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vcmi/hch/CObjectHandler.cpp
DjWarmonger e481a4375b Removed bonus system loop in GameState.
Moved some game settings to global.h
2010-09-30 13:15:18 +00:00

6920 lines
180 KiB
C++

#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 <boost/bind.hpp>
#include <boost/algorithm/string/replace.hpp>
#include <boost/assign/std/vector.hpp>
#include <boost/lexical_cast.hpp>
#include <boost/random/linear_congruential.hpp>
#include "CTownHandler.h"
#include "CArtHandler.h"
#include "CSoundBase.h"
#include "CCreatureHandler.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 <sstream>
#include <SDL_stdinc.h>
#include <boost/foreach.hpp>
#include <boost/format.hpp>
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<int,std::map<int, std::vector<int> > > CGTeleport::objs;
std::vector<std::pair<int, int> > CGTeleport::gates;
IGameCallback * IObjectInterface::cb = NULL;
DLL_EXPORT void loadToIt(std::string &dest, const std::string &src, int &iter, int mode);
extern CLodHandler * bitmaph;
extern boost::rand48 ran;
std::map <ui8, std::set <ui8> > CGKeys::playerKeyMap;
std::map <si32, std::vector<si32> > CGMagi::eyelist;
ui8 CGObelisk::obeliskCount; //how many obelisks are on map
std::map<ui8, ui8> CGObelisk::visited; //map: team_id => how many obelisks has been visited
std::vector<const CArtifact *> CGTownInstance::merchantArtifacts;
std::vector<int> CGTownInstance::universitySkills;
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((ui8)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<si16, si32> 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; g<VLC->creh->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::readConfigLine(std::ifstream &istr, int g)
{
banksInfo[g].push_back(new BankConfig);
BankConfig &bc = *banksInfo[g].back();
std::string buf;
//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);
//a dirty trick to make it work if there is no 0 for 0 quantity (like in grotto - last entry)
char buft[52];
istr.getline(buft, 50, '\t');
for(int h=0; h<7; ++h)
{
istr.getline(buft, 50, '\t');
if(buft[0] == '\0')
bc.resources[h] = 0;
else
bc.resources[h] = SDL_atoi(buft);
}
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());
}
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(DATA_DIR "/config/cregens.txt");
while(!ifs.eof())
{
int dw, cr;
ifs >> dw >> cr;
cregens[dw]=cr;
}
tlog5 << "\t\tDone loading objects!\n";
ifs.close();
ifs.clear();
int k = -1;
ifs.open(DATA_DIR "/config/resources.txt");
ifs >> k;
int pom;
for(int i=0;i<k;i++)
{
ifs >> pom;
resVals.push_back(pom);
}
tlog5 << "\t\tDone loading resource prices!\n";
}
std::ifstream istr;
istr.open(DATA_DIR "/config/bankconfig.txt", std::ios_base::binary);
if(!istr.is_open())
{
tlog1 << "No config/bankconfig.txt file !!!\n";
}
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
istr.getline(buffer, MAX_BUF, '\t');
creBanksNames[g] = std::string(buffer);
//remove trailing new line characters
while(creBanksNames[g][0] == 10 || creBanksNames[g][0] == 13)
creBanksNames[g].erase(creBanksNames[g].begin());
for(int i=0; i<4; ++i) //reading levels
{
readConfigLine(istr,g);
}
}
//reading name
istr.getline(buffer, MAX_BUF, '\t');
creBanksNames[21] = std::string(buffer);
while(creBanksNames[21][0] == 10 || creBanksNames[21][0] == 13)
creBanksNames[21].erase(creBanksNames[21].begin());
readConfigLine(istr,21); //pyramid
}
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 "<<this<<std::endl;
//state = new CLuaObjectScript();
ID = subID = id = -1;
defInfo = NULL;
tempOwner = 254;
blockVisit = false;
}
CGObjectInstance::~CGObjectInstance()
{
//std::cout << "Usuwam obiekt "<<this<<std::endl;
//if (state)
// delete state;
//state=NULL;
}
//CGObjectInstance::CGObjectInstance(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(right.state->);
// //*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 "<<id<<": NULL defInfo!\n";
return false;
}
if((defInfo->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
|| (defInfo->shadowCoverage[y] >> (7-(x) )) & 1)
return true;
return false;
}
std::set<int3> CGObjectInstance::getBlockedPos() const
{
std::set<int3> ret;
for(int w=0; w<getWidth(); ++w)
{
for(int h=0; h<getHeight(); ++h)
{
if(blockingAt(w, h))
ret.insert(int3(pos.x - getWidth() + w + 1, pos.y - getHeight() + h + 1, pos.z));
}
}
return ret;
}
bool CGObjectInstance::operator<(const CGObjectInstance & cmp) const //screen printing priority comparing
{
if(defInfo->printPriority==1 && cmp.defInfo->printPriority==0)
return true;
if(cmp.defInfo->printPriority==1 && defInfo->printPriority==0)
return false;
if(this->pos.y<cmp.pos.y)
return true;
if(this->pos.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.x<cmp.pos.x)
return true;
return false;
}
void CGObjectInstance::initObj()
{
switch(ID)
{
case 95:
blockVisit = true;
break;
}
}
void CGObjectInstance::setProperty( ui8 what, ui32 val )
{
switch(what)
{
case ObjProperty::OWNER:
tempOwner = val;
break;
case ObjProperty::BLOCKVIS:
blockVisit = val;
break;
case ObjProperty::ID:
ID = val;
break;
case ObjProperty::SUBID:
subID = val;
break;
}
setPropertyDer(what, val);
}
void CGObjectInstance::setPropertyDer( ui8 what, ui32 val )
{}
int3 CGObjectInstance::getSightCenter() const
{
//return vistiable tile if possible
for(int i=0; i < 8; i++)
for(int j=0; j < 6; j++)
if(visitableAt(i,j))
return(pos + int3(i-7, j-5, 0));
return pos;
}
int CGObjectInstance::getSightRadious() const
{
return 3;
}
void CGObjectInstance::getSightTiles(std::set<int3> &tiles) const //returns reference to the set
{
cb->getTilesInRange(tiles, getSightCenter(), getSightRadious(), tempOwner, 1);
}
void CGObjectInstance::hideTiles(int ourplayer, int radius) const
{
for (std::map<ui8, TeamState>::iterator i = cb->gameState()->teams.begin(); i != cb->gameState()->teams.end(); i++)
{
if ( !vstd::contains(i->second.players, ourplayer ))//another team
{
for (std::set<ui8>::iterator j = i->second.players.begin(); j != i->second.players.end(); j++)
if ( cb->getPlayerState(*j)->status == PlayerState::INGAME )//seek for living player (if any)
{
FoWChange fw;
fw.mode = 0;
fw.player = *j;
cb->getTilesInRange (fw.tiles, pos, radius, (*j), -1);
cb->sendAndApply (&fw);
break;
}
}
}
}
int3 CGObjectInstance::getVisitableOffset() const
{
for(int y = 0; y < 6; y++)
for (int x = 0; x < 8; x++)
if((defInfo->visitMap[5-y] >> x) & 1)
return int3(x,y,0);
tlog2 << "Warning: getVisitableOffset called on non-visitable obj!\n";
return int3(-1,-1,-1);
}
void CGObjectInstance::getNameVis( std::string &hname ) const
{
const CGHeroInstance *h = cb->getSelectedHero(cb->getCurrentPlayer());
hname = VLC->generaltexth->names[ID];
if(h)
{
if(!h->hasBonusFrom(Bonus::OBJECT,ID))
hname += " " + VLC->generaltexth->allTexts[353]; //not visited
else
hname += " " + VLC->generaltexth->allTexts[352]; //visited
}
}
void CGObjectInstance::giveDummyBonus(int heroID, ui8 duration) const
{
GiveBonus gbonus;
gbonus.bonus.type = Bonus::NONE;
gbonus.id = heroID;
gbonus.bonus.duration = duration;
gbonus.bonus.source = Bonus::OBJECT;
gbonus.bonus.id = ID;
cb->giveHeroBonus(&gbonus);
}
void CGObjectInstance::onHeroVisit( const CGHeroInstance * h ) const
{
switch(ID)
{
case 35: //Hill fort
{
OpenWindow ow;
ow.window = OpenWindow::HILL_FORT_WINDOW;
ow.id1 = id;
ow.id2 = h->id;
cb->sendAndApply(&ow);
}
break;
case 80: //Sanctuary
{
InfoWindow iw;
iw.player = h->tempOwner;
iw.soundID = soundBase::GETPROTECTION;
iw.text.addTxt(MetaString::ADVOB_TXT, 114); //You enter the sanctuary and immediately feel as if a great weight has been lifted off your shoulders. You feel safe here.
cb->sendAndApply(&iw);
}
break;
case 95: //Tavern
{
OpenWindow ow;
ow.window = OpenWindow::TAVERN_WINDOW;
ow.id1 = h->id;
ow.id2 = id;
cb->sendAndApply(&ow);
}
break;
}
}
ui8 CGObjectInstance::getPassableness() const
{
return 0;
}
bool CGObjectInstance::hasShadowAt( int x, int y ) const
{
if( (defInfo->shadowCoverage[y] >> (7-(x) )) & 1 )
return true;
return false;
}
int3 CGObjectInstance::visitablePos() const
{
return pos - getVisitableOffset();
}
static int lowestSpeed(const CGHeroInstance * chi)
{
if(!chi->Slots().size())
{
tlog1 << "Error! Hero " << chi->id << " ("<<chi->name<<") has no army!\n";
return 20;
}
TSlots::const_iterator i = chi->Slots().begin();
//TODO? should speed modifiers (eg from artifacts) affect hero movement?
int ret = (i++)->second.valOfBonuses(Bonus::STACKS_SPEED);
for (;i!=chi->Slots().end();i++)
{
ret = std::min(ret, i->second.valOfBonuses(Bonus::STACKS_SPEED));
}
return ret;
}
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;
}
#if 0
// Unused and buggy method.
// - for loop is wrong. will not find all creatures. must use iterator instead.
// - -> is the slot number. use second->first for creature index
// Is lowestSpeed() the correct equivalent ?
unsigned int CGHeroInstance::getLowestCreatureSpeed() const
{
unsigned int sl = 100;
for(size_t h=0; h < stacksCount(); ++h)
{
if(VLC->creh->creatures[Slots().find(h)->first]->speed<sl)
sl = VLC->creh->creatures[Slots().find(h)->first]->speed;
}
return sl;
}
#endif
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
{
return si32(getPrimSkillLevel(3) * (100.0f + valOfBonuses(Bonus::SECONDARY_SKILL_PREMY, 24)) / 10.0f);
}
//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
{
return hasBonusOfType(Bonus::FLYING_MOVEMENT) || hasBonusOfType(Bonus::WATER_WALKING);
}
int CGHeroInstance::getPrimSkillLevel(int id) const
{
int ret = valOfBonuses(Bonus::PRIMARY_SKILL, id);
amax(ret, id/2); //minimal value is 0 for attack and defense and 1 for spell power and knowledge
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;
}
void CGHeroInstance::setSecSkillLevel(int which, int val, bool abs)
{
if(getSecSkillLevel(which) == 0)
{
secSkills.push_back(std::pair<int,int>(which, val));
updateSkill(which, val);
}
else
{
for (unsigned i=0; i<secSkills.size(); i++)
{
if(secSkills[i].first == which)
{
if(abs)
secSkills[i].second = val;
else
secSkills[i].second += val;
if(secSkills[i].second > 3) //workaround to avoid crashes when same sec skill is given more than once
{
tlog1 << "Warning: Skill " << which << " increased over limit! Decreasing to Expert.\n";
secSkills[i].second = 3;
}
updateSkill(which, secSkills[i].second); //when we know final value
}
}
}
}
int CGHeroInstance::maxMovePoints(bool onLand) const
{
int base = -1;
if(onLand)
{
static const int moveForSpeed[] = { 1500, 1560, 1630, 1700, 1760, 1830, 1900, 1960, 2000 }; //first element for 3 and lower; last for 11 and more
int index = lowestSpeed(this) - 3;
amin(index, ARRAY_COUNT(moveForSpeed)-1);
amax(index, 0);
base = moveForSpeed[index];
}
else
{
base = 1500; //on water base movement is always 1500 (speed of army doesn't matter)
}
int bonus = valOfBonuses(Bonus::MOVEMENT) + (onLand ? valOfBonuses(Bonus::LAND_MOVEMENT) : valOfBonuses(Bonus::SEA_MOVEMENT));
double modifier = 0;
if(onLand)
{
//logistics:
modifier = valOfBonuses(Bonus::SECONDARY_SKILL_PREMY, 2) / 100.0f;
}
else
{
//navigation:
modifier = valOfBonuses(Bonus::SECONDARY_SKILL_PREMY, 5) / 100.0f;
}
return int(base + base*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()
: IBoatGenerator(this)
{
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));
speciality.nodeType = CBonusSystemNode::SPECIALITY;
}
void CGHeroInstance::initHero(int SUBID)
{
subID = SUBID;
initHero();
}
void CGHeroInstance::initHero()
{
assert(validTypes(true));
if(ID == HEROI_TYPE)
initHeroDefInfo();
if(!type)
type = VLC->heroh->heroes[subID];
if(!vstd::contains(spells, 0xffffffff) && type->startingSpell >= 0) //hero starts with a spell
spells.insert(type->startingSpell);
else //remove placeholder
spells -= 0xffffffff;
if(!vstd::contains(artifWorn, 16) && type->startingSpell >= 0) //no catapult means we haven't read pre-existant set
{
VLC->arth->equipArtifact(artifWorn, 17, 0); //give spellbook
}
VLC->arth->equipArtifact(artifWorn, 16, 3); //everyone has a catapult
if(portrait < 0 || portrait == 255)
portrait = subID;
if(!hasBonus(Selector::sourceType(Bonus::HERO_BASE_SKILL)))
{
pushPrimSkill(PrimarySkill::ATTACK, type->heroClass->initialAttack);
pushPrimSkill(PrimarySkill::DEFENSE, type->heroClass->initialDefence);
pushPrimSkill(PrimarySkill::SPELL_POWER, type->heroClass->initialPower);
pushPrimSkill(PrimarySkill::KNOWLEDGE, type->heroClass->initialKnowledge);
}
if(secSkills.size() == 1 && secSkills[0] == std::pair<ui8,ui8>(-1, -1)) //set secondary skills to default
secSkills = type->secSkillsInit;
if (!name.length())
name = type->name;
if (exp == 0xffffffff)
{
initExp();
}
else
{
level = VLC->heroh->level(exp);
}
if (sex == 0xFF)//sex is default
sex = type->sex;
setFormation(false);
if (!stacksCount()) //standard army//initial army
{
initArmy();
}
assert(validTypes());
hoverName = VLC->generaltexth->allTexts[15];
boost::algorithm::replace_first(hoverName,"%s",name);
boost::algorithm::replace_first(hoverName,"%s", type->heroClass->name);
if (mana < 0)
mana = manaLimit();
}
void CGHeroInstance::initArmy(CCreatureSet *dst /*= NULL*/)
{
if(!dst)
dst = this;
int howManyStacks = 0; //how many stacks will hero receives <1 - 3>
int pom = ran()%100;
int warMachinesGiven = 0;
if(pom < 9)
howManyStacks = 1;
else if(pom < 79)
howManyStacks = 2;
else
howManyStacks = 3;
for(int stackNo=0; stackNo < howManyStacks; stackNo++)
{
int creID = (VLC->creh->nameToID[type->refTypeStack[stackNo]]);
int range = type->highStack[stackNo] - type->lowStack[stackNo];
int count = ran()%(range+1) + type->lowStack[stackNo];
if(creID>=145 && creID<=149) //war machine
{
warMachinesGiven++;
switch (creID)
{
case 145: //catapult
VLC->arth->equipArtifact(artifWorn, 16, 3);
break;
default:
VLC->arth->equipArtifact(
artifWorn,
9+CArtHandler::convertMachineID(creID,true),
CArtHandler::convertMachineID(creID,true));
break;
}
}
else
dst->addStack(stackNo-warMachinesGiven, CStackInstance(creID, count));
}
}
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->shadowCoverage[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
{
if( cb->gameState()->getPlayerRelations(tempOwner, h->tempOwner)) //our or ally hero
{
//exchange
cb->heroExchange(h->id, id);
}
else //battle
{
if(visitedTown) //we're in town
visitedTown->onHeroVisit(h); //town will handle attacking
else
cb->startBattleI(h, this);
}
}
else if(ID == 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, ObjProperty::ID, HEROI_TYPE); //set ID to 34
cb->giveHero(id,h->tempOwner); //recreates def and adds hero to player
iw.text << std::pair<ui8,ui32>(11,102);
}
else //already 8 wandering heroes
{
iw.text << std::pair<ui8,ui32>(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;
speciality.growthsWithLevel = false;
Bonus bonus;
if(!type)
return; //TODO support prison
for (std::vector<SSpecialtyInfo>::const_iterator it = type->spec.begin(); it != type->spec.end(); it++)
{
bonus.val = it->val;
bonus.id = id; //from the hero, speciality has no unique id
bonus.duration = Bonus::PERMANENT;
bonus.source = Bonus::HERO_SPECIAL;
switch (it->type)
{
case 1:// creature speciality
{
speciality.growthsWithLevel = true;
const CCreature &specCreature = *VLC->creh->creatures[it->additionalinfo]; //creature in which we have specialty
