#define VCMI_DLL #include "../stdafx.h" #include "CObjectHandler.h" #include "CDefObjInfoHandler.h" #include "CLodHandler.h" #include "CGeneralTextHandler.h" #include "CDefObjInfoHandler.h" #include "CHeroHandler.h" #include "CSpellHandler.h" #include #include #include #include #include #include "CTownHandler.h" #include "CArtHandler.h" #include "CSoundBase.h" #include "../lib/VCMI_Lib.h" #include "../lib/IGameCallback.h" #include "../lib/CGameState.h" #include "../lib/NetPacks.h" #include "../StartInfo.h" #include "../lib/map.h" #include using namespace boost::assign; /* * CObjectHandler.cpp, part of VCMI engine * * Authors: listed in file AUTHORS in main folder * * License: GNU General Public License v2.0 or later * Full text of license available in license.txt file, in main folder * */ std::map > > CGTeleport::objs; std::vector > CGTeleport::gates; IGameCallback * IObjectInterface::cb = NULL; DLL_EXPORT void loadToIt(std::string &dest, std::string &src, int &iter, int mode); extern CLodHandler * bitmaph; extern boost::rand48 ran; std::map > CGKeys::playerKeyMap; std::map > CGMagi::eyelist; 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 ) {} void IObjectInterface::postInit() {} void IObjectInterface::preInit() {} void CPlayersVisited::setPropertyDer( ui8 what, ui32 val ) { if(what == 10) players.insert(val); } bool CPlayersVisited::hasVisited( ui8 player ) const { return vstd::contains(players,player); } static void readCreatures(std::istream & is, BankConfig & bc, bool guards) //helper function for void CObjectHandler::loadObjects() { const int MAX_BUF = 5000; char buffer[MAX_BUF + 1]; std::pair guardInfo = std::make_pair(0, 0); std::string creName; is >> guardInfo.second; //one getline just does not work... probably a kind of left whitespace is.getline(buffer, MAX_BUF, '\t'); is.getline(buffer, MAX_BUF, '\t'); creName = buffer; if( std::string(buffer) == "None" ) //no creature to be added return; //look for the best creature that is described by given name if( vstd::contains(VLC->creh->nameToID, creName) ) { guardInfo.first = VLC->creh->nameToID[creName]; } else { for(int g=0; gcreh->creatures.size(); ++g) { if(VLC->creh->creatures[g].namePl == creName || VLC->creh->creatures[g].nameRef == creName || VLC->creh->creatures[g].nameSing == creName) { guardInfo.first = VLC->creh->creatures[g].idNumber; } } } if(guards) bc.guards.push_back(guardInfo); else //given creatures bc.creatures.push_back(guardInfo); } void CObjectHandler::loadObjects() { { tlog5 << "\t\tReading cregens \n"; cregens.resize(110); //TODO: hardcoded value - change for(size_t i=0; i < cregens.size(); ++i) { cregens[i]=-1; } std::ifstream ifs("config/cregens.txt"); while(!ifs.eof()) { int dw, cr; ifs >> dw >> cr; cregens[dw]=cr; } tlog5 << "\t\tDone loading objects!\n"; } std::string banksConfig = bitmaph->getTextFile("ZCRBANK.TXT"); std::istringstream istr(banksConfig); const int MAX_BUF = 5000; char buffer[MAX_BUF + 1]; //omitting unnecessary lines istr.getline(buffer, MAX_BUF); istr.getline(buffer, MAX_BUF); for(int g=0; g<21; ++g) //TODO: remove hardcoded value { //reading name - TODO: use it if necessary istr.getline(buffer, MAX_BUF, '\t'); for(int i=0; i<4; ++i) //reading levels { BankConfig bc; std::string buf; char dump; //bc.level is of type char and thus we cannot read directly to it; same for some othre variables istr >> buf; bc.level = atoi(buf.c_str()); istr >> buf; bc.chance = atoi(buf.c_str()); readCreatures(istr, bc, true); istr >> buf; bc.upgradeChance = atoi(buf.c_str()); for(int b=0; b<3; ++b) readCreatures(istr, bc, true); istr >> bc.combatValue; bc.resources.resize(RESOURCE_QUANTITY); for(int h=0; h<7; ++h) { istr >> bc.resources[h]; } readCreatures(istr, bc, false); bc.artifacts.resize(4); for(int b=0; b<4; ++b) { istr >> bc.artifacts[b]; } istr >> bc.value; istr >> bc.rewardDifficulty; istr >> buf; bc.easiest = atoi(buf.c_str()); banksInfo[g].push_back(bc); } } } 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 "<); // //*state = *right.state; // //state = right.state; // tempOwner = right.tempOwner; //} //CGObjectInstance& CGObjectInstance::operator=(const CGObjectInstance & right) //{ // pos = right.pos; // ID = right.ID; // subID = right.subID; // id = right.id; // defInfo = right.defInfo; // info = right.info; // blockVisit = right.blockVisit; // //state = new CLuaObjectScript(); // //*state = *right.state; // tempOwner = right.tempOwner; // return *this; //} const std::string & CGObjectInstance::getHoverText() const { return hoverName; } void CGObjectInstance::setOwner(int ow) { //if (state) // state->owner = ow; //else tempOwner = ow; } int CGObjectInstance::getWidth() const//returns width of object graphic in tiles { 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 { if((defInfo->coverageMap[y] >> (7-(x) )) & 1) return true; return false; } 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==HEROI_TYPE && ID!=HEROI_TYPE) return true; if(cmp.ID!=HEROI_TYPE && ID==HEROI_TYPE) return false; if(!defInfo->isVisitable() && cmp.defInfo->isVisitable()) return true; if(!cmp.defInfo->isVisitable() && defInfo->isVisitable()) return false; if(this->pos.xvisitMap[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->getBonus(HeroBonus::OBJECT,ID)) hname += " " + VLC->generaltexth->allTexts[353]; //not visited else hname += " " + VLC->generaltexth->allTexts[352]; //visited } } void CGObjectInstance::giveDummyBonus(int heroID, ui8 duration) const { GiveBonus gbonus; gbonus.bonus.type = HeroBonus::NONE; gbonus.hid = heroID; gbonus.bonus.duration = duration; gbonus.bonus.source = HeroBonus::OBJECT; gbonus.bonus.id = ID; cb->giveHeroBonus(&gbonus); } void CGObjectInstance::onHeroVisit( const CGHeroInstance * h ) const { } static int lowestSpeed(const CGHeroInstance * chi) { if(!chi->army.slots.size()) { tlog1 << "Error! Hero " << chi->id << " ("<name<<") has no army!\n"; return 20; } std::map >::const_iterator i = chi->army.slots.begin(); ui32 ret = VLC->creh->creatures[(*i++).second.first].speed; for (;i!=chi->army.slots.end();i++) { ret = std::min(ret,VLC->creh->creatures[(*i).second.first].speed); } return ret; } unsigned int CGHeroInstance::getTileCost(const TerrainTile &dest, const TerrainTile &from) const { //TODO: check if all creatures are on its native terrain and change cost appropriately //base move cost unsigned ret = 100; //if there is road both on dest and src tiles - use road movement cost if(dest.malle && from.malle) { int road = std::min(dest.malle,from.malle); //used road ID switch(road) { case TerrainTile::dirtRoad: ret = 75; break; case TerrainTile::grazvelRoad: ret = 65; break; case TerrainTile::cobblestoneRoad: ret = 50; break; default: tlog1 << "Unknown road type: " << road << "... Something wrong!\n"; break; } } else { ret = type->heroClass->terrCosts[from.tertype]; ret = std::max(ret - 25*unsigned(getSecSkillLevel(0)), 100u); //reduce 25% of terrain penalty for each pathfinding level } return ret; } unsigned int CGHeroInstance::getLowestCreatureSpeed() const { unsigned int sl = 100; for(size_t h=0; h < army.slots.size(); ++h) { if(VLC->creh->creatures[army.slots.find(h)->first].speedcreh->creatures[army.slots.find(h)->first].speed; } return sl; } int3 CGHeroInstance::convertPosition(int3 src, bool toh3m) //toh3m=true: manifest->h3m; toh3m=false: h3m->manifest { if (toh3m) { src.x+=1; return src; } else { src.x-=1; return src; } } int3 CGHeroInstance::getPosition(bool h3m) const //h3m=true - returns position of hero object; h3m=false - returns position of hero 'manifestation' { if (h3m) { return pos; } else { return convertPosition(pos,false); } } si32 CGHeroInstance::manaLimit() const { double modifier = 1.0; switch(getSecSkillLevel(24)) //intelligence level { case 1: modifier+=0.25; break; case 2: modifier+=0.5; break; case 3: modifier+=1.0; break; } return si32(10*getPrimSkillLevel(3)*modifier); } //void CGHeroInstance::setPosition(int3 Pos, bool h3m) //as above, but sets position //{ // if (h3m) // pos = Pos; // else // pos = convertPosition(Pos,true); //} bool CGHeroInstance::canWalkOnSea() const { //TODO: write it - it should check if hero is flying, or something similar return false; } int CGHeroInstance::getPrimSkillLevel(int id) const { int ret = primSkills[id]; for(std::list::const_iterator i=bonuses.begin(); i != bonuses.end(); i++) if(i->type == HeroBonus::PRIMARY_SKILL && i->subtype==id) ret += i->val; amax(ret, id/2);//minimum value for attack and defense is 0 and for spell power and knowledge - 1 return ret; } ui8 CGHeroInstance::getSecSkillLevel(const int & ID) const { for(size_t i=0; i < secSkills.size(); ++i) if(secSkills[i].first==ID) return secSkills[i].second; return 0; } int CGHeroInstance::maxMovePoints(bool onLand) const { int ret = std::min(2000, 1270+70*lowestSpeed(this)), bonus = valOfBonuses(HeroBonus::MOVEMENT) + (onLand ? valOfBonuses(HeroBonus::LAND_MOVEMENT) : valOfBonuses(HeroBonus::SEA_MOVEMENT)); double modifier = 0; if(onLand) { //logistics: switch(getSecSkillLevel(2)) { case 1: modifier = 0.1; break; case 2: modifier = 0.2; break; case 3: modifier = 0.3; break; } } else { //navigation: switch(getSecSkillLevel(5)) { case 1: modifier = 0.5; break; case 2: modifier = 1.0; break; case 3: modifier = 1.5; break; } } return int(ret + ret*modifier) + bonus; } ui32 CGHeroInstance::getArtAtPos(ui16 pos) const { if(pos<19) if(vstd::contains(artifWorn,pos)) return artifWorn.find(pos)->second; else return -1; else if(pos-19 < artifacts.size()) return artifacts[pos-19]; else return -1; } const CArtifact * CGHeroInstance::getArt(int pos) const { int id = getArtAtPos(pos); if(id>=0) return &VLC->arth->artifacts[id]; else return NULL; } int CGHeroInstance::getSpellSecLevel(int spell) const { int bestslvl = 0; if(VLC->spellh->spells[spell].air) if(getSecSkillLevel(15) >= bestslvl) { bestslvl = getSecSkillLevel(15); } if(VLC->spellh->spells[spell].fire) if(getSecSkillLevel(14) >= bestslvl) { bestslvl = getSecSkillLevel(14); } if(VLC->spellh->spells[spell].water) if(getSecSkillLevel(16) >= bestslvl) { bestslvl = getSecSkillLevel(16); } if(VLC->spellh->spells[spell].earth) if(getSecSkillLevel(17) >= bestslvl) { bestslvl = getSecSkillLevel(17); } return bestslvl; } CGHeroInstance::CGHeroInstance() { ID = HEROI_TYPE; tacticFormationEnabled = inTownGarrison = false; mana = movement = portrait = level = -1; isStanding = true; moveDir = 4; exp = 0xffffffff; visitedTown = NULL; type = NULL; boat = NULL; secSkills.push_back(std::make_pair(-1, -1)); } void CGHeroInstance::initHero(int SUBID) { subID = SUBID; initHero(); } void CGHeroInstance::initHero() { if(ID == HEROI_TYPE) initHeroDefInfo(); if(!type) type = VLC->heroh->heroes[subID]; artifWorn[16] = 3; if(type->startingSpell >= 0) //hero starts with a spell { artifWorn[17] = 0; //give him spellbook spells.insert(type->startingSpell); } if(portrait < 0 || portrait == 255) portrait = subID; if((!primSkills.size()) || (getPrimSkillLevel(0)<0)) { primSkills.resize(4); primSkills[0] = type->heroClass->initialAttack; primSkills[1] = type->heroClass->initialDefence; primSkills[2] = type->heroClass->initialPower; primSkills[3] = type->heroClass->initialKnowledge; } if(secSkills.size() == 