/* * 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 * */ #include "StdInc.h" #include "CObjectHandler.h" #include "CDefObjInfoHandler.h" #include "CGeneralTextHandler.h" #include "CDefObjInfoHandler.h" #include "CHeroHandler.h" #include "CSpellHandler.h" #include "CModHandler.h" #include "../client/CSoundBase.h" #include #include "CTownHandler.h" #include "CCreatureHandler.h" #include "VCMI_Lib.h" #include "IGameCallback.h" #include "CGameState.h" #include "NetPacks.h" #include "StartInfo.h" #include "Mapping/CMap.h" #include #include "CBuildingHandler.h" #include "JsonNode.h" #include "Filesystem/CResourceLoader.h" #include "GameConstants.h" using namespace boost::assign; // It looks that we can't rely on shadowCoverage correctness (Mantis #866). This may result // in notable performance decrease (SDL blit with custom alpha blit) not notable on my system (Ivan) #define USE_COVERAGE_MAP 0 std::map > > CGTeleport::objs; std::vector > CGTeleport::gates; IGameCallback * IObjectInterface::cb = NULL; extern boost::rand48 ran; std::map > CGKeys::playerKeyMap; std::map > CGMagi::eyelist; ui8 CGObelisk::obeliskCount; //how many obelisks are on map std::map CGObelisk::visited; //map: team_id => how many obelisks has been visited std::vector CGTownInstance::merchantArtifacts; std::vector CGTownInstance::universitySkills; ///helpers static void openWindow(const OpenWindow::EWindow type, const ui32 id1, const ui32 id2 = 0) { OpenWindow ow; ow.window = type; ow.id1 = id1; ow.id2 = id2; IObjectInterface::cb->sendAndApply(&ow); } static void showInfoDialog(const TPlayerColor playerID, const ui32 txtID, const ui16 soundID) { InfoWindow iw; iw.soundID = soundID; iw.player = playerID; iw.text.addTxt(MetaString::ADVOB_TXT,txtID); IObjectInterface::cb->sendAndApply(&iw); } static void showInfoDialog(const int heroID, const ui32 txtID, const ui16 soundID) { const TPlayerColor playerID = IObjectInterface::cb->getOwner(heroID); showInfoDialog(playerID,txtID,soundID); } static void showInfoDialog(const CGHeroInstance* h, const ui32 txtID, const ui16 soundID) { const TPlayerColor playerID = h->getOwner(); showInfoDialog(playerID,txtID,soundID); } ///IObjectInterface void IObjectInterface::onHeroVisit(const CGHeroInstance * h) const {} void IObjectInterface::onHeroLeave(const CGHeroInstance * h) const {} void IObjectInterface::newTurn () const {} IObjectInterface::~IObjectInterface() {} IObjectInterface::IObjectInterface() {} void IObjectInterface::initObj() {} void IObjectInterface::setProperty( ui8 what, ui32 val ) {} bool IObjectInterface::wasVisited (ui8 player) const { return false; } bool IObjectInterface::wasVisited (const CGHeroInstance * h) const { return false; } void IObjectInterface::postInit() {} void IObjectInterface::preInit() {} void CPlayersVisited::setPropertyDer( ui8 what, ui32 val ) { if(what == 10) players.insert((ui8)val); } bool CPlayersVisited::wasVisited( ui8 player ) const { return vstd::contains(players,player); } // Bank helper. Find the creature ID and their number, and store the // result in storage (either guards or reward creatures). static void readCreatures(const JsonNode &creature, std::vector< std::pair > &storage) { std::pair creInfo = std::make_pair(-1, 0); creInfo.second = creature["number"].Float(); creInfo.first = creature["id"].Float(); storage.push_back(creInfo); } // Bank helper. Process a bank level. static void readBankLevel(const JsonNode &level, BankConfig &bc) { int idx; bc.chance = level["chance"].Float(); BOOST_FOREACH(const JsonNode &creature, level["guards"].Vector()) { readCreatures(creature, bc.guards); } bc.upgradeChance = level["upgrade_chance"].Float(); bc.combatValue = level["combat_value"].Float(); bc.resources.resize(GameConstants::RESOURCE_QUANTITY); idx = 0; BOOST_FOREACH(const JsonNode &resource, level["reward_resources"].Vector()) { bc.resources[idx] = resource.Float(); idx ++; } BOOST_FOREACH(const JsonNode &creature, level["reward_creatures"].Vector()) { readCreatures(creature, bc.creatures); } bc.artifacts.resize(4); idx = 0; BOOST_FOREACH(const JsonNode &artifact, level["reward_artifacts"].Vector()) { bc.artifacts[idx] = artifact.Float(); idx ++; } bc.value = level["value"].Float(); bc.rewardDifficulty = level["profitability"].Float(); bc.easiest = level["easiest"].Float(); } void CObjectHandler::loadObjects() { tlog5 << "\t\tReading cregens \n"; const JsonNode config(ResourceID("config/dwellings.json")); BOOST_FOREACH(const JsonNode &dwelling, config["dwellings"].Vector()) { cregens[dwelling["dwelling"].Float()] = dwelling["creature"].Float(); } tlog5 << "\t\tDone loading cregens!\n"; tlog5 << "\t\tReading resources prices \n"; const JsonNode config2(ResourceID("config/resources.json")); BOOST_FOREACH(const JsonNode &price, config2["resources_prices"].Vector()) { resVals.push_back(price.Float()); } tlog5 << "\t\tDone loading resource prices!\n"; tlog5 << "\t\tReading banks configs \n"; const JsonNode config3(ResourceID("config/bankconfig.json")); int bank_num = 0; BOOST_FOREACH(const JsonNode &bank, config3["banks"].Vector()) { creBanksNames[bank_num] = bank["name"].String(); int level_num = 0; BOOST_FOREACH(const JsonNode &level, bank["levels"].Vector()) { banksInfo[bank_num].push_back(new BankConfig); BankConfig &bc = *banksInfo[bank_num].back(); bc.level = level_num; readBankLevel(level, bc); level_num ++; } bank_num ++; } tlog5 << "\t\tDone loading banks configs \n"; } int CObjectHandler::bankObjToIndex (const CGObjectInstance * obj) { switch (obj->ID) //find appriopriate key { case Obj::CREATURE_BANK: return obj->subID; case Obj::DERELICT_SHIP: return 8; case Obj::DRAGON_UTOPIA: return 10; case Obj::CRYPT: return 9; case Obj::SHIPWRECK: return 7; default: tlog2 << "Unrecognized Bank indetifier!\n"; return 0; } } int CGObjectInstance::getOwner() const { //if (state) // return state->owner; //else return tempOwner; //won't have owner } CGObjectInstance::CGObjectInstance(): animPhaseShift(rand()%0xff) { pos = int3(-1,-1,-1); //std::cout << "Tworze obiekt "<owner = ow; //else tempOwner = ow; } int CGObjectInstance::getWidth() const//returns width of object graphic in tiles { return defInfo->width; } int CGObjectInstance::getHeight() const //returns height of object graphic in tiles { return defInfo->height; } bool CGObjectInstance::visitableAt(int x, int y) const //returns true if object is visitable at location (x, y) form left top tile of image (x, y in tiles) { if(defInfo==NULL) { tlog2 << "Warning: VisitableAt for obj "<visitMap[y] >> (7-x) ) & 1) { return true; } return false; } bool CGObjectInstance::blockingAt(int x, int y) const { if(x<0 || y<0 || x>=getWidth() || y>=getHeight() || defInfo==NULL) return false; if((defInfo->blockMap[y+6-getHeight()] >> (7-(8-getWidth()+x) )) & 1) return false; return true; } bool CGObjectInstance::coveringAt(int x, int y) const { //input coordinates are always negative x = -x; y = -y; #if USE_COVERAGE_MAP //NOTE: this code may be broken if((defInfo->coverageMap[y] >> (7-(x) )) & 1 || (defInfo->shadowCoverage[y] >> (7-(x) )) & 1) return true; return false; #else return x >= 0 && y >= 0 && x < getWidth() && y < getHeight(); #endif } bool CGObjectInstance::hasShadowAt( int x, int y ) const { #if USE_COVERAGE_MAP //NOTE: this code may be broken if( (defInfo->shadowCoverage[y] >> (7-(x) )) & 1 ) return true; return false; #else return coveringAt(x,y);// ignore unreliable shadowCoverage map #endif } std::set CGObjectInstance::getBlockedPos() const { std::set ret; for(int w=0; wprintPriority==1 && cmp.defInfo->printPriority==0) return true; if(cmp.defInfo->printPriority==1 && defInfo->printPriority==0) return false; if(this->pos.ypos.y>cmp.pos.y) return false; if(cmp.ID==Obj::HERO && ID!=Obj::HERO) return true; if(cmp.ID!=Obj::HERO && ID==Obj::HERO) return false; if(!defInfo->isVisitable() && cmp.defInfo->isVisitable()) return true; if(!cmp.defInfo->isVisitable() && defInfo->isVisitable()) return false; if(this->pos.x &tiles) const //returns reference to the set { cb->getTilesInRange(tiles, getSightCenter(), getSightRadious(), tempOwner, 1); } void CGObjectInstance::hideTiles(int ourplayer, int radius) const { for (auto i = cb->gameState()->teams.begin(); i != cb->gameState()->teams.end(); i++) { if ( !vstd::contains(i->second.players, ourplayer ))//another team { for (auto j = i->second.players.begin(); j != i->second.players.end(); j++) if ( cb->getPlayer(*j)->status == PlayerState::INGAME )//seek for living player (if any) { FoWChange fw; fw.mode = 0; fw.player = *j; cb->getTilesInRange (fw.tiles, pos, radius, (*j), -1); cb->sendAndApply (&fw); break; } } } } 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); } void CGObjectInstance::getNameVis( std::string &hname ) const { const CGHeroInstance *h = cb->getSelectedHero(cb->getCurrentPlayer()); hname = VLC->generaltexth->names[ID]; if(h) { if(!h->hasBonusFrom(Bonus::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 = Bonus::NONE; gbonus.id = heroID; gbonus.bonus.duration = duration; gbonus.bonus.source = Bonus::OBJECT; gbonus.bonus.sid = ID; cb->giveHeroBonus(&gbonus); } void CGObjectInstance::onHeroVisit( const CGHeroInstance * h ) const { switch(ID) { case Obj::HILL_FORT: { openWindow(OpenWindow::HILL_FORT_WINDOW,id,h->id); } break; case Obj::SANCTUARY: { //You enter the sanctuary and immediately feel as if a great weight has been lifted off your shoulders. You feel safe here. showInfoDialog(h,114,soundBase::GETPROTECTION); } break; case Obj::TAVERN: { openWindow(OpenWindow::TAVERN_WINDOW,h->id,id); } break; } } ui8 CGObjectInstance::getPassableness() const { return 0; } int3 CGObjectInstance::visitablePos() const { return pos - getVisitableOffset(); } bool CGObjectInstance::isVisitable() const { for(int g=0; gvisitMap); ++g) { if(defInfo->visitMap[g] != 0) { return true; } } return false; } static int lowestSpeed(const CGHeroInstance * chi) { if(!chi->Slots().size()) { tlog1 << "Error! Hero " << chi->id << " ("<name<<") has no army!\n"; return 20; } TSlots::const_iterator i = chi->Slots().begin(); //TODO? should speed modifiers (eg from artifacts) affect hero movement? int ret = (i++)->second->valOfBonuses(Bonus::STACKS_SPEED); for (;i!=chi->Slots().end();i++) { ret = std::min(ret, i->second->valOfBonuses(Bonus::STACKS_SPEED)); } return ret; } ui32 CGHeroInstance::getTileCost(const TerrainTile &dest, const TerrainTile &from) const { //base move cost unsigned ret = 100; //if there is road both on dest and src tiles - use road movement cost if(dest.roadType != ERoadType::NO_ROAD && from.roadType != ERoadType::NO_ROAD) { int road = std::min(dest.roadType,from.roadType); //used road ID switch(road) { case ERoadType::DIRT_ROAD: ret = 75; break; case ERoadType::GRAVEL_ROAD: ret = 65; break; case ERoadType::COBBLESTONE_ROAD: ret = 50; break; default: tlog1 << "Unknown road type: " << road << "... Something wrong!\n"; break; } } else { //FIXME: in H3 presence of Nomad in army will remove terrain penalty for sand. Bonus not implemented in VCMI // NOTE: in H3 neutral stacks will ignore terrain penalty only if placed as topmost stack(s) in hero army. // This is clearly bug in H3 however intended behaviour is not clear. // Current VCMI behaviour will ignore neutrals in calculations so army in VCMI // will always have best penalty without any influence from player-defined stacks order bool nativeArmy = true; BOOST_FOREACH(auto stack, stacks) { int nativeTerrain = VLC->townh->factions[stack.second->type->faction].nativeTerrain; if (nativeTerrain != -1 && nativeTerrain != from.terType) { nativeArmy = false; break; } } if (!nativeArmy) ret = VLC->heroh->terrCosts[from.terType]; } return ret; } int3 CGHeroInstance::convertPosition(int3 src, bool toh3m) //toh3m=true: manifest->h3m; toh3m=false: h3m->manifest { if (toh3m) { src.x+=1; return src; } else { src.x-=1; return src; } } int3 CGHeroInstance::getPosition(bool h3m) const //h3m=true - returns position of hero object; h3m=false - returns position of hero 'manifestation' { if (h3m) { return pos; } else { return convertPosition(pos,false); } } bool CGHeroInstance::canWalkOnSea() const { return hasBonusOfType(Bonus::FLYING_MOVEMENT) || hasBonusOfType(Bonus::WATER_WALKING); } ui8 CGHeroInstance::getSecSkillLevel(SecondarySkill skill) const { for(size_t i=0; i < secSkills.size(); ++i) if(secSkills[i].first == skill) return secSkills[i].second; return 0; } void CGHeroInstance::setSecSkillLevel(SecondarySkill which, int val, bool abs) { if(getSecSkillLevel(which) == 0) { secSkills.push_back(std::pair(which, val)); updateSkill(which, val); } else { for (unsigned i=0; i 3) //workaround to avoid crashes when same sec skill is given more than once { tlog1 << "Warning: Skill " << which << " increased over limit! Decreasing to Expert.\n"; secSkills[i].second = 3; } updateSkill(which, secSkills[i].second); //when we know final value } } } } bool CGHeroInstance::canLearnSkill() const { return secSkills.size() < GameConstants::SKILL_PER_HERO; } int CGHeroInstance::maxMovePoints(bool onLand) const { int base; if(onLand) { // used function is f(x) = 66.6x + 1300, rounded to second digit, where x is lowest speed in army static const int baseSpeed = 1300; // base speed from creature with 0 speed int armySpeed = lowestSpeed(this) * 20 / 3; base = armySpeed * 10 + baseSpeed; // separate *10 is intentional to receive same rounding as in h3 vstd::abetween(base, 1500, 2000); // base speed is limited by these values } else { base = 1500; //on water base movement is always 1500 (speed of army doesn't matter) } const Bonus::BonusType bt = onLand ? Bonus::LAND_MOVEMENT : Bonus::SEA_MOVEMENT; const int bonus = valOfBonuses(Bonus::MOVEMENT) + valOfBonuses(bt); const int subtype = onLand ? LOGISTICS : NAVIGATION; const double modifier = valOfBonuses(Bonus::SECONDARY_SKILL_PREMY, subtype) / 100.0; return int(base* (1+modifier)) + bonus; } CGHeroInstance::CGHeroInstance() : IBoatGenerator(this) { setNodeType(HERO); ID = Obj::HERO; tacticFormationEnabled = inTownGarrison = false; mana = movement = portrait = level = -1; isStanding = true; moveDir = 4; exp = 0xffffffff; visitedTown = NULL; type = NULL; boat = NULL; commander = NULL; sex = 0xff; secSkills.push_back(std::make_pair(-1, -1)); speciality.setNodeType(CBonusSystemNode::SPECIALITY); attachTo(&speciality); //do we ever need to detach it? } void CGHeroInstance::initHero(int SUBID) { subID = SUBID; initHero(); } void CGHeroInstance::initHero() { assert(validTypes(true)); if(ID == Obj::HERO) initHeroDefInfo(); if(!type) type = VLC->heroh->heroes[subID]; if(!vstd::contains(spells, 0xffffffff)) //hero starts with a spell { BOOST_FOREACH(auto spellID, type->spells) spells.insert(spellID); } else //remove placeholder spells -= 0xffffffff; if(!getArt(ArtifactPosition::MACH4) && !getArt(ArtifactPosition::SPELLBOOK) && !type->spells.empty()) //no catapult means we haven't read pre-existent set -> use default rules for spellbook putArtifact(ArtifactPosition::SPELLBOOK, CArtifactInstance::createNewArtifactInstance(0)); if(!getArt(ArtifactPosition::MACH4)) putArtifact(ArtifactPosition::MACH4, CArtifactInstance::createNewArtifactInstance(3)); //everyone has a catapult if(portrait < 0 || portrait == 255) portrait = type->imageIndex; if(!hasBonus(Selector::sourceType(Bonus::HERO_BASE_SKILL))) { for(int g=0; g(g), type->heroClass->primarySkillInitial[g]); } } if(secSkills.size() == 1 && secSkills[0] == std::pair(-1, -1)) //set secondary skills to default secSkills = type->secSkillsInit; if (!name.length()) name = type->name; if (exp == 0xffffffff) { initExp(); } else { level = VLC->heroh->level(exp); } if (sex == 0xFF)//sex is default sex = type->sex; setFormation(false); if (!stacksCount()) //standard army//initial army { initArmy(); } assert(validTypes()); if (VLC->modh->modules.COMMANDERS) { commander = new CCommanderInstance (VLC->townh->factions[type->heroClass->faction].commander); commander->setArmyObj (castToArmyObj()); //TODO: separate function for setting commanders } hoverName = VLC->generaltexth->allTexts[15]; boost::algorithm::replace_first(hoverName,"%s",name); boost::algorithm::replace_first(hoverName,"%s", type->heroClass->name); if (mana < 0) mana = manaLimit(); } void CGHeroInstance::initArmy(IArmyDescriptor *dst /*= NULL*/) { if(!dst) dst = this; int howManyStacks = 0; //how many stacks will hero receives <1 - 3> int pom = ran()%100; int warMachinesGiven = 0; if(pom < 9) howManyStacks = 1; else if(pom < 79) howManyStacks = 2; else howManyStacks = 3; vstd::amin(howManyStacks, type->initialArmy.size()); for(int stackNo=0; stackNo < howManyStacks; stackNo++) { auto & stack = type->initialArmy[stackNo]; int range = stack.maxAmount - stack.minAmount; int count = ran()%(range+1) + stack.minAmount; if(stack.creature >= 145 && stack.creature <= 149) //war machine { warMachinesGiven++; if(dst != this) continue; int slot = -1, aid = -1; switch (stack.creature) { case 145: //catapult slot = ArtifactPosition::MACH4; aid = 3; break; default: aid = CArtHandler::convertMachineID(stack.creature, true); slot = 9 + aid; break; } if(!getArt(slot)) putArtifact(slot, CArtifactInstance::createNewArtifactInstance(aid)); else tlog3 << "Hero " << name << " already has artifact at " << slot << ", omitting giving " << aid << std::endl; } else dst->setCreature(stackNo-warMachinesGiven, stack.creature, count); } } void CGHeroInstance::initHeroDefInfo() { if(!defInfo || defInfo->id != Obj::HERO) { defInfo = new CGDefInfo(); defInfo->id = Obj::HERO; defInfo->subid = subID; defInfo->printPriority = 0; defInfo->visitDir = 0xff; } for(int i=0;i<6;i++) { defInfo->blockMap[i] = 255; defInfo->visitMap[i] = 0; defInfo->coverageMap[i] = 0; defInfo->shadowCoverage[i] = 0; } defInfo->blockMap[5] = 253; defInfo->visitMap[5] = 2; defInfo->coverageMap[4] = defInfo->coverageMap[5] = 224; } CGHeroInstance::~CGHeroInstance() { } bool CGHeroInstance::needsLastStack() const { return true; } void CGHeroInstance::onHeroVisit(const CGHeroInstance * h) const { if(h == this) return; //exclude potential self-visiting if (ID == Obj::HERO) { if( cb->gameState()->getPlayerRelations(tempOwner, h->tempOwner)) //our or ally hero { //exchange cb->heroExchange(h->id, id); } else //battle { if(visitedTown) //we're in town visitedTown->onHeroVisit(h); //town will handle attacking else cb->startBattleI(h, this); } } else if(ID == Obj::PRISON) { int txt_id; if(cb->getHeroCount(h->tempOwner,false) < 8) //free hero slot { cb->changeObjPos(id,pos+int3(1,0,0),0); cb->setObjProperty(id, ObjProperty::ID, Obj::HERO); //set ID to 34 cb->giveHero(id,h->tempOwner); //recreates def and adds hero to player txt_id = 102; } else //already 8 wandering heroes { txt_id = 103; } showInfoDialog(h,txt_id,soundBase::ROGUE); } } const std::string & CGHeroInstance::getBiography() const { if (biography.length()) return biography; return type->biography; } void CGHeroInstance::initObj() //TODO: use bonus system { blockVisit = true; speciality.growthsWithLevel = false; if(!type) return; //TODO: support prison BOOST_FOREACH(const auto &spec, type->spec) { Bonus *bonus = new Bonus(); bonus->val = spec.val; bonus->sid = id; //from the hero, speciality has no unique id bonus->duration = Bonus::PERMANENT; bonus->source = Bonus::HERO_SPECIAL; switch (spec.type) { case 1:// creature speciality { speciality.growthsWithLevel = true; const CCreature &specCreature = *VLC->creh->creatures[spec.additionalinfo]; //creature in which we have specialty int creLevel = specCreature.level; if(!creLevel) { if(spec.additionalinfo == 146) creLevel = 5; //treat ballista as 5-level else { tlog2 << "Warning: unknown level of " << specCreature.namePl << std::endl; continue; } } bonus->limiter.reset(new CCreatureTypeLimiter (specCreature, true)); //with upgrades bonus->type = Bonus::PRIMARY_SKILL; bonus->additionalInfo = spec.additionalinfo; bonus->valType = Bonus::ADDITIVE_VALUE; bonus->subtype = PrimarySkill::ATTACK; speciality.addNewBonus(bonus); bonus = new Bonus(*bonus); bonus->subtype = PrimarySkill::DEFENSE; speciality.addNewBonus(bonus); //values will be calculated later bonus = new Bonus(*bonus); bonus->type = Bonus::STACKS_SPEED; bonus->val = 1; //+1 speed speciality.addNewBonus(bonus); } break; case 2://secondary skill