1
0
mirror of https://github.com/vcmi/vcmi.git synced 2024-11-24 08:32:34 +02:00
vcmi/lib/CObjectHandler.cpp
Ivan Savenko 2c4c964a45 Large rewrite of adventure map objects:
- replaced CDefObjInfo with ObjectTemplate class
- ObjectTempate is a direct member of objects instead of pointer with
shared ownership across CMap, handler and game objects
- simplified handling of objects that can change appearance (e.g. towns)
- all object queries regarding object appearance/blockmaps use h3m pos
instead of relative positions
- removed need of modhandler::reload
- cleanup of some old code
2014-01-02 23:48:38 +00:00

7585 lines
202 KiB
C++

/*
* CObjectHandler.cpp, part of VCMI engine
*
* Authors: listed in file AUTHORS in main folder
*
* License: GNU General Public License v2.0 or later
* Full text of license available in license.txt file, in main folder
*
*/
#include "StdInc.h"
#include "CObjectHandler.h"
#include "CDefObjInfoHandler.h"
#include "CGeneralTextHandler.h"
#include "CDefObjInfoHandler.h"
#include "CHeroHandler.h"
#include "CSpellHandler.h"
#include "CModHandler.h"
#include "../client/CSoundBase.h"
#include "CTownHandler.h"
#include "CCreatureHandler.h"
#include "VCMI_Lib.h"
#include "IGameCallback.h"
#include "CGameState.h"
#include "NetPacks.h"
#include "StartInfo.h"
#include "mapping/CMap.h"
#include <SDL_stdinc.h>
#include "CBuildingHandler.h"
#include "JsonNode.h"
#include "filesystem/Filesystem.h"
using namespace boost::assign;
std::map<Obj, std::map<int, std::vector<ObjectInstanceID> > > CGTeleport::objs;
std::vector<std::pair<ObjectInstanceID, ObjectInstanceID> > CGTeleport::gates;
IGameCallback * IObjectInterface::cb = nullptr;
extern std::minstd_rand ran;
std::map <PlayerColor, std::set <ui8> > CGKeys::playerKeyMap;
std::map <si32, std::vector<ObjectInstanceID> > CGMagi::eyelist;
ui8 CGObelisk::obeliskCount; //how many obelisks are on map
std::map<TeamID, ui8> CGObelisk::visited; //map: team_id => how many obelisks has been visited
std::vector<const CArtifact *> CGTownInstance::merchantArtifacts;
std::vector<int> CGTownInstance::universitySkills;
///helpers
static void openWindow(const OpenWindow::EWindow type, const int id1, const int id2 = -1)
{
OpenWindow ow;
ow.window = type;
ow.id1 = id1;
ow.id2 = id2;
IObjectInterface::cb->sendAndApply(&ow);
}
static void showInfoDialog(const PlayerColor playerID, const ui32 txtID, const ui16 soundID)
{
InfoWindow iw;
iw.soundID = soundID;
iw.player = playerID;
iw.text.addTxt(MetaString::ADVOB_TXT,txtID);
IObjectInterface::cb->sendAndApply(&iw);
}
/*static void showInfoDialog(const ObjectInstanceID heroID, const ui32 txtID, const ui16 soundID)
{
const PlayerColor playerID = IObjectInterface::cb->getOwner(heroID);
showInfoDialog(playerID,txtID,soundID);
}*/
static void showInfoDialog(const CGHeroInstance* h, const ui32 txtID, const ui16 soundID)
{
const PlayerColor playerID = h->getOwner();
showInfoDialog(playerID,txtID,soundID);
}
static std::string & visitedTxt(const bool visited)
{
int id = visited ? 352 : 353;
return VLC->generaltexth->allTexts[id];
}
///IObjectInterface
void IObjectInterface::onHeroVisit(const CGHeroInstance * h) const
{}
void IObjectInterface::onHeroLeave(const CGHeroInstance * h) const
{}
void IObjectInterface::newTurn () const
{}
IObjectInterface::~IObjectInterface()
{}
IObjectInterface::IObjectInterface()
{}
void IObjectInterface::initObj()
{}
void IObjectInterface::setProperty( ui8 what, ui32 val )
{}
bool IObjectInterface::wasVisited (PlayerColor player) const
{
return false;
}
bool IObjectInterface::wasVisited (const CGHeroInstance * h) const
{
return false;
}
void IObjectInterface::postInit()
{}
void IObjectInterface::preInit()
{}
void IObjectInterface::battleFinished(const CGHeroInstance *hero, const BattleResult &result) const
{
}
void IObjectInterface::blockingDialogAnswered(const CGHeroInstance *hero, ui32 answer) const
{
}
void IObjectInterface::garrisonDialogClosed(const CGHeroInstance *hero) const
{
}
void IObjectInterface::heroLevelUpDone(const CGHeroInstance *hero) const
{
}
void CPlayersVisited::setPropertyDer( ui8 what, ui32 val )
{
if(what == 10)
players.insert(PlayerColor(val));
}
bool CPlayersVisited::wasVisited( PlayerColor player ) const
{
return vstd::contains(players,player);
}
bool CPlayersVisited::wasVisited( TeamID team ) const
{
for(auto i : players)
{
if(cb->getPlayer(i)->team == team)
return true;
}
return false;
}
// Bank helper. Find the creature ID and their number, and store the
// result in storage (either guards or reward creatures).
static void readCreatures(const JsonNode &creature, std::vector< std::pair <CreatureID, ui32> > &storage)
{
std::pair<CreatureID, si32> creInfo = std::make_pair(CreatureID::NONE, 0);
//TODO: replace numeric id's with mod-friendly string id's
creInfo.second = creature["number"].Float();
creInfo.first = CreatureID((si32)creature["id"].Float());
storage.push_back(creInfo);
}
// Bank helper. Process a bank level.
static void readBankLevel(const JsonNode &level, BankConfig &bc)
{
int idx;
bc.chance = level["chance"].Float();
for(const JsonNode &creature : level["guards"].Vector())
{
readCreatures(creature, bc.guards);
}
bc.upgradeChance = level["upgrade_chance"].Float();
bc.combatValue = level["combat_value"].Float();
bc.resources = Res::ResourceSet(level["reward_resources"]);
for(const JsonNode &creature : level["reward_creatures"].Vector())
{
readCreatures(creature, bc.creatures);
}
bc.artifacts.resize(4);
idx = 0;
for(const JsonNode &artifact : level["reward_artifacts"].Vector())
{
bc.artifacts[idx] = artifact.Float();
idx ++;
}
bc.value = level["value"].Float();
bc.rewardDifficulty = level["profitability"].Float();
bc.easiest = level["easiest"].Float();
}
CObjectHandler::CObjectHandler()
{
logGlobal->traceStream() << "\t\tReading cregens ";
const JsonNode config(ResourceID("config/dwellings.json"));
for(const JsonNode &dwelling : config["dwellings"].Vector())
{
cregens[dwelling["dwelling"].Float()] = CreatureID((si32)dwelling["creature"].Float());
}
logGlobal->traceStream() << "\t\tDone loading cregens!";
logGlobal->traceStream() << "\t\tReading resources prices ";
const JsonNode config2(ResourceID("config/resources.json"));
for(const JsonNode &price : config2["resources_prices"].Vector())
{
resVals.push_back(price.Float());
}
logGlobal->traceStream() << "\t\tDone loading resource prices!";
logGlobal->traceStream() << "\t\tReading banks configs";
const JsonNode config3(ResourceID("config/bankconfig.json"));
int bank_num = 0;
for(const JsonNode &bank : config3["banks"].Vector())
{
creBanksNames[bank_num] = bank["name"].String();
int level_num = 0;
for(const JsonNode &level : bank["levels"].Vector())
{
banksInfo[bank_num].push_back(new BankConfig);
BankConfig &bc = *banksInfo[bank_num].back();
bc.level = level_num;
readBankLevel(level, bc);
level_num ++;
}
bank_num ++;
}
logGlobal->traceStream() << "\t\tDone loading banks configs";
}
CObjectHandler::~CObjectHandler()
{
for(auto & mapEntry : banksInfo)
{
for(auto & vecEntry : mapEntry.second)
{
vecEntry.dellNull();
}
}
}
int CObjectHandler::bankObjToIndex (const CGObjectInstance * obj)
{
switch (obj->ID) //find appriopriate key
{
case Obj::CREATURE_BANK:
return obj->subID;
case Obj::DERELICT_SHIP:
return 8;
case Obj::DRAGON_UTOPIA:
return 10;
case Obj::CRYPT:
return 9;
case Obj::SHIPWRECK:
return 7;
case Obj::PYRAMID:
return 21;
default:
logGlobal->warnStream() << "Unrecognized Bank indetifier!";
return 0;
}
}
PlayerColor CGObjectInstance::getOwner() const
{
//if (state)
// return state->owner;
//else
return tempOwner; //won't have owner
}
CGObjectInstance::CGObjectInstance():
pos(-1,-1,-1),
ID(Obj::NO_OBJ),
subID(-1),
tempOwner(PlayerColor::UNFLAGGABLE),
blockVisit(false)
{
}
CGObjectInstance::~CGObjectInstance()
{
//if (state)
// delete state;
//state=nullptr;
}
const std::string & CGObjectInstance::getHoverText() const
{
return hoverName;
}
void CGObjectInstance::setOwner(PlayerColor ow)
{
//if (state)
// state->owner = ow;
//else
tempOwner = ow;
}
int CGObjectInstance::getWidth() const//returns width of object graphic in tiles
{
return appearance.getWidth();
}
int CGObjectInstance::getHeight() const //returns height of object graphic in tiles
{
return appearance.getHeight();
}
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)
{
return appearance.isVisitableAt(pos.x - x, pos.y - y);
}
bool CGObjectInstance::blockingAt(int x, int y) const
{
return appearance.isBlockedAt(pos.x - x, pos.y - y);
}
bool CGObjectInstance::coveringAt(int x, int y) const
{
return appearance.isVisibleAt(pos.x - x, pos.y - y);
}
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 (appearance.isBlockedAt(-w, -h))
ret.insert(int3(pos.x - w, pos.y - h, pos.z));
}
}
return ret;
}
bool CGObjectInstance::operator<(const CGObjectInstance & cmp) const //screen printing priority comparing
{
if (appearance.printPriority != cmp.appearance.printPriority)
return appearance.printPriority > cmp.appearance.printPriority;
if(pos.y != cmp.pos.y)
return pos.y < cmp.pos.y;
if(cmp.ID==Obj::HERO && ID!=Obj::HERO)
return true;
if(cmp.ID!=Obj::HERO && ID==Obj::HERO)
return false;
if(!isVisitable() && cmp.isVisitable())
return true;
if(!cmp.isVisitable() && isVisitable())
return false;
if(this->pos.x<cmp.pos.x)
return true;
return false;
}
void CGObjectInstance::initObj()
{
switch(ID)
{
case Obj::TAVERN:
blockVisit = true;
break;
}
}
void CGObjectInstance::setProperty( ui8 what, ui32 val )
{
switch(what)
{
case ObjProperty::OWNER:
tempOwner = PlayerColor(val);
break;
case ObjProperty::BLOCKVIS:
blockVisit = val;
break;
case ObjProperty::ID:
ID = Obj(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::unordered_set<int3, ShashInt3> &tiles) const //returns reference to the set
{
cb->getTilesInRange(tiles, getSightCenter(), getSightRadious(), tempOwner, 1);
}
void CGObjectInstance::hideTiles(PlayerColor ourplayer, int radius) const
{
for (auto i = cb->gameState()->teams.begin(); i != cb->gameState()->teams.end(); i++)
{
if ( !vstd::contains(i->second.players, ourplayer ))//another team
{
for (auto & elem : i->second.players)
if ( cb->getPlayer(elem)->status == EPlayerStatus::INGAME )//seek for living player (if any)
{
FoWChange fw;
fw.mode = 0;
fw.player = elem;
cb->getTilesInRange (fw.tiles, pos, radius, (elem), -1);
cb->sendAndApply (&fw);
break;
}
}
}
}
int3 CGObjectInstance::getVisitableOffset() const
{
for(int y = 0; y < appearance.getHeight(); y++)
for (int x = 0; x < appearance.getWidth(); x++)
if (appearance.isVisitableAt(x, y))
return int3(x,y,0);
logGlobal->warnStream() << "Warning: getVisitableOffset called on non-visitable obj!";
return int3(0,0,0);
}
void CGObjectInstance::getNameVis( std::string &hname ) const
{
const CGHeroInstance *h = cb->getSelectedHero(cb->getCurrentPlayer());
hname = VLC->generaltexth->names[ID];
if(h)
{
const bool visited = h->hasBonusFrom(Bonus::OBJECT,ID);
hname + " " + visitedTxt(visited);
}
}
void CGObjectInstance::giveDummyBonus(ObjectInstanceID heroID, ui8 duration) const
{
GiveBonus gbonus;
gbonus.bonus.type = Bonus::NONE;
gbonus.id = heroID.getNum();
gbonus.bonus.duration = duration;
gbonus.bonus.source = Bonus::OBJECT;
gbonus.bonus.sid = ID;
cb->giveHeroBonus(&gbonus);
}
void CGObjectInstance::onHeroVisit( const CGHeroInstance * h ) const
{
switch(ID)
{
case Obj::HILL_FORT:
{
openWindow(OpenWindow::HILL_FORT_WINDOW,id.getNum(),h->id.getNum());
}
break;
case Obj::SANCTUARY:
{
//You enter the sanctuary and immediately feel as if a great weight has been lifted off your shoulders. You feel safe here.
showInfoDialog(h,114,soundBase::GETPROTECTION);
}
break;
case Obj::TAVERN:
{
openWindow(OpenWindow::TAVERN_WINDOW,h->id.getNum(),id.getNum());
}
break;
}
}
ui8 CGObjectInstance::getPassableness() const
{
return 0;
}
int3 CGObjectInstance::visitablePos() const
{
return pos - getVisitableOffset();
}
bool CGObjectInstance::isVisitable() const
{
return appearance.isVisitable();
}
bool CGObjectInstance::passableFor(PlayerColor color) const
{
return getPassableness() & 1<<color.getNum();
}
static int lowestSpeed(const CGHeroInstance * chi)
{
if(!chi->Slots().size())
{
logGlobal->errorStream() << "Error! Hero " << chi->id.getNum() << " ("<<chi->name<<") has no army!";
return 20;
}
auto i = chi->Slots().begin();
//TODO? should speed modifiers (eg from artifacts) affect hero movement?
int ret = (i++)->second->valOfBonuses(Bonus::STACKS_SPEED);
for (;i!=chi->Slots().end();i++)
{
ret = std::min(ret, i->second->valOfBonuses(Bonus::STACKS_SPEED));
}
return ret;
}
ui32 CGHeroInstance::getTileCost(const TerrainTile &dest, const TerrainTile &from) const
{
//base move cost
unsigned ret = 100;
//if there is road both on dest and src tiles - use road movement cost
if(dest.roadType != ERoadType::NO_ROAD && from.roadType != ERoadType::NO_ROAD)
{
int road = std::min(dest.roadType,from.roadType); //used road ID
switch(road)
{
case ERoadType::DIRT_ROAD:
ret = 75;
break;
case ERoadType::GRAVEL_ROAD:
ret = 65;
break;
case ERoadType::COBBLESTONE_ROAD:
ret = 50;
break;
default:
logGlobal->errorStream() << "Unknown road type: " << road << "... Something wrong!";
break;
}
}
else
{
//FIXME: in H3 presence of Nomad in army will remove terrain penalty for sand. Bonus not implemented in VCMI
// NOTE: in H3 neutral stacks will ignore terrain penalty only if placed as topmost stack(s) in hero army.
// This is clearly bug in H3 however intended behaviour is not clear.
// Current VCMI behaviour will ignore neutrals in calculations so army in VCMI
// will always have best penalty without any influence from player-defined stacks order
bool nativeArmy = true;
for(auto stack : stacks)
{
int nativeTerrain = VLC->townh->factions[stack.second->type->faction]->nativeTerrain;
if (nativeTerrain != -1 && nativeTerrain != from.terType)
{
nativeArmy = false;
break;
}
}
if (!nativeArmy)
ret = VLC->heroh->terrCosts[from.terType];
}
return ret;
}
int3 CGHeroInstance::convertPosition(int3 src, bool toh3m) //toh3m=true: manifest->h3m; toh3m=false: h3m->manifest
{
if (toh3m)
{
src.x+=1;
return src;
}
else
{
src.x-=1;
return src;
}
}
int3 CGHeroInstance::getPosition(bool h3m) const //h3m=true - returns position of hero object; h3m=false - returns position of hero 'manifestation'
{
if (h3m)
{
return pos;
}
else
{
return convertPosition(pos,false);
}
}
bool CGHeroInstance::canWalkOnSea() const
{
return hasBonusOfType(Bonus::FLYING_MOVEMENT) || hasBonusOfType(Bonus::WATER_WALKING);
}
ui8 CGHeroInstance::getSecSkillLevel(SecondarySkill skill) const
{
for(auto & elem : secSkills)
if(elem.first == skill)
return elem.second;
return 0;
}
void CGHeroInstance::setSecSkillLevel(SecondarySkill which, int val, bool abs)
{
if(getSecSkillLevel(which) == 0)
{
secSkills.push_back(std::pair<SecondarySkill,ui8>(which, val));
updateSkill(which, val);
}
else
{
for (auto & elem : secSkills)
{
if(elem.first == which)
{
if(abs)
elem.second = val;
else
elem.second += val;
if(elem.second > 3) //workaround to avoid crashes when same sec skill is given more than once
{
logGlobal->warnStream() << "Warning: Skill " << which << " increased over limit! Decreasing to Expert.";
elem.second = 3;
}
updateSkill(which, elem.second); //when we know final value
}
}
}
}
bool CGHeroInstance::canLearnSkill() const
{
return secSkills.size() < GameConstants::SKILL_PER_HERO;
}
int CGHeroInstance::maxMovePoints(bool onLand) const
{
int base;
if(onLand)
{
// used function is f(x) = 66.6x + 1300, rounded to second digit, where x is lowest speed in army
static const int baseSpeed = 1300; // base speed from creature with 0 speed
int armySpeed = lowestSpeed(this) * 20 / 3;
base = armySpeed * 10 + baseSpeed; // separate *10 is intentional to receive same rounding as in h3
vstd::abetween(base, 1500, 2000); // base speed is limited by these values
}
else
{
base = 1500; //on water base movement is always 1500 (speed of army doesn't matter)
}
const Bonus::BonusType bt = onLand ? Bonus::LAND_MOVEMENT : Bonus::SEA_MOVEMENT;
const int bonus = valOfBonuses(Bonus::MOVEMENT) + valOfBonuses(bt);
const int subtype = onLand ? SecondarySkill::LOGISTICS : SecondarySkill::NAVIGATION;
const double modifier = valOfBonuses(Bonus::SECONDARY_SKILL_PREMY, subtype) / 100.0;
return int(base* (1+modifier)) + bonus;
}
CGHeroInstance::CGHeroInstance()
: IBoatGenerator(this)
{
setNodeType(HERO);
ID = Obj::HERO;
tacticFormationEnabled = inTownGarrison = false;
mana = movement = portrait = level = -1;
isStanding = true;
moveDir = 4;
exp = 0xffffffff;
visitedTown = nullptr;
type = nullptr;
boat = nullptr;
commander = nullptr;
sex = 0xff;
secSkills.push_back(std::make_pair(SecondarySkill::DEFAULT, -1));
}
void CGHeroInstance::initHero(HeroTypeID SUBID)
{
subID = SUBID.getNum();
initHero();
}
void CGHeroInstance::initHero()
{
assert(validTypes(true));
if(!type)
type = VLC->heroh->heroes[subID];
if (ID == Obj::HERO)
appearance = VLC->dobjinfo->pickCandidates(Obj::HERO, type->heroClass->id).front();
if(!vstd::contains(spells, SpellID::PRESET)) //hero starts with a spell
{
for(auto spellID : type->spells)
spells.insert(spellID);
}
else //remove placeholder
spells -= SpellID::PRESET;
if(!getArt(ArtifactPosition::MACH4) && !getArt(ArtifactPosition::SPELLBOOK) && type->haveSpellBook) //no catapult means we haven't read pre-existent set -> use default rules for spellbook
putArtifact(ArtifactPosition::SPELLBOOK, CArtifactInstance::createNewArtifactInstance(0));
if(!getArt(ArtifactPosition::MACH4))
putArtifact(ArtifactPosition::MACH4, CArtifactInstance::createNewArtifactInstance(3)); //everyone has a catapult
if(portrait < 0 || portrait == 255)
portrait = type->imageIndex;
if(!hasBonus(Selector::sourceType(Bonus::HERO_BASE_SKILL)))
{
for(int g=0; g<GameConstants::PRIMARY_SKILLS; ++g)
{
pushPrimSkill(static_cast<PrimarySkill::PrimarySkill>(g), type->heroClass->primarySkillInitial[g]);
}
}
if(secSkills.size() == 1 && secSkills[0] == std::pair<SecondarySkill,ui8>(SecondarySkill::DEFAULT, -1)) //set secondary skills to default
secSkills = type->secSkillsInit;
if (!name.length())
name = type->name;
if (sex == 0xFF)//sex is default
sex = type->sex;
setFormation(false);
if (!stacksCount()) //standard army//initial army
{
initArmy();
}
assert(validTypes());
if (exp == 0xffffffff)
{
initExp();
}
else if (ID != Obj::PRISON)
{
level = VLC->heroh->level(exp);
}
else //warp hero at the beginning of next turn
{
level = 1;
}
if (VLC->modh->modules.COMMANDERS && !commander)
{
commander = new CCommanderInstance(type->heroClass->commander->idNumber);
commander->setArmyObj (castToArmyObj()); //TODO: separate function for setting commanders
commander->giveStackExp (exp); //after our exp is set
}
if (mana < 0)
mana = manaLimit();
}
void CGHeroInstance::initArmy(IArmyDescriptor *dst /*= nullptr*/)
{
if(!dst)
dst = this;
int howManyStacks = 0; //how many stacks will hero receives <1 - 3>
int pom = ran()%100;
int warMachinesGiven = 0;
if(pom < 9)
howManyStacks = 1;
else if(pom < 79)
howManyStacks = 2;
else
howManyStacks = 3;
vstd::amin(howManyStacks, type->initialArmy.size());
for(int stackNo=0; stackNo < howManyStacks; stackNo++)
{
auto & stack = type->initialArmy[stackNo];
int range = stack.maxAmount - stack.minAmount;
int count = ran()%(range+1) + stack.minAmount;
if(stack.creature >= CreatureID::CATAPULT &&
stack.creature <= CreatureID::ARROW_TOWERS) //war machine
{
warMachinesGiven++;
if(dst != this)
continue;
int slot = -1;
ArtifactID aid = ArtifactID::NONE;
switch (stack.creature)
{
case CreatureID::CATAPULT:
slot = ArtifactPosition::MACH4;
aid = ArtifactID::CATAPULT;
break;
default:
aid = CArtHandler::creatureToMachineID(stack.creature);
slot = 9 + aid;
break;
}
auto convSlot = ArtifactPosition(slot);
if(!getArt(convSlot))
putArtifact(convSlot, CArtifactInstance::createNewArtifactInstance(aid));
else
logGlobal->warnStream() << "Hero " << name << " already has artifact at " << slot << ", omitting giving " << aid;
}
else
dst->setCreature(SlotID(stackNo-warMachinesGiven), stack.creature, count);
}
}
CGHeroInstance::~CGHeroInstance()
{
commander.dellNull();
}
bool CGHeroInstance::needsLastStack() const
{
return true;
}
void CGHeroInstance::onHeroVisit(const CGHeroInstance * h) const
{
if(h == this) return; //exclude potential self-visiting
if (ID == Obj::HERO)
{
if( cb->gameState()->getPlayerRelations(tempOwner, h->tempOwner)) //our or ally hero
{
//exchange
cb->heroExchange(h->id, id);
}
else //battle
{
if(visitedTown) //we're in town
visitedTown->onHeroVisit(h); //town will handle attacking
else
cb->startBattleI(h, this);
}
}
else if(ID == Obj::PRISON)
{
int txt_id;
if(cb->getHeroCount(h->tempOwner,false) < GameConstants::MAX_HEROES_PER_PLAYER) //free hero slot
{
cb->changeObjPos(id,pos+int3(1,0,0),0);
//update hero parameters
SetMovePoints smp;
smp.hid = id;
smp.val = maxMovePoints (true); //TODO: hota prison on water?
