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Fixes for random creature spawns. VCMI will display info about different weeks (though they are not supported yet).
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@ -690,6 +690,8 @@ struct SetAvailableArtifacts : public CPackForClient //519
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struct NewTurn : public CPackForClient //101
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{
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enum weekType {NORMAL, DOUBLE_GROWTH, BONUS_GROWTH, PLAGUE, CUSTOM};
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DLL_EXPORT void applyGs(CGameState *gs);
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struct Hero
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@ -708,6 +710,7 @@ struct NewTurn : public CPackForClient //101
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std::vector<SetAvailableCreatures> cres;//creatures to be placed in towns
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ui32 day;
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bool resetBuilded;
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weekType specialWeek;
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NewTurn(){type = 101;};
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@ -633,8 +633,10 @@ DLL_EXPORT void NewTurn::applyGs( CGameState *gs )
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h->bonuses.remove_if(Bonus::OneDay);
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if(gs->getDate(1) == 1) //new week, Monday that is
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{
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BOOST_FOREACH(CGHeroInstance *h, gs->map->heroes)
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h->bonuses.remove_if(Bonus::OneWeek);
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}
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//count days without town
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for( std::map<ui8, PlayerState>::iterator i=gs->players.begin() ; i!=gs->players.end();i++)
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@ -57,8 +57,7 @@ extern bool end2;
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CondSh<bool> battleMadeAction;
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CondSh<BattleResult *> battleResult(NULL);
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boost::rand48 ran; //TODO: Use common (external?) function for it
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std::ptrdiff_t randomizer (ptrdiff_t i) {return ran();}
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std::ptrdiff_t randomizer (ptrdiff_t i) {return rand();}
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std::ptrdiff_t (*p_myrandom)(std::ptrdiff_t) = randomizer;
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class CBaseForGHApply
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@ -1149,6 +1148,82 @@ void CGameHandler::newTurn()
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pickAllowedArtsSet(saa.arts);
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sendAndApply(&saa);
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}
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if (getDate(1) == 7 && getDate(0)>1) //new week (day numbers are confusing, as day was not yet switched)
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{
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int monsterid;
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bool newmonth;
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int monthType = rand()%100;
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if(getDate(4) == 28) //new month
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{
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newmonth = true;
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if (monthType < 60) //double growth
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{
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//spawn wandering monsters
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n.specialWeek = NewTurn::DOUBLE_GROWTH;
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std::vector<int3>::iterator tile;
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std::vector<int3> tiles;
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getFreeTiles(tiles);
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ui32 amount = (tiles.size()) >> 6;
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std::random_shuffle(tiles.begin(), tiles.end(), p_myrandom);
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std::pair<int,int> newMonster(54, VLC->creh->pickRandomMonster(boost::ref(rand)));
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monsterid = newMonster.second;
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for (int i = 0; i < amount; ++i)
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{
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tile = tiles.begin();
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TerrainTile *tinfo = &gs->map->terrain[tile->x][tile->y][tile->z];
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NewObject no;
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no.ID = newMonster.first;
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no.subID= newMonster.second;
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no.pos = *tile;
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sendAndApply(&no);
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tiles.erase(tile); //not use it again
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}
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}
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else if (monthType < 98)
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n.specialWeek = NewTurn::NORMAL;
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else
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n.specialWeek = NewTurn::PLAGUE;
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}
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else //it's a week, but not full month
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{
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newmonth = false;
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if (monthType < 20)
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{
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n.specialWeek = NewTurn::BONUS_GROWTH; //+5
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std::pair<int,int> newMonster (54, VLC->creh->pickRandomMonster(boost::ref(rand)));
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monsterid = newMonster.second;
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}
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}
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InfoWindow iw;
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int msgid;
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switch (n.specialWeek)
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{
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case NewTurn::DOUBLE_GROWTH:
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iw.text.addTxt(MetaString::ARRAY_TXT, 131);
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iw.text.addReplacement(MetaString::CRE_SING_NAMES, monsterid);
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iw.text.addReplacement(MetaString::CRE_SING_NAMES, monsterid);
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break;
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case NewTurn::PLAGUE:
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iw.text.addTxt(MetaString::ARRAY_TXT, 132);
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break;
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case NewTurn::BONUS_GROWTH:
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iw.text.addTxt(MetaString::ARRAY_TXT, 134);
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iw.text.addReplacement(MetaString::CRE_SING_NAMES, monsterid);
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iw.text.addReplacement(MetaString::CRE_SING_NAMES, monsterid);
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break;
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default:
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iw.text.addTxt(MetaString::ARRAY_TXT, (newmonth ? 130 : 133));
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iw.text.addReplacement(MetaString::ARRAY_TXT, 43 + rand()%15);
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}
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for (std::map<ui8, PlayerState>::iterator i=gs->players.begin() ; i!=gs->players.end(); i++)
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{
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iw.player = i->first;
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sendAndApply(&iw);
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}
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}
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sendAndApply(&n);
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tlog5 << "Info about turn " << n.day << "has been sent!" << std::endl;
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@ -1160,29 +1235,6 @@ void CGameHandler::newTurn()
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gs->map->objects[i]->newTurn();
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}
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if(getDate(4) == 1 && getDate(0)>1) //new month
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{
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//spawn wandering monsters
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std::vector<int3>::iterator tile;
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std::vector<int3> tiles;
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getFreeTiles(tiles);
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ui32 amount = (tiles.size()) >> 6;
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std::random_shuffle(tiles.begin(), tiles.end(), p_myrandom);
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std::pair<int,int> newMonster(54, VLC->creh->pickRandomMonster(boost::ref(ran)));
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for (int i = 0; i < amount; ++i)
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{
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tile = tiles.begin();
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TerrainTile *tinfo = &gs->map->terrain[tile->x][tile->y][tile->z];
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NewObject no;
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no.ID = newMonster.first;
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no.subID = newMonster.second;
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no.pos = *tile;
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sendAndApply(&no);
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tiles.erase(tile); //not use it again
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}
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}
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winLoseHandle(0xff);
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//warn players without town
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