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Towns belonging to specific player will now allow only one capitol. Function triggers on InitObj and after siege.
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027b948a07
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@ -768,6 +768,7 @@ public:
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std::map<ui16, Component> avaliable, chosen, bought;
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bool swapItem (ui16 which, bool choose);
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virtual void Buy() {};
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};
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class CArtMerchantWindow : public CShopWindow
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{};
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@ -1508,7 +1508,10 @@ CGTownInstance::CGTownInstance()
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}
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CGTownInstance::~CGTownInstance()
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{}
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{
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for (std::vector<CGTownBuilding*>::const_iterator i = bonusingBuildings.begin(); i != bonusingBuildings.end(); i++)
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delete *i;
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}
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int CGTownInstance::spellsAtLevel(int level, bool checkGuild) const
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{
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@ -1583,6 +1586,7 @@ void CGTownInstance::initObj()
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bonusingBuildings.push_back (new CTownBonus(17, this));
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break;
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}
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removeCapitols (getOwner(), false); // destroy other capitols
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}
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int3 CGTownInstance::getSightCenter() const
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@ -1599,10 +1603,30 @@ void CGTownInstance::fightOver( const CGHeroInstance *h, BattleResult *result )
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{
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if(result->winner == 0)
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{
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cb->setOwner(id, h->tempOwner);
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removeCapitols (h->getOwner(), true);
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cb->setOwner (id, h->tempOwner); //give control after checkout is done
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}
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}
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void CGTownInstance::removeCapitols (ui8 owner, bool me) const
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{
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if (hasCapitol()) // search for older capitol
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{
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PlayerState* state = cb->gameState()->getPlayer (owner);
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for (std::vector<CGTownInstance*>::const_iterator i = state->towns.begin(); i < state->towns.end(); ++i)
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{
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if (*i != this && (*i)->hasCapitol())
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{
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if (me)
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{
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cb->gameState()->getTown(id)->builtBuildings.erase(13); //destroy local capitol
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return;
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}
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else
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(*i)->builtBuildings.erase(13); //destroy all other capitols
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}
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}
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}
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}
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void CGVisitableOPH::onHeroVisit( const CGHeroInstance * h ) const
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{
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if(visitors.find(h->id)==visitors.end())
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@ -4557,6 +4581,22 @@ void CCartographer::buyMap (const CGHeroInstance *h, ui32 accept) const
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}
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}
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void CShop::newTurn() const
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{
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switch (ID)
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{
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case 7: //ArtMerchant aka. Black Market
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if (cb->getDate(0)%28 == 1)
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cb->setObjProperty (id, 13, 0);
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cb->setObjProperty (id, 14, rand());
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break;
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case 78: //Refugee Camp
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case 95: //Tavern
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if (cb->getDate(0)%7 == 1)
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cb->setObjProperty (id, 14, rand());
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break;
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}
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}
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void CShop::setPropertyDer (ui8 what, ui32 val)
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{
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switch (what)
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@ -4599,9 +4639,8 @@ void CGArtMerchant::reset(ui32 val)
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}
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for (ui8 n = 0; n < count; n++)
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{
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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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avaliable[avaliable.size()] = new Component (Component::ARTIFACT, (*index)->id, 0, 0);
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arts.erase(index);
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val *= (id + n * i); //randomize
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}
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@ -441,6 +441,7 @@ public:
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bool hasCapitol() const;
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int dailyIncome() const; //calculates daily income of this town
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int spellsAtLevel(int level, bool checkGuild) const; //levels are counted from 1 (1 - 5)
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void removeCapitols (ui8 owner, bool me) const;
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CGTownInstance();
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virtual ~CGTownInstance();
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@ -948,8 +949,8 @@ public:
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void initObj() {};
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void setPropertyDer (ui8 what, ui32 val);
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void newTurn() const {};
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virtual void reset (ui32 val) {};
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void newTurn() const;
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virtual void reset (ui32 val) {}; //get new items for Black Market, Tavern, Refugee Camp
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void onHeroVisit (const CGHeroInstance * h) const {};
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virtual void trade (const CGHeroInstance * h) const {};
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@ -593,7 +593,7 @@ struct NewTurn : public CPackForClient //101
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struct Component : public CPack //2002 helper for object scrips informations
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{
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enum {PRIM_SKILL,SEC_SKILL,RESOURCE,CREATURE,ARTIFACT,EXPERIENCE,SPELL, MORALE=8, LUCK};
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enum {PRIM_SKILL, SEC_SKILL, RESOURCE, CREATURE, ARTIFACT, EXPERIENCE, SPELL, MORALE=8, LUCK, HERO};
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ui16 id, subtype; //id uses ^^^ enums, when id==EXPPERIENCE subtype==0 means exp points and subtype==1 levels)
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si32 val; // + give; - take
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si16 when; // 0 - now; +x - within x days; -x - per x days
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