cb->setMovePoints (&smp);
cb->setManaPoints (id, manaLimit());
cb->setObjProperty(id, ObjProperty::ID, Obj::HERO); //set ID to 34
cb->giveHero(id,h->tempOwner); //recreates def and adds hero to player
txt_id = 102;
}
else //already 8 wandering heroes
{
txt_id = 103;
}
showInfoDialog(h,txt_id,soundBase::ROGUE);
}
}
const std::string & CGHeroInstance::getHoverText() const
{
if(ID != Obj::PRISON)
{
hoverName = VLC->generaltexth->allTexts[15];
boost::algorithm::replace_first(hoverName,"%s",name);
boost::algorithm::replace_first(hoverName,"%s", type->heroClass->name);
return hoverName;
}
else
hoverName = VLC->generaltexth->names[ID];
return hoverName;
}
const std::string & CGHeroInstance::getBiography() const
{
if (biography.length())
return biography;
return type->biography;
}
ui8 CGHeroInstance::maxlevelsToMagicSchool() const
{
return type->heroClass->isMagicHero() ? 3 : 4;
}
ui8 CGHeroInstance::maxlevelsToWisdom() const
{
return type->heroClass->isMagicHero() ? 3 : 6;
}
void CGHeroInstance::SecondarySkillsInfo::resetMagicSchoolCounter()
{
magicSchoolCounter = 1;
}
void CGHeroInstance::SecondarySkillsInfo::resetWisdomCounter()
{
wisdomCounter = 1;
}
void CGHeroInstance::initObj()
{
blockVisit = true;
auto hs = new HeroSpecial();
hs->setNodeType(CBonusSystemNode::specialty);
attachTo(hs); //do we ever need to detach it?
if(!type)
initHero(); //TODO: set up everything for prison before specialties are configured
skillsInfo.distribution.seed(rand());
skillsInfo.resetMagicSchoolCounter();
skillsInfo.resetWisdomCounter();
for(const auto &spec : type->spec) //TODO: unfity with bonus system
{
auto bonus = new Bonus();
bonus->val = spec.val;
bonus->sid = id.getNum(); //from the hero, specialty has no unique id
bonus->duration = Bonus::PERMANENT;
bonus->source = Bonus::HERO_SPECIAL;
switch (spec.type)
{
case 1:// creature specialty
{
hs->growsWithLevel = true;
const CCreature &specCreature = *VLC->creh->creatures[spec.additionalinfo]; //creature in which we have specialty
//int creLevel = specCreature.level;
//if(!creLevel)
//{
// if(spec.additionalinfo == 146)
// creLevel = 5; //treat ballista as 5-level
// else
// {
// logGlobal->warnStream() << "Warning: unknown level of " << specCreature.namePl;
// continue;
// }
//}
//bonus->additionalInfo = spec.additionalinfo; //creature id, should not be used again - this works only with limiter
bonus->limiter.reset(new CCreatureTypeLimiter (specCreature, true)); //with upgrades
bonus->type = Bonus::PRIMARY_SKILL;
bonus->valType = Bonus::ADDITIVE_VALUE;
bonus->subtype = PrimarySkill::ATTACK;
hs->addNewBonus(bonus);
bonus = new Bonus(*bonus);
bonus->subtype = PrimarySkill::DEFENSE;
hs->addNewBonus(bonus);
//values will be calculated later
bonus = new Bonus(*bonus);
bonus->type = Bonus::STACKS_SPEED;
bonus->val = 1; //+1 speed
hs->addNewBonus(bonus);
}
break;
case 2://secondary skill
hs->growsWithLevel = true;
bonus->type = Bonus::SPECIAL_SECONDARY_SKILL; //needs to be recalculated with level, based on this value
bonus->valType = Bonus::BASE_NUMBER; // to receive nonzero value
bonus->subtype = spec.subtype; //skill id
bonus->val = spec.val; //value per level, in percent
hs->addNewBonus(bonus);
bonus = new Bonus(*bonus);
switch (spec.additionalinfo)
{
case 0: //normal
bonus->valType = Bonus::PERCENT_TO_BASE;
break;
case 1: //when it's navigation or there's no 'base' at all
bonus->valType = Bonus::PERCENT_TO_ALL;
break;
}
bonus->type = Bonus::SECONDARY_SKILL_PREMY; //value will be calculated later
hs->addNewBonus(bonus);
break;
case 3://spell damage bonus, level dependent but calculated elsewhere
bonus->type = Bonus::SPECIAL_SPELL_LEV;
bonus->subtype = spec.subtype;
hs->addNewBonus(bonus);
break;
case 4://creature stat boost
switch (spec.subtype)
{
case 1://attack
bonus->type = Bonus::PRIMARY_SKILL;
bonus->subtype = PrimarySkill::ATTACK;
break;
case 2://defense
bonus->type = Bonus::PRIMARY_SKILL;
bonus->subtype = PrimarySkill::DEFENSE;
break;
case 3:
bonus->type = Bonus::CREATURE_DAMAGE;
bonus->subtype = 0; //both min and max
break;
case 4://hp
bonus->type = Bonus::STACK_HEALTH;
break;
case 5:
bonus->type = Bonus::STACKS_SPEED;
break;
default:
continue;
}
bonus->additionalInfo = spec.additionalinfo; //creature id
bonus->valType = Bonus::ADDITIVE_VALUE;
bonus->limiter.reset(new CCreatureTypeLimiter (*VLC->creh->creatures[spec.additionalinfo], true));
hs->addNewBonus(bonus);
break;
case 5://spell damage bonus in percent
bonus->type = Bonus::SPECIFIC_SPELL_DAMAGE;
bonus->valType = Bonus::BASE_NUMBER; // current spell system is screwed
bonus->subtype = spec.subtype; //spell id
hs->addNewBonus(bonus);
break;
case 6://damage bonus for bless (Adela)
bonus->type = Bonus::SPECIAL_BLESS_DAMAGE;
bonus->subtype = spec.subtype; //spell id if you ever wanted to use it otherwise
bonus->additionalInfo = spec.additionalinfo; //damage factor
hs->addNewBonus(bonus);
break;
case 7://maxed mastery for spell
bonus->type = Bonus::MAXED_SPELL;
bonus->subtype = spec.subtype; //spell i
hs->addNewBonus(bonus);
break;
case 8://peculiar spells - enchantments
bonus->type = Bonus::SPECIAL_PECULIAR_ENCHANT;
bonus->subtype = spec.subtype; //spell id
bonus->additionalInfo = spec.additionalinfo;//0, 1 for Coronius
hs->addNewBonus(bonus);
break;
case 9://upgrade creatures
{
const auto &creatures = VLC->creh->creatures;
bonus->type = Bonus::SPECIAL_UPGRADE;
bonus->subtype = spec.subtype; //base id
bonus->additionalInfo = spec.additionalinfo; //target id
hs->addNewBonus(bonus);
bonus = new Bonus(*bonus);
for(auto cre_id : creatures[spec.subtype]->upgrades)
{
bonus->subtype = cre_id; //propagate for regular upgrades of base creature
hs->addNewBonus(bonus);
bonus = new Bonus(*bonus);
}
vstd::clear_pointer(bonus);
break;
}
case 10://resource generation
bonus->type = Bonus::GENERATE_RESOURCE;
bonus->subtype = spec.subtype;
hs->addNewBonus(bonus);
break;
case 11://starting skill with mastery (Adrienne)
setSecSkillLevel(SecondarySkill(spec.val), spec.additionalinfo, true);
break;
case 12://army speed
bonus->type = Bonus::STACKS_SPEED;
hs->addNewBonus(bonus);
break;
case 13://Dragon bonuses (Mutare)
bonus->type = Bonus::PRIMARY_SKILL;
bonus->valType = Bonus::ADDITIVE_VALUE;
switch (spec.subtype)
{
case 1:
bonus->subtype = PrimarySkill::ATTACK;
break;
case 2:
bonus->subtype = PrimarySkill::DEFENSE;
break;
}
bonus->limiter.reset(new HasAnotherBonusLimiter(Bonus::DRAGON_NATURE));
hs->addNewBonus(bonus);
break;
default:
logGlobal->warnStream() << "Unexpected hero specialty " << type;
}
}
specialty.push_back(hs); //will it work?
for (auto hs2 : type->specialty) //copy active (probably growing) bonuses from hero prootype to hero object
{
auto hs = new HeroSpecial();
attachTo(hs); //do we ever need to detach it?
hs->setNodeType(CBonusSystemNode::specialty);
for (auto bonus : hs2.bonuses)
{
hs->addNewBonus (bonus);
}
hs->growsWithLevel = hs2.growsWithLevel;
specialty.push_back(hs); //will it work?
}
//initialize bonuses
for(auto skill_info : secSkills)
updateSkill(SecondarySkill(skill_info.first), skill_info.second);
Updatespecialty();
mana = manaLimit(); //after all bonuses are taken into account, make sure this line is the last one
type->name = name;
}
void CGHeroInstance::Updatespecialty() //TODO: calculate special value of bonuses on-the-fly?
{
for (auto hs : specialty)
{
if (hs->growsWithLevel)
{
//const auto &creatures = VLC->creh->creatures;
for(Bonus * b : hs->getBonusList())
{
switch (b->type)
{
case Bonus::SECONDARY_SKILL_PREMY:
b->val = (hs->valOfBonuses(Bonus::SPECIAL_SECONDARY_SKILL, b->subtype) * level);
break; //use only hero skills as bonuses to avoid feedback loop
case Bonus::PRIMARY_SKILL: //for creatures, that is
{
const CCreature * cre = nullptr;
int creLevel = 0;
if (auto creatureLimiter = std::dynamic_pointer_cast<CCreatureTypeLimiter>(b->limiter)) //TODO: more general eveluation of bonuses?
{
cre = creatureLimiter->creature;
creLevel = cre->level;
if (!creLevel)
{
creLevel = 5; //treat ballista as tier 5
}
}
else //no creature found, can't calculate value
{
logGlobal->warnStream() << "Primary skill specialty growth supported only with creature type limiters";
break;
}
double primSkillModifier = (int)(level / creLevel) / 20.0;
int param;
switch (b->subtype)
{
case PrimarySkill::ATTACK:
param = cre->Attack();
break;
case PrimarySkill::DEFENSE:
param = cre->Defense();
break;
default:
continue;
}
b->val = ceil(param * (1 + primSkillModifier)) - param; //yep, overcomplicated but matches original
break;
}
}
}
}
}
}
void CGHeroInstance::updateSkill(SecondarySkill which, int val)
{
if(which == SecondarySkill::LEADERSHIP || which == SecondarySkill::LUCK)
{ //luck-> VLC->generaltexth->arraytxt[73+luckSkill]; VLC->generaltexth->arraytxt[104+moraleSkill]
bool luck = which == SecondarySkill::LUCK;
Bonus::BonusType type[] = {Bonus::MORALE, Bonus::LUCK};
Bonus *b = getBonusLocalFirst(Selector::type(type[luck]).And(Selector::sourceType(Bonus::SECONDARY_SKILL)));
if(!b)
{
b = new Bonus(Bonus::PERMANENT, type[luck], Bonus::SECONDARY_SKILL, +val, which, which, Bonus::BASE_NUMBER);
addNewBonus(b);
}
else
b->val = +val;
}
else if(which == SecondarySkill::DIPLOMACY) //surrender discount: 20% per level
{
if(Bonus *b = getBonusLocalFirst(Selector::type(Bonus::SURRENDER_DISCOUNT).And(Selector::sourceType(Bonus::SECONDARY_SKILL))))
b->val = +val;
else
addNewBonus(new Bonus(Bonus::PERMANENT, Bonus::SURRENDER_DISCOUNT, Bonus::SECONDARY_SKILL, val * 20, which));
}
int skillVal = 0;
switch (which)
{
case SecondarySkill::ARCHERY:
switch (val)
{
case 1:
skillVal = 10; break;
case 2:
skillVal = 25; break;
case 3:
skillVal = 50; break;
}
break;
case SecondarySkill::LOGISTICS:
skillVal = 10 * val; break;
case SecondarySkill::NAVIGATION:
skillVal = 50 * val; break;
case SecondarySkill::MYSTICISM:
skillVal = val; break;
case SecondarySkill::EAGLE_EYE:
skillVal = 30 + 10 * val; break;
case SecondarySkill::NECROMANCY:
skillVal = 10 * val; break;
case SecondarySkill::LEARNING:
skillVal = 5 * val; break;
case SecondarySkill::OFFENCE:
skillVal = 10 * val; break;
case SecondarySkill::ARMORER:
skillVal = 5 * val; break;
case SecondarySkill::INTELLIGENCE:
skillVal = 25 << (val-1); break;
case SecondarySkill::SORCERY:
skillVal = 5 * val; break;
case SecondarySkill::RESISTANCE:
skillVal = 5 << (val-1); break;
case SecondarySkill::FIRST_AID:
skillVal = 25 + 25*val; break;
case SecondarySkill::ESTATES:
skillVal = 125 << (val-1); break;
}
Bonus::ValueType skillValType = skillVal ? Bonus::BASE_NUMBER : Bonus::INDEPENDENT_MIN;
if(Bonus * b = getBonusList().getFirst(Selector::typeSubtype(Bonus::SECONDARY_SKILL_PREMY, which)
.And(Selector::sourceType(Bonus::SECONDARY_SKILL)))) //only local hero bonus
{
b->val = skillVal;
b->valType = skillValType;
}
else
{
auto bonus = new Bonus(Bonus::PERMANENT, Bonus::SECONDARY_SKILL_PREMY, Bonus::SECONDARY_SKILL, skillVal, id.getNum(), which, skillValType);
bonus->source = Bonus::SECONDARY_SKILL;
addNewBonus(bonus);
}
}
void CGHeroInstance::setPropertyDer( ui8 what, ui32 val )
{
if(what == ObjProperty::PRIMARY_STACK_COUNT)
setStackCount(SlotID(0), val);
}
double CGHeroInstance::getFightingStrength() const
{
return sqrt((1.0 + 0.05*getPrimSkillLevel(PrimarySkill::ATTACK)) * (1.0 + 0.05*getPrimSkillLevel(PrimarySkill::DEFENSE)));
}
double CGHeroInstance::getMagicStrength() const
{
return sqrt((1.0 + 0.05*getPrimSkillLevel(PrimarySkill::KNOWLEDGE)) * (1.0 + 0.05*getPrimSkillLevel(PrimarySkill::SPELL_POWER)));
}
double CGHeroInstance::getHeroStrength() const
{
return sqrt(pow(getFightingStrength(), 2.0) * pow(getMagicStrength(), 2.0));
}
ui64 CGHeroInstance::getTotalStrength() const
{
double ret = getFightingStrength() * getArmyStrength();
return (ui64) ret;
}
TExpType CGHeroInstance::calculateXp(TExpType exp) const
{
return exp * (100 + valOfBonuses(Bonus::SECONDARY_SKILL_PREMY, SecondarySkill::LEARNING))/100.0;
}
ui8 CGHeroInstance::getSpellSchoolLevel(const CSpell * spell, int *outSelectedSchool) const
{
si16 skill = -1; //skill level
#define TRY_SCHOOL(schoolName, schoolMechanicsId, schoolOutId) \
if(spell-> schoolName) \
{ \
int thisSchool = std::max<int>(getSecSkillLevel( \
SecondarySkill(14 + (schoolMechanicsId))), \
valOfBonuses(Bonus::MAGIC_SCHOOL_SKILL, 1 << (schoolMechanicsId))); \
if(thisSchool > skill) \
{ \
skill = thisSchool; \
if(outSelectedSchool) \
*outSelectedSchool = schoolOutId; \
} \
}
TRY_SCHOOL(fire, 0, 1)
TRY_SCHOOL(air, 1, 0)
TRY_SCHOOL(water, 2, 2)
TRY_SCHOOL(earth, 3, 3)
#undef TRY_SCHOOL
vstd::amax(skill, valOfBonuses(Bonus::MAGIC_SCHOOL_SKILL, 0)); //any school bonus
vstd::amax(skill, valOfBonuses(Bonus::SPELL, spell->id.toEnum())); //given by artifact or other effect
if (hasBonusOfType(Bonus::MAXED_SPELL, spell->id))//hero specialty (Daremyth, Melodia)
skill = 3;
assert(skill >= 0 && skill <= 3);
return skill;
}
bool CGHeroInstance::canCastThisSpell(const CSpell * spell) const
{
if(!getArt(ArtifactPosition::SPELLBOOK)) //if hero has no spellbook
return false;
if(vstd::contains(spells, spell->id) //hero has this spell in spellbook
|| (spell->air && hasBonusOfType(Bonus::AIR_SPELLS)) // this is air spell and hero can cast all air spells
|| (spell->fire && hasBonusOfType(Bonus::FIRE_SPELLS)) // this is fire spell and hero can cast all fire spells
|| (spell->water && hasBonusOfType(Bonus::WATER_SPELLS)) // this is water spell and hero can cast all water spells
|| (spell->earth && hasBonusOfType(Bonus::EARTH_SPELLS)) // this is earth spell and hero can cast all earth spells
|| hasBonusOfType(Bonus::SPELL, spell->id)
|| hasBonusOfType(Bonus::SPELLS_OF_LEVEL, spell->level)
)
return true;
return false;
}
/**
* Calculates what creatures and how many to be raised from a battle.
* @param battleResult The results of the battle.
* @return Returns a pair with the first value indicating the ID of the creature
* type and second value the amount. Both values are returned as -1 if necromancy
* could not be applied.
*/
CStackBasicDescriptor CGHeroInstance::calculateNecromancy (const BattleResult &battleResult) const
{
const ui8 necromancyLevel = getSecSkillLevel(SecondarySkill::NECROMANCY);
// Hero knows necromancy or has Necromancer Cloak
if (necromancyLevel > 0 || hasBonusOfType(Bonus::IMPROVED_NECROMANCY))
{
double necromancySkill = valOfBonuses(Bonus::SECONDARY_SKILL_PREMY, SecondarySkill::NECROMANCY)/100.0;
vstd::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 CreatureID creatureTypes[] = {CreatureID::SKELETON, CreatureID::WALKING_DEAD, CreatureID::WIGHTS, CreatureID::LICHES};
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 (auto & casualtie : casualties)
{
// Get lost enemy hit points convertible to units.
CCreature * c = VLC->creh->creatures[casualtie.first];
const ui32 raisedHP = c->valOfBonuses(Bonus::STACK_HEALTH) * casualtie.second * necromancySkill;
raisedUnits += std::min<ui32>(raisedHP / raisedUnitHP, casualtie.second * necromancySkill); //limit to % of HP and % of original stack count
}
// Make room for new units.
SlotID slot = getSlotFor(raisedUnitType->idNumber);
if (slot == SlotID())
{
// If there's no room for unit, try it's upgraded version 2/3rds the size.
raisedUnitType = VLC->creh->creatures[*raisedUnitType->upgrades.begin()];
raisedUnits = (raisedUnits*2)/3;
slot = getSlotFor(raisedUnitType->idNumber);
}
if (raisedUnits <= 0)
raisedUnits = 1;
return CStackBasicDescriptor(raisedUnitType->idNumber, raisedUnits);
}
return CStackBasicDescriptor();
}
/**
* Show the necromancy dialog with information about units raised.
* @param raisedStack Pair where the first element represents ID of the raised creature
* and the second element the amount.
*/
void CGHeroInstance::showNecromancyDialog(const CStackBasicDescriptor &raisedStack) const
{
InfoWindow iw;
iw.soundID = soundBase::pickup01 + ran() % 7;
iw.player = tempOwner;
iw.components.push_back(Component(raisedStack));
if (raisedStack.count > 1) // Practicing the dark arts of necromancy, ... (plural)
{
iw.text.addTxt(MetaString::GENERAL_TXT, 145);
iw.text.addReplacement(raisedStack.count);
}
else // Practicing the dark arts of necromancy, ... (singular)
{
iw.text.addTxt(MetaString::GENERAL_TXT, 146);
}
iw.text.addReplacement(raisedStack);
cb->showInfoDialog(&iw);
}
int3 CGHeroInstance::getSightCenter() const
{
return getPosition(false);
}
int CGHeroInstance::getSightRadious() const
{
return 5 + getSecSkillLevel(SecondarySkill::SCOUTING) + valOfBonuses(Bonus::SIGHT_RADIOUS); //default + scouting
}
si32 CGHeroInstance::manaRegain() const
{
if (hasBonusOfType(Bonus::FULL_MANA_REGENERATION))
return manaLimit();
return 1 + valOfBonuses(Bonus::SECONDARY_SKILL_PREMY, 8) + valOfBonuses(Bonus::MANA_REGENERATION); //1 + Mysticism level
}
// /**
// * Places an artifact in hero's backpack. If it's a big artifact equips it
// * or discards it if it cannot be equipped.