speciality.growthsWithLevel = true; bonus->type = Bonus::SPECIAL_SECONDARY_SKILL; //needs to be recalculated with level, based on this value bonus->valType = Bonus::BASE_NUMBER; // to receive nonzero value bonus->subtype = spec.subtype; //skill id bonus->val = spec.val; //value per level, in percent speciality.addNewBonus(bonus); bonus = new Bonus(*bonus); switch (spec.additionalinfo) { case 0: //normal bonus->valType = Bonus::PERCENT_TO_BASE; break; case 1: //when it's navigation or there's no 'base' at all bonus->valType = Bonus::PERCENT_TO_ALL; break; } bonus->type = Bonus::SECONDARY_SKILL_PREMY; //value will be calculated later speciality.addNewBonus(bonus); break; case 3://spell damage bonus, level dependent but calculated elsewhere bonus->type = Bonus::SPECIAL_SPELL_LEV; bonus->subtype = spec.subtype; speciality.addNewBonus(bonus); break; case 4://creature stat boost switch (spec.subtype) { case 1://attack bonus->type = Bonus::PRIMARY_SKILL; bonus->subtype = PrimarySkill::ATTACK; break; case 2://defense bonus->type = Bonus::PRIMARY_SKILL; bonus->subtype = PrimarySkill::DEFENSE; break; case 3: bonus->type = Bonus::CREATURE_DAMAGE; bonus->subtype = 0; //both min and max break; case 4://hp bonus->type = Bonus::STACK_HEALTH; break; case 5: bonus->type = Bonus::STACKS_SPEED; break; default: continue; } bonus->valType = Bonus::ADDITIVE_VALUE; bonus->limiter.reset(new CCreatureTypeLimiter (*VLC->creh->creatures[spec.additionalinfo], true)); speciality.addNewBonus(bonus); break; case 5://spell damage bonus in percent bonus->type = Bonus::SPECIFIC_SPELL_DAMAGE; bonus->valType = Bonus::BASE_NUMBER; // current spell system is screwed bonus->subtype = spec.subtype; //spell id speciality.addNewBonus(bonus); break; case 6://damage bonus for bless (Adela) bonus->type = Bonus::SPECIAL_BLESS_DAMAGE; bonus->subtype = spec.subtype; //spell id if you ever wanted to use it otherwise bonus->additionalInfo = spec.additionalinfo; //damage factor speciality.addNewBonus(bonus); break; case 7://maxed mastery for spell bonus->type = Bonus::MAXED_SPELL; bonus->subtype = spec.subtype; //spell i speciality.addNewBonus(bonus); break; case 8://peculiar spells - enchantments bonus->type = Bonus::SPECIAL_PECULIAR_ENCHANT; bonus->subtype = spec.subtype; //spell id bonus->additionalInfo = spec.additionalinfo;//0, 1 for Coronius speciality.addNewBonus(bonus); break; case 9://upgrade creatures { const auto &creatures = VLC->creh->creatures; bonus->type = Bonus::SPECIAL_UPGRADE; bonus->subtype = spec.subtype; //base id bonus->additionalInfo = spec.additionalinfo; //target id speciality.addNewBonus(bonus); bonus = new Bonus(*bonus); BOOST_FOREACH(auto cre_id, creatures[spec.subtype]->upgrades) { bonus->subtype = cre_id; //propagate for regular upgrades of base creature speciality.addNewBonus(bonus); bonus = new Bonus(*bonus); } vstd::clear_pointer(bonus); break; } case 10://resource generation bonus->type = Bonus::GENERATE_RESOURCE; bonus->subtype = spec.subtype; speciality.addNewBonus(bonus); break; case 11://starting skill with mastery (Adrienne) cb->changeSecSkill(id, spec.val, spec.additionalinfo); //simply give it and forget break; case 12://army speed bonus->type = Bonus::STACKS_SPEED; speciality.addNewBonus(bonus); break; case 13://Dragon bonuses (Mutare) bonus->type = Bonus::PRIMARY_SKILL; bonus->valType = Bonus::ADDITIVE_VALUE; switch (spec.subtype) { case 1: bonus->subtype = PrimarySkill::ATTACK; break; case 2: bonus->subtype = PrimarySkill::DEFENSE; break; } bonus->limiter.reset(new HasAnotherBonusLimiter(Bonus::DRAGON_NATURE)); speciality.addNewBonus(bonus); break; default: tlog2 << "Unexpected hero speciality " << type <<'\n'; } } //initialize bonuses BOOST_FOREACH(auto skill_info, secSkills) updateSkill(skill_info.first, skill_info.second); UpdateSpeciality(); mana = manaLimit(); //after all bonuses are taken into account, make sure this line is the last one type->name = name; } void CGHeroInstance::UpdateSpeciality() //TODO: calculate special value of bonuses on-the-fly? { if (speciality.growthsWithLevel) { const auto &creatures = VLC->creh->creatures; BOOST_FOREACH(Bonus *it, speciality.getBonusList()) { switch (it->type) { case Bonus::SECONDARY_SKILL_PREMY: it->val = (speciality.valOfBonuses(Bonus::SPECIAL_SECONDARY_SKILL, it->subtype) * level); break; //use only hero skills as bonuses to avoid feedback loop case Bonus::PRIMARY_SKILL: //for crearures, that is int creLevel = creatures[it->additionalInfo]->level; if(!creLevel) { if(it->additionalInfo == 146) creLevel = 5; //treat ballista as 5-level else { tlog2 << "Warning: unknown level of " << creatures[it->additionalInfo]->namePl << std::endl; continue; } } double primSkillModifier = (int)(level / creLevel) / 20.0; int param; switch (it->subtype) { case PrimarySkill::ATTACK: param = creatures[it->additionalInfo]->Attack(); break; case PrimarySkill::DEFENSE: param = creatures[it->additionalInfo]->Defense(); break; default: assert(0); param = 0; } it->val = ceil(param * (1 + primSkillModifier)) - param; //yep, overcomplicated but matches original break; } } } } void CGHeroInstance::updateSkill(int which, int val) { if(which == LEADERSHIP || which == LUCK) { //luck-> VLC->generaltexth->arraytxt[73+luckSkill]; VLC->generaltexth->arraytxt[104+moraleSkill] bool luck = which == LUCK; Bonus::BonusType type[] = {Bonus::MORALE, Bonus::LUCK}; Bonus *b = getBonusLocalFirst(Selector::type(type[luck]) && Selector::sourceType(Bonus::SECONDARY_SKILL)); if(!b) { b = new Bonus(Bonus::PERMANENT, type[luck], Bonus::SECONDARY_SKILL, +val, which, which, Bonus::BASE_NUMBER); addNewBonus(b); } else b->val = +val; } else if(which == DIPLOMACY) //surrender discount: 20% per level { if(Bonus *b = getBonusLocalFirst(Selector::type(Bonus::SURRENDER_DISCOUNT) && Selector::sourceType(Bonus::SECONDARY_SKILL))) b->val = +val; else addNewBonus(new Bonus(Bonus::PERMANENT, Bonus::SURRENDER_DISCOUNT, Bonus::SECONDARY_SKILL, val * 20, which)); } int skillVal = 0; switch (which) { case ARCHERY: switch (val) { case 1: skillVal = 10; break; case 2: skillVal = 25; break; case 3: skillVal = 50; break; } break; case LOGISTICS: skillVal = 10 * val; break; case NAVIGATION: skillVal = 50 * val; break; case MYSTICISM: skillVal = val; break; case EAGLE_EYE: skillVal = 30 + 10 * val; break; case NECROMANCY: skillVal = 10 * val; break; case LEARNING: skillVal = 5 * val; break; case OFFENCE: skillVal = 10 * val; break; case ARMORER: skillVal = 5 * val; break; case INTELLIGENCE: skillVal = 25 << (val-1); break; case SORCERY: skillVal = 5 * val; break; case RESISTANCE: skillVal = 5 << (val-1); break; case FIRST_AID: skillVal = 25 + 25*val; break; case ESTATES: skillVal = 125 << (val-1); break; } int skillValType = skillVal ? Bonus::BASE_NUMBER : Bonus::INDEPENDENT_MIN; if(Bonus * b = getBonusList().getFirst(Selector::typeSubtype(Bonus::SECONDARY_SKILL_PREMY, which) && Selector::sourceType(Bonus::SECONDARY_SKILL))) //only local hero bonus { b->val = skillVal; b->valType = skillValType; } else { Bonus *bonus = new Bonus(Bonus::PERMANENT, Bonus::SECONDARY_SKILL_PREMY, id, skillVal, ID, which, skillValType); bonus->source = Bonus::SECONDARY_SKILL; addNewBonus(bonus); } } void CGHeroInstance::setPropertyDer( ui8 what, ui32 val ) { if(what == ObjProperty::PRIMARY_STACK_COUNT) setStackCount(0, val); } double CGHeroInstance::getHeroStrength() const { return sqrt((1.0 + 0.05*getPrimSkillLevel(0)) * (1.0 + 0.05*getPrimSkillLevel(1))); } ui64 CGHeroInstance::getTotalStrength() const { double ret = getHeroStrength() * getArmyStrength(); return (ui64) ret; } TExpType CGHeroInstance::calculateXp(TExpType exp) const { return exp * (100 + valOfBonuses(Bonus::SECONDARY_SKILL_PREMY, CGHeroInstance::LEARNING))/100.0; } ui8 CGHeroInstance::getSpellSchoolLevel(const CSpell * spell, int *outSelectedSchool) const { si16 skill = -1; //skill level #define TRY_SCHOOL(schoolName, schoolMechanicsId, schoolOutId) \ if(spell-> schoolName) \ { \ int thisSchool = std::max(getSecSkillLevel( \ static_cast(14 + (schoolMechanicsId))), \ valOfBonuses(Bonus::MAGIC_SCHOOL_SKILL, 1 << (schoolMechanicsId))); \ if(thisSchool > skill) \ { \ skill = thisSchool; \ if(outSelectedSchool) \ *outSelectedSchool = schoolOutId; \ } \ } TRY_SCHOOL(fire, 0, 1) TRY_SCHOOL(air, 1, 0) TRY_SCHOOL(water, 2, 2) TRY_SCHOOL(earth, 3, 3) #undef TRY_SCHOOL vstd::amax(skill, valOfBonuses(Bonus::MAGIC_SCHOOL_SKILL, 0)); //any school bonus vstd::amax(skill, valOfBonuses(Bonus::SPELL, spell->id)); //given by artifact or other effect if (hasBonusOfType(Bonus::MAXED_SPELL, spell->id))//hero speciality (Daremyth, Melodia) skill = 3; assert(skill >= 0 && skill <= 3); return skill; } bool CGHeroInstance::canCastThisSpell(const CSpell * spell) const { if(!getArt(17)) //if hero has no spellbook return false; if(vstd::contains(spells, spell->id) //hero has this spell in spellbook || (spell->air && hasBonusOfType(Bonus::AIR_SPELLS)) // this is air spell and hero can cast all air spells || (spell->fire && hasBonusOfType(Bonus::FIRE_SPELLS)) // this is fire spell and hero can cast all fire spells || (spell->water && hasBonusOfType(Bonus::WATER_SPELLS)) // this is water spell and hero can cast all water spells || (spell->earth && hasBonusOfType(Bonus::EARTH_SPELLS)) // this is earth spell and hero can cast all earth spells || hasBonusOfType(Bonus::SPELL, spell->id) || hasBonusOfType(Bonus::SPELLS_OF_LEVEL, spell->level) ) return true; return false; } /** * 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. */ CStackBasicDescriptor CGHeroInstance::calculateNecromancy (const BattleResult &battleResult) const { const ui8 necromancyLevel = getSecSkillLevel(CGHeroInstance::NECROMANCY); // Hero knows necromancy. if (necromancyLevel > 0) { double necromancySkill = valOfBonuses(Bonus::SECONDARY_SKILL_PREMY, NECROMANCY)/100.0; vstd::amin(necromancySkill, 1.0); //it's impossible to raise more creatures than all... const std::map &casualties = battleResult.casualties[!battleResult.winner]; ui32 raisedUnits = 0; // 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(Bonus::IMPROVED_NECROMANCY); const CCreature *raisedUnitType = VLC->creh->creatures[creatureTypes[improvedNecromancy ? necromancyLevel : 0]]; const ui32 raisedUnitHP = raisedUnitType->valOfBonuses(Bonus::STACK_HEALTH); //calculate creatures raised from each defeated stack for (std::map::const_iterator it = casualties.begin(); it != casualties.end(); it++) { // Get lost enemy hit points convertible to units. CCreature * c = VLC->creh->creatures[it->first]; if (c->isLiving()) { const ui32 raisedHP = c->valOfBonuses(Bonus::STACK_HEALTH) * it->second * necromancySkill; raisedUnits += std::min(raisedHP / raisedUnitHP, it->second * necromancySkill); //limit to % of HP and % of original stack count } } // Make room for new units. int slot = 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 = getSlotFor(raisedUnitType->idNumber); } if (raisedUnits <= 0) raisedUnits = 1; return CStackBasicDescriptor(raisedUnitType->idNumber, raisedUnits); } return CStackBasicDescriptor(); } /** * 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(const CStackBasicDescriptor &raisedStack) const { InfoWindow iw; iw.soundID = soundBase::pickup01 + ran() % 7; iw.player = tempOwner; iw.components.push_back(Component(raisedStack)); if (raisedStack.count > 1) // Practicing the dark arts of necromancy, ... (plural) { iw.text.addTxt(MetaString::GENERAL_TXT, 145); iw.text.addReplacement(raisedStack.count); iw.text.addReplacement(MetaString::CRE_PL_NAMES, raisedStack.type->idNumber); } else // Practicing the dark arts of necromancy, ... (singular) { iw.text.addTxt(MetaString::GENERAL_TXT, 146); iw.text.addReplacement(MetaString::CRE_SING_NAMES, raisedStack.type->idNumber); } cb->showInfoDialog(&iw); } int3 CGHeroInstance::getSightCenter() const { return getPosition(false); } int CGHeroInstance::getSightRadious() const { return 5 + getSecSkillLevel(CGHeroInstance::SCOUTING) + valOfBonuses(Bonus::SIGHT_RADIOUS); //default + scouting } si32 CGHeroInstance::manaRegain() const { if (hasBonusOfType(Bonus::FULL_MANA_REGENERATION)) return manaLimit(); return 1 + valOfBonuses(Bonus::SECONDARY_SKILL_PREMY, 8) + valOfBonuses(Bonus::MANA_REGENERATION); //1 + Mysticism level } // /** // * Places an artifact in hero's backpack. If it's a big artifact equips it // * or discards it if it cannot be equipped. // */ // void CGHeroInstance::giveArtifact (ui32 aid) //use only for fixed artifacts // { // CArtifact * const artifact = VLC->arth->artifacts[aid]; //pointer to constant object // CArtifactInstance *ai = CArtifactInstance::createNewArtifactInstance(artifact); // ai->putAt(this, ai->firstAvailableSlot(this)); // } int CGHeroInstance::getBoatType() const { switch(type->heroClass->getAlignment()) { case EAlignment::GOOD: return 1; case EAlignment::EVIL: return 0; case EAlignment::NEUTRAL: return 2; default: throw std::runtime_error("Wrong alignment!"); } } void CGHeroInstance::getOutOffsets(std::vector &offsets) const { static int3 dirs[] = { int3(0,1,0),int3(0,-1,0),int3(-1,0,0),int3(+1,0,0), int3(1,1,0),int3(-1,1,0),int3(1,-1,0),int3(-1,-1,0) }; for (size_t i = 0; i < ARRAY_COUNT(dirs); i++) offsets += dirs[i]; } int CGHeroInstance::getSpellCost(const CSpell *sp) const { return sp->costs[getSpellSchoolLevel(sp)]; } void CGHeroInstance::pushPrimSkill( int which, int val ) { addNewBonus(new Bonus(Bonus::PERMANENT, Bonus::PRIMARY_SKILL, Bonus::HERO_BASE_SKILL, val, id, which)); } EAlignment::EAlignment CGHeroInstance::getAlignment() const { return type->heroClass->getAlignment(); } void CGHeroInstance::initExp() { exp=40+ (ran()) % 50; level = 1; } std::string CGHeroInstance::nodeName() const { return "Hero " + name; } void CGHeroInstance::putArtifact(ui16 pos, CArtifactInstance *art) { assert(!getArt(pos)); art->putAt(ArtifactLocation(this, pos)); } void CGHeroInstance::putInBackpack(CArtifactInstance *art) { putArtifact(art->firstBackpackSlot(this), art); } bool CGHeroInstance::hasSpellbook() const { return getArt(ArtifactPosition::SPELLBOOK); } void CGHeroInstance::deserializationFix() { artDeserializationFix(this); } CBonusSystemNode * CGHeroInstance::whereShouldBeAttached(CGameState *gs) { if(visitedTown) { if(inTownGarrison) return visitedTown; else return &visitedTown->townAndVis; } else return CArmedInstance::whereShouldBeAttached(gs); } int CGHeroInstance::movementPointsAfterEmbark(int MPsBefore, int basicCost, bool disembark /*= false*/) const { if(hasBonusOfType(Bonus::FREE_SHIP_BOARDING)) return (MPsBefore - basicCost) * static_cast(maxMovePoints(disembark)) / maxMovePoints(!disembark); return 0; //take all MPs otherwise } CGHeroInstance::ECanDig CGHeroInstance::diggingStatus() const { if(movement < maxMovePoints(true)) return LACK_OF_MOVEMENT; else if(cb->getTile(getPosition(false))->terType == ETerrainType::WATER) return WRONG_TERRAIN; else { const TerrainTile *t = cb->getTile(getPosition()); //TODO look for hole //CGI->mh->getTerrainDescr(h->getPosition(false), hlp, false); if(/*hlp.length() || */t->blockingObjects.size() > 1) return TILE_OCCUPIED; else return CAN_DIG; } } ui8 CGHeroInstance::bearerType() const { return ArtBearer::HERO; } void CGDwelling::initObj() { switch(ID) { case Obj::CREATURE_GENERATOR1: { int crid = VLC->objh->cregens[subID]; const CCreature *crs = VLC->creh->creatures[crid]; creatures.resize(1); creatures[0].second.push_back(crid); if (subID >= VLC->generaltexth->creGens.size()) //very messy workaround { int faction = VLC->creh->creatures[subID]->faction; assert (VLC->townh->towns[faction].dwellingNames.size()); hoverName = VLC->townh->towns[faction].dwellingNames[VLC->creh->creatures[subID]->level - 1]; } else hoverName = VLC->generaltexth->creGens[subID]; if(crs->level > 4) putStack(0, new CStackInstance(crs, (crs->growth) * 3)); if (getOwner() != GameConstants::NEUTRAL_PLAYER) cb->gameState()->players[getOwner()].dwellings.push_back (this); } break; case Obj::CREATURE_GENERATOR4: creatures.resize(4); if(subID == 1) //Golem Factory { 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 //guards putStack(0, new CStackInstance(116, 9)); putStack(1, new CStackInstance(117, 6)); } else if(subID == 0) // Elemental Conflux { creatures[0].second.push_back(112); //Air Elemental creatures[1].second.push_back(114); //Fire Elemental creatures[2].second.push_back(113); //Earth Elemental creatures[3].second.push_back(115); //Water Elemental //guards putStack(0, new CStackInstance(113, 12)); } else { assert(0); } hoverName = VLC->generaltexth->creGens4[subID]; break; case Obj::REFUGEE_CAMP: //is handled within newturn func break; case Obj::WAR_MACHINE_FACTORY: creatures.resize(3); creatures[0].second.push_back(146); //Ballista creatures[1].second.push_back(147); //First Aid Tent creatures[2].second.push_back(148); //Ammo Cart break; default: assert(0); break; } } void CGDwelling::setProperty(ui8 what, ui32 val) { switch (what) { case ObjProperty::OWNER: //change owner if (ID == Obj::CREATURE_GENERATOR1) //single generators { if (tempOwner != GameConstants::NEUTRAL_PLAYER) { std::vector >* dwellings = &cb->gameState()->players[tempOwner].dwellings; dwellings->erase (std::find(dwellings->begin(), dwellings->end(), this)); } if (val != GameConstants::NEUTRAL_PLAYER) //can new owner be neutral? cb->gameState()->players[val].dwellings.push_back (this); } break; case ObjProperty::AVAILABLE_CREATURE: creatures.resize(1); creatures[0].second.resize(1); creatures[0].second[0] = val; break; } CGObjectInstance::setProperty(what,val); } void CGDwelling::onHeroVisit( const CGHeroInstance * h ) const { if(ID == Obj::REFUGEE_CAMP && !creatures[0].first) //Refugee Camp, no available cres { InfoWindow iw; iw.player = h->tempOwner; iw.text.addTxt(MetaString::ADVOB_TXT, 44); //{%s} \n\n The camp is deserted. Perhaps you should try next week. iw.text.addReplacement(MetaString::OBJ_NAMES, ID); cb->sendAndApply(&iw); return; } int relations = cb->gameState()->getPlayerRelations( h->tempOwner, tempOwner ); if ( relations == 1 )//ally return;//do not allow recruiting or capturing if( !relations && stacksCount() > 0) //object is guarded, owned by enemy { BlockingDialog bd(true,false); bd.player = h->tempOwner; bd.text.addTxt(MetaString::GENERAL_TXT, 421); //Much to your dismay, the %s is guarded by %s %s. Do you wish to fight the guards? bd.text.addReplacement(ID == Obj::CREATURE_GENERATOR1 ? MetaString::CREGENS : MetaString::CREGENS4, subID); bd.text.addReplacement(MetaString::ARRAY_TXT, 176 + Slots().begin()->second->getQuantityID()*3); bd.text.addReplacement(*Slots().begin()->second); cb->showBlockingDialog(&bd, boost::bind(&CGDwelling::wantsFight, this, h, _1)); return; } if(!relations && ID != Obj::WAR_MACHINE_FACTORY) { cb->setOwner(id, h->tempOwner); } BlockingDialog bd (true,false); bd.player = h->tempOwner; if(ID == Obj::CREATURE_GENERATOR1 || ID == Obj::CREATURE_GENERATOR4) { bd.text.addTxt(MetaString::ADVOB_TXT, ID == Obj::CREATURE_GENERATOR1 ? 35 : 36); //{%s} Would you like to recruit %s? / {%s} Would you like to recruit %s, %s, %s, or %s? bd.text.addReplacement(ID == Obj::CREATURE_GENERATOR1 ? 