int creLevel = specCreature.level;
if(!creLevel) //TODO: set fixed level for War Machines
{
if(it->additionalinfo == 146)
creLevel = 5; //treat ballista as 5-level
else
{
tlog2 << "Warning: unknown level of " << specCreature.namePl << std::endl;
continue;
}
}
bonus.limiter = new CCreatureTypeLimiter (specCreature, true); //with upgrades
bonus.type = Bonus::PRIMARY_SKILL;
bonus.additionalInfo = it->additionalinfo;
bonus.valType = Bonus::ADDITIVE_VALUE;
bonus.subtype = PrimarySkill::ATTACK;
speciality.bonuses.push_back (bonus);
bonus.subtype = PrimarySkill::DEFENSE;
speciality.bonuses.push_back (bonus);
//values will be calculated later
bonus.type = Bonus::STACKS_SPEED;
bonus.val = 1; //+1 speed
speciality.bonuses.push_back (bonus);
}
break;
case 2://secondary skill
speciality.growthsWithLevel = true;
bonus.type = Bonus::SPECIAL_SECONDARY_SKILL; //needs to be recalculated with level, based on this value
bonus.valType = Bonus::BASE_NUMBER; // to receive nonzero value
bonus.subtype = it->subtype; //skill id
bonus.val = it->val; //value per level, in percent
speciality.bonuses.push_back (bonus);
switch (it->additionalinfo)
{
case 0: //normal
bonus.valType = Bonus::PERCENT_TO_BASE;
break;
case 1: //when it's navigation or there's no 'base' at all
bonus.valType = Bonus::PERCENT_TO_ALL;
break;
}
bonus.type = Bonus::SECONDARY_SKILL_PREMY; //value will be calculated later
speciality.bonuses.push_back(bonus);
break;
case 3://spell damage bonus, level dependant but calculated elsehwere
bonus.type = Bonus::SPECIAL_SPELL_LEV;
bonus.subtype = it->subtype;
speciality.bonuses.push_back (bonus);
break;
case 4://creature stat boost
switch (it->subtype)
{
case 1://attack
bonus.type = Bonus::PRIMARY_SKILL;
bonus.subtype = PrimarySkill::ATTACK;
break;
case 2://defense
bonus.type = Bonus::PRIMARY_SKILL;
bonus.subtype = PrimarySkill::DEFENSE;
break;
case 3:
bonus.type = Bonus::CREATURE_DAMAGE;
bonus.subtype = 0; //both min and max
break;
case 4://hp
bonus.type = Bonus::STACK_HEALTH;
break;
case 5:
bonus.type = Bonus::STACKS_SPEED;
break;
default:
continue;
}
bonus.valType = Bonus::ADDITIVE_VALUE;
bonus.limiter = new CCreatureTypeLimiter (*VLC->creh->creatures[it->additionalinfo], true);
speciality.bonuses.push_back (bonus);
break;
case 5://spell damage bonus in percent
bonus.type = Bonus::SPECIFIC_SPELL_DAMAGE;
bonus.valType = Bonus::BASE_NUMBER; // current spell system is screwed
bonus.subtype = it->subtype; //spell id
speciality.bonuses.push_back (bonus);
break;
case 6://damage bonus for bless (Adela)
bonus.type = Bonus::SPECIAL_BLESS_DAMAGE;
bonus.subtype = it->subtype; //spell id if you ever wanted to use it otherwise
bonus.additionalInfo = it->additionalinfo; //damage factor
speciality.bonuses.push_back (bonus);
break;
case 7://maxed mastery for spell
bonus.type = Bonus::MAXED_SPELL;
bonus.subtype = it->subtype; //spell i
speciality.bonuses.push_back (bonus);
break;
case 8://peculiar spells - enchantments
bonus.type = Bonus::SPECIAL_PECULIAR_ENCHANT;
bonus.subtype = it->subtype; //spell id
bonus.additionalInfo = it->additionalinfo;//0, 1 for Coronius
speciality.bonuses.push_back (bonus);
break;
case 9://upgrade creatures
{
std::vector<CCreature*>* creatures = &VLC->creh->creatures;
bonus.type = Bonus::SPECIAL_UPGRADE;
bonus.subtype = it->subtype; //base id
bonus.additionalInfo = it->additionalinfo; //target id
speciality.bonuses.push_back (bonus);
for (std::set<ui32>::iterator i = (*creatures)[it->subtype]->upgrades.begin();
i != (*creatures)[it->subtype]->upgrades.end(); i++)
{
bonus.subtype = *i; //propagate for regular upgrades of base creature
speciality.bonuses.push_back (bonus);
}
break;
}
case 10://resource generation
bonus.type = Bonus::GENERATE_RESOURCE;
bonus.subtype = it->subtype;
speciality.bonuses.push_back (bonus);
break;
case 11://starting skill with mastery (Adrienne)
cb->changeSecSkill (id, it->val, it->additionalinfo); //simply give it and forget
break;
case 12://army speed
bonus.type = Bonus::STACKS_SPEED;
speciality.bonuses.push_back (bonus);
break;
case 13://Dragon bonuses (Mutare)
bonus.type = Bonus::PRIMARY_SKILL;
bonus.valType = Bonus::ADDITIVE_VALUE;
switch (it->subtype)
{
case 1:
bonus.subtype = PrimarySkill::ATTACK;
break;
case 2:
bonus.subtype = PrimarySkill::DEFENSE;
break;
}
bonus.limiter = new HasAnotherBonusLimiter(Bonus::DRAGON_NATURE);
speciality.bonuses.push_back (bonus);
break;
default:
tlog2 << "Unexpected hero speciality " << type <<'\n';
}
}
//initialize bonuses
for (std::vector<std::pair<ui8,ui8> >::iterator it = secSkills.begin(); it != secSkills.end(); it++)
updateSkill(it->first, it->second);
UpdateSpeciality();
mana = manaLimit(); //after all bonuses are taken into account, make sure this line is the last one
}
void CGHeroInstance::UpdateSpeciality()
{
if (speciality.growthsWithLevel)
{
std::vector<CCreature*>* creatures = &VLC->creh->creatures;
for (std::list<Bonus>::iterator it = speciality.bonuses.begin(); it != speciality.bonuses.end(); it++)
{
switch (it->type)
{
case Bonus::SECONDARY_SKILL_PREMY:
it->val = (speciality.valOfBonuses(Bonus::SPECIAL_SECONDARY_SKILL, it->subtype) * level);
break; //use only hero skills as bonuses to avoid feedback loop
case Bonus::PRIMARY_SKILL: //for crearures, that is
int creLevel = (*creatures)[it->additionalInfo]->level;
if(!creLevel)
{
if(it->additionalInfo == 146)
creLevel = 5; //treat ballista as 5-level
else
{
tlog2 << "Warning: unknown level of " << (*creatures)[it->additionalInfo]->namePl << std::endl;
continue;
}
}
double primSkillModifier = (int)(level / creLevel) / 20.0;
int param;
switch (it->subtype)
{
case PrimarySkill::ATTACK:
param = (*creatures)[it->additionalInfo]->attack;
break;
case PrimarySkill::DEFENSE:
param = (*creatures)[it->additionalInfo]->defence;
break;
}
it->val = ceil(param * (1 + primSkillModifier)) - param; //yep, overcomplicated but matches original
break;
}
}
}
}
void CGHeroInstance::updateSkill(int which, int val)
{
int skillVal = 0;
switch (which)
{
case 1: //Archery
switch (val)
{
case 1:
skillVal = 10; break;
case 2:
skillVal = 25; break;
case 3:
skillVal = 50; break;
}
break;
case 2: //Logistics
skillVal = 10 * val; break;
case 5: //Navigation
skillVal = 50 * val; break;
case 8: //Mysticism
skillVal = val; break;
case 11: //eagle Eye
skillVal = 30 + 10 * val; break;
case 12: //Necromancy
skillVal = 10 * val; break;
case 22: //Offense
skillVal = 10 * val; break;
case 23: //Armorer
skillVal = 5 * val; break;
case 24: //Intelligence
skillVal = 25 << val-1; break;
case 25: //Sorcery
skillVal = 5 * val; break;
case 26: //Resistance
skillVal = 5 << val-1; break;
case 27: //First Aid
skillVal = 25 + 25*val; break;
}
if (skillVal) //we don't need bonuses of other types here
{
Bonus * b = bonuses.getFirst(Selector::typeSybtype(Bonus::SECONDARY_SKILL_PREMY, which) && Selector::sourceType(Bonus::SECONDARY_SKILL));
if (b) //only local hero bonus
{
b->val = skillVal;
}
else
{
Bonus bonus(Bonus::PERMANENT, Bonus::SECONDARY_SKILL_PREMY, id, skillVal, ID, which, Bonus::BASE_NUMBER);
bonus.source = Bonus::SECONDARY_SKILL;
bonuses.push_back (bonus);
}
}
}
void CGHeroInstance::setPropertyDer( ui8 what, ui32 val )
{
if(what == ObjProperty::PRIMARY_STACK_COUNT)
setStackCount(0, val);
}
double CGHeroInstance::getHeroStrength() const
{
return sqrt((1.0 + 0.05*getPrimSkillLevel(0)) * (1.0 + 0.05*getPrimSkillLevel(1)));
}
int CGHeroInstance::getTotalStrength() const
{
double ret = getHeroStrength() * getArmyStrength();
return (int) ret;
}
ui8 CGHeroInstance::getSpellSchoolLevel(const CSpell * spell, int *outSelectedSchool) const
{
si16 skill = -1; //skill level
#define TRY_SCHOOL(schoolName, schoolMechanicsId, schoolOutId) \
if(spell-> schoolName) \
{ \
int thisSchool = std::max<int>(getSecSkillLevel(14 + (schoolMechanicsId)), valOfBonuses(Bonus::MAGIC_SCHOOL_SKILL, 1 << (schoolMechanicsId))); \
if(thisSchool > skill) \
{ \
skill = thisSchool; \
if(outSelectedSchool) \
*outSelectedSchool = schoolOutId; \
} \
}
TRY_SCHOOL(fire, 0, 1)
TRY_SCHOOL(air, 1, 0)
TRY_SCHOOL(water, 2, 2)
TRY_SCHOOL(earth, 3, 3)
#undef TRY_SCHOOL
amax(skill, valOfBonuses(Bonus::MAGIC_SCHOOL_SKILL, 0)); //any school bonus
amax(skill, valOfBonuses(Bonus::SPELL, spell->id)); //given by artifact or other effect
if (hasBonusOfType(Bonus::MAXED_SPELL, spell->id))//hero speciality (Daremyth, Melodia)
skill = 3;
assert(skill >= 0 && skill <= 3);
return skill;
}
bool CGHeroInstance::canCastThisSpell(const CSpell * spell) const
{
if(!getArt(17)) //if hero has no spellbook
return false;
if(vstd::contains(spells, spell->id) //hero has this spell in spellbook
|| (spell->air && hasBonusOfType(Bonus::AIR_SPELLS)) // this is air spell and hero can cast all air spells
|| (spell->fire && hasBonusOfType(Bonus::FIRE_SPELLS)) // this is fire spell and hero can cast all fire spells
|| (spell->water && hasBonusOfType(Bonus::WATER_SPELLS)) // this is water spell and hero can cast all water spells
|| (spell->earth && hasBonusOfType(Bonus::EARTH_SPELLS)) // this is earth spell and hero can cast all earth spells
|| hasBonusOfType(Bonus::SPELL, spell->id)
|| hasBonusOfType(Bonus::SPELLS_OF_LEVEL, spell->level)
)
return true;
return false;
}
/**
* Calculates what creatures and how many to be raised from a battle.
* @param battleResult The results of the battle.
* @return Returns a pair with the first value indicating the ID of the creature
* type and second value the amount. Both values are returned as -1 if necromancy
* could not be applied.
*/
CStackInstance CGHeroInstance::calculateNecromancy (const BattleResult &battleResult) const
{
const ui8 necromancyLevel = getSecSkillLevel(12);
// Hero knows necromancy.
if (necromancyLevel > 0)
{
double necromancySkill = valOfBonuses(Bonus::SECONDARY_SKILL_PREMY, 12)/100.0;
amin(necromancySkill, 1.0); //it's impossible to raise more creatures than all...
const std::map<ui32,si32> &casualties = battleResult.casualties[!battleResult.winner];
ui32 raisedUnits = 0;
// Figure out what to raise and how many.
const ui32 creatureTypes[] = {56, 58, 60, 64}; // IDs for Skeletons, Walking Dead, Wights and Liches respectively.
const bool improvedNecromancy = hasBonusOfType(Bonus::IMPROVED_NECROMANCY);
const CCreature *raisedUnitType = VLC->creh->creatures[creatureTypes[improvedNecromancy ? necromancyLevel : 0]];
const ui32 raisedUnitHP = raisedUnitType->valOfBonuses(Bonus::STACK_HEALTH);
//calculate creatures raised from each defeated stack
for (std::map<ui32,si32>::const_iterator it = casualties.begin(); it != casualties.end(); it++)
{
// Get lost enemy hit points convertible to units.
const ui32 raisedHP = VLC->creh->creatures[it->first]->valOfBonuses(Bonus::STACK_HEALTH) * it->second * necromancySkill;
raisedUnits += std::min<ui32>(raisedHP / raisedUnitHP, it->second * necromancySkill); //limit to % of HP and % of original stack count
}
// Make room for new units.
int slot = getSlotFor(raisedUnitType->idNumber);
if (slot == -1)
{
// If there's no room for unit, try it's upgraded version 2/3rds the size.
raisedUnitType = VLC->creh->creatures[*raisedUnitType->upgrades.begin()];
raisedUnits = (raisedUnits*2)/3;
slot = getSlotFor(raisedUnitType->idNumber);
}
if (raisedUnits <= 0)
raisedUnits = 1;
return CStackInstance(raisedUnitType->idNumber, raisedUnits);
}
return CStackInstance();
}
/**
* Show the necromancy dialog with information about units raised.
* @param raisedStack Pair where the first element represents ID of the raised creature
* and the second element the amount.
*/
void CGHeroInstance::showNecromancyDialog(const CStackInstance &raisedStack) const
{
InfoWindow iw;
iw.soundID = soundBase::GENIE;
iw.player = tempOwner;
iw.components.push_back(Component(raisedStack));
if (raisedStack.count > 1) // Practicing the dark arts of necromancy, ... (plural)
{
iw.text.addTxt(MetaString::GENERAL_TXT, 145);
iw.text.addReplacement(raisedStack.count);
iw.text.addReplacement(MetaString::CRE_PL_NAMES, raisedStack.type->idNumber);
}
else // Practicing the dark arts of necromancy, ... (singular)
{
iw.text.addTxt(MetaString::GENERAL_TXT, 146);
iw.text.addReplacement(MetaString::CRE_SING_NAMES, raisedStack.type->idNumber);
}
cb->showInfoDialog(&iw);
}
int3 CGHeroInstance::getSightCenter() const
{
return getPosition(false);
}
int CGHeroInstance::getSightRadious() const
{
return 5 + getSecSkillLevel(3) + valOfBonuses(Bonus::SIGHT_RADIOUS); //default + scouting
}
si32 CGHeroInstance::manaRegain() const
{
if (hasBonusOfType(Bonus::FULL_MANA_REGENERATION))
return manaLimit();
return 1 + valOfBonuses(Bonus::SECONDARY_SKILL_PREMY, 8) + valOfBonuses(Bonus::MANA_REGENERATION); //1 + Mysticism level
}
si32 CGHeroInstance::getArtPos(int aid) const
{
for(std::map<ui16,ui32>::const_iterator i = artifWorn.begin(); i != artifWorn.end(); i++)
if(i->second == aid)
return i->first;
return -1;
}
/**
* Places an artifact in hero's backpack. If it's a big artifact equips it
* or discards it if it cannot be equipped.
*/
void CGHeroInstance::giveArtifact (ui32 aid)
{
const CArtifact &artifact = *VLC->arth->artifacts[aid];
if (artifact.isBig())
{
for (std::vector<ui16>::const_iterator it = artifact.possibleSlots.begin(); it != artifact.possibleSlots.end(); ++it)
{
if (!vstd::contains(artifWorn, *it))
{
VLC->arth->equipArtifact(artifWorn, *it, aid);
break;
}
}
}
else
{
artifacts.push_back(aid);
}
}
bool CGHeroInstance::hasArt( ui32 aid ) const
{
if(vstd::contains(artifacts, aid))
return true;
for(std::map<ui16,ui32>::const_iterator i = artifWorn.begin(); i != artifWorn.end(); i++)
if(i->second == aid)
return true;
return false;
}
int CGHeroInstance::getBoatType() const
{
int alignment = type->heroType / 6;
switch(alignment)
{
case 0:
return 1; //good
case 1:
return 0; //evil
case 2:
return 2;
default:
throw std::string("Wrong alignment!");
}
}
void CGHeroInstance::getOutOffsets(std::vector<int3> &offsets) const
{
static int3 dirs[] = { int3(0,1,0),int3(0,-1,0),int3(-1,0,0),int3(+1,0,0), int3(1,1,0),int3(-1,1,0),int3(1,-1,0),int3(-1,-1,0) };
for (size_t i = 0; i < ARRAY_COUNT(dirs); i++)
offsets += dirs[i];
}
int CGHeroInstance::getSpellCost(const CSpell *sp) const
{
return sp->costs[getSpellSchoolLevel(sp)];
}
void CGHeroInstance::getParents(TCNodes &out, const CBonusSystemNode *root /*= NULL*/) const
{
CArmedInstance::getParents(out, root);
if((root == this || contains(static_cast<const CStackInstance *>(root))) && visitedTown && !dynamic_cast<const PlayerState*>(root))
{
out.insert(visitedTown);
}
for (std::map<ui16,ui32>::const_iterator i = artifWorn.begin(); i != artifWorn.end(); i++)
out.insert(VLC->arth->artifacts[i->second]);
out.insert(&speciality);
}
void CGHeroInstance::pushPrimSkill(int which, int val)
{
bonuses.push_back(Bonus(Bonus::PERMANENT, Bonus::PRIMARY_SKILL, Bonus::HERO_BASE_SKILL, val, id, which));
}
void CGHeroInstance::getBonuses(BonusList &out, const CSelector &selector, const CBonusSystemNode *root /*= NULL*/) const
{
#define FOREACH_OWNER_TOWN(town) if(const PlayerState *p = cb->getPlayerState(tempOwner)) BOOST_FOREACH(const CGTownInstance *town, p->towns)
CArmedInstance::getBonuses(out, selector, root); ///that's not part of macro!
