/* * MiscObjects.cpp, part of VCMI engine * * Authors: listed in file AUTHORS in main folder * * License: GNU General Public License v2.0 or later * Full text of license available in license.txt file, in main folder * */ #include "StdInc.h" #include "MiscObjects.h" #include "../NetPacks.h" #include "../CGeneralTextHandler.h" #include "../CSoundBase.h" #include "../CModHandler.h" #include "CObjectClassesHandler.h" #include "../CSpellHandler.h" #include "../IGameCallback.h" #include "../CGameState.h" std::map > CGMagi::eyelist; ui8 CGObelisk::obeliskCount; //how many obelisks are on map std::map CGObelisk::visited; //map: team_id => how many obelisks has been visited ///helpers static void openWindow(const OpenWindow::EWindow type, const int id1, const int id2 = -1) { OpenWindow ow; ow.window = type; ow.id1 = id1; ow.id2 = id2; IObjectInterface::cb->sendAndApply(&ow); } static void showInfoDialog(const PlayerColor playerID, const ui32 txtID, const ui16 soundID) { InfoWindow iw; iw.soundID = soundID; iw.player = playerID; iw.text.addTxt(MetaString::ADVOB_TXT,txtID); IObjectInterface::cb->sendAndApply(&iw); } static void showInfoDialog(const CGHeroInstance* h, const ui32 txtID, const ui16 soundID) { const PlayerColor playerID = h->getOwner(); showInfoDialog(playerID,txtID,soundID); } static std::string & visitedTxt(const bool visited) { int id = visited ? 352 : 353; return VLC->generaltexth->allTexts[id]; } void CPlayersVisited::setPropertyDer( ui8 what, ui32 val ) { if(what == 10) players.insert(PlayerColor(val)); } bool CPlayersVisited::wasVisited( PlayerColor player ) const { return vstd::contains(players,player); } bool CPlayersVisited::wasVisited( TeamID team ) const { for(auto i : players) { if(cb->getPlayer(i)->team == team) return true; } return false; } std::string CGCreature::getHoverText(PlayerColor player) const { if(stacks.empty()) { //should not happen... logGlobal->errorStream() << "Invalid stack at tile " << pos << ": subID=" << subID << "; id=" << id; return "!!!INVALID_STACK!!!"; } std::string hoverName; MetaString ms; int pom = stacks.begin()->second->getQuantityID(); pom = 172 + 3*pom; ms.addTxt(MetaString::ARRAY_TXT,pom); ms << " " ; ms.addTxt(MetaString::CRE_PL_NAMES,subID); ms.toString(hoverName); return hoverName; } std::string CGCreature::getHoverText(const CGHeroInstance * hero) const { std::string hoverName = getHoverText(hero->tempOwner); const JsonNode & texts = VLC->generaltexth->localizedTexts["adventureMap"]["monsterThreat"]; hoverName += texts["title"].String(); int choice; double ratio = ((double)getArmyStrength() / hero->getTotalStrength()); if (ratio < 0.1) choice = 0; else if (ratio < 0.25) choice = 1; else if (ratio < 0.6) choice = 2; else if (ratio < 0.9) choice = 3; else if (ratio < 1.1) choice = 4; else if (ratio < 1.3) choice = 5; else if (ratio < 1.8) choice = 6; else if (ratio < 2.5) choice = 7; else if (ratio < 4) choice = 8; else if (ratio < 8) choice = 9; else if (ratio < 20) choice = 10; else choice = 11; hoverName += texts["levels"].Vector()[choice].String(); return hoverName; } void CGCreature::onHeroVisit( const CGHeroInstance * h ) const { int action = takenAction(h); switch( action ) //decide what we do... { case FIGHT: fight(h); break; case FLEE: //flee { flee(h); break; } case JOIN_FOR_FREE: //join for free { BlockingDialog ynd(true,false); ynd.player = h->tempOwner; ynd.text.addTxt(MetaString::ADVOB_TXT, 86); ynd.text.addReplacement(MetaString::CRE_PL_NAMES, subID); cb->showBlockingDialog(&ynd); break; } default: //join for gold { assert(action > 0); //ask if player agrees to pay gold BlockingDialog ynd(true,false); ynd.player = h->tempOwner; std::string tmp = VLC->generaltexth->advobtxt[90]; boost::algorithm::replace_first(tmp,"%d",boost::lexical_cast(getStackCount(SlotID(0)))); boost::algorithm::replace_first(tmp,"%d",boost::lexical_cast(action)); boost::algorithm::replace_first(tmp,"%s",VLC->creh->creatures[subID]->namePl); ynd.text << tmp; cb->showBlockingDialog(&ynd); break; } } } void CGCreature::initObj() { blockVisit = true; switch(character) { case 0: character = -4; break; case 1: character = cb->gameState()->getRandomGenerator().nextInt(1, 7); break; case 2: character = cb->gameState()->getRandomGenerator().nextInt(1, 10); break; case 3: character = cb->gameState()->getRandomGenerator().nextInt(4, 10); break; case 4: character = 10; break; } stacks[SlotID(0)]->setType(CreatureID(subID)); TQuantity &amount = stacks[SlotID(0)]->count; CCreature &c = *VLC->creh->creatures[subID]; if(amount == 0) { amount = cb->gameState()->getRandomGenerator().nextInt(c.ammMin, c.ammMax); if(amount == 0) //armies with 0 creatures are illegal { logGlobal->warnStream() << "Problem: stack " << nodeName() << " cannot have 0 creatures. Check properties of " << c.nodeName(); amount = 1; } } temppower = stacks[SlotID(0)]->count * 1000; refusedJoining = false; } void CGCreature::newTurn() const {//Works only for stacks of single type of size up to 2 millions if (!notGrowingTeam) { if (stacks.begin()->second->count < VLC->modh->settings.CREEP_SIZE && cb->getDate(Date::DAY_OF_WEEK) == 1 && cb->getDate(Date::DAY) > 1) { ui32 power = temppower * (100 + VLC->modh->settings.WEEKLY_GROWTH) / 100; cb->setObjProperty(id, ObjProperty::MONSTER_COUNT, std::min(power / 1000, (ui32)VLC->modh->settings.CREEP_SIZE)); //set new amount cb->setObjProperty(id, ObjProperty::MONSTER_POWER, power); //increase temppower } } if (VLC->modh->modules.STACK_EXP) cb->setObjProperty(id, ObjProperty::MONSTER_EXP, VLC->modh->settings.NEUTRAL_STACK_EXP); //for