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]); } else if(ID == Obj::REFUGEE_CAMP) { bd.text.addTxt(MetaString::ADVOB_TXT, 35); //{%s} Would you like to recruit %s? bd.text.addReplacement(MetaString::OBJ_NAMES, ID); for(size_t i = 0; i < creatures.size(); i++) bd.text.addReplacement(MetaString::CRE_PL_NAMES, creatures[i].second[0]); } else if(ID == Obj::WAR_MACHINE_FACTORY) bd.text.addTxt(MetaString::ADVOB_TXT, 157); //{War Machine Factory} Would you like to purchase War Machines? else throw std::runtime_error("Illegal dwelling!"); cb->showBlockingDialog(&bd, boost::bind(&CGDwelling::heroAcceptsCreatures, this, h, _1)); } void CGDwelling::newTurn() const { if(cb->getDate(1) != 1) //not first day of week return; //town growths and War Machines Factories are handled separately if(ID == Obj::TOWN || ID == Obj::WAR_MACHINE_FACTORY) return; if(ID == Obj::REFUGEE_CAMP) //if it's a refugee camp, we need to pick an available creature { cb->setObjProperty(id, ObjProperty::AVAILABLE_CREATURE, VLC->creh->pickRandomMonster()); } 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()) { CCreature *cre = VLC->creh->creatures[creatures[i].second[0]]; TQuantity amount = cre->growth * (1 + cre->valOfBonuses(Bonus::CREATURE_GROWTH_PERCENT)/100) + cre->valOfBonuses(Bonus::CREATURE_GROWTH); if (VLC->modh->settings.DWELLINGS_ACCUMULATE_CREATURES) sac.creatures[i].first += amount; else sac.creatures[i].first = amount; change = true; } } if(change) cb->sendAndApply(&sac); } void CGDwelling::heroAcceptsCreatures( const CGHeroInstance *h, ui32 answer ) const { if(!answer) return; int crid = creatures[0].second[0]; CCreature *crs = VLC->creh->creatures[crid]; TQuantity count = creatures[0].first; if(crs->level == 1 && ID != Obj::REFUGEE_CAMP) //first level - creatures are for free { if(count) //there are available creatures { int slot = h->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; InfoWindow iw; iw.player = h->tempOwner; iw.text.addTxt(MetaString::GENERAL_TXT, 423); //%d %s join your army. iw.text.addReplacement(count); iw.text.addReplacement(MetaString::CRE_PL_NAMES, crid); cb->showInfoDialog(&iw); cb->sendAndApply(&sac); cb->addToSlot(StackLocation(h, slot), crs, count); } } else //there no creatures { InfoWindow iw; iw.text.addTxt(MetaString::GENERAL_TXT, 422); //There are no %s here to recruit. iw.text.addReplacement(MetaString::CRE_PL_NAMES, crid); iw.player = h->tempOwner; cb->sendAndApply(&iw); } } else { if(ID == Obj::WAR_MACHINE_FACTORY) //pick available War Machines { //there is 1 war machine available to recruit if hero doesn't have one SetAvailableCreatures sac; sac.tid = id; sac.creatures = creatures; sac.creatures[0].first = !h->getArt(13); //ballista sac.creatures[1].first = !h->getArt(15); //first aid tent sac.creatures[2].first = !h->getArt(14); //ammo cart cb->sendAndApply(&sac); } OpenWindow ow; ow.id1 = id; ow.id2 = h->id; ow.window = (ID == Obj::CREATURE_GENERATOR1 || ID == Obj::REFUGEE_CAMP) ? OpenWindow::RECRUITMENT_FIRST : OpenWindow::RECRUITMENT_ALL; cb->sendAndApply(&ow); } } void CGDwelling::wantsFight( const CGHeroInstance *h, ui32 answer ) const { if(answer) cb->startBattleI(h, this, boost::bind(&CGDwelling::fightOver, this, h, _1)); } void CGDwelling::fightOver(const CGHeroInstance *h, BattleResult *result) const { if (result->winner == 0) { onHeroVisit(h); } } int CGTownInstance::getSightRadious() const //returns sight distance { if (subID == ETownType::TOWER) { if (hasBuilt(EBuilding::GRAIL)) //skyship return -1; //entire map else if (hasBuilt(EBuilding::LOOKOUT_TOWER)) //lookout tower return 20; } return 5; } void CGTownInstance::setPropertyDer(ui8 what, ui32 val) { ///this is freakin' overcomplicated solution switch (what) { case 11: //add visitor of town building bonusingBuildings[val]->setProperty (ObjProperty::VISITORS, visitingHero->id); break; case 12: bonusingBuildings[val]->setProperty (12, 0); break; case 13: //add garrisoned hero to visitors bonusingBuildings[val]->setProperty (ObjProperty::VISITORS, garrisonHero->id); break; case 14: bonusValue.first = val; break; case 15: bonusValue.second = val; break; } } CGTownInstance::EFortLevel CGTownInstance::fortLevel() const //0 - none, 1 - fort, 2 - citadel, 3 - castle { if (hasBuilt(EBuilding::CASTLE)) return CASTLE; if (hasBuilt(EBuilding::CITADEL)) return CITADEL; if (hasBuilt(EBuilding::FORT)) return FORT; return NONE; } int CGTownInstance::hallLevel() const // -1 - none, 0 - village, 1 - town, 2 - city, 3 - capitol { if (hasBuilt(EBuilding::CAPITOL)) return 3; if (hasBuilt(EBuilding::CITY_HALL)) return 2; if (hasBuilt(EBuilding::TOWN_HALL)) return 1; if (hasBuilt(EBuilding::VILLAGE_HALL)) return 0; return -1; } int CGTownInstance::mageGuildLevel() const { if (hasBuilt(EBuilding::MAGES_GUILD_5)) return 5; if (hasBuilt(EBuilding::MAGES_GUILD_4)) return 4; if (hasBuilt(EBuilding::MAGES_GUILD_3)) return 3; if (hasBuilt(EBuilding::MAGES_GUILD_2)) return 2; if (hasBuilt(EBuilding::MAGES_GUILD_1)) return 1; return 0; } int CGTownInstance::creatureDwellingLevel(int dwelling) const { if ( dwelling<0 || dwelling >= GameConstants::CREATURES_PER_TOWN ) return -1; for (int i=0; ; i++) { if (!hasBuilt(EBuilding::DWELL_FIRST+dwelling+i*GameConstants::CREATURES_PER_TOWN)) return i-1; } } int CGTownInstance::getHordeLevel(const int & HID) const//HID - 0 or 1; returns creature level or -1 if that horde structure is not present { return town->hordeLvl[HID]; } int CGTownInstance::creatureGrowth(const int & level) const { return getGrowthInfo(level).totalGrowth(); } GrowthInfo CGTownInstance::getGrowthInfo(int level) const { GrowthInfo ret; if (level<0 || level >=GameConstants::CREATURES_PER_TOWN) return ret; if (!hasBuilt(EBuilding::DWELL_FIRST+level)) return ret; //no dwelling const CCreature *creature = VLC->creh->creatures[creatures[level].second.back()]; const int base = creature->growth; int castleBonus = 0; ret.entries.push_back(GrowthInfo::Entry(VLC->generaltexth->allTexts[590], base));// \n\nBasic growth %d" if (hasBuilt(EBuilding::CASTLE)) ret.entries.push_back(GrowthInfo::Entry(subID, EBuilding::CASTLE, castleBonus = base)); else if (hasBuilt(EBuilding::CITADEL)) ret.entries.push_back(GrowthInfo::Entry(subID, EBuilding::CITADEL, castleBonus = base / 2)); if(town->hordeLvl[0] == level)//horde 1 if(hasBuilt(EBuilding::HORDE_1)) ret.entries.push_back(GrowthInfo::Entry(subID, EBuilding::HORDE_1, creature->hordeGrowth)); if(town->hordeLvl[1] == level)//horde 2 if(hasBuilt(EBuilding::HORDE_2)) ret.entries.push_back(GrowthInfo::Entry(subID, EBuilding::HORDE_2, creature->hordeGrowth)); int dwellingBonus = 0; if(const PlayerState *p = cb->getPlayer(tempOwner, false)) { BOOST_FOREACH(const CGDwelling *dwelling, p->dwellings) if(vstd::contains(creatures[level].second, dwelling->creatures[0].second[0])) dwellingBonus++; } if(dwellingBonus) ret.entries.push_back(GrowthInfo::Entry(VLC->generaltexth->allTexts[591], dwellingBonus));// \nExternal dwellings %+d //other *-of-legion-like bonuses (%d to growth cumulative with grail) TBonusListPtr bonuses = getBonuses(Selector::type(Bonus::CREATURE_GROWTH) && Selector::subtype(level)); BOOST_FOREACH(const Bonus *b, *bonuses) ret.entries.push_back(GrowthInfo::Entry(b->Description() + " %+d", b->val)); //statue-of-legion-like bonus: % to base+castle TBonusListPtr bonuses2 = getBonuses(Selector::type(Bonus::CREATURE_GROWTH_PERCENT)); BOOST_FOREACH(const Bonus *b, *bonuses2) ret.entries.push_back(GrowthInfo::Entry(b->Description() + " %+d", b->val * (base + castleBonus) / 100)); if(hasBuilt(EBuilding::GRAIL)) //grail - +50% to ALL (so far added) growth ret.entries.push_back(GrowthInfo::Entry(subID, EBuilding::GRAIL, ret.totalGrowth() / 2)); return ret; } int CGTownInstance::dailyIncome() const { int ret = 0; if (hasBuilt(EBuilding::GRAIL)) ret+=5000; if (hasBuilt(EBuilding::CAPITOL)) ret+=4000; else if (hasBuilt(EBuilding::CITY_HALL)) ret+=2000; else if (hasBuilt(EBuilding::TOWN_HALL)) ret+=1000; else if (hasBuilt(EBuilding::VILLAGE_HALL)) ret+=500; return ret; } bool CGTownInstance::hasFort() const { return hasBuilt(EBuilding::FORT); } bool CGTownInstance::hasCapitol() const { return hasBuilt(EBuilding::CAPITOL); } CGTownInstance::CGTownInstance() :IShipyard(this), IMarket(this), town(nullptr), builded(0), destroyed(0), identifier(0), alignment(0xff) { } CGTownInstance::~CGTownInstance() { for (std::vector::const_iterator i = bonusingBuildings.begin(); i != bonusingBuildings.end(); i++) delete *i; } int CGTownInstance::spellsAtLevel(int level, bool checkGuild) const { if(checkGuild && mageGuildLevel() < level) return 0; int ret = 6 - level; //how many spells are available at this level if (hasBuilt(EBuilding::LIBRARY, ETownType::TOWER)) ret++; return ret; } bool CGTownInstance::needsLastStack() const { if(garrisonHero) return true; else return false; } void CGTownInstance::onHeroVisit(const CGHeroInstance * h) const { if( !cb->gameState()->getPlayerRelations( getOwner(), h->getOwner() ))//if this is enemy { if(armedGarrison() || visitingHero) { const CGHeroInstance *defendingHero = NULL; const CArmedInstance *defendingArmy = this; if(visitingHero) defendingHero = visitingHero; else if(garrisonHero) defendingHero = garrisonHero; if(defendingHero) defendingArmy = defendingHero; bool outsideTown = (defendingHero == visitingHero && garrisonHero); //TODO //"borrowing" army from garrison to visiting hero cb->startBattleI(h, defendingArmy, getSightCenter(), h, defendingHero, false, boost::bind(&CGTownInstance::fightOver, this, h, _1), (outsideTown ? NULL : this)); } else { cb->setOwner(id, h->tempOwner); removeCapitols(h->getOwner()); cb->heroVisitCastle(id, h->id); } } else { if (h->commander && !h->commander->alive) //rise commander. TODO: interactive script { SetCommanderProperty scp; scp.heroid = h->id; scp.which = SetCommanderProperty::ALIVE; scp.amount = 1; cb->sendAndApply (&scp); } cb->heroVisitCastle(id, h->id); } } void CGTownInstance::onHeroLeave(const CGHeroInstance * h) const { cb->stopHeroVisitCastle(id,h->id); } void CGTownInstance::initObj() ///initialize town structures { blockVisit = true; hoverName = name + ", " + VLC->townh->factions[town->typeID].name; if (subID == ETownType::DUNGEON) creatures.resize(GameConstants::CREATURES_PER_TOWN+1);//extra dwelling for Dungeon else creatures.resize(GameConstants::CREATURES_PER_TOWN); for (int i = 0; i < GameConstants::CREATURES_PER_TOWN; i++) { int dwellingLevel = creatureDwellingLevel(i); int creaturesTotal = town->creatures[i].size(); for (int j=0; j< std::min(dwellingLevel + 1, creaturesTotal); j++) creatures[i].second.push_back(town->creatures[i][j]); } switch (subID) { //add new visitable objects case 0: bonusingBuildings.push_back (new COPWBonus(21, this)); //Stables break; case 5: bonusingBuildings.push_back (new COPWBonus(21, this)); //Vortex case 2: case 3: case 6: bonusingBuildings.push_back (new CTownBonus(23, this)); break; case 7: bonusingBuildings.push_back (new CTownBonus(17, this)); break; } //add special bonuses from buildings recreateBuildingsBonuses(); } void CGTownInstance::newTurn() const { if (cb->getDate(1) == 1) //reset on new week { //give resources for Rampart, Mystic Pond if (hasBuilt(EBuilding::MYSTIC_POND, ETownType::RAMPART) && cb->getDate(0) != 1 && (tempOwner < GameConstants::PLAYER_LIMIT)) { int resID = rand()%4+2;//bonus to random rare resource resID = (resID==2)?1:resID; int resVal = rand()%4+1;//with size 1..4 cb->giveResource(tempOwner, resID, resVal); cb->setObjProperty (id, 14, resID); cb->setObjProperty (id, 15, resVal); } if ( subID == ETownType::DUNGEON ) for (std::vector::const_iterator i = bonusingBuildings.begin(); i!=bonusingBuildings.end(); i++) { if ((*i)->ID == EBuilding::MANA_VORTEX) cb->setObjProperty (id, 12, (*i)->id); //reset visitors for Mana Vortex } if (tempOwner == GameConstants::NEUTRAL_PLAYER) //garrison growth for neutral towns { std::vector nativeCrits; //slots for (TSlots::const_iterator it = Slots().begin(); it != Slots().end(); it++) { if (it->second->type->faction == subID) //native { nativeCrits.push_back(it->first); //collect matching slots } } if (nativeCrits.size()) { TSlot pos = nativeCrits[rand() % nativeCrits.size()]; StackLocation sl(this, pos); const CCreature *c = getCreature(pos); if (rand()%100 < 90 || c->upgrades.empty()) //increase number if no upgrade available { cb->changeStackCount(sl, c->growth); } else //upgrade { cb->changeStackType(sl, VLC->creh->creatures[*c->upgrades.begin()]); } } if ((stacksCount() < GameConstants::ARMY_SIZE && rand()%100 < 25) || Slots().empty()) //add new stack { int i = rand() % std::min (GameConstants::ARMY_SIZE, cb->getDate(3)<<1); TCreature c = town->creatures[i][0]; TSlot n = -1; TQuantity count = creatureGrowth(i); if (!count) // no dwelling count = VLC->creh->creatures[c]->growth; {//no lower tiers or above current month if ((n = getSlotFor(c))>=0) { StackLocation sl(this, n); if (slotEmpty(n)) cb->insertNewStack(sl, VLC->creh->creatures[c], count); else //add to existing cb->changeStackCount(sl, count); } } } } } } int3 CGTownInstance::getSightCenter() const { return pos - int3(2,0,0); } ui8 CGTownInstance::getPassableness() const { if (!armedGarrison())//empty castle - anyone can visit return GameConstants::ALL_PLAYERS; if ( tempOwner == GameConstants::NEUTRAL_PLAYER )//neutral guarded - no one can visit return 0; ui8 mask = 0; TeamState * ts = cb->gameState()->getPlayerTeam(tempOwner); BOOST_FOREACH(ui8 it, ts->players) mask |= 1< &offsets ) const { offsets += int3(-1,2,0), int3(-3,2,0); } void CGTownInstance::fightOver( const CGHeroInstance *h, BattleResult *result ) const { if(result->winner == 0) { removeCapitols (h->getOwner()); cb->setOwner (id, h->tempOwner); //give control after checkout is done FoWChange fw; fw.player = h->tempOwner; fw.mode = 1; getSightTiles (fw.tiles); //update visibility for castle structures cb->sendAndApply (&fw); } } void CGTownInstance::removeCapitols (ui8 owner) const { if (hasCapitol()) // search if there's an older capitol { PlayerState* state = cb->gameState()->getPlayer (owner); //get all towns owned by player for (std::vector >::const_iterator i = state->towns.begin(); i < state->towns.end(); ++i) { if (*i != this && (*i)->hasCapitol()) { RazeStructures rs; rs.tid = id; rs.bid.insert(13); rs.destroyed = destroyed; cb->sendAndApply(&rs); return; } } } } int CGTownInstance::getBoatType() const { const CCreature *c = VLC->creh->creatures[town->creatures.front().front()]; if (c->isGood()) return 1; else if (c->isEvil()) return 0; else //neutral return 2; } int CGTownInstance::getMarketEfficiency() const { if (!hasBuilt(EBuilding::MARKETPLACE)) return 0; const PlayerState *p = cb->getPlayer(tempOwner); assert(p); int marketCount = 0; BOOST_FOREACH(const CGTownInstance *t, p->towns) if(t->hasBuilt(EBuilding::MARKETPLACE)) marketCount++; return marketCount; } bool CGTownInstance::allowsTrade(EMarketMode::EMarketMode mode) const { switch(mode) { case EMarketMode::RESOURCE_RESOURCE: case EMarketMode::RESOURCE_PLAYER: return hasBuilt(EBuilding::MARKETPLACE); case EMarketMode::ARTIFACT_RESOURCE: case EMarketMode::RESOURCE_ARTIFACT: return hasBuilt(EBuilding::ARTIFACT_MERCHANT, ETownType::TOWER) || hasBuilt(EBuilding::ARTIFACT_MERCHANT, ETownType::DUNGEON) || hasBuilt(EBuilding::ARTIFACT_MERCHANT, ETownType::CONFLUX); case EMarketMode::CREATURE_RESOURCE: return hasBuilt(EBuilding::FREELANCERS_GUILD, ETownType::STRONGHOLD); case EMarketMode::CREATURE_UNDEAD: return hasBuilt(EBuilding::SKELETON_TRANSFORMER, ETownType::NECROPOLIS); case EMarketMode::RESOURCE_SKILL: return hasBuilt(EBuilding::MAGIC_UNIVERSITY, ETownType::CONFLUX); default: assert(0); return false; } } std::vector CGTownInstance::availableItemsIds(EMarketMode::EMarketMode mode) const { if(mode == EMarketMode::RESOURCE_ARTIFACT) { std::vector ret; BOOST_FOREACH(const CArtifact *a, merchantArtifacts) if(a) ret.push_back(a->id); else ret.push_back(-1); return ret; } else if ( mode == EMarketMode::RESOURCE_SKILL ) { return universitySkills; } else return IMarket::availableItemsIds(mode); } std::string CGTownInstance::nodeName() const { return "Town (" + (town ? VLC->townh->factions[town->typeID].name : "unknown") + ") of " + name; } void CGTownInstance::deserializationFix() { attachTo(&townAndVis); if(visitingHero) visitingHero->attachTo(&townAndVis); if(garrisonHero) garrisonHero->attachTo(this); } void CGTownInstance::recreateBuildingsBonuses() { BonusList bl; getExportedBonusList().getBonuses(bl, Selector::sourceType(Bonus::TOWN_STRUCTURE)); BOOST_FOREACH(Bonus *b, bl) removeBonus(b); //tricky! -> checks tavern only if no bratherhood of sword or not a castle if(subID != ETownType::CASTLE || !addBonusIfBuilt(EBuilding::BROTHERHOOD, Bonus::MORALE, +2)) addBonusIfBuilt(EBuilding::TAVERN, Bonus::MORALE, +1); if(subID == ETownType::CASTLE) //castle { addBonusIfBuilt(EBuilding::LIGHTHOUSE, Bonus::SEA_MOVEMENT, +500, make_shared(PLAYER)); addBonusIfBuilt(EBuilding::GRAIL, Bonus::MORALE, +2, make_shared(PLAYER)); //colossus } else if(subID == ETownType::RAMPART) //rampart { addBonusIfBuilt(EBuilding::FOUNTAIN_OF_FORTUNE, Bonus::LUCK, +2); //fountain of fortune addBonusIfBuilt(EBuilding::GRAIL, Bonus::LUCK, +2, make_shared(PLAYER)); //guardian spirit } else if(subID == ETownType::TOWER) //tower { addBonusIfBuilt(EBuilding::GRAIL, Bonus::PRIMARY_SKILL, +15, PrimarySkill::KNOWLEDGE); //grail } else if(subID == ETownType::INFERNO) //Inferno { addBonusIfBuilt(EBuilding::STORMCLOUDS, Bonus::PRIMARY_SKILL, +2, PrimarySkill::SPELL_POWER); //Brimstone Clouds } else if(subID == ETownType::NECROPOLIS) //necropolis { addBonusIfBuilt(EBuilding::COVER_OF_DARKNESS, Bonus::DARKNESS, +20); addBonusIfBuilt(EBuilding::NECROMANCY_AMPLIFIER, Bonus::SECONDARY_SKILL_PREMY, +10, make_shared(PLAYER), CGHeroInstance::NECROMANCY); //necromancy amplifier addBonusIfBuilt(EBuilding::GRAIL, Bonus::SECONDARY_SKILL_PREMY, +20, make_shared(PLAYER), CGHeroInstance::NECROMANCY); //Soul prison } else if(subID == ETownType::DUNGEON) //Dungeon { addBonusIfBuilt(EBuilding::GRAIL, Bonus::PRIMARY_SKILL, +12, PrimarySkill::SPELL_POWER); //grail } else if(subID == ETownType::STRONGHOLD) //Stronghold { addBonusIfBuilt(EBuilding::GRAIL, Bonus::PRIMARY_SKILL, +20, PrimarySkill::ATTACK); //grail } else if(subID == ETownType::FORTRESS) //Fortress { addBonusIfBuilt(EBuilding::GLYPHS_OF_FEAR, Bonus::PRIMARY_SKILL, +2, PrimarySkill::DEFENSE); //Glyphs of Fear addBonusIfBuilt(EBuilding::BLOOD_OBELISK, Bonus::PRIMARY_SKILL, +2, PrimarySkill::ATTACK); //Blood Obelisk addBonusIfBuilt(EBuilding::GRAIL, Bonus::PRIMARY_SKILL, +10, PrimarySkill::ATTACK); //grail addBonusIfBuilt(EBuilding::GRAIL, Bonus::PRIMARY_SKILL, +10, PrimarySkill::DEFENSE); //grail } else if(subID == ETownType::CONFLUX) { } } bool CGTownInstance::addBonusIfBuilt(int building, int type, int val, int subtype /*= -1*/) { return addBonusIfBuilt(building, type, val, TPropagatorPtr(), subtype); } bool CGTownInstance::addBonusIfBuilt(int building, int type, int val, TPropagatorPtr prop, int subtype /*= -1*/) { if(hasBuilt(building)) { std::ostringstream descr; descr << town->buildings[building]->Name() << " "; if(val > 0) descr << "+"; else if(val < 0) descr << "-"; descr << val; Bonus *b = new Bonus(Bonus::PERMANENT, type, Bonus::TOWN_STRUCTURE, val, building, descr.str(), subtype); if(prop) b->addPropagator(prop); addNewBonus(b); return true; } return false; } void CGTownInstance::setVisitingHero(CGHeroInstance *h) { assert(!!visitingHero == !h); if(h) { PlayerState *p = cb->gameState()->getPlayer(h->tempOwner); assert(p); h->detachFrom(p); h->attachTo(&townAndVis); visitingHero = h; h->visitedTown = this; h->inTownGarrison = false; } else { PlayerState *p = cb->gameState()->getPlayer(visitingHero->tempOwner); visitingHero->visitedTown = NULL; visitingHero->detachFrom(&townAndVis); visitingHero->attachTo(p); visitingHero = NULL; } } void CGTownInstance::setGarrisonedHero(CGHeroInstance *h) { assert(!!garrisonHero == !h); if(h) { PlayerState *p = cb->gameState()->getPlayer(h->tempOwner); assert(p); h->detachFrom(p); h->attachTo(this); garrisonHero = h; h->visitedTown = this; h->inTownGarrison = true; } else { PlayerState *p = cb->gameState()->getPlayer(garrisonHero->tempOwner); garrisonHero->visitedTown = NULL; garrisonHero->inTownGarrison = false; garrisonHero->detachFrom(this); garrisonHero->attachTo(p); garrisonHero = NULL; } } bool CGTownInstance::armedGarrison() const { return stacksCount() || garrisonHero; } CBonusSystemNode * CGTownInstance::whatShouldBeAttached() { return &townAndVis; } const CArmedInstance * CGTownInstance::getUpperArmy() const { if(garrisonHero) return garrisonHero; return this; } bool CGTownInstance::hasBuilt(int buildingID, int townID) const { if (townID == town->typeID || townID == ETownType::ANY) return hasBuilt(buildingID); return false; } bool CGTownInstance::hasBuilt(int buildingID) const { return vstd::contains(builtBuildings, buildingID); } bool CGVisitableOPH::wasVisited (const CGHeroInstance * h) const { return vstd::contains(visitors, h->id); } void CGVisitableOPH::onHeroVisit( const CGHeroInstance * h ) const { if(visitors.find(h->id)==visitors.end()) { onNAHeroVisit(h->id, false); switch(ID) { case Obj::TREE_OF_KNOWLEDGE: case Obj::ARENA: case Obj::LIBRARY_OF_ENLIGHTENMENT: case Obj::SCHOOL_OF_MAGIC: case Obj::SCHOOL_OF_WAR: break; default: cb->setObjProperty(id, ObjProperty::VISITORS, h->id); //add to the visitors break; } } else { onNAHeroVisit(h->id, true); } } void CGVisitableOPH::initObj() { if(ID==Obj::TREE_OF_KNOWLEDGE) ttype = ran()%3; else ttype = -1; } void CGVisitableOPH::treeSelected( int heroID, int resType, int resVal, TExpType expVal, ui32 result ) const { if(result) //player agreed to give res for exp { cb->giveResource(cb->getOwner(heroID),resType,-resVal); //take resource cb->changePrimSkill(heroID,4,expVal); //give exp cb->setObjProperty(id, ObjProperty::VISITORS, heroID); //add to the visitors } } void CGVisitableOPH::onNAHeroVisit(int heroID, bool alreadyVisited) const { Component::EComponentType c_id = Component::PRIM_SKILL; //most used here int subid=0, ot=0, sound = 0; TExpType val=1; switch(ID) { case Obj::ARENA: sound = soundBase::NOMAD; ot = 0; break; case Obj::MERCENARY_CAMP: sound = soundBase::NOMAD; subid=PrimarySkill::ATTACK; ot=80; break; case Obj::MARLETTO_TOWER: sound = soundBase::NOMAD; subid=PrimarySkill::DEFENSE; ot=39; break; case Obj::STAR_AXIS: sound = soundBase::gazebo; subid=PrimarySkill::SPELL_POWER; ot=100; break; case Obj::GARDEN_OF_REVELATION: sound = soundBase::GETPROTECTION; subid=PrimarySkill::KNOWLEDGE; ot=59; break; case Obj::LEARNING_STONE: sound = soundBase::gazebo; c_id=Component::EXPERIENCE; ot=143; val=1000; break; case Obj::TREE_OF_KNOWLEDGE: sound = soundBase::gazebo; c_id = Component::EXPERIENCE; subid = 1; ot = 147; val = 1; break; case Obj::LIBRARY_OF_ENLIGHTENMENT: sound = soundBase::gazebo; ot = 66; break; case Obj::SCHOOL_OF_MAGIC: sound = soundBase::faerie; ot = 71; break; case Obj::SCHOOL_OF_WAR: c_id=Component::PRIM_SKILL; sound = soundBase::MILITARY; ot = 158; break; } if (!alreadyVisited) { switch (ID) { case Obj::ARENA: { BlockingDialog sd(false,true); sd.soundID = sound; sd.text.addTxt(MetaString::ADVOB_TXT,ot); sd.components.push_back(Component(c_id, PrimarySkill::ATTACK, 2, 0)); sd.components.push_back(Component(c_id, PrimarySkill::DEFENSE, 2, 0)); sd.player = cb->getOwner(heroID); cb->showBlockingDialog(&sd,boost::bind(&CGVisitableOPH::arenaSelected,this,heroID,_1)); return; } case Obj::MERCENARY_CAMP: case Obj::MARLETTO_TOWER: case Obj::STAR_AXIS: case Obj::GARDEN_OF_REVELATION: { cb->changePrimSkill(heroID,subid,val); InfoWindow iw; iw.soundID = sound; iw.components.push_back(Component(c_id, subid,val,0)); iw.text.addTxt(MetaString::ADVOB_TXT,ot); iw.player = cb->getOwner(heroID); cb->showInfoDialog(&iw); break; } case Obj::LEARNING_STONE: //give exp { const CGHeroInstance *h = cb->getHero(heroID); val = h->calculateXp(val); InfoWindow iw; iw.soundID = sound; iw.components.push_back(Component(c_id,subid,val,0)); iw.player = cb->getOwner(heroID); iw.text.addTxt(MetaString::ADVOB_TXT,ot); cb->showInfoDialog(&iw); cb->changePrimSkill(heroID,4,val); break; } case Obj::TREE_OF_KNOWLEDGE: { const CGHeroInstance *h = cb->getHero(heroID); val = VLC->heroh->reqExp(h->level+val) - VLC->heroh->reqExp(h->level); if(!ttype) { cb->setObjProperty(id, ObjProperty::VISITORS, heroID); //add to the visitors InfoWindow iw; iw.soundID = sound; iw.components.push_back(Component(c_id,subid,1,0)); iw.player = cb->getOwner(heroID); iw.text.addTxt(MetaString::ADVOB_TXT,148); cb->showInfoDialog(&iw); cb->changePrimSkill(heroID,4,val); break; } else { ui32 res; TExpType resval; if(ttype==1) { res = Res::GOLD; resval = 2000; ot = 149; } else { res = Res::GEMS; resval = 10; ot = 151; } if(cb->getResource(h->tempOwner,res) < resval) //not enough resources { ot++; showInfoDialog(h,ot,sound); return; } BlockingDialog sd (true, false); sd.soundID = sound; sd.player = cb->getOwner(heroID); sd.text.addTxt(MetaString::ADVOB_TXT,ot); sd.components.push_back (Component (Component::RESOURCE, res, resval, 0)); cb->showBlockingDialog(&sd,boost::bind(&CGVisitableOPH::treeSelected,this,heroID,res,resval,val,_1)); } break; } case Obj::LIBRARY_OF_ENLIGHTENMENT: { const CGHeroInstance *h = cb->getHero(heroID); int txt_id = 66; if(h->level < 10 - 2*h->getSecSkillLevel(CGHeroInstance::DIPLOMACY)) //not enough level { txt_id += 2; } else { cb->setObjProperty(id, ObjProperty::VISITORS, heroID); //add to the visitors cb->changePrimSkill(heroID,PrimarySkill::ATTACK,2); cb->changePrimSkill(heroID,PrimarySkill::DEFENSE,2); cb->changePrimSkill(heroID,PrimarySkill::KNOWLEDGE,2); cb->changePrimSkill(heroID,PrimarySkill::SPELL_POWER,2); } showInfoDialog(h,txt_id,sound); break; } case Obj::SCHOOL_OF_MAGIC: case Obj::SCHOOL_OF_WAR: { int skill = (ID==Obj::SCHOOL_OF_MAGIC ? 2 : 0); if(cb->getResource(cb->getOwner(heroID),6) < 1000) //not enough resources { showInfoDialog(heroID,ot+2,sound); } else { BlockingDialog sd(true,true); sd.soundID = sound; sd.player = cb->getOwner(heroID); sd.text.addTxt(MetaString::ADVOB_TXT,ot); sd.components.push_back(Component(c_id, skill, +1, 0)); sd.components.push_back(Component(c_id, skill+1, +1, 0)); cb->showBlockingDialog(&sd,boost::bind(&CGVisitableOPH::schoolSelected,this,heroID,_1)); } } break; } } else { ot++; showInfoDialog(heroID,ot,sound); } } const std::string & CGVisitableOPH::getHoverText() const { int pom = -1; switch(ID) { case Obj::ARENA: pom = -1; break; case Obj::MERCENARY_CAMP: pom = 8; break; case Obj::MARLETTO_TOWER: pom = 7; break; case Obj::STAR_AXIS: pom = 11; break; case Obj::GARDEN_OF_REVELATION: pom = 4; break; case Obj::LEARNING_STONE: pom = 5; break; case Obj::TREE_OF_KNOWLEDGE: pom = 18; break; case Obj::LIBRARY_OF_ENLIGHTENMENT: break; case Obj::SCHOOL_OF_MAGIC: pom = 9; break; case Obj::SCHOOL_OF_WAR: pom = 10; break; default: throw std::runtime_error("Wrong CGVisitableOPH object ID!\n"); } hoverName = VLC->generaltexth->names[ID]; if(pom >= 0) hoverName += ("\n" + VLC->generaltexth->xtrainfo[pom]); const CGHeroInstance *h = cb->getSelectedHero(cb->getCurrentPlayer()); if(h) { hoverName += "\n\n"; hoverName += (vstd::contains(visitors,h->id)) ? (VLC->generaltexth->allTexts[352]) //visited : ( VLC->generaltexth->allTexts[353]); //not visited } return hoverName; } void CGVisitableOPH::arenaSelected( int heroID, int primSkill ) const { cb->setObjProperty(id, ObjProperty::VISITORS, heroID); //add to the visitors cb->changePrimSkill(heroID,primSkill-1,2); } void CGVisitableOPH::setPropertyDer( ui8 what, ui32 val ) { if(what == ObjProperty::VISITORS) visitors.insert(val); } void CGVisitableOPH::schoolSelected(int heroID, ui32 which) const { if(!which) //player refused to pay return; int base = (ID == Obj::SCHOOL_OF_MAGIC ? 2 : 0); cb->setObjProperty(id, ObjProperty::VISITORS, 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 } COPWBonus::COPWBonus (int index, CGTownInstance *TOWN) { ID = index; town = TOWN; id = town->bonusingBuildings.size(); } void COPWBonus::setProperty(ui8 what, ui32 val) { switch (what) { case ObjProperty::VISITORS: visitors.insert(val); break; case 12: visitors.clear(); break; } } void COPWBonus::onHeroVisit (const CGHeroInstance * h) const { int heroID = h->id; if (town->hasBuilt(ID)) { InfoWindow iw; iw.player = h->tempOwner; switch (town->subID) { case ETownType::CASTLE: //Stables if (!h->hasBonusFrom(Bonus::OBJECT, 94)) //does not stack with advMap Stables { GiveBonus gb; gb.bonus = Bonus(Bonus::ONE_WEEK, Bonus::LAND_MOVEMENT, Bonus::OBJECT, 600, 94, VLC->generaltexth->arraytxt[100]); gb.id = heroID; cb->giveHeroBonus(&gb); iw.text << VLC->generaltexth->allTexts[580]; cb->showInfoDialog(&iw); } break; case ETownType::DUNGEON: //Mana Vortex if (visitors.empty() && h->mana <= h->manaLimit() * 2) { cb->setManaPoints (heroID, 2 * h->manaLimit()); cb->setObjProperty (id, ObjProperty::VISITED, true); iw.text << VLC->generaltexth->allTexts[579]; cb->showInfoDialog(&iw); cb->setObjProperty (town->id, 11, id); //add to visitors } break; } } } CTownBonus::CTownBonus (int index, CGTownInstance *TOWN) { ID = index; town = TOWN; id = town->bonusingBuildings.size(); } void CTownBonus::setProperty (ui8 what, ui32 val) { if(what == 4) visitors.insert(val); } void CTownBonus::onHeroVisit (const CGHeroInstance * h) const { int heroID = h->id; if (town->hasBuilt(ID) && visitors.find(heroID) == visitors.end()) { InfoWindow iw; int what=0, val=0, mid=0; switch (ID) { case EBuilding::SPECIAL_4: switch(town->subID) { case ETownType::TOWER: //wall what = 3; val = 1; mid = 581; iw.components.push_back (Component(Component::PRIM_SKILL, 3, 1, 0)); break; case ETownType::INFERNO: //order of fire what = 2; val = 1; mid = 582; iw.components.push_back (Component(Component::PRIM_SKILL, 2, 1, 0)); break; case ETownType::STRONGHOLD://hall of valhalla what = 0; val = 1; mid = 584; iw.components.push_back (Component(Component::PRIM_SKILL, 0, 1, 0)); break; case ETownType::DUNGEON://academy of battle scholars what = 4; val = h->calculateXp(1000); mid = 583; iw.components.push_back (Component(Component::EXPERIENCE, 0, val, 0)); break; } break; case EBuilding::SPECIAL_1: switch(town->subID) { case ETownType::FORTRESS: //cage of warlords what = 1; val = 1; mid = 585; iw.components.push_back (Component(Component::PRIM_SKILL, 1, 1, 0)); break; } break; } assert(mid); iw.player = cb->getOwner(heroID); iw.text << VLC->generaltexth->allTexts[mid]; cb->showInfoDialog(&iw); cb->changePrimSkill (heroID, what, val); if (town->visitingHero == h) cb->setObjProperty (town->id, 11, id); //add to visitors else cb->setObjProperty (town->id, 13, id); //then it must be garrisoned hero } } const std::string & CGCreature::getHoverText() const { MetaString ms; int pom = stacks.begin()->second->getQuantityID(); pom = 172 + 3*pom; ms.addTxt(MetaString::ARRAY_TXT,pom); ms << " " ; ms.addTxt(MetaString::CRE_PL_NAMES,subID); ms.toString(hoverName); if(const CGHeroInstance *selHero = cb->getSelectedHero(cb->getCurrentPlayer())) { std::vector * texts = &VLC->generaltexth->threat; hoverName += "\n\n "; hoverName += (*texts)[0]; int choice; double ratio = ((double)getArmyStrength() / selHero->getTotalStrength()); if (ratio < 0.1) choice = 1; else if (ratio < 0.25) choice = 2; else if (ratio < 0.6) choice = 3; else if (ratio < 0.9) choice = 4; else if (ratio < 1.1) choice = 5; else if (ratio < 1.3) choice = 6; else if (ratio < 1.8) choice = 7; else if (ratio < 2.5) choice = 8; else if (ratio < 4) choice = 9; else if (ratio < 8) choice = 10; else if (ratio < 20) choice = 11; else choice = 12; hoverName += (*texts)[choice]; } return hoverName; } void CGCreature::onHeroVisit( const CGHeroInstance * h ) const { int action = takenAction(h); switch( action ) //decide what we do... { case -2: //fight fight(h); break; case -1: //flee { flee(h); break; } case 0: //join for free { BlockingDialog ynd(true,false); ynd.player = h->tempOwner; ynd.text.addTxt(MetaString::ADVOB_TXT, 86); ynd.text.addReplacement(MetaString::CRE_PL_NAMES, subID); cb->showBlockingDialog(&ynd,boost::bind(&CGCreature::joinDecision,this,h,0,_1)); break; } default: //join for gold { assert(action > 0); //ask if player agrees to pay gold BlockingDialog ynd(true,false); ynd.player = h->tempOwner; std::string tmp = VLC->generaltexth->advobtxt[90]; boost::algorithm::replace_first(tmp,"%d",boost::lexical_cast(getStackCount(0))); boost::algorithm::replace_first(tmp,"%d",boost::lexical_cast(action)); boost::algorithm::replace_first(tmp,"%s",VLC->creh->creatures[subID]->namePl); ynd.text << tmp; cb->showBlockingDialog(&ynd,boost::bind(&CGCreature::joinDecision,this,h,action,_1)); break; } } } void CGCreature::endBattle( BattleResult *result ) const { if(result->winner==0) { cb->removeObject(id); } else { //int killedAmount=0; //for(std::set >::iterator i=result->casualties[1].begin(); i!=result->casualties[1].end(); i++) // if(i->first == subID) // killedAmount += i->second; //cb->setAmount(id, slots.find(0)->second.second - killedAmount); /* MetaString ms; int pom = slots.find(0)->second.getQuantityID(); pom = 174 + 3*pom + 1; ms << std::pair(6,pom) << " " << std::pair(7,subID); cb->setHoverName(id,&ms); cb->setObjProperty(id, 11, slots.begin()->second.count * 1000); */ //merge stacks into one TSlots::const_iterator i; CCreature * cre = VLC->creh->creatures[restore.basicType]; for (i = stacks.begin(); i != stacks.end(); i++) { if (cre->isMyUpgrade(i->second->type)) { cb->changeStackType (StackLocation(this, i->first), cre); //un-upgrade creatures } } //first stack has to be at slot 0 -> if original one got killed, move there first remaining stack if(!hasStackAtSlot(0)) cb->moveStack(StackLocation(this, stacks.begin()->first), StackLocation(this, 0), stacks.begin()->second->count); while (stacks.size() > 1) //hopefully that's enough { // TODO it's either overcomplicated (if we assume there'll be only one stack) or buggy (if we allow multiple stacks... but that'll also cause troubles elsewhere) i = stacks.end(); i--; TSlot slot = getSlotFor(i->second->type); if (slot == i->first) //no reason to move stack to its own slot break; else cb->moveStack (StackLocation(this, i->first), StackLocation(this, slot), i->second->count); } cb->setObjProperty(id, ObjProperty::MONSTER_POWER, stacks.begin()->second->count * 1000); //remember casualties } } void CGCreature::initObj() { blockVisit = true; switch(character) { case 0: character = -4; 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; } stacks[0]->setType(subID); TQuantity &amount = stacks[0]->count; 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)); } temppower = stacks[0]->count * 1000; } void CGCreature::newTurn() const {//Works only for stacks of single type of size up to 2 millions if (stacks.begin()->second->count < VLC->modh->settings.CREEP_SIZE && cb->getDate(1) == 1 && cb->getDate(0) > 1) { ui32 power = temppower * (100 + VLC->modh->settings.WEEKLY_GROWTH)/100; cb->setObjProperty(id, ObjProperty::MONSTER_COUNT, std::min (power/1000 , (ui32)VLC->modh->settings.CREEP_SIZE)); //set new amount cb->setObjProperty(id, ObjProperty::MONSTER_POWER, power); //increase temppower } if (VLC->modh->modules.STACK_EXP) cb->setObjProperty(id, ObjProperty::MONSTER_EXP, VLC->modh->settings.NEUTRAL_STACK_EXP); //for testing purpose } void CGCreature::setPropertyDer(ui8 what, ui32 val) { switch (what) { case ObjProperty::MONSTER_COUNT: stacks[0]->count = val; break; case ObjProperty::MONSTER_POWER: temppower = val; break; case ObjProperty::MONSTER_EXP: giveStackExp(val); break; case ObjProperty::MONSTER_RESTORE_TYPE: restore.basicType = val; break; } } int CGCreature::takenAction(const CGHeroInstance *h, bool allowJoin) const { //calculate relative strength of hero and creatures armies double relStrength = double(h->getTotalStrength()) / getArmyStrength(); int powerFactor; if(relStrength >= 7) powerFactor = 11; else if(relStrength >= 1) powerFactor = (int)(2*(relStrength-1)); else if(relStrength >= 0.5) powerFactor = -1; else if(relStrength >= 0.333) powerFactor = -2; else powerFactor = -3; std::set 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 BOOST_FOREACH(ConstTransitivePtr &crea, VLC->creh->creatures) { if(vstd::contains(crea->upgrades, (ui32) id)) //it's our base creatures myKindCres.insert(crea->idNumber); } int count = 0, //how many creatures of similar kind has hero totalCount = 0; for (TSlots::const_iterator i = h->Slots().begin(); i != h->Slots().end(); i++) { if(vstd::contains(myKindCres,i->second->type->idNumber)) count += i->second->count; totalCount += i->second->count; } int sympathy = 0; // 0 if hero have no similar creatures if(count) sympathy++; // 1 - if hero have at least 1 similar creature if(count*2 > totalCount) sympathy++; // 2 - hero have similar creatures more that 50% int charisma = powerFactor + h->getSecSkillLevel(CGHeroInstance::DIPLOMACY) + sympathy; if(charisma < character) //creatures will fight return -2; if (allowJoin) { if(h->getSecSkillLevel(CGHeroInstance::DIPLOMACY) + sympathy + 1 >= character) return 0; //join for free else if(h->getSecSkillLevel(CGHeroInstance::DIPLOMACY) * 2 + sympathy + 1 >= character) return VLC->creh->creatures[subID]->cost[6] * getStackCount(0); //join for gold } //we are still here - creatures have not joined hero, flee or fight if (charisma > character) return -1; //flee else return -2; //fight } void CGCreature::fleeDecision(const CGHeroInstance *h, ui32 pursue) const { if(pursue) { fight(h); } else { cb->removeObject(id); } } void CGCreature::joinDecision(const CGHeroInstance *h, int cost, ui32 accept) const { if(!accept) { if(takenAction(h,false) == -1) //they flee { flee(h); } else //they fight { showInfoDialog(h,87,0);//Insulted by your refusal of their offer, the monsters attack! 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(1,29); //You don't have enough gold cb->showInfoDialog(&iw); //act as if player refused joinDecision(h,cost,false); return; } //take gold if(cost) cb->giveResource(h->tempOwner,6,-cost); cb->tryJoiningArmy(this, h, true, true); } } void CGCreature::fight( const CGHeroInstance *h ) const { //split stacks //TODO: multiple creature types in a stack? int basicType = stacks.begin()->second->type->idNumber; cb->setObjProperty(id, ObjProperty::MONSTER_RESTORE_TYPE, basicType); //store info about creature stack double relativePower = static_cast(h->getTotalStrength()) / getArmyStrength(); int stacksCount; //TODO: number depends on tile type if (relativePower < 0.5) { stacksCount = 7; } else if (relativePower < 0.67) { stacksCount = 7; } else if (relativePower < 1) { stacksCount = 6; } else if (relativePower < 1.5) { stacksCount = 5; } else if (relativePower < 2) { stacksCount = 4; } else { stacksCount = 3; } int stackSize; TSlot sourceSlot = stacks.begin()->first; TSlot destSlot; for (int stacksLeft = stacksCount; stacksLeft > 1; --stacksLeft) { stackSize = stacks.begin()->second->count / stacksLeft; if (stackSize) { if ((destSlot = getFreeSlot()) > -1) cb->moveStack(StackLocation(this, sourceSlot), StackLocation(this, destSlot), stackSize); else { tlog2 <<"Warning! Not enough empty slots to split stack!"; break; } } else break; } if (stacksCount > 1) { if (rand()%100 < 50) //upgrade { TSlot slotId = (stacks.size() / 2); if(ui32 upgradesSize = getStack(slotId).type->upgrades.size()) { std::set::const_iterator it = getStack(slotId).type->upgrades.begin(); //pick random in case there are more std::advance (it, rand() % upgradesSize); cb->changeStackType(StackLocation(this, slotId), VLC->creh->creatures[*it]); } } } cb->startBattleI(h, this, boost::bind(&CGCreature::endBattle,this,_1)); } void CGCreature::flee( const CGHeroInstance * h ) const { BlockingDialog ynd(true,false); ynd.player = h->tempOwner; ynd.text.addTxt(MetaString::ADVOB_TXT,91); ynd.text.addReplacement(MetaString::CRE_PL_NAMES, subID); cb->showBlockingDialog(&ynd,boost::bind(&CGCreature::fleeDecision,this,h,_1)); } void CGMine::onHeroVisit( const CGHeroInstance * h ) const { int relations = cb->gameState()->getPlayerRelations(h->tempOwner, tempOwner); if(relations == 2) //we're visiting our mine { cb->showGarrisonDialog(id,h->id,true,0); return; } else if (relations == 1)//ally return; if(stacksCount()) //Mine is guarded { BlockingDialog ynd(true,false); ynd.player = h->tempOwner; ynd.text.addTxt(MetaString::ADVOB_TXT, subID == 7 ? 