//TODO eliminate by moving secondary skills effects to bonus system
if(Selector::matchesType(selector, Bonus::LUCK))
{
//luck skill
if(int luckSkill = getSecSkillLevel(9))
out.push_back(Bonus(Bonus::PERMANENT, Bonus::LUCK, Bonus::SECONDARY_SKILL, luckSkill, 9, VLC->generaltexth->arraytxt[73+luckSkill]));
//guardian spirit
FOREACH_OWNER_TOWN(t)
if(t->subID ==1 && vstd::contains(t->builtBuildings,26)) //rampart with grail
out.push_back(Bonus(Bonus::PERMANENT, Bonus::LUCK, Bonus::TOWN_STRUCTURE, +2, 26, VLC->generaltexth->buildings[1][26].first + " +2"));
}
if(Selector::matchesType(selector, Bonus::SEA_MOVEMENT))
{
//lighthouses
FOREACH_OWNER_TOWN(t)
if(t->subID == 0 && vstd::contains(t->builtBuildings,17)) //castle
out.push_back(Bonus(Bonus::PERMANENT, Bonus::SEA_MOVEMENT, Bonus::TOWN_STRUCTURE, +500, 17, VLC->generaltexth->buildings[0][17].first + " +500"));
}
if(Selector::matchesType(selector, Bonus::MORALE))
{
//leadership
if(int moraleSkill = getSecSkillLevel(6))
out.push_back(Bonus(Bonus::PERMANENT, Bonus::MORALE, Bonus::SECONDARY_SKILL, moraleSkill, 6, VLC->generaltexth->arraytxt[104+moraleSkill]));
//colossus
FOREACH_OWNER_TOWN(t)
if(t->subID == 0 && vstd::contains(t->builtBuildings,26)) //castle
out.push_back(Bonus(Bonus::PERMANENT, Bonus::MORALE, Bonus::TOWN_STRUCTURE, +2, 26, VLC->generaltexth->buildings[0][26].first + " +2"));
}
if(Selector::matchesTypeSubtype(selector, Bonus::SECONDARY_SKILL_PREMY, 12)) //necromancy
{
FOREACH_OWNER_TOWN(t)
{
if(t->subID == 4) //necropolis
{
if(vstd::contains(t->builtBuildings,21)) //necromancy amplifier
out.push_back(Bonus(Bonus::PERMANENT, Bonus::SECONDARY_SKILL_PREMY, Bonus::TOWN_STRUCTURE, +10, 21, VLC->generaltexth->buildings[4][21].first + " +10%", 12));
if(vstd::contains(t->builtBuildings,26)) //grail - Soul prison
out.push_back(Bonus(Bonus::PERMANENT, Bonus::SECONDARY_SKILL_PREMY, Bonus::TOWN_STRUCTURE, +20, 26, VLC->generaltexth->buildings[4][26].first + " +20%", 12));
}
}
}
}
EAlignment CGHeroInstance::getAlignment() const
{
return type->heroClass->getAlignment();
}
void CGHeroInstance::initExp()
{
exp=40+ (ran()) % 50;
level = 1;
}
void CGDwelling::initObj()
{
switch(ID)
{
case 17:
{
int crid = VLC->objh->cregens[subID];
const CCreature *crs = VLC->creh->creatures[crid];
creatures.resize(1);
creatures[0].second.push_back(crid);
hoverName = VLC->generaltexth->creGens[subID];
if(crs->level > 4)
addStack(0, CStackInstance(crs, (crs->growth) * 3));
if (getOwner() != 255)
cb->gameState()->players[getOwner()].dwellings.push_back (this);
}
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
addStack(0, CStackInstance(116, 9));
addStack(1, CStackInstance(117, 6));
}
else if(subID == 0) // Elemental Conflux
{
creatures[0].second.push_back(112); //Air Elemental
creatures[1].second.push_back(114); //Fire Elemental
creatures[2].second.push_back(113); //Earth Elemental
creatures[3].second.push_back(115); //Water Elemental
//guards
addStack(0, CStackInstance(113, 12));
}
else
{
assert(0);
}
hoverName = VLC->generaltexth->creGens4[subID];
break;
case 78: //Refugee Camp
//is handled within newturn func
break;
case 106: //War Machine Factory
creatures.resize(3);
creatures[0].second.push_back(146); //Ballista
creatures[1].second.push_back(147); //First Aid Tent
creatures[2].second.push_back(148); //Ammo Cart
break;
default:
assert(0);
break;
}
}
void CGDwelling::setProperty(ui8 what, ui32 val)
{
switch (what)
{
case ObjProperty::OWNER: //change owner
if (ID == 17) //single generators
{
if (tempOwner != NEUTRAL_PLAYER)
{
std::vector<CGDwelling *>* dwellings = &cb->gameState()->players[tempOwner].dwellings;
dwellings->erase (std::find(dwellings->begin(), dwellings->end(), this));
}
if (val != NEUTRAL_PLAYER) //can new owner be neutral?
cb->gameState()->players[val].dwellings.push_back (this);
}
break;
case ObjProperty::AVAILABLE_CREATURE:
creatures.resize(1);
creatures[0].second.resize(1);
creatures[0].second[0] = val;
break;
}
CGObjectInstance::setProperty(what,val);
}
void CGDwelling::onHeroVisit( const CGHeroInstance * h ) const
{
if(ID == 78 && !creatures[0].first) //Refugee Camp, no available cres
{
InfoWindow iw;
iw.player = h->tempOwner;
iw.text.addTxt(MetaString::ADVOB_TXT, 44); //{%s} \n\n The camp is deserted. Perhaps you should try next week.
iw.text.addReplacement(MetaString::OBJ_NAMES, ID);
cb->sendAndApply(&iw);
return;
}
int relations = cb->gameState()->getPlayerRelations( h->tempOwner, tempOwner );
if ( relations == 1 )//ally
return;//do not allow recruiting or capturing
if( !relations && stacksCount() > 0) //object is guarded, owned by enemy
{
BlockingDialog bd;
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 + Slots().begin()->second.getQuantityID()*3);
bd.text.addReplacement(Slots().begin()->second);
cb->showBlockingDialog(&bd, boost::bind(&CGDwelling::wantsFight, this, h, _1));
return;
}
if(!relations && ID != 106)
{
cb->setOwner(id, h->tempOwner);
}
BlockingDialog bd;
bd.player = h->tempOwner;
bd.flags = BlockingDialog::ALLOW_CANCEL;
if(ID == 17 || ID == 20)
{
bd.text.addTxt(MetaString::ADVOB_TXT, ID == 17 ? 35 : 36); //{%s} Would you like to recruit %s? / {%s} Would you like to recruit %s, %s, %s, or %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]);
}
else if(ID == 78)
{
bd.text.addTxt(MetaString::ADVOB_TXT, 35); //{%s} Would you like to recruit %s?
bd.text.addReplacement(MetaString::OBJ_NAMES, ID);
for(size_t i = 0; i < creatures.size(); i++)
bd.text.addReplacement(MetaString::CRE_PL_NAMES, creatures[i].second[0]);
}
else if(ID == 106)
bd.text.addTxt(MetaString::ADVOB_TXT, 157); //{War Machine Factory} Would you like to purchase War Machines?
else
throw std::string("Illegal dwelling!");
cb->showBlockingDialog(&bd, boost::bind(&CGDwelling::heroAcceptsCreatures, this, h, _1));
}
void CGDwelling::newTurn() const
{
if(cb->getDate(1) != 1) //not first day of week
return;
//town growths and War Machines Factories are handled separately
if(ID == TOWNI_TYPE || ID == 106)
return;
if(ID == 78) //if it's a refugee camp, we need to pick an available creature
{
cb->setObjProperty(id, ObjProperty::AVAILABLE_CREATURE, VLC->creh->pickRandomMonster());
}
bool change = false;
SetAvailableCreatures sac;
sac.creatures = creatures;
sac.tid = id;
for (size_t i = 0; i < creatures.size(); i++)
{
if(creatures[i].second.size())
{
CCreature *cre = VLC->creh->creatures[creatures[i].second[0]];
TQuantity amount = cre->growth * (1 + cre->valOfBonuses(Bonus::CREATURE_GROWTH_PERCENT)/100) + cre->valOfBonuses(Bonus::CREATURE_GROWTH);
if (DWELLINGS_ACCUMULATE_CREATURES)
sac.creatures[i].first += amount;
else
sac.creatures[i].first = amount;
change = true;
}
}
if(change)
cb->sendAndApply(&sac);
}
void CGDwelling::heroAcceptsCreatures( const CGHeroInstance *h, ui32 answer ) const
{
if(!answer)
return;
int crid = creatures[0].second[0];
CCreature *crs = VLC->creh->creatures[crid];
if(crs->level == 1 && ID != 78) //first level - creatures are for free
{
if(creatures[0].first) //there are available creatures
{
int slot = h->getSlotFor(crid);
if(slot < 0) //no available slot
{
InfoWindow iw;
iw.player = h->tempOwner;
iw.text.addTxt(MetaString::GENERAL_TXT, 425);//The %s would join your hero, but there aren't enough provisions to support them.
iw.text.addReplacement(MetaString::CRE_PL_NAMES, crid);
cb->showInfoDialog(&iw);
}
else //give creatures
{
SetAvailableCreatures sac;
sac.tid = id;
sac.creatures = creatures;
sac.creatures[0].first = 0;
SetGarrisons sg;
sg.garrs[h->id] = *h;
sg.garrs[h->id].addToSlot(slot, crid, 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
{
if(ID == 106) //pick available War Machines
{
//there is 1 war machine available to recruit if hero doesn't have one
SetAvailableCreatures sac;
sac.tid = id;
sac.creatures = creatures;
sac.creatures[0].first = !h->getArt(13); //ballista
sac.creatures[1].first = !h->getArt(15); //first aid tent
sac.creatures[2].first = !h->getArt(14); //ammo cart
cb->sendAndApply(&sac);
}
OpenWindow ow;
ow.id1 = id;
ow.id2 = h->id;
ow.window = (ID == 17 || ID == 78)
? OpenWindow::RECRUITMENT_FIRST
: OpenWindow::RECRUITMENT_ALL;
cb->sendAndApply(&ow);
}
}
void CGDwelling::wantsFight( const CGHeroInstance *h, ui32 answer ) const
{
if(answer)
cb->startBattleI(h, this, boost::bind(&CGDwelling::fightOver, this, h, _1));
}
void CGDwelling::fightOver(const CGHeroInstance *h, BattleResult *result) const
{
if (result->winner == 0)
{
onHeroVisit(h);
}
}
int CGTownInstance::getSightRadious() const //returns sight distance
{
if (subID == 2) //tower
{
if ((builtBuildings.find(26)) != builtBuildings.end()) //skyship
return -1; //entire map
else if ((builtBuildings.find(21)) != builtBuildings.end()) //lookout tower
return 20;
}
return 5;
}
void CGTownInstance::setPropertyDer(ui8 what, ui32 val)
{
///this is freakin' overcomplicated solution
switch (what)
{
case 11: //add visitor of town building
bonusingBuildings[val]->setProperty (ObjProperty::VISITORS, visitingHero->id);
break;
case 12:
bonusingBuildings[val]->setProperty (12, 0);
break;
case 13: //add garrisoned hero to visitors
bonusingBuildings[val]->setProperty (ObjProperty::VISITORS, garrisonHero->id);
break;
case 14:
bonusValue.first = val;
break;
case 15:
bonusValue.second = val;
break;
}
}
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
{
if ( level<0 || level >= CREATURES_PER_TOWN )
return false;
return vstd::contains(builtBuildings, 30+level+upgraded*CREATURES_PER_TOWN);
}
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
{
if (level<0 || level >=CREATURES_PER_TOWN)
return 0;
TCreature creid = town->basicCreatures[level];
int ret = VLC->creh->creatures[creid]->growth;
switch(fortLevel())
{
case 3:
ret*=2;break;
case 2:
ret*=(1.5); break;
}
ret *= (1 + VLC->creh->creatures[creid]->valOfBonuses(Bonus::CREATURE_GROWTH_PERCENT)/100); // double growth or plague
if(tempOwner != NEUTRAL_PLAYER)
{
ret *= (100.0f + cb->gameState()->players[tempOwner].valOfBonuses(Bonus::CREATURE_GROWTH_PERCENT))/100; //Statue of Legion
for (std::vector<CGDwelling*>::const_iterator it = cb->gameState()->players[tempOwner].dwellings.begin(); it != cb->gameState()->players[tempOwner].dwellings.end(); ++it)
{ //+1 for each dwelling
if (VLC->creh->creatures[creid]->idNumber == (*it)->creatures[0].second[0])
++ret;
}
}
if(getHordeLevel(0)==level)
if((builtBuildings.find(18)!=builtBuildings.end()) || (builtBuildings.find(19)!=builtBuildings.end()))
ret+=VLC->creh->creatures[creid]->hordeGrowth;
if(getHordeLevel(1)==level)
if((builtBuildings.find(24)!=builtBuildings.end()) || (builtBuildings.find(25)!=builtBuildings.end()))
ret+=VLC->creh->creatures[creid]->hordeGrowth;
//support for legs of legion etc.
if(garrisonHero)
ret += garrisonHero->valOfBonuses(Bonus::CREATURE_GROWTH, level);
if(visitingHero)
ret += visitingHero->valOfBonuses(Bonus::CREATURE_GROWTH, level);
if(builtBuildings.find(26)!=builtBuildings.end()) //grail - +50% to ALL growth
ret*=1.5;
//spcecial week unaffected by grail (bug in original game?)
ret += VLC->creh->creatures[creid]->valOfBonuses(Bonus::CREATURE_GROWTH);
return ret;//check CCastleInterface.cpp->CCastleInterface::CCreaInfo::clickRight if this one will be modified
}
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), IMarket(this)
{
builded=-1;
destroyed=-1;
garrisonHero=NULL;
town=NULL;
visitingHero = NULL;
}
CGTownInstance::~CGTownInstance()
{
for (std::vector<CGTownBuilding*>::const_iterator i = bonusingBuildings.begin(); i != bonusingBuildings.end(); i++)
delete *i;
}
int CGTownInstance::spellsAtLevel(int level, bool checkGuild) const
{
if(checkGuild && mageGuildLevel() < level)
return 0;
int ret = 6 - level; //how many spells are available at this level
if(subID == 2 && vstd::contains(builtBuildings,22)) //magic library in Tower
ret++;
return ret;
}
int CGTownInstance::defenceBonus(int type) const
{
int ret=0;
switch (type)
{
/*attack*/ case 0:
if (subID == 6 && vstd::contains(builtBuildings,26))//Stronghold, grail
ret += 12;
if (subID == 7 && vstd::contains(builtBuildings,26))//Fortress, grail
ret += 10;
if (subID == 7 && vstd::contains(builtBuildings,22))//Fortress, Blood Obelisk
ret += 2;
return ret;
/*defence*/ case 1:
if (subID == 7 && vstd::contains(builtBuildings,21))//Fortress, Glyphs of Fear
ret += 2;
if (subID == 7 && vstd::contains(builtBuildings,26))//Fortress, Grail
ret += 10;
return ret;
/*spellpower*/ case 2:
if (subID == 3 && vstd::contains(builtBuildings,21))//Inferno, Brimstone Clouds
ret += 2;
if (subID == 5 && vstd::contains(builtBuildings,26))//Dungeon, Grail
ret += 12;
return ret;
/*knowledge*/ case 3:
if (subID == 2 && vstd::contains(builtBuildings,26))//Tower, Grail
ret += 15;
return ret;
}
return 0;//Why we are here? wrong type?
}
bool CGTownInstance::needsLastStack() const
{
if(garrisonHero)
return true;
else return false;
}
void CGTownInstance::onHeroVisit(const CGHeroInstance * h) const
{
if( !cb->gameState()->getPlayerRelations( getOwner(), h->getOwner() ))//if this is enemy
{
if(stacksCount() > 0 || visitingHero)
{
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);
removeCapitols (h->getOwner());
cb->heroVisitCastle(id, h->id);
}
}
else
cb->heroVisitCastle(id, h->id);
}
void CGTownInstance::onHeroLeave(const CGHeroInstance * h) const
{
cb->stopHeroVisitCastle(id,h->id);
}
void CGTownInstance::initObj()
///initialize town structures
{
blockVisit = true;
hoverName = name + ", " + town->Name();
if (subID == 5)
creatures.resize(CREATURES_PER_TOWN+1);//extra dwelling for Dungeon
else
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 (subID)
{ //add new visitable objects
case 0:
bonusingBuildings.push_back (new COPWBonus(21, this)); //Stables
break;
case 5:
bonusingBuildings.push_back (new COPWBonus(21, this)); //Vortex
case 2: case 3: case 6:
bonusingBuildings.push_back (new CTownBonus(23, this));
break;
case 7:
bonusingBuildings.push_back (new CTownBonus(17, this));
break;
}
//add special bonuses from buildings
if(subID == 4 && vstd::contains(builtBuildings, 17))
{
bonuses.push_back( Bonus(Bonus::PERMANENT, Bonus::DARKNESS, Bonus::TOWN_STRUCTURE, 20, 17) );
}
}
void CGTownInstance::newTurn() const
{
if (cb->getDate(1) == 1) //reset on new week
{
if (vstd::contains(builtBuildings,17) && subID == 1 && cb->getDate(0) != 1 && (tempOwner < PLAYER_LIMIT) )//give resources for Rampart, Mystic Pond
{
int resID = rand()%4+2;//bonus to random rare resource
resID = (resID==2)?1:resID;
int resVal = rand()%4+1;//with size 1..4
cb->giveResource(tempOwner, resID, resVal);
cb->setObjProperty (id, 14, resID);
cb->setObjProperty (id, 15, resVal);
}
if ( subID == 5 )
for (std::vector<CGTownBuilding*>::const_iterator i = bonusingBuildings.begin(); i!=bonusingBuildings.end(); i++)
{
if ((*i)->ID == 21)
cb->setObjProperty (id, 12, (*i)->id); //reset visitors for Mana Vortex
}
if (tempOwner == NEUTRAL_PLAYER) //garrison growth for neutral towns
{
TSlots slt = Slots(); //meh, waste of time
std::vector<ui8> nativeCrits; //slots
for (TSlots::const_iterator it = slt.begin(); it != slt.end(); it++)
{
if (it->second.type->faction == subID) //native
{
nativeCrits.push_back(it->first); //collect matching slots
}
}
if (nativeCrits.size())
{
int pos = nativeCrits[rand() % nativeCrits.size()];
if (rand()%100 < 90 || slt[pos].type->upgrades.empty()) //increase number if no upgrade avaliable
{
SetGarrisons sg;
sg.garrs[id] = getArmy();
sg.garrs[id].slots[pos].count += slt[pos].type->growth;
cb->sendAndApply(&sg);
}
else //upgrade
{
SetGarrisons sg; //somewhat better upgrade pack would come in handy
sg.garrs[id] = getArmy();
sg.garrs[id].setCreature(pos, *slt[pos].type->upgrades.begin(), slt[pos].count);
cb->sendAndApply(&sg);
}
}
if ((stacksCount() < ARMY_SIZE && rand()%100 < 25) || slt.empty()) //add new stack
{
int n, i = rand() % std::min (ARMY_SIZE, cb->getDate(3)<<1);
{//no lower tiers or above current month
if (n = getSlotFor(town->basicCreatures[i], ARMY_SIZE));
{
SetGarrisons sg;
sg.garrs[id] = getArmy();
if (slotEmpty(n))
sg.garrs[id].setCreature (n, town->basicCreatures[i], creatureGrowth(i)); //if the stack is not yet present
else
sg.garrs[id].addToSlot(n, town->basicCreatures[i], creatureGrowth(i)); //add to existing