// */
// void CGHeroInstance::giveArtifact (ui32 aid) //use only for fixed artifacts
// {
// CArtifact * const artifact = VLC->arth->artifacts[aid]; //pointer to constant object
// CArtifactInstance *ai = CArtifactInstance::createNewArtifactInstance(artifact);
// ai->putAt(this, ai->firstAvailableSlot(this));
// }
int CGHeroInstance::getBoatType() const
{
switch(type->heroClass->getAlignment())
{
case EAlignment::GOOD:
return 1;
case EAlignment::EVIL:
return 0;
case EAlignment::NEUTRAL:
return 2;
default:
throw std::runtime_error("Wrong alignment!");
}
}
void CGHeroInstance::getOutOffsets(std::vector<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 (auto & dir : dirs)
offsets += dir;
}
int CGHeroInstance::getSpellCost(const CSpell *sp) const
{
return sp->costs[getSpellSchoolLevel(sp)];
}
void CGHeroInstance::pushPrimSkill( PrimarySkill::PrimarySkill which, int val )
{
assert(!hasBonus(Selector::typeSubtype(Bonus::PRIMARY_SKILL, which)
.And(Selector::sourceType(Bonus::HERO_BASE_SKILL))));
addNewBonus(new Bonus(Bonus::PERMANENT, Bonus::PRIMARY_SKILL, Bonus::HERO_BASE_SKILL, val, id.getNum(), which));
}
EAlignment::EAlignment CGHeroInstance::getAlignment() const
{
return type->heroClass->getAlignment();
}
void CGHeroInstance::initExp()
{
exp=40+ (ran()) % 50;
level = 1;
}
std::string CGHeroInstance::nodeName() const
{
return "Hero " + name;
}
void CGHeroInstance::putArtifact(ArtifactPosition pos, CArtifactInstance *art)
{
assert(!getArt(pos));
art->putAt(ArtifactLocation(this, pos));
}
void CGHeroInstance::putInBackpack(CArtifactInstance *art)
{
putArtifact(art->firstBackpackSlot(this), art);
}
bool CGHeroInstance::hasSpellbook() const
{
return getArt(ArtifactPosition::SPELLBOOK);
}
void CGHeroInstance::deserializationFix()
{
artDeserializationFix(this);
//for (auto hs : specialty)
//{
// attachTo (hs);
//}
}
CBonusSystemNode * CGHeroInstance::whereShouldBeAttached(CGameState *gs)
{
if(visitedTown)
{
if(inTownGarrison)
return visitedTown;
else
return &visitedTown->townAndVis;
}
else
return CArmedInstance::whereShouldBeAttached(gs);
}
int CGHeroInstance::movementPointsAfterEmbark(int MPsBefore, int basicCost, bool disembark /*= false*/) const
{
if(hasBonusOfType(Bonus::FREE_SHIP_BOARDING))
return (MPsBefore - basicCost) * static_cast<double>(maxMovePoints(disembark)) / maxMovePoints(!disembark);
return 0; //take all MPs otherwise
}
CGHeroInstance::ECanDig CGHeroInstance::diggingStatus() const
{
if(movement < maxMovePoints(true))
return LACK_OF_MOVEMENT;
else if(cb->getTile(getPosition(false))->terType == ETerrainType::WATER)
return WRONG_TERRAIN;
else
{
const TerrainTile *t = cb->getTile(getPosition());
//TODO look for hole
//CGI->mh->getTerrainDescr(h->getPosition(false), hlp, false);
if(/*hlp.length() || */t->blockingObjects.size() > 1)
return TILE_OCCUPIED;
else
return CAN_DIG;
}
}
ArtBearer::ArtBearer CGHeroInstance::bearerType() const
{
return ArtBearer::HERO;
}
std::vector<SecondarySkill> CGHeroInstance::levelUpProposedSkills() const
{
std::vector<SecondarySkill> obligatorySkills; //hero is offered magic school or wisdom if possible
if (!skillsInfo.wisdomCounter)
{
if (cb->isAllowed(2, SecondarySkill::WISDOM) && !getSecSkillLevel(SecondarySkill::WISDOM))
obligatorySkills.push_back(SecondarySkill::WISDOM);
}
if (!skillsInfo.magicSchoolCounter)
{
std::vector<SecondarySkill> ss;
ss += SecondarySkill::FIRE_MAGIC, SecondarySkill::WATER_MAGIC, SecondarySkill::EARTH_MAGIC, SecondarySkill::EARTH_MAGIC;
auto rng = [=](ui32 val) mutable -> ui32
{
return skillsInfo.distribution() % val; //must be determined
};
std::random_shuffle(ss.begin(), ss.end(), rng);
for (auto skill : ss)
{
if (cb->isAllowed(2, skill) && !getSecSkillLevel(skill)) //only schools hero doesn't know yet
{
obligatorySkills.push_back(skill);
break; //only one
}
}
}
std::vector<SecondarySkill> skills;
//picking sec. skills for choice
std::set<SecondarySkill> basicAndAdv, expert, none;
for(int i=0;i<GameConstants::SKILL_QUANTITY;i++)
if (cb->isAllowed(2,i))
none.insert(SecondarySkill(i));
for(auto & elem : secSkills)
{
if(elem.second < SecSkillLevel::EXPERT)
basicAndAdv.insert(elem.first);
else
expert.insert(elem.first);
none.erase(elem.first);
}
for (auto s : obligatorySkills) //don't duplicate them
{
none.erase (s);
basicAndAdv.erase (s);
expert.erase (s);
}
//first offered skill:
// 1) give obligatory skill
// 2) give any other new skill
// 3) upgrade existing
if (canLearnSkill() && obligatorySkills.size() > 0)
{
skills.push_back (obligatorySkills[0]);
}
else if(none.size() && canLearnSkill()) //hero have free skill slot
{
skills.push_back(type->heroClass->chooseSecSkill(none, skillsInfo.distribution)); //new skill
none.erase(skills.back());
}
else if(!basicAndAdv.empty())
{
skills.push_back(type->heroClass->chooseSecSkill(basicAndAdv, skillsInfo.distribution)); //upgrade existing
basicAndAdv.erase(skills.back());
}
//second offered skill:
//1) upgrade existing
//2) give obligatory skill
//3) give any other new skill
if(!basicAndAdv.empty())
{
SecondarySkill s = type->heroClass->chooseSecSkill(basicAndAdv, skillsInfo.distribution);//upgrade existing
skills.push_back(s);
basicAndAdv.erase(s);
}
else if (canLearnSkill() && obligatorySkills.size() > 1)
{
skills.push_back (obligatorySkills[1]);
}
else if(none.size() && canLearnSkill())
{
skills.push_back(type->heroClass->chooseSecSkill(none, skillsInfo.distribution)); //give new skill
none.erase(skills.back());
}
return skills;
}
bool CGHeroInstance::gainsLevel() const
{
return exp >= VLC->heroh->reqExp(level+1);
}
void CGDwelling::initObj()
{
switch(ID)
{
case Obj::CREATURE_GENERATOR1:
{
CreatureID crid = VLC->objh->cregens[subID];
const CCreature *crs = VLC->creh->creatures[crid];
creatures.resize(1);
creatures[0].second.push_back(crid);
if (subID >= VLC->generaltexth->creGens.size()) //very messy workaround
{
auto & dwellingNames = VLC->townh->factions[crs->faction]->town->dwellingNames;
assert (dwellingNames.size() > crs->level - 1);
hoverName = dwellingNames[crs->level - 1];
}
else
hoverName = VLC->generaltexth->creGens[subID];
if(crs->level > 4)
putStack(SlotID(0), new CStackInstance(crs, (crs->growth) * 3));
if (getOwner() != PlayerColor::NEUTRAL)
cb->gameState()->players[getOwner()].dwellings.push_back (this);
}
break;
case Obj::CREATURE_GENERATOR4:
creatures.resize(4);
if(subID == 1) //Golem Factory
{
creatures[0].second.push_back(CreatureID::STONE_GOLEM);
creatures[1].second.push_back(CreatureID::IRON_GOLEM);
creatures[2].second.push_back(CreatureID::GOLD_GOLEM);
creatures[3].second.push_back(CreatureID::DIAMOND_GOLEM);
//guards
putStack(SlotID(0), new CStackInstance(CreatureID::GOLD_GOLEM, 9));
putStack(SlotID(1), new CStackInstance(CreatureID::DIAMOND_GOLEM, 6));
}
else if(subID == 0) // Elemental Conflux
{
creatures[0].second.push_back(CreatureID::AIR_ELEMENTAL);
creatures[1].second.push_back(CreatureID::FIRE_ELEMENTAL);
creatures[2].second.push_back(CreatureID::EARTH_ELEMENTAL);
creatures[3].second.push_back(CreatureID::WATER_ELEMENTAL);
//guards
putStack(SlotID(0), new CStackInstance(CreatureID::EARTH_ELEMENTAL, 12));
}
else
{
assert(0);
}
hoverName = VLC->generaltexth->creGens4[subID];
break;
case Obj::REFUGEE_CAMP:
//is handled within newturn func
break;
case Obj::WAR_MACHINE_FACTORY:
creatures.resize(3);
creatures[0].second.push_back(CreatureID::BALLISTA);
creatures[1].second.push_back(CreatureID::FIRST_AID_TENT);
creatures[2].second.push_back(CreatureID::AMMO_CART);
break;
default:
assert(0);
break;
}
}
void CGDwelling::setProperty(ui8 what, ui32 val)
{
switch (what)
{
case ObjProperty::OWNER: //change owner
if (ID == Obj::CREATURE_GENERATOR1) //single generators
{
if (tempOwner != PlayerColor::NEUTRAL)
{
std::vector<ConstTransitivePtr<CGDwelling> >* dwellings = &cb->gameState()->players[tempOwner].dwellings;
dwellings->erase (std::find(dwellings->begin(), dwellings->end(), this));
}
if (PlayerColor(val) != PlayerColor::NEUTRAL) //can new owner be neutral?
cb->gameState()->players[PlayerColor(val)].dwellings.push_back (this);
}
break;
case ObjProperty::AVAILABLE_CREATURE:
creatures.resize(1);
creatures[0].second.resize(1);
creatures[0].second[0] = CreatureID(val);
break;
}
CGObjectInstance::setProperty(what,val);
}
void CGDwelling::onHeroVisit( const CGHeroInstance * h ) const
{
if(ID == Obj::REFUGEE_CAMP && !creatures[0].first) //Refugee Camp, no available cres
{
InfoWindow iw;
iw.player = h->tempOwner;
iw.text.addTxt(MetaString::ADVOB_TXT, 44); //{%s} \n\n The camp is deserted. Perhaps you should try next week.
iw.text.addReplacement(MetaString::OBJ_NAMES, ID);
cb->sendAndApply(&iw);
return;
}
PlayerRelations::PlayerRelations relations = cb->gameState()->getPlayerRelations( h->tempOwner, tempOwner );
if ( relations == PlayerRelations::ALLIES )
return;//do not allow recruiting or capturing
if( !relations && stacksCount() > 0) //object is guarded, owned by enemy
{
BlockingDialog bd(true,false);
bd.player = h->tempOwner;
bd.text.addTxt(MetaString::GENERAL_TXT, 421); //Much to your dismay, the %s is guarded by %s %s. Do you wish to fight the guards?
bd.text.addReplacement(ID == Obj::CREATURE_GENERATOR1 ? MetaString::CREGENS : MetaString::CREGENS4, subID);
bd.text.addReplacement(MetaString::ARRAY_TXT, 176 + Slots().begin()->second->getQuantityID()*3);
bd.text.addReplacement(*Slots().begin()->second);
cb->showBlockingDialog(&bd);
return;
}
if(!relations && ID != Obj::WAR_MACHINE_FACTORY)
{
cb->setOwner(this, h->tempOwner);
}
BlockingDialog bd (true,false);
bd.player = h->tempOwner;
if(ID == Obj::CREATURE_GENERATOR1 || ID == Obj::CREATURE_GENERATOR4)
{
bd.text.addTxt(MetaString::ADVOB_TXT, ID == Obj::CREATURE_GENERATOR1 ? 35 : 36); //{%s} Would you like to recruit %s? / {%s} Would you like to recruit %s, %s, %s, or %s?
bd.text.addReplacement(ID == Obj::CREATURE_GENERATOR1 ? MetaString::CREGENS : MetaString::CREGENS4, subID);
for(auto & elem : creatures)
bd.text.addReplacement(MetaString::CRE_PL_NAMES, elem.second[0]);
}
else if(ID == Obj::REFUGEE_CAMP)
{
bd.text.addTxt(MetaString::ADVOB_TXT, 35); //{%s} Would you like to recruit %s?
bd.text.addReplacement(MetaString::OBJ_NAMES, ID);
for(auto & elem : creatures)
bd.text.addReplacement(MetaString::CRE_PL_NAMES, elem.second[0]);
}
else if(ID == Obj::WAR_MACHINE_FACTORY)
bd.text.addTxt(MetaString::ADVOB_TXT, 157); //{War Machine Factory} Would you like to purchase War Machines?
else
throw std::runtime_error("Illegal dwelling!");
cb->showBlockingDialog(&bd);
}
void CGDwelling::newTurn() const
{
if(cb->getDate(Date::DAY_OF_WEEK) != 1) //not first day of week
return;
//town growths and War Machines Factories are handled separately
if(ID == Obj::TOWN || ID == Obj::WAR_MACHINE_FACTORY)
return;
if(ID == Obj::REFUGEE_CAMP) //if it's a refugee camp, we need to pick an available creature
{
cb->setObjProperty(id, ObjProperty::AVAILABLE_CREATURE, VLC->creh->pickRandomMonster());
}
bool change = false;
SetAvailableCreatures sac;
sac.creatures = creatures;
sac.tid = id;
for (size_t i = 0; i < creatures.size(); i++)
{
if(creatures[i].second.size())
{
CCreature *cre = VLC->creh->creatures[creatures[i].second[0]];
TQuantity amount = cre->growth * (1 + cre->valOfBonuses(Bonus::CREATURE_GROWTH_PERCENT)/100) + cre->valOfBonuses(Bonus::CREATURE_GROWTH);
if (VLC->modh->settings.DWELLINGS_ACCUMULATE_CREATURES && ID != Obj::REFUGEE_CAMP) //camp should not try to accumulate different kinds of 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) const
{
CreatureID crid = creatures[0].second[0];
CCreature *crs = VLC->creh->creatures[crid];
TQuantity count = creatures[0].first;
if(crs->level == 1 && ID != Obj::REFUGEE_CAMP) //first level - creatures are for free
{
if(count) //there are available creatures
{
SlotID slot = h->getSlotFor(crid);
if(!slot.validSlot()) //no available slot
{
InfoWindow iw;
iw.player = h->tempOwner;
iw.text.addTxt(MetaString::GENERAL_TXT, 425);//The %s would join your hero, but there aren't enough provisions to support them.
iw.text.addReplacement(MetaString::CRE_PL_NAMES, crid);
cb->showInfoDialog(&iw);
}
else //give creatures
{
SetAvailableCreatures sac;
sac.tid = id;
sac.creatures = creatures;
sac.creatures[0].first = 0;
InfoWindow iw;
iw.player = h->tempOwner;
iw.text.addTxt(MetaString::GENERAL_TXT, 423); //%d %s join your army.
iw.text.addReplacement(count);
iw.text.addReplacement(MetaString::CRE_PL_NAMES, crid);
cb->showInfoDialog(&iw);
cb->sendAndApply(&sac);
cb->addToSlot(StackLocation(h, slot), crs, count);
}
}
else //there no creatures
{
InfoWindow iw;
iw.text.addTxt(MetaString::GENERAL_TXT, 422); //There are no %s here to recruit.
iw.text.addReplacement(MetaString::CRE_PL_NAMES, crid);
iw.player = h->tempOwner;
cb->sendAndApply(&iw);
}
}
else
{
if(ID == Obj::WAR_MACHINE_FACTORY) //pick available War Machines
{
//there is 1 war machine available to recruit if hero doesn't have one
SetAvailableCreatures sac;
sac.tid = id;
sac.creatures = creatures;
sac.creatures[0].first = !h->getArt(ArtifactPosition::MACH1); //ballista
sac.creatures[1].first = !h->getArt(ArtifactPosition::MACH3); //first aid tent
sac.creatures[2].first = !h->getArt(ArtifactPosition::MACH2); //ammo cart
cb->sendAndApply(&sac);
}
OpenWindow ow;
ow.id1 = id.getNum();
ow.id2 = h->id.getNum();
ow.window = (ID == Obj::CREATURE_GENERATOR1 || ID == Obj::REFUGEE_CAMP)
? OpenWindow::RECRUITMENT_FIRST
: OpenWindow::RECRUITMENT_ALL;
cb->sendAndApply(&ow);
}
}
void CGDwelling::battleFinished(const CGHeroInstance *hero, const BattleResult &result) const
{
if (result.winner == 0)
{
onHeroVisit(hero);
}
}
void CGDwelling::blockingDialogAnswered(const CGHeroInstance *hero, ui32 answer) const
{
auto relations = cb->getPlayerRelations(getOwner(), hero->getOwner());
if(stacksCount() > 0 && relations == PlayerRelations::ENEMIES) //guards present
{
if(answer)
cb->startBattleI(hero, this);
}
else if(answer)
{
heroAcceptsCreatures(hero);
}
}
int CGTownInstance::getSightRadious() const //returns sight distance
{
if (subID == ETownType::TOWER)
{
if (hasBuilt(BuildingID::GRAIL)) //skyship
return -1; //entire map
if (hasBuilt(BuildingID::LOOKOUT_TOWER)) //lookout tower
return 20;
}
return 5;
}
void CGTownInstance::setPropertyDer(ui8 what, ui32 val)
{
///this is freakin' overcomplicated solution
switch (what)
{
case ObjProperty::STRUCTURE_ADD_VISITING_HERO:
bonusingBuildings[val]->setProperty (ObjProperty::VISITORS, visitingHero->id.getNum());
break;
case ObjProperty::STRUCTURE_CLEAR_VISITORS:
bonusingBuildings[val]->setProperty (ObjProperty::STRUCTURE_CLEAR_VISITORS, 0);
break;
case ObjProperty::STRUCTURE_ADD_GARRISONED_HERO: //add garrisoned hero to visitors
bonusingBuildings[val]->setProperty (ObjProperty::VISITORS, garrisonHero->id.getNum());
break;
case ObjProperty::BONUS_VALUE_FIRST:
bonusValue.first = val;
break;
case ObjProperty::BONUS_VALUE_SECOND:
bonusValue.second = val;
break;
}
}
CGTownInstance::EFortLevel CGTownInstance::fortLevel() const //0 - none, 1 - fort, 2 - citadel, 3 - castle
{
if (hasBuilt(BuildingID::CASTLE))
return CASTLE;
if (hasBuilt(BuildingID::CITADEL))
return CITADEL;
if (hasBuilt(BuildingID::FORT))
return FORT;
return NONE;
}
int CGTownInstance::hallLevel() const // -1 - none, 0 - village, 1 - town, 2 - city, 3 - capitol
{
if (hasBuilt(BuildingID::CAPITOL))
return 3;
if (hasBuilt(BuildingID::CITY_HALL))
return 2;
if (hasBuilt(BuildingID::TOWN_HALL))
return 1;
if (hasBuilt(BuildingID::VILLAGE_HALL))
return 0;
return -1;
}
int CGTownInstance::mageGuildLevel() const
{
if (hasBuilt(BuildingID::MAGES_GUILD_5))
return 5;
if (hasBuilt(BuildingID::MAGES_GUILD_4))
return 4;
if (hasBuilt(BuildingID::MAGES_GUILD_3))
return 3;
if (hasBuilt(BuildingID::MAGES_GUILD_2))
return 2;
if (hasBuilt(BuildingID::MAGES_GUILD_1))
return 1;
return 0;
}
int CGTownInstance::creatureDwellingLevel(int dwelling) const
{
if ( dwelling<0 || dwelling >= GameConstants::CREATURES_PER_TOWN )
return -1;
for (int i=0; ; i++)
{
if (!hasBuilt(BuildingID(BuildingID::DWELL_FIRST+dwelling+i*GameConstants::CREATURES_PER_TOWN)))
return i-1;
}
}
int CGTownInstance::getHordeLevel(const int & HID) const//HID - 0 or 1; returns creature level or -1 if that horde structure is not present
{
return town->hordeLvl.at(HID);
}
int CGTownInstance::creatureGrowth(const int & level) const
{
return getGrowthInfo(level).totalGrowth();
}
GrowthInfo CGTownInstance::getGrowthInfo(int level) const
{
GrowthInfo ret;
if (level<0 || level >=GameConstants::CREATURES_PER_TOWN)
return ret;
if (creatures[level].second.empty())
return ret; //no dwelling
const CCreature *creature = VLC->creh->creatures[creatures[level].second.back()];
const int base = creature->growth;
int castleBonus = 0;
ret.entries.push_back(GrowthInfo::Entry(VLC->generaltexth->allTexts[590], base));// \n\nBasic growth %d"
if (hasBuilt(BuildingID::CASTLE))
ret.entries.push_back(GrowthInfo::Entry(subID, BuildingID::CASTLE, castleBonus = base));
else if (hasBuilt(BuildingID::CITADEL))
ret.entries.push_back(GrowthInfo::Entry(subID, BuildingID::CITADEL, castleBonus = base / 2));
if(town->hordeLvl.at(0) == level)//horde 1
if(hasBuilt(BuildingID::HORDE_1))
ret.entries.push_back(GrowthInfo::Entry(subID, BuildingID::HORDE_1, creature->hordeGrowth));
if(town->hordeLvl.at(1) == level)//horde 2
if(hasBuilt(BuildingID::HORDE_2))
ret.entries.push_back(GrowthInfo::Entry(subID, BuildingID::HORDE_2, creature->hordeGrowth));
int dwellingBonus = 0;
if(const PlayerState *p = cb->getPlayer(tempOwner, false))
{
for(const CGDwelling *dwelling : p->dwellings)
if(vstd::contains(creatures[level].second, dwelling->creatures[0].second[0]))
dwellingBonus++;
}
if(dwellingBonus)
ret.entries.push_back(GrowthInfo::Entry(VLC->generaltexth->allTexts[591], dwellingBonus));// \nExternal dwellings %+d
//other *-of-legion-like bonuses (%d to growth cumulative with grail)
TBonusListPtr bonuses = getBonuses(Selector::type(Bonus::CREATURE_GROWTH).And(Selector::subtype(level)));
for(const Bonus *b : *bonuses)
ret.entries.push_back(GrowthInfo::Entry(b->Description() + " %+d", b->val));
//statue-of-legion-like bonus: % to base+castle
TBonusListPtr bonuses2 = getBonuses(Selector::type(Bonus::CREATURE_GROWTH_PERCENT));
for(const Bonus *b : *bonuses2)
ret.entries.push_back(GrowthInfo::Entry(b->Description() + " %+d", b->val * (base + castleBonus) / 100));
if(hasBuilt(BuildingID::GRAIL)) //grail - +50% to ALL (so far added) growth
ret.entries.push_back(GrowthInfo::Entry(subID, BuildingID::GRAIL, ret.totalGrowth() / 2));
return ret;
}
int CGTownInstance::dailyIncome() const
{
int ret = 0;
if (hasBuilt(BuildingID::GRAIL))
ret+=5000;
if (hasBuilt(BuildingID::CAPITOL))
ret+=4000;
else if (hasBuilt(BuildingID::CITY_HALL))
ret+=2000;
else if (hasBuilt(BuildingID::TOWN_HALL))
ret+=1000;
else if (hasBuilt(BuildingID::VILLAGE_HALL))
ret+=500;
return ret;
}
bool CGTownInstance::hasFort() const
{
return hasBuilt(BuildingID::FORT);
}
bool CGTownInstance::hasCapitol() const
{
return hasBuilt(BuildingID::CAPITOL);
}
CGTownInstance::CGTownInstance()
:IShipyard(this), IMarket(this), town(nullptr), builded(0), destroyed(0), identifier(0), alignment(0xff)
{
}
CGTownInstance::~CGTownInstance()
{
for (auto & elem : bonusingBuildings)
delete elem;
}
int CGTownInstance::spellsAtLevel(int level, bool checkGuild) const
{
if(checkGuild && mageGuildLevel() < level)
return 0;
int ret = 6 - level; //how many spells are available at this level
if (hasBuilt(BuildingID::LIBRARY, ETownType::TOWER))
ret++;
return ret;
}
bool CGTownInstance::needsLastStack() const
{
if(garrisonHero)
return true;
else return false;
}
void CGTownInstance::onHeroVisit(const CGHeroInstance * h) const
{
if( !cb->gameState()->getPlayerRelations( getOwner(), h->getOwner() ))//if this is enemy
{
if(armedGarrison() || visitingHero)
{
const CGHeroInstance *defendingHero = nullptr;
const CArmedInstance *defendingArmy = this;
if(visitingHero)
defendingHero = visitingHero;
else if(garrisonHero)
defendingHero = garrisonHero;
if(defendingHero)
defendingArmy = defendingHero;
bool outsideTown = (defendingHero == visitingHero && garrisonHero);
//TODO
//"borrowing" army from garrison to visiting hero
cb->startBattlePrimary(h, defendingArmy, getSightCenter(), h, defendingHero, false, (outsideTown ? nullptr : this));
}
else
{
cb->setOwner(this, h->tempOwner);
removeCapitols(h->getOwner());
cb->heroVisitCastle(this, h);
}
}
else if(h->visitablePos() == visitablePos())
{
if (h->commander && !h->commander->alive) //rise commander. TODO: interactive script
{
SetCommanderProperty scp;
scp.heroid = h->id;
scp.which = SetCommanderProperty::ALIVE;
scp.amount = 1;
cb->sendAndApply (&scp);
}
cb->heroVisitCastle(this, h);
}
else
{
logGlobal->errorStream() << h->name << " visits allied town of " << name << " from different pos?";
}
}
void CGTownInstance::onHeroLeave(const CGHeroInstance * h) const
{
cb->stopHeroVisitCastle(this, h);
}
void CGTownInstance::initObj()
///initialize town structures
{
blockVisit = true;
hoverName = name + ", " + town->faction->name;
if (subID == ETownType::DUNGEON)
creatures.resize(GameConstants::CREATURES_PER_TOWN+1);//extra dwelling for Dungeon
else
creatures.resize(GameConstants::CREATURES_PER_TOWN);
for (int i = 0; i < GameConstants::CREATURES_PER_TOWN; i++)
{
int dwellingLevel = creatureDwellingLevel(i);
int creaturesTotal = town->creatures[i].size();
for (int j=0; j< std::min(dwellingLevel + 1, creaturesTotal); j++)
creatures[i].second.push_back(town->creatures[i][j]);
}
switch (subID)
{ //add new visitable objects
case 0:
bonusingBuildings.push_back (new COPWBonus(BuildingID::STABLES, this));
break;
case 5:
bonusingBuildings.push_back (new COPWBonus(BuildingID::MANA_VORTEX, this));
//fallthrough
case 2: case 3: case 6:
bonusingBuildings.push_back (new CTownBonus(BuildingID::SPECIAL_4, this));
break;
case 7:
bonusingBuildings.push_back (new CTownBonus(BuildingID::SPECIAL_1, this));
break;
}
//add special bonuses from buildings
recreateBuildingsBonuses();
}
void CGTownInstance::newTurn() const
{
if (cb->getDate(Date::DAY_OF_WEEK) == 1) //reset on new week