84 : 187); cb->showBlockingDialog(&ynd,boost::bind(&CGMine::fight, this, _1, h)); return; } flagMine(h->tempOwner); } void CGMine::newTurn() const { if(cb->getDate() == 1) return; if (tempOwner == GameConstants::NEUTRAL_PLAYER) return; cb->giveResource(tempOwner, producedResource, producedQuantity); } void CGMine::initObj() { if(subID >= 7) //Abandoned Mine { //set guardians int howManyTroglodytes = 100 + ran()%100; CStackInstance *troglodytes = new CStackInstance(70, howManyTroglodytes); putStack(0, troglodytes); //after map reading tempOwner placeholds bitmask for allowed resources std::vector possibleResources; for (int i = 0; i < 8; i++) if(tempOwner & 1<generaltexth->mines[7].first + "\n" + VLC->generaltexth->allTexts[202] + " " + troglodytes->getQuantityTXT(false) + " " + troglodytes->type->namePl; } else { producedResource = subID; MetaString ms; ms << std::pair(9,producedResource); if(tempOwner >= GameConstants::PLAYER_LIMIT) tempOwner = GameConstants::NEUTRAL_PLAYER; else ms << " (" << std::pair(6,23+tempOwner) << ")"; ms.toString(hoverName); } producedQuantity = defaultResProduction(); } void CGMine::fight(ui32 agreed, const CGHeroInstance *h) const { cb->startBattleI(h, this, boost::bind(&CGMine::endBattle, this, _1, h->tempOwner)); } void CGMine::endBattle(BattleResult *result, ui8 attackingPlayer) const { if(result->winner == 0) //attacker won { if(subID == 7) { showInfoDialog(attackingPlayer,85,0); } flagMine(attackingPlayer); } } void CGMine::flagMine(ui8 player) const { assert(tempOwner != player); cb->setOwner(id,player); //not ours? flag it! MetaString ms; ms << std::pair(9,subID) << "\n(" << std::pair(6,23+player) << ")"; if(subID == 7) { ms << "(%s)"; ms.addReplacement(MetaString::RES_NAMES, producedResource); } cb->setHoverName(id,&ms); InfoWindow iw; iw.soundID = soundBase::FLAGMINE; iw.text.addTxt(MetaString::MINE_EVNTS,producedResource); //not use subID, abandoned mines uses default mine texts iw.player = player; iw.components.push_back(Component(Component::RESOURCE,producedResource,producedQuantity,-1)); cb->showInfoDialog(&iw); } ui32 CGMine::defaultResProduction() { switch(producedResource) { case Res::WOOD: case Res::ORE: return 2; case Res::GOLD: return 1000; default: return 1; } } void CGResource::initObj() { blockVisit = true; hoverName = VLC->generaltexth->restypes[subID]; if(!amount) { switch(subID) { case 6: amount = 500 + (rand()%6)*100; break; case 0: case 2: amount = 6 + (rand()%5); break; default: amount = 3 + (rand()%3); break; } } } void CGResource::onHeroVisit( const CGHeroInstance * h ) const { if(stacksCount()) { if(message.size()) { BlockingDialog ynd(true,false); ynd.player = h->getOwner(); ynd.text << message; cb->showBlockingDialog(&ynd,boost::bind(&CGResource::fightForRes,this,_1,h)); } else { fightForRes(1,h); } } else { if(message.length()) { InfoWindow iw; iw.player = h->tempOwner; iw.text << message; cb->showInfoDialog(&iw); } collectRes(h->getOwner()); } } void CGResource::collectRes( int player ) const { cb->giveResource(player,subID,amount); ShowInInfobox sii; sii.player = player; sii.c = Component(Component::RESOURCE,subID,amount,0); sii.text.addTxt(MetaString::ADVOB_TXT,113); sii.text.addReplacement(MetaString::RES_NAMES, subID); cb->showCompInfo(&sii); cb->removeObject(id); } void CGResource::fightForRes(ui32 agreed, const CGHeroInstance *h) const { if(agreed) cb->startBattleI(h, this, boost::bind(&CGResource::endBattle,this,_1,h)); } void CGResource::endBattle( BattleResult *result, const CGHeroInstance *h ) const { if(result->winner == 0) //attacker won collectRes(h->getOwner()); } void CGVisitableOPW::newTurn() const { if (cb->getDate(1) == 1) //first day of week = 1 { cb->setObjProperty(id, ObjProperty::VISITED, false); MetaString ms; //set text to "not visited" ms << std::pair(3,ID) << " " << std::pair(1,353); cb->setHoverName(id,&ms); } } bool CGVisitableOPW::wasVisited(ui8 player) const { return visited; //TODO: other players should see object as unvisited } void CGVisitableOPW::onHeroVisit( const CGHeroInstance * h ) const { int mid=0, sound = 0; switch (ID) { case Obj::MYSTICAL_GARDEN: sound = soundBase::experience; mid = 92; break; case Obj::WINDMILL: sound = soundBase::GENIE; mid = 170; break; case Obj::WATER_WHEEL: sound = soundBase::GENIE; mid = 164; break; default: assert(0); } if (visited) { if (ID!=Obj::WINDMILL) mid++; else mid--; showInfoDialog(h,mid,sound); } else { Component::EComponentType type = Component::RESOURCE; int sub=0, val=0; switch (ID) { case Obj::MYSTICAL_GARDEN: if (rand()%2) { sub = 5; val = 5; } else { sub = 6; val = 500; } break; case Obj::WINDMILL: mid = 170; sub = (rand() % 5) + 1; val = (rand() % 4) + 3; break; case Obj::WATER_WHEEL: mid = 164; sub = 6; if(cb->getDate(0)<8) val = 500; else val = 1000; } cb->giveResource(h->tempOwner,sub,val); InfoWindow iw; iw.soundID = sound; iw.player = h->tempOwner; iw.components.push_back(Component(type,sub,val,0)); iw.text.addTxt(MetaString::ADVOB_TXT,mid); cb->showInfoDialog(&iw); cb->setObjProperty(id, ObjProperty::VISITED, true); MetaString ms; //set text to "visited" ms << std::pair(3,ID) << " " << std::pair(1,352); cb->setHoverName(id,&ms); } } void CGVisitableOPW::setPropertyDer( ui8 what, ui32 val ) { if(what == ObjProperty::VISITED) visited = val; } void CGTeleport::onHeroVisit( const CGHeroInstance * h ) const { int destinationid=-1; switch(ID) { case Obj::MONOLITH1: //one way - find corresponding exit monolith if(vstd::contains(objs,Obj::MONOLITH2) && vstd::contains(objs[Obj::MONOLITH2],subID) && objs[Obj::MONOLITH2][subID].size()) destinationid = objs[Obj::MONOLITH2][subID][rand()%objs[Obj::MONOLITH2][subID].size()]; else tlog2 << "Cannot find corresponding exit monolith for "<< id << std::endl; break; case Obj::MONOLITH3://two way monolith - pick any other one case Obj::WHIRLPOOL: //Whirlpool if(vstd::contains(objs,ID) && vstd::contains(objs[ID],subID) && objs[ID][subID].size()>1) { while ((destinationid = objs[ID][subID][rand()%objs[ID][subID].size()]) == id); //choose another exit if (ID == Obj::WHIRLPOOL) { if (!h->hasBonusOfType(Bonus::WHIRLPOOL_PROTECTION)) { if (h->Slots().size() > 1 || h->Slots().begin()->second->count > 1) { //we can't remove last unit TSlot targetstack = h->Slots().begin()->first; //slot numbers may vary for(TSlots::const_reverse_iterator i = h->Slots().rbegin(); i != h->Slots().rend(); i++) { if (h->getPower(targetstack) > h->getPower(i->first)) { targetstack = (i->first); } } TQuantity countToTake = h->getStackCount(targetstack) * 0.5; vstd::amax(countToTake, 1); InfoWindow iw; iw.player = h->tempOwner; iw.text.addTxt (MetaString::ADVOB_TXT, 168); iw.components.push_back (Component(CStackBasicDescriptor(h->getCreature(targetstack), countToTake))); cb->showInfoDialog(&iw); cb->changeStackCount(StackLocation(h, targetstack), -countToTake); } } } } else tlog2 << "Cannot find corresponding exit monolith for "<< id << std::endl; break; case Obj::SUBTERRANEAN_GATE: //find nearest subterranean gate on the other level { destinationid = getMatchingGate(id); if(destinationid < 0) //no exit { showInfoDialog(h,153,0);//Just inside the entrance you find a large pile of rubble blocking the tunnel. You leave discouraged. } break; } } if(destinationid < 0) { tlog2 << "Cannot find exit... (obj at " << pos << ") :( \n"; return; } if (ID == Obj::WHIRLPOOL) { std::set tiles = cb->getObj(destinationid)->getBlockedPos(); std::set::iterator it = tiles.begin(); std::advance (it, rand() % tiles.size()); //picking random element of set is tiring cb->moveHero (h->id, *it + int3(1,0,0), true); } else cb->moveHero (h->id,CGHeroInstance::convertPosition(cb->getObj(destinationid)->pos,true) - getVisitableOffset(), true); } void CGTeleport::initObj() { int si = subID; switch (ID) { case Obj::SUBTERRANEAN_GATE://ignore subterranean gates subid case Obj::WHIRLPOOL: { si = 0; break; } default: break; } objs[ID][si].push_back(id); } void CGTeleport::postInit() //matches subterranean gates into pairs { //split on underground and surface gates std::vector gatesSplit[2]; //surface and underground gates for(size_t i = 0; i < objs[Obj::SUBTERRANEAN_GATE][0].size(); i++) { const CGObjectInstance *hlp = cb->getObj(objs[Obj::SUBTERRANEAN_GATE][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 best(-1,150000); //pair 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; } } if(best.first >= 0) //found pair { gates.push_back(std::pair(cur->id, gatesSplit[1][best.first]->id)); gatesSplit[1][best.first] = NULL; } else { gates.push_back(std::pair(cur->id, -1)); } } objs.erase(103); } int CGTeleport::getMatchingGate(int id) { for(int i=0; i < gates.size(); i++) { if(gates[i].first == id) return gates[i].second; if(gates[i].second == id) return gates[i].first; } return -1; } void CGArtifact::initObj() { blockVisit = true; if(ID == Obj::ARTIFACT) { hoverName = VLC->arth->artifacts[subID]->Name(); if(!storedArtifact->artType) storedArtifact->setType(VLC->arth->artifacts[subID]); } if(ID == Obj::SPELL_SCROLL) subID = 1; assert(storedArtifact->artType); assert(storedArtifact->getParentNodes().size()); } void CGArtifact::onHeroVisit( const CGHeroInstance * h ) const { if(!stacksCount()) { InfoWindow iw; iw.player = h->tempOwner; switch(ID) { case Obj::ARTIFACT: { iw.soundID = soundBase::treasure; //play sound only for non-scroll arts iw.components.push_back(Component(Component::ARTIFACT,subID,0,0)); if(message.length()) iw.text << message; else iw.text << std::pair (MetaString::ART_EVNTS, subID); } break; case Obj::SPELL_SCROLL: { int spellID = storedArtifact->getGivenSpellID(); iw.components.push_back (Component(Component::SPELL, spellID,0,0)); iw.text.addTxt (MetaString::ADVOB_TXT,135); iw.text.addReplacement(MetaString::SPELL_NAME, spellID); } break; } cb->showInfoDialog(&iw); pick(h); } else { if(message.size()) { BlockingDialog ynd(true,false); ynd.player = h->getOwner(); ynd.text << message; cb->showBlockingDialog(&ynd,boost::bind(&CGArtifact::fightForArt,this,_1,h)); } else { fightForArt(0,h); } } } void CGArtifact::pick(const CGHeroInstance * h) const { cb->giveHeroArtifact(h, storedArtifact, -2); cb->removeObject(id); } void CGArtifact::fightForArt( ui32 agreed, const CGHeroInstance *h ) const { if(agreed) cb->startBattleI(h, this, boost::bind(&CGArtifact::endBattle,this,_1,h)); } void CGArtifact::endBattle( BattleResult *result, const CGHeroInstance *h ) const { if(result->winner == 0) //attacker won pick(h); } void CGPickable::initObj() { blockVisit = true; switch(ID) { case Obj::CAMPFIRE: val2 = (ran()%3) + 4; //4 - 6 val1 = val2 * 100; type = ran()%6; //given resource break; case Obj::FLOTSAM: 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 Obj::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 = cb->getRandomArt (CArtifact::ART_TREASURE); type = 1; } } break; case Obj::SHIPWRECK_SURVIVOR: { int hlp = ran()%100; if(hlp < 55) val1 = cb->getRandomArt (CArtifact::ART_TREASURE); else if(hlp < 75) val1 = cb->getRandomArt (CArtifact::ART_MINOR); else if(hlp < 95) val1 = cb->getRandomArt (CArtifact::ART_MAJOR); else val1 = cb->getRandomArt (CArtifact::ART_RELIC); } break; case Obj::TREASURE_CHEST: { int hlp = ran()%100; if(hlp >= 95) { type = 1; val1 = cb->getRandomArt (CArtifact::ART_TREASURE); 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 Obj::CAMPFIRE: { cb->giveResource(h->tempOwner,type,val2); //non-gold resource cb->giveResource(h->tempOwner,Res::GOLD,val1);//gold InfoWindow iw; iw.soundID = soundBase::experience; iw.player = h->tempOwner; iw.components.push_back(Component(Component::RESOURCE,Res::GOLD,val1,0)); iw.components.push_back(Component(Component::RESOURCE,type,val2,0)); iw.text.addTxt(MetaString::ADVOB_TXT,23); cb->showInfoDialog(&iw); break; } case Obj::FLOTSAM: { cb->giveResource(h->tempOwner,Res::WOOD,val1); //wood cb->giveResource(h->tempOwner,Res::GOLD,val2);//gold InfoWindow iw; iw.soundID = soundBase::GENIE; iw.player = h->tempOwner; if(val1) iw.components.push_back(Component(Component::RESOURCE,Res::WOOD,val1,0)); if(val2) iw.components.push_back(Component(Component::RESOURCE,Res::GOLD,val2,0)); iw.text.addTxt(MetaString::ADVOB_TXT, 51+type); cb->showInfoDialog(&iw); break; } case Obj::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(Component::RESOURCE,Res::GOLD,val1,0)); cb->giveResource(h->tempOwner,6,val1); } if(type == 1) //art { //TODO: what if no space in backpack? iw.components.push_back(Component(Component::ARTIFACT, val2, 1, 0)); iw.text.addReplacement(MetaString::ART_NAMES, val2); cb->giveHeroNewArtifact(h, VLC->arth->artifacts[val2],-2); } cb->showInfoDialog(&iw); break; } case Obj::SHIPWRECK_SURVIVOR: { InfoWindow iw; iw.soundID = soundBase::experience; iw.player = h->tempOwner; iw.components.push_back(Component(Component::ARTIFACT,val1,1,0)); iw.text.addTxt(MetaString::ADVOB_TXT, 125); iw.text.addReplacement(MetaString::ART_NAMES, val1); cb->giveHeroNewArtifact(h, VLC->arth->artifacts[val1],-2); cb->showInfoDialog(&iw); break; } case Obj::TREASURE_CHEST: { if (subID) //not OH3 treasure chest { tlog2 << "Not supported WoG treasure chest!\n"; return; } if(type) //there is an artifact { cb->giveHeroNewArtifact(h, VLC->arth->artifacts[val1],-2); InfoWindow iw; iw.soundID = soundBase::treasure; iw.player = h->tempOwner; iw.components.push_back(Component(Component::ARTIFACT,val1,1,0)); iw.text.addTxt(MetaString::ADVOB_TXT,145); iw.text.addReplacement(MetaString::ART_NAMES, val1); cb->showInfoDialog(&iw); break; } else { BlockingDialog sd(false,true); sd.player = h->tempOwner; sd.text.addTxt(MetaString::ADVOB_TXT,146); sd.components.push_back(Component(Component::RESOURCE,Res::GOLD,val1,0)); TExpType expVal = h->calculateXp(val2); sd.components.push_back(Component(Component::EXPERIENCE,0,expVal, 0)); sd.soundID = soundBase::chest; boost::function fun = boost::bind(&CGPickable::chosen,this,_1,h->id); cb->showBlockingDialog(&sd,fun); return; } } } cb->removeObject(id); } void CGPickable::chosen( int which, int heroID ) const { const CGHeroInstance *h = cb->getHero(heroID); switch(which) { case 1: //player pick gold cb->giveResource(cb->getOwner(heroID),6,val1); break; case 2: //player pick exp cb->changePrimSkill(heroID, 4, h->calculateXp(val2)); break; default: throw std::runtime_error("Unhandled treasure choice"); } cb->removeObject(id); } bool CQuest::checkQuest (const CGHeroInstance * h) const { switch (missionType) { case MISSION_NONE: return true; case MISSION_LEVEL: if (m13489val <= h->level) return true; return false; case MISSION_PRIMARY_STAT: for (int i = 0; i < 4; ++i) { if (h->getPrimSkillLevel(i) < m2stats[i]) return false; } return true; case MISSION_KILL_HERO: case MISSION_KILL_CREATURE: if (!h->cb->getObjByQuestIdentifier(m13489val)) return true; return false; case MISSION_ART: for (int i = 0; i < m5arts.size(); ++i) { if (h->hasArt(m5arts[i])) continue; return false; //if the artifact was not found } return true; case MISSION_ARMY: { std::vector::const_iterator cre; TSlots::const_iterator it; ui32 count; for (cre = m6creatures.begin(); cre != m6creatures.end(); ++cre) { for (count = 0, it = h->Slots().begin(); it != h->Slots().end(); ++it) { if (it->second->type == cre->type) count += it->second->count; } if (count < cre->count) //not enough creatures of this kind return false; } } return true; case MISSION_RESOURCES: for (int i = 0; i < 7; ++i) //including Mithril ? { //Quest has no direct access to callback if (h->cb->getResource (h->tempOwner, i) < m7resources[i]) return false; } return true; case MISSION_HERO: if (m13489val == h->type->ID) return true; return false; case MISSION_PLAYER: if (m13489val == h->getOwner()) return true; return false; default: return false; } } void CQuest::getVisitText (MetaString &iwText, std::vector &components, bool isCustom, bool firstVisit, const CGHeroInstance * h) const { std::string text; bool failRequirements = (h ? !checkQuest(h) : true); if (firstVisit) { isCustom = isCustomFirst; iwText << firstVisitText; } else if (failRequirements) { isCustom = isCustomNext; iwText << nextVisitText; } switch (missionType) { case MISSION_LEVEL: components.push_back(Component (Component::EXPERIENCE, 1, m13489val, 0)); if (!isCustom) iwText.addReplacement(m13489val); break; case MISSION_PRIMARY_STAT: { MetaString loot; for (int i = 0; i < 4; ++i) { if (m2stats[i]) { components.push_back(Component (Component::PRIM_SKILL, i, m2stats[i], 0)); loot << "%d %s"; loot.addReplacement(m2stats[i]); loot.addReplacement(VLC->generaltexth->primarySkillNames[i]); } } if (!isCustom) iwText.addReplacement(loot.buildList()); } break; case MISSION_KILL_HERO: components.push_back(Component(Component::HERO, heroPortrait, 0, 0)); if (!isCustom) addReplacements(iwText, text); break; case MISSION_HERO: components.push_back(Component (Component::HERO, m13489val, 0, 0)); if (!isCustom) iwText.addReplacement(VLC->heroh->heroes[m13489val]->name); break; case MISSION_KILL_CREATURE: { components.push_back(Component(stackToKill)); if (!isCustom) addReplacements(iwText, text); } break; case MISSION_ART: { MetaString loot; for (std::vector::const_iterator it = m5arts.begin(); it != m5arts.end(); ++it) { components.push_back(Component (Component::ARTIFACT, *it, 0, 0)); loot << "%s"; loot.addReplacement(MetaString::ART_NAMES, *it); } if (!isCustom) iwText.addReplacement(loot.buildList()); } break; case MISSION_ARMY: { MetaString loot; for (std::vector::const_iterator it = m6creatures.begin(); it != m6creatures.end(); ++it) { components.push_back(Component(*it)); loot << "%s"; loot.addReplacement(*it); } if (!isCustom) iwText.addReplacement(loot.buildList()); } break; case MISSION_RESOURCES: { MetaString loot; for (int i = 0; i < 7; ++i) { if (m7resources[i]) { components.push_back(Component (Component::RESOURCE, i, m7resources[i], 0)); loot << "%d %s"; loot.addReplacement(m7resources[i]); loot.addReplacement(MetaString::RES_NAMES, i); } } if (!isCustom) iwText.addReplacement(loot.buildList()); } break; case MISSION_PLAYER: components.push_back(Component (Component::FLAG, m13489val, 0, 0)); if (!isCustom) iwText.addReplacement(VLC->generaltexth->colors[m13489val]); break; } } void CQuest::getRolloverText (MetaString &ms, bool onHover) const { if (onHover) ms << "\n\n"; ms << VLC->generaltexth->quests[missionType-1][onHover ? 3 : 4][textOption]; switch (missionType) { case MISSION_LEVEL: ms.addReplacement(m13489val); break; case MISSION_PRIMARY_STAT: { MetaString loot; for (int i = 0; i < 4; ++i) { if (m2stats[i]) { loot << "%d %s"; loot.addReplacement(m2stats[i]); loot.addReplacement(VLC->generaltexth->primarySkillNames[i]); } } ms.addReplacement(loot.buildList()); } break; case MISSION_KILL_HERO: ms.addReplacement(heroName); break; case MISSION_KILL_CREATURE: ms.addReplacement(stackToKill); break; case MISSION_ART: { MetaString loot; for (std::vector::const_iterator it = m5arts.begin(); it != m5arts.end(); ++it) { loot << "%s"; loot.addReplacement(MetaString::ART_NAMES, *it); } ms.addReplacement(loot.buildList()); } break; case MISSION_ARMY: { MetaString loot; for (std::vector::const_iterator it = m6creatures.begin(); it != m6creatures.end(); ++it) { loot << "%s"; loot.addReplacement(*it); } ms.addReplacement(loot.buildList()); } break; case MISSION_RESOURCES: { MetaString loot; for (int i = 0; i < 7; ++i) { if (m7resources[i]) { loot << "%d %s"; loot.addReplacement(m7resources[i]); loot.addReplacement(MetaString::RES_NAMES, i); } } ms.addReplacement(loot.buildList()); } break; case MISSION_HERO: ms.addReplacement(VLC->heroh->heroes[m13489val]->name); break; case MISSION_PLAYER: ms.addReplacement(VLC->generaltexth->colors[m13489val]); break; default: break; } } void CQuest::getCompletionText (MetaString &iwText, std::vector &components, bool isCustom, const CGHeroInstance * h) const { iwText << completedText; switch (missionType) { case CQuest::MISSION_LEVEL: if (!isCustomComplete) iwText.addReplacement(m13489val); break; case CQuest::MISSION_PRIMARY_STAT: if (vstd::contains (completedText,'%')) //there's one case when there's nothing to replace { MetaString loot; for (int i = 0; i < 4; ++i) { if (m2stats[i]) { loot << "%d %s"; loot.addReplacement(m2stats[i]); loot.addReplacement(VLC->generaltexth->primarySkillNames[i]); } } if (!isCustomComplete) iwText.addReplacement(loot.buildList()); } break; case CQuest::MISSION_ART: { MetaString loot; for (std::vector::const_iterator it = m5arts.begin(); it != m5arts.end(); ++it) { loot << "%s"; loot.addReplacement(MetaString::ART_NAMES, *it); } if (!isCustomComplete) iwText.addReplacement(loot.buildList()); } break; case CQuest::MISSION_ARMY: { MetaString loot; for (std::vector::const_iterator it = m6creatures.begin(); it != m6creatures.end(); ++it) { loot << "%s"; loot.addReplacement(*it); } if (!isCustomComplete) iwText.addReplacement(loot.buildList()); } break; case CQuest::MISSION_RESOURCES: { MetaString loot; for (int i = 0; i < 7; ++i) { if (m7resources[i]) { loot << "%d %s"; loot.addReplacement(m7resources[i]); loot.addReplacement(MetaString::RES_NAMES, i); } } if (!isCustomComplete) iwText.addReplacement(loot.buildList()); } break; case MISSION_KILL_HERO: case MISSION_KILL_CREATURE: if (!isCustomComplete) addReplacements(iwText, completedText); break; case MISSION_HERO: if (!isCustomComplete) iwText.addReplacement(VLC->heroh->heroes[m13489val]->name); break; case MISSION_PLAYER: if (!isCustomComplete) iwText.addReplacement(VLC->generaltexth->colors[m13489val]); break; } } void CGSeerHut::setObjToKill() { if (quest->missionType == CQuest::MISSION_KILL_CREATURE) { quest->stackToKill = getCreatureToKill(false)->getStack(0); //FIXME: stacks tend to dissapear (desync?) on server :? assert(quest->stackToKill.type); quest->stackToKill.count = 0; //no count in info window quest->stackDirection = checkDirection(); } else if (quest->missionType == CQuest::MISSION_KILL_HERO) { quest->heroName = getHeroToKill(false)->name; quest->heroPortrait = getHeroToKill(false)->portrait; } } void CGSeerHut::initObj() { seerName = VLC->generaltexth->seerNames[ran()%VLC->generaltexth->seerNames.size()]; quest->textOption = ran()%3; quest->progress = 0; if (quest->missionType) { if (!quest->isCustomFirst) quest->firstVisitText = VLC->generaltexth->quests[quest->missionType-1][0][quest->textOption]; if (!quest->isCustomNext) quest->nextVisitText = VLC->generaltexth->quests[quest->missionType-1][1][quest->textOption]; if (!quest->isCustomComplete) quest->completedText = VLC->generaltexth->quests[quest->missionType-1][2][quest->textOption]; } else quest->firstVisitText = VLC->generaltexth->seerEmpty[quest->textOption]; } void CGSeerHut::getRolloverText (MetaString &text, bool onHover) const { quest->getRolloverText (text, onHover);//TODO: simplify? if (!onHover) text.addReplacement(seerName); } const std::string & CGSeerHut::getHoverText() const { switch (ID) { case Obj::SEER_HUT: if (quest->progress) { hoverName = VLC->generaltexth->allTexts[347]; boost::algorithm::replace_first(hoverName,"%s", seerName); } else //just seer hut hoverName = VLC->generaltexth->names[ID]; break; case Obj::QUEST_GUARD: hoverName = VLC->generaltexth->names[ID]; break; default: tlog5 << "unrecognized quest object\n"; } if (quest->progress & quest->missionType) //rollover when the quest is active { MetaString ms; getRolloverText (ms, true); hoverName += ms.toString(); } return hoverName; } void CQuest::addReplacements(MetaString &out, const std::string &base) const { switch(missionType) { case MISSION_KILL_CREATURE: out.addReplacement(stackToKill); if (std::count(base.begin(), base.end(), '%') == 2) //say where is placed monster { out.addReplacement(VLC->generaltexth->arraytxt[147+stackDirection]); } break; case MISSION_KILL_HERO: out.addReplacement(heroName); break; } } bool IQuestObject::checkQuest(const CGHeroInstance* h) const { return quest->checkQuest(h); } void IQuestObject::getVisitText (MetaString &text, std::vector &components, bool isCustom, bool FirstVisit, const CGHeroInstance * h) const { quest->getVisitText (text,components, isCustom, FirstVisit, h); } void CGSeerHut::getCompletionText(MetaString &text, std::vector &components, bool isCustom, const CGHeroInstance * h) const { quest->getCompletionText (text, components, isCustom, h); switch (rewardType) { case 1: components.push_back(Component (Component::EXPERIENCE, 0, h->calculateXp(rVal), 0)); break; case 2: components.push_back(Component (Component::PRIM_SKILL, 5, rVal, 0)); break; case 3: components.push_back(Component (Component::MORALE, 0, rVal, 0)); break; case 4: components.push_back(Component (Component::LUCK, 0, rVal, 0)); break; case 5: components.push_back(Component (Component::RESOURCE, rID, rVal, 0)); break; case 6: components.push_back(Component (Component::PRIM_SKILL, rID, rVal, 0)); break; case 7: components.push_back(Component (Component::SEC_SKILL, rID, rVal, 0)); break; case 8: components.push_back(Component (Component::ARTIFACT, rID, 0, 0)); break; case 9: components.push_back(Component (Component::SPELL, rID, 0, 0)); break; case 10: components.push_back(Component (Component::CREATURE, rID, rVal, 0)); break; } } void CGSeerHut::setPropertyDer (ui8 what, ui32 val) { switch (what) { case 10: quest->progress = val; break; case 11: quest->missionType = CQuest::MISSION_NONE; break; } } void CGSeerHut::newTurn() const { if (quest->lastDay >= 0 && quest->lastDay < cb->getDate(0)) //time is up { cb->setObjProperty (id, 11, 0); cb->setObjProperty (id, 10, 0); } } void CGSeerHut::onHeroVisit( const CGHeroInstance * h ) const { InfoWindow iw; iw.player = h->getOwner(); if (quest->missionType) { bool firstVisit = !quest->progress; bool failRequirements = !checkQuest(h); bool isCustom=false; if (firstVisit) { isCustom = quest->isCustomFirst; cb->setObjProperty (id, 10, CQuest::IN_PROGRESS); AddQuest aq; aq.quest = QuestInfo (quest, this, visitablePos()); aq.player = h->tempOwner; cb->sendAndApply (&aq); //TODO: merge with setObjProperty? } else if (failRequirements) { isCustom = quest->isCustomNext; } if (firstVisit || failRequirements) { getVisitText (iw.text, iw.components, isCustom, firstVisit, h); cb->showInfoDialog(&iw); } if (!failRequirements) // propose completion, also on first visit { BlockingDialog bd (true, false); bd.player = h->getOwner(); bd.soundID = soundBase::QUEST; getCompletionText (bd.text, bd.components, isCustom, h); cb->showBlockingDialog (&bd, boost::bind (&CGSeerHut::finishQuest, this, h, _1)); return; } } else { iw.text << VLC->generaltexth->seerEmpty[quest->textOption]; if (ID == Obj::SEER_HUT) iw.text.addReplacement(seerName); cb->showInfoDialog(&iw); } } int CGSeerHut::checkDirection() const { int3 cord = getCreatureToKill()->pos; if ((double)cord.x/(double)cb->getMapSize().x < 0.34) //north { if ((double)cord.y/(double)cb->getMapSize().y < 0.34) //northwest return 8; else if ((double)cord.y/(double)cb->getMapSize().y < 0.67) //north return 1; else //northeast return 2; } else if ((double)cord.x/(double)cb->getMapSize().x < 0.67) //horizontal { if ((double)cord.y/(double)cb->getMapSize().y < 0.34) //west return 7; else if ((double)cord.y/(double)cb->getMapSize().y < 0.67) //central return 9; else //east return 3; } else //south { if ((double)cord.y/(double)cb->getMapSize().y < 0.34) //southwest return 6; else if ((double)cord.y/(double)cb->getMapSize().y < 0.67) //south return 5; else //southeast return 4; } } void CGSeerHut::finishQuest(const CGHeroInstance * h, ui32 accept) const { if (accept) { switch (quest->missionType) { case CQuest::MISSION_ART: for (std::vector::const_iterator it = quest->m5arts.begin(); it != quest->m5arts.end(); ++it) { cb->removeArtifact(ArtifactLocation(h, h->getArtPos(*it, false))); } break; case CQuest::MISSION_ARMY: cb->takeCreatures(h->id, quest->m6creatures); break; case CQuest::MISSION_RESOURCES: for (int i = 0; i < 7; ++i) { cb->giveResource(h->getOwner(), i, -quest->m7resources[i]); } break; default: break; } cb->setObjProperty (id, 10, CQuest::COMPLETE); //mission complete - for AI cb->setObjProperty (id, 11, 0); //no more mission available - redundant? completeQuest(h); //make sure to remove QuestQuard at the very end } } void CGSeerHut::completeQuest (const CGHeroInstance * h) const //reward { switch (rewardType) { case 1: //experience { TExpType expVal = h->calculateXp(rVal); cb->changePrimSkill(h->id, 4, expVal, false); break; } case 2: //mana points { cb->setManaPoints(h->id, h->mana+rVal); break; } case 3: case 4: //morale /luck { Bonus hb(Bonus::ONE_WEEK, (rewardType == 3 ? Bonus::MORALE : Bonus::LUCK), Bonus::OBJECT, rVal, h->id, "", -1); GiveBonus gb; gb.id = h->id; gb.bonus = hb; cb->giveHeroBonus(&gb); } break; case 5: //resources cb->giveResource(h->getOwner(), rID, rVal); break; case 6: //main ability bonus (attak, defence etd.) cb->changePrimSkill(h->id, rID, rVal, false); break; case 7: // secondary ability gain cb->changeSecSkill(h->id, rID, rVal, false); break; case 8: // artifact cb->giveHeroNewArtifact(h, VLC->arth->artifacts[rID],-2); break; case 9:// spell { std::set spell; spell.insert (rID); cb->changeSpells(h->id, true, spell); } break; case 10:// creature { CCreatureSet creatures; creatures.setCreature(0, rID, rVal); cb->giveCreatures(this, h, creatures, false); } break; default: break; } } const CGHeroInstance * CGSeerHut::getHeroToKill(bool allowNull) const { const CGObjectInstance *o = cb->getObjByQuestIdentifier(quest->m13489val); if(allowNull && !o) return NULL; assert(o && o->ID == Obj::HERO); return static_cast(o); } const CGCreature * CGSeerHut::getCreatureToKill(bool allowNull) const { const CGObjectInstance *o = cb->getObjByQuestIdentifier(quest->m13489val); if(allowNull && !o) return NULL; assert(o && o->ID == Obj::MONSTER); return static_cast(o); } void CGQuestGuard::initObj() { blockVisit = true; quest->progress = 0; quest->textOption = ran()%3 + 3; //3-5 if (quest->missionType) { if (!quest->isCustomFirst) quest->firstVisitText = VLC->generaltexth->quests[quest->missionType-1][0][quest->textOption]; if (!quest->isCustomNext) quest->nextVisitText = VLC->generaltexth->quests[quest->missionType-1][1][quest->textOption]; if (!quest->isCustomComplete) quest->completedText = VLC->generaltexth->quests[quest->missionType-1][2][quest->textOption]; } else quest->firstVisitText = VLC->generaltexth->seerEmpty[quest->textOption]; } void CGQuestGuard::completeQuest(const CGHeroInstance *h) const { cb->removeObject(id); } void CGWitchHut::initObj() { ability = allowedAbilities[ran()%allowedAbilities.size()]; } void CGWitchHut::onHeroVisit( const CGHeroInstance * h ) const { InfoWindow iw; iw.soundID = soundBase::gazebo; iw.player = h->getOwner(); if(!wasVisited(h->tempOwner)) cb->setObjProperty(id,10,h->tempOwner); if(h->getSecSkillLevel(static_cast(ability))) //you alredy know this skill { iw.text.addTxt(MetaString::ADVOB_TXT,172); iw.text.addReplacement(MetaString::SEC_SKILL_NAME, ability); } else if(!h->canLearnSkill()) //already all skills slots used { iw.text.addTxt(MetaString::ADVOB_TXT,173); iw.text.addReplacement(MetaString::SEC_SKILL_NAME, ability); } else //give sec skill { iw.components.push_back(Component(Component::SEC_SKILL, ability, 1, 0)); iw.text.addTxt(MetaString::ADVOB_TXT,171); iw.text.addReplacement(MetaString::SEC_SKILL_NAME, ability); cb->changeSecSkill(h->id,ability,1,true); } cb->showInfoDialog(&iw); } const std::string & CGWitchHut::getHoverText() const { hoverName = VLC->generaltexth->names[ID]; if(wasVisited(cb->getCurrentPlayer())) //TODO: use local player, not current { hoverName += "\n" + VLC->generaltexth->allTexts[356]; // + (learn %s) boost::algorithm::replace_first(hoverName,"%s",VLC->generaltexth->skillName[ability]); const CGHeroInstance *h = cb->getSelectedHero(cb->getCurrentPlayer()); if(h && h->getSecSkillLevel(static_cast(ability))) //hero knows that ability hoverName += "\n\n" + VLC->generaltexth->allTexts[357]; // (Already learned) } return hoverName; } bool CGBonusingObject::wasVisited (const CGHeroInstance * h) const { return h->hasBonusFrom(Bonus::OBJECT, ID); } void CGBonusingObject::onHeroVisit( const CGHeroInstance * h ) const { bool visited = h->hasBonusFrom(Bonus::OBJECT,ID); int messageID=0; int bonusMove = 0, sound = -1; ui32 descr_id = 0; InfoWindow iw; iw.player = h->tempOwner; GiveBonus gbonus; gbonus.id = h->id; gbonus.bonus.duration = Bonus::ONE_BATTLE; gbonus.bonus.source = Bonus::OBJECT; gbonus.bonus.sid = ID; bool second = false; Bonus secondBonus; switch(ID) { case Obj::BUOY: messageID = 21; sound = soundBase::MORALE; gbonus.bonus.type = Bonus::MORALE; gbonus.bonus.val = +1; descr_id = 94; break; case Obj::SWAN_POND: messageID = 29; sound = soundBase::LUCK; gbonus.bonus.type = Bonus::LUCK; gbonus.bonus.val = 2; descr_id = 67; bonusMove = -h->movement; break; case Obj::FAERIE_RING: messageID = 49; sound = soundBase::LUCK; gbonus.bonus.type = Bonus::LUCK; gbonus.bonus.val = 1; descr_id = 71; break; case Obj::FOUNTAIN_OF_FORTUNE: messageID = 55; sound = soundBase::LUCK; gbonus.bonus.type = Bonus::LUCK; gbonus.bonus.val = rand()%5 - 1; descr_id = 69; gbonus.bdescr.addReplacement((gbonus.bonus.val<0 ? "-" : "+") + boost::lexical_cast(gbonus.bonus.val)); break; case Obj::IDOL_OF_FORTUNE: messageID = 62; sound = soundBase::experience; gbonus.bonus.val = 1; descr_id = 68; if(cb->getDate(1) == 7) //7th day of week { gbonus.bonus.type = Bonus::MORALE; second = true; secondBonus = gbonus.bonus; secondBonus.type = Bonus::LUCK; } else { gbonus.bonus.type = (cb->getDate(1)%2) ? Bonus::LUCK : Bonus::MORALE; } break; case Obj::MERMAID: messageID = 83; sound = soundBase::LUCK; gbonus.bonus.type = Bonus::LUCK; gbonus.bonus.val = 1; descr_id = 72; break; case Obj::RALLY_FLAG: sound = soundBase::MORALE; messageID = 111; gbonus.bonus.type = Bonus::MORALE; gbonus.bonus.val = 1; descr_id = 102; second = true; secondBonus = gbonus.bonus; secondBonus.type = Bonus::LUCK; bonusMove = 400; break; case Obj::OASIS: messageID = 95; gbonus.bonus.type = Bonus::MORALE; gbonus.bonus.val = 1; descr_id = 95; bonusMove = 800; break; case Obj::TEMPLE: messageID = 140; iw.soundID = soundBase::temple; gbonus.bonus.type = Bonus::MORALE; if(cb->getDate(1)==7) //sunday { gbonus.bonus.val = 2; descr_id = 97; } else { gbonus.bonus.val = 1; descr_id = 96; } break; case Obj::WATERING_HOLE: sound = soundBase::MORALE; messageID = 166; gbonus.bonus.type = Bonus::MORALE; gbonus.bonus.val = 1; descr_id = 100; bonusMove = 400; break; case Obj::FOUNTAIN_OF_YOUTH: sound = soundBase::MORALE; messageID = 57; gbonus.bonus.type = Bonus::MORALE; gbonus.bonus.val = 1; descr_id = 103; bonusMove = 400; break; case Obj::STABLES: sound = soundBase::STORE; bool someUpgradeDone = false; for (TSlots::const_iterator i = h->Slots().begin(); i != h->Slots().end(); ++i) { if(i->second->type->idNumber == 10) { cb->changeStackType(StackLocation(h, i->first), VLC->creh->creatures[11]); someUpgradeDone = true; } } if (someUpgradeDone) { messageID = 138; iw.components.push_back(Component(Component::CREATURE,11,0,1)); } else messageID = 137; gbonus.bonus.type = Bonus::LAND_MOVEMENT; gbonus.bonus.val = 600; bonusMove = 600; gbonus.bonus.duration = Bonus::ONE_WEEK; //gbonus.bdescr << std::pair(6, 100); break; } if (descr_id != 0) gbonus.bdescr.addTxt(MetaString::ARRAY_TXT,descr_id); assert(messageID); if(visited) { if(ID==Obj::RALLY_FLAG || ID==Obj::OASIS || ID==Obj::MERMAID || ID==Obj::STABLES) messageID--; else messageID++; } else { //TODO: fix if second bonus val != main bonus val if(gbonus.bonus.type == Bonus::MORALE || secondBonus.type == Bonus::MORALE) iw.components.push_back(Component(Component::MORALE,0,gbonus.bonus.val,0)); if(gbonus.bonus.type == Bonus::LUCK || secondBonus.type == Bonus::LUCK) iw.components.push_back(Component(Component::LUCK,0,gbonus.bonus.val,0)); cb->giveHeroBonus(&gbonus); if(second) { gbonus.bonus = secondBonus; cb->giveHeroBonus(&gbonus); } if(bonusMove) //swan pond - take all move points, stables - give move point this day { SetMovePoints smp; smp.hid = h->id; smp.val = h->movement + bonusMove; cb->setMovePoints(&smp); } } iw.soundID = sound; iw.text.addTxt(MetaString::ADVOB_TXT,messageID); cb->showInfoDialog(&iw); } const std::string & CGBonusingObject::getHoverText() const { const CGHeroInstance *h = cb->getSelectedHero(cb->getCurrentPlayer()); hoverName = VLC->generaltexth->names[ID]; if(h) { if(!h->hasBonusFrom(Bonus::OBJECT,ID)) hoverName += " " + VLC->generaltexth->allTexts[353]; //not visited else hoverName += " " + VLC->generaltexth->allTexts[352]; //visited } return hoverName; } void CGBonusingObject::initObj() { if(ID == Obj::BUOY || ID == Obj::MERMAID) { blockVisit = true; } } void CGMagicSpring::onHeroVisit(const CGHeroInstance * h) const { int messageID; if (!visited) { if (h->mana > h->manaLimit()) messageID = 76; else { messageID = 74; cb->setManaPoints (h->id, 2 * h->manaLimit()); cb->setObjProperty (id, ObjProperty::VISITED, true); } } else messageID = 75; showInfoDialog(h,messageID,soundBase::GENIE); } const std::string & CGMagicSpring::getHoverText() const { hoverName = VLC->generaltexth->names[ID]; if(!visited) hoverName += " " + VLC->generaltexth->allTexts[353]; //not visited else hoverName += " " + VLC->generaltexth->allTexts[352]; //visited return hoverName; } void CGMagicWell::onHeroVisit( const CGHeroInstance * h ) const { int message; if(h->hasBonusFrom(Bonus::OBJECT,ID)) //has already visited Well today { message = 78;//"A second drink at the well in one day will not help you." } else if(h->mana < h->manaLimit()) { giveDummyBonus(h->id); cb->setManaPoints(h->id,h->manaLimit()); message = 77; } else { message = 79; } showInfoDialog(h,message,soundBase::faerie); } const std::string & CGMagicWell::getHoverText() const { getNameVis(hoverName); return hoverName; } void CGPandoraBox::initObj() { blockVisit = (ID==Obj::PANDORAS_BOX); //block only if it's really pandora's box (events also derive from that class) } 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)); } void CGPandoraBox::open( const CGHeroInstance * h, ui32 accept ) const { if (accept) { if (stacksCount() > 0) //if pandora's box is protected by army { showInfoDialog(h,16,0); cb->startBattleI(h, this, boost::bind(&CGPandoraBox::endBattle, this, h, _1)); //grants things after battle } else if (message.size() == 0 && resources.size() == 0 && primskills.size() == 0 && abilities.size() == 0 && abilityLevels.size() == 0 && artifacts.size() == 0 && spells.size() == 0 && creatures.Slots().size() > 0 && gainedExp == 0 && manaDiff == 0 && moraleDiff == 0 && luckDiff == 0) //if it gives nothing without battle { showInfoDialog(h,15,0); cb->removeObject(id); } else //if it gives something without battle { giveContents (h, false); } } } void CGPandoraBox::endBattle( const CGHeroInstance *h, BattleResult *result ) const { if(result->winner) return; giveContents(h,true); } void CGPandoraBox::giveContents( const CGHeroInstance *h, bool afterBattle ) const { InfoWindow iw; iw.player = h->getOwner(); std::string msg = message; //in case box is removed in the meantime bool changesPrimSkill = false; for (int i = 0; i < primskills.size(); i++) { if(primskills[i]) { changesPrimSkill = true; break; } } if(gainedExp || changesPrimSkill || abilities.size()) { TExpType expVal = h->calculateXp(gainedExp); //getText(iw,afterBattle,175,h); //wtf? iw.text.addTxt(MetaString::ADVOB_TXT, 175); //%s learns something iw.text.addReplacement(h->name); if(expVal) iw.components.push_back(Component(Component::EXPERIENCE,0,expVal,0)); for(int i=0; ishowInfoDialog(&iw); //give exp if(expVal) cb->changePrimSkill(h->id,4,expVal,false); //give prim skills for(int i=0; ichangePrimSkill(h->id,i,primskills[i],false); //give sec skills for(int i=0; igetSecSkillLevel(static_cast(abilities[i])); if( (curLev && curLev < abilityLevels[i]) || (h->canLearnSkill() )) { cb->changeSecSkill(h->id,abilities[i],abilityLevels[i],true); } } } if(spells.size()) { std::set spellsToGive; iw.components.clear(); if (spells.size() > 1) { iw.text.addTxt(MetaString::ADVOB_TXT, 188); //%s learns spells } else { iw.text.addTxt(MetaString::ADVOB_TXT, 184); //%s learns a spell } iw.text.addReplacement(h->name); std::vector > * sp = &VLC->spellh->spells; for(std::vector::const_iterator i=spells.begin(); i != spells.end(); i++) { if ((*sp)[*i]->level <= h->getSecSkillLevel(CGHeroInstance::WISDOM) + 2) //enough wisdom { iw.components.push_back(Component(Component::SPELL,*i,0,0)); spellsToGive.insert(*i); } } if(spellsToGive.size()) { cb->changeSpells(h->id,true,spellsToGive); cb->showInfoDialog(&iw); } } if(manaDiff) { getText(iw,afterBattle,manaDiff,176,177,h); iw.components.push_back(Component(Component::PRIM_SKILL,5,manaDiff,0)); cb->showInfoDialog(&iw); cb->setManaPoints(h->id, h->mana + manaDiff); } if(moraleDiff) { getText(iw,afterBattle,moraleDiff,178,179,h); iw.components.push_back(Component(Component::MORALE,0,moraleDiff,0)); cb->showInfoDialog(&iw); GiveBonus gb; gb.bonus = Bonus(Bonus::ONE_BATTLE,Bonus::MORALE,Bonus::OBJECT,moraleDiff,id,""); gb.id = 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 = Bonus(Bonus::ONE_BATTLE,Bonus::LUCK,Bonus::OBJECT,luckDiff,id,""); gb.id = h->id; cb->giveHeroBonus(&gb); } iw.components.clear(); iw.text.clear(); for(int i=0; ishowInfoDialog(&iw); } iw.components.clear(); iw.text.clear(); for(int i=0; i 0) iw.components.push_back(Component(Component::RESOURCE,i,resources[i],0)); } if(iw.components.size()) { getText(iw,afterBattle,183,h); cb->showInfoDialog(&iw); } iw.components.clear(); // getText(iw,afterBattle,183,h); iw.text.addTxt(MetaString::ADVOB_TXT, 183); //% has found treasure iw.text.addReplacement(h->name); for(int i=0; i= 14) { cb->showInfoDialog(&iw); iw.components.clear(); iw.text.addTxt(MetaString::ADVOB_TXT, 183); //% has found treasure - once more? iw.text.addReplacement(h->name); } } if(iw.components.size()) { cb->showInfoDialog(&iw); } for(int i=0; igiveResource(h->getOwner(),i,resources[i]); for(int i=0; igiveHeroNewArtifact(h, VLC->arth->artifacts[artifacts[i]],-2); iw.components.clear(); iw.text.clear(); if (creatures.Slots().size()) { //this part is taken straight from creature bank MetaString loot; for(TSlots::const_iterator i = creatures.Slots().begin(); i != creatures.Slots().end(); i++) { //build list of joined creatures iw.components.push_back(Component(*i->second)); loot << "%s"; loot.addReplacement(*i->second); } if (creatures.Slots().size() == 1 && creatures.Slots().begin()->second->count == 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); cb->giveCreatures(this, h, creatures, true); } if(!afterBattle && msg.size()) { iw.text << msg; cb->showInfoDialog(&iw); } if (!creatures.Slots().size()) cb->removeObject(id); //only when we don't need to display garrison window } void CGPandoraBox::getText( InfoWindow &iw, bool &afterBattle, int text, const CGHeroInstance * h ) const { if(afterBattle || !message.size()) { iw.text.addTxt(MetaString::ADVOB_TXT,text);//%s has lost treasure. iw.text.addReplacement(h->name); } else { iw.text << message; afterBattle = true; } } void CGPandoraBox::getText( InfoWindow &iw, bool &afterBattle, int val, int negative, int positive, const CGHeroInstance * h ) const { iw.components.clear(); iw.text.clear(); if(afterBattle || !message.size()) { iw.text.addTxt(MetaString::ADVOB_TXT,val < 0 ? negative : positive); //%s's luck takes a turn for the worse / %s's luck increases iw.text.addReplacement(h->name); } else { iw.text << message; afterBattle = true; } } void CGEvent::onHeroVisit( const CGHeroInstance * h ) const { if(!