1 && secSkills[0] == std::pair(-1, -1)) //set secondary skills to default secSkills = type->secSkillsInit; if(mana < 0) mana = manaLimit(); if (!name.length()) name = type->name; if (exp == 0xffffffff) { exp=40+ (ran()) % 50; level = 1; } else { level = VLC->heroh->level(exp); } if (!army.slots.size()) //standard army//initial army { int pom, pom2=0; int x = 0; //how many stacks will hero receives <1 - 3> pom = ran()%100; if(pom < 9) x = 1; else if(pom < 79) x = 2; else x = 3; for(int x=0;x<3;x++) { pom = (VLC->creh->nameToID[type->refTypeStack[x]]); if(pom>=145 && pom<=149) //war machine { pom2++; switch (pom) { case 145: //catapult artifWorn[16] = 3; break; default: artifWorn[9+CArtHandler::convertMachineID(pom,true)] = CArtHandler::convertMachineID(pom,true); break; } continue; } army.slots[x-pom2].first = pom; pom = type->highStack[x] - type->lowStack[x]; army.slots[x-pom2].second = ran()%(pom+1) + type->lowStack[x]; army.formation = false; } } hoverName = VLC->generaltexth->allTexts[15]; boost::algorithm::replace_first(hoverName,"%s",name); boost::algorithm::replace_first(hoverName,"%s", type->heroClass->name); recreateArtBonuses(); } void CGHeroInstance::initHeroDefInfo() { if(!defInfo || defInfo->id != HEROI_TYPE) { defInfo = new CGDefInfo(); defInfo->id = HEROI_TYPE; defInfo->subid = subID; defInfo->printPriority = 0; defInfo->visitDir = 0xff; } for(int i=0;i<6;i++) { defInfo->blockMap[i] = 255; defInfo->visitMap[i] = 0; defInfo->coverageMap[i] = 0; } defInfo->handler=NULL; defInfo->blockMap[5] = 253; defInfo->visitMap[5] = 2; defInfo->coverageMap[4] = defInfo->coverageMap[5] = 224; } CGHeroInstance::~CGHeroInstance() { } bool CGHeroInstance::needsLastStack() const { return true; } void CGHeroInstance::onHeroVisit(const CGHeroInstance * h) const { if(h == this) return; //exclude potential self-visiting if (ID == HEROI_TYPE) //hero { //TODO: check for allies if(tempOwner == h->tempOwner) //our hero { //exchange cb->heroExchange(id, h->id); } else { //battle cb->startBattleI(h, this, false); } } else if(ID == 62) //prison { InfoWindow iw; iw.player = h->tempOwner; iw.soundID = soundBase::ROGUE; if(cb->getHeroCount(h->tempOwner,false) < 8) //free hero slot { cb->changeObjPos(id,pos+int3(1,0,0),0); cb->setObjProperty(id,6,HEROI_TYPE); //set ID to 34 cb->giveHero(id,h->tempOwner); //recreates def and adds hero to player iw.text << std::pair(11,102); } else //already 8 wandering heroes { iw.text << std::pair(11,103); } cb->showInfoDialog(&iw); } } const std::string & CGHeroInstance::getBiography() const { if (biography.length()) return biography; else return VLC->generaltexth->hTxts[subID].biography; } void CGHeroInstance::initObj() { blockVisit = true; } int CGHeroInstance::getCurrentMorale( int stack, bool town ) const { int ret = 0; std::vector > mods = getCurrentMoraleModifiers(stack,town); for(int i=0; i < mods.size(); i++) ret += mods[i].first; if(ret > 3) return 3; if(ret < -3) return -3; return ret; } std::vector > CGHeroInstance::getCurrentMoraleModifiers( int stack/*=-1*/, bool town/*=false*/ ) const { //TODO: check if stack is undead/mechanic/elemental => always neutrl morale std::vector > ret; //various morale bonuses (from buildings, artifacts, etc) for(std::list::const_iterator i=bonuses.begin(); i != bonuses.end(); i++) { if(i->type == HeroBonus::MORALE || i->type == HeroBonus::MORALE_AND_LUCK) { ret.push_back(std::make_pair(i->val, i->description)); } } //leadership if(getSecSkillLevel(6)) ret.push_back(std::make_pair(getSecSkillLevel(6),VLC->generaltexth->arraytxt[104+getSecSkillLevel(6)])); //town structures if(town && visitedTown) { if(visitedTown->subID == 0 && vstd::contains(visitedTown->builtBuildings,22)) //castle, brotherhood of sword built ret.push_back(std::pair(2,VLC->generaltexth->buildings[0][22].first + " +2")); else if(vstd::contains(visitedTown->builtBuildings,5)) //tavern is built ret.push_back(std::pair(2,VLC->generaltexth->buildings[0][5].first + " +1")); } //number of alignments and presence of undead if(stack>=0) { bool archangelInArmy = false; std::set factions; for(std::map >::const_iterator i=army.slots.begin(); i!=army.slots.end(); i++) { // Take Angelic Alliance troop-mixing freedom of non-evil, non-Conflux units into account. const si8 faction = VLC->creh->creatures[i->second.first].faction; if (hasBonusOfType(HeroBonus::NONEVIL_ALIGNMENT_MIX) && ((faction >= 0 && faction <= 2) || faction == 6 || faction == 7)) { factions.insert(0); // Insert a single faction of the affected group, Castle will do. } else { factions.insert(faction); } if(i->second.first == 13) archangelInArmy = true; } if(factions.size() == 1) ret.push_back(std::pair(1,VLC->generaltexth->arraytxt[115])); //All troops of one alignment +1 else { if(VLC->generaltexth->arraytxt[114].length() <= 100) { char buf[150]; std::sprintf(buf,VLC->generaltexth->arraytxt[114].c_str(),factions.size(),2-factions.size()); ret.push_back(std::pair(2-factions.size(),buf)); //Troops of %d alignments %d } else { ret.push_back(std::pair(2-factions.size(),"")); //Troops of %d alignments %d } } if(vstd::contains(factions,4)) ret.push_back(std::pair(-1,VLC->generaltexth->arraytxt[116])); //Undead in group -1 if(archangelInArmy) { char buf[100]; sprintf(buf,VLC->generaltexth->arraytxt[117].c_str(),VLC->creh->creatures[13].namePl.c_str()); ret.push_back(std::pair(1,buf)); //%s in group +1 } } return ret; } int CGHeroInstance::getCurrentLuck( int stack/*=-1*/, bool town/*=false*/ ) const { int ret = 0; std::vector > mods = getCurrentLuckModifiers(stack,town); for(int i=0; i < mods.size(); i++) ret += mods[i].first; if(ret > 3) return 3; if(ret < -3) return -3; return ret; } std::vector > CGHeroInstance::getCurrentLuckModifiers( int stack/*=-1*/, bool town/*=false*/ ) const { std::vector > ret; //various morale bonuses (from buildings, artifacts, etc) for(std::list::const_iterator i=bonuses.begin(); i != bonuses.end(); i++) if(i->type == HeroBonus::LUCK || i->type == HeroBonus::MORALE_AND_LUCK) ret.push_back(std::make_pair(i->val, i->description)); //luck skill if(getSecSkillLevel(9)) ret.push_back(std::make_pair(getSecSkillLevel(9),VLC->generaltexth->arraytxt[73+getSecSkillLevel(9)])); return ret; } const HeroBonus * CGHeroInstance::getBonus( int from, int id ) const { for (std::list::const_iterator i=bonuses.begin(); i!=bonuses.end(); i++) if(i->source == from && i->id == id) return &*i; return NULL; } void CGHeroInstance::setPropertyDer( ui8 what, ui32 val ) { if(what == 3) army.slots[0].second = val; } double CGHeroInstance::getHeroStrength() const { return sqrt((1.0 + 0.05*getPrimSkillLevel(0)) * (1.0 + 0.05*getPrimSkillLevel(1))); } int CGHeroInstance::getTotalStrength() const { double ret = getHeroStrength() * getArmyStrength(); return (int) ret; } ui8 CGHeroInstance::getSpellSchoolLevel(const CSpell * spell) const { ui8 skill = 0; //skill level if(spell->fire) skill = std::max(skill,getSecSkillLevel(14)); if(spell->air) skill = std::max(skill,getSecSkillLevel(15)); if(spell->water) skill = std::max(skill,getSecSkillLevel(16)); if(spell->earth) skill = std::max(skill,getSecSkillLevel(17)); //bonuses (eg. from special terrains) skill = std::max(skill, valOfBonuses(HeroBonus::MAGIC_SCHOOL_SKILL, 0)); //any school bonus if(spell->fire) skill = std::max(skill, valOfBonuses(HeroBonus::MAGIC_SCHOOL_SKILL, 1)); if(spell->air) skill = std::max(skill, valOfBonuses(HeroBonus::MAGIC_SCHOOL_SKILL, 2)); if(spell->water) skill = std::max(skill, valOfBonuses(HeroBonus::MAGIC_SCHOOL_SKILL, 4)); if(spell->earth) skill = std::max(skill, valOfBonuses(HeroBonus::MAGIC_SCHOOL_SKILL, 8)); return skill; } bool CGHeroInstance::canCastThisSpell(const CSpell * spell) const { if(!getArt(17)) //if hero has no spellbook return false; if(vstd::contains(spells, spell->id) //hero does not have this spell in spellbook || (spell->air && hasBonusOfType(HeroBonus::AIR_SPELLS)) // this is air spell and hero can cast all air spells || (spell->fire && hasBonusOfType(HeroBonus::FIRE_SPELLS)) // this is fire spell and hero can cast all fire spells || (spell->water && hasBonusOfType(HeroBonus::WATER_SPELLS)) // this is water spell and hero can cast all water spells || (spell->earth && hasBonusOfType(HeroBonus::EARTH_SPELLS)) // this is earth spell and hero can cast all earth spells ) return true; for(std::list::const_iterator it = bonuses.begin(); it != bonuses.end(); ++it) { if(it->type == HeroBonus::SPELL && it->subtype == spell->id) { return true; } if(it->type == HeroBonus::SPELLS_OF_LEVEL && it->subtype == spell->level) { return true; } } return false; } /** * Calculates what creatures and how many to be raised from a battle. * @param battleResult The results of the battle. * @return Returns a pair with the first value indicating the ID of the creature * type and second value the amount. Both values are returned as -1 if necromancy * could not be applied. */ std::pair CGHeroInstance::calculateNecromancy (BattleResult &battleResult) const { const ui8 necromancyLevel = getSecSkillLevel(12); // Hero knows necromancy. if (necromancyLevel > 0) { double necromancySkill = necromancyLevel*0.1 + valOfBonuses(HeroBonus::SECONDARY_SKILL_PREMY, 12)/100.0; const std::set > &casualties = battleResult.casualties[!battleResult.winner]; ui32 raisedUnits = 0; // Get lost enemy hit points convertible to units. for (std::set >::const_iterator it = casualties.begin(); it != casualties.end(); it++) raisedUnits += VLC->creh->creatures[it->first].hitPoints*it->second; raisedUnits *= necromancySkill; // Figure out what to raise and how many. const ui32 creatureTypes[] = {56, 58, 60, 64}; // IDs for Skeletons, Walking Dead, Wights and Liches respectively. const bool improvedNecromancy = hasBonusOfType(HeroBonus::IMPROVED_NECROMANCY); CCreature *raisedUnitType = &VLC->creh->creatures[creatureTypes[improvedNecromancy ? necromancyLevel : 0]]; raisedUnits /= raisedUnitType->hitPoints; // Make room for new units. int slot = army.getSlotFor(raisedUnitType->idNumber); if (slot == -1) { // If there's no room for unit, try it's upgraded version 2/3rds the size. raisedUnitType = &VLC->creh->creatures[*raisedUnitType->upgrades.begin()]; raisedUnits = (raisedUnits*2)/3; slot = army.getSlotFor(raisedUnitType->idNumber); } if (raisedUnits <= 0) raisedUnits = 1; return std::pair(raisedUnitType->idNumber, raisedUnits); } return std::pair(-1, -1); } /** * Show the necromancy dialog with information about units raised. * @param raisedStack Pair where the first element represents ID of the raised creature * and the second element the amount. */ void CGHeroInstance::showNecromancyDialog (std::pair raisedStack) const { const CCreature &unitType = VLC->creh->creatures[raisedStack.first]; InfoWindow iw; iw.soundID = soundBase::GENIE; iw.player = tempOwner; iw.components.push_back(Component(3, unitType.idNumber, raisedStack.second, 0)); if (raisedStack.second > 1) { // Practicing the dark arts of necromancy, ... (plural) iw.text.addTxt(MetaString::GENERAL_TXT, 145); iw.text.addReplacement(raisedStack.second); iw.text.addReplacement(MetaString::CRE_PL_NAMES, unitType.idNumber); } else { // Practicing the dark arts of necromancy, ... (singular) iw.text.addTxt(MetaString::GENERAL_TXT, 146); iw.text.addReplacement(MetaString::CRE_SING_NAMES, unitType.idNumber); } cb->showInfoDialog(&iw); } int3 CGHeroInstance::getSightCenter() const { return getPosition(false); } int CGHeroInstance::getSightRadious() const { return 5 + getSecSkillLevel(3) + valOfBonuses(HeroBonus::SIGHT_RADIOUS); //default + scouting } si32 CGHeroInstance::manaRegain() const { if (hasBonusOfType(HeroBonus::FULL_MANA_REGENERATION)) return manaLimit(); return 1 + getSecSkillLevel(8) + valOfBonuses(HeroBonus::MANA_REGENERATION); //1 + Mysticism level } int CGHeroInstance::valOfBonuses( HeroBonus::BonusType type, int subtype /*= -1*/ ) const { int ret = 0; if(subtype == -1) { for(std::list::const_iterator i=bonuses.begin(); i != bonuses.end(); i++) if(i->type == type) ret += i->val; } else { for(std::list::const_iterator i=bonuses.begin(); i != bonuses.end(); i++) if(i->type == type && i->subtype == subtype) ret += i->val; } return ret; } bool CGHeroInstance::hasBonusOfType(HeroBonus::BonusType type, int subtype /*= -1*/) const { if(subtype == -1) //any subtype { for(std::list::const_iterator i=bonuses.begin(); i != bonuses.end(); i++) if(i->type == type) return true; } else //given subtype { for(std::list::const_iterator i=bonuses.begin(); i != bonuses.end(); i++) if(i->type == type && i->subtype == subtype) return true; } return false; } si32 CGHeroInstance::getArtPos(int aid) const { for(std::map::const_iterator i = artifWorn.begin(); i != artifWorn.end(); i++) if(i->second == aid) return i->first; return -1; } void CGHeroInstance::recreateArtBonuses() { //clear all bonuses from artifacts (if present) and give them again std::remove_if(bonuses.begin(), bonuses.end(), boost::bind(HeroBonus::IsFrom,_1,HeroBonus::ARTIFACT,0xffffff)); for (std::map::iterator ari = artifWorn.begin(); ari != artifWorn.end(); ari++) { CArtifact &art = VLC->arth->artifacts[ari->second]; for(std::list::iterator i = art.bonuses.begin(); i != art.bonuses.end(); i++) bonuses.push_back(*i); } } void CGDwelling::initObj() { switch(ID) { case 17: { int crid = VLC->objh->cregens[subID]; CCreature *crs = &VLC->creh->creatures[crid]; creatures.resize(1); creatures[0].second.push_back(crid); hoverName = VLC->generaltexth->creGens[subID]; if(crs->level > 4) { army.slots[0].first = crs->idNumber; army.slots[0].second = (8 - crs->level) * 3; } } break; case 20: 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 army.slots[0].first = 116; army.slots[0].second = 9; army.slots[1].first = 117; army.slots[1].second = 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 army.slots[0].first = 113; army.slots[0].second = 12; } else { assert(0); } hoverName = VLC->generaltexth->creGens4[subID]; break; default: assert(0); break; } } void CGDwelling::onHeroVisit( const CGHeroInstance * h ) const { if(h->tempOwner != tempOwner && army) //object is guarded { BlockingDialog bd; bd.player = h->tempOwner; bd.flags = BlockingDialog::ALLOW_CANCEL; bd.text.addTxt(MetaString::GENERAL_TXT, 421); //Much to your dismay, the %s is guarded by %s %s. Do you wish to fight the guards? bd.text.addReplacement(ID == 17 ? MetaString::CREGENS : MetaString::CREGENS4, subID); bd.text.addReplacement(MetaString::ARRAY_TXT, 176 + CCreature::getQuantityID(army.slots.begin()->second.second)*3); bd.text.addReplacement(MetaString::CRE_PL_NAMES, army.slots.begin()->second.first); cb->showBlockingDialog(&bd, boost::bind(&CGDwelling::wantsFight, this, h, _1)); return; } if(h->tempOwner != tempOwner) cb->setOwner(id, h->tempOwner); BlockingDialog bd; bd.player = h->tempOwner; bd.flags = BlockingDialog::ALLOW_CANCEL; bd.text.addTxt(MetaString::ADVOB_TXT, ID == 17 ? 35 : 36); //{%s} Would you like to recruit %s? bd.text.addReplacement(ID == 17 ? MetaString::CREGENS : MetaString::CREGENS4, subID); for(size_t i = 0; i < creatures.size(); i++) bd.text.addReplacement(MetaString::CRE_PL_NAMES, creatures[i].second[0]); 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 are handled separately if(ID == TOWNI_TYPE) return; bool change = false; SetAvailableCreatures sac; sac.creatures = creatures; sac.tid = id; for (size_t i = 0; i < creatures.size(); i++) { if(creatures[i].second.size()) { if(false /*accumulate creatures*/) sac.creatures[i].first += VLC->creh->creatures[creatures[i].second[0]].growth; else sac.creatures[i].first = VLC->creh->creatures[creatures[i].second[0]].growth; change = true; } } if(change) cb->sendAndApply(&sac); } void CGDwelling::heroAcceptsCreatures( const CGHeroInstance *h, ui32 answer ) const { if(!answer) return; int crid = creatures[0].second[0]; CCreature *crs = &VLC->creh->creatures[crid]; if(crs->level == 1) //first level - creatures are for free { if(creatures[0].first) //there are available creatures { int slot = h->army.getSlotFor(crid); if(slot < 0) //no available slot { InfoWindow iw; iw.player = h->tempOwner; iw.text.addTxt(MetaString::GENERAL_TXT, 425);//The %s would join your hero, but there aren't enough provisions to support them. iw.text.addReplacement(MetaString::CRE_PL_NAMES, crid); cb->showInfoDialog(&iw); } else //give creatures { SetAvailableCreatures sac; sac.tid = id; sac.creatures = creatures; sac.creatures[0].first = 0; SetGarrisons sg; sg.garrs[h->id] = h->army; sg.garrs[h->id].slots[slot].first = crid; sg.garrs[h->id].slots[slot].second += creatures[0].first; InfoWindow iw; iw.player = h->tempOwner; iw.text.addTxt(MetaString::GENERAL_TXT, 423); //%d %s join your army. iw.text.addReplacement(creatures[0].first); iw.text.addReplacement(MetaString::CRE_PL_NAMES, crid); cb->showInfoDialog(&iw); cb->sendAndApply(&sac); cb->sendAndApply(&sg); } } else //there no creatures { InfoWindow iw; iw.text.addTxt(MetaString::GENERAL_TXT, 422); //There are no %s here to recruit. iw.text.addReplacement(MetaString::CRE_PL_NAMES, crid); iw.player = h->tempOwner; cb->sendAndApply(&iw); } } else { OpenWindow ow; ow.id1 = id; ow.id2 = h->id; ow.window = ID == 17 ? OpenWindow::RECRUITMENT_FIRST : OpenWindow::RECRUITMENT_ALL; cb->sendAndApply(&ow); } } void CGDwelling::wantsFight( const CGHeroInstance *h, ui32 answer ) const { if(answer) cb->startBattleI(h, this, false, 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 == 2) //tower { if ((builtBuildings.find(17)) != builtBuildings.end()) //skyship return cb->getMapSize().x + cb->getMapSize().y; else if ((builtBuildings.find(21)) != builtBuildings.end()) //lookout tower return 20; } return 5; } int CGTownInstance::fortLevel() const //0 - none, 1 - fort, 2 - citadel, 3 - castle { if((builtBuildings.find(9))!=builtBuildings.end()) return 3; if((builtBuildings.find(8))!=builtBuildings.end()) return 2; if((builtBuildings.find(7))!=builtBuildings.end()) return 1; return 0; } int CGTownInstance::hallLevel() const // -1 - none, 0 - village, 1 - town, 2 - city, 3 - capitol { if ((builtBuildings.find(13))!=builtBuildings.end()) return 3; if ((builtBuildings.find(12))!=builtBuildings.end()) return 2; if ((builtBuildings.find(11))!=builtBuildings.end()) return 1; if ((builtBuildings.find(10))!=builtBuildings.end()) return 0; return -1; } int CGTownInstance::mageGuildLevel() const { if ((builtBuildings.find(4))!=builtBuildings.end()) return 5; if ((builtBuildings.find(3))!=builtBuildings.end()) return 4; if ((builtBuildings.find(2))!=builtBuildings.end()) return 3; if ((builtBuildings.find(1))!=builtBuildings.end()) return 2; if ((builtBuildings.find(0))!=builtBuildings.end()) return 1; return 0; } bool CGTownInstance::creatureDwelling(const int & level, bool upgraded) const { return builtBuildings.find(30+level+upgraded*7)!=builtBuildings.end(); } int CGTownInstance::getHordeLevel(const int & HID) const//HID - 0 or 1; returns creature level or -1 if that horde structure is not present { return town->hordeLvl[HID]; } int CGTownInstance::creatureGrowth(const int & level) const { int ret = VLC->creh->creatures[town->basicCreatures[level]].growth; switch(fortLevel()) { case 3: ret*=2;break; case 2: ret*=(1.5); break; } if(builtBuildings.find(26)!=builtBuildings.end()) //grail ret+=VLC->creh->creatures[town->basicCreatures[level]].growth; if(getHordeLevel(0)==level) if((builtBuildings.find(18)!=builtBuildings.end()) || (builtBuildings.find(19)!=builtBuildings.end())) ret+=VLC->creh->creatures[town->basicCreatures[level]].hordeGrowth; if(getHordeLevel(1)==level) if((builtBuildings.find(24)!=builtBuildings.end()) || (builtBuildings.find(25)!=builtBuildings.end())) ret+=VLC->creh->creatures[town->basicCreatures[level]].hordeGrowth; //support for legs of legion etc. if(garrisonHero) ret += garrisonHero->valOfBonuses(HeroBonus::CREATURE_GROWTH, level); if(visitingHero) ret += visitingHero->valOfBonuses(HeroBonus::CREATURE_GROWTH, level); return ret; } int CGTownInstance::dailyIncome() const { int ret = 0; if ((builtBuildings.find(26))!=builtBuildings.end()) ret+=5000; if ((builtBuildings.find(13))!=builtBuildings.end()) ret+=4000; else if ((builtBuildings.find(12))!=builtBuildings.end()) ret+=2000; else if ((builtBuildings.find(11))!=builtBuildings.end()) ret+=1000; else if ((builtBuildings.find(10))!=builtBuildings.end()) ret+=500; return ret; } bool CGTownInstance::hasFort() const { return (builtBuildings.find(7))!=builtBuildings.end(); } bool CGTownInstance::hasCapitol() const { return (builtBuildings.find(13))!=builtBuildings.end(); } CGTownInstance::CGTownInstance() :IShipyard(this) { builded=-1; destroyed=-1; garrisonHero=NULL; town=NULL; visitingHero = NULL; } CGTownInstance::~CGTownInstance() {} int CGTownInstance::spellsAtLevel(int level, bool checkGuild) const { if(checkGuild && mageGuildLevel() < level) return 0; int ret = 6 - level; //how many spells are available at this level if(subID == 2 && vstd::contains(builtBuildings,22)) //magic library in Tower ret++; return ret; } bool CGTownInstance::needsLastStack() const { if(garrisonHero) return true; else return false; } void CGTownInstance::onHeroVisit(const CGHeroInstance * h) const { if(getOwner() != h->getOwner()) { //TODO ally check if(army) { const CGHeroInstance *defendingHero = NULL; if(visitingHero) defendingHero = visitingHero; else if(garrisonHero) defendingHero = garrisonHero; const CArmedInstance *defendingArmy = this; if(defendingHero) defendingArmy = defendingHero; bool outsideTown = (defendingHero == visitingHero && garrisonHero); cb->startBattleI(h, defendingArmy, getSightCenter(), h, defendingHero, false, boost::bind(&CGTownInstance::fightOver, this, h, _1), (outsideTown ? NULL : this)); } else { cb->setOwner(id, h->tempOwner); } } for (std::vector::const_iterator i = bonusingBuildings.begin(); i != bonusingBuildings.end(); i++) (*i)->onHeroVisit (h); //does not work cb->heroVisitCastle(id, h->id); } void CGTownInstance::onHeroLeave(const CGHeroInstance * h) const { cb->stopHeroVisitCastle(id,h->id); } void CGTownInstance::initObj() { hoverName = name + ", " + town->Name(); creatures.resize(CREATURES_PER_TOWN); for (int i = 0; i < CREATURES_PER_TOWN; i++) { if(creatureDwelling(i,false)) creatures[i].second.push_back(town->basicCreatures[i]); if(creatureDwelling(i,true)) creatures[i].second.push_back(town->upgradedCreatures[i]); } switch (alignment) { //add new visitable objects case 2: case 3: case 5: case 6: bonusingBuildings.push_back(new CTownBonus(23, this)); break; case 7: bonusingBuildings.push_back(new CTownBonus(17, this)); break; } } int3 CGTownInstance::getSightCenter() const { return pos - int3(2,0,0); } void CGTownInstance::getOutOffsets( std::vector &offsets ) const { offsets += int3(-1,3,0), int3(-3,3,0); } void CGTownInstance::fightOver( const CGHeroInstance *h, BattleResult *result ) const { if(result->winner == 0) { cb->setOwner(id, h->tempOwner); } } void CGVisitableOPH::onHeroVisit( const CGHeroInstance * h ) const { if(visitors.find(h->id)==visitors.end()) { onNAHeroVisit(h->id, false); switch(ID) { case 102: //tree case 4: //arena case 41://library case 47: //School of Magic case 107://School of War break; default: cb->setObjProperty(id,4,h->id); //add to the visitors break; } } else { onNAHeroVisit(h->id, true); } } void CGVisitableOPH::initObj() { if(ID==102) ttype = ran()%3; else ttype = -1; } void CGVisitableOPH::treeSelected( int heroID, int resType, int resVal, ui64 expVal, ui32 result ) const { if(result) //player agreed to give res for exp { cb->giveResource(cb->getOwner(heroID),resType,-resVal); //take resource cb->changePrimSkill(heroID,4,expVal); //give exp cb->setObjProperty(id,4,heroID); //add to the visitors } } void CGVisitableOPH::onNAHeroVisit(int heroID, bool alreadyVisited) const { int id=0, subid=0, ot=0, val=1, sound = 0; switch(ID) { case 4: //arena sound = soundBase::NOMAD; ot = 0; break; case 51: //mercenary camp sound = soundBase::NOMAD; subid=0; ot=80; break; case 23: //marletto tower sound = soundBase::NOMAD; subid=1; ot=39; break; case 61: sound = soundBase::gazebo; subid=2; ot=100; break; case 32: sound = soundBase::GETPROTECTION; subid=3; ot=59; break; case 100: sound = soundBase::gazebo; id=5; ot=143; val=1000; break; case 102: sound = soundBase::gazebo; id = 5; subid = 1; ot = 146; val = 1; break; case 41: sound = soundBase::gazebo; ot = 66; break; case 47: //School of Magic sound = soundBase::faerie; ot = 71; break; case 107://School of War sound = soundBase::MILITARY; ot = 158; break; } if (!alreadyVisited) { switch (ID) { case 4: //arena { BlockingDialog sd(false,true); sd.soundID = sound; sd.text << std::pair(11,ot); sd.components.push_back(Component(0,0,2,0)); sd.components.push_back(Component(0,1,2,0)); sd.player = cb->getOwner(heroID); cb->showBlockingDialog(&sd,boost::bind(&CGVisitableOPH::arenaSelected,this,heroID,_1)); return; } case 51: case 23: case 61: case 32: { cb->changePrimSkill(heroID,subid,val); InfoWindow iw; iw.soundID = sound; iw.components.push_back(Component(0,subid,val,0)); iw.text << std::pair(11,ot); iw.player = cb->getOwner(heroID); cb->showInfoDialog(&iw); break; } case 100: //give exp { InfoWindow iw; iw.soundID = sound; iw.components.push_back(Component(id,subid,val,0)); iw.player = cb->getOwner(heroID); iw.text << std::pair(11,ot); iw.soundID = soundBase::gazebo; cb->showInfoDialog(&iw); cb->changePrimSkill(heroID,4,val); break; } case 102://tree { const CGHeroInstance *h = cb->getHero(heroID); val = VLC->heroh->reqExp(h->level+val) - VLC->heroh->reqExp(h->level); if(!ttype) { cb->setObjProperty(this->id,4,heroID); //add to the visitors InfoWindow iw; iw.soundID = sound; iw.components.push_back(Component(id,subid,1,0)); iw.player = cb->getOwner(heroID); iw.text << std::pair(11,148); cb->showInfoDialog(&iw); cb->changePrimSkill(heroID,4,val); break; } else { int res, resval; if(ttype==1) { res = 6; resval = 2000; ot = 149; } else { res = 5; resval = 10; ot = 151; } if(cb->getResource(h->tempOwner,res) < resval) //not enough resources { ot++; InfoWindow iw; iw.soundID = sound; iw.player = h->tempOwner; iw.text << std::pair(11,ot); cb->showInfoDialog(&iw); return; } BlockingDialog sd(true,false); sd.soundID = sound; sd.player = cb->getOwner(heroID); sd.text << std::pair(11,ot); sd.components.push_back(Component(id,subid,val,0)); cb->showBlockingDialog(&sd,boost::bind(&CGVisitableOPH::treeSelected,this,heroID,res,resval,val,_1)); } break; } case 41://library of enlightenment { const CGHeroInstance *h = cb->getHero(heroID); if(h->level < 10 - 2*h->getSecSkillLevel(4)) //not enough level { InfoWindow iw; iw.soundID = sound; iw.player = cb->getOwner(heroID); iw.text << std::pair(11,68); cb->showInfoDialog(&iw); } else { cb->setObjProperty(this->id,4,heroID); //add to the visitors cb->changePrimSkill(heroID,0,2); cb->changePrimSkill(heroID,1,2); cb->changePrimSkill(heroID,2,2); cb->changePrimSkill(heroID,3,2); InfoWindow iw; iw.soundID = sound; iw.player = cb->getOwner(heroID); iw.text << std::pair(11,66); cb->showInfoDialog(&iw); } break; } case 47: //School of Magic case 107://School of War { int skill = (ID==47 ? 2 : 0); if(cb->getResource(cb->getOwner(heroID),6) < 1000) //not enough resources { InfoWindow iw; iw.soundID = sound; iw.player = cb->getOwner(heroID); iw.text << std::pair(MetaString::ADVOB_TXT,ot+2); cb->showInfoDialog(&iw); } else { BlockingDialog sd(true,true); sd.soundID = sound; sd.player = cb->getOwner(heroID); sd.text << std::pair(11,ot); sd.components.push_back(Component(Component::PRIM_SKILL, skill, +1, 0)); sd.components.push_back(Component(Component::PRIM_SKILL, skill+1, +1, 0)); cb->showBlockingDialog(&sd,boost::bind(&CGVisitableOPH::schoolSelected,this,heroID,_1)); } } break; } } else { ot++; InfoWindow iw; iw.soundID = sound; iw.player = cb->getOwner(heroID); iw.text << std::pair(11,ot); cb->showInfoDialog(&iw); } } const std::string & CGVisitableOPH::getHoverText() const { int pom = -1; switch(ID) { case 4: pom = -1; break; case 51: pom = 8; break; case 23: pom = 7; break; case 61: pom = 11; break; case 32: pom = 4; break; case 100: pom = 5; break; case 102: pom = 18; break; case 41: break; case 47: //School of Magic pom = 9; break; case 107://School of War pom = 10; break; default: throw std::string("Wrong CGVisitableOPH object ID!\n"); } hoverName = VLC->generaltexth->names[ID]; if(pom >= 0) hoverName += (" " + VLC->generaltexth->xtrainfo[pom]); const CGHeroInstance *h = cb->getSelectedHero(cb->getCurrentPlayer()); if(h) { hoverName += ' '; hoverName += (vstd::contains(visitors,h->id)) ? (VLC->generaltexth->allTexts[352]) //visited : ( VLC->generaltexth->allTexts[353]); //not visited } return hoverName; } void CGVisitableOPH::arenaSelected( int heroID, int primSkill ) const { cb->setObjProperty(id,4,heroID); //add to the visitors cb->changePrimSkill(heroID,primSkill-1,2); } void CGVisitableOPH::setPropertyDer( ui8 what, ui32 val ) { if(what == 4) visitors.insert(val); } void CGVisitableOPH::schoolSelected(int heroID, ui32 which) const { if(!which) //player refused to pay return; int base = (ID == 47 ? 2 : 0); cb->setObjProperty(id,4,heroID); //add to the visitors cb->giveResource(cb->getOwner(heroID),6,-1000); //take 1000 gold cb->changePrimSkill(heroID, base + which-1, +1); //give appropriate skill } CTownBonus::CTownBonus (int index, CGTownInstance *TOWN) { ID = index; town = TOWN; } void CTownBonus::onHeroVisit (const CGHeroInstance * h) const { int heroID = h->id; if ((town->builtBuildings.find(ID) != town->builtBuildings.end()) && (visitors.find(heroID) == visitors.end())) { InfoWindow iw; switch (ID) { case 23: switch(town->alignment) { case 2: //wall cb->changePrimSkill (heroID, 3, 1); iw.components.push_back (Component(Component::PRIM_SKILL, 3, 1, 0)); break; case 3: //order of fire cb->changePrimSkill (heroID, 2, 1); iw.components.push_back (Component(Component::PRIM_SKILL, 2, 1, 0)); break; case 6://hall of valhalla cb->changePrimSkill (heroID, 0, 1); iw.components.push_back (Component(Component::PRIM_SKILL, 0, 1, 0)); break; case 5://academy of battle scholars cb->changePrimSkill (heroID, 4, 1000); iw.components.push_back (Component(Component::EXPERIENCE, 0, 1000, 0)); break; } break; case 17: switch(town->alignment) { case 7: //cage of warlords cb->changePrimSkill (heroID, 1, 1); iw.components.push_back (Component(Component::PRIM_SKILL, 1, 1, 0)); break; } break; } iw.player = cb->getOwner(heroID); iw.text << std::pair(11,66); //iw.soundID = sound; cb->showInfoDialog(&iw); cb->setObjProperty (id, 4, h->id); //add to visitors } } bool CArmedInstance::needsLastStack() const { return false; } int CArmedInstance::getArmyStrength() const { int ret = 0; for(std::map >::const_iterator i=army.slots.begin(); i!=army.slots.end(); i++) ret += VLC->creh->creatures[i->second.first].AIValue * i->second.second; return ret; } /*const std::string & CGCreature::getHoverText() const { hoverName = VLC->generaltexth->names[ID]; hoverName += "\n Power rating: "; float ratio = ((float)getArmyStrength() / cb->getSelectedHero(cb->getCurrentPlayer())->getTotalStrength()); if (ratio < 0.1) hoverName += "Effortless"; else if (ratio < 0.3) hoverName += "Very Weak"; else if (ratio < 0.6) hoverName += "Weak"; else if (ratio < 0.9) hoverName += "A bit weaker"; else if (ratio < 1.1) hoverName += "Equal"; else if (ratio < 1.3) hoverName += "A bit stronger"; else if (ratio < 1.8) hoverName += "Strong"; else if (ratio < 2.5) hoverName += "Very Strong"; else if (ratio < 4) hoverName += "Challenging"; else if (ratio < 8) hoverName += "Overpowering"; else if (ratio < 20) hoverName += "Deadly"; else hoverName += "Impossible"; return hoverName; }*/ void CGCreature::onHeroVisit( const CGHeroInstance * h ) const { int action = takenAction(h); switch( action ) //decide what we do... { case -2: //fight fight(h); break; case -1: //flee { flee(h); break; } case 0: //join for free { BlockingDialog ynd(true,false); ynd.player = h->tempOwner; ynd.text << std::pair(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(army.slots.find(0)->second.second)); 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, army.slots.find(0)->second.second - killedAmount); MetaString ms; int pom = CCreature::getQuantityID(army.slots.find(0)->second.second); pom = 174 + 3*pom + 1; ms << std::pair(6,pom) << " " << std::pair(7,subID); cb->setHoverName(id,&ms); } } void CGCreature::initObj() { blockVisit = true; switch(character) { case 0: character = 0; break; case 1: character = 1 + ran()%7; break; case 2: character = 1 + ran()%10; break; case 3: character = 4 + ran()%7; break; case 4: character = 10; break; } army.slots[0].first = subID; si32 &amount = army.slots[0].second; CCreature &c = VLC->creh->creatures[subID]; if(!amount) if(c.ammMax == c.ammMin) amount = c.ammMax; else amount = c.ammMin + (ran() % (c.ammMax - c.ammMin)); MetaString ms; int pom = CCreature::getQuantityID(army.slots.find(0)->second.second); pom = 174 + 3*pom + 1; ms << std::pair(6,pom) << " " << std::pair(7,subID); ms.toString(hoverName); } int CGCreature::takenAction(const CGHeroInstance *h, bool allowJoin) const { double hlp = h->getTotalStrength() / getArmyStrength(); if(!character) //compliant creatures will always join return 0; else if(allowJoin)//test for joining { int factor; if(hlp >= 7) factor = 11; else if(hlp >= 1) factor = (int)(2*(hlp-1)); else if(hlp >= 0.5) factor = -1; else if(hlp >= 0.333) factor = -2; else factor = -3; int sympathy = 0; std::set myKindCres; //what creatures are the same kind as we myKindCres.insert(subID); //we myKindCres.insert(VLC->creh->creatures[subID].upgrades.begin(),VLC->creh->creatures[subID].upgrades.end()); //our upgrades for(std::vector::iterator i=VLC->creh->creatures.begin(); i!