cb->sendAndApply(&sg);
}
}
}
}
}
}
int3 CGTownInstance::getSightCenter() const
{
return pos - int3(2,0,0);
}
ui8 CGTownInstance::getPassableness() const
{
if ( !stacksCount() )//empty castle - anyone can visit
return ALL_PLAYERS;
if ( tempOwner == 255 )//neutral guarded - noone can visit
return 0;
ui8 mask = 0;
TeamState * ts = cb->gameState()->getPlayerTeam(tempOwner);
BOOST_FOREACH(ui8 it, ts->players)
mask |= 1<<it;//allies - add to possible visitors
return mask;
}
void CGTownInstance::getOutOffsets( std::vector<int3> &offsets ) const
{
offsets += int3(-1,2,0), int3(-3,2,0);
}
void CGTownInstance::fightOver( const CGHeroInstance *h, BattleResult *result ) const
{
if(result->winner == 0)
{
if (hasBonusOfType(Bonus::DARKNESS))
{
//TODO: Make some 'change owner' function for bonus, or bonuses independent of player
/*
RemoveBonus rb(RemoveBonus::PLAYER);
rb.whoID = getOwner();
rb.source = Bonus::TOWN_STRUCTURE;
rb.id = id;
cb->sendAndApply(&rb);
GiveBonus gb(GiveBonus::PLAYER);
gb.bonus.type = Bonus::DARKNESS;
gb.bonus.val = 20;
gb.id = h->tempOwner;
gb.bonus.duration = Bonus::PERMANENT;
gb.bonus.source = Bonus::TOWN_STRUCTURE;
gb.bonus.id = id;
cb->sendAndApply(&gb);
*/
}
removeCapitols (h->getOwner());
cb->setOwner (id, h->tempOwner); //give control after checkout is done
FoWChange fw;
fw.player = h->tempOwner;
fw.mode = 1;
getSightTiles (fw.tiles); //update visibility for castle structures
cb->sendAndApply (&fw);
}
}
void CGTownInstance::removeCapitols (ui8 owner) const
{
if (hasCapitol()) // search if there's an older capitol
{
PlayerState* state = cb->gameState()->getPlayer (owner); //get all towns owned by player
for (std::vector<CGTownInstance*>::const_iterator i = state->towns.begin(); i < state->towns.end(); ++i)
{
if (*i != this && (*i)->hasCapitol())
{
RazeStructures rs;
rs.tid = id;
rs.bid.insert(13);
rs.destroyed = destroyed;
cb->sendAndApply(&rs);
return;
}
}
}
}
int CGTownInstance::getBoatType() const
{
const CCreature *c = VLC->creh->creatures[town->basicCreatures.front()];
if (c->isGood())
return 1;
else if (c->isEvil())
return 0;
else //neutral
return 2;
}
void CGTownInstance::getParents(TCNodes &out, const CBonusSystemNode *root /*= NULL*/) const
{
CArmedInstance::getParents(out, root);
if(root == this && visitingHero && visitingHero != root)
out.insert(visitingHero);
}
void CGTownInstance::getBonuses(BonusList &out, const CSelector &selector, const CBonusSystemNode *root /*= NULL*/) const
{
CArmedInstance::getBonuses(out, selector, root);
//TODO eliminate by moving structures effects to bonus system
if(Selector::matchesType(selector, Bonus::LUCK))
{
if(subID == 1 && vstd::contains(builtBuildings,21)) //rampart, fountain of fortune
out.push_back(Bonus(Bonus::PERMANENT, Bonus::LUCK, Bonus::TOWN_STRUCTURE, +2, 21, VLC->generaltexth->buildings[1][21].first + " +2"));
}
if(Selector::matchesType(selector, Bonus::MORALE))
{
if(subID == 0 && vstd::contains(builtBuildings,22)) //castle, brotherhood of sword built
out.push_back(Bonus(Bonus::PERMANENT, Bonus::MORALE, Bonus::TOWN_STRUCTURE, +2, 22, VLC->generaltexth->buildings[0][22].first + " +2"));
else if(vstd::contains(builtBuildings,5)) //tavern is built
out.push_back(Bonus(Bonus::PERMANENT, Bonus::MORALE, Bonus::TOWN_STRUCTURE, +1, 5, VLC->generaltexth->buildings[0][5].first + " +1"));
}
}
int CGTownInstance::getMarketEfficiency() const
{
if(!vstd::contains(builtBuildings, 14))
return 0;
const PlayerState *p = cb->getPlayerState(tempOwner);
assert(p);
int marketCount = 0;
BOOST_FOREACH(const CGTownInstance *t, p->towns)
if(vstd::contains(t->builtBuildings, 14))
marketCount++;
return marketCount;
}
bool CGTownInstance::allowsTrade(EMarketMode mode) const
{
switch(mode)
{
case RESOURCE_RESOURCE:
case RESOURCE_PLAYER:
return vstd::contains(builtBuildings, 14); // marketplace
case ARTIFACT_RESOURCE:
case RESOURCE_ARTIFACT:
return (subID == 2 || subID == 5 || subID == 8) && vstd::contains(builtBuildings, 17);//artifact merchants
case CREATURE_RESOURCE:
return subID == 6 && vstd::contains(builtBuildings, 21); //Freelancer's guild
case CREATURE_UNDEAD:
return subID == 4 && vstd::contains(builtBuildings, 22);//Skeleton transformer
case RESOURCE_SKILL:
return subID == 8 && vstd::contains(builtBuildings, 21);//Magic University
default:
assert(0);
return false;
}
}
std::vector<int> CGTownInstance::availableItemsIds(EMarketMode mode) const
{
if(mode == RESOURCE_ARTIFACT)
{
std::vector<int> ret;
BOOST_FOREACH(const CArtifact *a, merchantArtifacts)
if(a)
ret.push_back(a->id);
else
ret.push_back(-1);
return ret;
}
else if ( mode == RESOURCE_SKILL )
{
return universitySkills;
}
else
return IMarket::availableItemsIds(mode);
}
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, ObjProperty::VISITORS, 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, expType expVal, ui32 result ) const
{
if(result) //player agreed to give res for exp
{
cb->giveResource(cb->getOwner(heroID),resType,-resVal); //take resource
cb->changePrimSkill(heroID,4,expVal); //give exp
cb->setObjProperty(id, ObjProperty::VISITORS, heroID); //add to the visitors
}
}
void CGVisitableOPH::onNAHeroVisit(int heroID, bool alreadyVisited) const
{
int id=0, subid=0, ot=0, sound = 0;
expType val=1;
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<ui8,ui32>(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<ui8,ui32>(11,ot);
iw.player = cb->getOwner(heroID);
cb->showInfoDialog(&iw);
break;
}
case 100: //give exp
{
const CGHeroInstance *h = cb->getHero(heroID);
val = val*(100+h->getSecSkillLevel(21)*5)/100.0f;
InfoWindow iw;
iw.soundID = sound;
iw.components.push_back(Component(id,subid,val,0));
iw.player = cb->getOwner(heroID);
iw.text << std::pair<ui8,ui32>(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, ObjProperty::VISITORS, 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<ui8,ui32>(11,148);
cb->showInfoDialog(&iw);
cb->changePrimSkill(heroID,4,val);
break;
}
else
{
ui32 res;
expType 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<ui8,ui32>(11,ot);
cb->showInfoDialog(&iw);
return;
}
BlockingDialog sd (true, false);
sd.soundID = sound;
sd.player = cb->getOwner(heroID);
sd.text << std::pair<ui8,ui32>(11,ot);
sd.components.push_back (Component (Component::RESOURCE, res, resval, 0));
cb->showBlockingDialog(&sd,boost::bind(&CGVisitableOPH::treeSelected,this,heroID,res,resval,val,_1));
}
break;
}
case 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<ui8,ui32>(11,68);
cb->showInfoDialog(&iw);
}
else
{
cb->setObjProperty(this->id, ObjProperty::VISITORS, 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<ui8,ui32>(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<ui8,ui32>(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<ui8,ui32>(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<ui8,ui32>(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 += ("\n" + VLC->generaltexth->xtrainfo[pom]);
const CGHeroInstance *h = cb->getSelectedHero(cb->getCurrentPlayer());
if(h)
{
hoverName += "\n\n";
hoverName += (vstd::contains(visitors,h->id))
? (VLC->generaltexth->allTexts[352]) //visited
: ( VLC->generaltexth->allTexts[353]); //not visited
}
return hoverName;
}
void CGVisitableOPH::arenaSelected( int heroID, int primSkill ) const
{
cb->setObjProperty(id, ObjProperty::VISITORS, heroID); //add to the visitors
cb->changePrimSkill(heroID,primSkill-1,2);
}
void CGVisitableOPH::setPropertyDer( ui8 what, ui32 val )
{
if(what == ObjProperty::VISITORS)
visitors.insert(val);
}
void CGVisitableOPH::schoolSelected(int heroID, ui32 which) const
{
if(!which) //player refused to pay
return;
int base = (ID == 47 ? 2 : 0);
cb->setObjProperty(id, ObjProperty::VISITORS, heroID); //add to the visitors
cb->giveResource(cb->getOwner(heroID),6,-1000); //take 1000 gold
cb->changePrimSkill(heroID, base + which-1, +1); //give appropriate skill
}
COPWBonus::COPWBonus (int index, CGTownInstance *TOWN)
{
ID = index;
town = TOWN;
id = town->bonusingBuildings.size();
}
void COPWBonus::setProperty(ui8 what, ui32 val)
{
switch (what)
{
case 4:
visitors.insert(val);
break;
case 12:
visitors.clear();
break;
}
}
void COPWBonus::onHeroVisit (const CGHeroInstance * h) const
{
int heroID = h->id;
if (town->builtBuildings.find(ID) != town->builtBuildings.end())
{
InfoWindow iw;
iw.player = h->tempOwner;
switch (town->subID)
{
case 0: //Stables
if (!h->hasBonusFrom(Bonus::OBJECT, 94)) //does not stack with advMap Stables
{
GiveBonus gb;
gb.bonus = Bonus(Bonus::ONE_WEEK, Bonus::LAND_MOVEMENT, Bonus::OBJECT, 600, 94, VLC->generaltexth->arraytxt[100]);
gb.id = heroID;
cb->giveHeroBonus(&gb);
iw.text << VLC->generaltexth->allTexts[580];
cb->showInfoDialog(&iw);
}
break;
case 5: //Mana Vortex
if (visitors.empty() && h->mana <= h->manaLimit())
{
cb->setManaPoints (heroID, 2 * h->manaLimit());
cb->setObjProperty (id, ObjProperty::VISITED, true);
iw.text << VLC->generaltexth->allTexts[579];
cb->showInfoDialog(&iw);
cb->setObjProperty (town->id, 11, id); //add to visitors
}
break;
}
}
}
CTownBonus::CTownBonus (int index, CGTownInstance *TOWN)
{
ID = index;
town = TOWN;
id = town->bonusingBuildings.size();
}
void CTownBonus::setProperty (ui8 what, ui32 val)
{
if(what == 4)
visitors.insert(val);
}
void CTownBonus::onHeroVisit (const CGHeroInstance * h) const
{
int heroID = h->id;
if ((town->builtBuildings.find(ID) != town->builtBuildings.end()) && (visitors.find(heroID) == visitors.end()))
{
InfoWindow iw;
int what, val, mid;
switch (ID)
{
case 23:
switch(town->subID)
{
case 2: //wall
what = 3;
val = 1;
mid = 581;
iw.components.push_back (Component(Component::PRIM_SKILL, 3, 1, 0));
break;
case 3: //order of fire
what = 2;
val = 1;
mid = 582;
iw.components.push_back (Component(Component::PRIM_SKILL, 2, 1, 0));
break;
case 6://hall of valhalla
what = 0;
val = 1;
mid = 584;
iw.components.push_back (Component(Component::PRIM_SKILL, 0, 1, 0));
break;
case 5://academy of battle scholars
what = 4;
val = 1000*(100+h->getSecSkillLevel(21)*5)/100.0f;
mid = 583;
iw.components.push_back (Component(Component::EXPERIENCE, 0, val, 0));
break;
}
break;
case 17:
switch(town->subID)
{
case 7: //cage of warlords
what = 1;
val = 1;
mid = 585;
iw.components.push_back (Component(Component::PRIM_SKILL, 1, 1, 0));
break;
}
break;
}
iw.player = cb->getOwner(heroID);
iw.text << VLC->generaltexth->allTexts[mid];
cb->showInfoDialog(&iw);
cb->changePrimSkill (heroID, what, val);
if (town->visitingHero == h)
cb->setObjProperty (town->id, 11, id); //add to visitors
else
cb->setObjProperty (town->id, 13, id); //then it must be garrisoned hero
}
}
const std::string & CGCreature::getHoverText() const
{
MetaString ms;
int pom = slots.find(0)->second.getQuantityID();
pom = 174 + 3*pom + 1;
ms << std::pair<ui8,ui32>(6,pom) << " " << std::pair<ui8,ui32>(7,subID);
ms.toString(hoverName);
if(const CGHeroInstance *selHero = cb->getSelectedHero(cb->getCurrentPlayer()))
{
hoverName += "\n\n Threat: ";
float ratio = ((float)getArmyStrength() / selHero->getTotalStrength());
if (ratio < 0.1) hoverName += "Effortless";
else if (ratio < 0.25) 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<ui8,ui32>(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<std::string>(slots.find(0)->second.count));
boost::algorithm::replace_first(tmp,"%d",boost::lexical_cast<std::string>(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<std::pair<ui32,si32> >::iterator i=result->casualties[1].begin(); i!=result->casualties[1].end(); i++)
// if(i->first == subID)
// killedAmount += i->second;
//cb->setAmount(id, slots.find(0)->second.second - killedAmount);
/*
MetaString ms;
int pom = slots.find(0)->second.getQuantityID();
pom = 174 + 3*pom + 1;
ms << std::pair<ui8,ui32>(6,pom) << " " << std::pair<ui8,ui32>(7,subID);
cb->setHoverName(id,&ms);
cb->setObjProperty(id, 11, slots.begin()->second.count * 1000);
*/
}
}
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;
}
slots[0].setType(subID);
si32 &amount = slots[0].count;
CCreature &c = *VLC->creh->creatures[subID];
if(!amount)
{
if(c.ammMax == c.ammMin)
amount = c.ammMax;
else
amount = c.ammMin + (ran() % (c.ammMax - c.ammMin));
}
temppower = slots[0].count * 1000;
}
void CGCreature::newTurn() const
{//Works only for stacks of single type of size up to 2 millions
if (slots.begin()->second.count < CREEP_SIZE && cb->getDate(1) == 1 && cb->getDate(0) > 1)
{
ui32 power = temppower * (100 + WEEKLY_GROWTH)/100;
cb->setObjProperty(id, 10, std::min (power/1000 , (ui32)CREEP_SIZE)); //set new amount
cb->setObjProperty(id, 11, power); //increase temppower
}
}
void CGCreature::setPropertyDer(ui8 what, ui32 val)
{
switch (what)
{
case 10:
slots[0].count = val;
break;
case 11:
temppower = val;
break;
}
}
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<ui32> 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<CCreature*>::iterator i=VLC->creh->creatures.begin(); i!=VLC->creh->creatures.end(); i++)
if(vstd::contains((*i)->upgrades, (ui32) id)) //it's our base creatures
myKindCres.insert((*i)->idNumber);
int count = 0, //how many creatures of our kind has hero
totalCount = 0;
for (TSlots::const_iterator i = h->Slots().begin(); i != h->Slots().end(); i++)
{
if(vstd::contains(myKindCres,i->second.type->idNumber))
count += i->second.count;
totalCount += i->second.count;
}
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] * Slots().find(0)->second.count; //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<ui8,ui32>(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<ui8,ui32>(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->getSlotFor(subID);
if(slot >= 0) //there is place
{
//add creatures
SetGarrisons sg;
sg.garrs[h->id] = h->getArmy();
sg.garrs[h->id].addToSlot(slot, subID, getAmount(0));
cb->sendAndApply(&sg);
cb->removeObject(id);
}
else
{
cb->showGarrisonDialog(id,h->id,true,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, 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<ui8,ui32>(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
{
int relations = cb->gameState()->getPlayerRelations(h->tempOwner, tempOwner);
if(relations == 2) //we're visiting our mine
{
cb->showGarrisonDialog(id,h->id,true,0);
return;
}
else if (relations == 1)//ally
return;
if(stacksCount()) //Mine is guarded
{
BlockingDialog ynd(true,false);
ynd.player = h->tempOwner;
ynd.text << std::pair<ui8,ui32>(MetaString::ADVOB_TXT, subID == 7 ? 84 : 187);
cb->showBlockingDialog(&ynd,boost::bind(&CGMine::fight, this, _1, h));
return;
}
flagMine(h->tempOwner);
}
void CGMine::newTurn() const
{
if(cb->getDate() == 1)
return;
if (tempOwner == NEUTRAL_PLAYER)
return;
cb->giveResource(tempOwner, producedResource, producedQuantity);
}
void CGMine::initObj()
{
if(subID >= 7) //Abandoned Mine
{
//set guardians
int howManyTroglodytes = 100 + ran()%100;
CStackInstance troglodytes(70, howManyTroglodytes);
addStack(0, troglodytes);
//after map reading tempOwner placeholds bitmask for allowed resources
std::vector<int> possibleResources;
for (int i = 0; i < 8; i++)
if(tempOwner & 1<<i)
possibleResources.push_back(i);
assert(possibleResources.size());
producedResource = possibleResources[ran()%possibleResources.size()];
tempOwner = NEUTRAL_PLAYER;
hoverName = VLC->generaltexth->mines[7].first + "\n" + VLC->generaltexth->allTexts[202] + " " + troglodytes.getQuantityTXT(false) + " " + troglodytes.type->namePl;
}
else
{
producedResource = subID;
MetaString ms;
ms << std::pair<ui8,ui32>(9,producedResource);
if(tempOwner >= PLAYER_LIMIT)
tempOwner = NEUTRAL_PLAYER;
else
ms << " (" << std::pair<ui8,ui32>(6,23+tempOwner) << ")";
ms.toString(hoverName);
}
producedQuantity = defaultResProduction();
}
void CGMine::fight(ui32 agreed, const CGHeroInstance *h) const
{
cb->startBattleI(h, this, boost::bind(&CGMine::endBattle, this, _1, h->tempOwner));
}
void CGMine::endBattle(BattleResult *result, ui8 attackingPlayer) const
{
if(result->winner == 0) //attacker won
{
if(subID == 7)
{
InfoWindow iw;
iw.player = attackingPlayer;
iw.text.addTxt(MetaString::ADVOB_TXT, 85);
cb->showInfoDialog(&iw);
}
flagMine(attackingPlayer);
}
}
void CGMine::flagMine(ui8 player) const
{
assert(tempOwner != player);
cb->setOwner(id,player); //not ours? flag it!
