost ( std : : vector < si32 > & cost ) const
{
cost . resize ( RESOURCE_QUANTITY ) ;
cost [ 0 ] = 10 ;
cost [ 6 ] = 1000 ;
}
//bool IShipyard::validLocation() const
//{
// std::vector<int3> offsets;
// getOutOffsets(offsets);
//
// TerrainTile *tile;
// for(int i = 0; i < offsets.size(); i++)
// if((tile = IObjectInterface::cb->getTile(o->pos + offsets[i])) && tile->tertype == TerrainTile::water) //tile is in the map and is water
// return true;
// return false;
//}
int3 IShipyard : : bestLocation ( ) const
{
std : : vector < int3 > offsets ;
getOutOffsets ( offsets ) ;
TerrainTile * tile ;
for ( int i = 0 ; i < offsets . size ( ) ; i + + )
if ( ( tile = IObjectInterface : : cb - > getTile ( o - > pos + offsets [ i ] ) ) & & tile - > tertype = = TerrainTile : : water ) //tile is in the map and is water
return o - > pos + offsets [ i ] ;
return int3 ( - 1 , - 1 , - 1 ) ;
}
IShipyard : : IShipyard ( const CGObjectInstance * O )
: o ( O )
{
}
int IShipyard : : state ( ) const
{
int3 tile = bestLocation ( ) ;
TerrainTile * t = IObjectInterface : : cb - > getTile ( tile ) ;
if ( ! t )
return 3 ; //no water
else if ( ! t - > blockingObjects . size ( ) )
return 0 ; //OK
else if ( t - > blockingObjects . front ( ) - > ID = = 8 )
return 1 ; //blocked with boat
else
return 2 ; //blocked
}
IShipyard * IShipyard : : castFrom ( CGObjectInstance * obj )
{
if ( obj - > ID = = TOWNI_TYPE )
{
return static_cast < CGTownInstance * > ( obj ) ;
}
else if ( obj - > ID = = 87 )
{
return static_cast < CGShipyard * > ( obj ) ;
}
else
{
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tlog1 < < " Cannot cast to IShipyard object with ID " < < obj - > ID < < std : : endl ;
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return NULL ;
}
}
const IShipyard * IShipyard : : castFrom ( const CGObjectInstance * obj )
{
return castFrom ( const_cast < CGObjectInstance * > ( obj ) ) ;
}
CGShipyard : : CGShipyard ( )
: IShipyard ( this )
{
}
void CGShipyard : : getOutOffsets ( std : : vector < int3 > & offsets ) const
{
offsets + = int3 ( 1 , 0 , 0 ) , int3 ( - 3 , 0 , 0 ) , int3 ( 1 , 1 , 0 ) , int3 ( - 3 , 1 , 0 ) , int3 ( 1 , - 1 , 0 ) , int3 ( - 3 , - 1 , 0 ) ,
int3 ( - 2 , - 1 , 0 ) , int3 ( 0 , - 1 , 0 ) , int3 ( - 1 , - 1 , 0 ) , int3 ( - 2 , 1 , 0 ) , int3 ( 0 , 1 , 0 ) , int3 ( - 1 , 1 , 0 ) ;
}
void CGShipyard : : onHeroVisit ( const CGHeroInstance * h ) const
{
if ( tempOwner ! = h - > tempOwner )
cb - > setOwner ( id , h - > tempOwner ) ;
int s = state ( ) ;
if ( s )
{
InfoWindow iw ;
iw . player = tempOwner ;
switch ( s )
{
case 1 :
iw . text . addTxt ( MetaString : : GENERAL_TXT , 51 ) ;
break ;
case 2 :
iw . text . addTxt ( MetaString : : ADVOB_TXT , 189 ) ;
break ;
case 3 :
tlog1 < < " Shipyard without water!!! " < < pos < < " \t " < < id < < std : : endl ;
return ;
}
cb - > showInfoDialog ( & iw ) ;
}
else
{
OpenWindow ow ;
ow . id1 = id ;
ow . id2 = h - > id ;
ow . window = OpenWindow : : SHIPYARD_WINDOW ;
cb - > sendAndApply ( & ow ) ;
}
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}
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void CCartographer : : onHeroVisit ( const CGHeroInstance * h ) const
{
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if ( ! hasVisited ( h - > getOwner ( ) ) ) //if hero has not visited yet this cartographer
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{
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if ( cb - > getResource ( h - > tempOwner , 6 ) > = 1000 ) //if he can afford a map
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{