=VLC->creh->creatures.end(); i++) if(vstd::contains(i->upgrades,id)) //it's our base creatures myKindCres.insert(i->idNumber); int count = 0, //how many creatures of our kind has hero totalCount = 0; for (std::map >::const_iterator i = h->army.slots.begin(); i != h->army.slots.end(); i++) { if(vstd::contains(myKindCres,i->second.first)) count += i->second.second; totalCount += i->second.second; } if(count*2 > totalCount) sympathy++; if(count) sympathy++; int charisma = factor + h->getSecSkillLevel(4) + sympathy; if(charisma >= character) //creatures might join... { if(h->getSecSkillLevel(4) + sympathy + 1 >= character) return 0; //join for free else if(h->getSecSkillLevel(4) * 2 + sympathy + 1 >= character) return VLC->creh->creatures[subID].cost[6] * army.slots.find(0)->second.second; //join for gold } } //we are still here - creatures not joined heroes, test for fleeing //TODO: it's provisional formula, should be replaced with original one (or something closer to it) //TODO: should be deterministic (will be needed for Vision spell) int hlp2 = (int) (hlp - 2)*1000; if(!neverFlees && hlp2 >= 0 && rand()%2000 < hlp2 ) return -1; //flee else return -2; //fight } void CGCreature::fleeDecision(const CGHeroInstance *h, ui32 pursue) const { if(pursue) { fight(h); } else { cb->removeObject(id); } } void CGCreature::joinDecision(const CGHeroInstance *h, int cost, ui32 accept) const { if(!accept) { if(takenAction(h,false) == -1) //they flee { flee(h); } else //they fight { InfoWindow iw; iw.player = h->tempOwner; iw.text << std::pair(11,87); //Insulted by your refusal of their offer, the monsters attack! cb->showInfoDialog(&iw); fight(h); } } else //accepted { if (cb->getResource(h->tempOwner,6) < cost) //player don't have enough gold! { InfoWindow iw; iw.player = h->tempOwner; iw.text << std::pair(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); int slot = h->army.getSlotFor(subID); if(slot >= 0) //there is place { //add creatures SetGarrisons sg; sg.garrs[h->id] = h->army; if(vstd::contains(h->army.slots,slot)) //add to already present stack { sg.garrs[h->id].slots[slot].second += army.slots.find(0)->second.second; } else //add as a new stack { sg.garrs[h->id].slots[slot] = army.slots.find(0)->second; } cb->sendAndApply(&sg); cb->removeObject(id); } else { cb->showGarrisonDialog(id,h->id,boost::bind(&IGameCallback::removeObject,cb,id)); //show garrison window and remove ourselves from map when player ends } } } void CGCreature::fight( const CGHeroInstance *h ) const { cb->startBattleI(h, this, false, boost::bind(&CGCreature::endBattle,this,_1)); } void CGCreature::flee( const CGHeroInstance * h ) const { BlockingDialog ynd(true,false); ynd.player = h->tempOwner; ynd.text << std::pair(11,91); ynd.text.addReplacement(MetaString::CRE_PL_NAMES, subID); cb->showBlockingDialog(&ynd,boost::bind(&CGCreature::fleeDecision,this,h,_1)); } void CGMine::onHeroVisit( const CGHeroInstance * h ) const { if(subID == 7) //TODO: support for abandoned mine return; if(h->tempOwner == tempOwner) //we're visiting our mine { cb->showGarrisonDialog(id,h->id,0); return; } //TODO: check if mine is guarded cb->setOwner(id,h->tempOwner); //not ours? flag it! MetaString ms; ms << std::pair(9,subID) << " (" << std::pair(6,23+h->tempOwner) << ")"; cb->setHoverName(id,&ms); int vv=1; //amount of resource per turn if (subID==0 || subID==2) vv++; else if (subID==6) vv = 1000; InfoWindow iw; iw.soundID = soundBase::FLAGMINE; iw.text << std::pair(10,subID); iw.player = h->tempOwner; iw.components.push_back(Component(2,subID,vv,-1)); cb->showInfoDialog(&iw); } void CGMine::newTurn() const { if(cb->getDate() == 1) return; if (tempOwner == NEUTRAL_PLAYER) return; int vv = 1; if (subID==0 || subID==2) vv++; else if (subID==6) vv = 1000; cb->giveResource(tempOwner,subID,vv); } void CGMine::initObj() { MetaString ms; ms << std::pair(9,subID); if(tempOwner >= PLAYER_LIMIT) tempOwner = NEUTRAL_PLAYER; else ms << " (" << std::pair(6,23+tempOwner) << ")"; ms.toString(hoverName); } void CGResource::initObj() { blockVisit = true; hoverName = VLC->generaltexth->restypes[subID]; if(!amount) { switch(subID) { case 6: amount = 500 + (rand()%6)*100; break; case 0: case 2: amount = 6 + (rand()%5); break; default: amount = 3 + (rand()%3); break; } } } void CGResource::onHeroVisit( const CGHeroInstance * h ) const { if(army.slots.size()) { if(message.size()) { BlockingDialog ynd(true,false); ynd.player = h->getOwner(); ynd.text << message; cb->showBlockingDialog(&ynd,boost::bind(&CGResource::fightForRes,this,_1,h)); } else { fightForRes(1,h); } } else { if(message.length()) { InfoWindow iw; iw.player = h->tempOwner; iw.text << message; cb->showInfoDialog(&iw); } collectRes(h->getOwner()); } } void CGResource::collectRes( int player ) const { cb->giveResource(player,subID,amount); ShowInInfobox sii; sii.player = player; sii.c = Component(2,subID,amount,0); sii.text << std::pair(11,113); sii.text.addReplacement(MetaString::RES_NAMES, subID); cb->showCompInfo(&sii); cb->removeObject(id); } void CGResource::fightForRes(ui32 agreed, const CGHeroInstance *h) const { if(agreed) cb->startBattleI(h, this, false, boost::bind(&CGResource::endBattle,this,_1,h)); } void CGResource::endBattle( BattleResult *result, const CGHeroInstance *h ) const { if(result->winner == 0) //attacker won collectRes(h->getOwner()); } void CGVisitableOPW::newTurn() const { if (cb->getDate(1)==1) //first day of week { cb->setObjProperty(id,5,false); MetaString ms; //set text to "not visited" ms << std::pair(3,ID) << " " << std::pair(1,353); cb->setHoverName(id,&ms); } } void CGVisitableOPW::onHeroVisit( const CGHeroInstance * h ) const { int mid, sound = 0; switch (ID) { case 55: //mystical garden sound = soundBase::experience; mid = 92; break; case 112://windmill sound = soundBase::GENIE; mid = 170; break; case 109://waterwheel sound = soundBase::GENIE; mid = 164; break; } if (visited) { if (ID!=112) mid++; else mid--; InfoWindow iw; iw.soundID = sound; iw.player = h->tempOwner; iw.text << std::pair(11,mid); cb->showInfoDialog(&iw); } else { int type, sub, val; type = 2; switch (ID) { case 55: if (rand()%2) { sub = 5; val = 5; } else { sub = 6; val = 500; } break; case 112: mid = 170; sub = (rand() % 5) + 1; val = (rand() % 4) + 3; break; case 109: mid = 164; sub = 6; if(cb->getDate(0)<8) val = 500; else val = 1000; } cb->giveResource(h->tempOwner,sub,val); InfoWindow iw; iw.soundID = sound; iw.player = h->tempOwner; iw.components.push_back(Component(type,sub,val,0)); iw.text << std::pair(11,mid); cb->showInfoDialog(&iw); cb->setObjProperty(id,5,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 == 5) visited = val; } void CGTeleport::onHeroVisit( const CGHeroInstance * h ) const { int destinationid=-1; switch(ID) { case 43: //one way - find corresponding exit monolith if(vstd::contains(objs,44) && vstd::contains(objs[44],subID) && objs[44][subID].size()) destinationid = objs[44][subID][rand()%objs[44][subID].size()]; else tlog2 << "Cannot find corresponding exit monolith for "<< id << std::endl; break; case 45: //two way monolith - pick any other one if(vstd::contains(objs,45) && vstd::contains(objs[45],subID) && objs[45][subID].size()>1) while ((destinationid = objs[45][subID][rand()%objs[45][subID].size()])==id); else tlog2 << "Cannot find corresponding exit monolith for "<< id << std::endl; break; case 103: //find nearest subterranean gate on the other level { for(int i=0; i < gates.size(); i++) { if(gates[i].first == id) { destinationid = gates[i].second; break; } else if(gates[i].second == id) { destinationid = gates[i].first; break; } } break; } } if(destinationid < 0) { tlog2 << "Cannot find exit... (obj at " << pos << ") :( \n"; return; } cb->moveHero(h->id,CGHeroInstance::convertPosition(cb->getObj(destinationid)->pos,true) - getVisitableOffset(), true); } void CGTeleport::initObj() { int si = subID; if(ID == 103) //ignore subterranean gates subid si = 0; objs[ID][si].push_back(id); } void CGTeleport::postInit() //matches subterranean gates into pairs { //split on underground and surface gates std::vector gatesSplit[2]; //surface and underground gates for(size_t i = 0; i < objs[103][0].size(); i++) { const CGObjectInstance *hlp = cb->getObj(objs[103][0][i]); gatesSplit[hlp->pos.z].push_back(hlp); } //sort by position std::sort(gatesSplit[0].begin(), gatesSplit[0].end(), boost::bind(&CGObjectInstance::pos, _1) < boost::bind(&CGObjectInstance::pos, _2)); for(size_t i = 0; i < gatesSplit[0].size(); i++) { const CGObjectInstance *cur = gatesSplit[0][i]; //find nearest underground exit std::pair 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; } } gates.push_back(std::pair(cur->id, gatesSplit[1][best.first]->id)); gatesSplit[1][best.first] = NULL; } objs.erase(103); } void CGArtifact::initObj() { blockVisit = true; if(ID == 5) hoverName = VLC->arth->artifacts[subID].Name(); } void CGArtifact::onHeroVisit( const CGHeroInstance * h ) const { if(!army.slots.size()) { if(ID == 5) { InfoWindow iw; iw.soundID = soundBase::treasure; iw.player = h->tempOwner; iw.components.push_back(Component(4,subID,0,0)); if(message.length()) iw.text << message; else iw.text << std::pair(12,subID); cb->showInfoDialog(&iw); } pick(h); } else { if(message.size()) { BlockingDialog ynd(true,false); ynd.player = h->getOwner(); ynd.text << message; cb->showBlockingDialog(&ynd,boost::bind(&CGArtifact::fightForArt,this,_1,h)); } else { fightForArt(0,h); } } } void CGArtifact::pick(const CGHeroInstance * h) const { if(ID == 5) //Artifact { cb->giveHeroArtifact(subID,h->id,-2); } else if(ID == 93) // Spell scroll { //TODO: support for the spell scroll } cb->removeObject(id); } void CGArtifact::fightForArt( ui32 agreed, const CGHeroInstance *h ) const { if(agreed) cb->startBattleI(h, this, false, boost::bind(&CGArtifact::endBattle,this,_1,h)); } void CGArtifact::endBattle( BattleResult *result, const CGHeroInstance *h ) const { if(result->winner == 0) //attacker won pick(h); } void CGPickable::initObj() { blockVisit = true; switch(ID) { case 12: //campfire val2 = (ran()%3) + 4; //4 - 6 val1 = val2 * 100; type = ran()%6; //given resource break; case 29: //floatsam switch(type = ran()%4) { case 0: val1 = val2 = 0; break; case 1: val1 = 5; val2 = 0; break; case 2: val1 = 5; val2 = 200; break; case 3: val1 = 10; val2 = 500; break; } break; case 82: //sea chest { int hlp = ran()%100; if(hlp < 20) { val1 = 0; type = 0; } else if(hlp < 90) { val1 = 1500; type = 2; } else { val1 = 1000; val2 = VLC->arth->treasures[ran()%VLC->arth->treasures.size()]->id; type = 1; } } break; case 86: //Shipwreck Survivor { int hlp = ran()%100; if(hlp < 55) val1 = VLC->arth->treasures[ran()%VLC->arth->treasures.size()]->id; else if(hlp < 75) val1 = VLC->arth->minors[ran()%VLC->arth->minors.size()]->id; else if(hlp < 95) val1 = VLC->arth->majors[ran()%VLC->arth->majors.size()]->id; else val1 = VLC->arth->relics[ran()%VLC->arth->relics.size()]->id; } break; case 101: //treasure chest { int hlp = ran()%100; if(hlp >= 95) { type = 1; val1 = VLC->arth->treasures[ran()%VLC->arth->treasures.size()]->id; return; } else if (hlp >= 65) { val1 = 2000; } else if(hlp >= 33) { val1 = 1500; } else { val1 = 1000; } val2 = val1 - 500; type = 0; break; } } } void CGPickable::onHeroVisit( const CGHeroInstance * h ) const { switch(ID) { case 12: //campfire { cb->giveResource(h->tempOwner,type,val2); //non-gold resource cb->giveResource(h->tempOwner,6,val1);//gold InfoWindow iw; iw.soundID = soundBase::experience; iw.player = h->tempOwner; iw.components.push_back(Component(2,6,val1,0)); iw.components.push_back(Component(2,type,val2,0)); iw.text << std::pair(11,23); cb->showInfoDialog(&iw); break; } case 29: //flotsam { cb->giveResource(h->tempOwner,0,val1); //wood cb->giveResource(h->tempOwner,6,val2);//gold InfoWindow iw; iw.soundID = soundBase::GENIE; iw.player = h->tempOwner; if(val1) iw.components.push_back(Component(2,0,val1,0)); if(val2) iw.components.push_back(Component(2,6,val2,0)); iw.text.addTxt(MetaString::ADVOB_TXT, 51+type); cb->showInfoDialog(&iw); break; } case 82: //Sea Chest { InfoWindow iw; iw.soundID = soundBase::chest; iw.player = h->tempOwner; iw.text.addTxt(MetaString::ADVOB_TXT, 116 + type); if(val1) //there is gold { iw.components.push_back(Component(2,6,val1,0)); cb->giveResource(h->tempOwner,6,val1); } if(type == 1) //art { //TODO: what if no space in backpack? iw.components.push_back(Component(4, val2, 1, 0)); iw.text.addReplacement(MetaString::ART_NAMES, val2); cb->giveHeroArtifact(val2,h->id,-2); } cb->showInfoDialog(&iw); break; } case 86: //Shipwreck Survivor { //TODO: what if no space in backpack? InfoWindow iw; iw.soundID = soundBase::experience; iw.player = h->tempOwner; iw.components.push_back(Component(4,val1,1,0)); iw.text.addTxt(MetaString::ADVOB_TXT, 125); iw.text.addReplacement(MetaString::ART_NAMES, val1); cb->giveHeroArtifact(val1,h->id,-2); cb->showInfoDialog(&iw); break; } case 101: //treasure chest { if (subID) //not OH3 treasure chest { tlog2 << "Not supported WoG treasure chest!\n"; return; } if(type) //there is an artifact { cb->giveHeroArtifact(val1,h->id,-2); InfoWindow iw; iw.soundID = soundBase::treasure; iw.player = h->tempOwner; iw.components.push_back(Component(4,val1,1,0)); iw.text << std::pair(11,145); iw.text.addReplacement(MetaString::ART_NAMES, val1); cb->showInfoDialog(&iw); break; } else { BlockingDialog sd(false,true); sd.player = h->tempOwner; sd.text << std::pair(11,146); sd.components.push_back(Component(2,6,val1,0)); sd.components.push_back(Component(5,0,val2,0)); sd.soundID = soundBase::chest; boost::function fun = boost::bind(&CGPickable::chosen,this,_1,h->id); cb->showBlockingDialog(&sd,fun); return; } } } cb->removeObject(id); } void CGPickable::chosen( int which, int heroID ) const { switch(which) { case 1: //player pick gold cb->giveResource(cb->getOwner(heroID),6,val1); break; case 2: //player pick exp cb->changePrimSkill(heroID, 4, val2); break; default: throw std::string("Unhandled treasure choice"); } cb->removeObject(id); } void CGWitchHut::initObj() { ability = allowedAbilities[ran()%allowedAbilities.size()]; } void CGWitchHut::onHeroVisit( const CGHeroInstance * h ) const { InfoWindow iw; iw.soundID = soundBase::gazebo; iw.player = h->getOwner(); if(!hasVisited(h->tempOwner)) cb->setObjProperty(id,10,h->tempOwner); if(h->getSecSkillLevel(ability)) //you alredy know this skill { iw.text << std::pair(11,172); iw.text.addReplacement(MetaString::SEC_SKILL_NAME, ability); } else if(h->secSkills.size() >= SKILL_PER_HERO) //already all skills slots used { iw.text << std::pair(11,173); iw.text.addReplacement(MetaString::SEC_SKILL_NAME, ability); } else //give sec skill { iw.components.push_back(Component(1, ability, 1, 0)); iw.text << std::pair(11,171); iw.text.addReplacement(MetaString::SEC_SKILL_NAME, ability); cb->changeSecSkill(h->id,ability,1,true); } cb->showInfoDialog(&iw); } const std::string & CGWitchHut::getHoverText() const { hoverName = VLC->generaltexth->names[ID]; if(hasVisited(cb->getCurrentPlayer())) //TODO: use local player, not current { hoverName += "\n" + VLC->generaltexth->allTexts[356]; // + (learn %s) boost::algorithm::replace_first(hoverName,"%s",VLC->generaltexth->skillName[ability]); const CGHeroInstance *h = cb->getSelectedHero(cb->getCurrentPlayer()); if(h && h->getSecSkillLevel(ability)) //hero knows that ability hoverName += "\n\n" + VLC->generaltexth->allTexts[357]; // (Already learned) } return hoverName; } void CGBonusingObject::onHeroVisit( const CGHeroInstance * h ) const { bool visited = h->getBonus(HeroBonus::OBJECT,ID); int messageID, bonusType, bonusVal; int bonusMove = 0, sound = -1; InfoWindow iw; iw.player = h->tempOwner; GiveBonus gbonus; gbonus.hid = h->id; gbonus.bonus.duration = HeroBonus::ONE_BATTLE; gbonus.bonus.source = HeroBonus::OBJECT; gbonus.bonus.id = ID; switch(ID) { case 11: //buoy messageID = 21; sound = soundBase::MORALE; gbonus.bonus.type = HeroBonus::MORALE; gbonus.bonus.val = +1; gbonus.bdescr << std::pair(6,94); break; case 14: //swan pond messageID = 29; sound = soundBase::LUCK; gbonus.bonus.type = HeroBonus::LUCK; gbonus.bonus.val = 2; gbonus.bdescr << std::pair(6,67); bonusMove = -h->movement; break; case 28: //Faerie Ring messageID = 49; sound = soundBase::LUCK; gbonus.bonus.type = HeroBonus::LUCK; gbonus.bonus.val = 1; gbonus.bdescr << std::pair(6,71); break; case 30: //fountain of fortune messageID = 55; sound = soundBase::LUCK; gbonus.bonus.type = HeroBonus::LUCK; gbonus.bonus.val = rand()%5 - 1; gbonus.bdescr << std::pair(6,69); gbonus.bdescr.addReplacement((gbonus.bonus.val<0 ? "-" : "+") + boost::lexical_cast(gbonus.bonus.val)); break; case 38: //idol of fortune messageID = 62; iw.soundID = soundBase::experience; if(cb->getDate(1) == 7) //7th day of week gbonus.bonus.type = HeroBonus::MORALE_AND_LUCK; else gbonus.bonus.type = (cb->getDate(1)%2) ? HeroBonus::LUCK : HeroBonus::MORALE; gbonus.bonus.val = 1; gbonus.bdescr << std::pair(6,68); break; case 52: //Mermaid messageID = 83; sound = soundBase::LUCK; gbonus.bonus.type = HeroBonus::LUCK; gbonus.bonus.val = 1; gbonus.bdescr << std::pair(6,72); break; case 64: //Rally Flag sound = soundBase::MORALE; messageID = 111; gbonus.bonus.type = HeroBonus::MORALE_AND_LUCK; gbonus.bonus.val = 1; gbonus.bdescr << std::pair(6,102); bonusMove = 400; break; case 56: //oasis messageID = 95; gbonus.bonus.type = HeroBonus::MORALE; gbonus.bonus.val = 1; gbonus.bdescr << std::pair(6,95); bonusMove = 800; break; case 96: //temple messageID = 140; iw.soundID = soundBase::temple; gbonus.bonus.type = HeroBonus::MORALE; if(cb->getDate(1)==7) //sunday { gbonus.bonus.val = 2; gbonus.bdescr << std::pair(6,97); } else { gbonus.bonus.val = 1; gbonus.bdescr << std::pair(6,96); } break; case 110://Watering Hole sound = soundBase::MORALE; messageID = 166; gbonus.bonus.type = HeroBonus::MORALE; gbonus.bonus.val = 1; gbonus.bdescr << std::pair(6,100); bonusMove = 400; break; case 31: //Fountain of Youth sound = soundBase::MORALE; messageID = 57; gbonus.bonus.type = HeroBonus::MORALE; gbonus.bonus.val = 1; gbonus.bdescr << std::pair(6,103); bonusMove = 400; break; case 94: //Stables TODO: upgrade Cavaliers sound = soundBase::horse20; std::set slots; for (std::map >::const_iterator i = h->army.slots.begin(); i != h->army.slots.end(); ++i) { if(i->second.first == 10) slots.insert(i->first); } if (!slots.empty()) { for (std::set::const_iterator i = slots.begin(); i != slots.end(); i++) { UpgradeCreature uc(*i, id, 11); //uc.applyGh (&gh); } } messageID = 137; gbonus.bonus.type = HeroBonus::LAND_MOVEMENT; gbonus.bonus.val = 600; gbonus.bdescr << std::pair(6, 100); break; } if(visited) { if(ID==64 || ID==96 || ID==56 || ID==52 || ID==94) messageID--; else messageID++; } else { if(gbonus.bonus.type == HeroBonus::MORALE || gbonus.bonus.type == HeroBonus::MORALE_AND_LUCK) iw.components.push_back(Component(8,0,gbonus.bonus.val,0)); if(gbonus.bonus.type == HeroBonus::LUCK || gbonus.bonus.type == HeroBonus::MORALE_AND_LUCK) iw.components.push_back(Component(9,0,gbonus.bonus.val,0)); cb->giveHeroBonus(&gbonus); if(bonusMove) //swan pond - take all move points { SetMovePoints smp; smp.hid = h->id; smp.val = h->movement + bonusMove; cb->setMovePoints(&smp); } } iw.soundID = sound; iw.text << std::pair(11,messageID); cb->showInfoDialog(&iw); } const std::string & CGBonusingObject::getHoverText() const { const CGHeroInstance *h = cb->getSelectedHero(cb->getCurrentPlayer()); hoverName = VLC->generaltexth->names[ID]; if(h) { if(!h->getBonus(HeroBonus::OBJECT,ID)) hoverName += " " + VLC->generaltexth->allTexts[353]; //not visited else hoverName += " " + VLC->generaltexth->allTexts[352]; //visited } return hoverName; } void CGBonusingObject::initObj() { if(ID == 11 || ID == 52) //Buoy / Mermaid { blockVisit = true; } } void CGMagicWell::onHeroVisit( const CGHeroInstance * h ) const { int message; InfoWindow iw; iw.soundID = soundBase::faerie; iw.player = h->tempOwner; if(h->getBonus(HeroBonus::OBJECT,ID)) //has already visited Well today { message = 78; } else if(h->mana < h->manaLimit()) { giveDummyBonus(h->id); cb->setManaPoints(h->id,h->manaLimit()); message = 77; } else { message = 79; } iw.text << std::pair(11,message); //"A second drink at the well in one day will not help you." cb->showInfoDialog(&iw); } const std::string & CGMagicWell::getHoverText() const { getNameVis(hoverName); return hoverName; } void CGPandoraBox::initObj() { blockVisit = true; } 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 (army) //if pandora's box is protected by army { InfoWindow iw; iw.player = h->tempOwner; iw.text.addTxt(MetaString::ADVOB_TXT, 16); cb->showInfoDialog(&iw); cb->startBattleI(h, this, false, 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 == 0 && gainedExp == 0 && manaDiff == 0 && moraleDiff == 0 && luckDiff == 0) //if it gives nothing without battle { InfoWindow iw; iw.player = h->tempOwner; iw.text.addTxt(MetaString::ADVOB_TXT, 15); cb->showInfoDialog(&iw); } 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(); bool changesPrimSkill = false; for (int i = 0; i < primskills.size(); i++) { if(primskills[i]) { changesPrimSkill = true; break; } } if(gainedExp || changesPrimSkill || abilities.size()) { getText(iw,afterBattle,175,h); if(gainedExp) iw.components.push_back(Component(Component::EXPERIENCE,0,gainedExp,0)); for(int i=0; ishowInfoDialog(&iw); //give exp if(gainedExp) cb->changePrimSkill(h->id,4,gainedExp,false); //give prim skills for(int i=0; ichangePrimSkill(h->id,i,primskills[i],false); //give sec skills for(int i=0; igetSecSkillLevel(abilities[i]); if(curLev && curLev < abilityLevels[i] || h->secSkills.size() < SKILL_PER_HERO ) { cb->changeSecSkill(h->id,abilities[i],abilityLevels[i],true); } } } if(spells.size()) { std::set spellsToGive; iw.components.clear(); for(int