MetaString ms;
ms << std::pair<ui8,ui32>(9,subID) << "\n(" << std::pair<ui8,ui32>(6,23+player) << ")";
if(subID == 7)
{
ms << "(%s)";
ms.addReplacement(MetaString::RES_NAMES, producedResource);
}
cb->setHoverName(id,&ms);
InfoWindow iw;
iw.soundID = soundBase::FLAGMINE;
iw.text.addTxt(MetaString::MINE_EVNTS,producedResource); //not use subID, abandoned mines uses default mine texts
iw.player = player;
iw.components.push_back(Component(2,producedResource,producedQuantity,-1));
cb->showInfoDialog(&iw);
}
ui32 CGMine::defaultResProduction()
{
switch(producedResource)
{
case 0: //wood
case 2: //ore
return 2;
case 6: //gold
return 1000;
default:
return 1;
}
}
void CGResource::initObj()
{
blockVisit = true;
hoverName = VLC->generaltexth->restypes[subID];
if(!amount)
{
switch(subID)
{
case 6:
amount = 500 + (rand()%6)*100;
break;
case 0: case 2:
amount = 6 + (rand()%5);
break;
default:
amount = 3 + (rand()%3);
break;
}
}
}
void CGResource::onHeroVisit( const CGHeroInstance * h ) const
{
if(stacksCount())
{
if(message.size())
{
BlockingDialog ynd(true,false);
ynd.player = h->getOwner();
ynd.text << message;
cb->showBlockingDialog(&ynd,boost::bind(&CGResource::fightForRes,this,_1,h));
}
else
{
fightForRes(1,h);
}
}
else
{
if(message.length())
{
InfoWindow iw;
iw.player = h->tempOwner;
iw.text << message;
cb->showInfoDialog(&iw);
}
collectRes(h->getOwner());
}
}
void CGResource::collectRes( int player ) const
{
cb->giveResource(player,subID,amount);
ShowInInfobox sii;
sii.player = player;
sii.c = Component(2,subID,amount,0);
sii.text << std::pair<ui8,ui32>(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, boost::bind(&CGResource::endBattle,this,_1,h));
}
void CGResource::endBattle( BattleResult *result, const CGHeroInstance *h ) const
{
if(result->winner == 0) //attacker won
collectRes(h->getOwner());
}
void CGVisitableOPW::newTurn() const
{
if (cb->getDate(1) == 1) //first day of week = 1
{
cb->setObjProperty(id, ObjProperty::VISITED, false);
MetaString ms; //set text to "not visited"
ms << std::pair<ui8,ui32>(3,ID) << " " << std::pair<ui8,ui32>(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<ui8,ui32>(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<ui8,ui32>(11,mid);
cb->showInfoDialog(&iw);
cb->setObjProperty(id, ObjProperty::VISITED, true);
MetaString ms; //set text to "visited"
ms << std::pair<ui8,ui32>(3,ID) << " " << std::pair<ui8,ui32>(1,352);
cb->setHoverName(id,&ms);
}
}
void CGVisitableOPW::setPropertyDer( ui8 what, ui32 val )
{
if(what == ObjProperty::VISITED)
visited = val;
}
void CGTeleport::onHeroVisit( const CGHeroInstance * h ) const
{
int destinationid=-1;
switch(ID)
{
case 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
case 111: //Whirlpool
if(vstd::contains(objs,ID) && vstd::contains(objs[ID],subID) && objs[ID][subID].size()>1)
{
while ((destinationid = objs[ID][subID][rand()%objs[ID][subID].size()]) == id); //choose another exit
if (ID == 111)
{
if (!h->hasBonusOfType(Bonus::WHIRLPOOL_PROTECTION))
{
CCreatureSet army = h->getArmy();
if (army.Slots().size() > 1 || army.Slots().begin()->second.count > 1)
{ //we can't remove last unit
int targetstack = army.Slots().begin()->first; //slot numbers may vary
for(TSlots::const_reverse_iterator i = army.Slots().rbegin(); i != army.Slots().rend(); i++)
{
if (army.getPower(targetstack) > army.getPower(i->first))
{
targetstack = (i->first);
}
}
CCreatureSet ourArmy;
ourArmy.addStack (targetstack, army.getStack(targetstack));
TQuantity tq = (double)(ourArmy.getAmount(targetstack))*0.5;
amax (tq, 1);
ourArmy.setStackCount (targetstack, tq);
InfoWindow iw;
iw.player = h->tempOwner;
iw.text.addTxt (MetaString::ADVOB_TXT, 168);
iw.components.push_back (Component(ourArmy.getStack(targetstack)));
cb->showInfoDialog(&iw);
cb->takeCreatures (h->id, ourArmy.Slots());
}
}
}
}
else
tlog2 << "Cannot find corresponding exit monolith for "<< id << std::endl;
break;
case 103: //find nearest subterranean gate on the other level
{
int i=0;
for(; 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;
}
}
if(destinationid < 0 || i == gates.size()) //no exit
{
InfoWindow iw;
iw.player = h->tempOwner;
iw.text.addTxt(MetaString::ADVOB_TXT, 153);//Just inside the entrance you find a large pile of rubble blocking the tunnel. You leave discouraged.
cb->sendAndApply(&iw);
}
break;
}
}
if(destinationid < 0)
{
tlog2 << "Cannot find exit... (obj at " << pos << ") :( \n";
return;
}
if (ID == 111)
{
std::set<int3> tiles = cb->getObj(destinationid)->getBlockedPos();
std::set<int3>::iterator it = tiles.begin();
std::advance (it, rand() % tiles.size()); //picking random element of set is tiring
cb->moveHero (h->id, *it + int3(1,0,0), true);
}
else
cb->moveHero (h->id,CGHeroInstance::convertPosition(cb->getObj(destinationid)->pos,true) - getVisitableOffset(), true);
}
void CGTeleport::initObj()
{
int si = subID;
switch (ID)
{
case 103://ignore subterranean gates subid
case 111:
{
si = 0;
break;
}
default:
break;
}
objs[ID][si].push_back(id);
}
void CGTeleport::postInit() //matches subterranean gates into pairs
{
//split on underground and surface gates
std::vector<const CGObjectInstance *> 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<int,double> best(-1,150000); //pair<pos_in_vector, distance>
for(int j = 0; j < gatesSplit[1].size(); j++)
{
const CGObjectInstance *checked = gatesSplit[1][j];
if(!checked)
continue;
double hlp = checked->pos.dist2d(cur->pos);
if(hlp < best.second)
{
best.first = j;
best.second = hlp;
}
}
if(best.first >= 0) //found pair
{
gates.push_back(std::pair<int, int>(cur->id, gatesSplit[1][best.first]->id));
gatesSplit[1][best.first] = NULL;
}
else
{
gates.push_back(std::pair<int, int>(cur->id, -1));
}
}
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(!stacksCount())
{
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<ui8,ui32>(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, 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 = cb->getRandomArt (CArtifact::ART_TREASURE);
type = 1;
}
}
break;
case 86: //Shipwreck Survivor
{
int hlp = ran()%100;
if(hlp < 55)
val1 = cb->getRandomArt (CArtifact::ART_TREASURE);
else if(hlp < 75)
val1 = cb->getRandomArt (CArtifact::ART_MINOR);
else if(hlp < 95)
val1 = cb->getRandomArt (CArtifact::ART_MAJOR);
else
val1 = cb->getRandomArt (CArtifact::ART_RELIC);
}
break;
case 101: //treasure chest
{
int hlp = ran()%100;
if(hlp >= 95)
{
type = 1;
val1 = cb->getRandomArt (CArtifact::ART_TREASURE);
return;
}
else if (hlp >= 65)
{
val1 = 2000;
}
else if(hlp >= 33)
{
val1 = 1500;
}
else
{
val1 = 1000;
}
val2 = val1 - 500;
type = 0;
break;
}
}
}
void CGPickable::onHeroVisit( const CGHeroInstance * h ) const
{
switch(ID)
{
case 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<ui8,ui32>(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<ui8,ui32>(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<ui8,ui32>(11,146);
sd.components.push_back(Component(2,6,val1,0));
int expVal = val2*(100+h->getSecSkillLevel(21)*5)/100.0f;
sd.components.push_back(Component(5,0,expVal, 0));
sd.soundID = soundBase::chest;
boost::function<void(ui32)> fun = boost::bind(&CGPickable::chosen,this,_1,h->id);
cb->showBlockingDialog(&sd,fun);
return;
}
}
}
cb->removeObject(id);
}
void CGPickable::chosen( int which, int heroID ) const
{
const CGHeroInstance *h = cb->getHero(heroID);
switch(which)
{
case 1: //player pick gold
cb->giveResource(cb->getOwner(heroID),6,val1);
break;
case 2: //player pick exp
cb->changePrimSkill(heroID, 4, val2*(100+h->getSecSkillLevel(21)*5)/100.0f);
break;
default:
throw std::string("Unhandled treasure choice");
}
cb->removeObject(id);
}
bool CQuest::checkQuest (const CGHeroInstance * h) const
{
switch (missionType)
{
case MISSION_NONE:
return true;
break;
case MISSION_LEVEL:
if (m13489val <= h->level)
return true;
return false;
break;
case MISSION_PRIMARY_STAT:
for (int i = 0; i < 4; ++i)
{
if (h->getPrimSkillLevel(i) < m2stats[i])
return false;
}
return true;
break;
case MISSION_KILL_HERO:
if (h->cb->gameState()->map->heroesToBeat[m13489val]->tempOwner < PLAYER_LIMIT)
return false; //if the pointer is not NULL
return true;
break;
case MISSION_KILL_CREATURE:
if (h->cb->gameState()->map->monsters[m13489val]->pos == int3(-1,-1,-1))
return true;
return false;
break;
case MISSION_ART:
for (int i = 0; i < m5arts.size(); ++i)
{
if (h->hasArt(m5arts[i]))
continue;
return false; //if the artifact was not found
}
return true;
break;
case MISSION_ARMY:
{
TSlots::const_iterator it, cre;
ui32 count;
for (cre = m6creatures.begin(); cre != m6creatures.end(); ++cre)
{
for (count = 0, it = h->Slots().begin(); it != h->Slots().end(); ++it)
{
if (it->second.type == cre->second.type)
count += it->second.count;
}
if (count < cre->second.count) //not enough creatures of this kind
return false;
}
}
return true;
break;
case MISSION_RESOURCES:
for (int i = 0; i < 7; ++i) //including Mithril ?
{ //Quest has no direct access to callback
if (h->cb->getResource (h->tempOwner, i) < m7resources[i])
return false;
}
return true;
break;
case MISSION_HERO:
if (m13489val == h->type->ID)
return true;
return false;
break;
case MISSION_PLAYER:
if (m13489val == h->getOwner())
return true;
return false;
break;
default:
return false;
}
}
void CGSeerHut::initObj()
{
seerName = VLC->generaltexth->seerNames[ran()%VLC->generaltexth->seerNames.size()];
textOption = ran()%3;
progress = 0;
if (missionType)
{
if (!isCustom)
{
firstVisitText = VLC->generaltexth->quests[missionType-1][0][textOption];
nextVisitText = VLC->generaltexth->quests[missionType-1][1][textOption];
completedText = VLC->generaltexth->quests[missionType-1][2][textOption];
}
}
else
firstVisitText = VLC->generaltexth->seerEmpty[textOption];
}
const std::string & CGSeerHut::getHoverText() const
{
switch (ID)
{
case 83:
hoverName = VLC->generaltexth->allTexts[347];
boost::algorithm::replace_first(hoverName,"%s", seerName);
break;
case 215:
hoverName = VLC->generaltexth->names[ID];
break;
default:
tlog5 << "unrecognized quest object\n";
}
if (progress & missionType) //rollover when the quest is active
{
MetaString ms;
ms << "\n\n" << VLC->generaltexth->quests[missionType-1][3][textOption];
std::string str;
switch (missionType)
{
case MISSION_LEVEL:
ms.addReplacement (m13489val);
break;
case MISSION_PRIMARY_STAT:
{
MetaString loot;
for (int i = 0; i < 4; ++i)
{
if (m2stats[i])
{
loot << "%d %s";
loot.addReplacement (m2stats[i]);
loot.addReplacement (VLC->generaltexth->primarySkillNames[i]);
}
}
ms.addReplacement(loot.buildList());
}
break;
case MISSION_KILL_HERO:
ms.addReplacement(cb->gameState()->map->heroesToBeat[m13489val]->name);
break;
case MISSION_HERO:
ms.addReplacement(VLC->heroh->heroes[m13489val]->name);
break;
case MISSION_KILL_CREATURE:
{
ms.addReplacement(cb->gameState()->map->monsters[m13489val]->getStack(0));
}
break;
case MISSION_ART:
{
MetaString loot;
for (std::vector<ui16>::const_iterator it = m5arts.begin(); it != m5arts.end(); ++it)
{
loot << "%s";
loot.addReplacement (MetaString::ART_NAMES, *it);
}
ms.addReplacement(loot.buildList());
}
break;
case MISSION_ARMY:
{
MetaString loot;
for (TSlots::const_iterator it = m6creatures.begin(); it != m6creatures.end(); ++it)
{
loot << "%s";
loot.addReplacement(it->second);
}
ms.addReplacement (loot.buildList());
}
break;
case MISSION_RESOURCES:
{
MetaString loot;
for (int i = 0; i < 7; ++i)
{
if (m7resources[i])
{
loot << "%d %s";
loot.addReplacement (m7resources[i]);
loot.addReplacement (MetaString::RES_NAMES, i);
}
}
ms.addReplacement (loot.buildList());
}
break;
case MISSION_PLAYER:
ms.addReplacement (VLC->generaltexth->colors[m13489val]);
break;
default:
break;
}
ms.toString(str);
hoverName += str;
}
return hoverName;
}
void CGSeerHut::setPropertyDer (ui8 what, ui32 val)
{
switch (what)
{
case 10:
progress = val;
break;
case 11:
missionType = CQuest::MISSION_NONE;
break;
}
}
void CGSeerHut::newTurn() const
{
if (lastDay >= 0 && lastDay <= cb->getDate(0)) //time is up
{
cb->setObjProperty (id,11,0);
cb->setObjProperty (id,10,0);
}
}
void CGSeerHut::onHeroVisit( const CGHeroInstance * h ) const
{
InfoWindow iw;
iw.player = h->getOwner();
if (missionType)
{
if (!progress) //propose quest
{
iw.text << firstVisitText;
switch (missionType)
{
case MISSION_LEVEL:
iw.components.push_back (Component (Component::EXPERIENCE, 1, m13489val, 0));
if (!isCustom)
iw.text.addReplacement(m13489val);
break;
case MISSION_PRIMARY_STAT:
{
MetaString loot;
for (int i = 0; i < 4; ++i)
{
if (m2stats[i])
{
iw.components.push_back (Component (Component::PRIM_SKILL, i, m2stats[i], 0));
loot << "%d %s";
loot.addReplacement (m2stats[i]);
loot.addReplacement (VLC->generaltexth->primarySkillNames[i]);
}
}
if (!isCustom)
iw.text.addReplacement (loot.buildList());
}
break;
case MISSION_KILL_HERO:
iw.components.push_back (Component (Component::HERO,
cb->gameState()->map->heroesToBeat[m13489val]->type->ID, 0, 0));
if (!isCustom)
iw.text.addReplacement(cb->gameState()->map->heroesToBeat[m13489val]->name);
break;
case MISSION_HERO:
iw.components.push_back (Component (Component::HERO, m13489val, 0, 0));
if (!isCustom)
iw.text.addReplacement(VLC->heroh->heroes[m13489val]->name);
break;
case MISSION_KILL_CREATURE:
{
CStackInstance stack = cb->gameState()->map->monsters[m13489val]->getStack(0);
iw.components.push_back (Component(stack));
if (!isCustom)
{
iw.text.addReplacement(stack);
if (std::count(firstVisitText.begin(), firstVisitText.end(), '%') == 2) //say where is placed monster
{
iw.text.addReplacement (VLC->generaltexth->arraytxt[147+checkDirection()]);
}
}
}
break;
case MISSION_ART:
{
MetaString loot;
for (std::vector<ui16>::const_iterator it = m5arts.begin(); it != m5arts.end(); ++it)
{
iw.components.push_back (Component (Component::ARTIFACT, *it, 0, 0));
loot << "%s";
loot.addReplacement (MetaString::ART_NAMES, *it);
}
if (!isCustom)
iw.text.addReplacement (loot.buildList());
}
break;
case MISSION_ARMY:
{
MetaString loot;
for (TSlots::const_iterator it = m6creatures.begin(); it != m6creatures.end(); ++it)
{
iw.components.push_back(Component(it->second));
loot << "%s";
loot.addReplacement(it->second);
}
if (!isCustom)
iw.text.addReplacement (loot.buildList());
}
break;
case MISSION_RESOURCES:
{
MetaString loot;
for (int i = 0; i < 7; ++i)
{
if (m7resources[i])
{
iw.components.push_back (Component (Component::RESOURCE, i, m7resources[i], 0));
loot << "%d %s";
loot.addReplacement (m7resources[i]);
loot.addReplacement (MetaString::RES_NAMES, i);
}
}
if (!isCustom)
iw.text.addReplacement (loot.buildList());
}
break;
case MISSION_PLAYER:
iw.components.push_back (Component (Component::FLAG, m13489val, 0, 0));
if (!isCustom)
iw.text.addReplacement (VLC->generaltexth->colors[m13489val]);
break;
}
cb->setObjProperty (id,10,1);
cb->showInfoDialog(&iw);
}
else if (!checkQuest(h))
{
iw.text << nextVisitText;
cb->showInfoDialog(&iw);
}
if (checkQuest(h)) // propose completion, also on first visit
{
BlockingDialog bd (true, false);
bd.player = h->getOwner();
bd.soundID = soundBase::QUEST;
bd.text << completedText;
switch (missionType)
{
case CQuest::MISSION_LEVEL:
if (!isCustom)
bd.text.addReplacement(m13489val);
break;
case CQuest::MISSION_PRIMARY_STAT:
if (vstd::contains (completedText,'%')) //there's one case when there's nothing to replace
{
MetaString loot;
for (int i = 0; i < 4; ++i)
{
if (m2stats[i])
{
loot << "%d %s";
loot.addReplacement (m2stats[i]);
loot.addReplacement (VLC->generaltexth->primarySkillNames[i]);
}
}
if (!isCustom)
bd.text.addReplacement (loot.buildList());
}
break;
case CQuest::MISSION_ART:
{
MetaString loot;
for (std::vector<ui16>::const_iterator it = m5arts.begin(); it != m5arts.end(); ++it)
{
loot << "%s";
loot.addReplacement (MetaString::ART_NAMES, *it);
}
if (!isCustom)
bd.text.addReplacement (loot.buildList());
}
break;
case CQuest::MISSION_ARMY:
{
MetaString loot;
for (TSlots::const_iterator it = m6creatures.begin(); it != m6creatures.end(); ++it)
{
loot << "%s";
loot.addReplacement(it->second);
}
if (!isCustom)
bd.text.addReplacement (loot.buildList());
}
break;
case CQuest::MISSION_RESOURCES:
{
MetaString loot;
for (int i = 0; i < 7; ++i)
{
if (m7resources[i])
{
loot << "%d %s";
loot.addReplacement (m7resources[i]);
loot.addReplacement (MetaString::RES_NAMES, i);
}
}
if (!isCustom)
bd.text.addReplacement (loot.buildList());
}
break;
case MISSION_KILL_HERO:
if (!isCustom)
bd.text.addReplacement(cb->gameState()->map->heroesToBeat[m13489val]->name);
break;
case MISSION_HERO:
if (!isCustom)
bd.text.addReplacement(VLC->heroh->heroes[m13489val]->name);
break;
case MISSION_KILL_CREATURE:
{
{
bd.text.addReplacement(cb->gameState()->map->monsters[m13489val]->getArmy()[0]);
if (std::count(firstVisitText.begin(), firstVisitText.end(), '%') == 2) //say where is placed monster
{
bd.text.addReplacement (VLC->generaltexth->arraytxt[147+checkDirection()]);
}
}
}
case MISSION_PLAYER:
if (!isCustom)
bd.text.addReplacement (VLC->generaltexth->colors[m13489val]);
break;
}
switch (rewardType)
{
case 1: bd.components.push_back (Component (Component::EXPERIENCE, 0, rVal*(100+h->getSecSkillLevel(21)*5)/100.0f, 0));
break;
case 2: bd.components.push_back (Component (Component::PRIM_SKILL, 5, rVal, 0));
break;
case 3: bd.components.push_back (Component (Component::MORALE, 0, rVal, 0));
break;
case 4: bd.components.push_back (Component (Component::LUCK, 0, rVal, 0));
break;
case 5: bd.components.push_back (Component (Component::RESOURCE, rID, rVal, 0));
break;
case 6: bd.components.push_back (Component (Component::PRIM_SKILL, rID, rVal, 0));
break;
case 7: bd.components.push_back (Component (Component::SEC_SKILL, rID, rVal, 0));
break;
case 8: bd.components.push_back (Component (Component::ARTIFACT, rID, 0, 0));
break;
case 9: bd.components.push_back (Component (Component::SPELL, rID, 0, 0));
break;
case 10: bd.components.push_back (Component (Component::CREATURE, rID, rVal, 0));
break;
}
cb->showBlockingDialog (&bd, boost::bind (&CGSeerHut::finishQuest, this, h, _1));
return;
}
}
else
{
iw.text << VLC->generaltexth->seerEmpty[textOption];
if (ID == 83)
iw.text.addReplacement(seerName);
cb->showInfoDialog(&iw);
}
}
int CGSeerHut::checkDirection() const
{
int3 cord = cb->gameState()->map->monsters[m13489val]->pos;
if ((double)cord.x/(double)cb->getMapSize().x < 0.34) //north
{
if ((double)cord.y/(double)cb->getMapSize().y < 0.34) //northwest
return 8;
else if ((double)cord.y/(double)cb->getMapSize().y < 0.67) //north
return 1;
else //northeast
return 2;
}
else if ((double)cord.x/(double)cb->getMapSize().x < 0.67) //horizontal
{
if ((double)cord.y/(double)cb->getMapSize().y < 0.34) //west
return 7;
else if ((double)cord.y/(double)cb->getMapSize().y < 0.67) //central
return 9;
else //east
return 3;
}
else //south
{
if ((double)cord.y/(double)cb->getMapSize().y < 0.34) //southwest
return 6;
else if ((double)cord.y/(double)cb->getMapSize().y < 0.67) //south
return 5;
else //southeast
return 4;
}
}
void CGSeerHut::finishQuest (const CGHeroInstance * h, ui32 accept) const
{
if (accept)
{
switch (missionType)
{
case CQuest::MISSION_ART:
for (std::vector<ui16>::const_iterator it = m5arts.begin(); it != m5arts.end(); ++it)
{
cb->removeArtifact(*it, h->id);
}
break;
case CQuest::MISSION_ARMY:
cb->takeCreatures (h->id, m6creatures);
break;
case CQuest::MISSION_RESOURCES:
for (int i = 0; i < 7; ++i)
{
cb->giveResource(h->getOwner(), i, -m7resources[i]);
}
break;
default:
break;
}
cb->setObjProperty (id,11,0); //no more mission avaliable
completeQuest(h); //make sure to remove QuestQuard at the very end
}
}
void CGSeerHut::completeQuest (const CGHeroInstance * h) const //reward
{
switch (rewardType)
{
case 1: //experience
{
int expVal = rVal*(100+h->getSecSkillLevel(21)*5)/100.0f;
cb->changePrimSkill(h->id, 4, expVal, false);
break;
}
case 2: //mana points
{
cb->setManaPoints(h->id, h->mana+rVal);
break;
}
case 3: case 4: //morale /luck
{
Bonus hb(Bonus::ONE_WEEK, (rewardType == 3 ? Bonus::MORALE : Bonus::LUCK),
Bonus::OBJECT, rVal, h->id, "", -1);
GiveBonus gb;
gb.id = h->id;
gb.bonus = hb;
cb->giveHeroBonus(&gb);
}
break;
case 5: //resources
cb->giveResource(h->getOwner(), rID, rVal);
break;
case 6: //main ability bonus (attak, defence etd.)