testing purpose } void CGCreature::setPropertyDer(ui8 what, ui32 val) { switch (what) { case ObjProperty::MONSTER_COUNT: stacks[SlotID(0)]->count = val; break; case ObjProperty::MONSTER_POWER: temppower = val; break; case ObjProperty::MONSTER_EXP: giveStackExp(val); break; case ObjProperty::MONSTER_RESTORE_TYPE: formation.basicType = val; break; case ObjProperty::MONSTER_REFUSED_JOIN: refusedJoining = val; break; } } int CGCreature::takenAction(const CGHeroInstance *h, bool allowJoin) const { //calculate relative strength of hero and creatures armies double relStrength = double(h->getTotalStrength()) / getArmyStrength(); int powerFactor; if(relStrength >= 7) powerFactor = 11; else if(relStrength >= 1) powerFactor = (int)(2*(relStrength-1)); else if(relStrength >= 0.5) powerFactor = -1; else if(relStrength >= 0.333) powerFactor = -2; else powerFactor = -3; std::set myKindCres; //what creatures are the same kind as we const CCreature * myCreature = VLC->creh->creatures[subID]; myKindCres.insert(myCreature->idNumber); //we myKindCres.insert(myCreature->upgrades.begin(), myCreature->upgrades.end()); //our upgrades for(ConstTransitivePtr &crea : VLC->creh->creatures) { if(vstd::contains(crea->upgrades, myCreature->idNumber)) //it's our base creatures myKindCres.insert(crea->idNumber); } int count = 0, //how many creatures of similar kind has hero totalCount = 0; for (auto & elem : h->Slots()) { if(vstd::contains(myKindCres,elem.second->type->idNumber)) count += elem.second->count; totalCount += elem.second->count; } int sympathy = 0; // 0 if hero have no similar creatures if(count) sympathy++; // 1 - if hero have at least 1 similar creature if(count*2 > totalCount) sympathy++; // 2 - hero have similar creatures more that 50% int charisma = powerFactor + h->getSecSkillLevel(SecondarySkill::DIPLOMACY) + sympathy; if(charisma < character) //creatures will fight return -2; if (allowJoin) { if(h->getSecSkillLevel(SecondarySkill::DIPLOMACY) + sympathy + 1 >= character) return 0; //join for free else if(h->getSecSkillLevel(SecondarySkill::DIPLOMACY) * 2 + sympathy + 1 >= character) return VLC->creh->creatures[subID]->cost[6] * getStackCount(SlotID(0)); //join for gold } //we are still here - creatures have not joined hero, flee or fight if (charisma > character) return -1; //flee else return -2; //fight } void CGCreature::fleeDecision(const CGHeroInstance *h, ui32 pursue) const { if(refusedJoining) cb->setObjProperty(id, ObjProperty::MONSTER_REFUSED_JOIN, false); if(pursue) { fight(h); } else { cb->removeObject(this); } } void CGCreature::joinDecision(const CGHeroInstance *h, int cost, ui32 accept) const { if(!accept) { if(takenAction(h,false) == -1) //they flee { cb->setObjProperty(id, ObjProperty::MONSTER_REFUSED_JOIN, true); flee(h); } else //they fight { showInfoDialog(h,87,0);//Insulted by your refusal of their offer, the monsters attack! fight(h); } } else //accepted { if (cb->getResource(h->tempOwner, Res::GOLD) < 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,Res::GOLD,-cost); cb->tryJoiningArmy(this, h, true, true); } } void CGCreature::fight( const CGHeroInstance *h ) const { //split stacks //TODO: multiple creature types in a stack? int basicType = stacks.begin()->second->type->idNumber; cb->setObjProperty(id, ObjProperty::MONSTER_RESTORE_TYPE, basicType); //store info about creature stack int stacksCount = getNumberOfStacks(h); //source: http://heroescommunity.com/viewthread.php3?TID=27539&PID=1266335#focus int amount = getStackCount(SlotID(0)); int m = amount / stacksCount; int b = stacksCount * (m + 1) - amount; int a = stacksCount - b; SlotID sourceSlot = stacks.begin()->first; for (int slotID = 1; slotID < a; ++slotID) { int stackSize = m + 1; cb->moveStack(StackLocation(this, sourceSlot), StackLocation(this, SlotID(slotID)), stackSize); } for (int slotID = a; slotID < stacksCount; ++slotID) { int stackSize = m; if (slotID) //don't do this when a = 0 -> stack is single cb->moveStack(StackLocation(this, sourceSlot), StackLocation(this, SlotID(slotID)), stackSize); } if (stacksCount > 1) { if (containsUpgradedStack()) //upgrade { SlotID slotID = SlotID(std::floor((float)stacks.size() / 2)); const auto & upgrades = getStack(slotID).type->upgrades; if(!upgrades.empty()) { auto it = RandomGeneratorUtil::nextItem(upgrades, cb->gameState()->getRandomGenerator()); cb->changeStackType(StackLocation(this, slotID), VLC->creh->creatures[*it]); } } } cb->startBattleI(h, this); } void CGCreature::flee( const CGHeroInstance * h ) const { BlockingDialog ynd(true,false); ynd.player = h->tempOwner; ynd.text.addTxt(MetaString::ADVOB_TXT,91); ynd.text.addReplacement(MetaString::CRE_PL_NAMES, subID); cb->showBlockingDialog(&ynd); } void CGCreature::battleFinished(const CGHeroInstance *hero, const BattleResult &result) const { if(result.winner==0) { cb->removeObject(this); } else { //merge stacks into one TSlots::const_iterator i; CCreature * cre = VLC->creh->creatures[formation.basicType]; for (i = stacks.begin(); i != stacks.end(); i++) { if (cre->isMyUpgrade(i->second->type)) { cb->changeStackType (StackLocation(this, i->first), cre); //un-upgrade creatures } } //first stack has to be at slot 0 -> if original one got killed, move there first remaining stack if(!hasStackAtSlot(SlotID(0))) cb->moveStack(StackLocation(this, stacks.begin()->first), StackLocation(this, SlotID(0)), stacks.begin()->second->count); while (stacks.size() > 1) //hopefully that's enough { // TODO it's either overcomplicated (if we assume there'll