(availableFor & (1 << h->tempOwner))) return; if(cb->getPlayerSettings(h->tempOwner)->playerID) { if(humanActivate) activated(h); } else if(computerActivate) activated(h); } void CGEvent::activated( const CGHeroInstance * h ) const { if(stacksCount() > 0) { InfoWindow iw; iw.player = h->tempOwner; if(message.size()) iw.text << message; else iw.text.addTxt(MetaString::ADVOB_TXT, 16); cb->showInfoDialog(&iw); cb->startBattleI(h, this, boost::bind(&CGEvent::endBattle,this,h,_1)); } else { giveContents(h,false); } } void CGObservatory::onHeroVisit( const CGHeroInstance * h ) const { InfoWindow iw; iw.player = h->tempOwner; switch (ID) { case Obj::REDWOOD_OBSERVATORY: case Obj::PILLAR_OF_FIRE: { iw.soundID = soundBase::LIGHTHOUSE; iw.text.addTxt(MetaString::ADVOB_TXT,98 + (ID==Obj::PILLAR_OF_FIRE)); FoWChange fw; fw.player = h->tempOwner; fw.mode = 1; cb->getTilesInRange (fw.tiles, pos, 20, h->tempOwner, 1); cb->sendAndApply (&fw); break; } case Obj::COVER_OF_DARKNESS: { iw.text.addTxt (MetaString::ADVOB_TXT, 31); hideTiles(h->tempOwner, 20); break; } } cb->showInfoDialog(&iw); } void CGShrine::onHeroVisit( const CGHeroInstance * h ) const { if(spell == 255) { tlog1 << "Not initialized shrine visited!\n"; return; } if(!wasVisited(h->tempOwner)) cb->setObjProperty(id,10,h->tempOwner); InfoWindow iw; iw.soundID = soundBase::temple; iw.player = h->getOwner(); iw.text.addTxt(MetaString::ADVOB_TXT,127 + ID - 88); iw.text.addTxt(MetaString::SPELL_NAME,spell); iw.text << "."; if(!h->getArt(ArtifactPosition::SPELLBOOK)) { iw.text.addTxt(MetaString::ADVOB_TXT,131); } else if(ID == Obj::SHRINE_OF_MAGIC_THOUGHT && !h->getSecSkillLevel(CGHeroInstance::WISDOM)) //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 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 possibilities; cb->getAllowedSpells (possibilities, level); if(!possibilities.size()) { tlog1 << "Error: cannot init shrine, no allowed spells!\n"; return; } spell = possibilities[ran() % possibilities.size()]; } } const std::string & CGShrine::getHoverText() const { hoverName = VLC->generaltexth->names[ID]; if(wasVisited(cb->getCurrentPlayer())) //TODO: use local player, not current { hoverName += "\n" + VLC->generaltexth->allTexts[355]; // + (learn %s) boost::algorithm::replace_first(hoverName,"%s",VLC->spellh->spells[spell]->name); const CGHeroInstance *h = cb->getSelectedHero(cb->getCurrentPlayer()); if(h && vstd::contains(h->spells,spell)) //hero knows that ability hoverName += "\n\n" + VLC->generaltexth->allTexts[354]; // (Already learned) } return hoverName; } 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()]; if(ID == Obj::OCEAN_BOTTLE) { blockVisit = true; } } void CGSignBottle::onHeroVisit( const CGHeroInstance * h ) const { InfoWindow iw; iw.soundID = soundBase::STORE; iw.player = h->getOwner(); iw.text << message; cb->showInfoDialog(&iw); if(ID == Obj::OCEAN_BOTTLE) cb->removeObject(id); } 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(static_cast(bid)); //current sec skill level, used if bonusType == 1 if((type == 1 && ((ssl == 3) || (!ssl && !h->canLearnSkill()))) ////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, (ui32) bid) || (VLC->spellh->spells[bid]->level > h->getSecSkillLevel(CGHeroInstance::WISDOM) + 2) ))) //hero doesn't have a spellbook or already knows the spell or doesn't have Wisdom { type = 0; bid = ran() % GameConstants::PRIMARY_SKILLS; } InfoWindow iw; iw.soundID = soundBase::gazebo; iw.player = h->getOwner(); iw.text.addTxt(MetaString::ADVOB_TXT,115); switch (type) { case 0: cb->changePrimSkill(h->id,bid,+1); iw.components.push_back(Component(Component::PRIM_SKILL,bid,+1,0)); break; case 1: cb->changeSecSkill(h->id,bid,+1); iw.components.push_back(Component(Component::SEC_SKILL,bid,ssl+1,0)); break; case 2: { std::set 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() % GameConstants::PRIMARY_SKILLS; break; case 1: bonusID = ran() % GameConstants::SKILL_QUANTITY; break; case 2: std::vector possibilities; for (int i = 1; i < 6; ++i) cb->getAllowedSpells (possibilities, i); bonusID = possibilities[ran() % possibilities.size()]; break; } } } void CGGarrison::onHeroVisit (const CGHeroInstance *h) const { int ally = cb->gameState()->getPlayerRelations(h->tempOwner, tempOwner); if (!ally && stacksCount() > 0) { //TODO: Find a way to apply magic garrison effects in battle. cb->startBattleI(h, this, boost::bind(&CGGarrison::fightOver, this, h, _1)); return; } //New owner. if (!ally) cb->setOwner(id, h->tempOwner); cb->showGarrisonDialog(id, h->id, removableUnits, 0); } void CGGarrison::fightOver (const CGHeroInstance *h, BattleResult *result) const { if (result->winner == 0) onHeroVisit(h); } ui8 CGGarrison::getPassableness() const { if ( !stacksCount() )//empty - anyone can visit return GameConstants::ALL_PLAYERS; if ( tempOwner == GameConstants::NEUTRAL_PLAYER )//neutral guarded - no one can visit return 0; ui8 mask = 0; TeamState * ts = cb->gameState()->getPlayerTeam(tempOwner); BOOST_FOREACH(ui8 it, ts->players) mask |= 1<getOwner(); bd.text.addTxt(MetaString::ADVOB_TXT,161); cb->showBlockingDialog(&bd,boost::bind(&CGOnceVisitable::searchTomb,this,h,_1)); return; } break; default: tlog1 << "Error: Unknown object (" << ID <<") treated as CGOnceVisitable!\n"; return; } InfoWindow iw; iw.soundID = sound; iw.player = h->getOwner(); if(players.size()) //we have been already visited... { txtid++; if(ID == Obj::WAGON) //wagon has extra text (for finding art) we need to omit txtid++; iw.text.addTxt(MetaString::ADVOB_TXT, txtid); } else //first visit - give bonus! { switch(artOrRes) { case 0: // first visit but empty if (ID == Obj::CORPSE) ++txtid; else txtid+=2; iw.text.addTxt(MetaString::ADVOB_TXT, txtid); break; case 1: //art iw.components.push_back(Component(Component::ARTIFACT,bonusType,0,0)); cb->giveHeroNewArtifact(h, VLC->arth->artifacts[bonusType],-2); iw.text.addTxt(MetaString::ADVOB_TXT, txtid); if (ID == Obj::CORPSE) { iw.text << "%s"; iw.text.addReplacement(MetaString::ART_NAMES, bonusType); } break; case 2: //res iw.text.addTxt(MetaString::ADVOB_TXT, txtid); iw.components.push_back (Component(Component::RESOURCE, bonusType, bonusVal, 0)); cb->giveResource(h->getOwner(), bonusType, bonusVal); break; } if(ID == Obj::WAGON && artOrRes == 1) { iw.text.localStrings.back().second++; iw.text.addReplacement(MetaString::ART_NAMES, bonusType); } } cb->showInfoDialog(&iw); cb->setObjProperty(id,10,h->getOwner()); } const std::string & CGOnceVisitable::getHoverText() const { hoverName = VLC->generaltexth->names[ID] + " "; hoverName += (wasVisited(cb->getCurrentPlayer()) ? (VLC->generaltexth->allTexts[352]) //visited : ( VLC->generaltexth->allTexts[353])); //not visited return hoverName; } void CGOnceVisitable::initObj() { switch(ID) { case Obj::CORPSE: { blockVisit = true; int hlp = ran()%100; if(hlp < 20) { artOrRes = 1; bonusType = cb->getRandomArt (CArtifact::ART_TREASURE | CArtifact::ART_MINOR | CArtifact::ART_MAJOR); } else { artOrRes = 0; } } break; case Obj::LEAN_TO: { artOrRes = 2; bonusType = ran()%6; //any basic resource without gold bonusVal = ran()%4 + 1; } break; case Obj::WARRIORS_TOMB: { artOrRes = 1; int hlp = ran()%100; if(hlp < 30) bonusType = cb->getRandomArt (CArtifact::ART_TREASURE); else if(hlp < 80) bonusType = cb->getRandomArt (CArtifact::ART_MINOR); else if(hlp < 95) bonusType = cb->getRandomArt (CArtifact::ART_MAJOR); else bonusType = cb->getRandomArt (CArtifact::ART_RELIC); } break; case Obj::WAGON: { int hlp = ran()%100; if(hlp < 10) { artOrRes = 0; // nothing... :( } else if(hlp < 50) //minor or treasure art { artOrRes = 1; bonusType = cb->getRandomArt (CArtifact::ART_TREASURE | CArtifact::ART_MINOR); } else //2 - 5 of non-gold resource { artOrRes = 2; bonusType = ran()%6; bonusVal = ran()%4 + 2; } } break; } } void CGOnceVisitable::searchTomb(const CGHeroInstance *h, ui32 accept) const { if(accept) { InfoWindow iw; iw.player = h->getOwner(); iw.components.push_back(Component(Component::MORALE,0,-3,0)); if(players.size()) //we've been already visited, player found nothing { iw.text.addTxt(MetaString::ADVOB_TXT,163); } else //first visit - give artifact { iw.text.addTxt(MetaString::ADVOB_TXT,162); iw.components.push_back(Component(Component::ARTIFACT,bonusType,0,0)); iw.text.addReplacement(MetaString::ART_NAMES, bonusType); cb->giveHeroNewArtifact(h, VLC->arth->artifacts[bonusType],-2); } if(!h->hasBonusFrom(Bonus::OBJECT,ID)) //we don't have modifier from this object yet { //ruin morale GiveBonus gb; gb.id = h->id; gb.bonus = Bonus(Bonus::ONE_BATTLE,Bonus::MORALE,Bonus::OBJECT,-3,id,""); gb.bdescr.addTxt(MetaString::ARRAY_TXT,104); //Warrior Tomb Visited -3 cb->giveHeroBonus(&gb); } cb->showInfoDialog(&iw); cb->setObjProperty(id,10,h->getOwner()); } } void CBank::initObj() { index = VLC->objh->bankObjToIndex(this); bc = NULL; daycounter = 0; multiplier = 1; } 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; } void CBank::reset(ui16 var1) //prevents desync { ui8 chance = 0; for (ui8 i = 0; i < VLC->objh->banksInfo[index].size(); i++) { if (var1 < (chance += VLC->objh->banksInfo[index][i]->chance)) { bc = VLC->objh->banksInfo[index][i]; break; } } artifacts.clear(); } void CBank::initialize() const { cb->setObjProperty (id, 14, ran()); //synchronous reset for (ui8 i = 0; i <= 3; i++) { for (ui8 n = 0; n < bc->artifacts[i]; n++) //new function using proper randomization algorithm { cb->setObjProperty (id, 18 + i, ran()); //synchronic artifacts } } cb->setObjProperty (id, 17, ran()); //get army } void CBank::setPropertyDer (ui8 what, ui32 val) /// random values are passed as arguments and processed identically on all clients { switch (what) { case 11: //daycounter if (val == 0) daycounter = 1; //yes, 1 else daycounter++; break; case 12: //multiplier, in percent multiplier = val / 100.0; break; case 13: //bank preset bc = VLC->objh->banksInfo[index][val]; break; case 14: reset (val%100); break; case 15: bc = NULL; break; case 16: //remove rewards from Derelict Ship artifacts.clear(); break; 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) setCreature (i, bc->guards[0].first, bc->guards[0].second / 5 ); setCreature (4, bc->guards[0].first + upgraded, bc->guards[0].second / 5 ); break; case 4: { std::vector< std::pair >::const_iterator it; if (bc->guards.back().second) //all stacks are present { for (it = bc->guards.begin(); it != bc->guards.end(); it++) { setCreature (stacksCount(), it->first, it->second); } } else if (bc->guards[2].second)//Wraiths are present, split two stacks in Crypt { setCreature (0, bc->guards[0].first, bc->guards[0].second / 2 ); setCreature (1, bc->guards[1].first, bc->guards[1].second / 2); setCreature (2, bc->guards[2].first + upgraded, bc->guards[2].second); setCreature (3, bc->guards[1].first, bc->guards[1].second / 2 ); setCreature (4, bc->guards[0].first, bc->guards[0].second - (bc->guards[0].second / 2) ); } else //split both stacks { for (int i = 0; i < 3; ++i) //skellies setCreature (2*i, bc->guards[0].first, bc->guards[0].second / 3); for (int i = 0; i < 2; ++i) //zombies setCreature (2*i+1, bc->guards[1].first, bc->guards[1].second / 2); } } break; default: tlog2 << "Error: Unexpected army data: " << bc->guards.size() <<" items found"; return; } } break; case 18: //add Artifact { int id = cb->getArtSync(val, CArtifact::ART_TREASURE); artifacts.push_back (id); cb->erasePickedArt(id); break; } case 19: //add Artifact { int id = cb->getArtSync(val, CArtifact::ART_MINOR); artifacts.push_back (id); cb->erasePickedArt(id); break; } case 20: //add Artifact { int id = cb->getArtSync(val, CArtifact::ART_MAJOR); artifacts.push_back (id); cb->erasePickedArt(id); break; } case 21: //add Artifact { int id = cb->getArtSync(val, CArtifact::ART_RELIC); artifacts.push_back (id); cb->erasePickedArt(id); break; } } } void CBank::newTurn() const { if (bc == NULL) { if (cb->getDate(0) == 1) initialize(); //initialize on first day else if (daycounter >= 28 && (subID < 13 || subID > 16)) //no reset for Emissaries { initialize(); cb->setObjProperty (id, 11, 0); //daycounter 0 if (ID == Obj::DERELICT_SHIP && cb->getDate(0) > 1) { cb->setObjProperty (id, 12, 0);//ugly hack to make derelict ships usable only once cb->setObjProperty (id, 16, 0); } } else cb->setObjProperty (id, 11, 1); //daycounter++ } } bool CBank::wasVisited (ui8 player) const { return !bc; } void CBank::onHeroVisit (const CGHeroInstance * h) const { if (bc) { int banktext = 0; switch (ID) { case Obj::CREATURE_BANK: banktext = 32; break; case Obj::DERELICT_SHIP: banktext = 41; break; case Obj::DRAGON_UTOPIA: banktext = 47; break; case Obj::CRYPT: banktext = 119; break; case Obj::SHIPWRECK: banktext = 122; break; } BlockingDialog bd (true, false); bd.player = h->getOwner(); bd.soundID = soundBase::ROGUE; bd.text.addTxt(MetaString::ADVOB_TXT,banktext); if (ID == Obj::CREATURE_BANK) bd.text.addReplacement(VLC->objh->creBanksNames[index]); cb->showBlockingDialog (&bd, boost::bind (&CBank::fightGuards, this, h, _1)); } else { InfoWindow iw; iw.soundID = soundBase::GRAVEYARD; iw.player = h->getOwner(); if (ID == Obj::CRYPT) //morale penalty for empty Crypt { GiveBonus gbonus; gbonus.id = h->id; gbonus.bonus.duration = Bonus::ONE_BATTLE; gbonus.bonus.source = Bonus::OBJECT; gbonus.bonus.sid = ID; gbonus.bdescr << "\n" << VLC->generaltexth->arraytxt[98]; gbonus.bonus.type = Bonus::MORALE; gbonus.bonus.val = -1; cb->giveHeroBonus(&gbonus); iw.text << VLC->generaltexth->advobtxt[120]; iw.components.push_back (Component (Component::MORALE, 0 , -1, 0)); } else { iw.text << VLC->generaltexth->advobtxt[33]; iw.text.addReplacement(VLC->objh->creBanksNames[index]); } cb->showInfoDialog(&iw); } } void CBank::fightGuards (const CGHeroInstance * h, ui32 accept) const { if (accept) { cb->startBattleI (h, this, boost::bind (&CBank::endBattle, this, h, _1), true); } } void CBank::endBattle (const CGHeroInstance *h, const BattleResult *result) const { if (result->winner == 0) { int textID = -1; InfoWindow iw; iw.player = h->getOwner(); MetaString loot; switch (ID) { case Obj::CREATURE_BANK: case Obj::DRAGON_UTOPIA: textID = 34; break; case Obj::DERELICT_SHIP: if (multiplier) textID = 43; else { GiveBonus gbonus; gbonus.id = h->id; gbonus.bonus.duration = Bonus::ONE_BATTLE; gbonus.bonus.source = Bonus::OBJECT; gbonus.bonus.sid = ID; gbonus.bdescr << "\n" << VLC->generaltexth->arraytxt[101]; gbonus.bonus.type = Bonus::MORALE; gbonus.bonus.val = -1; cb->giveHeroBonus(&gbonus); textID = 42; iw.components.push_back (Component (Component::MORALE, 0 , -1, 0)); } break; case Obj::CRYPT: if (bc->resources.size() != 0) textID = 121; else { iw.components.push_back (Component (Component::MORALE, 0 , -1, 0)); GiveBonus gbonus; gbonus.id = h->id; gbonus.bonus.duration = Bonus::ONE_BATTLE; gbonus.bonus.source = Bonus::OBJECT; gbonus.bonus.sid = ID; gbonus.bdescr << "\n" << VLC->generaltexth->arraytxt[ID]; gbonus.bonus.type = Bonus::MORALE; gbonus.bonus.val = -1; cb->giveHeroBonus(&gbonus); textID = 120; iw.components.push_back (Component (Component::MORALE, 0 , -1, 0)); } break; case Obj::SHIPWRECK: if (bc->resources.size()) textID = 124; else textID = 123; break; } //grant resources if (textID != 42) //empty derelict ship gives no cash { for (int it = 0; it < bc->resources.size(); it++) { if (bc->resources[it] != 0) { iw.components.push_back (Component (Component::RESOURCE, it, bc->resources[it], 0)); loot << "%d %s"; loot.addReplacement(iw.components.back().val); loot.addReplacement(MetaString::RES_NAMES, iw.components.back().subtype); cb->giveResource (h->getOwner(), it, bc->resources[it]); } } } //grant artifacts for (std::vector::const_iterator it = artifacts.begin(); it != artifacts.end(); it++) { iw.components.push_back (Component (Component::ARTIFACT, *it, 0, 0)); loot << "%s"; loot.addReplacement(MetaString::ART_NAMES, *it); cb->giveHeroNewArtifact (h, VLC->arth->artifacts[*it], -2); } //display loot if (!iw.components.empty()) { 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); } loot.clear(); iw.components.clear(); iw.text.clear(); //grant creatures CCreatureSet ourArmy; for (std::vector< std::pair >::const_iterator it = bc->creatures.begin(); it != bc->creatures.end(); it++) { int slot = ourArmy.getSlotFor(it->first); ourArmy.addToSlot(slot, it->first, it->second); } for (TSlots::const_iterator i = ourArmy.Slots().begin(); i != ourArmy.Slots().end(); i++) { iw.components.push_back(Component(*i->second)); loot << "%s"; loot.addReplacement(*i->second); } if (ourArmy.Slots().size()) { if (ourArmy.Slots().size() == 1 && ourArmy.Slots().begin()->second->count == 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); cb->giveCreatures(this, h, ourArmy, false); } cb->setObjProperty (id, 15, 0); //bc = NULL } } void CGPyramid::initObj() { std::vector available; cb->getAllowedSpells (available, 5); if (available.size()) { bc = VLC->objh->banksInfo[21].front(); //TODO: remove hardcoded value? spell = (available[rand()%available.size()]); } else { tlog1 <<"No spells available for Pyramid! Object set to empty.