cb->changePrimSkill(h->id, rID, rVal, false);
break;
case 7: // secondary ability gain
cb->changeSecSkill(h->id, rID, rVal, false);
break;
case 8: // artifact
cb->giveHeroArtifact(rID, h->id, -2);
break;
case 9:// spell
{
std::set<ui32> spell;
spell.insert (rID);
cb->changeSpells(h->id, true, spell);
}
break;
case 10:// creature
{
CCreatureSet creatures;
creatures.setCreature (0, rID, rVal);
cb->giveCreatures (id, h, creatures);
}
break;
default:
break;
}
}
void CGQuestGuard::initObj()
{
blockVisit = true;
progress = 0;
textOption = ran()%3 + 3; //3-5
if (missionType && !isCustom)
{
firstVisitText = VLC->generaltexth->quests[missionType-1][0][textOption];
nextVisitText = VLC->generaltexth->quests[missionType-1][1][textOption];
completedText = VLC->generaltexth->quests[missionType-1][2][textOption];
}
else
firstVisitText = VLC->generaltexth->seerEmpty[textOption];
}
void CGQuestGuard::completeQuest(const CGHeroInstance *h) const
{
cb->removeObject(id);
}
void CGWitchHut::initObj()
{
ability = allowedAbilities[ran()%allowedAbilities.size()];
}
void CGWitchHut::onHeroVisit( const CGHeroInstance * h ) const
{
InfoWindow iw;
iw.soundID = soundBase::gazebo;
iw.player = h->getOwner();
if(!hasVisited(h->tempOwner))
cb->setObjProperty(id,10,h->tempOwner);
if(h->getSecSkillLevel(ability)) //you alredy know this skill
{
iw.text << std::pair<ui8,ui32>(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<ui8,ui32>(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<ui8,ui32>(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->hasBonusFrom(Bonus::OBJECT,ID);
int messageID;
int bonusMove = 0, sound = -1;
InfoWindow iw;
iw.player = h->tempOwner;
GiveBonus gbonus;
gbonus.id = h->id;
gbonus.bonus.duration = Bonus::ONE_BATTLE;
gbonus.bonus.source = Bonus::OBJECT;
gbonus.bonus.id = ID;
bool second = false;
Bonus secondBonus;
switch(ID)
{
case 11: //buoy
messageID = 21;
sound = soundBase::MORALE;
gbonus.bonus.type = Bonus::MORALE;
gbonus.bonus.val = +1;
gbonus.bdescr << std::pair<ui8,ui32>(6,94);
break;
case 14: //swan pond
messageID = 29;
sound = soundBase::LUCK;
gbonus.bonus.type = Bonus::LUCK;
gbonus.bonus.val = 2;
gbonus.bdescr << std::pair<ui8,ui32>(6,67);
bonusMove = -h->movement;
break;
case 28: //Faerie Ring
messageID = 49;
sound = soundBase::LUCK;
gbonus.bonus.type = Bonus::LUCK;
gbonus.bonus.val = 1;
gbonus.bdescr << std::pair<ui8,ui32>(6,71);
break;
case 30: //fountain of fortune
messageID = 55;
sound = soundBase::LUCK;
gbonus.bonus.type = Bonus::LUCK;
gbonus.bonus.val = rand()%5 - 1;
gbonus.bdescr << std::pair<ui8,ui32>(6,69);
gbonus.bdescr.addReplacement((gbonus.bonus.val<0 ? "-" : "+") + boost::lexical_cast<std::string>(gbonus.bonus.val));
break;
case 38: //idol of fortune
messageID = 62;
sound = soundBase::experience;
gbonus.bonus.val = 1;
gbonus.bdescr << std::pair<ui8,ui32>(6,68);
if(cb->getDate(1) == 7) //7th day of week
{
gbonus.bonus.type = Bonus::MORALE;
second = true;
secondBonus = gbonus.bonus;
secondBonus.type = Bonus::LUCK;
}
else
{
gbonus.bonus.type = (cb->getDate(1)%2) ? Bonus::LUCK : Bonus::MORALE;
}
break;
case 52: //Mermaid
messageID = 83;
sound = soundBase::LUCK;
gbonus.bonus.type = Bonus::LUCK;
gbonus.bonus.val = 1;
gbonus.bdescr << std::pair<ui8,ui32>(6,72);
break;
case 64: //Rally Flag
sound = soundBase::MORALE;
messageID = 111;
gbonus.bonus.type = Bonus::MORALE;
gbonus.bonus.val = 1;
gbonus.bdescr << std::pair<ui8,ui32>(6,102);
second = true;
secondBonus = gbonus.bonus;
secondBonus.type = Bonus::LUCK;
bonusMove = 400;
break;
case 56: //oasis
messageID = 95;
gbonus.bonus.type = Bonus::MORALE;
gbonus.bonus.val = 1;
gbonus.bdescr << std::pair<ui8,ui32>(6,95);
bonusMove = 800;
break;
case 96: //temple
messageID = 140;
iw.soundID = soundBase::temple;
gbonus.bonus.type = Bonus::MORALE;
if(cb->getDate(1)==7) //sunday
{
gbonus.bonus.val = 2;
gbonus.bdescr << std::pair<ui8,ui32>(6,97);
}
else
{
gbonus.bonus.val = 1;
gbonus.bdescr << std::pair<ui8,ui32>(6,96);
}
break;
case 110://Watering Hole
sound = soundBase::MORALE;
messageID = 166;
gbonus.bonus.type = Bonus::MORALE;
gbonus.bonus.val = 1;
gbonus.bdescr << std::pair<ui8,ui32>(6,100);
bonusMove = 400;
break;
case 31: //Fountain of Youth
sound = soundBase::MORALE;
messageID = 57;
gbonus.bonus.type = Bonus::MORALE;
gbonus.bonus.val = 1;
gbonus.bdescr << std::pair<ui8,ui32>(6,103);
bonusMove = 400;
break;
case 94: //Stables
sound = soundBase::horse20;
CCreatureSet creatures;
for (TSlots::const_iterator i = h->Slots().begin(); i != h->Slots().end(); ++i)
{
if(i->second.type->idNumber == 10)
creatures.slots.insert(*i);
}
if (creatures.slots.size())
{
messageID = 138;
iw.components.push_back(Component(Component::CREATURE,11,0,1));
for (TSlots::const_iterator i = creatures.slots.begin(); i != creatures.slots.end(); ++i)
{
cb->changeCreatureType(h->id, i->first, 11);
}
}
else
messageID = 137;
gbonus.bonus.type = Bonus::LAND_MOVEMENT;
gbonus.bonus.val = 600;
bonusMove = 600;
gbonus.bonus.duration = Bonus::ONE_WEEK;
gbonus.bdescr << std::pair<ui8,ui32>(6, 100);
break;
}
if(visited)
{
if(ID==64 || ID==96 || ID==56 || ID==52 || ID==94)
messageID--;
else
messageID++;
}
else
{
//TODO: fix if second bonus val != main bonus val
if(gbonus.bonus.type == Bonus::MORALE || secondBonus.type == Bonus::MORALE)
iw.components.push_back(Component(8,0,gbonus.bonus.val,0));
if(gbonus.bonus.type == Bonus::LUCK || secondBonus.type == Bonus::LUCK)
iw.components.push_back(Component(9,0,gbonus.bonus.val,0));
cb->giveHeroBonus(&gbonus);
if(second)
{
gbonus.bonus = secondBonus;
cb->giveHeroBonus(&gbonus);
}
if(bonusMove) //swan pond - take all move points, stables - give move point this day
{
SetMovePoints smp;
smp.hid = h->id;
smp.val = h->movement + bonusMove;
cb->setMovePoints(&smp);
}
}
iw.soundID = sound;
iw.text << std::pair<ui8,ui32>(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->hasBonusFrom(Bonus::OBJECT,ID))
hoverName += " " + VLC->generaltexth->allTexts[353]; //not visited
else
hoverName += " " + VLC->generaltexth->allTexts[352]; //visited
}
return hoverName;
}
void CGBonusingObject::initObj()
{
if(ID == 11 || ID == 52) //Buoy / Mermaid
{
blockVisit = true;
}
}
void CGMagicSpring::onHeroVisit(const CGHeroInstance * h) const
{
int messageID;
InfoWindow iw;
iw.player = h->tempOwner;
iw.soundID = soundBase::GENIE;
if (!visited)
{
if (h->mana > h->manaLimit())
messageID = 76;
else
{
messageID = 74;
cb->setManaPoints (h->id, 2 * h->manaLimit());
cb->setObjProperty (id, ObjProperty::VISITED, true);
}
}
else
messageID = 75;
iw.text << std::pair<ui8,ui32>(11,messageID);
cb->showInfoDialog(&iw);
}
const std::string & CGMagicSpring::getHoverText() const
{
hoverName = VLC->generaltexth->names[ID];
if(!visited)
hoverName += " " + VLC->generaltexth->allTexts[353]; //not visited
else
hoverName += " " + VLC->generaltexth->allTexts[352]; //visited
return hoverName;
}
void CGMagicWell::onHeroVisit( const CGHeroInstance * h ) const
{
int message;
InfoWindow iw;
iw.soundID = soundBase::faerie;
iw.player = h->tempOwner;
if(h->hasBonusFrom(Bonus::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<ui8,ui32>(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 = (ID==6); //block only if it's really pandora's box (events also derive from that class)
}
void CGPandoraBox::onHeroVisit(const CGHeroInstance * h) const
{
BlockingDialog bd (true, false);
bd.player = h->getOwner();
bd.soundID = soundBase::QUEST;
bd.text.addTxt (MetaString::ADVOB_TXT, 14);
cb->showBlockingDialog (&bd, boost::bind (&CGPandoraBox::open, this, h, _1));
}
void CGPandoraBox::open( const CGHeroInstance * h, ui32 accept ) const
{
if (accept)
{
if (stacksCount() > 0) //if pandora's box is protected by army
{
InfoWindow iw;
iw.player = h->tempOwner;
iw.text.addTxt(MetaString::ADVOB_TXT, 16);
cb->showInfoDialog(&iw);
cb->startBattleI(h, this, boost::bind(&CGPandoraBox::endBattle, this, h, _1)); //grants things after battle
}
else if (message.size() == 0 && resources.size() == 0
&& primskills.size() == 0 && abilities.size() == 0
&& abilityLevels.size() == 0 && artifacts.size() == 0
&& spells.size() == 0 && creatures.Slots().size() > 0
&& gainedExp == 0 && manaDiff == 0 && moraleDiff == 0 && luckDiff == 0) //if it gives nothing without battle
{
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())
{
expType expVal = gainedExp*(100+h->getSecSkillLevel(21)*5)/100.0f;
getText(iw,afterBattle,175,h);
if(expVal)
iw.components.push_back(Component(Component::EXPERIENCE,0,expVal,0));
for(int i=0; i<primskills.size(); i++)
if(primskills[i])
iw.components.push_back(Component(Component::PRIM_SKILL,i,primskills[i],0));
for(int i=0; i<abilities.size(); i++)
iw.components.push_back(Component(Component::SEC_SKILL,abilities[i],abilityLevels[i],0));
cb->showInfoDialog(&iw);
//give exp
if(expVal)
cb->changePrimSkill(h->id,4,expVal,false);
//give prim skills
for(int i=0; i<primskills.size(); i++)
if(primskills[i])
cb->changePrimSkill(h->id,i,primskills[i],false);
//give sec skills
for(int i=0; i<abilities.size(); i++)
{
int curLev = h->getSecSkillLevel(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<ui32> spellsToGive;
iw.components.clear();
std::vector<CSpell> * sp = &VLC->spellh->spells;
for(std::vector<si32>::const_iterator i=spells.begin(); i != spells.end(); i++)
{
if ((*sp)[*i].level <= h->getSecSkillLevel(7) + 2) //enough wisdom
{
iw.components.push_back(Component(Component::SPELL,*i,0,0));
spellsToGive.insert(*i);
}
}
if(spellsToGive.size())
{
cb->changeSpells(h->id,true,spellsToGive);
cb->showInfoDialog(&iw);
}
}
if(manaDiff)
{
getText(iw,afterBattle,manaDiff,176,177,h);
iw.components.push_back(Component(Component::PRIM_SKILL,5,manaDiff,0));
cb->showInfoDialog(&iw);
cb->setManaPoints(h->id, h->mana + manaDiff);
}
if(moraleDiff)
{
getText(iw,afterBattle,moraleDiff,178,179,h);
iw.components.push_back(Component(Component::MORALE,0,moraleDiff,0));
cb->showInfoDialog(&iw);
GiveBonus gb;
gb.bonus = Bonus(Bonus::ONE_BATTLE,Bonus::MORALE,Bonus::OBJECT,moraleDiff,id,"");
gb.id = h->id;
cb->giveHeroBonus(&gb);
}
if(luckDiff)
{
getText(iw,afterBattle,luckDiff,180,181,h);
iw.components.push_back(Component(Component::LUCK,0,luckDiff,0));
cb->showInfoDialog(&iw);
GiveBonus gb;
gb.bonus = Bonus(Bonus::ONE_BATTLE,Bonus::LUCK,Bonus::OBJECT,luckDiff,id,"");
gb.id = h->id;
cb->giveHeroBonus(&gb);
}
iw.components.clear();
iw.text.clear();
for(int i=0; i<resources.size(); i++)
{
if(resources[i] < 0)
iw.components.push_back(Component(Component::RESOURCE,i,resources[i],0));
}
if(iw.components.size())
{
getText(iw,afterBattle,182,h);
cb->showInfoDialog(&iw);
}
iw.components.clear();
iw.text.clear();
for(int i=0; i<resources.size(); i++)
{
if(resources[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<artifacts.size(); i++)
{
iw.components.push_back(Component(Component::ARTIFACT,artifacts[i],0,0));
if(iw.components.size() >= 14)
{
cb->showInfoDialog(&iw);
iw.components.clear();
}
}
if(iw.components.size())
{
cb->showInfoDialog(&iw);
}
for(int i=0; i<resources.size(); i++)
if(resources[i])
cb->giveResource(h->getOwner(),i,resources[i]);
for(int i=0; i<artifacts.size(); i++)
cb->giveHeroArtifact(artifacts[i],h->id,-2);
iw.components.clear();
iw.text.clear();
if (creatures.Slots().size())
{ //this part is taken straight from creature bank
MetaString loot;
CCreatureSet ourArmy = creatures;
for(TSlots::const_iterator i = ourArmy.Slots().begin(); i != ourArmy.Slots().end(); i++)
{ //build list of joined creatures
iw.components.push_back(Component(i->second));
loot << "%s";
loot.addReplacement(i->second);
}
if (ourArmy.Slots().size() == 1 && ourArmy.Slots().begin()->second.count == 1)
iw.text.addTxt (MetaString::ADVOB_TXT, 185);
else
iw.text.addTxt (MetaString::ADVOB_TXT, 186);
iw.text.addReplacement (loot.buildList());
iw.text.addReplacement (h->name);
cb->showInfoDialog(&iw);
cb->giveCreatures (id, h, ourArmy);
}
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(stacksCount() > 0)
{
InfoWindow iw;
iw.player = h->tempOwner;
if(message.size())
iw.text << message;
else
iw.text.addTxt(MetaString::ADVOB_TXT, 16);
cb->showInfoDialog(&iw);
cb->startBattleI(h, this, boost::bind(&CGEvent::endBattle,this,h,_1));
}
else
{
giveContents(h,false);
}
}
void CGObservatory::onHeroVisit( const CGHeroInstance * h ) const
{
InfoWindow iw;
iw.player = h->tempOwner;
switch (ID)
{
case 58://redwood observatory
case 60://pillar of fire
{
iw.soundID = soundBase::LIGHTHOUSE;
iw.text.addTxt(MetaString::ADVOB_TXT,98 + (ID==60));
FoWChange fw;
fw.player = h->tempOwner;
fw.mode = 1;
cb->getTilesInRange (fw.tiles, pos, 20, h->tempOwner, 1);
cb->sendAndApply (&fw);
break;
}
case 15://cover of darkness
{
iw.text.addTxt (MetaString::ADVOB_TXT, 31);
hideTiles(h->tempOwner, 20);
break;
}
}
cb->showInfoDialog(&iw);
}
void CGShrine::onHeroVisit( const CGHeroInstance * h ) const
{
if(spell == 255)
{
tlog1 << "Not initialized shrine visited!\n";
return;
}
if(!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<ui32> 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<ui16> possibilities;
cb->getAllowedSpells (possibilities, level);
if(!possibilities.size())
{
tlog1 << "Error: cannot init shrine, no allowed spells!\n";
return;
}
spell = possibilities[ran() % possibilities.size()];
}
}
const std::string & CGShrine::getHoverText() const
{
hoverName = VLC->generaltexth->names[ID];
if(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, (ui32) bid) || (VLC->spellh->spells[bid].level > h->getSecSkillLevel(7) + 2)
))) //hero doesn't have a spellbook or already knows the spell or doesn't have Wisdom
{
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<ui32> 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:
std::vector<ui16> possibilities;
for (int i = 1; i < 6; ++i)
cb->getAllowedSpells (possibilities, i);
bonusID = possibilities[ran() % possibilities.size()];
break;
}
}
}
void CGGarrison::onHeroVisit (const CGHeroInstance *h) const
{
int ally = cb->gameState()->getPlayerRelations(h->tempOwner, tempOwner);
if (!ally && stacksCount() > 0) {
//TODO: Find a way to apply magic garrison effects in battle.