be only one stack) or buggy (if we allow multiple stacks... but that'll also cause troubles elsewhere) i = stacks.end(); i--; SlotID slot = getSlotFor(i->second->type); if (slot == i->first) //no reason to move stack to its own slot break; else cb->moveStack (StackLocation(this, i->first), StackLocation(this, slot), i->second->count); } cb->setObjProperty(id, ObjProperty::MONSTER_POWER, stacks.begin()->second->count * 1000); //remember casualties } } void CGCreature::blockingDialogAnswered(const CGHeroInstance *hero, ui32 answer) const { auto action = takenAction(hero); if(!refusedJoining && action >= JOIN_FOR_FREE) //higher means price joinDecision(hero, action, answer); else if(action != FIGHT) fleeDecision(hero, answer); else assert(0); } bool CGCreature::containsUpgradedStack() const { //source http://heroescommunity.com/viewthread.php3?TID=27539&PID=830557#focus float a = 2992.911117; float b = 14174.264968; float c = 5325.181015; float d = 32788.727920; int val = std::floor (a*pos.x + b*pos.y + c*pos.z + d); return ((val % 32768) % 100) < 50; } int CGCreature::getNumberOfStacks(const CGHeroInstance *hero) const { //source http://heroescommunity.com/viewthread.php3?TID=27539&PID=1266094#focus double strengthRatio = (double)hero->getArmyStrength() / getArmyStrength(); int split = 1; if (strengthRatio < 0.5f) split = 7; else if (strengthRatio < 0.67f) split = 6; else if (strengthRatio < 1) split = 5; else if (strengthRatio < 1.5f) split = 4; else if (strengthRatio < 2) split = 3; else split = 2; int a = 1550811371; int b = -935900487; int c = 1943276003; int d = -1120346418; int R1 = a * pos.x + b * pos.y + c * pos.z + d; int R2 = R1 / 65536; int R3 = R2 % 32768; if (R3 < 0) R3 += 32767; //is it ever needed if we do modulo calculus? int R4 = R3 % 100 + 1; if (R4 <= 20) split -= 1; else if (R4 >= 80) split += 1; vstd::amin(split, getStack(SlotID(0)).count); //can't divide into more stacks than creatures total vstd::amin(split, 7); //can't have more than 7 stacks return split; } void CGMine::onHeroVisit( const CGHeroInstance * h ) const { int relations = cb->gameState()->getPlayerRelations(h->tempOwner, tempOwner); if(relations == 2) //we're visiting our mine { cb->showGarrisonDialog(id,h->id,true); return; } else if (relations == 1)//ally return; if(stacksCount()) //Mine is guarded { BlockingDialog ynd(true,false); ynd.player = h->tempOwner; ynd.text.addTxt(MetaString::ADVOB_TXT, subID == 7 ? 84 : 187); cb->showBlockingDialog(&ynd); return; } flagMine(h->tempOwner); } void CGMine::newTurn() const { if(cb->getDate() == 1) return; if (tempOwner == PlayerColor::NEUTRAL) return; cb->giveResource(tempOwner, producedResource, producedQuantity); } void CGMine::initObj() { if(subID >= 7) //Abandoned Mine { //set guardians int howManyTroglodytes = cb->gameState()->getRandomGenerator().nextInt(100, 199); auto troglodytes = new CStackInstance(CreatureID::TROGLODYTES, howManyTroglodytes); putStack(SlotID(0), troglodytes); //after map reading tempOwner placeholds bitmask for allowed resources std::vector possibleResources; for (int i = 0; i < PlayerColor::PLAYER_LIMIT_I; i++) if(tempOwner.getNum() & 1<(i)); assert(!possibleResources.empty()); producedResource = *RandomGeneratorUtil::nextItem(possibleResources, cb->gameState()->getRandomGenerator()); tempOwner = PlayerColor::NEUTRAL; } else { producedResource = static_cast(subID); if(tempOwner >= PlayerColor::PLAYER_LIMIT) tempOwner = PlayerColor::NEUTRAL; } producedQuantity = defaultResProduction(); } std::string CGMine::getObjectName() const { return VLC->generaltexth->mines.at(subID).first; } std::string CGMine::getHoverText(PlayerColor player) const { std::string hoverName = getObjectName(); // Sawmill if (tempOwner != PlayerColor::NEUTRAL) { hoverName += "\n"; hoverName += VLC->generaltexth->arraytxt[23 + tempOwner.getNum()]; // owned by Red Player hoverName += "\n(" + VLC->generaltexth->restypes[producedResource] + ")"; } for (auto & slot : Slots()) // guarded by a few Pikeman { hoverName += "\n"; hoverName += getRoughAmount(slot.first); hoverName += getCreature(slot.first)->namePl; } return hoverName; } void CGMine::flagMine(PlayerColor player) const { assert(tempOwner != player); cb->setOwner(this, player); //not ours? flag it! InfoWindow iw; iw.soundID = soundBase::FLAGMINE; iw.text.addTxt(MetaString::MINE_EVNTS,producedResource); //not use subID, abandoned mines uses default mine texts iw.player = player; iw.components.push_back(Component(Component::RESOURCE,producedResource,producedQuantity,-1)); cb->showInfoDialog(&iw); } ui32 CGMine::defaultResProduction() { switch(producedResource) { case Res::WOOD: case Res::ORE: return 2; case Res::GOLD: return 1000; default: return 1; } } void CGMine::battleFinished(const CGHeroInstance *hero, const BattleResult &result) const { if(result.winner == 0) //attacker won { if(subID == 7) { showInfoDialog(hero->tempOwner, 85, 0); } flagMine(hero->tempOwner); } } void CGMine::blockingDialogAnswered(const CGHeroInstance *hero, ui32 answer) const { if(answer) cb->startBattleI(hero, this); } std::string CGResource::getHoverText(PlayerColor player) const { return VLC->generaltexth->restypes[subID]; } CGResource::CGResource() { amount = 0; } void CGResource::initObj() { blockVisit = true; if(!amount) { switch(subID) { case 6: amount = cb->gameState()->getRandomGenerator().nextInt(500, 1000); break; case 0: case 2: amount = cb->gameState()->getRandomGenerator().nextInt(6, 10); break; default: amount = cb->gameState()->getRandomGenerator().nextInt(3, 