\n"; } setPropertyDer (17,ran()); //set guards at game start } const std::string & CGPyramid::getHoverText() const { hoverName = VLC->objh->creBanksNames[21]; if (bc == NULL) hoverName += " " + VLC->generaltexth->allTexts[352]; else hoverName += " " + VLC->generaltexth->allTexts[353]; return hoverName; } void CGPyramid::onHeroVisit (const CGHeroInstance * h) const { if (bc) { BlockingDialog bd (true, false); bd.player = h->getOwner(); bd.soundID = soundBase::MYSTERY; bd.text << VLC->generaltexth->advobtxt[105]; cb->showBlockingDialog (&bd, boost::bind (&CBank::fightGuards, this, h, _1)); } else { InfoWindow iw; iw.player = h->getOwner(); iw.text << VLC->generaltexth->advobtxt[107]; iw.components.push_back (Component (Component::LUCK, 0 , -2, 0)); GiveBonus gb; gb.bonus = Bonus(Bonus::ONE_BATTLE,Bonus::LUCK,Bonus::OBJECT,-2,id,VLC->generaltexth->arraytxt[70]); gb.id = h->id; cb->giveHeroBonus(&gb); cb->showInfoDialog(&iw); } } void CGPyramid::endBattle (const CGHeroInstance *h, const BattleResult *result) const { if (result->winner == 0) { InfoWindow iw; iw.player = h->getOwner(); iw.text.addTxt (MetaString::ADVOB_TXT, 106); iw.text.addTxt (MetaString::SPELL_NAME, spell); if (!h->getArt(17)) iw.text.addTxt (MetaString::ADVOB_TXT, 109); //no spellbook else if (h->getSecSkillLevel(CGHeroInstance::WISDOM) < 3) iw.text.addTxt (MetaString::ADVOB_TXT, 108); //no expert Wisdom else { std::set spells; spells.insert (spell); cb->changeSpells (h->id, true, spells); iw.components.push_back(Component (Component::SPELL, spell, 0, 0)); } cb->showInfoDialog(&iw); cb->setObjProperty (id, 15, 0); } } void CGKeys::setPropertyDer (ui8 what, ui32 val) //101-108 - enable key for player 1-8 { if (what >= 101 && what <= (100 + GameConstants::PLAYER_LIMIT)) playerKeyMap.find(what-101)->second.insert((ui8)val); } 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 CGKeys::getName() const { std::string name; name = VLC->generaltexth->tentColors[subID] + " " + VLC->generaltexth->names[ID]; return name; } const std::string & CGKeymasterTent::getHoverText() const { hoverName = getName(); 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; } bool CGKeymasterTent::wasVisited (ui8 player) const { return wasMyColorVisited (player); } void CGKeymasterTent::onHeroVisit( const CGHeroInstance * h ) const { int txt_id; if (!wasMyColorVisited (h->getOwner()) ) { cb->setObjProperty(id, h->tempOwner+101, subID); txt_id=19; } else txt_id=20; showInfoDialog(h,txt_id,soundBase::CAVEHEAD); } void CGBorderGuard::initObj() { //ui32 m13489val = subID; //store color as quest info blockVisit = true; } const std::string & CGBorderGuard::getHoverText() const { hoverName = getName(); 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::getVisitText (MetaString &text, std::vector &components, bool isCustom, bool FirstVisit, const CGHeroInstance * h) const { text << std::pair(11,18); } void CGBorderGuard::getRolloverText (MetaString &text, bool onHover) const { if (!onHover) text << VLC->generaltexth->tentColors[subID] << " " << VLC->generaltexth->names[Obj::KEYMASTER]; } bool CGBorderGuard::checkQuest (const CGHeroInstance * h) const { return wasMyColorVisited (h->tempOwner); } 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 { showInfoDialog(h,18,soundBase::CAVEHEAD); AddQuest aq; aq.quest = QuestInfo (quest, this, visitablePos()); aq.player = h->tempOwner; cb->sendAndApply (&aq); //TODO: add this quest only once OR check for multiple instances later } } void CGBorderGuard::openGate(const CGHeroInstance *h, ui32 accept) const { if (accept) cb->removeObject(id); } void CGBorderGate::onHeroVisit( const CGHeroInstance * h ) const //TODO: passability { if (!wasMyColorVisited (h->getOwner()) ) { showInfoDialog(h,18,0); AddQuest aq; aq.quest = QuestInfo (quest, this, visitablePos()); aq.player = h->tempOwner; cb->sendAndApply (&aq); } } ui8 CGBorderGate::getPassableness() const { ui8 ret = 0; for (int i = 0; i < GameConstants::PLAYER_LIMIT; i++) ret |= wasMyColorVisited(i)<tempOwner; showInfoDialog(h,61,soundBase::LIGHTHOUSE); fw.mode = 1; std::vector::iterator it; for (it = eyelist[subID].begin(); it < eyelist[subID].end(); it++) { const CGObjectInstance *eye = cb->getObj(*it); cb->getTilesInRange (fw.tiles, eye->pos, 10, h->tempOwner, 1); cb->sendAndApply(&fw); cv.pos = eye->pos; cv.focusTime = 2000; cb->sendAndApply(&cv); } cv.pos = h->getPosition(false); cb->sendAndApply(&cv); } else if (ID == Obj::EYE_OF_MAGI) { showInfoDialog(h,48,soundBase::invalid); } } void CGBoat::initObj() { hero = NULL; } void CGSirens::initObj() { blockVisit = true; } const std::string & CGSirens::getHoverText() const { getNameVis(hoverName); return hoverName; } void CGSirens::onHeroVisit( const CGHeroInstance * h ) const { InfoWindow iw; iw.soundID = soundBase::DANGER; iw.player = h->tempOwner; if(h->hasBonusFrom(Bonus::OBJECT,ID)) //has already visited Sirens { iw.text.addTxt(MetaString::ADVOB_TXT,133); } else { giveDummyBonus(h->id, Bonus::ONE_BATTLE); int xp = 0; for (TSlots::const_iterator i = h->Slots().begin(); i != h->Slots().end(); i++) { TQuantity drown = i->second->count * 0.3; if(drown) { cb->changeStackCount(StackLocation(h, i->first), -drown); xp += drown * i->second->type->valOfBonuses(Bonus::STACK_HEALTH); } } if(xp) { xp = h->calculateXp(xp); iw.text.addTxt(MetaString::ADVOB_TXT,132); iw.text.addReplacement(xp); cb->changePrimSkill(h->id, 4, xp, false); } else { iw.text.addTxt(MetaString::ADVOB_TXT,134); } } cb->showInfoDialog(&iw); } //bool IShipyard::validLocation() const //{ // std::vector 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 IBoatGenerator::bestLocation() const { std::vector offsets; getOutOffsets(offsets); for (int i = 0; i < offsets.size(); ++i) { if (const TerrainTile *tile = IObjectInterface::cb->getTile(o->pos + offsets[i], false)) //tile is in the map { if (tile->terType == ETerrainType::WATER && (!tile->blocked || tile->blockingObjects.front()->ID == 8)) //and is water and is not blocked or is blocked by boat return o->pos + offsets[i]; } } return int3 (-1,-1,-1); } IBoatGenerator::EGeneratorState IBoatGenerator::state() const { int3 tile = bestLocation(); const TerrainTile *t = IObjectInterface::cb->getTile(tile); if(!t) return TILE_BLOCKED; //no available water else if(!t->blockingObjects.size()) return GOOD; //OK else if(t->blockingObjects.front()->ID == Obj::BOAT) return BOAT_ALREADY_BUILT; //blocked with boat else return TILE_BLOCKED; //blocked } int IBoatGenerator::getBoatType() const { //We make good ships by default return 1; } IBoatGenerator::IBoatGenerator(const CGObjectInstance *O) : o(O) { } void IBoatGenerator::getProblemText(MetaString &out, const CGHeroInstance *visitor) const { switch(state()) { case BOAT_ALREADY_BUILT: out.addTxt(MetaString::GENERAL_TXT, 51); break; case TILE_BLOCKED: if(visitor) { out.addTxt(MetaString::GENERAL_TXT, 134); out.addReplacement(visitor->name); } else out.addTxt(MetaString::ADVOB_TXT, 189); break; case NO_WATER: tlog1 << "Shipyard without water!!! " << o->pos << "\t" << o->id << std::endl; return; } } void IShipyard::getBoatCost( std::vector &cost ) const { cost.resize(GameConstants::RESOURCE_QUANTITY); cost[0] = 10; cost[6] = 1000; } IShipyard::IShipyard(const CGObjectInstance *O) : IBoatGenerator(O) { } IShipyard * IShipyard::castFrom( CGObjectInstance *obj ) { if(!obj) return NULL; if(obj->ID == Obj::TOWN) { return static_cast(obj); } else if(obj->ID == Obj::SHIPYARD) { return static_cast(obj); } else { //tlog1 << "Cannot cast to IShipyard object with ID " << obj->ID << std::endl; return NULL; } } const IShipyard * IShipyard::castFrom( const CGObjectInstance *obj ) { return castFrom(const_cast(obj)); } CGShipyard::CGShipyard() :IShipyard(this) { } void CGShipyard::getOutOffsets( std::vector &offsets ) const { // H J L K I // A x S x B // C E G F D offsets += int3(-3,0,0), int3(1,0,0), //AB int3(-3,1,0), int3(1,1,0), int3(-2,1,0), int3(0,1,0), int3(-1,1,0), //CDEFG int3(-3,-1,0), int3(1,-1,0), int3(-2,-1,0), int3(0,-1,0), int3(-1,-1,0); //HIJKL } void CGShipyard::onHeroVisit( const CGHeroInstance * h ) const { if(!cb->gameState()->getPlayerRelations(tempOwner, h->tempOwner)) cb->setOwner(id, h->tempOwner); auto s = state(); if(s != IBoatGenerator::GOOD) { InfoWindow iw; iw.player = tempOwner; getProblemText(iw.text, h); cb->showInfoDialog(&iw); } else { openWindow(OpenWindow::SHIPYARD_WINDOW,id,h->id); } } void CCartographer::onHeroVisit( const CGHeroInstance * h ) const { if (!wasVisited (h->getOwner()) ) //if hero has not visited yet this cartographer { if (cb->getResource(h->tempOwner, 6) >= 1000) //if he can afford a map { //ask if he wants to buy one int text=0; switch (subID) { case 0: text = 25; break; case 1: text = 26; break; case 2: text = 27; break; default: tlog2 << "Unrecognized subtype of cartographer" << std::endl; } assert(text); 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)); } else //if he cannot afford { showInfoDialog(h,28,soundBase::CAVEHEAD); } } else //if he already visited carographer { showInfoDialog(h,24,soundBase::CAVEHEAD); } } void CCartographer::buyMap (const CGHeroInstance *h, ui32 accept) const { if (accept) //if hero wants to buy map { cb->giveResource (h->tempOwner, 6, -1000); FoWChange fw; fw.mode = 1; fw.player = h->tempOwner; //subIDs of different types of cartographers: //water = 0; land = 1; underground = 2; cb->getAllTiles (fw.tiles, h->tempOwner, subID - 1, !subID + 1); //reveal appropriate tiles cb->sendAndApply (&fw); cb->setObjProperty (id, 10, h->tempOwner); } } void CGDenOfthieves::onHeroVisit (const CGHeroInstance * h) const { cb->showThievesGuildWindow(h->tempOwner, id); } void CGObelisk::onHeroVisit( const CGHeroInstance * h ) const { InfoWindow iw; iw.player = h->tempOwner; TeamState *ts = cb->gameState()->getPlayerTeam(h->tempOwner); assert(ts); int team = ts->id; if(!wasVisited(team)) { iw.text.addTxt(MetaString::ADVOB_TXT, 96); cb->sendAndApply(&iw); cb->setObjProperty(id,20,team); //increment general visited obelisks counter openWindow(OpenWindow::PUZZLE_MAP,h->tempOwner); cb->setObjProperty(id,10,team); //mark that particular obelisk as visited } else { iw.text.addTxt(MetaString::ADVOB_TXT, 97); cb->sendAndApply(&iw); } } void CGObelisk::initObj() { obeliskCount++; } const std::string & CGObelisk::getHoverText() const { hoverName = VLC->generaltexth->names[ID]; if(wasVisited(cb->getCurrentPlayer())) hoverName += " " + VLC->generaltexth->allTexts[352]; //not visited else hoverName += " " + VLC->generaltexth->allTexts[353]; //visited return hoverName; } void CGObelisk::setPropertyDer( ui8 what, ui32 val ) { CPlayersVisited::setPropertyDer(what, val); switch(what) { case 20: assert(val < GameConstants::PLAYER_LIMIT); visited[val]++; if(visited[val] > obeliskCount) { tlog0 << "Error: Visited " << visited[val] << "\t\t" << obeliskCount << std::endl; assert(0); } break; } } void CGLighthouse::onHeroVisit( const CGHeroInstance * h ) const { if(h->tempOwner != tempOwner) { ui8 oldOwner = tempOwner; cb->setOwner(id,h->tempOwner); //not ours? flag it! showInfoDialog(h,69,soundBase::LIGHTHOUSE); giveBonusTo(h->tempOwner); if(oldOwner < GameConstants::PLAYER_LIMIT) //remove bonus from old owner { RemoveBonus rb(RemoveBonus::PLAYER); rb.whoID = oldOwner; rb.source = Bonus::OBJECT; rb.id = id; cb->sendAndApply(&rb); } } } void CGLighthouse::initObj() { if(tempOwner < GameConstants::PLAYER_LIMIT) { giveBonusTo(tempOwner); } } const std::string & CGLighthouse::getHoverText() const { hoverName = VLC->generaltexth->names[ID]; //TODO: owned by %s player return hoverName; } void CGLighthouse::giveBonusTo( ui8 player ) const { GiveBonus gb(GiveBonus::PLAYER); gb.bonus.type = Bonus::SEA_MOVEMENT; gb.bonus.val = 500; gb.id = player; gb.bonus.duration = Bonus::PERMANENT; gb.bonus.source = Bonus::OBJECT; gb.bonus.sid = id; cb->sendAndApply(&gb); } void CArmedInstance::randomizeArmy(int type) { int max = VLC->creh->creatures.size(); for (TSlots::iterator j = stacks.begin(); j != stacks.end();j++) { int randID = j->second->idRand; if(randID > max) { int level = (randID-VLC->creh->creatures.size()) / 2 -1; bool upgrade = !(randID % 2); j->second->setType(VLC->townh->towns[type].creatures[level][upgrade]); randID = -1; } assert(j->second->armyObj == this); } return; } CArmedInstance::CArmedInstance() { battle = NULL; } int CArmedInstance::valOfGlobalBonuses(CSelector selector) const { //if (tempOwner != NEUTRAL_PLAYER) return cb->gameState()->players[tempOwner].valOfBonuses(selector); } void CArmedInstance::updateMoraleBonusFromArmy() { if(!validTypes(false)) //object not randomized, don't bother return; Bonus *b = getBonusList().getFirst(Selector::sourceType(Bonus::ARMY) && Selector::type(Bonus::MORALE)); if(!b) { b = new Bonus(Bonus::PERMANENT, Bonus::MORALE, Bonus::ARMY, 0, -1); addNewBonus(b); } //number of alignments and presence of undead std::set factions; bool hasUndead = false; BOOST_FOREACH(auto slot, Slots()) { const CStackInstance * inst = slot.second; const CCreature * creature = VLC->creh->creatures[inst->getCreatureID()]; factions.insert(creature->faction); // Check for undead flag instead of faction (undead mummies are neutral) hasUndead |= inst->hasBonusOfType(Bonus::UNDEAD); } size_t factionsInArmy = factions.size(); // Take Angelic Alliance troop-mixing freedom of non-evil units into account. if (hasBonusOfType(Bonus::NONEVIL_ALIGNMENT_MIX)) { size_t mixableFactions = 0; BOOST_FOREACH(TFaction f, factions) { if (VLC->townh->factions[f].alignment != EAlignment::EVIL) mixableFactions++; } if (mixableFactions > 0) factionsInArmy -= mixableFactions - 1; } if(factionsInArmy == 1) { b->val = +1; b->description = VLC->generaltexth->arraytxt[115]; //All troops of one alignment +1 } else { b->val = 2 - factionsInArmy; b->description = boost::str(boost::format(VLC->generaltexth->arraytxt[114]) % factionsInArmy % b->val); //Troops of %d alignments %d } boost::algorithm::trim(b->description); //-1 modifier for any Undead unit in army const ui8 UNDEAD_MODIFIER_ID = -2; Bonus *undeadModifier = getBonusList().getFirst(Selector::source(Bonus::ARMY, UNDEAD_MODIFIER_ID)); if(hasUndead) { if(!undeadModifier) addNewBonus(new Bonus(Bonus::PERMANENT, Bonus::MORALE, Bonus::ARMY, -1, UNDEAD_MODIFIER_ID, VLC->generaltexth->arraytxt[116])); } else if(undeadModifier) removeBonus(undeadModifier); } void CArmedInstance::armyChanged() { updateMoraleBonusFromArmy(); } CBonusSystemNode * CArmedInstance::whereShouldBeAttached(CGameState *gs) { if(tempOwner < GameConstants::PLAYER_LIMIT) return gs->getPlayer(tempOwner); else return &gs->globalEffects; } CBonusSystemNode * CArmedInstance::whatShouldBeAttached() { return this; } bool IMarket::getOffer(int id1, int id2, int &val1, int &val2, EMarketMode::EMarketMode mode) const { switch(mode) { case EMarketMode::RESOURCE_RESOURCE: { double effectiveness = std::min((getMarketEfficiency() + 1.0) / 20.0, 0.5); double r = VLC->objh->resVals[id1], //value of given resource g = VLC->objh->resVals[id2] / effectiveness; //value of wanted resource if(r>g) //if given resource is more expensive than wanted { val2 = ceil(r / g); val1 = 1; } else //if wanted resource is more expensive { val1 = (g / r) + 0.5; val2 = 1; } } break; case EMarketMode::CREATURE_RESOURCE: { const double effectivenessArray[] = {0.0, 0.3, 0.45, 0.50, 0.65, 0.7, 0.85, 0.9, 1.0}; double effectiveness = effectivenessArray[std::min(getMarketEfficiency(), 8)]; double r = VLC->creh->creatures[id1]->cost[6], //value of given creature in gold g = VLC->objh->resVals[id2] / effectiveness; //value of wanted resource if(r>g) //if given resource is more expensive than wanted { val2 = ceil(r / g); val1 = 1; } else //if wanted resource is more expensive { val1 = (g / r) + 0.5; val2 = 1; } } break; case EMarketMode::RESOURCE_PLAYER: val1 = 1; val2 = 1; break; case EMarketMode::RESOURCE_ARTIFACT: { double effectiveness = std::min((getMarketEfficiency() + 3.0) / 20.0, 0.6); double r = VLC->objh->resVals[id1], //value of offered resource g = VLC->arth->artifacts[id2]->price / effectiveness; //value of bought artifact in gold if(id1 != 6) //non-gold prices are doubled r /= 2; val1 = std::max(1, (int)((g / r) + 0.5)); //don't sell arts for less than 1 resource val2 = 1; } break; case EMarketMode::ARTIFACT_RESOURCE: { double effectiveness = std::min((getMarketEfficiency() + 3.0) / 20.0, 0.6); double r = VLC->arth->artifacts[id1]->price * effectiveness, g = VLC->objh->resVals[id2]; // if(id2 != 6) //non-gold prices are doubled // r /= 2; val1 = 1; val2 = std::max(1, (int)((r / g) + 0.5)); //at least one resource is given in return } break; case EMarketMode::CREATURE_EXP: { val1 = 1; val2 = (VLC->creh->creatures[id1]->AIValue / 40) * 5; } break; case EMarketMode::ARTIFACT_EXP: { val1 = 1; int givenClass = VLC->arth->artifacts[id1]->getArtClassSerial(); if(givenClass < 0 || givenClass > 3) { val2 = 0; return false; } static const int expPerClass[] = {1000, 1500, 3000, 6000}; val2 = expPerClass[givenClass]; } break; default: assert(0); return false; } return true; } bool IMarket::allowsTrade(EMarketMode::EMarketMode mode) const { return false; } int IMarket::availableUnits(EMarketMode::EMarketMode mode, int marketItemSerial) const { switch(mode) { case EMarketMode::RESOURCE_RESOURCE: case EMarketMode::ARTIFACT_RESOURCE: case EMarketMode::CREATURE_RESOURCE: return -1; default: return 1; } } std::vector IMarket::availableItemsIds(EMarketMode::EMarketMode mode) const { std::vector ret; switch(mode) { case EMarketMode::RESOURCE_RESOURCE: case EMarketMode::ARTIFACT_RESOURCE: case EMarketMode::CREATURE_RESOURCE: for (int i = 0; i < 7; i++) ret.push_back(i); default: break; } return ret; } const IMarket * IMarket::castFrom(const CGObjectInstance *obj, bool verbose /*= true*/) { switch(obj->ID) { case Obj::TOWN: return static_cast(obj); case Obj::ALTAR_OF_SACRIFICE: case Obj::BLACK_MARKET: case Obj::TRADING_POST: case Obj::TRADING_POST_SNOW: case Obj::FREELANCERS_GUILD: return static_cast(obj); case Obj::UNIVERSITY: return static_cast(obj); default: if(verbose) tlog1 << "Cannot cast to IMarket object with ID " << obj->ID << std::endl; return NULL; } } IMarket::IMarket(const CGObjectInstance *O) :o(O) { } std::vector IMarket::availableModes() const { std::vector ret; for (int i = 0; i < EMarketMode::MARTKET_AFTER_LAST_PLACEHOLDER; i++) if(allowsTrade((EMarketMode::EMarketMode)i)) ret.push_back((EMarketMode::EMarketMode)i); return ret; } void CGMarket::onHeroVisit(const CGHeroInstance * h) const { openWindow(OpenWindow::MARKET_WINDOW,id,h->id); } int CGMarket::getMarketEfficiency() const { return 5; } bool CGMarket::allowsTrade(EMarketMode::EMarketMode mode) const { switch(mode) { case EMarketMode::RESOURCE_RESOURCE: case EMarketMode::RESOURCE_PLAYER: switch(ID) { case Obj::TRADING_POST: case Obj::TRADING_POST_SNOW: return true; default: return false; } case EMarketMode::CREATURE_RESOURCE: return ID == Obj::FREELANCERS_GUILD; //case ARTIFACT_RESOURCE: case EMarketMode::RESOURCE_ARTIFACT: return ID == Obj::BLACK_MARKET; case EMarketMode::ARTIFACT_EXP: case EMarketMode::CREATURE_EXP: return ID == Obj::ALTAR_OF_SACRIFICE; //TODO? check here for alignment of visiting hero? - would not be coherent with other checks here case EMarketMode::RESOURCE_SKILL: return ID == Obj::UNIVERSITY; default: return false; } } int CGMarket::availableUnits(EMarketMode::EMarketMode mode, int marketItemSerial) const { return -1; } std::vector CGMarket::availableItemsIds(EMarketMode::EMarketMode mode) const { switch(mode) { case EMarketMode::RESOURCE_RESOURCE: case EMarketMode::RESOURCE_PLAYER: return IMarket::availableItemsIds(mode); default: return std::vector(); } } CGMarket::CGMarket() :IMarket(this) { } std::vector CGBlackMarket::availableItemsIds(EMarketMode::EMarketMode mode) const { switch(mode) { case EMarketMode::ARTIFACT_RESOURCE: return IMarket::availableItemsIds(mode); case EMarketMode::RESOURCE_ARTIFACT: { std::vector ret; BOOST_FOREACH(const CArtifact *a, artifacts) if(a) ret.push_back(a->id); else ret.push_back(-1); return ret; } default: return std::vector(); } } void CGBlackMarket::newTurn() const { if(cb->getDate(2) != 1) return; SetAvailableArtifacts saa; saa.id = id; cb->pickAllowedArtsSet(saa.arts); cb->sendAndApply(&saa); } void CGUniversity::initObj() { std::vector toChoose; for (int i=0; iisAllowed(2,i)) toChoose.push_back(i); if (toChoose.size() < 4) { tlog0<<"Warning: less then 4 available skills was found by University initializer!\n"; return; } for (int i=0; i<4; i++)//get 4 skills { int skillPos = ran()%toChoose.size(); skills.push_back(toChoose[skillPos]);//move it to selected toChoose.erase(toChoose.begin()+skillPos);//remove from list } } std::vector CGUniversity::availableItemsIds(EMarketMode::EMarketMode mode) const { switch (mode) { case EMarketMode::RESOURCE_SKILL: return skills; default: return std::vector (); } } void CGUniversity::onHeroVisit(const CGHeroInstance * h) const { openWindow(OpenWindow::UNIVERSITY_WINDOW,id,h->id); } GrowthInfo::Entry::Entry(const std::string &format, int _count) : count(_count) { description = boost::str(boost::format(format) % count); } GrowthInfo::Entry::Entry(int subID, EBuilding::EBuilding building, int _count) : count(_count) { description = boost::str(boost::format("%s %+d") % VLC->townh->towns[subID].buildings[building]->Name() % count); } CTownAndVisitingHero::CTownAndVisitingHero() { setNodeType(TOWN_AND_VISITOR); } int GrowthInfo::totalGrowth() const { int ret = 0; BOOST_FOREACH(const Entry &entry, entries) ret += entry.count; return ret; }