{
//give resources for Rampart, Mystic Pond
if (hasBuilt(BuildingID::MYSTIC_POND, ETownType::RAMPART)
&& cb->getDate(Date::DAY) != 1 && (tempOwner < PlayerColor::PLAYER_LIMIT))
{
int resID = rand()%4+2;//bonus to random rare resource
resID = (resID==2)?1:resID;
int resVal = rand()%4+1;//with size 1..4
cb->giveResource(tempOwner, static_cast<Res::ERes>(resID), resVal);
cb->setObjProperty (id, ObjProperty::BONUS_VALUE_FIRST, resID);
cb->setObjProperty (id, ObjProperty::BONUS_VALUE_SECOND, resVal);
}
if ( subID == ETownType::DUNGEON )
for (auto & elem : bonusingBuildings)
{
if ((elem)->ID == BuildingID::MANA_VORTEX)
cb->setObjProperty (id, ObjProperty::STRUCTURE_CLEAR_VISITORS, (elem)->id); //reset visitors for Mana Vortex
}
if (tempOwner == PlayerColor::NEUTRAL) //garrison growth for neutral towns
{
std::vector<SlotID> nativeCrits; //slots
for (auto & elem : Slots())
{
if (elem.second->type->faction == subID) //native
{
nativeCrits.push_back(elem.first); //collect matching slots
}
}
if (nativeCrits.size())
{
SlotID pos = nativeCrits[rand() % nativeCrits.size()];
StackLocation sl(this, pos);
const CCreature *c = getCreature(pos);
if (rand()%100 < 90 || c->upgrades.empty()) //increase number if no upgrade available
{
cb->changeStackCount(sl, c->growth);
}
else //upgrade
{
cb->changeStackType(sl, VLC->creh->creatures[*c->upgrades.begin()]);
}
}
if ((stacksCount() < GameConstants::ARMY_SIZE && rand()%100 < 25) || Slots().empty()) //add new stack
{
int i = rand() % std::min (GameConstants::ARMY_SIZE, cb->getDate(Date::MONTH)<<1);
CreatureID c = town->creatures[i][0];
SlotID n;
TQuantity count = creatureGrowth(i);
if (!count) // no dwelling
count = VLC->creh->creatures[c]->growth;
{//no lower tiers or above current month
if ((n = getSlotFor(c)).validSlot())
{
StackLocation sl(this, n);
if (slotEmpty(n))
cb->insertNewStack(sl, VLC->creh->creatures[c], count);
else //add to existing
cb->changeStackCount(sl, count);
}
}
}
}
}
}
int3 CGTownInstance::getSightCenter() const
{
return pos - int3(2,0,0);
}
ui8 CGTownInstance::getPassableness() const
{
if (!armedGarrison())//empty castle - anyone can visit
return GameConstants::ALL_PLAYERS;
if ( tempOwner == PlayerColor::NEUTRAL )//neutral guarded - no one can visit
return 0;
ui8 mask = 0;
TeamState * ts = cb->gameState()->getPlayerTeam(tempOwner);
for(PlayerColor it : ts->players)
mask |= 1<<it.getNum();//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::removeCapitols (PlayerColor owner) const
{
if (hasCapitol()) // search if there's an older capitol
{
PlayerState* state = cb->gameState()->getPlayer (owner); //get all towns owned by player
for (auto i = state->towns.cbegin(); i < state->towns.cend(); ++i)
{
if (*i != this && (*i)->hasCapitol())
{
RazeStructures rs;
rs.tid = id;
rs.bid.insert(BuildingID::CAPITOL);
rs.destroyed = destroyed;
cb->sendAndApply(&rs);
return;
}
}
}
}
int CGTownInstance::getBoatType() const
{
switch (town->faction->alignment)
{
case EAlignment::EVIL : return 0;
case EAlignment::GOOD : return 1;
case EAlignment::NEUTRAL : return 2;
}
assert(0);
return -1;
}
int CGTownInstance::getMarketEfficiency() const
{
if (!hasBuilt(BuildingID::MARKETPLACE))
return 0;
const PlayerState *p = cb->getPlayer(tempOwner);
assert(p);
int marketCount = 0;
for(const CGTownInstance *t : p->towns)
if(t->hasBuilt(BuildingID::MARKETPLACE))
marketCount++;
return marketCount;
}
bool CGTownInstance::allowsTrade(EMarketMode::EMarketMode mode) const
{
switch(mode)
{
case EMarketMode::RESOURCE_RESOURCE:
case EMarketMode::RESOURCE_PLAYER:
return hasBuilt(BuildingID::MARKETPLACE);
case EMarketMode::ARTIFACT_RESOURCE:
case EMarketMode::RESOURCE_ARTIFACT:
return hasBuilt(BuildingID::ARTIFACT_MERCHANT, ETownType::TOWER)
|| hasBuilt(BuildingID::ARTIFACT_MERCHANT, ETownType::DUNGEON)
|| hasBuilt(BuildingID::ARTIFACT_MERCHANT, ETownType::CONFLUX);
case EMarketMode::CREATURE_RESOURCE:
return hasBuilt(BuildingID::FREELANCERS_GUILD, ETownType::STRONGHOLD);
case EMarketMode::CREATURE_UNDEAD:
return hasBuilt(BuildingID::SKELETON_TRANSFORMER, ETownType::NECROPOLIS);
case EMarketMode::RESOURCE_SKILL:
return hasBuilt(BuildingID::MAGIC_UNIVERSITY, ETownType::CONFLUX);
default:
assert(0);
return false;
}
}
std::vector<int> CGTownInstance::availableItemsIds(EMarketMode::EMarketMode mode) const
{
if(mode == EMarketMode::RESOURCE_ARTIFACT)
{
std::vector<int> ret;
for(const CArtifact *a : merchantArtifacts)
if(a)
ret.push_back(a->id);
else
ret.push_back(-1);
return ret;
}
else if ( mode == EMarketMode::RESOURCE_SKILL )
{
return universitySkills;
}
else
return IMarket::availableItemsIds(mode);
}
void CGTownInstance::updateAppearance()
{
if (!hasFort())
appearance.animationFile = town->clientInfo.advMapVillage;
else if(hasCapitol())
appearance.animationFile = town->clientInfo.advMapCapitol;
else
appearance.animationFile = town->clientInfo.advMapCastle;
}
std::string CGTownInstance::nodeName() const
{
return "Town (" + (town ? town->faction->name : "unknown") + ") of " + name;
}
void CGTownInstance::deserializationFix()
{
attachTo(&townAndVis);
//Hero is already handled by CGameState::attachArmedObjects
// if(visitingHero)
// visitingHero->attachTo(&townAndVis);
// if(garrisonHero)
// garrisonHero->attachTo(this);
}
void CGTownInstance::updateMoraleBonusFromArmy()
{
Bonus *b = getBonusList().getFirst(Selector::sourceType(Bonus::ARMY).And(Selector::type(Bonus::MORALE)));
if(!b)
{
b = new Bonus(Bonus::PERMANENT, Bonus::MORALE, Bonus::ARMY, 0, -1);
addNewBonus(b);
}
if (garrisonHero)
b->val = 0;
else
CArmedInstance::updateMoraleBonusFromArmy();
}
void CGTownInstance::recreateBuildingsBonuses()
{
static TPropagatorPtr playerProp(new CPropagatorNodeType(PLAYER));
BonusList bl;
getExportedBonusList().getBonuses(bl, Selector::sourceType(Bonus::TOWN_STRUCTURE));
for(Bonus *b : bl)
removeBonus(b);
//tricky! -> checks tavern only if no bratherhood of sword or not a castle
if(subID != ETownType::CASTLE || !addBonusIfBuilt(BuildingID::BROTHERHOOD, Bonus::MORALE, +2))
addBonusIfBuilt(BuildingID::TAVERN, Bonus::MORALE, +1);
if(subID == ETownType::CASTLE) //castle
{
addBonusIfBuilt(BuildingID::LIGHTHOUSE, Bonus::SEA_MOVEMENT, +500, playerProp);
addBonusIfBuilt(BuildingID::GRAIL, Bonus::MORALE, +2, playerProp); //colossus
}
else if(subID == ETownType::RAMPART) //rampart
{
addBonusIfBuilt(BuildingID::FOUNTAIN_OF_FORTUNE, Bonus::LUCK, +2); //fountain of fortune
addBonusIfBuilt(BuildingID::GRAIL, Bonus::LUCK, +2, playerProp); //guardian spirit
}
else if(subID == ETownType::TOWER) //tower
{
addBonusIfBuilt(BuildingID::GRAIL, Bonus::PRIMARY_SKILL, +15, PrimarySkill::KNOWLEDGE); //grail
}
else if(subID == ETownType::INFERNO) //Inferno
{
addBonusIfBuilt(BuildingID::STORMCLOUDS, Bonus::PRIMARY_SKILL, +2, PrimarySkill::SPELL_POWER); //Brimstone Clouds
}
else if(subID == ETownType::NECROPOLIS) //necropolis
{
addBonusIfBuilt(BuildingID::COVER_OF_DARKNESS, Bonus::DARKNESS, +20);
addBonusIfBuilt(BuildingID::NECROMANCY_AMPLIFIER, Bonus::SECONDARY_SKILL_PREMY, +10, playerProp, SecondarySkill::NECROMANCY); //necromancy amplifier
addBonusIfBuilt(BuildingID::GRAIL, Bonus::SECONDARY_SKILL_PREMY, +20, playerProp, SecondarySkill::NECROMANCY); //Soul prison
}
else if(subID == ETownType::DUNGEON) //Dungeon
{
addBonusIfBuilt(BuildingID::GRAIL, Bonus::PRIMARY_SKILL, +12, PrimarySkill::SPELL_POWER); //grail
}
else if(subID == ETownType::STRONGHOLD) //Stronghold
{
addBonusIfBuilt(BuildingID::GRAIL, Bonus::PRIMARY_SKILL, +20, PrimarySkill::ATTACK); //grail
}
else if(subID == ETownType::FORTRESS) //Fortress
{
addBonusIfBuilt(BuildingID::GLYPHS_OF_FEAR, Bonus::PRIMARY_SKILL, +2, PrimarySkill::DEFENSE); //Glyphs of Fear
addBonusIfBuilt(BuildingID::BLOOD_OBELISK, Bonus::PRIMARY_SKILL, +2, PrimarySkill::ATTACK); //Blood Obelisk
addBonusIfBuilt(BuildingID::GRAIL, Bonus::PRIMARY_SKILL, +10, PrimarySkill::ATTACK); //grail
addBonusIfBuilt(BuildingID::GRAIL, Bonus::PRIMARY_SKILL, +10, PrimarySkill::DEFENSE); //grail
}
else if(subID == ETownType::CONFLUX)
{
}
}
bool CGTownInstance::addBonusIfBuilt(BuildingID building, Bonus::BonusType type, int val, int subtype /*= -1*/)
{
static auto emptyPropagator = TPropagatorPtr();
return addBonusIfBuilt(building, type, val, emptyPropagator, subtype);
}
bool CGTownInstance::addBonusIfBuilt(BuildingID building, Bonus::BonusType type, int val, TPropagatorPtr & prop, int subtype /*= -1*/)
{
if(hasBuilt(building))
{
std::ostringstream descr;
descr << town->buildings.at(building)->Name() << " ";
if(val > 0)
descr << "+";
else if(val < 0)
descr << "-";
descr << val;
Bonus *b = new Bonus(Bonus::PERMANENT, type, Bonus::TOWN_STRUCTURE, val, building, descr.str(), subtype);
if(prop)
b->addPropagator(prop);
addNewBonus(b);
return true;
}
return false;
}
void CGTownInstance::setVisitingHero(CGHeroInstance *h)
{
assert(!!visitingHero == !h);
if(h)
{
PlayerState *p = cb->gameState()->getPlayer(h->tempOwner);
assert(p);
h->detachFrom(p);
h->attachTo(&townAndVis);
visitingHero = h;
h->visitedTown = this;
h->inTownGarrison = false;
}
else
{
PlayerState *p = cb->gameState()->getPlayer(visitingHero->tempOwner);
visitingHero->visitedTown = nullptr;
visitingHero->detachFrom(&townAndVis);
visitingHero->attachTo(p);
visitingHero = nullptr;
}
}
void CGTownInstance::setGarrisonedHero(CGHeroInstance *h)
{
assert(!!garrisonHero == !h);
if(h)
{
PlayerState *p = cb->gameState()->getPlayer(h->tempOwner);
assert(p);
h->detachFrom(p);
h->attachTo(this);
garrisonHero = h;
h->visitedTown = this;
h->inTownGarrison = true;
}
else
{
PlayerState *p = cb->gameState()->getPlayer(garrisonHero->tempOwner);
garrisonHero->visitedTown = nullptr;
garrisonHero->inTownGarrison = false;
garrisonHero->detachFrom(this);
garrisonHero->attachTo(p);
garrisonHero = nullptr;
}
updateMoraleBonusFromArmy(); //avoid giving morale bonus for same army twice
}
bool CGTownInstance::armedGarrison() const
{
return stacksCount() || garrisonHero;
}
int CGTownInstance::getTownLevel() const
{
// count all buildings that are not upgrades
return boost::range::count_if(builtBuildings, [&](const BuildingID & build)
{
return town->buildings.at(build) && town->buildings.at(build)->upgrade == -1;
});
}
CBonusSystemNode * CGTownInstance::whatShouldBeAttached()
{
return &townAndVis;
}
const CArmedInstance * CGTownInstance::getUpperArmy() const
{
if(garrisonHero)
return garrisonHero;
return this;
}
bool CGTownInstance::hasBuilt(BuildingID buildingID, int townID) const
{
if (townID == town->faction->index || townID == ETownType::ANY)
return hasBuilt(buildingID);
return false;
}
bool CGTownInstance::hasBuilt(BuildingID buildingID) const
{
return vstd::contains(builtBuildings, buildingID);
}
void CGTownInstance::addHeroToStructureVisitors( const CGHeroInstance *h, si32 structureInstanceID ) const
{
if(visitingHero == h)
cb->setObjProperty(id, ObjProperty::STRUCTURE_ADD_VISITING_HERO, structureInstanceID); //add to visitors
else if(garrisonHero == h)
cb->setObjProperty(id, ObjProperty::STRUCTURE_ADD_GARRISONED_HERO, structureInstanceID); //then it must be garrisoned hero
else
{
//should never ever happen
logGlobal->errorStream() << "Cannot add hero " << h->name << " to visitors of structure #" << structureInstanceID;
assert(0);
}
}
void CGTownInstance::battleFinished(const CGHeroInstance *hero, const BattleResult &result) const
{
if(result.winner == 0)
{
removeCapitols(hero->getOwner());
cb->setOwner (this, hero->tempOwner); //give control after checkout is done
FoWChange fw;
fw.player = hero->tempOwner;
fw.mode = 1;
getSightTiles (fw.tiles); //update visibility for castle structures
cb->sendAndApply (&fw);
}
}
bool CGVisitableOPH::wasVisited (const CGHeroInstance * h) const
{
return vstd::contains(visitors, h->id);
}
void CGVisitableOPH::onHeroVisit( const CGHeroInstance * h ) const
{
if(!vstd::contains(visitors, h->id))
{
onNAHeroVisit (h, false);
switch(ID)
{
case Obj::TREE_OF_KNOWLEDGE:
case Obj::ARENA:
case Obj::LIBRARY_OF_ENLIGHTENMENT:
case Obj::SCHOOL_OF_MAGIC:
case Obj::SCHOOL_OF_WAR:
break;
default:
cb->setObjProperty(id, ObjProperty::VISITORS, h->id.getNum()); //add to the visitors
break;
}
}
else
{
onNAHeroVisit(h, true);
}
}
void CGVisitableOPH::initObj()
{
if(ID==Obj::TREE_OF_KNOWLEDGE)
{
switch (ran() % 3)
{
case 1:
treePrice[Res::GOLD] = 2000;
break;
case 2:
treePrice[Res::GEMS] = 10;
break;
default:
break;
}
}
}
void CGVisitableOPH::treeSelected (const CGHeroInstance * h, ui32 result) const
{
if(result) //player agreed to give res for exp
{
si64 expToGive = VLC->heroh->reqExp(h->level+1) - VLC->heroh->reqExp(h->level);;
cb->giveResources (h->getOwner(), -treePrice);
cb->changePrimSkill (h, PrimarySkill::EXPERIENCE, expToGive);
cb->setObjProperty (id, ObjProperty::VISITORS, h->id.getNum()); //add to the visitors
}
}
void CGVisitableOPH::onNAHeroVisit (const CGHeroInstance * h, bool alreadyVisited) const
{
Component::EComponentType c_id = Component::PRIM_SKILL; //most used here
int subid=0, ot=0, sound = 0;
TExpType val=1;
switch(ID)
{
case Obj::ARENA:
sound = soundBase::NOMAD;
ot = 0;
break;
case Obj::MERCENARY_CAMP:
sound = soundBase::NOMAD;
subid=PrimarySkill::ATTACK;
ot=80;
break;
case Obj::MARLETTO_TOWER:
sound = soundBase::NOMAD;
subid=PrimarySkill::DEFENSE;
ot=39;
break;
case Obj::STAR_AXIS:
sound = soundBase::gazebo;
subid=PrimarySkill::SPELL_POWER;
ot=100;
break;
case Obj::GARDEN_OF_REVELATION:
sound = soundBase::GETPROTECTION;
subid=PrimarySkill::KNOWLEDGE;
ot=59;
break;
case Obj::LEARNING_STONE:
sound = soundBase::gazebo;
c_id=Component::EXPERIENCE;
ot=143;
val=1000;
break;
case Obj::TREE_OF_KNOWLEDGE:
sound = soundBase::gazebo;
c_id = Component::EXPERIENCE;
subid = 1;
ot = 147;
val = 1;
break;
case Obj::LIBRARY_OF_ENLIGHTENMENT:
sound = soundBase::gazebo;
ot = 66;
break;
case Obj::SCHOOL_OF_MAGIC:
sound = soundBase::faerie;
ot = 71;
break;
case Obj::SCHOOL_OF_WAR:
c_id=Component::PRIM_SKILL;
sound = soundBase::MILITARY;
ot = 158;
break;
}
if (!alreadyVisited)
{
switch (ID)
{
case Obj::ARENA:
{
BlockingDialog sd(false,true);
sd.soundID = sound;
sd.text.addTxt(MetaString::ADVOB_TXT,ot);
sd.components.push_back(Component(c_id, PrimarySkill::ATTACK, 2, 0));
sd.components.push_back(Component(c_id, PrimarySkill::DEFENSE, 2, 0));
sd.player = h->getOwner();
cb->showBlockingDialog(&sd);
return;
}
case Obj::MERCENARY_CAMP:
case Obj::MARLETTO_TOWER:
case Obj::STAR_AXIS:
case Obj::GARDEN_OF_REVELATION:
{
cb->changePrimSkill (h, static_cast<PrimarySkill::PrimarySkill>(subid), val);
InfoWindow iw;
iw.soundID = sound;
iw.components.push_back(Component(c_id, subid, val, 0));
iw.text.addTxt(MetaString::ADVOB_TXT,ot);
iw.player = h->getOwner();
cb->showInfoDialog(&iw);
break;
}
case Obj::LEARNING_STONE: //give exp
{
val = h->calculateXp(val);
InfoWindow iw;
iw.soundID = sound;
iw.components.push_back (Component(c_id,subid,val,0));
iw.player = h->getOwner();
iw.text.addTxt(MetaString::ADVOB_TXT,ot);
cb->showInfoDialog(&iw);
cb->changePrimSkill(h, PrimarySkill::EXPERIENCE, val);
break;
}
case Obj::TREE_OF_KNOWLEDGE:
{
val = VLC->heroh->reqExp (h->level + val) - VLC->heroh->reqExp(h->level);
if(!treePrice.nonZero())
{
cb->setObjProperty (id, ObjProperty::VISITORS, h->id.getNum()); //add to the visitors
InfoWindow iw;
iw.soundID = sound;
iw.components.push_back (Component(c_id,subid,1,0));
iw.player = h->getOwner();
iw.text.addTxt (MetaString::ADVOB_TXT,148);
cb->showInfoDialog (&iw);
cb->changePrimSkill (h, PrimarySkill::EXPERIENCE, val);
break;
}
else
{
if(treePrice[Res::GOLD] > 0)
ot = 149;
else
ot = 151;
if(!cb->getPlayer(h->tempOwner)->resources.canAfford(treePrice)) //not enough resources
{
ot++;
showInfoDialog(h,ot,sound);
return;
}
BlockingDialog sd (true, false);
sd.soundID = sound;
sd.player = h->getOwner();
sd.text.addTxt (MetaString::ADVOB_TXT,ot);
sd.addResourceComponents (treePrice);
cb->showBlockingDialog (&sd);
}
break;
}
case Obj::LIBRARY_OF_ENLIGHTENMENT:
{
int txt_id = 66;
if(h->level < 10 - 2*h->getSecSkillLevel(SecondarySkill::DIPLOMACY)) //not enough level
{
txt_id += 2;
}
else
{
cb->setObjProperty(id, ObjProperty::VISITORS, h->id.getNum()); //add to the visitors
cb->changePrimSkill (h, PrimarySkill::ATTACK, 2);
cb->changePrimSkill (h, PrimarySkill::DEFENSE, 2);
cb->changePrimSkill (h, PrimarySkill::KNOWLEDGE, 2);
cb->changePrimSkill (h, PrimarySkill::SPELL_POWER, 2);
}
showInfoDialog(h,txt_id,sound);
break;
}
case Obj::SCHOOL_OF_MAGIC:
case Obj::SCHOOL_OF_WAR:
{
int skill = (ID==Obj::SCHOOL_OF_MAGIC ? 2 : 0);
if (cb->getResource (h->getOwner(), Res::GOLD) < 1000) //not enough resources
{
showInfoDialog (h->getOwner(), ot+2, sound);
}
else
{
BlockingDialog sd(true,true);
sd.soundID = sound;
sd.player = h->getOwner();
sd.text.addTxt(MetaString::ADVOB_TXT,ot);
sd.components.push_back(Component(c_id, skill, +1, 0));
sd.components.push_back(Component(c_id, skill+1, +1, 0));
cb->showBlockingDialog(&sd);
}
}
break;
}
}
else
{
ot++;
showInfoDialog (h->getOwner(),ot,sound);
}
}
const std::string & CGVisitableOPH::getHoverText() const
{
int pom = -1;
switch(ID)
{
case Obj::ARENA:
pom = -1;
break;
case Obj::MERCENARY_CAMP:
pom = 8;
break;
case Obj::MARLETTO_TOWER:
pom = 7;
break;
case Obj::STAR_AXIS:
pom = 11;
break;
case Obj::GARDEN_OF_REVELATION:
pom = 4;
break;
case Obj::LEARNING_STONE:
pom = 5;
break;
case Obj::TREE_OF_KNOWLEDGE:
pom = 18;
break;
case Obj::LIBRARY_OF_ENLIGHTENMENT:
break;
case Obj::SCHOOL_OF_MAGIC:
pom = 9;
break;
case Obj::SCHOOL_OF_WAR:
pom = 10;
break;
default:
throw std::runtime_error("Wrong CGVisitableOPH object ID!\n");
}
hoverName = VLC->generaltexth->names[ID];
if(pom >= 0)
hoverName += ("\n" + VLC->generaltexth->xtrainfo[pom]);
const CGHeroInstance *h = cb->getSelectedHero (cb->getCurrentPlayer());
if(h)
{
hoverName += "\n\n";
bool visited = vstd::contains (visitors, h->id);
hoverName += visitedTxt (visited);
}
return hoverName;
}
void CGVisitableOPH::arenaSelected(const CGHeroInstance * h, int primSkill ) const
{
cb->setObjProperty(id, ObjProperty::VISITORS, h->id.getNum()); //add to the visitors
cb->changePrimSkill(h, static_cast<PrimarySkill::PrimarySkill>(primSkill-1), 2);
}
void CGVisitableOPH::setPropertyDer( ui8 what, ui32 val )
{
if(what == ObjProperty::VISITORS)
visitors.insert(ObjectInstanceID(val));
}
void CGVisitableOPH::schoolSelected(const CGHeroInstance * h, ui32 which) const
{
if(!which) //player refused to pay
return;
int base = (ID == Obj::SCHOOL_OF_MAGIC ? 2 : 0);
cb->setObjProperty (id, ObjProperty::VISITORS, h->id.getNum()); //add to the visitors
cb->giveResource (h->getOwner(),Res::GOLD,-1000); //take 1000 gold
cb->changePrimSkill (h, static_cast<PrimarySkill::PrimarySkill>(base + which-1), +1); //give appropriate skill
}
void CGVisitableOPH::blockingDialogAnswered(const CGHeroInstance *h, ui32 answer) const
{
switch (ID)
{
case Obj::ARENA:
arenaSelected(h, answer);
break;
case Obj::TREE_OF_KNOWLEDGE:
treeSelected(h, answer);
break;
case Obj::SCHOOL_OF_MAGIC:
case Obj::SCHOOL_OF_WAR:
schoolSelected(h, answer);
break;
default:
assert(0);
break;
}
}
COPWBonus::COPWBonus (BuildingID index, CGTownInstance *TOWN)
{
ID = index;
town = TOWN;
id = town->bonusingBuildings.size();
}
void COPWBonus::setProperty(ui8 what, ui32 val)
{
switch (what)
{
case ObjProperty::VISITORS:
visitors.insert(val);
break;
case ObjProperty::STRUCTURE_CLEAR_VISITORS:
visitors.clear();
break;
}
}
void COPWBonus::onHeroVisit (const CGHeroInstance * h) const
{
ObjectInstanceID heroID = h->id;
if (town->hasBuilt(ID))
{
InfoWindow iw;
iw.player = h->tempOwner;
switch (town->subID)
{
case ETownType::CASTLE: //Stables
if (!h->hasBonusFrom(Bonus::OBJECT, Obj::STABLES)) //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.getNum();
cb->giveHeroBonus(&gb);
iw.text << VLC->generaltexth->allTexts[580];
cb->showInfoDialog(&iw);
}
break;
case ETownType::DUNGEON: //Mana Vortex
if (visitors.empty() && h->mana <= h->manaLimit() * 2)
{
cb->setManaPoints (heroID, 2 * h->manaLimit());
//TODO: investigate line below
//cb->setObjProperty (town->id, ObjProperty::VISITED, true);
iw.text << VLC->generaltexth->allTexts[579];
cb->showInfoDialog(&iw);
town->addHeroToStructureVisitors(h, id);
}
break;
}
}
}
CTownBonus::CTownBonus (BuildingID index, CGTownInstance *TOWN)
{
ID = index;
town = TOWN;
id = town->bonusingBuildings.size();
}
void CTownBonus::setProperty (ui8 what, ui32 val)
{
if(what == ObjProperty::VISITORS)
visitors.insert(ObjectInstanceID(val));
}
void CTownBonus::onHeroVisit (const CGHeroInstance * h) const
{
ObjectInstanceID heroID = h->id;
if (town->hasBuilt(ID) && visitors.find(heroID) == visitors.end())
{
InfoWindow iw;
PrimarySkill::PrimarySkill what = PrimarySkill::ATTACK;
int val=0, mid=0;
switch (ID)
{
case BuildingID::SPECIAL_4:
switch(town->subID)
{
case ETownType::TOWER: //wall
what = PrimarySkill::KNOWLEDGE;
val = 1;
mid = 581;
iw.components.push_back (Component(Component::PRIM_SKILL, 3, 1, 0));
break;
case ETownType::INFERNO: //order of fire
what = PrimarySkill::SPELL_POWER;
val = 1;
mid = 582;
iw.components.push_back (Component(Component::PRIM_SKILL, 2, 1, 0));
break;
case ETownType::STRONGHOLD://hall of Valhalla
what = PrimarySkill::ATTACK;
val = 1;
mid = 584;
iw.components.push_back (Component(Component::PRIM_SKILL, 0, 1, 0));
break;
case ETownType::DUNGEON://academy of battle scholars
what = PrimarySkill::EXPERIENCE;
val = h->calculateXp(1000);
mid = 583;
iw.components.push_back (Component(Component::EXPERIENCE, 0, val, 0));
break;
}
break;
case BuildingID::SPECIAL_1:
switch(town->subID)
{
case ETownType::FORTRESS: //cage of warlords
what = PrimarySkill::DEFENSE;
val = 1;
mid = 585;
iw.components.push_back (Component(Component::PRIM_SKILL, 1, 1, 0));
break;
}
break;
}
assert(mid);
iw.player = cb->getOwner(heroID);
iw.text << VLC->generaltexth->allTexts[mid];
cb->showInfoDialog(&iw);
cb->changePrimSkill (cb->getHero(heroID), what, val);
town->addHeroToStructureVisitors(h, id);
}
}
const std::string & CGCreature::getHoverText() const
{
if(stacks.empty())
{
static const std::string errorValue("!!!INVALID_STACK!!!");
//should not happen...