i=0; ichangeSpells(h->id,true,spellsToGive); cb->showInfoDialog(&iw); } } if(manaDiff) { getText(iw,afterBattle,manaDiff,176,177,h); iw.components.push_back(Component(Component::PRIM_SKILL,5,manaDiff,0)); cb->showInfoDialog(&iw); cb->setManaPoints(h->id, h->mana + manaDiff); } if(moraleDiff) { getText(iw,afterBattle,moraleDiff,178,179,h); iw.components.push_back(Component(Component::MORALE,0,moraleDiff,0)); cb->showInfoDialog(&iw); GiveBonus gb; gb.bonus = HeroBonus(HeroBonus::ONE_BATTLE,HeroBonus::MORALE,HeroBonus::OBJECT,moraleDiff,id,""); gb.hid = h->id; cb->giveHeroBonus(&gb); } if(luckDiff) { getText(iw,afterBattle,luckDiff,180,181,h); iw.components.push_back(Component(Component::LUCK,0,luckDiff,0)); cb->showInfoDialog(&iw); GiveBonus gb; gb.bonus = HeroBonus(HeroBonus::ONE_BATTLE,HeroBonus::LUCK,HeroBonus::OBJECT,luckDiff,id,""); gb.hid = h->id; cb->giveHeroBonus(&gb); } iw.components.clear(); iw.text.clear(); for(int i=0; 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); for(int i=0; i= 14) { cb->showInfoDialog(&iw); iw.components.clear(); } } if(iw.components.size()) { cb->showInfoDialog(&iw); } for(int i=0; igiveResource(h->getOwner(),i,resources[i]); for(int i=0; igiveHeroArtifact(artifacts[i],h->id,-2); //show dialog with given creatures iw.components.clear(); iw.text.clear(); for(std::map >::const_iterator i = creatures.slots.begin(); i != creatures.slots.end(); i++) { iw.components.push_back(Component(Component::CREATURE,i->second.first,i->second.second,0)); } if(iw.components.size()) { if(afterBattle) { if(iw.components.front().val == 1) { iw.text.addTxt(MetaString::ADVOB_TXT,185);//A %s joins %s's army. iw.text.addReplacement(MetaString::CRE_SING_NAMES, iw.components.front().subtype); } else { iw.text.addTxt(MetaString::ADVOB_TXT,186);//%s join %s's army. iw.text.addReplacement(MetaString::CRE_PL_NAMES, iw.components.front().subtype); } iw.text.addReplacement(h->name); } else { iw.text << message; afterBattle = true; } cb->showInfoDialog(&iw); } //check if creatures can be moved to hero army CCreatureSet heroArmy = h->army; CCreatureSet ourArmy = creatures; while(ourArmy) { int slot = heroArmy.getSlotFor(ourArmy.slots.begin()->second.first); if(slot < 0) break; heroArmy.slots[slot].first = ourArmy.slots.begin()->second.first; heroArmy.slots[slot].second += ourArmy.slots.begin()->second.second; ourArmy.slots.erase(ourArmy.slots.begin()); } if(!ourArmy) //all creatures can be moved to hero army - do that { SetGarrisons sg; sg.garrs[h->id] = heroArmy; cb->sendAndApply(&sg); } else //show garrison window and let player pick creatures { SetGarrisons sg; sg.garrs[id] = creatures; cb->sendAndApply(&sg); cb->showGarrisonDialog(id,h->id,boost::bind(&IGameCallback::removeObject,cb,id)); } if(!afterBattle && message.size()) { iw.text << message; cb->showInfoDialog(&iw); } cb->removeObject(id); } 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)->human) { if(humanActivate) activated(h); } else if(computerActivate) activated(h); } void CGEvent::activated( const CGHeroInstance * h ) const { if(army) { InfoWindow iw; iw.player = h->tempOwner; if(message.size()) iw.text << message; else iw.text.addTxt(MetaString::ADVOB_TXT, 16); cb->showInfoDialog(&iw); cb->startBattleI(h, this, false, boost::bind(&CGEvent::endBattle,this,h,_1)); } else { giveContents(h,false); } } void CGObservatory::onHeroVisit( const CGHeroInstance * h ) const { InfoWindow iw; iw.soundID = soundBase::LIGHTHOUSE; iw.player = h->tempOwner; iw.text.addTxt(MetaString::ADVOB_TXT,98 + (ID==60)); cb->showInfoDialog(&iw); FoWChange fw; fw.player = h->tempOwner; fw.mode = 1; cb->getTilesInRange(fw.tiles,pos,20,h->tempOwner,1); cb->sendAndApply(&fw); } void CGShrine::onHeroVisit( const CGHeroInstance * h ) const { if(spell == 255) { tlog1 << "Not initialized shrine visited!\n"; return; } if(!hasVisited(h->tempOwner)) cb->setObjProperty(id,10,h->tempOwner); InfoWindow iw; iw.soundID = soundBase::temple; iw.player = h->getOwner(); iw.text.addTxt(MetaString::ADVOB_TXT,127 + ID - 88); iw.text.addTxt(MetaString::SPELL_NAME,spell); iw.text << "."; if(!h->getArt(17)) //no spellbook { iw.text.addTxt(MetaString::ADVOB_TXT,131); } else if(ID == 90 && !h->getSecSkillLevel(7)) //it's third level spell and hero doesn't have wisdom { iw.text.addTxt(MetaString::ADVOB_TXT,130); } else if(vstd::contains(h->spells,spell))//hero already knows the spell { iw.text.addTxt(MetaString::ADVOB_TXT,174); } else //give spell { std::set 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; //add all allowed spells of wanted level for(int i=0; ispellh->spells[i].level == level && cb->isAllowed(0,VLC->spellh->spells[i].id)) { possibilities.push_back(VLC->spellh->spells[i].id); } } if(!possibilities.size()) { tlog1 << "Error: cannot init shrine, no allowed spells!\n"; return; } spell = possibilities[ran() % possibilities.size()]; } } const std::string & CGShrine::getHoverText() const { hoverName = VLC->generaltexth->names[ID]; if(hasVisited(cb->getCurrentPlayer())) //TODO: use local player, not current { hoverName += "\n" + VLC->generaltexth->allTexts[355]; // + (learn %s) boost::algorithm::replace_first(hoverName,"%s",VLC->spellh->spells[spell].name); const CGHeroInstance *h = cb->getSelectedHero(cb->getCurrentPlayer()); if(h && vstd::contains(h->spells,spell)) //hero knows that ability hoverName += "\n\n" + VLC->generaltexth->allTexts[354]; // (Already learned) } return hoverName; } 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 == 59) { 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 == 59) 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(bid); //current sec skill level, used if bonusType == 1 if((type == 1 && ((ssl == 3) || (!ssl && h->secSkills.size() == SKILL_PER_HERO))) ////hero already has expert level in the skill or (don't know skill and doesn't have free slot) || (type == 2 && (!h->getArt(17) || vstd::contains(h->spells,bid)))) //hero doesn't have a spellbook or already knows the spell { type = 0; bid = ran() % PRIMARY_SKILLS; } InfoWindow iw; iw.soundID = soundBase::gazebo; iw.player = h->getOwner(); iw.text.addTxt(MetaString::ADVOB_TXT,115); switch (type) { case 0: cb->changePrimSkill(h->id,bid,+1); iw.components.push_back(Component(Component::PRIM_SKILL,bid,+1,0)); break; case 1: cb->changeSecSkill(h->id,bid,+1); iw.components.push_back(Component(Component::SEC_SKILL,bid,ssl+1,0)); break; case 2: { std::set hlp; hlp.insert(bid); cb->changeSpells(h->id,true,hlp); iw.components.push_back(Component(Component::SPELL,bid,0,0)); } break; default: tlog1 << "Error: wrong bonustype (" << (int)type << ") for Scholar!\n"; return; } cb->showInfoDialog(&iw); cb->removeObject(id); } void CGScholar::initObj() { blockVisit = true; if(bonusType == 255) { bonusType = ran()%3; switch(bonusType) { case 0: bonusID = ran() % PRIMARY_SKILLS; break; case 1: bonusID = ran() % SKILL_QUANTITY; break; case 2: bonusID = ran() % SPELLS_QUANTITY; break; } } } void CGGarrison::onHeroVisit (const CGHeroInstance *h) const { if (h->tempOwner != tempOwner && army) { //TODO: Find a way to apply magic garrison effects in battle. cb->startBattleI(h, this, false, boost::bind(&CGGarrison::fightOver, this, h, _1)); return; } //New owner. if (h->tempOwner != tempOwner) cb->setOwner(id, h->tempOwner); //TODO: Garrison visit screen. } void CGGarrison::fightOver (const CGHeroInstance *h, BattleResult *result) const { if (result->winner == 0) onHeroVisit(h); } void CGOnceVisitable::onHeroVisit( const CGHeroInstance * h ) const { int sound = 0; int txtid = -1; switch(ID) { case 22: //Corpse txtid = 37; sound = soundBase::MYSTERY; break; case 39: //Lean To sound = soundBase::GENIE; txtid = 64; break; case 105://Wagon sound = soundBase::GENIE; txtid = 154; break; case 108: break; default: tlog1 << "Error: Unknown object (" << ID <<") treated as CGOnceVisitable!\n"; return; } if(ID == 108)//Warrior's Tomb { //ask if player wants to search the Tomb BlockingDialog bd(true, false); sound = soundBase::GRAVEYARD; bd.player = h->getOwner(); bd.text.addTxt(MetaString::ADVOB_TXT,161); cb->showBlockingDialog(&bd,boost::bind(&CGOnceVisitable::searchTomb,this,h,_1)); return; } InfoWindow iw; iw.soundID = sound; iw.player = h->getOwner(); if(players.size()) //we have been already visited... { txtid++; if(ID == 105) //wagon has extra text (for finding art) we need to omit txtid++; iw.text.addTxt(MetaString::ADVOB_TXT, txtid); } else //first visit - give bonus! { switch(artOrRes) { case 0: txtid++; break; case 1: //art iw.components.push_back(Component(Component::ARTIFACT,bonusType,0,0)); cb->giveHeroArtifact(bonusType,h->id,-2); break; case 2: //res iw.components.push_back(Component(Component::RESOURCE,bonusType,bonusVal,0)); cb->giveResource(h->getOwner(),bonusType,bonusVal); break; } iw.text.addTxt(MetaString::ADVOB_TXT, txtid); if(ID == 105 && artOrRes == 1) { iw.text.localStrings.back().second++; iw.text.addReplacement(MetaString::ART_NAMES, bonusType); } } cb->showInfoDialog(&iw); cb->setObjProperty(id,10,h->getOwner()); } const std::string & CGOnceVisitable::getHoverText() const { hoverName = VLC->generaltexth->names[ID] + " "; hoverName += (hasVisited(cb->getCurrentPlayer()) ? (VLC->generaltexth->allTexts[352]) //visited : ( VLC->generaltexth->allTexts[353])); //not visited return hoverName; } void CGOnceVisitable::initObj() { switch(ID) { case 22: //Corpse { blockVisit = true; int hlp = ran()%100; if(hlp < 20) { artOrRes = 1; std::vector arts; cb->getAllowed(arts, CArtifact::ART_TREASURE | CArtifact::ART_MINOR | CArtifact::ART_MAJOR); bonusType = arts[ran() % arts.size()]->id; } else { artOrRes = 0; } } break; case 39: //Lean To { artOrRes = 2; bonusType = ran()%6; //any basic resource without gold bonusVal = ran()%4 + 1; break; } case 108://Warrior's Tomb { artOrRes = 1; std::vector arts; int hlp = ran()%100; if(hlp < 30) cb->getAllowed(arts,CArtifact::ART_TREASURE); else if(hlp < 80) cb->getAllowed(arts,CArtifact::ART_MINOR); else if(hlp < 95) cb->getAllowed(arts,CArtifact::ART_MAJOR); else cb->getAllowed(arts,CArtifact::ART_RELIC); bonusType = arts[ran() % arts.size()]->id; } break; case 105://Wagon { int hlp = ran()%100; if(hlp < 10) { artOrRes = 0; // nothing... :( } else if(hlp < 50) //minor or treasure art { artOrRes = 1; std::vector arts; cb->getAllowed(arts, CArtifact::ART_TREASURE | CArtifact::ART_MINOR); bonusType = arts[ran() % arts.size()]->id; } else //2 - 5 of non-gold resource { artOrRes = 2; bonusType = ran()%6; bonusVal = ran()%4 + 2; } break; } } } void CGOnceVisitable::searchTomb(const CGHeroInstance *h, ui32 accept) const { if(accept) { InfoWindow iw; iw.player = h->getOwner(); iw.components.push_back(Component(Component::MORALE,0,-3,0)); if(players.size()) //we've been already visited, player found nothing { iw.text.addTxt(MetaString::ADVOB_TXT,163); } else //first visit - give artifact { iw.text.addTxt(MetaString::ADVOB_TXT,162); iw.components.push_back(Component(Component::ARTIFACT,bonusType,0,0)); iw.text.addReplacement(MetaString::ART_NAMES, bonusType); cb->giveHeroArtifact(bonusType,h->id,-2); } if(!h->getBonus(HeroBonus::OBJECT,ID)) //we don't have modifier from this object yet { //ruin morale GiveBonus gb; gb.hid = h->id; gb.bonus = HeroBonus(HeroBonus::ONE_BATTLE,HeroBonus::MORALE,HeroBonus::OBJECT,-3,id,""); gb.bdescr.addTxt(MetaString::ARRAY_TXT,104); //Warrior Tomb Visited -3 cb->giveHeroBonus(&gb); } } } void CBank::initObj() { switch (ID) //find apriopriate key { case 16: //bank index = subID; break; case 24: //derelict ship index = 8; break; case 25: //utopia index = 10; break; case 84: //crypt index = 9; break; case 85: //shipwreck index = 7; break; } bc = NULL; daycounter = 0; multiplier = 1; } void CBank::reset(ui16 var1, ui16 var2) //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(); for (ui8 i = 0; i <= 3; i++) { std::vector arts; //to avoid addition of different tiers for (ui8 n = 0; n < bc->artifacts[i]; n++) { switch (i) { case 0: cb->getAllowed (arts, CArtifact::ART_TREASURE); break; case 1: cb->getAllowed (arts, CArtifact::ART_MINOR); break; case 2: cb->getAllowed (arts, CArtifact::ART_MAJOR); break; case 3: cb->getAllowed (arts, CArtifact::ART_RELIC); break; } artifacts.push_back (arts[var2 % arts.size()]->id); var2 *= (var1 + n * i); //almost like random } } } 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 = 0; else daycounter++; break; case 12: //multiplier, in percent multiplier = ((float)val)/100; break; case 13: //bank preset bc = &VLC->objh->banksInfo[index][val]; break; case 14: reset (val%100, val); break; case 15: bc = NULL; break; case 16: 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++) army.setCreature (i, bc->guards[0].first + upgraded, bc->guards[0].second / 5 ); break; case 4: { std::vector< std::pair >::const_iterator it; for (it = bc->guards.begin(); it != bc->guards.end(); it++) { int n = army.slots.size(); //debug army.setCreature (n, it->first, it->second); } } break; default: tlog1 << "Error: Unexpected army data: " << bc->guards.size() <<" items found"; return; } break; } } void CBank::newTurn() const { if (bc == NULL) { if (daycounter >= 28 || cb->getDate(0) == 1) { cb->setObjProperty (id, 11, 0); //daycounter 0 cb->setObjProperty (id, 14, ran()); //reset if (ID == 24 && cb->getDate(0) > 1) { cb->setObjProperty (id, 16, 0);; //derelict ships are usable only once } } else cb->setObjProperty (id, 11, 1); //daycounter++ } } void CBank::onHeroVisit (const CGHeroInstance * h) const { if (bc != NULL) { int banktext = 0; switch (ID) { case 16: //generic bank banktext = 32; break; case 24: banktext = 41; break; case 25: //utopia banktext = 47; break; case 84: //crypt banktext = 119; break; case 85: //shipwreck banktext = 122; break; } BlockingDialog bd (true, false); bd.player = h->getOwner(); bd.soundID = soundBase::DANGER; std::string desc = VLC->generaltexth->advobtxt[banktext]; boost::algorithm::replace_first (desc, "%s", VLC->generaltexth->names[ID]); bd.text << desc; cb->showBlockingDialog (&bd, boost::bind (&CBank::fightGuards, this, h, _1)); } else { InfoWindow iw; if (ID == 85) { iw.components.push_back (Component (Component::MORALE, 0 , -1, 0)); GiveBonus gbonus; gbonus.hid = h->id; gbonus.bonus.duration = HeroBonus::ONE_BATTLE; gbonus.bonus.source = HeroBonus::OBJECT; gbonus.bonus.id = ID; gbonus.bdescr << "\n" << VLC->generaltexth->arraytxt[ID]; gbonus.bonus.type = HeroBonus::MORALE; gbonus.bonus.val = -1; cb->giveHeroBonus(&gbonus); } iw.soundID = soundBase::GRAVEYARD; iw.player = h->getOwner(); std::string desc = VLC->generaltexth->advobtxt[33]; boost::algorithm::replace_first (desc, "%s", VLC->generaltexth->names[ID]); iw.text << desc; cb->showInfoDialog(&iw); } } void CBank::fightGuards (const CGHeroInstance * h, ui32 accept) const { if (accept) { cb->setObjProperty (id, 17, ran()); //get army cb->startBattleI (h, this, true, boost::bind (&CBank::endBattle, this, h, _1)); } } void CBank::endBattle (const CGHeroInstance *h, const BattleResult *result) const { if (result->winner == 0) { int textID = -1; InfoWindow iw; switch (ID) { case 16: //generic bank textID = 34; break; case 24: //derelict ship if (bc->resources.size() != 0) textID = 43; else { textID = 42; iw.components.push_back (Component (Component::MORALE, 0 , -2, 0)); } break; case 25: //utopia textID = 47; break; case 84: //crypt textID = 121; break; case 85: //shipwreck if (bc->resources.size() != 0) textID = 124; else { textID = 123; } break; } iw.text.addTxt (MetaString::ADVOB_TXT, textID); iw.player = h->getOwner(); //grant resources 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)); 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)); iw.text.addReplacement (MetaString::ART_NAMES, *it); cb->giveHeroArtifact (*it, h->id ,-2); } cb->showInfoDialog(&iw); //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->second); ourArmy.slots[slot] = *it; //assuming we're not going to add multiple stacks of same creature } cb->giveCreatures (id, h, &ourArmy); cb->setObjProperty (id, 15, 0); //bc = NULL } else cb->setObjProperty (id, 14, ran()); //reset } void CGKeys::setPropertyDer (ui8 what, ui32 val) //101-108 - enable key for player 1-8 { if (what >= 101 && what <= (100 + PLAYER_LIMIT)) playerKeyMap.find(what-101)->second.insert(val); } bool CGKeys::wasMyColorVisited (int player) const { if (vstd::contains(playerKeyMap[player], subID)) //creates set if it's not there return true; else return false; } const std::string & CGKeymasterTent::getHoverText() const { hoverName = VLC->generaltexth->names[ID]; if (wasMyColorVisited (cb->getCurrentPlayer()) )//TODO: use local player, not current hoverName += "\n" + VLC->generaltexth->allTexts[352]; else hoverName += "\n" + VLC->generaltexth->allTexts[353]; return hoverName; } void CGKeymasterTent::onHeroVisit( const CGHeroInstance * h ) const { InfoWindow iw; iw.soundID = soundBase::CAVEHEAD; iw.player = h->getOwner(); if (!wasMyColorVisited (h->getOwner()) ) { cb->setObjProperty(id, h->tempOwner+101, subID); iw.text << std::pair(11,19); } else iw.text << std::pair(11,20); cb->showInfoDialog(&iw); } void CGBorderGuard::initObj() { blockVisit = true; } const std::string & CGBorderGuard::getHoverText() const { hoverName = VLC->generaltexth->names[ID]; if (wasMyColorVisited (cb->getCurrentPlayer()) )//TODO: use local player, not current hoverName += "\n" + VLC->generaltexth->allTexts[352]; else hoverName += "\n" + VLC->generaltexth->allTexts[353]; return hoverName; } void CGBorderGuard::onHeroVisit( const CGHeroInstance * h ) const { if (wasMyColorVisited (h->getOwner()) ) { BlockingDialog bd (true, false); bd.player = h->getOwner(); bd.soundID = soundBase::QUEST; bd.text.addTxt (MetaString::ADVOB_TXT, 17); cb->showBlockingDialog (&bd, boost::bind (&CGBorderGuard::openGate, this, h, _1)); } else { InfoWindow iw; iw.player = h->getOwner(); iw.soundID = soundBase::CAVEHEAD; iw.text << std::pair(11,18); cb->showInfoDialog (&iw); } } void CGBorderGuard::openGate(const CGHeroInstance *h, ui32 accept) const { if (accept) cb->removeObject(id); } void CGBorderGate::onHeroVisit( const CGHeroInstance * h ) const //TODO: passability { InfoWindow iw; iw.player = h->getOwner(); if (!wasMyColorVisited (h->getOwner()) ) { iw.text << std::pair(11,18); cb->showInfoDialog(&iw); } } void CGMagi::initObj() { if (ID == 27) { blockVisit = true; eyelist[subID].push_back(id); } } void CGMagi::onHeroVisit(const CGHeroInstance * h) const { if (ID == 37) { InfoWindow iw; CenterView cv; FoWChange fw; cv.player = iw.player = fw.player = h->tempOwner; iw.soundID = soundBase::LIGHTHOUSE; iw.player = h->tempOwner; iw.text.addTxt (MetaString::ADVOB_TXT, 61); cb->showInfoDialog(&iw); fw.mode = 1; 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, 5, 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 == 27) { InfoWindow iw; iw.player = h->tempOwner; iw.text.addTxt (MetaString::ADVOB_TXT, 48); cb->showInfoDialog(&iw); } } 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 { int message; InfoWindow iw; iw.soundID = soundBase::DANGER; iw.player = h->tempOwner; if(h->getBonus(HeroBonus::OBJECT,ID)) //has already visited Sirens { iw.text.addTxt(11,133); } else { giveDummyBonus(h->id, HeroBonus::ONE_BATTLE); int xp = 0; SetGarrisons sg; sg.garrs[h->id] = h->army; for (std::map >::const_iterator i = h->army.slots.begin(); i != h->army.slots.end(); i++) { int drown = (int)(i->second.second * 0.3); if(drown) { sg.garrs[h->id].slots[i->first].second -= drown; xp += drown * VLC->creh->creatures[i->second.first].hitPoints; } } if(xp) { iw.text.addTxt(11,132); iw.text.addReplacement(xp); cb->sendAndApply(&sg); } else { iw.text.addTxt(11,134); } } cb->showInfoDialog(&iw); } void IShipyard::getBoatCost( std::vector &cost ) const { cost.resize(RESOURCE_QUANTITY); cost[0] = 10; cost[6] = 1000; } //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 IShipyard::bestLocation() 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 o->pos + offsets[i]; return int3(-1,-1,-1); } IShipyard::IShipyard(const CGObjectInstance *O) : o(O) { } int IShipyard::state() const { int3 tile = bestLocation(); TerrainTile *t = IObjectInterface::cb->getTile(tile); if(!t) return 3; //no water else if(!t->blockingObjects.size()) return 0; //OK else if(t->blockingObjects.front()->ID == 8) return 1; //blocked with boat else return 2; //blocked } IShipyard * IShipyard::castFrom( CGObjectInstance *obj ) { if(obj->ID == TOWNI_TYPE) { return static_cast(obj); } else if(obj->ID == 87) { 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 { offsets += int3(1,0,0), int3(-3,0,0), int3(1,1,0), int3(-3,1,0), int3(1,-1,0), int3(-3,-1,0), int3(-2,-1,0), int3(0,-1,0), int3(-1,-1,0), int3(-2,1,0), int3(0,1,0), int3(-1,1,0); } void CGShipyard::onHeroVisit( const CGHeroInstance * h ) const { if(tempOwner != h->tempOwner) cb->setOwner(id, h->tempOwner); int s = state(); if(s) { InfoWindow iw; iw.player = tempOwner; switch(s) { case 1: iw.text.addTxt(MetaString::GENERAL_TXT, 51); break; case 2: iw.text.addTxt(MetaString::ADVOB_TXT, 189); break; case 3: tlog1 << "Shipyard without water!!! " << pos << "\t" << id << std::endl; return; } cb->showInfoDialog(&iw); } else { OpenWindow ow; ow.id1 = id; ow.id2 = h->id; ow.window = OpenWindow::SHIPYARD_WINDOW; cb->sendAndApply(&ow); } } void CCartographer::onHeroVisit( const CGHeroInstance * h ) const { if (!hasVisited (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; if (cb->getTile(pos)->tertype == 8) //water text = 25; else { if (pos.z == 0) text = 26; else text = 27; } BlockingDialog bd (true, false); bd.player = h->getOwner(); bd.soundID = soundBase::LIGHTHOUSE; bd.text.addTxt (MetaString::ADVOB_TXT, text); cb->showBlockingDialog (&bd, boost::bind (&CCartographer::buyMap, this, h, _1)); } else //if he cannot afford { InfoWindow iw; iw.player = h->getOwner(); iw.soundID = soundBase::CAVEHEAD; iw.text << std::pair(11,28); cb->showInfoDialog (&iw); } } else //if he already visited carographer { InfoWindow iw; iw.player = h->getOwner(); iw.soundID = soundBase::CAVEHEAD; iw.text << std::pair(11,24); cb->showInfoDialog (&iw); } } 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.player = h->tempOwner; int surface = 0; if (cb->getTile(pos)->tertype == 8) //water surface = 2; else surface = 1; //reveal apropriate tiles cb->getAllTiles (fw.tiles, h->tempOwner, pos.z, surface); cb->sendAndApply (&fw); cb->setObjProperty (id, 10, h->tempOwner); } }