cb->startBattleI(h, this, boost::bind(&CGGarrison::fightOver, this, h, _1));
return;
}
//New owner.
if (!ally)
cb->setOwner(id, h->tempOwner);
cb->showGarrisonDialog(id, h->id, removableUnits, 0);
}
void CGGarrison::fightOver (const CGHeroInstance *h, BattleResult *result) const
{
if (result->winner == 0)
onHeroVisit(h);
}
ui8 CGGarrison::getPassableness() const
{
if ( !stacksCount() )//empty - anyone can visit
return ALL_PLAYERS;
if ( tempOwner == 255 )//neutral guarded - noone can visit
return 0;
ui8 mask = 0;
TeamState * ts = cb->gameState()->getPlayerTeam(tempOwner);
BOOST_FOREACH(ui8 it, ts->players)
mask |= 1<<it;//allies - add to possible visitors
return mask;
}
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: // first visit but empty
if (ID == 22) //Corpse
++txtid;
else
txtid+=2;
iw.text.addTxt(MetaString::ADVOB_TXT, txtid);
break;
case 1: //art
iw.components.push_back(Component(Component::ARTIFACT,bonusType,0,0));
cb->giveHeroArtifact(bonusType,h->id,-2);
iw.text.addTxt(MetaString::ADVOB_TXT, txtid);
if (ID == 22) //Corpse
{
iw.text << "%s";
iw.text.addReplacement (MetaString::ART_NAMES, bonusType);
}
break;
case 2: //res
iw.text.addTxt(MetaString::ADVOB_TXT, txtid);
iw.components.push_back (Component(Component::RESOURCE, bonusType, bonusVal, 0));
cb->giveResource(h->getOwner(), bonusType, bonusVal);
break;
}
if(ID == 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;
bonusType = cb->getRandomArt (CArtifact::ART_TREASURE | CArtifact::ART_MINOR | CArtifact::ART_MAJOR);
}
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;
int hlp = ran()%100;
if(hlp < 30)
bonusType = cb->getRandomArt (CArtifact::ART_TREASURE);
else if(hlp < 80)
bonusType = cb->getRandomArt (CArtifact::ART_MINOR);
else if(hlp < 95)
bonusType = cb->getRandomArt (CArtifact::ART_MAJOR);
else
bonusType = cb->getRandomArt (CArtifact::ART_RELIC);
}
break;
case 105://Wagon
{
int hlp = ran()%100;
if(hlp < 10)
{
artOrRes = 0; // nothing... :(
}
else if(hlp < 50) //minor or treasure art
{
artOrRes = 1;
bonusType = cb->getRandomArt (CArtifact::ART_TREASURE | CArtifact::ART_MINOR);
}
else //2 - 5 of non-gold resource
{
artOrRes = 2;
bonusType = ran()%6;
bonusVal = ran()%4 + 2;
}
}
break;
}
}
void CGOnceVisitable::searchTomb(const CGHeroInstance *h, ui32 accept) const
{
if(accept)
{
InfoWindow iw;
iw.player = h->getOwner();
iw.components.push_back(Component(Component::MORALE,0,-3,0));
if(players.size()) //we've been already visited, player found nothing
{
iw.text.addTxt(MetaString::ADVOB_TXT,163);
}
else //first visit - give artifact
{
iw.text.addTxt(MetaString::ADVOB_TXT,162);
iw.components.push_back(Component(Component::ARTIFACT,bonusType,0,0));
iw.text.addReplacement(MetaString::ART_NAMES, bonusType);
cb->giveHeroArtifact(bonusType,h->id,-2);
}
if(!h->hasBonusFrom(Bonus::OBJECT,ID)) //we don't have modifier from this object yet
{
//ruin morale
GiveBonus gb;
gb.id = h->id;
gb.bonus = Bonus(Bonus::ONE_BATTLE,Bonus::MORALE,Bonus::OBJECT,-3,id,"");
gb.bdescr.addTxt(MetaString::ARRAY_TXT,104); //Warrior Tomb Visited -3
cb->giveHeroBonus(&gb);
}
cb->showInfoDialog(&iw);
cb->setObjProperty(id,10,h->getOwner());
}
}
void CBank::initObj()
{
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;
}
const std::string & CBank::getHoverText() const
{
hoverName = VLC->objh->creBanksNames[index];
if (bc == NULL)
hoverName += " " + VLC->generaltexth->allTexts[352];
else
hoverName += " " + VLC->generaltexth->allTexts[353];
return hoverName;
}
void CBank::reset(ui16 var1) //prevents desync
{
ui8 chance = 0;
for (ui8 i = 0; i < VLC->objh->banksInfo[index].size(); i++)
{
if (var1 < (chance += VLC->objh->banksInfo[index][i]->chance))
{
bc = VLC->objh->banksInfo[index][i];
break;
}
}
artifacts.clear();
}
void CBank::initialize() const
{
cb->setObjProperty (id, 14, ran()); //synchronous reset
for (ui8 i = 0; i <= 3; i++)
{
for (ui8 n = 0; n < bc->artifacts[i]; n++) //new function using proper randomization algorithm
{
cb->setObjProperty (id, 18 + i, ran()); //synchronic artifacts
}
}
cb->setObjProperty (id, 17, ran()); //get army
}
void CBank::setPropertyDer (ui8 what, ui32 val)
/// random values are passed as arguments and processed identically on all clients
{
switch (what)
{
case 11: //daycounter
if (val == 0)
daycounter = 1; //yes, 1
else
daycounter++;
break;
case 12: //multiplier, in percent
multiplier = ((float)val)/100;
break;
case 13: //bank preset
bc = VLC->objh->banksInfo[index][val];
break;
case 14:
reset (val%100);
break;
case 15:
bc = NULL;
break;
case 16: //remove rewards from Derelict Ship
artifacts.clear();
break;
case 17: //set ArmedInstance army
{
int upgraded = 0;
if (val%100 < bc->upgradeChance) //once again anti-desync
upgraded = 1;
switch (bc->guards.size())
{
case 1:
for (int i = 0; i < 4; ++i)
setCreature (i, bc->guards[0].first, bc->guards[0].second / 5 );
setCreature (4, bc->guards[0].first + upgraded, bc->guards[0].second / 5 );
break;
case 4:
{
std::vector< std::pair <ui16, ui32> >::const_iterator it;
if (bc->guards.back().second) //all stacks are present
{
for (it = bc->guards.begin(); it != bc->guards.end(); it++)
{
setCreature (stacksCount(), it->first, it->second);
}
}
else if (bc->guards[2].second)//Wraiths are present, split two stacks in Crypt
{
setCreature (0, bc->guards[0].first, bc->guards[0].second / 2 );
setCreature (1, bc->guards[1].first, bc->guards[1].second / 2);
setCreature (2, bc->guards[2].first + upgraded, bc->guards[2].second);
setCreature (3, bc->guards[1].first, bc->guards[1].second / 2 );
setCreature (4, bc->guards[0].first, bc->guards[0].second - (bc->guards[0].second / 2) );
}
else //split both stacks
{
for (int i = 0; i < 3; ++i) //skellies
setCreature (2*i, bc->guards[0].first, bc->guards[0].second / 3);
for (int i = 0; i < 2; ++i) //zombies
setCreature (2*i+1, bc->guards[1].first, bc->guards[1].second / 2);
}
}
break;
default:
tlog2 << "Error: Unexpected army data: " << bc->guards.size() <<" items found";
return;
}
}
break;
case 18: //add Artifact
{
int id = cb->getArtSync(val, CArtifact::ART_TREASURE);
artifacts.push_back (id);
cb->erasePickedArt(id);
break;
}
case 19: //add Artifact
{
int id = cb->getArtSync(val, CArtifact::ART_MINOR);
artifacts.push_back (id);
cb->erasePickedArt(id);
break;
}
case 20: //add Artifact
{
int id = cb->getArtSync(val, CArtifact::ART_MAJOR);
artifacts.push_back (id);
cb->erasePickedArt(id);
break;
}
case 21: //add Artifact
{
int id = cb->getArtSync(val, CArtifact::ART_RELIC);
artifacts.push_back (id);
cb->erasePickedArt(id);
break;
}
}
}
void CBank::newTurn() const
{
if (bc == NULL)
{
if (cb->getDate(0) == 1)
initialize(); //initialize on first day
else if (daycounter >= 28 && (subID < 13 || subID > 16)) //no reset for Emissaries
{
initialize();
cb->setObjProperty (id, 11, 0); //daycounter 0
if (ID == 24 && cb->getDate(0) > 1)
{
cb->setObjProperty (id, 12, 0);//ugly hack to make derelict ships usable only once
cb->setObjProperty (id, 16, 0);
}
}
else
cb->setObjProperty (id, 11, 1); //daycounter++
}
}
void CBank::onHeroVisit (const CGHeroInstance * h) const
{
if (bc)
{
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;
bd.text << VLC->generaltexth->advobtxt[banktext];
if (ID == 16)
bd.text.addReplacement (VLC->objh->creBanksNames[index]);
cb->showBlockingDialog (&bd, boost::bind (&CBank::fightGuards, this, h, _1));
}
else
{
InfoWindow iw;
iw.soundID = soundBase::GRAVEYARD;
iw.player = h->getOwner();
if (ID == 84) //morale penalty for empty Crypt
{
GiveBonus gbonus;
gbonus.id = h->id;
gbonus.bonus.duration = Bonus::ONE_BATTLE;
gbonus.bonus.source = Bonus::OBJECT;
gbonus.bonus.id = ID;
gbonus.bdescr << "\n" << VLC->generaltexth->arraytxt[98];
gbonus.bonus.type = Bonus::MORALE;
gbonus.bonus.val = -1;
cb->giveHeroBonus(&gbonus);
iw.text << VLC->generaltexth->advobtxt[120];
iw.components.push_back (Component (Component::MORALE, 0 , -1, 0));
}
else
{
iw.text << VLC->generaltexth->advobtxt[33];
iw.text.addReplacement (VLC->objh->creBanksNames[index]);
}
cb->showInfoDialog(&iw);
}
}
void CBank::fightGuards (const CGHeroInstance * h, ui32 accept) const
{
if (accept)
{
cb->startBattleI (h, this, boost::bind (&CBank::endBattle, this, h, _1), true);
}
}
void CBank::endBattle (const CGHeroInstance *h, const BattleResult *result) const
{
if (result->winner == 0)
{
int textID = -1;
InfoWindow iw;
iw.player = h->getOwner();
MetaString loot;
switch (ID)
{
case 16: case 25:
textID = 34;
break;
case 24: //derelict ship
if (multiplier)
textID = 43;
else
{
GiveBonus gbonus;
gbonus.id = h->id;
gbonus.bonus.duration = Bonus::ONE_BATTLE;
gbonus.bonus.source = Bonus::OBJECT;
gbonus.bonus.id = ID;
gbonus.bdescr << "\n" << VLC->generaltexth->arraytxt[101];
gbonus.bonus.type = Bonus::MORALE;
gbonus.bonus.val = -1;
cb->giveHeroBonus(&gbonus);
textID = 42;
iw.components.push_back (Component (Component::MORALE, 0 , -1, 0));
}
break;
case 84: //Crypt
if (bc->resources.size() != 0)
textID = 121;
else
{
iw.components.push_back (Component (Component::MORALE, 0 , -1, 0));
GiveBonus gbonus;
gbonus.id = h->id;
gbonus.bonus.duration = Bonus::ONE_BATTLE;
gbonus.bonus.source = Bonus::OBJECT;
gbonus.bonus.id = ID;
gbonus.bdescr << "\n" << VLC->generaltexth->arraytxt[ID];
gbonus.bonus.type = Bonus::MORALE;
gbonus.bonus.val = -1;
cb->giveHeroBonus(&gbonus);
textID = 120;
iw.components.push_back (Component (Component::MORALE, 0 , -1, 0));
}
break;
case 85: //shipwreck
if (bc->resources.size())
textID = 124;
else
textID = 123;
break;
}
//grant resources
if (textID != 42) //empty derelict ship gives no cash
{
for (int it = 0; it < bc->resources.size(); it++)
{
if (bc->resources[it] != 0)
{
iw.components.push_back (Component (Component::RESOURCE, it, bc->resources[it], 0));
loot << "%d %s";
loot.addReplacement (iw.components.back().val);
loot.addReplacement (MetaString::RES_NAMES, iw.components.back().subtype);
cb->giveResource (h->getOwner(), it, bc->resources[it]);
}
}
}
//grant artifacts
for (std::vector<ui32>::const_iterator it = artifacts.begin(); it != artifacts.end(); it++)
{
iw.components.push_back (Component (Component::ARTIFACT, *it, 0, 0));
loot << "%s";
loot.addReplacement (MetaString::ART_NAMES, *it);
cb->giveHeroArtifact (*it, h->id ,-2);
}
//display loot
if (!iw.components.empty())
{
if (textID == 34)
{
iw.text.addTxt(MetaString::ADVOB_TXT, 34);//Heaving defeated %s, you discover %s
iw.text.addReplacement (MetaString::CRE_PL_NAMES, result->casualties[1].begin()->first);
iw.text.addReplacement (loot.buildList());
}
else
iw.text.addTxt (MetaString::ADVOB_TXT, textID);
cb->showInfoDialog(&iw);
}
loot.clear();
iw.components.clear();
iw.text.clear();
//grant creatures
CCreatureSet ourArmy;
for (std::vector< std::pair <ui16, ui32> >::const_iterator it = bc->creatures.begin(); it != bc->creatures.end(); it++)
{
int slot = ourArmy.getSlotFor(it->first);
ourArmy.addToSlot(slot, it->first, it->second);
}
for (TSlots::const_iterator i = ourArmy.Slots().begin(); i != ourArmy.Slots().end(); i++)
{
iw.components.push_back(Component(i->second));
loot << "%s";
loot.addReplacement (i->second);
}
if (ourArmy.Slots().size())
{
if (ourArmy.Slots().size() == 1 && ourArmy.Slots().begin()->second.count == 1)
iw.text.addTxt (MetaString::ADVOB_TXT, 185);
else
iw.text.addTxt (MetaString::ADVOB_TXT, 186);
iw.text.addReplacement (loot.buildList());
iw.text.addReplacement (h->name);
cb->showInfoDialog(&iw);
cb->giveCreatures (id, h, ourArmy);
}
//cb->setObjProperty (id, 15, 0); //bc = NULL
}
//else //in case of defeat
// initialize();
}
void CGPyramid::initObj()
{
std::vector<ui16> available;
cb->getAllowedSpells (available, 5);
if (available.size())
{
bc = VLC->objh->banksInfo[21].front(); //TODO: remove hardcoded value?