logGlobal->errorStream() << "Invalid stack at tile " << pos << ": subID=" << subID << "; id=" << id;
return errorValue; // references to temporary are illegal - use pre-constructed string
}
MetaString ms;
int pom = stacks.begin()->second->getQuantityID();
pom = 172 + 3*pom;
ms.addTxt(MetaString::ARRAY_TXT,pom);
ms << " " ;
ms.addTxt(MetaString::CRE_PL_NAMES,subID);
ms.toString(hoverName);
if(const CGHeroInstance *selHero = cb->getSelectedHero(cb->getCurrentPlayer()))
{
const JsonNode & texts = VLC->generaltexth->localizedTexts["adventureMap"]["monsterThreat"];
hoverName += texts["title"].String();
int choice;
double ratio = ((double)getArmyStrength() / selHero->getTotalStrength());
if (ratio < 0.1) choice = 0;
else if (ratio < 0.25) choice = 1;
else if (ratio < 0.6) choice = 2;
else if (ratio < 0.9) choice = 3;
else if (ratio < 1.1) choice = 4;
else if (ratio < 1.3) choice = 5;
else if (ratio < 1.8) choice = 6;
else if (ratio < 2.5) choice = 7;
else if (ratio < 4) choice = 8;
else if (ratio < 8) choice = 9;
else if (ratio < 20) choice = 10;
else choice = 11;
hoverName += texts["levels"].Vector()[choice].String();
}
return hoverName;
}
void CGCreature::onHeroVisit( const CGHeroInstance * h ) const
{
int action = takenAction(h);
switch( action ) //decide what we do...
{
case FIGHT:
fight(h);
break;
case FLEE: //flee
{
flee(h);
break;
}
case JOIN_FOR_FREE: //join for free
{
BlockingDialog ynd(true,false);
ynd.player = h->tempOwner;
ynd.text.addTxt(MetaString::ADVOB_TXT, 86);
ynd.text.addReplacement(MetaString::CRE_PL_NAMES, subID);
cb->showBlockingDialog(&ynd);
break;
}
default: //join for gold
{
assert(action > 0);
//ask if player agrees to pay gold
BlockingDialog ynd(true,false);
ynd.player = h->tempOwner;
std::string tmp = VLC->generaltexth->advobtxt[90];
boost::algorithm::replace_first(tmp,"%d",boost::lexical_cast<std::string>(getStackCount(SlotID(0))));
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);
break;
}
}
}
void CGCreature::initObj()
{
blockVisit = true;
switch(character)
{
case 0:
character = -4;
break;
case 1:
character = 1 + ran()%7;
break;
case 2:
character = 1 + ran()%10;
break;
case 3:
character = 4 + ran()%7;
break;
case 4:
character = 10;
break;
}
stacks[SlotID(0)]->setType(CreatureID(subID));
TQuantity &amount = stacks[SlotID(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));
if(!amount) //armies with 0 creatures are illegal
{
logGlobal->warnStream() << "Problem: stack " << nodeName() << " cannot have 0 creatures. Check properties of " << c.nodeName();
amount = 1;
}
}
formation.randomFormation = rand();
temppower = stacks[SlotID(0)]->count * 1000;
refusedJoining = false;
}
void CGCreature::newTurn() const
{//Works only for stacks of single type of size up to 2 millions
if (stacks.begin()->second->count < VLC->modh->settings.CREEP_SIZE && cb->getDate(Date::DAY_OF_WEEK) == 1 && cb->getDate(Date::DAY) > 1)
{
ui32 power = temppower * (100 + VLC->modh->settings.WEEKLY_GROWTH)/100;
cb->setObjProperty(id, ObjProperty::MONSTER_COUNT, std::min (power/1000 , (ui32)VLC->modh->settings.CREEP_SIZE)); //set new amount
cb->setObjProperty(id, ObjProperty::MONSTER_POWER, power); //increase temppower
}
if (VLC->modh->modules.STACK_EXP)
cb->setObjProperty(id, ObjProperty::MONSTER_EXP, VLC->modh->settings.NEUTRAL_STACK_EXP); //for testing purpose
}
void CGCreature::setPropertyDer(ui8 what, ui32 val)
{
switch (what)
{
case ObjProperty::MONSTER_COUNT:
stacks[SlotID(0)]->count = val;
break;
case ObjProperty::MONSTER_POWER:
temppower = val;
break;
case ObjProperty::MONSTER_EXP:
giveStackExp(val);
break;
case ObjProperty::MONSTER_RESTORE_TYPE:
formation.basicType = val;
break;
case ObjProperty::MONSTER_REFUSED_JOIN:
refusedJoining = val;
break;
}
}
int CGCreature::takenAction(const CGHeroInstance *h, bool allowJoin) const
{
//calculate relative strength of hero and creatures armies
double relStrength = double(h->getTotalStrength()) / getArmyStrength();
int powerFactor;
if(relStrength >= 7)
powerFactor = 11;
else if(relStrength >= 1)
powerFactor = (int)(2*(relStrength-1));
else if(relStrength >= 0.5)
powerFactor = -1;
else if(relStrength >= 0.333)
powerFactor = -2;
else
powerFactor = -3;
std::set<CreatureID> myKindCres; //what creatures are the same kind as we
const CCreature * myCreature = VLC->creh->creatures[subID];
myKindCres.insert(myCreature->idNumber); //we
myKindCres.insert(myCreature->upgrades.begin(), myCreature->upgrades.end()); //our upgrades
for(ConstTransitivePtr<CCreature> &crea : VLC->creh->creatures)
{
if(vstd::contains(crea->upgrades, myCreature->idNumber)) //it's our base creatures
myKindCres.insert(crea->idNumber);
}
int count = 0, //how many creatures of similar kind has hero
totalCount = 0;
for (auto & elem : h->Slots())
{
if(vstd::contains(myKindCres,elem.second->type->idNumber))
count += elem.second->count;
totalCount += elem.second->count;
}
int sympathy = 0; // 0 if hero have no similar creatures
if(count)
sympathy++; // 1 - if hero have at least 1 similar creature
if(count*2 > totalCount)
sympathy++; // 2 - hero have similar creatures more that 50%
int charisma = powerFactor + h->getSecSkillLevel(SecondarySkill::DIPLOMACY) + sympathy;
if(charisma < character) //creatures will fight
return -2;
if (allowJoin)
{
if(h->getSecSkillLevel(SecondarySkill::DIPLOMACY) + sympathy + 1 >= character)
return 0; //join for free
else if(h->getSecSkillLevel(SecondarySkill::DIPLOMACY) * 2 + sympathy + 1 >= character)
return VLC->creh->creatures[subID]->cost[6] * getStackCount(SlotID(0)); //join for gold
}
//we are still here - creatures have not joined hero, flee or fight
if (charisma > character)
return -1; //flee
else
return -2; //fight
}
void CGCreature::fleeDecision(const CGHeroInstance *h, ui32 pursue) const
{
if(refusedJoining)
cb->setObjProperty(id, ObjProperty::MONSTER_REFUSED_JOIN, false);
if(pursue)
{
fight(h);
}
else
{
cb->removeObject(this);
}
}
void CGCreature::joinDecision(const CGHeroInstance *h, int cost, ui32 accept) const
{
if(!accept)
{
if(takenAction(h,false) == -1) //they flee
{
cb->setObjProperty(id, ObjProperty::MONSTER_REFUSED_JOIN, true);
flee(h);
}
else //they fight
{
showInfoDialog(h,87,0);//Insulted by your refusal of their offer, the monsters attack!
fight(h);
}
}
else //accepted
{
if (cb->getResource(h->tempOwner, Res::GOLD) < cost) //player don't have enough gold!
{
InfoWindow iw;
iw.player = h->tempOwner;
iw.text << std::pair<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,Res::GOLD,-cost);
cb->tryJoiningArmy(this, h, true, true);
}
}
void CGCreature::fight( const CGHeroInstance *h ) const
{
//split stacks
//TODO: multiple creature types in a stack?
int basicType = stacks.begin()->second->type->idNumber;
cb->setObjProperty(id, ObjProperty::MONSTER_RESTORE_TYPE, basicType); //store info about creature stack
double relativePower = static_cast<double>(h->getTotalStrength()) / getArmyStrength();
int stacksCount;
//TODO: number depends on tile type
if (relativePower < 0.5)
{
stacksCount = 7;
}
else if (relativePower < 0.67)
{
stacksCount = 7;
}
else if (relativePower < 1)
{
stacksCount = 6;
}
else if (relativePower < 1.5)
{
stacksCount = 5;
}
else if (relativePower < 2)
{
stacksCount = 4;
}
else
{
stacksCount = 3;
}
SlotID sourceSlot = stacks.begin()->first;
SlotID destSlot;
for (int stacksLeft = stacksCount; stacksLeft > 1; --stacksLeft)
{
int stackSize = stacks.begin()->second->count / stacksLeft;
if (stackSize)
{
if ((destSlot = getFreeSlot()).validSlot())
cb->moveStack(StackLocation(this, sourceSlot), StackLocation(this, destSlot), stackSize);
else
{
logGlobal->warnStream() <<"Warning! Not enough empty slots to split stack!";
break;
}
}
else break;
}
if (stacksCount > 1)
{
if (formation.randomFormation % 100 < 50) //upgrade
{
SlotID slotId = SlotID(stacks.size() / 2);
if(ui32 upgradesSize = getStack(slotId).type->upgrades.size())
{
auto it = getStack(slotId).type->upgrades.cbegin(); //pick random in case there are more
std::advance (it, rand() % upgradesSize);
cb->changeStackType(StackLocation(this, slotId), VLC->creh->creatures[*it]);
}
}
}
cb->startBattleI(h, this);
}
void CGCreature::flee( const CGHeroInstance * h ) const
{
BlockingDialog ynd(true,false);
ynd.player = h->tempOwner;
ynd.text.addTxt(MetaString::ADVOB_TXT,91);
ynd.text.addReplacement(MetaString::CRE_PL_NAMES, subID);
cb->showBlockingDialog(&ynd);
}
void CGCreature::battleFinished(const CGHeroInstance *hero, const BattleResult &result) const
{
if(result.winner==0)
{
cb->removeObject(this);
}
else
{
//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);
*/
//merge stacks into one
TSlots::const_iterator i;
CCreature * cre = VLC->creh->creatures[formation.basicType];
for (i = stacks.begin(); i != stacks.end(); i++)
{
if (cre->isMyUpgrade(i->second->type))
{
cb->changeStackType (StackLocation(this, i->first), cre); //un-upgrade creatures
}
}
//first stack has to be at slot 0 -> if original one got killed, move there first remaining stack
if(!hasStackAtSlot(SlotID(0)))
cb->moveStack(StackLocation(this, stacks.begin()->first), StackLocation(this, SlotID(0)), stacks.begin()->second->count);
while (stacks.size() > 1) //hopefully that's enough
{
// TODO it's either overcomplicated (if we assume there'll be only one stack) or buggy (if we allow multiple stacks... but that'll also cause troubles elsewhere)
i = stacks.end();
i--;
SlotID slot = getSlotFor(i->second->type);
if (slot == i->first) //no reason to move stack to its own slot
break;
else
cb->moveStack (StackLocation(this, i->first), StackLocation(this, slot), i->second->count);
}
cb->setObjProperty(id, ObjProperty::MONSTER_POWER, stacks.begin()->second->count * 1000); //remember casualties
}
}
void CGCreature::blockingDialogAnswered(const CGHeroInstance *hero, ui32 answer) const
{
auto action = takenAction(hero);
if(!refusedJoining && action >= JOIN_FOR_FREE) //higher means price
joinDecision(hero, action, answer);
else if(action != FIGHT)
fleeDecision(hero, answer);
else
assert(0);
}
void CGMine::onHeroVisit( const CGHeroInstance * h ) const
{
int relations = cb->gameState()->getPlayerRelations(h->tempOwner, tempOwner);
if(relations == 2) //we're visiting our mine
{
cb->showGarrisonDialog(id,h->id,true);
return;
}
else if (relations == 1)//ally
return;
if(stacksCount()) //Mine is guarded
{
BlockingDialog ynd(true,false);
ynd.player = h->tempOwner;
ynd.text.addTxt(MetaString::ADVOB_TXT, subID == 7 ? 84 : 187);
cb->showBlockingDialog(&ynd);
return;
}
flagMine(h->tempOwner);
}
void CGMine::newTurn() const
{
if(cb->getDate() == 1)
return;
if (tempOwner == PlayerColor::NEUTRAL)
return;
cb->giveResource(tempOwner, producedResource, producedQuantity);
}
void CGMine::initObj()
{
if(subID >= 7) //Abandoned Mine
{
//set guardians
int howManyTroglodytes = 100 + ran()%100;
auto troglodytes = new CStackInstance(CreatureID::TROGLODYTES, howManyTroglodytes);
putStack(SlotID(0), troglodytes);
//after map reading tempOwner placeholds bitmask for allowed resources
std::vector<Res::ERes> possibleResources;
for (int i = 0; i < PlayerColor::PLAYER_LIMIT_I; i++)
if(tempOwner.getNum() & 1<<i) //NOTE: reuse of tempOwner
possibleResources.push_back(static_cast<Res::ERes>(i));
assert(possibleResources.size());
producedResource = possibleResources[ran()%possibleResources.size()];
tempOwner = PlayerColor::NEUTRAL;
hoverName = VLC->generaltexth->mines[7].first + "\n" + VLC->generaltexth->allTexts[202] + " " + troglodytes->getQuantityTXT(false) + " " + troglodytes->type->namePl;
}
else
{
producedResource = static_cast<Res::ERes>(subID);
MetaString ms;
ms << std::pair<ui8,ui32>(9,producedResource);
if(tempOwner >= PlayerColor::PLAYER_LIMIT)
tempOwner = PlayerColor::NEUTRAL;
else
ms << " (" << std::pair<ui8,ui32>(6,23+tempOwner.getNum()) << ")";
ms.toString(hoverName);
}
producedQuantity = defaultResProduction();
}
void CGMine::flagMine(PlayerColor player) const
{
assert(tempOwner != player);
cb->setOwner(this, player); //not ours? flag it!
MetaString ms;
ms << std::pair<ui8,ui32>(9,subID) << "\n(" << std::pair<ui8,ui32>(6,23+player.getNum()) << ")";
if(subID == 7)
{
ms << "(%s)";
ms.addReplacement(MetaString::RES_NAMES, producedResource);
}
cb->setHoverName(this,&ms);
InfoWindow iw;
iw.soundID = soundBase::FLAGMINE;
iw.text.addTxt(MetaString::MINE_EVNTS,producedResource); //not use subID, abandoned mines uses default mine texts
iw.player = player;
iw.components.push_back(Component(Component::RESOURCE,producedResource,producedQuantity,-1));
cb->showInfoDialog(&iw);
}
ui32 CGMine::defaultResProduction()
{
switch(producedResource)
{
case Res::WOOD:
case Res::ORE:
return 2;
case Res::GOLD:
return 1000;
default:
return 1;
}
}
void CGMine::battleFinished(const CGHeroInstance *hero, const BattleResult &result) const
{
if(result.winner == 0) //attacker won
{
if(subID == 7)
{
showInfoDialog(hero->tempOwner, 85, 0);
}
flagMine(hero->tempOwner);
}
}
void CGMine::blockingDialogAnswered(const CGHeroInstance *hero, ui32 answer) const
{
if(answer)
cb->startBattleI(hero, this);
}
void CGResource::initObj()
{
blockVisit = true;
hoverName = VLC->generaltexth->restypes[subID];
if(!amount)
{
switch(subID)
{
case 6:
amount = 500 + (ran()%6)*100;
break;
case 0: case 2:
amount = 6 + (ran()%5);
break;
default:
amount = 3 + (ran()%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);
}
else
{
blockingDialogAnswered(h, true); //behave as if player accepted battle
}
}
else
{
if(message.length())
{
InfoWindow iw;
iw.player = h->tempOwner;
iw.text << message;
cb->showInfoDialog(&iw);
}
collectRes(h->getOwner());
}
}
void CGResource::collectRes( PlayerColor player ) const
{
cb->giveResource(player, static_cast<Res::ERes>(subID), amount);
ShowInInfobox sii;
sii.player = player;
sii.c = Component(Component::RESOURCE,subID,amount,0);
sii.text.addTxt(MetaString::ADVOB_TXT,113);
sii.text.addReplacement(MetaString::RES_NAMES, subID);
cb->showCompInfo(&sii);
cb->removeObject(this);
}
void CGResource::battleFinished(const CGHeroInstance *hero, const BattleResult &result) const
{
if(result.winner == 0) //attacker won
collectRes(hero->getOwner());
}
void CGResource::blockingDialogAnswered(const CGHeroInstance *hero, ui32 answer) const
{
if(answer)
cb->startBattleI(hero, this);
}
void CGVisitableOPW::newTurn() const
{
if (cb->getDate(Date::DAY_OF_WEEK) == 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(this,&ms);
}
}
bool CGVisitableOPW::wasVisited(PlayerColor player) const
{
return visited; //TODO: other players should see object as unvisited
}
void CGVisitableOPW::onHeroVisit( const CGHeroInstance * h ) const
{
int mid=0, sound = 0;
switch (ID)
{
case Obj::MYSTICAL_GARDEN:
sound = soundBase::experience;
mid = 92;
break;
case Obj::WINDMILL:
sound = soundBase::GENIE;
mid = 170;
break;
case Obj::WATER_WHEEL:
sound = soundBase::GENIE;
mid = 164;
break;
default:
assert(0);
}
if (visited)
{
if (ID!=Obj::WINDMILL)
mid++;
else
mid--;
showInfoDialog(h,mid,sound);
}
else
{
Component::EComponentType type = Component::RESOURCE;
Res::ERes sub=Res::WOOD;
int val=0;
switch (ID)
{
case Obj::MYSTICAL_GARDEN:
if (rand()%2)
{
sub = Res::GEMS;
val = 5;
}
else
{
sub = Res::GOLD;
val = 500;
}
break;
case Obj::WINDMILL:
mid = 170;
sub = static_cast<Res::ERes>((rand() % 5) + 1);
val = (rand() % 4) + 3;
break;
case Obj::WATER_WHEEL:
mid = 164;
sub = Res::GOLD;
if(cb->getDate(Date::DAY)<8)
val = 500;
else
val = 1000;
}
cb->giveResource(h->tempOwner, sub, val);
InfoWindow iw;
iw.soundID = sound;
iw.player = h->tempOwner;
iw.components.push_back(Component(type,sub,val,0));
iw.text.addTxt(MetaString::ADVOB_TXT,mid);
cb->showInfoDialog(&iw);
cb->setObjProperty(id, ObjProperty::VISITED, true);
MetaString ms; //set text to "visited"
ms.addTxt(MetaString::OBJ_NAMES,ID); ms << " "; ms.addTxt(MetaString::GENERAL_TXT,352);
cb->setHoverName(this,&ms);
}
}
void CGVisitableOPW::setPropertyDer( ui8 what, ui32 val )
{
if(what == ObjProperty::VISITED)
visited = val;
}
void CGTeleport::onHeroVisit( const CGHeroInstance * h ) const
{
ObjectInstanceID destinationid;
switch(ID)
{
case Obj::MONOLITH1: //one way - find corresponding exit monolith
if(vstd::contains(objs,Obj::MONOLITH2) && vstd::contains(objs[Obj::MONOLITH2],subID) && objs[Obj::MONOLITH2][subID].size())
destinationid = objs[Obj::MONOLITH2][subID][rand()%objs[Obj::MONOLITH2][subID].size()];
else
logGlobal->warnStream() << "Cannot find corresponding exit monolith for "<< id;
break;
case Obj::MONOLITH3://two way monolith - pick any other one
case Obj::WHIRLPOOL: //Whirlpool
if(vstd::contains(objs,ID) && vstd::contains(objs[ID],subID) && objs[ID][subID].size()>1)
{
while ((destinationid = objs[ID][subID][rand()%objs[ID][subID].size()]) == id); //choose another exit
if (ID == Obj::WHIRLPOOL)
{
if (!h->hasBonusOfType(Bonus::WHIRLPOOL_PROTECTION))
{
if (h->Slots().size() > 1 || h->Slots().begin()->second->count > 1)
{ //we can't remove last unit
SlotID targetstack = h->Slots().begin()->first; //slot numbers may vary
for(auto i = h->Slots().rbegin(); i != h->Slots().rend(); i++)
{
if (h->getPower(targetstack) > h->getPower(i->first))
{
targetstack = (i->first);
}
}
TQuantity countToTake = h->getStackCount(targetstack) * 0.5;
vstd::amax(countToTake, 1);
InfoWindow iw;
iw.player = h->tempOwner;
iw.text.addTxt (MetaString::ADVOB_TXT, 168);
iw.components.push_back (Component(CStackBasicDescriptor(h->getCreature(targetstack), countToTake)));
cb->showInfoDialog(&iw);
cb->changeStackCount(StackLocation(h, targetstack), -countToTake);
}
}
}
}
else
logGlobal->warnStream() << "Cannot find corresponding exit monolith for "<< id;
break;
case Obj::SUBTERRANEAN_GATE: //find nearest subterranean gate on the other level
{
destinationid = getMatchingGate(id);
if(destinationid == ObjectInstanceID()) //no exit
{
showInfoDialog(h,153,0);//Just inside the entrance you find a large pile of rubble blocking the tunnel. You leave discouraged.