5); break; } } } void CGResource::onHeroVisit( const CGHeroInstance * h ) const { if(stacksCount()) { if(message.size()) { BlockingDialog ynd(true,false); ynd.player = h->getOwner(); ynd.text << message; cb->showBlockingDialog(&ynd); } else { blockingDialogAnswered(h, true); //behave as if player accepted battle } } else { if(message.length()) { InfoWindow iw; iw.player = h->tempOwner; iw.text << message; cb->showInfoDialog(&iw); } collectRes(h->getOwner()); } } void CGResource::collectRes( PlayerColor player ) const { cb->giveResource(player, static_cast(subID), amount); ShowInInfobox sii; sii.player = player; sii.c = Component(Component::RESOURCE,subID,amount,0); sii.text.addTxt(MetaString::ADVOB_TXT,113); sii.text.addReplacement(MetaString::RES_NAMES, subID); cb->showCompInfo(&sii); cb->removeObject(this); } void CGResource::battleFinished(const CGHeroInstance *hero, const BattleResult &result) const { if(result.winner == 0) //attacker won collectRes(hero->getOwner()); } void CGResource::blockingDialogAnswered(const CGHeroInstance *hero, ui32 answer) const { if(answer) cb->startBattleI(hero, this); } CGTeleport::CGTeleport() : type(UNKNOWN), channel(TeleportChannelID()) { } bool CGTeleport::isEntrance() const { return type == BOTH || type == ENTRANCE; } bool CGTeleport::isExit() const { return type == BOTH || type == EXIT; } bool CGTeleport::isChannelEntrance(ObjectInstanceID id) const { if(vstd::contains(getAllEntrances(), id)) return true; else return false; } bool CGTeleport::isChannelExit(ObjectInstanceID id) const { if(vstd::contains(getAllExits(), id)) return true; else return false; } std::vector CGTeleport::getAllEntrances(bool excludeCurrent) const { std::vector ret = cb->getTeleportChannelEntraces(channel); if(excludeCurrent) ret.erase(std::remove(ret.begin(), ret.end(), id), ret.end()); return ret; } std::vector CGTeleport::getAllExits(bool excludeCurrent) const { std::vector ret = cb->getTeleportChannelExits(channel); if(excludeCurrent) ret.erase(std::remove(ret.begin(), ret.end(), id), ret.end()); return ret; } ObjectInstanceID CGTeleport::getRandomExit(const CGHeroInstance * h) const { auto passableExits = getPassableExits(cb->gameState(), h, getAllExits(true)); if(passableExits.size()) return *RandomGeneratorUtil::nextItem(passableExits, cb->gameState()->getRandomGenerator()); return ObjectInstanceID(); } bool CGTeleport::isTeleport(const CGObjectInstance * obj) { auto teleportObj = dynamic_cast(obj); if(teleportObj) return true; else return false; } bool CGTeleport::isConnected(const CGTeleport * src, const CGTeleport * dst) { if(src && dst && src->isChannelExit(dst->id) && src != dst) return true; else return false; } bool CGTeleport::isConnected(const CGObjectInstance * src, const CGObjectInstance * dst) { auto srcObj = dynamic_cast(src); auto dstObj = dynamic_cast(dst); return isConnected(srcObj, dstObj); } bool CGTeleport::isExitPassable(CGameState * gs, const CGHeroInstance * h, const CGObjectInstance * obj) { auto objTopVisObj = gs->map->getTile(obj->visitablePos()).topVisitableObj(); if(objTopVisObj->ID == Obj::HERO) { if(h->id == objTopVisObj->id) // Just to be sure it's won't happen. return false; // Check if it's friendly hero or not if(gs->getPlayerRelations(h->tempOwner, objTopVisObj->tempOwner)) { // Exchange between heroes only possible via subterranean gates if(!dynamic_cast(obj)) return false; } } return true; } std::vector CGTeleport::getPassableExits(CGameState * gs, const CGHeroInstance * h, std::vector exits) { vstd::erase_if(exits, [&](ObjectInstanceID exit) -> bool { return !isExitPassable(gs, h, gs->getObj(exit)); }); return exits; } void CGTeleport::addToChannel(std::map > &channelsList, const CGTeleport * obj) { shared_ptr tc; if(channelsList.find(obj->channel) == channelsList.end()) { tc = make_shared(); channelsList.insert(std::make_pair(obj->channel, tc)); } else tc = channelsList[obj->channel]; if(obj->isEntrance() && !vstd::contains(tc->entrances, obj->id)) tc->entrances.push_back(obj->id); if(obj->isExit() && !vstd::contains(tc->exits, obj->id)) tc->exits.push_back(obj->id); if(tc->entrances.size() && tc->exits.size() && (tc->entrances.size() != 1 || tc->entrances != tc->exits)) { tc->passability = TeleportChannel::PASSABLE; } } TeleportChannelID CGMonolith::findMeChannel(std::vector IDs, int SubID) const { for(auto obj : cb->gameState()->map->objects) { auto teleportObj = dynamic_cast(cb->getObj(obj->id)); if(teleportObj && vstd::contains(IDs, teleportObj->ID) && teleportObj->subID == SubID) return teleportObj->channel; } return TeleportChannelID(); } void CGMonolith::onHeroVisit( const CGHeroInstance * h ) const { TeleportDialog td(h, channel); if(isEntrance()) { if(ETeleportChannelType::BIDIRECTIONAL == cb->getTeleportChannelType(channel) && cb->getTeleportChannelExits(channel).size() > 1) { td.exits = cb->getTeleportChannelExits(channel); } else td.exits.push_back(getRandomExit(h)); if(ETeleportChannelType::IMPASSABLE == cb->getTeleportChannelType(channel)) { logGlobal->warnStream() << "Cannot find corresponding exit monolith for "<< id << " (obj at " << pos << ") :("; td.impassable = true; } else if(getRandomExit(h) == ObjectInstanceID()) logGlobal->warnStream() << "All exits blocked for monolith "<< id << " (obj at " << pos << ") :("; } cb->showTeleportDialog(&td); } void CGMonolith::teleportDialogAnswered(const CGHeroInstance *hero, ui32 answer, std::vector exits) const { ObjectInstanceID objId = ObjectInstanceID(answer); auto realExits = getAllExits(true); if(!isEntrance() // Do