spell = (available[rand()%available.size()]);
}
else
{
tlog1 <<"No spells available for Pyramid! Object set to empty.\n";
}
setPropertyDer (17,ran()); //set guards at game start
}
const std::string & CGPyramid::getHoverText() const
{
hoverName = VLC->objh->creBanksNames[21];
if (bc == NULL)
hoverName += " " + VLC->generaltexth->allTexts[352];
else
hoverName += " " + VLC->generaltexth->allTexts[353];
return hoverName;
}
void CGPyramid::onHeroVisit (const CGHeroInstance * h) const
{
if (bc)
{
BlockingDialog bd (true, false);
bd.player = h->getOwner();
bd.soundID = soundBase::MYSTERY;
bd.text << VLC->generaltexth->advobtxt[105];
cb->showBlockingDialog (&bd, boost::bind (&CBank::fightGuards, this, h, _1));
}
else
{
InfoWindow iw;
iw.player = h->getOwner();
iw.text << VLC->generaltexth->advobtxt[107];
iw.components.push_back (Component (Component::LUCK, 0 , -2, 0));
GiveBonus gb;
gb.bonus = Bonus(Bonus::ONE_BATTLE,Bonus::LUCK,Bonus::OBJECT,-2,id,VLC->generaltexth->arraytxt[70]);
gb.id = h->id;
cb->giveHeroBonus(&gb);
cb->showInfoDialog(&iw);
}
}
void CGPyramid::endBattle (const CGHeroInstance *h, const BattleResult *result) const
{
if (result->winner == 0)
{
InfoWindow iw;
iw.player = h->getOwner();
iw.text.addTxt (MetaString::ADVOB_TXT, 106);
iw.text.addTxt (MetaString::SPELL_NAME, spell);
if (!h->getArt(17))
iw.text.addTxt (MetaString::ADVOB_TXT, 109); //no spellbook
else if (h->getSecSkillLevel(7) < 3)
iw.text.addTxt (MetaString::ADVOB_TXT, 108); //no expert Wisdom
else
{
std::set<ui32> spells;
spells.insert (spell);
cb->changeSpells (h->id, true, spells);
iw.components.push_back(Component (Component::SPELL, spell, 0, 0));
}
cb->showInfoDialog(&iw);
cb->setObjProperty (id, 15, 0);
}
}
void CGKeys::setPropertyDer (ui8 what, ui32 val) //101-108 - enable key for player 1-8
{
if (what >= 101 && what <= (100 + PLAYER_LIMIT))
playerKeyMap.find(what-101)->second.insert((ui8)val);
}
bool CGKeys::wasMyColorVisited (int player) const
{
if (vstd::contains(playerKeyMap[player], subID)) //creates set if it's not there
return true;
else
return false;
}
const std::string & 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<ui8,ui32>(11,19);
}
else
iw.text << std::pair<ui8,ui32>(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<ui8,ui32>(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
{
if (!wasMyColorVisited (h->getOwner()) )
{
InfoWindow iw;
iw.player = h->getOwner();
iw.text << std::pair<ui8,ui32>(11,18);
cb->showInfoDialog(&iw);
}
}
ui8 CGBorderGate::getPassableness() const
{
ui8 ret = 0;
for (int i = 0; i < PLAYER_LIMIT; i++)
ret |= wasMyColorVisited(i)<<i;
return ret;
}
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<si32>::iterator it;
for (it = eyelist[subID].begin(); it < eyelist[subID].end(); it++)
{
const CGObjectInstance *eye = cb->getObj(*it);
cb->getTilesInRange (fw.tiles, eye->pos, 10, h->tempOwner, 1);
cb->sendAndApply(&fw);
cv.pos = eye->pos;
cv.focusTime = 2000;
cb->sendAndApply(&cv);
}
cv.pos = h->getPosition(false);
cb->sendAndApply(&cv);
}
else if (ID == 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
{
InfoWindow iw;
iw.soundID = soundBase::DANGER;
iw.player = h->tempOwner;
if(h->hasBonusFrom(Bonus::OBJECT,ID)) //has already visited Sirens
{
iw.text.addTxt(11,133);
}
else
{
giveDummyBonus(h->id, Bonus::ONE_BATTLE);
int xp = 0;
SetGarrisons sg;
sg.garrs[h->id] = h->getArmy();
for (TSlots::const_iterator i = h->Slots().begin(); i != h->Slots().end(); i++)
{
int drown = (int)(i->second.count * 0.3);
if(drown)
{
sg.garrs[h->id].setStackCount(i->first, i->second.count - drown);
xp += drown * i->second.type->valOfBonuses(Bonus::STACK_HEALTH);
}
}
if(xp)
{
iw.text.addTxt(11,132);
iw.text.addReplacement(xp);
cb->sendAndApply(&sg);
}
else
{
iw.text.addTxt(11,134);
}
}
cb->showInfoDialog(&iw);
}
//bool IShipyard::validLocation() const
//{
// std::vector<int3> offsets;
// getOutOffsets(offsets);
//
// TerrainTile *tile;
// for(int i = 0; i < offsets.size(); i++)
// if((tile = IObjectInterface::cb->getTile(o->pos + offsets[i])) && tile->tertype == TerrainTile::water) //tile is in the map and is water
// return true;
// return false;
//}
int3 IBoatGenerator::bestLocation() const
{
std::vector<int3> offsets;
getOutOffsets(offsets);
TerrainTile *tile;
for (int i = 0; i < offsets.size(); ++i)
{
if (tile = IObjectInterface::cb->getTile(o->pos + offsets[i])) //tile is in the map
{
if (tile->tertype == TerrainTile::water && (!tile->blocked || tile->blockingObjects.front()->ID == 8)) //and is water and is not blocked or is blocked by boat
return o->pos + offsets[i];
}
}
return int3 (-1,-1,-1);
}
int IBoatGenerator::state() const
{
int3 tile = bestLocation();
TerrainTile *t = IObjectInterface::cb->getTile(tile);
if(!t)
return 2; //no available 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
}
int IBoatGenerator::getBoatType() const
{
//We make good ships by default
return 1;
}
IBoatGenerator::IBoatGenerator(const CGObjectInstance *O)
: o(O)
{
}
void IBoatGenerator::getProblemText(MetaString &out, const CGHeroInstance *visitor) const
{
switch(state())
{
case 1:
out.addTxt(MetaString::GENERAL_TXT, 51);
break;
case 2:
if(visitor)
{
out.addTxt(MetaString::GENERAL_TXT, 134);
out.addReplacement(visitor->name);
}
else
out.addTxt(MetaString::ADVOB_TXT, 189);
break;
case 3:
tlog1 << "Shipyard without water!!! " << o->pos << "\t" << o->id << std::endl;
return;
}
}
void IShipyard::getBoatCost( std::vector<si32> &cost ) const
{
cost.resize(RESOURCE_QUANTITY);
cost[0] = 10;
cost[6] = 1000;
}
IShipyard::IShipyard(const CGObjectInstance *O)
: IBoatGenerator(O)
{
}
IShipyard * IShipyard::castFrom( CGObjectInstance *obj )
{
if(!obj)
return NULL;
if(obj->ID == TOWNI_TYPE)
{
return static_cast<CGTownInstance*>(obj);
}
else if(obj->ID == 87)
{
return static_cast<CGShipyard*>(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<CGObjectInstance*>(obj));
}
CGShipyard::CGShipyard()
:IShipyard(this)
{
}
void CGShipyard::getOutOffsets( std::vector<int3> &offsets ) const
{
// H J L K I
// A x S x B
// C E G F D
offsets += int3(-3,0,0), int3(1,0,0), //AB
int3(-3,1,0), int3(1,1,0), int3(-2,1,0), int3(0,1,0), int3(-1,1,0), //CDEFG
int3(-3,-1,0), int3(1,-1,0), int3(-2,-1,0), int3(0,-1,0), int3(-1,-1,0); //HIJKL
}
void CGShipyard::onHeroVisit( const CGHeroInstance * h ) const
{
if(!cb->gameState()->getPlayerRelations(tempOwner, h->tempOwner))
cb->setOwner(id, h->tempOwner);
int s = state();
if(s)
{
InfoWindow iw;
iw.player = tempOwner;
getProblemText(iw.text, h);
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;
switch (subID)
{
case 0:
text = 25;
break;
case 1:
text = 26;
break;
case 2:
text = 27;
break;
default:
tlog2 << "Unrecognized subtype of cartographer" << std::endl;
}
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<ui8,ui32>(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<ui8,ui32>(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.mode = 1;
fw.player = h->tempOwner;
//subIDs of different types of cartographers:
//water = 0; land = 1; underground = 2;
cb->getAllTiles (fw.tiles, h->tempOwner, subID - 1, !subID + 1); //reveal appropriate tiles
cb->sendAndApply (&fw);
cb->setObjProperty (id, 10, h->tempOwner);
}
}
void CGDenOfthieves::onHeroVisit (const CGHeroInstance * h) const
{
cb->showThievesGuildWindow(id);
}
void CGObelisk::onHeroVisit( const CGHeroInstance * h ) const
{
InfoWindow iw;
iw.player = h->tempOwner;
TeamState *ts = cb->gameState()->getPlayerTeam(h->tempOwner);
assert(ts);
int team = ts->id;
if(!hasVisited(team))
{
iw.text.addTxt(MetaString::ADVOB_TXT, 96);
cb->sendAndApply(&iw);
cb->setObjProperty(id,20,team); //increment general visited obelisks counter
OpenWindow ow;
ow.id1 = h->tempOwner;
ow.window = OpenWindow::PUZZLE_MAP;
cb->sendAndApply(&ow);
cb->setObjProperty(id,10,team); //mark that particular obelisk as visited
}
else
{
iw.text.addTxt(MetaString::ADVOB_TXT, 97);
cb->sendAndApply(&iw);
}
}
void CGObelisk::initObj()
{
obeliskCount++;
}
const std::string & CGObelisk::getHoverText() const
{
hoverName = VLC->generaltexth->names[ID];
if(hasVisited(cb->getCurrentPlayer()))
hoverName += " " + VLC->generaltexth->allTexts[352]; //not visited
else
hoverName += " " + VLC->generaltexth->allTexts[353]; //visited
return hoverName;
}
void CGObelisk::setPropertyDer( ui8 what, ui32 val )
{
CPlayersVisited::setPropertyDer(what, val);
switch(what)
{
case 20:
assert(val < PLAYER_LIMIT);
visited[val]++;
if(visited[val] > obeliskCount)
{
tlog0 << "Error: Visited " << visited[val] << "\t\t" << obeliskCount << std::endl;
assert(0);
}
break;
}
}
void CGLighthouse::onHeroVisit( const CGHeroInstance * h ) const
{
if(h->tempOwner != tempOwner)
{
ui8 oldOwner = tempOwner;
cb->setOwner(id,h->tempOwner); //not ours? flag it!
InfoWindow iw;
iw.player = h->tempOwner;
iw.text.addTxt(MetaString::ADVOB_TXT, 69);
iw.soundID = soundBase::LIGHTHOUSE;
cb->sendAndApply(&iw);
giveBonusTo(h->tempOwner);
if(oldOwner < PLAYER_LIMIT) //remove bonus from old owner
{
RemoveBonus rb(RemoveBonus::PLAYER);
rb.whoID = oldOwner;
rb.source = Bonus::OBJECT;
rb.id = id;
cb->sendAndApply(&rb);
}
}
}
void CGLighthouse::initObj()
{
if(tempOwner < PLAYER_LIMIT)
{
giveBonusTo(tempOwner);
}
}
const std::string & CGLighthouse::getHoverText() const
{
hoverName = VLC->generaltexth->names[ID];
//TODO: owned by %s player
return hoverName;
}
void CGLighthouse::giveBonusTo( ui8 player ) const
{
GiveBonus gb(GiveBonus::PLAYER);
gb.bonus.type = Bonus::SEA_MOVEMENT;
gb.bonus.val = 500;
gb.id = player;
gb.bonus.duration = Bonus::PERMANENT;
gb.bonus.source = Bonus::OBJECT;
gb.bonus.id = id;
cb->sendAndApply(&gb);
}
void CArmedInstance::setArmy(const CCreatureSet &src)
{
slots.clear();
for(TSlots::const_iterator i = src.Slots().begin(); i != src.Slots().end(); i++)
{
CStackInstance &inserted = slots[i->first];
inserted = i->second;
inserted.armyObj = this;
}
}
CCreatureSet CArmedInstance::getArmy() const
{
return *this;
}
void CArmedInstance::randomizeArmy(int type)
{
int max = VLC->creh->creatures.size();
for (TSlots::iterator j = slots.begin(); j != slots.end();j++)
{
if(j->second.idRand > max)
{
if(j->second.idRand % 2)
j->second.setType(VLC->townh->towns[type].basicCreatures[(j->second.idRand-197) / 2 -1]);
else
j->second.setType(VLC->townh->towns[type].upgradedCreatures[(j->second.idRand-197) / 2 -1]);
j->second.idRand = -1;
}
assert(j->second.armyObj == this);
}
return;
}
void CArmedInstance::getParents(TCNodes &out, const CBonusSystemNode *root /*= NULL*/) const
{
const PlayerState *p = cb->getPlayerState(tempOwner);
if (p && p != root)
out.insert(p); //hero always inherits bonuses from player
out.insert(&cb->gameState()->globalEffects); //global effects are always active I believe
if(battle)
out.insert(battle);
}
CArmedInstance::CArmedInstance()
{
battle = NULL;
}
void CArmedInstance::getBonuses(BonusList &out, const CSelector &selector, const CBonusSystemNode *root /*= NULL*/) const
{
CBonusSystemNode::getBonuses(out, selector, root);
if(!battle)
{
//TODO do it clean, unify with BattleInfo version
if(Selector::matchesType(selector, Bonus::MORALE) || Selector::matchesType(selector, Bonus::LUCK))
{
for(TSlots::const_iterator i=Slots().begin(); i!=Slots().end(); i++)
i->second.getBonuses(out, selector, Selector::effectRange(Bonus::ONLY_ALLIED_ARMY), this);
}
}
if(Selector::matchesType(selector, Bonus::MORALE))
{
//number of alignments and presence of undead
if(contains(dynamic_cast<const CStackInstance*>(root)))
{
bool archangelInArmy = false;
bool canMix = hasBonusOfType(Bonus::NONEVIL_ALIGNMENT_MIX);
std::set<si8> factions;
for(TSlots::const_iterator i=Slots().begin(); i!=Slots().end(); i++)
{
// Take Angelic Alliance troop-mixing freedom of non-evil, non-Conflux units into account.
const si8 faction = i->second.type->faction;
if (canMix
&& ((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.type->idNumber == 13)
archangelInArmy = true;
}
if(factions.size() == 1)
out.push_back(Bonus(Bonus::PERMANENT, Bonus::MORALE, Bonus::ARMY, +1, id, VLC->generaltexth->arraytxt[115]));//All troops of one alignment +1
else
{
int fcountModifier = 2-factions.size();
out.push_back(Bonus(Bonus::PERMANENT, Bonus::MORALE, Bonus::ARMY, fcountModifier, id, boost::str(boost::format(VLC->generaltexth->arraytxt[114]) % factions.size() % fcountModifier)));//Troops of %d alignments %d
}
if(vstd::contains(factions,4))
out.push_back(Bonus(Bonus::PERMANENT, Bonus::MORALE, Bonus::ARMY, -1, id, VLC->generaltexth->arraytxt[116]));//Undead in group -1
}
}
}
int CArmedInstance::valOfGlobalBonuses(Bonus::BonusType type, int subtype) const
{
//if (tempOwner != NEUTRAL_PLAYER)
return cb->gameState()->players[tempOwner].valOfBonuses(type, subtype);
}
bool IMarket::getOffer(int id1, int id2, int &val1, int &val2, EMarketMode mode) const
{
switch(mode)
{
case RESOURCE_RESOURCE:
{
float effectiveness = std::min(((float)getMarketEfficiency()+1.0f) / 20.0f, 0.5f);
float r = VLC->objh->resVals[id1], //value of given resource
g = VLC->objh->resVals[id2] / effectiveness; //value of wanted resource
if(r>g) //if given resource is more expensive than wanted
{
val2 = ceil(r / g);
val1 = 1;
}
else //if wanted resource is more expensive
{
val1 = (g / r) + 0.5f;
val2 = 1;
}
}
break;
case CREATURE_RESOURCE:
{
const float effectivenessArray[] = {0, 0.3, 0.45, 0.50, 0.65, 0.7, 0.85, 0.9, 1};
float effectiveness = effectivenessArray[std::min(getMarketEfficiency(), 8)];
float r = VLC->creh->creatures[id1]->cost[6], //value of given creature in gold
g = VLC->objh->resVals[id2] / effectiveness; //value of wanted resource
if(r>g) //if given resource is more expensive than wanted
{
val2 = ceil(r / g);
val1 = 1;
}
else //if wanted resource is more expensive
{
val1 = (g / r) + 0.5f;
val2 = 1;
}
}
break;
case RESOURCE_PLAYER:
val1 = 1;
val2 = 1;
break;
case RESOURCE_ARTIFACT:
{
float effectiveness = std::min(((float)getMarketEfficiency()+3.0f) / 20.0f, 0.6f);
float r = VLC->objh->resVals[id1], //value of offered resource
g = VLC->arth->artifacts[id2]->price / effectiveness; //value of bought artifact in gold
if(id1 != 6) //non-gold prices are doubled
r /= 2;
assert(g >= r); //should we allow artifacts cheaper than unit of resource?
val1 = (g / r) + 0.5f;
val2 = 1;
}
break;
case CREATURE_EXP:
{
val1 = 1;
val2 = (VLC->creh->creatures[id1]->AIValue / 40) * 5;
}
break;
case ARTIFACT_EXP:
{
val1 = 1;
int givenClass = VLC->arth->artifacts[id1]->getArtClassSerial();
if(givenClass < 0 || givenClass > 3)
{
val2 = 0;
return false;
}
static const int expPerClass[] = {1000, 1500, 3000, 6000};
val2 = expPerClass[givenClass];
}
break;
default:
assert(0);
return false;
}
return true;
}
bool IMarket::allowsTrade(EMarketMode mode) const
{
return false;
}
int IMarket::availableUnits(EMarketMode mode, int marketItemSerial) const
{
switch(mode)
{
case RESOURCE_RESOURCE:
case ARTIFACT_RESOURCE:
case CREATURE_RESOURCE:
return -1;
default:
return 1;
}
}
std::vector<int> IMarket::availableItemsIds(EMarketMode mode) const
{
std::vector<int> ret;
switch(mode)
{
case RESOURCE_RESOURCE:
case ARTIFACT_RESOURCE:
case CREATURE_RESOURCE:
for (int i = 0; i < 7; i++)
ret.push_back(i);
default:
break;
}
return ret;
}
const IMarket * IMarket::castFrom(const CGObjectInstance *obj)
{
switch(obj->ID)
{
case TOWNI_TYPE:
return static_cast<const CGTownInstance*>(obj);
case 2: //Altar of Sacrifice
case 7: //Black Market
case 99: //Trading Post
case 221: //Trading Post (snow)
case 213: //Freelancer's Guild
return static_cast<const CGMarket*>(obj);
case 104: //University
return static_cast<const CGUniversity*>(obj);
default:
tlog1 << "Cannot cast to IMarket object with ID " << obj->ID << std::endl;
return NULL;
}
}
IMarket::IMarket(const CGObjectInstance *O)
:o(O)
{
}
std::vector<EMarketMode> IMarket::availableModes() const
{
std::vector<EMarketMode> ret;
for (int i = 0; i < MARTKET_AFTER_LAST_PLACEHOLDER; i++)
if(allowsTrade((EMarketMode)i))
ret.push_back((EMarketMode)i);
return ret;
}
void CGMarket::onHeroVisit(const CGHeroInstance * h) const
{
OpenWindow ow;
ow.id1 = id;
ow.id2 = h->id;
ow.window = OpenWindow::MARKET_WINDOW;
cb->sendAndApply(&ow);
}
int CGMarket::getMarketEfficiency() const
{
return 5;
}
bool CGMarket::allowsTrade(EMarketMode mode) const
{
switch(mode)
{
case RESOURCE_RESOURCE:
case RESOURCE_PLAYER:
switch(ID)
{
case 99: //Trading Post
case 221: //Trading Post (snow)
return true;
default:
return false;
}
case CREATURE_RESOURCE:
return ID == 213; //Freelancer's Guild
//case ARTIFACT_RESOURCE:
case RESOURCE_ARTIFACT:
return ID == 7; //Black Market
case ARTIFACT_EXP:
case CREATURE_EXP:
return ID == 2; //TODO? check here for alignment of visiting hero? - would not be coherent with other checks here
case RESOURCE_SKILL:
return ID == 104;//University
default:
return false;
}
}
int CGMarket::availableUnits(EMarketMode mode, int marketItemSerial) const
{
return -1;
}
std::vector<int> CGMarket::availableItemsIds(EMarketMode mode) const
{
switch(mode)
{
case RESOURCE_RESOURCE:
case RESOURCE_PLAYER:
return IMarket::availableItemsIds(mode);
default:
return std::vector<int>();
}
}
CGMarket::CGMarket()
:IMarket(this)
{
}
std::vector<int> CGBlackMarket::availableItemsIds(EMarketMode mode) const
{
switch(mode)
{
case ARTIFACT_RESOURCE:
return IMarket::availableItemsIds(mode);
case RESOURCE_ARTIFACT:
{
std::vector<int> ret;
BOOST_FOREACH(const CArtifact *a, artifacts)
if(a)
ret.push_back(a->id);
else
ret.push_back(-1);
return ret;
}
default:
return std::vector<int>();
}
}
void CGBlackMarket::newTurn() const
{
if(cb->getDate(2) != 1)
return;
SetAvailableArtifacts saa;
saa.id = id;
cb->pickAllowedArtsSet(saa.arts);
cb->sendAndApply(&saa);
}
void CGUniversity::initObj()
{
std::vector <int> toChoose;
for (int i=0; i<SKILL_QUANTITY; i++)
if (cb->isAllowed(2,i))
toChoose.push_back(i);
if (toChoose.size() < 4)
{
tlog0<<"Warning: less then 4 available skills was found by University initializer!\n";
return;
}
for (int i=0; i<4; i++)//get 4 skills
{
int skillPos = ran()%toChoose.size();
skills.push_back(toChoose[skillPos]);//move it to selected
toChoose.erase(toChoose.begin()+skillPos);//remove from list
}
}
std::vector<int> CGUniversity::availableItemsIds(EMarketMode mode) const
{
switch (mode)
{
case RESOURCE_SKILL:
return skills;
default:
return std::vector <int> ();
}
}
void CGUniversity::onHeroVisit(const CGHeroInstance * h) const
{
OpenWindow ow;
ow.id1 = id;
ow.id2 = h->id;
ow.window = OpenWindow::UNIVERSITY_WINDOW;
cb->sendAndApply(&ow);
}