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//ask if he wants to buy one
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int text ;
if ( cb - > getTile ( pos ) - > tertype = = 8 ) //water
text = 25 ;
else
{
if ( pos . z = = 0 )
text = 26 ;
else
text = 27 ;
}
BlockingDialog bd ( true , false ) ;
bd . player = h - > getOwner ( ) ;
bd . soundID = soundBase : : LIGHTHOUSE ;
bd . text . addTxt ( MetaString : : ADVOB_TXT , text ) ;
cb - > showBlockingDialog ( & bd , boost : : bind ( & CCartographer : : buyMap , this , h , _1 ) ) ;
}
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else //if he cannot afford
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{
InfoWindow iw ;
iw . player = h - > getOwner ( ) ;
iw . soundID = soundBase : : CAVEHEAD ;
iw . text < < std : : pair < ui8 , ui32 > ( 11 , 28 ) ;
cb - > showInfoDialog ( & iw ) ;
}
}
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else //if he already visited carographer
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{
InfoWindow iw ;
iw . player = h - > getOwner ( ) ;
iw . soundID = soundBase : : CAVEHEAD ;
iw . text < < std : : pair < ui8 , ui32 > ( 11 , 24 ) ;
cb - > showInfoDialog ( & iw ) ;
}
}
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void CCartographer : : buyMap ( const CGHeroInstance * h , ui32 accept ) const
{
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if ( accept ) //if hero wants to buy map
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{
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cb - > giveResource ( h - > tempOwner , 6 , - 1000 ) ;
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FoWChange fw ;
fw . player = h - > tempOwner ;
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int surface = 0 ;
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if ( cb - > getTile ( pos ) - > tertype = = 8 ) //water
surface = 2 ;
else
surface = 1 ;
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//reveal apropriate tiles
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cb - > getAllTiles ( fw . tiles , h - > tempOwner , pos . z , surface ) ;
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cb - > sendAndApply ( & fw ) ;
cb - > setObjProperty ( id , 10 , h - > tempOwner ) ;
}
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}
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void CShop : : setPropertyDer ( ui8 what , ui32 val )
{
switch ( what )
{
case 13 : //sweep
avaliable . clear ( ) ;
chosen . clear ( ) ;
bought . clear ( ) ;
break ;
case 14 : //reset - get new items
reset ( val ) ;
break ;
}
}
void CGArtMerchant : : reset ( ui32 val )
{
std : : vector < CArtifact * > : : iterator index ;
for ( ui8 i = 0 ; i < = 6 ; i + + )
{
int count = 0 ;
std : : vector < CArtifact * > arts ; //to avoid addition of different tiers
switch ( i )
{
case 0 :
cb - > getAllowed ( arts , CArtifact : : ART_TREASURE ) ;
count = 2 ;
break ;
case 1 :
cb - > getAllowed ( arts , CArtifact : : ART_MINOR ) ;
count = 2 ;
break ;
case 2 :
cb - > getAllowed ( arts , CArtifact : : ART_MAJOR ) ;
count = 1 ;
break ;
case 3 :
cb - > getAllowed ( arts , CArtifact : : ART_RELIC ) ;
count = 1 ;
break ;
}
for ( ui8 n = 0 ; n < count ; n + + )
{
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index = arts . begin ( ) + val % arts . size ( ) ;
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avaliable [ avaliable . size ( ) ] = new Component ( Component : : ARTIFACT , ( * index ) - > id , 0 , 0 ) ;
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arts . erase ( index ) ;
val * = ( id + n * i ) ; //randomize
}
}
}