}
break;
}
}
if(destinationid == ObjectInstanceID())
{
logGlobal->warnStream() << "Cannot find exit... (obj at " << pos << ") :( ";
return;
}
if (ID == Obj::WHIRLPOOL)
{
std::set<int3> tiles = cb->getObj(destinationid)->getBlockedPos();
auto it = tiles.begin();
std::advance (it, rand() % tiles.size()); //picking random element of set is tiring
cb->moveHero (h->id, *it + int3(1,0,0), true);
}
else
cb->moveHero (h->id,CGHeroInstance::convertPosition(cb->getObj(destinationid)->pos,true) - getVisitableOffset(), true);
}
void CGTeleport::initObj()
{
int si = subID;
switch (ID)
{
case Obj::SUBTERRANEAN_GATE://ignore subterranean gates subid
case Obj::WHIRLPOOL:
{
si = 0;
break;
}
default:
break;
}
objs[ID][si].push_back(id);
}
void CGTeleport::postInit() //matches subterranean gates into pairs
{
//split on underground and surface gates
std::vector<const CGObjectInstance *> gatesSplit[2]; //surface and underground gates
for(auto & elem : objs[Obj::SUBTERRANEAN_GATE][0])
{
const CGObjectInstance *hlp = cb->getObj(elem);
gatesSplit[hlp->pos.z].push_back(hlp);
}
//sort by position
std::sort(gatesSplit[0].begin(), gatesSplit[0].end(), [](const CGObjectInstance * a, const CGObjectInstance * b)
{
return a->pos < b->pos;
});
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::make_pair(cur->id, gatesSplit[1][best.first]->id));
gatesSplit[1][best.first] = nullptr;
}
else
{
gates.push_back(std::make_pair(cur->id, ObjectInstanceID()));
}
}
objs.erase(Obj::SUBTERRANEAN_GATE);
}
ObjectInstanceID CGTeleport::getMatchingGate(ObjectInstanceID id)
{
for(auto & gate : gates)
{
if(gate.first == id)
return gate.second;
if(gate.second == id)
return gate.first;
}
return ObjectInstanceID();
}
void CGArtifact::initObj()
{
blockVisit = true;
if(ID == Obj::ARTIFACT)
{
hoverName = VLC->arth->artifacts[subID]->Name();
if(!storedArtifact->artType)
storedArtifact->setType(VLC->arth->artifacts[subID]);
}
if(ID == Obj::SPELL_SCROLL)
subID = 1;
assert(storedArtifact->artType);
assert(storedArtifact->getParentNodes().size());
//assert(storedArtifact->artType->id == subID); //this does not stop desync
}
void CGArtifact::onHeroVisit( const CGHeroInstance * h ) const
{
if(!stacksCount())
{
InfoWindow iw;
iw.player = h->tempOwner;
switch(ID)
{
case Obj::ARTIFACT:
{
iw.soundID = soundBase::treasure; //play sound only for non-scroll arts
iw.components.push_back(Component(Component::ARTIFACT,subID,0,0));
if(message.length())
iw.text << message;
else
{
if (VLC->arth->artifacts[subID]->EventText().size())
iw.text << std::pair<ui8, ui32> (MetaString::ART_EVNTS, subID);
else //fix for mod artifacts with no event text
{
iw.text.addTxt (MetaString::ADVOB_TXT, 183); //% has found treasure
iw.text.addReplacement (h->name);
}
}
}
break;
case Obj::SPELL_SCROLL:
{
int spellID = storedArtifact->getGivenSpellID();
iw.components.push_back (Component(Component::SPELL, spellID,0,0));
iw.text.addTxt (MetaString::ADVOB_TXT,135);
iw.text.addReplacement(MetaString::SPELL_NAME, spellID);
}
break;
}
cb->showInfoDialog(&iw);
pick(h);
}
else
{
if(message.size())
{
BlockingDialog ynd(true,false);
ynd.player = h->getOwner();
ynd.text << message;
cb->showBlockingDialog(&ynd);
}
else
{
blockingDialogAnswered(h, true);
}
}
}
void CGArtifact::pick(const CGHeroInstance * h) const
{
cb->giveHeroArtifact(h, storedArtifact, ArtifactPosition::FIRST_AVAILABLE);
cb->removeObject(this);
}
void CGArtifact::battleFinished(const CGHeroInstance *hero, const BattleResult &result) const
{
if(result.winner == 0) //attacker won
pick(hero);
}
void CGArtifact::blockingDialogAnswered(const CGHeroInstance *hero, ui32 answer) const
{
if(answer)
cb->startBattleI(hero, this);
}
void CGPickable::initObj()
{
blockVisit = true;
switch(ID)
{
case Obj::CAMPFIRE:
val2 = (ran()%3) + 4; //4 - 6
val1 = val2 * 100;
type = ran()%6; //given resource
break;
case Obj::FLOTSAM:
switch(type = ran()%4)
{
case 0:
val1 = val2 = 0;
break;
case 1:
val1 = 5;
val2 = 0;
break;
case 2:
val1 = 5;
val2 = 200;
break;
case 3:
val1 = 10;
val2 = 500;
break;
}
break;
case Obj::SEA_CHEST:
{
int hlp = ran()%100;
if(hlp < 20)
{
val1 = 0;
type = 0;
}
else if(hlp < 90)
{
val1 = 1500;
type = 2;
}
else
{
val1 = 1000;
val2 = cb->getRandomArt (CArtifact::ART_TREASURE);
type = 1;
}
}
break;
case Obj::SHIPWRECK_SURVIVOR:
{
int hlp = ran()%100;
if(hlp < 55)
val1 = cb->getRandomArt (CArtifact::ART_TREASURE);
else if(hlp < 75)
val1 = cb->getRandomArt (CArtifact::ART_MINOR);
else if(hlp < 95)
val1 = cb->getRandomArt (CArtifact::ART_MAJOR);
else
val1 = cb->getRandomArt (CArtifact::ART_RELIC);
}
break;
case Obj::TREASURE_CHEST:
{
int hlp = ran()%100;
if(hlp >= 95)
{
type = 1;
val1 = cb->getRandomArt (CArtifact::ART_TREASURE);
return;
}
else if (hlp >= 65)
{
val1 = 2000;
}
else if(hlp >= 33)
{
val1 = 1500;
}
else
{
val1 = 1000;
}
val2 = val1 - 500;
type = 0;
break;
}
}
}
void CGPickable::onHeroVisit( const CGHeroInstance * h ) const
{
switch(ID)
{
case Obj::CAMPFIRE:
{
cb->giveResource(h->tempOwner,static_cast<Res::ERes>(type),val2); //non-gold resource
cb->giveResource(h->tempOwner,Res::GOLD,val1);//gold
InfoWindow iw;
iw.soundID = soundBase::experience;
iw.player = h->tempOwner;
iw.components.push_back(Component(Component::RESOURCE,Res::GOLD,val1,0));
iw.components.push_back(Component(Component::RESOURCE,type,val2,0));
iw.text.addTxt(MetaString::ADVOB_TXT,23);
cb->showInfoDialog(&iw);
break;
}
case Obj::FLOTSAM:
{
cb->giveResource(h->tempOwner,Res::WOOD,val1); //wood
cb->giveResource(h->tempOwner,Res::GOLD,val2);//gold
InfoWindow iw;
iw.soundID = soundBase::GENIE;
iw.player = h->tempOwner;
if(val1)
iw.components.push_back(Component(Component::RESOURCE,Res::WOOD,val1,0));
if(val2)
iw.components.push_back(Component(Component::RESOURCE,Res::GOLD,val2,0));
iw.text.addTxt(MetaString::ADVOB_TXT, 51+type);
cb->showInfoDialog(&iw);
break;
}
case Obj::SEA_CHEST:
{
InfoWindow iw;
iw.soundID = soundBase::chest;
iw.player = h->tempOwner;
iw.text.addTxt(MetaString::ADVOB_TXT, 116 + type);
if(val1) //there is gold
{
iw.components.push_back(Component(Component::RESOURCE,Res::GOLD,val1,0));
cb->giveResource(h->tempOwner,Res::GOLD,val1);
}
if(type == 1) //art
{
//TODO: what if no space in backpack?
iw.components.push_back(Component(Component::ARTIFACT, val2, 1, 0));
iw.text.addReplacement(MetaString::ART_NAMES, val2);
cb->giveHeroNewArtifact(h, VLC->arth->artifacts[val2],ArtifactPosition::FIRST_AVAILABLE);
}
cb->showInfoDialog(&iw);
break;
}
case Obj::SHIPWRECK_SURVIVOR:
{
InfoWindow iw;
iw.soundID = soundBase::experience;
iw.player = h->tempOwner;
iw.components.push_back(Component(Component::ARTIFACT,val1,1,0));
iw.text.addTxt(MetaString::ADVOB_TXT, 125);
iw.text.addReplacement(MetaString::ART_NAMES, val1);
cb->giveHeroNewArtifact(h, VLC->arth->artifacts[val1],ArtifactPosition::FIRST_AVAILABLE);
cb->showInfoDialog(&iw);
break;
}
case Obj::TREASURE_CHEST:
{
if (subID) //not OH3 treasure chest
{
logGlobal->warnStream() << "Not supported WoG treasure chest!";
return;
}
if(type) //there is an artifact
{
cb->giveHeroNewArtifact(h, VLC->arth->artifacts[val1],ArtifactPosition::FIRST_AVAILABLE);
InfoWindow iw;
iw.soundID = soundBase::treasure;
iw.player = h->tempOwner;
iw.components.push_back(Component(Component::ARTIFACT,val1,1,0));
iw.text.addTxt(MetaString::ADVOB_TXT,145);
iw.text.addReplacement(MetaString::ART_NAMES, val1);
cb->showInfoDialog(&iw);
break;
}
else
{
BlockingDialog sd(false,true);
sd.player = h->tempOwner;
sd.text.addTxt(MetaString::ADVOB_TXT,146);
sd.components.push_back(Component(Component::RESOURCE,Res::GOLD,val1,0));
TExpType expVal = h->calculateXp(val2);
sd.components.push_back(Component(Component::EXPERIENCE,0,expVal, 0));
sd.soundID = soundBase::chest;
cb->showBlockingDialog(&sd);
return;
}
}
}
cb->removeObject(this);
}
void CGPickable::blockingDialogAnswered(const CGHeroInstance *hero, ui32 answer) const
{
switch(answer)
{
case 1: //player pick gold
cb->giveResource(hero->tempOwner, Res::GOLD, val1);
break;
case 2: //player pick exp
cb->changePrimSkill(hero, PrimarySkill::EXPERIENCE, hero->calculateXp(val2));
break;
default:
throw std::runtime_error("Unhandled treasure choice");
}
cb->removeObject(this);
}
bool CQuest::checkQuest (const CGHeroInstance * h) const
{
switch (missionType)
{
case MISSION_NONE:
return true;
case MISSION_LEVEL:
if (m13489val <= h->level)
return true;
return false;
case MISSION_PRIMARY_STAT:
for (int i = 0; i < GameConstants::PRIMARY_SKILLS; ++i)
{
if (h->getPrimSkillLevel(static_cast<PrimarySkill::PrimarySkill>(i)) < m2stats[i])
return false;
}
return true;
case MISSION_KILL_HERO:
case MISSION_KILL_CREATURE:
if (!h->cb->getObjByQuestIdentifier(m13489val))
return true;
return false;
case MISSION_ART:
for (auto & elem : m5arts)
{
if (h->hasArt(elem))
continue;
return false; //if the artifact was not found
}
return true;
case MISSION_ARMY:
{
std::vector<CStackBasicDescriptor>::const_iterator cre;
TSlots::const_iterator it;
ui32 count;
for (cre = m6creatures.begin(); cre != m6creatures.end(); ++cre)
{
for (count = 0, it = h->Slots().begin(); it != h->Slots().end(); ++it)
{
if (it->second->type == cre->type)
count += it->second->count;
}
if (count < cre->count) //not enough creatures of this kind
return false;
}
}
return true;
case MISSION_RESOURCES:
for (Res::ERes i = Res::WOOD; i <= Res::GOLD; vstd::advance(i, +1)) //including Mithril ?
{ //Quest has no direct access to callback
if (h->cb->getResource (h->tempOwner, i) < m7resources[i])
return false;
}
return true;
case MISSION_HERO:
if (m13489val == h->type->ID.getNum())
return true;
return false;
case MISSION_PLAYER:
if (m13489val == h->getOwner().getNum())
return true;
return false;
default:
return false;
}
}
void CQuest::getVisitText (MetaString &iwText, std::vector<Component> &components, bool isCustom, bool firstVisit, const CGHeroInstance * h) const
{
std::string text;
bool failRequirements = (h ? !checkQuest(h) : true);
if (firstVisit)
{
isCustom = isCustomFirst;
iwText << (text = firstVisitText);
}
else if (failRequirements)
{
isCustom = isCustomNext;
iwText << (text = nextVisitText);
}
switch (missionType)
{
case MISSION_LEVEL:
components.push_back(Component (Component::EXPERIENCE, 0, m13489val, 0));
if (!isCustom)
iwText.addReplacement(m13489val);
break;
case MISSION_PRIMARY_STAT:
{
MetaString loot;
for (int i = 0; i < 4; ++i)
{
if (m2stats[i])
{
components.push_back(Component (Component::PRIM_SKILL, i, m2stats[i], 0));
loot << "%d %s";
loot.addReplacement(m2stats[i]);
loot.addReplacement(VLC->generaltexth->primarySkillNames[i]);
}
}
if (!isCustom)
iwText.addReplacement(loot.buildList());
}
break;
case MISSION_KILL_HERO:
components.push_back(Component(Component::HERO_PORTRAIT, heroPortrait, 0, 0));
if (!isCustom)
addReplacements(iwText, text);
break;
case MISSION_HERO:
//FIXME: portrait may not match hero, if custom portrait was set in map editor
components.push_back(Component (Component::HERO_PORTRAIT, VLC->heroh->heroes[m13489val]->imageIndex, 0, 0));
if (!isCustom)
iwText.addReplacement(VLC->heroh->heroes[m13489val]->name);
break;
case MISSION_KILL_CREATURE:
{
components.push_back(Component(stackToKill));
if (!isCustom)
{
addReplacements(iwText, text);
}
}
break;
case MISSION_ART:
{
MetaString loot;
for (auto & elem : m5arts)
{
components.push_back(Component (Component::ARTIFACT, elem, 0, 0));
loot << "%s";
loot.addReplacement(MetaString::ART_NAMES, elem);
}
if (!isCustom)
iwText.addReplacement(loot.buildList());
}
break;
case MISSION_ARMY:
{
MetaString loot;
for (auto & elem : m6creatures)
{
components.push_back(Component(elem));
loot << "%s";
loot.addReplacement(elem);
}
if (!isCustom)
iwText.addReplacement(loot.buildList());
}
break;
case MISSION_RESOURCES:
{
MetaString loot;
for (int i = 0; i < 7; ++i)
{
if (m7resources[i])
{
components.push_back(Component (Component::RESOURCE, i, m7resources[i], 0));
loot << "%d %s";
loot.addReplacement(m7resources[i]);
loot.addReplacement(MetaString::RES_NAMES, i);
}
}
if (!isCustom)
iwText.addReplacement(loot.buildList());
}
break;
case MISSION_PLAYER:
components.push_back(Component (Component::FLAG, m13489val, 0, 0));
if (!isCustom)
iwText.addReplacement(VLC->generaltexth->colors[m13489val]);
break;
}
}
void CQuest::getRolloverText (MetaString &ms, bool onHover) const
{
if (onHover)
ms << "\n\n";
ms << VLC->generaltexth->quests[missionType-1][onHover ? 3 : 4][textOption];
switch (missionType)
{
case MISSION_LEVEL:
ms.addReplacement(m13489val);
break;
case MISSION_PRIMARY_STAT:
{
MetaString loot;
for (int i = 0; i < 4; ++i)
{
if (m2stats[i])
{
loot << "%d %s";
loot.addReplacement(m2stats[i]);
loot.addReplacement(VLC->generaltexth->primarySkillNames[i]);
}
}
ms.addReplacement(loot.buildList());
}
break;
case MISSION_KILL_HERO:
ms.addReplacement(heroName);
break;
case MISSION_KILL_CREATURE:
ms.addReplacement(stackToKill);
break;
case MISSION_ART:
{
MetaString loot;
for (auto & elem : m5arts)
{
loot << "%s";
loot.addReplacement(MetaString::ART_NAMES, elem);
}
ms.addReplacement(loot.buildList());
}
break;
case MISSION_ARMY:
{
MetaString loot;
for (auto & elem : m6creatures)
{
loot << "%s";
loot.addReplacement(elem);
}
ms.addReplacement(loot.buildList());
}
break;
case MISSION_RESOURCES:
{
MetaString loot;
for (int i = 0; i < 7; ++i)
{
if (m7resources[i])
{
loot << "%d %s";
loot.addReplacement(m7resources[i]);
loot.addReplacement(MetaString::RES_NAMES, i);
}
}
ms.addReplacement(loot.buildList());
}
break;
case MISSION_HERO:
ms.addReplacement(VLC->heroh->heroes[m13489val]->name);
break;
case MISSION_PLAYER:
ms.addReplacement(VLC->generaltexth->colors[m13489val]);
break;
default:
break;
}
}
void CQuest::getCompletionText (MetaString &iwText, std::vector<Component> &components, bool isCustom, const CGHeroInstance * h) const
{
iwText << completedText;
switch (missionType)
{
case CQuest::MISSION_LEVEL:
if (!isCustomComplete)
iwText.addReplacement(m13489val);
break;
case CQuest::MISSION_PRIMARY_STAT:
if (vstd::contains (completedText,'%')) //there's one case when there's nothing to replace
{
MetaString loot;
for (int i = 0; i < 4; ++i)
{
if (m2stats[i])
{
loot << "%d %s";
loot.addReplacement(m2stats[i]);
loot.addReplacement(VLC->generaltexth->primarySkillNames[i]);
}
}
if (!isCustomComplete)
iwText.addReplacement(loot.buildList());
}
break;
case CQuest::MISSION_ART:
{
MetaString loot;
for (auto & elem : m5arts)
{
loot << "%s";
loot.addReplacement(MetaString::ART_NAMES, elem);
}
if (!isCustomComplete)
iwText.addReplacement(loot.buildList());
}
break;
case CQuest::MISSION_ARMY:
{
MetaString loot;
for (auto & elem : m6creatures)
{
loot << "%s";
loot.addReplacement(elem);
}
if (!isCustomComplete)
iwText.addReplacement(loot.buildList());
}
break;
case CQuest::MISSION_RESOURCES:
{
MetaString loot;
for (int i = 0; i < 7; ++i)
{
if (m7resources[i])
{
loot << "%d %s";
loot.addReplacement(m7resources[i]);
loot.addReplacement(MetaString::RES_NAMES, i);
}
}
if (!isCustomComplete)
iwText.addReplacement(loot.buildList());
}
break;
case MISSION_KILL_HERO:
case MISSION_KILL_CREATURE:
if (!isCustomComplete)
addReplacements(iwText, completedText);
break;
case MISSION_HERO:
if (!isCustomComplete)
iwText.addReplacement(VLC->heroh->heroes[m13489val]->name);
break;
case MISSION_PLAYER:
if (!isCustomComplete)
iwText.addReplacement(VLC->generaltexth->colors[m13489val]);
break;
}
}
void CGSeerHut::setObjToKill()
{
if (quest->missionType == CQuest::MISSION_KILL_CREATURE)
{
quest->stackToKill = getCreatureToKill(false)->getStack(SlotID(0)); //FIXME: stacks tend to dissapear (desync?) on server :?
assert(quest->stackToKill.type);
quest->stackToKill.count = 0; //no count in info window
quest->stackDirection = checkDirection();
}
else if (quest->missionType == CQuest::MISSION_KILL_HERO)
{
quest->heroName = getHeroToKill(false)->name;
quest->heroPortrait = getHeroToKill(false)->portrait;
}
}
void CGSeerHut::init()
{
seerName = VLC->generaltexth->seerNames[ran()%VLC->generaltexth->seerNames.size()];
quest->textOption = ran() % 3;
}
void CGSeerHut::initObj()
{
init();
quest->progress = CQuest::NOT_ACTIVE;
if (quest->missionType)
{
if (!quest->isCustomFirst)
quest->firstVisitText = VLC->generaltexth->quests[quest->missionType-1][0][quest->textOption];
if (!quest->isCustomNext)
quest->nextVisitText = VLC->generaltexth->quests[quest->missionType-1][1][quest->textOption];
if (!quest->isCustomComplete)
quest->completedText = VLC->generaltexth->quests[quest->missionType-1][2][quest->textOption];
}
else
{
quest->progress = CQuest::COMPLETE;
quest->firstVisitText = VLC->generaltexth->seerEmpty[quest->textOption];
}
}
void CGSeerHut::getRolloverText (MetaString &text, bool onHover) const
{
quest->getRolloverText (text, onHover);//TODO: simplify?
if (!onHover)
text.addReplacement(seerName);
}
const std::string & CGSeerHut::getHoverText() const
{
switch (ID)
{
case Obj::SEER_HUT:
if (quest->progress != CQuest::NOT_ACTIVE)
{
hoverName = VLC->generaltexth->allTexts[347];
boost::algorithm::replace_first(hoverName,"%s", seerName);
}
else //just seer hut
hoverName = VLC->generaltexth->names[ID];
break;
case Obj::QUEST_GUARD:
hoverName = VLC->generaltexth->names[ID];
break;
default:
logGlobal->debugStream() << "unrecognized quest object";
}
if (quest->progress & quest->missionType) //rollover when the quest is active
{
MetaString ms;
getRolloverText (ms, true);
hoverName += ms.toString();
}
return hoverName;
}
void CQuest::addReplacements(MetaString &out, const std::string &base) const
{
switch(missionType)
{
case MISSION_KILL_CREATURE:
out.addReplacement(stackToKill);
if (std::count(base.begin(), base.end(), '%') == 2) //say where is placed monster
{
out.addReplacement(VLC->generaltexth->arraytxt[147+stackDirection]);
}
break;
case MISSION_KILL_HERO:
out.addReplacement(heroName);
break;
}
}
bool IQuestObject::checkQuest(const CGHeroInstance* h) const
{
return quest->checkQuest(h);
}
void IQuestObject::getVisitText (MetaString &text, std::vector<Component> &components, bool isCustom, bool FirstVisit, const CGHeroInstance * h) const
{
quest->getVisitText (text,components, isCustom, FirstVisit, h);
}
void CGSeerHut::getCompletionText(MetaString &text, std::vector<Component> &components, bool isCustom, const CGHeroInstance * h) const
{
quest->getCompletionText (text, components, isCustom, h);
switch (rewardType)
{
case EXPERIENCE: components.push_back(Component (Component::EXPERIENCE, 0, h->calculateXp(rVal), 0));
break;
case MANA_POINTS: components.push_back(Component (Component::PRIM_SKILL, 5, rVal, 0));
break;
case MORALE_BONUS: components.push_back(Component (Component::MORALE, 0, rVal, 0));
break;
case LUCK_BONUS: components.push_back(Component (Component::LUCK, 0, rVal, 0));
break;
case RESOURCES: components.push_back(Component (Component::RESOURCE, rID, rVal, 0));
break;
case PRIMARY_SKILL: components.push_back(Component (Component::PRIM_SKILL, rID, rVal, 0));
break;
case SECONDARY_SKILL: components.push_back(Component (Component::SEC_SKILL, rID, rVal, 0));
break;
case ARTIFACT: components.push_back(Component (Component::ARTIFACT, rID, 0, 0));
break;
case SPELL: components.push_back(Component (Component::SPELL, rID, 0, 0));
break;
case CREATURE: components.push_back(Component (Component::CREATURE, rID, rVal, 0));
break;
}
}
void CGSeerHut::setPropertyDer (ui8 what, ui32 val)
{
switch (what)
{
case 10:
quest->progress = static_cast<CQuest::Eprogress>(val);
break;
}
}
void CGSeerHut::newTurn() const
{
if (quest->lastDay >= 0 && quest->lastDay < cb->getDate()-1) //time is up
{
cb->setObjProperty (id, 10, CQuest::COMPLETE);
}
}
void CGSeerHut::onHeroVisit( const CGHeroInstance * h ) const
{
InfoWindow iw;
iw.player = h->getOwner();
if (quest->progress < CQuest::COMPLETE)
{
bool firstVisit = !quest->progress;
bool failRequirements = !checkQuest(h);
bool isCustom=false;
if (firstVisit)
{
isCustom = quest->isCustomFirst;
cb->setObjProperty (id, 10, CQuest::IN_PROGRESS);
AddQuest aq;
aq.quest = QuestInfo (quest, this, visitablePos());
aq.player = h->tempOwner;
cb->sendAndApply (&aq); //TODO: merge with setObjProperty?