nothing if hero visited exit only object || (!exits.size() && !realExits.size()) // Do nothing if there no exits on this channel || (!exits.size() && ObjectInstanceID() == getRandomExit(hero))) // Do nothing if all exits are blocked by friendly hero and it's not subterranean gate { return; } else if(objId == ObjectInstanceID()) objId = getRandomExit(hero); else assert(vstd::contains(exits, objId)); // Likely cheating attempt: not random teleporter choosen, but it's not from provided list auto obj = cb->getObj(objId); if(obj) cb->moveHero(hero->id,CGHeroInstance::convertPosition(obj->pos,true) - getVisitableOffset(), true); } void CGMonolith::initObj() { std::vector IDs; IDs.push_back(ID); switch(ID) { case Obj::MONOLITH_ONE_WAY_ENTRANCE: type = ENTRANCE; IDs.push_back(Obj::MONOLITH_ONE_WAY_EXIT); break; case Obj::MONOLITH_ONE_WAY_EXIT: type = EXIT; IDs.push_back(Obj::MONOLITH_ONE_WAY_ENTRANCE); break; case Obj::MONOLITH_TWO_WAY: default: type = BOTH; break; } channel = findMeChannel(IDs, subID); if(channel == TeleportChannelID()) channel = TeleportChannelID(cb->gameState()->map->teleportChannels.size()); addToChannel(cb->gameState()->map->teleportChannels, this); } void CGSubterraneanGate::onHeroVisit( const CGHeroInstance * h ) const { TeleportDialog td(h, channel); if(ETeleportChannelType::IMPASSABLE == cb->getTeleportChannelType(channel)) //no exit { showInfoDialog(h,153,0);//Just inside the entrance you find a large pile of rubble blocking the tunnel. You leave discouraged. logGlobal->debugStream() << "Cannot find exit subterranean gate for "<< id << " (obj at " << pos << ") :("; td.impassable = true; } else td.exits.push_back(getRandomExit(h)); cb->showTeleportDialog(&td); } void CGSubterraneanGate::initObj() { type = BOTH; } void CGSubterraneanGate::postInit( CGameState * gs ) //matches subterranean gates into pairs { //split on underground and surface gates std::vector gatesSplit[2]; //surface and underground gates for(auto & obj : cb->gameState()->map->objects) { auto hlp = dynamic_cast(gs->getObjInstance(obj->id)); if(hlp) gatesSplit[hlp->pos.z].push_back(hlp); } //sort by position std::sort(gatesSplit[0].begin(), gatesSplit[0].end(), [](CGSubterraneanGate * a, CGSubterraneanGate * b) { return a->pos < b->pos; }); for(size_t i = 0; i < gatesSplit[0].size(); i++) { CGSubterraneanGate * objCurrent = gatesSplit[0][i]; //find nearest underground exit std::pair best(-1, std::numeric_limits::max()); //pair for(int j = 0; j < gatesSplit[1].size(); j++) { CGSubterraneanGate *checked = gatesSplit[1][j]; if(!checked) continue; si32 hlp = checked->pos.dist2dSQ(objCurrent->pos); if(hlp < best.second) { best.first = j; best.second = hlp; } } if(objCurrent->channel == TeleportChannelID()) { // if object not linked to channel then create new channel objCurrent->channel = TeleportChannelID(gs->map->teleportChannels.size()); addToChannel(cb->gameState()->map->teleportChannels, objCurrent); } if(best.first >= 0) //found pair { gatesSplit[1][best.first]->channel = objCurrent->channel; addToChannel(cb->gameState()->map->teleportChannels, gatesSplit[1][best.first]); } } } void CGWhirlpool::onHeroVisit( const CGHeroInstance * h ) const { TeleportDialog td(h, channel); if(ETeleportChannelType::IMPASSABLE == cb->getTeleportChannelType(channel)) { logGlobal->warnStream() << "Cannot find exit whirlpool for "<< id << " (obj at " << pos << ") :("; td.impassable = true; } else if(getRandomExit(h) == ObjectInstanceID()) logGlobal->warnStream() << "All exits are blocked for whirlpool "<< id << " (obj at " << pos << ") :("; if(!isProtected(h)) { SlotID targetstack = h->Slots().begin()->first; //slot numbers may vary for(auto i = h->Slots().rbegin(); i != h->Slots().rend(); i++) { if(h->getPower(targetstack) > h->getPower(i->first)) targetstack = (i->first); } TQuantity countToTake = h->getStackCount(targetstack) * 0.5; vstd::amax(countToTake, 1); InfoWindow iw; iw.player = h->tempOwner; iw.text.addTxt(MetaString::ADVOB_TXT, 168); iw.components.push_back(Component(CStackBasicDescriptor(h->getCreature(targetstack), countToTake))); cb->showInfoDialog(&iw); cb->changeStackCount(StackLocation(h, targetstack), -countToTake); } else td.exits = getAllExits(true); cb->showTeleportDialog(&td); } void CGWhirlpool::teleportDialogAnswered(const CGHeroInstance *hero, ui32 answer, std::vector exits) const { ObjectInstanceID objId = ObjectInstanceID(answer); auto realExits = getAllExits(); if(!exits.size() && !realExits.size()) return; else if(objId == ObjectInstanceID()) objId = getRandomExit(hero); else assert(vstd::contains(exits, objId)); // Likely cheating attempt: not random teleporter choosen, but it's not from provided list auto obj = cb->getObj(objId); if(obj) { std::set tiles = obj->getBlockedPos(); auto & tile = *RandomGeneratorUtil::nextItem(tiles, cb->gameState()->getRandomGenerator()); cb->moveHero(hero->id, tile + int3(1,0,0), true); cb->moveHero(hero->id,CGHeroInstance::convertPosition(obj->pos,true) - getVisitableOffset(), true); } } bool CGWhirlpool::isProtected( const CGHeroInstance * h ) { if(h->hasBonusOfType(Bonus::WHIRLPOOL_PROTECTION) || (h->Slots().size() == 1 && h->Slots().begin()->second->count == 1)) //we can't remove last unit { return true; } return false; } void CGArtifact::initObj() { blockVisit = true; if(ID == Obj::ARTIFACT) { if (!storedArtifact) { auto a = new CArtifactInstance(); cb->gameState()->map->addNewArtifactInstance(a); storedArtifact = a; } if(!storedArtifact->artType) storedArtifact->setType(VLC->arth->artifacts[subID]); } if(ID == Obj::SPELL_SCROLL) subID = 1; assert(storedArtifact->artType); assert(storedArtifact->getParentNodes().size()); //assert(storedArtifact->artType->id == subID); //this does not stop desync } std::string CGArtifact::getObjectName() const { return VLC->arth->artifacts[subID]->Name(); } void CGArtifact::onHeroVisit( const CGHeroInstance * h ) const { if(!stacksCount()) { InfoWindow iw; iw.player = h->tempOwner; switch(ID) { case Obj::ARTIFACT: { iw.soundID = soundBase::treasure; //play sound only for non-scroll arts iw.components.push_back(Component(Component::ARTIFACT,subID,0,0)); if(message.length()) iw.text << message; else { if (VLC->arth->artifacts[subID]->EventText().size()) iw.text << std::pair (MetaString::ART_EVNTS, subID); else //fix for mod artifacts with no event text { iw.text.addTxt (MetaString::ADVOB_TXT, 183); //% has found treasure iw.text.addReplacement (h->name); } } } break; case Obj::SPELL_SCROLL: { int spellID = storedArtifact->getGivenSpellID(); iw.components.push_back (Component(Component::SPELL, spellID,0,0)); iw.text.addTxt (MetaString::ADVOB_TXT,135); iw.text.addReplacement(MetaString::SPELL_NAME, spellID); } break; } cb->showInfoDialog(&iw); pick(h); } else { if(message.size()) { BlockingDialog ynd(true,false); ynd.player = h->getOwner(); ynd.text << message; cb->showBlockingDialog(&ynd); } else { blockingDialogAnswered(h, true); } } } void CGArtifact::pick(const CGHeroInstance * h) const { cb->giveHeroArtifact(h, storedArtifact, ArtifactPosition::FIRST_AVAILABLE); cb->removeObject(this); } void CGArtifact::battleFinished(const CGHeroInstance *hero, const BattleResult &result) const { if(result.winner == 0) //attacker won pick(hero); } void CGArtifact::blockingDialogAnswered(const CGHeroInstance *hero, ui32 answer) const { if(answer) cb->startBattleI(hero, this); } void CGWitchHut::initObj() { if (allowedAbilities.empty()) //this can happen for RMG. regular maps load abilities from map file { for (int i = 0; i < GameConstants::SKILL_QUANTITY; i++) allowedAbilities.push_back(i); } ability = *RandomGeneratorUtil::nextItem(allowedAbilities, cb->gameState()->getRandomGenerator()); } void CGWitchHut::onHeroVisit( const CGHeroInstance * h ) const { InfoWindow iw; iw.soundID = soundBase::gazebo; iw.player = h->getOwner(); if(!wasVisited(h->tempOwner)) cb->setObjProperty(id, 10, h->tempOwner.getNum()); ui32 txt_id; if(h->getSecSkillLevel(SecondarySkill(ability))) //you already know this skill { txt_id =172; } else if(!h->canLearnSkill()) //already all skills slots used { txt_id = 173; } else //give sec skill { iw.components.push_back(Component(Component::SEC_SKILL, ability, 1, 0)); txt_id = 171; cb->changeSecSkill(h, SecondarySkill(ability), 1, true); } iw.text.addTxt(MetaString::ADVOB_TXT,txt_id); iw.text.addReplacement(MetaString::SEC_SKILL_NAME, ability); cb->showInfoDialog(&iw); } std::string CGWitchHut::getHoverText(PlayerColor player) const { std::string hoverName = getObjectName(); if(wasVisited(player)) { hoverName += "\n" + VLC->generaltexth->allTexts[356]; // + (learn %s) boost::algorithm::replace_first(hoverName,"%s",VLC->generaltexth->skillName[ability]); } return hoverName; } std::string CGWitchHut::getHoverText(const CGHeroInstance * hero) const { std::string hoverName = getHoverText(hero->tempOwner); if(hero->getSecSkillLevel(SecondarySkill(ability))) //hero knows that ability hoverName += "\n\n" + VLC->generaltexth->allTexts[357]; // (Already learned) return hoverName; } void CGMagicWell::onHeroVisit( const CGHeroInstance * h ) const { int message; if(h->hasBonusFrom(Bonus::OBJECT,ID)) //has already visited Well today { message = 78;//"A second drink at the well in one day will not help you." } else if(h->mana < h->manaLimit()) { giveDummyBonus(h->id); cb->setManaPoints(h->id,h->manaLimit()); message = 77; } else { message = 79; } showInfoDialog(h,message,soundBase::faerie); } std::string CGMagicWell::getHoverText(const CGHeroInstance * hero) const { return getObjectName() + " " + visitedTxt(hero->hasBonusFrom(Bonus::OBJECT,ID)); } void CGObservatory::onHeroVisit( const CGHeroInstance * h ) const { InfoWindow iw; iw.player = h->tempOwner; switch (ID) { case Obj::REDWOOD_OBSERVATORY: case Obj::PILLAR_OF_FIRE: { iw.soundID = soundBase::LIGHTHOUSE; iw.text.addTxt(MetaString::ADVOB_TXT,98 + (ID==Obj::PILLAR_OF_FIRE)); FoWChange fw; fw.player = h->tempOwner; fw.mode = 1; cb->getTilesInRange (fw.tiles, pos, 20, h->tempOwner, 1); cb->sendAndApply (&fw); break; } case Obj::COVER_OF_DARKNESS: { iw.text.addTxt (MetaString::ADVOB_TXT, 31); for (auto & player : cb->gameState()->players) { if (cb->getPlayerStatus(player.first) == EPlayerStatus::INGAME && cb->getPlayerRelations(player.first, h->tempOwner) == PlayerRelations::ENEMIES) cb->changeFogOfWar(visitablePos(), 20, player.first, true); } break; } } cb->showInfoDialog(&iw); } void CGShrine::onHeroVisit( const CGHeroInstance * h ) const { if(spell == SpellID::NONE) { logGlobal->errorStream() << "Not initialized shrine visited!"; return; } if(!wasVisited(h->tempOwner)) cb->setObjProperty(id, 10, h->tempOwner.getNum()); InfoWindow iw; iw.soundID = soundBase::temple; iw.player = h->getOwner(); iw.text.addTxt(MetaString::ADVOB_TXT,127 + ID - 88); iw.text.addTxt(MetaString::SPELL_NAME,spell); iw.text << "."; if(!h->getArt(ArtifactPosition::SPELLBOOK)) { iw.text.addTxt(MetaString::ADVOB_TXT,131); } else if(ID == Obj::SHRINE_OF_MAGIC_THOUGHT && !h->getSecSkillLevel(SecondarySkill::WISDOM)) //it's third level spell and hero doesn't have wisdom { iw.text.addTxt(MetaString::ADVOB_TXT,130); } else if(vstd::contains(h->spells,spell))//hero already knows the spell { iw.text.addTxt(MetaString::ADVOB_TXT,174); } else //give spell { std::set spells; spells.insert(spell); cb->changeSpells(h, true, spells); iw.components.push_back(Component(Component::SPELL,spell,0,0)); } cb->showInfoDialog(&iw); } void CGShrine::initObj() { if(spell == SpellID::NONE) //spell not set { int level = ID-87; std::vector possibilities; cb->getAllowedSpells (possibilities, level); if(possibilities.empty()) { logGlobal->errorStream() << "Error: cannot init shrine, no allowed spells!"; return; } spell = *RandomGeneratorUtil::nextItem(possibilities, cb->gameState()->getRandomGenerator()); } } std::string CGShrine::getHoverText(PlayerColor player) const { std::string hoverName = getObjectName(); if(wasVisited(player)) { hoverName += "\n" + VLC->generaltexth->allTexts[355]; // + (learn %s) boost::algorithm::replace_first(hoverName,"%s", spell.toSpell()->name); } return hoverName; } std::string CGShrine::getHoverText(const CGHeroInstance * hero) const { std::string hoverName = getHoverText(hero->tempOwner); if(vstd::contains(hero->spells, spell)) //hero knows that spell 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.empty()) { message = *RandomGeneratorUtil::nextItem(VLC->generaltexth->randsign, cb->gameState()->getRandomGenerator()); } if(ID == Obj::OCEAN_BOTTLE) { blockVisit = true; } } void CGSignBottle::onHeroVisit( const CGHeroInstance * h ) const { InfoWindow iw; iw.soundID = soundBase::STORE; iw.player = h->getOwner(); iw.text << message; cb->showInfoDialog(&iw); if(ID == Obj::OCEAN_BOTTLE) cb->removeObject(this); } //TODO: remove //void CGScholar::giveAnyBonus( const CGHeroInstance * h ) const //{ // //} void CGScholar::onHeroVisit( const CGHeroInstance * h ) const { EBonusType type = bonusType; int bid = bonusID; //check if the bonus if applicable, if not - give primary skill (always possible) int ssl = h->getSecSkillLevel(SecondarySkill(bid)); //current sec skill level, used if bonusType == 1 if((type == SECONDARY_SKILL && ((ssl == 3) || (!ssl && !h->canLearnSkill()))) ////hero already has expert level in the skill or (don't know skill and doesn't have free slot) || (type == SPELL && (!h->getArt(ArtifactPosition::SPELLBOOK) || vstd::contains(h->spells, (ui32) bid) || ( SpellID(bid).toSpell()->level > h->getSecSkillLevel(SecondarySkill::WISDOM) + 2) ))) //hero doesn't have a spellbook or already knows the spell or doesn't have Wisdom { type = PRIM_SKILL; bid = cb->gameState()->getRandomGenerator().nextInt(GameConstants::PRIMARY_SKILLS - 1); } InfoWindow iw; iw.soundID = soundBase::gazebo; iw.player = h->getOwner(); iw.text.addTxt(MetaString::ADVOB_TXT,115); switch (type) { case PRIM_SKILL: cb->changePrimSkill(h,static_cast(bid),+1); iw.components.push_back(Component(Component::PRIM_SKILL,bid,+1,0)); break; case SECONDARY_SKILL: cb->changeSecSkill(h,SecondarySkill(bid),+1); iw.components.push_back(Component(Component::SEC_SKILL,bid,ssl+1,0)); break; case SPELL: { std::set hlp; hlp.insert(SpellID(bid)); cb->changeSpells(h,true,hlp); iw.components.push_back(Component(Component::SPELL,bid,0,0)); } break; default: logGlobal->errorStream() << "Error: wrong bonus type (" << (int)type << ") for Scholar!\n"; return; } cb->showInfoDialog(&iw); cb->removeObject(this); } void CGScholar::initObj() { blockVisit = true; if(bonusType == RANDOM) { bonusType = static_cast(cb->gameState()->getRandomGenerator().nextInt(2)); switch(bonusType) { case PRIM_SKILL: bonusID = cb->gameState()->getRandomGenerator().nextInt(GameConstants::PRIMARY_SKILLS -1); break; case SECONDARY_SKILL: bonusID = cb->gameState()->getRandomGenerator().nextInt(GameConstants::SKILL_QUANTITY -1); break; case SPELL: std::vector possibilities; for (int i = 1; i < 6; ++i) cb->getAllowedSpells (possibilities, i); bonusID = *RandomGeneratorUtil::nextItem(possibilities, cb->gameState()->getRandomGenerator()); break; } } } void CGGarrison::onHeroVisit (const CGHeroInstance *h) const { int ally = cb->gameState()->getPlayerRelations(h->tempOwner, tempOwner); if (!ally && stacksCount() > 0) { //TODO: Find a way to apply magic garrison effects in battle. cb->startBattleI(h, this); return; } //New owner. if (!ally) cb->setOwner(this, h->tempOwner); cb->showGarrisonDialog(id, h->id, removableUnits); } bool CGGarrison::passableFor(PlayerColor player) const { //FIXME: identical to same method in CGTownInstance if ( !stacksCount() )//empty - anyone can visit return true; if ( tempOwner == PlayerColor::NEUTRAL )//neutral guarded - no one can visit return false; if (cb->getPlayerRelations(tempOwner, player) != PlayerRelations::ENEMIES) return true; return false; } void CGGarrison::battleFinished(const CGHeroInstance *hero, const BattleResult &result) const { if (result.winner == 0) onHeroVisit(hero); } void CGMagi::initObj() { if (ID == Obj::EYE_OF_MAGI) { blockVisit = true; eyelist[subID].push_back(id); } } void CGMagi::onHeroVisit(const CGHeroInstance * h) const { if (ID == Obj::HUT_OF_MAGI) { showInfoDialog(h, 61, soundBase::LIGHTHOUSE); if (!eyelist[subID].empty()) { CenterView cv; cv.player = h->tempOwner; cv.focusTime = 2000; FoWChange fw; fw.player = h->tempOwner; fw.mode = 1; fw.waitForDialogs = true; for(auto it : eyelist[subID]) { const CGObjectInstance *eye = cb->getObj(it); cb->getTilesInRange (fw.tiles, eye->pos, 10, h->tempOwner, 1); cb->sendAndApply(&fw); cv.pos = eye->pos; cb->sendAndApply(&cv); } cv.pos = h->getPosition(false); cb->sendAndApply(&cv); } } else if (ID == Obj::EYE_OF_MAGI) { showInfoDialog(h,48,soundBase::invalid); } } void CGBoat::initObj() { hero = nullptr; } void CGSirens::initObj() { blockVisit = true; } std::string CGSirens::getHoverText(const CGHeroInstance * hero) const { return getObjectName() + " " + visitedTxt(hero->hasBonusFrom(Bonus::OBJECT,ID)); } void CGSirens::onHeroVisit( const CGHeroInstance * h ) const { InfoWindow iw; iw.soundID = soundBase::DANGER; iw.player = h->tempOwner; if(h->hasBonusFrom(Bonus::OBJECT,ID)) //has already visited Sirens { iw.text.addTxt(MetaString::ADVOB_TXT,133); } else { giveDummyBonus(h->id, Bonus::ONE_BATTLE); TExpType xp = 0; for (auto i = h->Slots().begin(); i != h->Slots().end(); i++) { TQuantity drown = i->second->count * 0.3; if(drown) { cb->changeStackCount(StackLocation(h, i->first), -drown); xp += drown * i->second->type->valOfBonuses(Bonus::STACK_HEALTH); } } if(xp) { xp = h->calculateXp(xp); iw.text.addTxt(MetaString::ADVOB_TXT,132); iw.text.addReplacement(xp); cb->changePrimSkill(h, PrimarySkill::EXPERIENCE, xp, false); } else { iw.text.addTxt(MetaString::ADVOB_TXT,134); } } cb->showInfoDialog(&iw); } CGShipyard::CGShipyard() :IShipyard(this) { } void CGShipyard::getOutOffsets( std::vector &offsets ) const { // H J L K I // A x S x B // C E G F D offsets = { int3(-3,0,0), int3(1,0,0), //AB int3(-3,1,0), int3(1,1,0), int3(-2,1,0), int3(0,1,0), int3(-1,1,0), //CDEFG int3(-3,-1,0), int3(1,-1,0), int3(-2,-1,0), int3(0,-1,0), int3(-1,-1,0) //HIJKL }; } void CGShipyard::onHeroVisit( const CGHeroInstance * h ) const { if(!cb->gameState()->getPlayerRelations(tempOwner, h->tempOwner)) cb->setOwner(this, h->tempOwner); auto s = shipyardStatus(); if(s != IBoatGenerator::GOOD) { InfoWindow iw; iw.player = tempOwner; getProblemText(iw.text, h); cb->showInfoDialog(&iw); } else { openWindow(OpenWindow::SHIPYARD_WINDOW,id.getNum(),h->id.getNum()); } } void CCartographer::onHeroVisit( const CGHeroInstance * h ) const { //if player has not bought map of this subtype yet and underground exist for stalagmite cartographer if (!wasVisited(h->getOwner()) && (subID != 2 || cb->gameState()->map->twoLevel)) { if (cb->getResource(h->tempOwner, Res::GOLD) >= 1000) //if he can afford a map { //ask if he wants to buy one int text=0; switch (subID) { case 0: text = 25; break; case 1: text = 26; break; case 2: text = 27; break; default: logGlobal->warnStream() << "Unrecognized subtype of cartographer"; } assert(text); BlockingDialog bd (true, false); bd.player = h->getOwner(); bd.soundID = soundBase::LIGHTHOUSE; bd.text.addTxt (MetaString::ADVOB_TXT, text); cb->showBlockingDialog (&bd); } else //if he cannot afford { showInfoDialog(h,28,soundBase::CAVEHEAD); } } else //if he already visited carographer { showInfoDialog(h,24,soundBase::CAVEHEAD); } } void CCartographer::blockingDialogAnswered(const CGHeroInstance *hero, ui32 answer) const { if (answer) //if hero wants to buy map { cb->giveResource (hero->tempOwner, Res::GOLD, -1000); FoWChange fw; fw.mode = 1; fw.player = hero->tempOwner; //subIDs of different types of cartographers: //water = 0; land = 1; underground = 2; cb->getAllTiles (fw.tiles, hero->tempOwner, subID - 1, !subID + 1); //reveal appropriate tiles cb->sendAndApply (&fw); cb->setObjProperty (id, 10, hero->tempOwner.getNum()); } } void CGDenOfthieves::onHeroVisit (const CGHeroInstance * h) const { cb->showThievesGuildWindow(h->tempOwner, id); } void CGObelisk::onHeroVisit( const CGHeroInstance * h ) const { InfoWindow iw; iw.player = h->tempOwner; TeamState *ts = cb->gameState()->getPlayerTeam(h->tempOwner); assert(ts); TeamID team = ts->id; if(!wasVisited(team)) { iw.text.addTxt(MetaString::ADVOB_TXT, 96); cb->sendAndApply(&iw); cb->setObjProperty(id, 20, h->tempOwner.getNum()); //increment general visited obelisks counter openWindow(OpenWindow::PUZZLE_MAP, h->tempOwner.getNum()); cb->setObjProperty(id, 10, h->tempOwner.getNum()); //mark that particular obelisk as visited } else { iw.text.addTxt(MetaString::ADVOB_TXT, 97); cb->sendAndApply(&iw); } } void CGObelisk::initObj() { obeliskCount++; } std::string CGObelisk::getHoverText(PlayerColor player) const { return getObjectName() + " " + visitedTxt(wasVisited(player)); } void CGObelisk::setPropertyDer( ui8 what, ui32 val ) { CPlayersVisited::setPropertyDer(what, val); switch(what) { case 20: assert(val < PlayerColor::PLAYER_LIMIT_I); visited[TeamID(val)]++; if(visited[TeamID(val)] > obeliskCount) { logGlobal->errorStream() << "Error: Visited " << visited[TeamID(val)] << "\t\t" << obeliskCount; assert(0); } break; } } void CGLighthouse::onHeroVisit( const CGHeroInstance * h ) const { if(h->tempOwner != tempOwner) { PlayerColor oldOwner = tempOwner; cb->setOwner(this,h->tempOwner); //not ours? flag it! showInfoDialog(h,69,soundBase::LIGHTHOUSE); giveBonusTo(h->tempOwner); if(oldOwner < PlayerColor::PLAYER_LIMIT) //remove bonus from old owner { RemoveBonus rb(RemoveBonus::PLAYER); rb.whoID = oldOwner.getNum(); rb.source = Bonus::OBJECT; rb.id = id.getNum(); cb->sendAndApply(&rb); } } } void CGLighthouse::initObj() { if(tempOwner < PlayerColor::PLAYER_LIMIT) { giveBonusTo(tempOwner); } } std::string CGLighthouse::getHoverText(PlayerColor player) const { //TODO: owned by %s player return getObjectName(); } void CGLighthouse::giveBonusTo( PlayerColor player ) const { GiveBonus gb(GiveBonus::PLAYER); gb.bonus.type = Bonus::SEA_MOVEMENT; gb.bonus.val = 500; gb.id = player.getNum(); gb.bonus.duration = Bonus::PERMANENT; gb.bonus.source = Bonus::OBJECT; gb.bonus.sid = id.getNum(); cb->sendAndApply(&gb); }