}
else if (failRequirements)
{
isCustom = quest->isCustomNext;
}
if (firstVisit || failRequirements)
{
getVisitText (iw.text, iw.components, isCustom, firstVisit, h);
cb->showInfoDialog(&iw);
}
if (!failRequirements) // propose completion, also on first visit
{
BlockingDialog bd (true, false);
bd.player = h->getOwner();
bd.soundID = soundBase::QUEST;
getCompletionText (bd.text, bd.components, isCustom, h);
cb->showBlockingDialog (&bd);
return;
}
}
else
{
iw.text << VLC->generaltexth->seerEmpty[quest->textOption];
if (ID == Obj::SEER_HUT)
iw.text.addReplacement(seerName);
cb->showInfoDialog(&iw);
}
}
int CGSeerHut::checkDirection() const
{
int3 cord = getCreatureToKill()->pos;
if ((double)cord.x/(double)cb->getMapSize().x < 0.34) //north
{
if ((double)cord.y/(double)cb->getMapSize().y < 0.34) //northwest
return 8;
else if ((double)cord.y/(double)cb->getMapSize().y < 0.67) //north
return 1;
else //northeast
return 2;
}
else if ((double)cord.x/(double)cb->getMapSize().x < 0.67) //horizontal
{
if ((double)cord.y/(double)cb->getMapSize().y < 0.34) //west
return 7;
else if ((double)cord.y/(double)cb->getMapSize().y < 0.67) //central
return 9;
else //east
return 3;
}
else //south
{
if ((double)cord.y/(double)cb->getMapSize().y < 0.34) //southwest
return 6;
else if ((double)cord.y/(double)cb->getMapSize().y < 0.67) //south
return 5;
else //southeast
return 4;
}
}
void CGSeerHut::finishQuest(const CGHeroInstance * h, ui32 accept) const
{
if (accept)
{
switch (quest->missionType)
{
case CQuest::MISSION_ART:
for (auto & elem : quest->m5arts)
{
cb->removeArtifact(ArtifactLocation(h, h->getArtPos(elem, false)));
}
break;
case CQuest::MISSION_ARMY:
cb->takeCreatures(h->id, quest->m6creatures);
break;
case CQuest::MISSION_RESOURCES:
for (int i = 0; i < 7; ++i)
{
cb->giveResource(h->getOwner(), static_cast<Res::ERes>(i), -quest->m7resources[i]);
}
break;
default:
break;
}
cb->setObjProperty (id, 10, CQuest::COMPLETE); //mission complete
completeQuest(h); //make sure to remove QuestGuard at the very end
}
}
void CGSeerHut::completeQuest (const CGHeroInstance * h) const //reward
{
switch (rewardType)
{
case EXPERIENCE:
{
TExpType expVal = h->calculateXp(rVal);
cb->changePrimSkill(h, PrimarySkill::EXPERIENCE, expVal, false);
break;
}
case MANA_POINTS:
{
cb->setManaPoints(h->id, h->mana+rVal);
break;
}
case MORALE_BONUS: case LUCK_BONUS:
{
Bonus hb(Bonus::ONE_WEEK, (rewardType == 3 ? Bonus::MORALE : Bonus::LUCK),
Bonus::OBJECT, rVal, h->id.getNum(), "", -1);
GiveBonus gb;
gb.id = h->id.getNum();
gb.bonus = hb;
cb->giveHeroBonus(&gb);
}
break;
case RESOURCES:
cb->giveResource(h->getOwner(), static_cast<Res::ERes>(rID), rVal);
break;
case PRIMARY_SKILL:
cb->changePrimSkill(h, static_cast<PrimarySkill::PrimarySkill>(rID), rVal, false);
break;
case SECONDARY_SKILL:
cb->changeSecSkill(h, SecondarySkill(rID), rVal, false);
break;
case ARTIFACT:
cb->giveHeroNewArtifact(h, VLC->arth->artifacts[rID],ArtifactPosition::FIRST_AVAILABLE);
break;
case SPELL:
{
std::set<SpellID> spell;
spell.insert (SpellID(rID));
cb->changeSpells(h, true, spell);
}
break;
case CREATURE:
{
CCreatureSet creatures;
creatures.setCreature(SlotID(0), CreatureID(rID), rVal);
cb->giveCreatures(this, h, creatures, false);
}
break;
default:
break;
}
}
const CGHeroInstance * CGSeerHut::getHeroToKill(bool allowNull) const
{
const CGObjectInstance *o = cb->getObjByQuestIdentifier(quest->m13489val);
if(allowNull && !o)
return nullptr;
assert(o && (o->ID == Obj::HERO || o->ID == Obj::PRISON));
return static_cast<const CGHeroInstance*>(o);
}
const CGCreature * CGSeerHut::getCreatureToKill(bool allowNull) const
{
const CGObjectInstance *o = cb->getObjByQuestIdentifier(quest->m13489val);
if(allowNull && !o)
return nullptr;
assert(o && o->ID == Obj::MONSTER);
return static_cast<const CGCreature*>(o);
}
void CGSeerHut::blockingDialogAnswered(const CGHeroInstance *hero, ui32 answer) const
{
finishQuest(hero, answer);
}
void CGQuestGuard::init()
{
blockVisit = true;
quest->textOption = (ran() % 3) + 3; //3-5
}
void CGQuestGuard::completeQuest(const CGHeroInstance *h) const
{
cb->removeObject(this);
}
void CGWitchHut::initObj()
{
ability = allowedAbilities[ran()%allowedAbilities.size()];
}
void CGWitchHut::onHeroVisit( const CGHeroInstance * h ) const
{
InfoWindow iw;
iw.soundID = soundBase::gazebo;
iw.player = h->getOwner();
if(!wasVisited(h->tempOwner))
cb->setObjProperty(id, 10, h->tempOwner.getNum());
ui32 txt_id;
if(h->getSecSkillLevel(SecondarySkill(ability))) //you already know this skill
{
txt_id =172;
}
else if(!h->canLearnSkill()) //already all skills slots used
{
txt_id = 173;
}
else //give sec skill
{
iw.components.push_back(Component(Component::SEC_SKILL, ability, 1, 0));
txt_id = 171;
cb->changeSecSkill(h, SecondarySkill(ability), 1, true);
}
iw.text.addTxt(MetaString::ADVOB_TXT,txt_id);
iw.text.addReplacement(MetaString::SEC_SKILL_NAME, ability);
cb->showInfoDialog(&iw);
}
const std::string & CGWitchHut::getHoverText() const
{
hoverName = VLC->generaltexth->names[ID];
if(wasVisited(cb->getLocalPlayer()))
{
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(SecondarySkill(ability))) //hero knows that ability
hoverName += "\n\n" + VLC->generaltexth->allTexts[357]; // (Already learned)
}
return hoverName;
}
bool CGBonusingObject::wasVisited (const CGHeroInstance * h) const
{
return h->hasBonusFrom(Bonus::OBJECT, ID);
}
void CGBonusingObject::onHeroVisit( const CGHeroInstance * h ) const
{
bool visited = h->hasBonusFrom(Bonus::OBJECT,ID);
int messageID=0;
int bonusMove = 0;
ui32 descr_id = 0;
InfoWindow iw;
iw.player = h->tempOwner;
GiveBonus gbonus;
gbonus.id = h->id.getNum();
gbonus.bonus.duration = Bonus::ONE_BATTLE;
gbonus.bonus.source = Bonus::OBJECT;
gbonus.bonus.sid = ID;
bool second = false;
Bonus secondBonus;
switch(ID)
{
case Obj::BUOY:
messageID = 21;
iw.soundID = soundBase::MORALE;
gbonus.bonus.type = Bonus::MORALE;
gbonus.bonus.val = +1;
descr_id = 94;
break;
case Obj::SWAN_POND:
messageID = 29;
iw.soundID = soundBase::LUCK;
gbonus.bonus.type = Bonus::LUCK;
gbonus.bonus.val = 2;
descr_id = 67;
bonusMove = -h->movement;
break;
case Obj::FAERIE_RING:
messageID = 49;
iw.soundID = soundBase::LUCK;
gbonus.bonus.type = Bonus::LUCK;
gbonus.bonus.val = 1;
descr_id = 71;
break;
case Obj::FOUNTAIN_OF_FORTUNE:
messageID = 55;
iw.soundID = soundBase::LUCK;
gbonus.bonus.type = Bonus::LUCK;
gbonus.bonus.val = rand()%5 - 1;
descr_id = 69;
gbonus.bdescr.addReplacement((gbonus.bonus.val<0 ? "-" : "+") + boost::lexical_cast<std::string>(gbonus.bonus.val));
break;
case Obj::IDOL_OF_FORTUNE:
messageID = 62;
iw.soundID = soundBase::experience;
gbonus.bonus.val = 1;
descr_id = 68;
if(cb->getDate(Date::DAY_OF_WEEK) == 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(Date::DAY_OF_WEEK)%2) ? Bonus::LUCK : Bonus::MORALE;
}
break;
case Obj::MERMAID:
messageID = 83;
iw.soundID = soundBase::LUCK;
gbonus.bonus.type = Bonus::LUCK;
gbonus.bonus.val = 1;
descr_id = 72;
break;
case Obj::RALLY_FLAG:
iw.soundID = soundBase::MORALE;
messageID = 111;
gbonus.bonus.type = Bonus::MORALE;
gbonus.bonus.val = 1;
descr_id = 102;
second = true;
secondBonus = gbonus.bonus;
secondBonus.type = Bonus::LUCK;
bonusMove = 400;
break;
case Obj::OASIS:
iw.soundID = soundBase::MORALE;
messageID = 95;
gbonus.bonus.type = Bonus::MORALE;
gbonus.bonus.val = 1;
descr_id = 95;
bonusMove = 800;
break;
case Obj::TEMPLE:
messageID = 140;
iw.soundID = soundBase::temple;
gbonus.bonus.type = Bonus::MORALE;
if(cb->getDate(Date::DAY_OF_WEEK)==7) //sunday
{
gbonus.bonus.val = 2;
descr_id = 97;
}
else
{
gbonus.bonus.val = 1;
descr_id = 96;
}
break;
case Obj::WATERING_HOLE:
iw.soundID = soundBase::MORALE;
messageID = 166;
gbonus.bonus.type = Bonus::MORALE;
gbonus.bonus.val = 1;
descr_id = 100;
bonusMove = 400;
break;
case Obj::FOUNTAIN_OF_YOUTH:
iw.soundID = soundBase::MORALE;
messageID = 57;
gbonus.bonus.type = Bonus::MORALE;
gbonus.bonus.val = 1;
descr_id = 103;
bonusMove = 400;
break;
case Obj::STABLES:
iw.soundID = soundBase::STORE;
bool someUpgradeDone = false;
for (auto i = h->Slots().begin(); i != h->Slots().end(); ++i)
{
if(i->second->type->idNumber == CreatureID::CAVALIER)
{
cb->changeStackType(StackLocation(h, i->first), VLC->creh->creatures[CreatureID::CHAMPION]);
someUpgradeDone = true;
}
}
if (someUpgradeDone)
{
messageID = 138;
iw.components.push_back(Component(Component::CREATURE,11,0,1));
}
else
messageID = 137;
gbonus.bonus.type = Bonus::LAND_MOVEMENT;
gbonus.bonus.val = 600;
bonusMove = 600;
gbonus.bonus.duration = Bonus::ONE_WEEK;
//gbonus.bdescr << std::pair<ui8,ui32>(6, 100);
break;
}
if (descr_id != 0)
gbonus.bdescr.addTxt(MetaString::ARRAY_TXT,descr_id);
assert(messageID);
if(visited)
{
if(ID==Obj::RALLY_FLAG || ID==Obj::OASIS || ID==Obj::MERMAID || ID==Obj::STABLES)
messageID--;
else
messageID++;
}
else
{
//TODO: fix if second bonus val != main bonus val
if(gbonus.bonus.type == Bonus::MORALE || secondBonus.type == Bonus::MORALE)
iw.components.push_back(Component(Component::MORALE,0,gbonus.bonus.val,0));
if(gbonus.bonus.type == Bonus::LUCK || secondBonus.type == Bonus::LUCK)
iw.components.push_back(Component(Component::LUCK,0,gbonus.bonus.val,0));
cb->giveHeroBonus(&gbonus);
if(second)
{
gbonus.bonus = secondBonus;
cb->giveHeroBonus(&gbonus);
}
if(bonusMove) //swan pond - take all move points, stables - give move point this day
{
SetMovePoints smp;
smp.hid = h->id;
smp.val = h->movement + bonusMove;
cb->setMovePoints(&smp);
}
}
iw.text.addTxt(MetaString::ADVOB_TXT,messageID);
cb->showInfoDialog(&iw);
}
const std::string & CGBonusingObject::getHoverText() const
{
const CGHeroInstance *h = cb->getSelectedHero(cb->getCurrentPlayer());
hoverName = VLC->generaltexth->names[ID];
if(h)
{
bool visited = h->hasBonusFrom(Bonus::OBJECT,ID);
hoverName += " " + visitedTxt(visited);
}
return hoverName;
}
void CGBonusingObject::initObj()
{
if(ID == Obj::BUOY || ID == Obj::MERMAID)
{
blockVisit = true;
}
}
void CGMagicSpring::setPropertyDer(ui8 what, ui32 val)
{
CGVisitableOPW::setPropertyDer (what, val); //set visitable if applicable
if (what == ObjProperty::LEFT_VISITED)
{
if (visitedTile == RIGHT)
visited = true; //both field were used, object is not available this week
else
visitedTile = LEFT;
}
else if (what == ObjProperty::RIGHT_VISITED)
{
if (visitedTile == LEFT)
visited = true;
else
visitedTile = RIGHT;
}
else if (what == ObjProperty::LEFTRIGHT_CLEAR)
visitedTile = CLEAR;
}
std::vector<int3> CGMagicSpring::getVisitableOffsets() const
{
std::vector <int3> visitableTiles;
for(int y = 0; y < 6; y++)
for (int x = 0; x < 8; x++) //starting from left
if (appearance.isVisitableAt(x, y))
visitableTiles.push_back (int3(x, y , 0));
return visitableTiles;
}
int3 CGMagicSpring::getVisitableOffset() const
{
//FIXME: this also shoudl stop AI from passing through already visited spring, is that ok?
auto visitableTiles = getVisitableOffsets();
if (visitableTiles.size() < 2)
{
logGlobal->warnStream() << "Warning: Magic Spring should have at least two visitable offsets!";
return int3(-1,-1,-1);
}
if (visited)
return int3(-1,-1,-1);
else
{
if (visitedTile == RIGHT)
return visitableTiles[0]; //visit teh other one now
else if (visitedTile == LEFT)
return visitableTiles[1];
else
return visitableTiles[0]; //only left one?
}
}
void CGMagicSpring::onHeroVisit(const CGHeroInstance * h) const
{
int messageID;
if (!visited)
{
if (h->mana > h->manaLimit())
messageID = 76;
else
{
messageID = 74;
cb->setManaPoints (h->id, 2 * h->manaLimit());//TODO: mark left or right tile visited
if (visitedTile) //visitng the second tile
cb->setObjProperty (id, ObjProperty::VISITED, true);
else
{
auto visitableTiles = getVisitableOffsets();
assert (visitableTiles.size() >= 2);
if (h->getPosition() == pos - visitableTiles[0])
cb->setObjProperty (id, ObjProperty::LEFT_VISITED, true);
else if (h->getPosition() == pos - visitableTiles[1])
cb->setObjProperty (id, ObjProperty::RIGHT_VISITED, true);
else
logGlobal->warnStream() << "Warning: hero is not on any Magic Spring visitable offsets!";
}
}
}
else
messageID = 75;
showInfoDialog(h,messageID,soundBase::GENIE);
}
void CGMagicSpring::newTurn() const
{
CGVisitableOPW::newTurn();
if (cb->getDate(Date::DAY_OF_WEEK) == 1)
{
cb->setObjProperty(id, ObjProperty::LEFTRIGHT_CLEAR, false);
}
}
const std::string & CGMagicSpring::getHoverText() const
{
//TODO: change hover text depending on hovered tile
hoverName = VLC->generaltexth->names[ID] + " " + visitedTxt(visited);
return hoverName;
}
void CGMagicWell::onHeroVisit( const CGHeroInstance * h ) const
{
int message;
if(h->hasBonusFrom(Bonus::OBJECT,ID)) //has already visited Well today
{
message = 78;//"A second drink at the well in one day will not help you."
}
else if(h->mana < h->manaLimit())
{
giveDummyBonus(h->id);
cb->setManaPoints(h->id,h->manaLimit());
message = 77;
}
else
{
message = 79;
}
showInfoDialog(h,message,soundBase::faerie);
}
const std::string & CGMagicWell::getHoverText() const
{
getNameVis(hoverName);
return hoverName;
}
void CGPandoraBox::initObj()
{
blockVisit = (ID==Obj::PANDORAS_BOX); //block only if it's really pandora's box (events also derive from that class)
hasGuardians = stacks.size();
}
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);
}
void CGPandoraBox::giveContentsUpToExp(const CGHeroInstance *h) const
{
cb->removeAfterVisit(this);
InfoWindow iw;
iw.player = h->getOwner();
bool changesPrimSkill = false;
for (auto & elem : primskills)
{
if(elem)
{
changesPrimSkill = true;
break;
}
}
if(gainedExp || changesPrimSkill || abilities.size())
{
TExpType expVal = h->calculateXp(gainedExp);
//getText(iw,afterBattle,175,h); //wtf?
iw.text.addTxt(MetaString::ADVOB_TXT, 175); //%s learns something
iw.text.addReplacement(h->name);
if(expVal)
iw.components.push_back(Component(Component::EXPERIENCE,0,expVal,0));
for(int i=0; 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 sec skills
for(int i=0; i<abilities.size(); i++)
{
int curLev = h->getSecSkillLevel(abilities[i]);
if( (curLev && curLev < abilityLevels[i]) || (h->canLearnSkill() ))
{
cb->changeSecSkill(h,abilities[i],abilityLevels[i],true);
}
}
//give prim skills
for(int i=0; i<primskills.size(); i++)
if(primskills[i])
cb->changePrimSkill(h,static_cast<PrimarySkill::PrimarySkill>(i),primskills[i],false);
assert(!cb->isVisitCoveredByAnotherQuery(this, h));
//give exp
if(expVal)
cb->changePrimSkill(h, PrimarySkill::EXPERIENCE, expVal, false);
}
if(!cb->isVisitCoveredByAnotherQuery(this, h))
giveContentsAfterExp(h);
//Otherwise continuation occurs via post-level-up callback.
}
void CGPandoraBox::giveContentsAfterExp(const CGHeroInstance *h) const
{
bool hadGuardians = hasGuardians; //copy, because flag will be emptied after issuing first post-battle message
std::string msg = message; //in case box is removed in the meantime
InfoWindow iw;
iw.player = h->getOwner();
if(spells.size())
{
std::set<SpellID> spellsToGive;
iw.components.clear();
if (spells.size() > 1)
{
iw.text.addTxt(MetaString::ADVOB_TXT, 188); //%s learns spells
}
else
{
iw.text.addTxt(MetaString::ADVOB_TXT, 184); //%s learns a spell
}
iw.text.addReplacement(h->name);
std::vector<ConstTransitivePtr<CSpell> > * sp = &VLC->spellh->spells;
for(auto i=spells.cbegin(); i != spells.cend(); i++)
{
if ((*sp)[*i]->level <= h->getSecSkillLevel(SecondarySkill::WISDOM) + 2) //enough wisdom
{
iw.components.push_back(Component(Component::SPELL,*i,0,0));
spellsToGive.insert(*i);
}
}
if(!spellsToGive.empty())
{
cb->changeSpells(h,true,spellsToGive);
cb->showInfoDialog(&iw);
}
}
if(manaDiff)
{
getText(iw,hadGuardians,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,hadGuardians,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.getNum(),"");
gb.id = h->id.getNum();
cb->giveHeroBonus(&gb);
}
if(luckDiff)
{
getText(iw,hadGuardians,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.getNum(),"");
gb.id = h->id.getNum();
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,hadGuardians,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,hadGuardians,183,h);
cb->showInfoDialog(&iw);
}
iw.components.clear();
// getText(iw,afterBattle,183,h);
iw.text.addTxt(MetaString::ADVOB_TXT, 183); //% has found treasure
iw.text.addReplacement(h->name);
for(auto & elem : artifacts)
{
iw.components.push_back(Component(Component::ARTIFACT,elem,0,0));
if(iw.components.size() >= 14)
{
cb->showInfoDialog(&iw);
iw.components.clear();
iw.text.addTxt(MetaString::ADVOB_TXT, 183); //% has found treasure - once more?
iw.text.addReplacement(h->name);
}
}
if(iw.components.size())
{
cb->showInfoDialog(&iw);
}
for(int i=0; i<resources.size(); i++)
if(resources[i])
cb->giveResource(h->getOwner(),static_cast<Res::ERes>(i),resources[i]);
for(auto & elem : artifacts)
cb->giveHeroNewArtifact(h, VLC->arth->artifacts[elem],ArtifactPosition::FIRST_AVAILABLE);
iw.components.clear();
iw.text.clear();
if (creatures.Slots().size())
{ //this part is taken straight from creature bank
MetaString loot;
for(auto & elem : creatures.Slots())
{ //build list of joined creatures
iw.components.push_back(Component(*elem.second));
loot << "%s";
loot.addReplacement(*elem.second);
}
if (creatures.Slots().size() == 1 && creatures.Slots().begin()->second->count == 1)
iw.text.addTxt(MetaString::ADVOB_TXT, 185);
else
iw.text.addTxt(MetaString::ADVOB_TXT, 186);
iw.text.addReplacement(loot.buildList());
iw.text.addReplacement(h->name);
cb->showInfoDialog(&iw);
cb->giveCreatures(this, h, creatures, true);
}
if(!hasGuardians && msg.size())
{
iw.text << msg;
cb->showInfoDialog(&iw);
}
}
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 CGPandoraBox::battleFinished(const CGHeroInstance *hero, const BattleResult &result) const
{
if(result.winner)
return;
giveContentsUpToExp(hero);
}
void CGPandoraBox::blockingDialogAnswered(const CGHeroInstance *hero, ui32 answer) const
{
if (answer)
{
if (stacksCount() > 0) //if pandora's box is protected by army
{
showInfoDialog(hero,16,0);
cb->startBattleI(hero, this); //grants things after battle
}
else if (message.size() == 0 && resources.size() == 0
&& primskills.size() == 0 && abilities.size() == 0
&& abilityLevels.size() == 0 && artifacts.size() == 0
&& spells.size() == 0 && creatures.Slots().size() > 0
&& gainedExp == 0 && manaDiff == 0 && moraleDiff == 0 && luckDiff == 0) //if it gives nothing without battle
{
showInfoDialog(hero,15,0);
cb->removeObject(this);
}
else //if it gives something without battle
{
giveContentsUpToExp(hero);
}
}
}
void CGPandoraBox::heroLevelUpDone(const CGHeroInstance *hero) const
{
giveContentsAfterExp(hero);
}
void CGEvent::onHeroVisit( const CGHeroInstance * h ) const
{
if(!(availableFor & (1 << h->tempOwner.getNum())))
return;
if(cb->getPlayerSettings(h->tempOwner)->playerID)
{
if(humanActivate)
activated(h);
}
else if(computerActivate)
activated(h);
}
void CGEvent::activated( const CGHeroInstance * h ) const
{
if(stacksCount() > 0)
{
InfoWindow iw;
iw.player = h->tempOwner;
if(message.size())
iw.text << message;
else
iw.text.addTxt(MetaString::ADVOB_TXT, 16);
cb->showInfoDialog(&iw);
cb->startBattleI(h, this);
}
else
{
giveContentsUpToExp(h);
}
}
void CGObservatory::onHeroVisit( const CGHeroInstance * h ) const
{
InfoWindow iw;
iw.player = h->tempOwner;
switch (ID)
{
case Obj::REDWOOD_OBSERVATORY:
case Obj::PILLAR_OF_FIRE:
{
iw.soundID = soundBase::LIGHTHOUSE;
iw.text.addTxt(MetaString::ADVOB_TXT,98 + (ID==Obj::PILLAR_OF_FIRE));
FoWChange fw;
fw.player = h->tempOwner;
fw.mode = 1;
cb->getTilesInRange (fw.tiles, pos, 20, h->tempOwner, 1);
cb->sendAndApply (&fw);
break;
}
case Obj::COVER_OF_DARKNESS:
{
iw.text.addTxt (MetaString::ADVOB_TXT, 31);
hideTiles(h->tempOwner, 20);
break;
}
}
cb->showInfoDialog(&iw);
}
void CGShrine::onHeroVisit( const CGHeroInstance * h ) const
{
if(spell == SpellID::NONE)
{
logGlobal->errorStream() << "Not initialized shrine visited!";
return;
}
if(!wasVisited(h->tempOwner))
cb->setObjProperty(id, 10, h->tempOwner.getNum());
InfoWindow iw;
iw.soundID = soundBase::temple;
iw.player = h->getOwner();
iw.text.addTxt(MetaString::ADVOB_TXT,127 + ID - 88);
iw.text.addTxt(MetaString::SPELL_NAME,spell);
iw.text << ".";
if(!h->getArt(ArtifactPosition::SPELLBOOK))
{
iw.text.addTxt(MetaString::ADVOB_TXT,131);
}
else if(ID == Obj::SHRINE_OF_MAGIC_THOUGHT && !h->getSecSkillLevel(SecondarySkill::WISDOM)) //it's third level spell and hero doesn't have wisdom
{
iw.text.addTxt(MetaString::ADVOB_TXT,130);
}
else if(vstd::contains(h->spells,spell))//hero already knows the spell
{
iw.text.addTxt(MetaString::ADVOB_TXT,174);
}
else //give spell
{
std::set<SpellID> spells;
spells.insert(spell);
cb->changeSpells(h, true, spells);
iw.components.push_back(Component(Component::SPELL,spell,0,0));
}
cb->showInfoDialog(&iw);
}
void CGShrine::initObj()
{
if(spell == SpellID::NONE) //spell not set
{
int level = ID-87;
std::vector<SpellID> possibilities;
cb->getAllowedSpells (possibilities, level);
if(!possibilities.size())
{
logGlobal->errorStream() << "Error: cannot init shrine, no allowed spells!";
return;
}
spell = possibilities[ran() % possibilities.size()];
}
}
const std::string & CGShrine::getHoverText() const
{
hoverName = VLC->generaltexth->names[ID];
if(wasVisited(cb->getCurrentPlayer())) //TODO: use local player, not current
{
hoverName += "\n" + VLC->generaltexth->allTexts[355]; // + (learn %s)
boost::algorithm::replace_first(hoverName,"%s", spell.toSpell()->name);
const CGHeroInstance *h = cb->getSelectedHero(cb->getCurrentPlayer());
if(h && vstd::contains(h->spells,spell)) //hero knows that ability
hoverName += "\n\n" + VLC->generaltexth->allTexts[354]; // (Already learned)
}
return hoverName;
}
void CGSignBottle::initObj()
{
//if no text is set than we pick random from the predefined ones
if(!message.size())
message = VLC->generaltexth->randsign[ran()%VLC->generaltexth->randsign.size()];
if(ID == Obj::OCEAN_BOTTLE)
{
blockVisit = true;
}
}
void CGSignBottle::onHeroVisit( const CGHeroInstance * h ) const
{
InfoWindow iw;
iw.soundID = soundBase::STORE;
iw.player = h->getOwner();
iw.text << message;
cb->showInfoDialog(&iw);
if(ID == Obj::OCEAN_BOTTLE)
cb->removeObject(this);
}
//TODO: remove
//void CGScholar::giveAnyBonus( const CGHeroInstance * h ) const
//{
//
//}
void CGScholar::onHeroVisit( const CGHeroInstance * h ) const
{
EBonusType type = bonusType;
int bid = bonusID;
//check if the bonus if applicable, if not - give primary skill (always possible)
int ssl = h->getSecSkillLevel(SecondarySkill(bid)); //current sec skill level, used if bonusType == 1
if((type == SECONDARY_SKILL
&& ((ssl == 3) || (!ssl && !h->canLearnSkill()))) ////hero already has expert level in the skill or (don't know skill and doesn't have free slot)
|| (type == SPELL && (!h->getArt(ArtifactPosition::SPELLBOOK) || vstd::contains(h->spells, (ui32) bid)
|| ( SpellID(bid).toSpell()->level > h->getSecSkillLevel(SecondarySkill::WISDOM) + 2)
))) //hero doesn't have a spellbook or already knows the spell or doesn't have Wisdom
{
type = PRIM_SKILL;
bid = ran() % GameConstants::PRIMARY_SKILLS;
}
InfoWindow iw;
iw.soundID = soundBase::gazebo;
iw.player = h->getOwner();
iw.text.addTxt(MetaString::ADVOB_TXT,115);
switch (type)
{
case PRIM_SKILL:
cb->changePrimSkill(h,static_cast<PrimarySkill::PrimarySkill>(bid),+1);
iw.components.push_back(Component(Component::PRIM_SKILL,bid,+1,0));
break;
case SECONDARY_SKILL:
cb->changeSecSkill(h,SecondarySkill(bid),+1);
iw.components.push_back(Component(Component::SEC_SKILL,bid,ssl+1,0));
break;
case SPELL:
{
std::set<SpellID> hlp;
hlp.insert(SpellID(bid));
cb->changeSpells(h,true,hlp);
iw.components.push_back(Component(Component::SPELL,bid,0,0));
}
break;
default:
logGlobal->errorStream() << "Error: wrong bonus type (" << (int)type << ") for Scholar!\n";
return;
}
cb->showInfoDialog(&iw);
cb->removeObject(this);
}
void CGScholar::initObj()
{
blockVisit = true;
if(bonusType == RANDOM)
{
bonusType = static_cast<EBonusType>(ran()%3);
switch(bonusType)
{
case PRIM_SKILL:
bonusID = ran() % GameConstants::PRIMARY_SKILLS;
break;
case SECONDARY_SKILL:
bonusID = ran() % GameConstants::SKILL_QUANTITY;
break;
case SPELL:
std::vector<SpellID> 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);
return;
}
//New owner.
if (!ally)
cb->setOwner(this, h->tempOwner);
cb->showGarrisonDialog(id, h->id, removableUnits);
}
ui8 CGGarrison::getPassableness() const
{
if ( !stacksCount() )//empty - anyone can visit
return GameConstants::ALL_PLAYERS;
if ( tempOwner == PlayerColor::NEUTRAL )//neutral guarded - no one can visit
return 0;
ui8 mask = 0;
TeamState * ts = cb->gameState()->getPlayerTeam(tempOwner);
for(PlayerColor it : ts->players)
mask |= 1<<it.getNum(); //allies - add to possible visitors
return mask;
}
void CGGarrison::battleFinished(const CGHeroInstance *hero, const BattleResult &result) const
{
if (result.winner == 0)
onHeroVisit(hero);
}
void CGOnceVisitable::onHeroVisit( const CGHeroInstance * h ) const
{
int sound = soundBase::sound_todo;
int txtid;
switch(ID)
{
case Obj::CORPSE:
txtid = 37;
sound = soundBase::MYSTERY;
break;
case Obj::LEAN_TO:
sound = soundBase::GENIE;
txtid = 64;
break;
case Obj::WAGON:
sound = soundBase::GENIE;
txtid = 154;
break;
case Obj::WARRIORS_TOMB:
{
//ask if player wants to search the Tomb
BlockingDialog bd(true, false);
bd.soundID = soundBase::GRAVEYARD;
bd.player = h->getOwner();
bd.text.addTxt(MetaString::ADVOB_TXT,161);
cb->showBlockingDialog(&bd);
return;
}
default:
logGlobal->errorStream() << "Error: Unknown object (" << ID <<") treated as CGOnceVisitable!";
return;
}
InfoWindow iw;
iw.soundID = sound;
iw.player = h->getOwner();
if(players.size()) //we have been already visited...
{
txtid++;
if(ID == Obj::WAGON) //wagon has extra text (for finding art) we need to omit
txtid++;
iw.text.addTxt(MetaString::ADVOB_TXT, txtid);
}
else //first visit - give bonus!
{
switch(artOrRes)
{
case 0: // first visit but empty
if (ID == Obj::CORPSE)
++txtid;
else
txtid+=2;
iw.text.addTxt(MetaString::ADVOB_TXT, txtid);
break;
case 1: //art
iw.components.push_back(Component(Component::ARTIFACT,bonusType,0,0));
cb->giveHeroNewArtifact(h, VLC->arth->artifacts[bonusType],ArtifactPosition::FIRST_AVAILABLE);
iw.text.addTxt(MetaString::ADVOB_TXT, txtid);
if (ID == Obj::CORPSE)
{
iw.text << "%s";
iw.text.addReplacement(MetaString::ART_NAMES, bonusType);
}
break;
case 2: //res
iw.text.addTxt(MetaString::ADVOB_TXT, txtid);
iw.components.push_back (Component(Component::RESOURCE, bonusType, bonusVal, 0));
cb->giveResource(h->getOwner(), static_cast<Res::ERes>(bonusType), bonusVal);
break;
}
if(ID == Obj::WAGON && artOrRes == 1)
{
iw.text.localStrings.back().second++;
iw.text.addReplacement(MetaString::ART_NAMES, bonusType);
}
}
cb->showInfoDialog(&iw);
cb->setObjProperty(id, 10, h->getOwner().getNum());
}
const std::string & CGOnceVisitable::getHoverText() const
{
const bool visited = wasVisited(cb->getCurrentPlayer());
hoverName = VLC->generaltexth->names[ID] + " " + visitedTxt(visited);
return hoverName;
}
void CGOnceVisitable::initObj()
{
switch(ID)
{
case Obj::CORPSE:
{
blockVisit = true;
int hlp = ran()%100;
if(hlp < 20)
{
artOrRes = 1;
bonusType = cb->getRandomArt (CArtifact::ART_TREASURE | CArtifact::ART_MINOR | CArtifact::ART_MAJOR);
}
else
{
artOrRes = 0;
}
}
break;
case Obj::LEAN_TO:
{
artOrRes = 2;
bonusType = ran()%6; //any basic resource without gold
bonusVal = ran()%4 + 1;
}
break;
case Obj::WARRIORS_TOMB:
{
artOrRes = 1;
int hlp = ran()%100;
if(hlp < 30)
bonusType = cb->getRandomArt (CArtifact::ART_TREASURE);
else if(hlp < 80)
bonusType = cb->getRandomArt (CArtifact::ART_MINOR);
else if(hlp < 95)
bonusType = cb->getRandomArt (CArtifact::ART_MAJOR);
else
bonusType = cb->getRandomArt (CArtifact::ART_RELIC);
}
break;
case Obj::WAGON:
{
int hlp = ran()%100;
if(hlp < 10)
{
artOrRes = 0; // nothing... :(
}
else if(hlp < 50) //minor or treasure art
{
artOrRes = 1;
bonusType = cb->getRandomArt (CArtifact::ART_TREASURE | CArtifact::ART_MINOR);
}
else //2 - 5 of non-gold resource
{
artOrRes = 2;
bonusType = ran()%6;
bonusVal = ran()%4 + 2;
}
}
break;
}
}
void CGOnceVisitable::blockingDialogAnswered(const CGHeroInstance *hero, ui32 answer) const
{
//must have been Tomb
if(answer)
{
InfoWindow iw;
iw.player = hero->getOwner();
iw.components.push_back(Component(Component::MORALE,0,-3,0));
if(players.size()) //we've been already visited, player found nothing
{
iw.text.addTxt(MetaString::ADVOB_TXT,163);
}
else //first visit - give artifact
{
iw.text.addTxt(MetaString::ADVOB_TXT,162);
iw.components.push_back(Component(Component::ARTIFACT,bonusType,0,0));
iw.text.addReplacement(MetaString::ART_NAMES, bonusType);
cb->giveHeroNewArtifact(hero, VLC->arth->artifacts[bonusType],ArtifactPosition::FIRST_AVAILABLE);
}
if(!hero->hasBonusFrom(Bonus::OBJECT,ID)) //we don't have modifier from this object yet
{
//ruin morale
GiveBonus gb;
gb.id = hero->id.getNum();
gb.bonus = Bonus(Bonus::ONE_BATTLE,Bonus::MORALE,Bonus::OBJECT,-3,id.getNum(),"");
gb.bdescr.addTxt(MetaString::ARRAY_TXT,104); //Warrior Tomb Visited -3
cb->giveHeroBonus(&gb);
}
cb->showInfoDialog(&iw);
cb->setObjProperty(id, 10, hero->getOwner().getNum());
}
}
void CBank::initObj()
{
index = VLC->objh->bankObjToIndex(this);
bc = nullptr;
daycounter = 0;
multiplier = 1;
}
const std::string & CBank::getHoverText() const
{
bool visited = (bc == nullptr);
hoverName = VLC->objh->creBanksNames[index] + " " + visitedTxt(visited);
return hoverName;
}
void CBank::reset(ui16 var1) //prevents desync
{
ui8 chance = 0;
for (auto & elem : VLC->objh->banksInfo[index])
{
if (var1 < (chance += elem->chance))
{
bc = elem;
break;
}
}
artifacts.clear();
}
void CBank::initialize() const
{
cb->setObjProperty (id, ObjProperty::BANK_RESET, ran()); //synchronous reset
for (ui8 i = 0; i <= 3; i++)
{
for (ui8 n = 0; n < bc->artifacts[i]; n++)
{
CArtifact::EartClass artClass;
switch(i)
{
case 0: artClass = CArtifact::ART_TREASURE; break;
case 1: artClass = CArtifact::ART_MINOR; break;
case 2: artClass = CArtifact::ART_MAJOR; break;
case 3: artClass = CArtifact::ART_RELIC; break;
default: assert(0); continue;
}
int artID = cb->getArtSync(ran(), artClass, true);
cb->setObjProperty(id, ObjProperty::BANK_ADD_ARTIFACT, artID);
}
}
cb->setObjProperty (id, ObjProperty::BANK_INIT_ARMY, 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 ObjProperty::BANK_DAYCOUNTER: //daycounter
if (val == 0)
daycounter = 1; //yes, 1
else
daycounter++;
break;
case ObjProperty::BANK_MULTIPLIER: //multiplier, in percent
multiplier = val / 100.0;
break;
case 13: //bank preset
bc = VLC->objh->banksInfo[index][val];
break;
case ObjProperty::BANK_RESET:
reset (val%100);
break;
case ObjProperty::BANK_CLEAR_CONFIG:
bc = nullptr;
break;
case ObjProperty::BANK_CLEAR_ARTIFACTS: //remove rewards from Derelict Ship
artifacts.clear();
break;
case ObjProperty::BANK_INIT_ARMY: //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 (SlotID(i), bc->guards[0].first, bc->guards[0].second / 5 );
setCreature (SlotID(4), CreatureID(bc->guards[0].first + upgraded), bc->guards[0].second / 5 );
break;
case 4:
{
if (bc->guards.back().second) //all stacks are present
{
for (auto & elem : bc->guards)
{
setCreature (SlotID(stacksCount()), elem.first, elem.second);
}
}
else if (bc->guards[2].second)//Wraiths are present, split two stacks in Crypt
{
setCreature (SlotID(0), bc->guards[0].first, bc->guards[0].second / 2 );
setCreature (SlotID(1), bc->guards[1].first, bc->guards[1].second / 2);
setCreature (SlotID(2), CreatureID(bc->guards[2].first + upgraded), bc->guards[2].second);
setCreature (SlotID(3), bc->guards[1].first, bc->guards[1].second / 2 );
setCreature (SlotID(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 (SlotID(2*i), bc->guards[0].first, bc->guards[0].second / 3);
for (int i = 0; i < 2; ++i) //zombies
setCreature (SlotID(2*i+1), bc->guards[1].first, bc->guards[1].second / 2);
}
}
break;
default:
logGlobal->warnStream() << "Error: Unexpected army data: " << bc->guards.size() <<" items found";
return;
}
}
break;
case ObjProperty::BANK_ADD_ARTIFACT: //add Artifact
{
artifacts.push_back (val);
break;
}
}
}
void CBank::newTurn() const
{
if (bc == nullptr)
{
if (cb->getDate() == 1)
initialize(); //initialize on first day
else if (daycounter >= 28 && (subID < 13 || subID > 16)) //no reset for Emissaries
{
initialize();
cb->setObjProperty (id, ObjProperty::BANK_DAYCOUNTER, 0); //daycounter 0
if (ID == Obj::DERELICT_SHIP && cb->getDate() > 1)
{
cb->setObjProperty (id, ObjProperty::BANK_MULTIPLIER, 0);//ugly hack to make derelict ships usable only once
cb->setObjProperty (id, ObjProperty::BANK_CLEAR_ARTIFACTS, 0);
}
}
else
cb->setObjProperty (id, ObjProperty::BANK_DAYCOUNTER, 1); //daycounter++
}
}
bool CBank::wasVisited (PlayerColor player) const
{
return !bc;
}
void CBank::onHeroVisit (const CGHeroInstance * h) const
{
if (bc)
{
int banktext = 0;
switch (ID)
{
case Obj::CREATURE_BANK:
banktext = 32;
break;
case Obj::DERELICT_SHIP:
banktext = 41;
break;
case Obj::DRAGON_UTOPIA:
banktext = 47;
break;
case Obj::CRYPT:
banktext = 119;
break;
case Obj::SHIPWRECK:
banktext = 122;
break;
}
BlockingDialog bd (true, false);
bd.player = h->getOwner();
bd.soundID = soundBase::ROGUE;
bd.text.addTxt(MetaString::ADVOB_TXT,banktext);
if (ID == Obj::CREATURE_BANK)
bd.text.addReplacement(VLC->objh->creBanksNames[index]);
cb->showBlockingDialog (&bd);
}
else
{
InfoWindow iw;
iw.soundID = soundBase::GRAVEYARD;
iw.player = h->getOwner();
if (ID == Obj::CRYPT) //morale penalty for empty Crypt
{
GiveBonus gbonus;
gbonus.id = h->id.getNum();
gbonus.bonus.duration = Bonus::ONE_BATTLE;
gbonus.bonus.source = Bonus::OBJECT;
gbonus.bonus.sid = ID;
gbonus.bdescr << "\n" << VLC->generaltexth->arraytxt[98];
gbonus.bonus.type = Bonus::MORALE;
gbonus.bonus.val = -1;
cb->giveHeroBonus(&gbonus);
iw.text << VLC->generaltexth->advobtxt[120];
iw.components.push_back (Component (Component::MORALE, 0 , -1, 0));
}
else
{
iw.text << VLC->generaltexth->advobtxt[33];
iw.text.addReplacement(VLC->objh->creBanksNames[index]);
}
cb->showInfoDialog(&iw);
}
}
void CBank::battleFinished(const CGHeroInstance *hero, const BattleResult &result) const
{
if (result.winner == 0)
{
int textID = -1;
InfoWindow iw;
iw.player = hero->getOwner();
MetaString loot;
switch (ID)
{
case Obj::CREATURE_BANK: case Obj::DRAGON_UTOPIA:
textID = 34;
break;
case Obj::DERELICT_SHIP:
if (multiplier)
textID = 43;
else
{
GiveBonus gbonus;
gbonus.id = hero->id.getNum();
gbonus.bonus.duration = Bonus::ONE_BATTLE;
gbonus.bonus.source = Bonus::OBJECT;
gbonus.bonus.sid = ID;
gbonus.bdescr << "\n" << VLC->generaltexth->arraytxt[101];
gbonus.bonus.type = Bonus::MORALE;
gbonus.bonus.val = -1;
cb->giveHeroBonus(&gbonus);
textID = 42;
iw.components.push_back (Component (Component::MORALE, 0 , -1, 0));
}
break;
case Obj::CRYPT:
if (bc->resources.size() != 0)
textID = 121;
else
{
iw.components.push_back (Component (Component::MORALE, 0 , -1, 0));
GiveBonus gbonus;
gbonus.id = hero->id.getNum();
gbonus.bonus.duration = Bonus::ONE_BATTLE;
gbonus.bonus.source = Bonus::OBJECT;
gbonus.bonus.sid = ID;
gbonus.bdescr << "\n" << VLC->generaltexth->arraytxt[ID];
gbonus.bonus.type = Bonus::MORALE;
gbonus.bonus.val = -1;
cb->giveHeroBonus(&gbonus);
textID = 120;
iw.components.push_back (Component (Component::MORALE, 0 , -1, 0));
}
break;
case Obj::SHIPWRECK:
if (bc->resources.size())
textID = 124;
else
textID = 123;
break;
}
//grant resources
if (textID != 42) //empty derelict ship gives no cash
{
for (int it = 0; it < bc->resources.size(); it++)
{
if (bc->resources[it] != 0)
{
iw.components.push_back (Component (Component::RESOURCE, it, bc->resources[it], 0));
loot << "%d %s";
loot.addReplacement(iw.components.back().val);
loot.addReplacement(MetaString::RES_NAMES, iw.components.back().subtype);
cb->giveResource (hero->getOwner(), static_cast<Res::ERes>(it), bc->resources[it]);
}
}
}
//grant artifacts
for (auto & elem : artifacts)
{
iw.components.push_back (Component (Component::ARTIFACT, elem, 0, 0));
loot << "%s";
loot.addReplacement(MetaString::ART_NAMES, elem);
cb->giveHeroNewArtifact (hero, VLC->arth->artifacts[elem], ArtifactPosition::FIRST_AVAILABLE);
}
//display loot
if (!iw.components.empty())
{
iw.text.addTxt (MetaString::ADVOB_TXT, textID);
if (textID == 34)
{
iw.text.addReplacement(MetaString::CRE_PL_NAMES, result.casualties[1].begin()->first);
iw.text.addReplacement(loot.buildList());
}
cb->showInfoDialog(&iw);
}
loot.clear();
iw.components.clear();
iw.text.clear();
//grant creatures
CCreatureSet ourArmy;
for (auto it = bc->creatures.cbegin(); it != bc->creatures.cend(); it++)
{
SlotID slot = ourArmy.getSlotFor(it->first);
ourArmy.addToSlot(slot, it->first, it->second);
}
for (auto & elem : ourArmy.Slots())
{
iw.components.push_back(Component(*elem.second));
loot << "%s";
loot.addReplacement(*elem.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(hero->name);
cb->showInfoDialog(&iw);
cb->giveCreatures(this, hero, ourArmy, false);
}
cb->setObjProperty (id, ObjProperty::BANK_CLEAR_CONFIG, 0); //bc = nullptr
}
}
void CBank::blockingDialogAnswered(const CGHeroInstance *hero, ui32 answer) const
{
if (answer)
{
cb->startBattleI(hero, this, true);
}
}
void CGPyramid::initObj()
{
std::vector<SpellID> available;
cb->getAllowedSpells (available, 5);
if (available.size())
{
bc = VLC->objh->banksInfo[21].front(); //TODO: remove hardcoded value?
spell = (available[ran()%available.size()]);
}
else
{
logGlobal->errorStream() <<"No spells available for Pyramid! Object set to empty.";
}
setPropertyDer (ObjProperty::BANK_INIT_ARMY,ran()); //set guards at game start
}
const std::string & CGPyramid::getHoverText() const
{
hoverName = VLC->objh->creBanksNames[21]+ " " + visitedTxt((bc==nullptr));
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);
}
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.getNum(),VLC->generaltexth->arraytxt[70]);
gb.id = h->id.getNum();
cb->giveHeroBonus(&gb);
cb->showInfoDialog(&iw);
}
}
void CGPyramid::battleFinished(const CGHeroInstance *hero, const BattleResult &result) const
{
if (result.winner == 0)
{
InfoWindow iw;
iw.player = hero->getOwner();
iw.text.addTxt (MetaString::ADVOB_TXT, 106);
iw.text.addTxt (MetaString::SPELL_NAME, spell);
if (!hero->getArt(ArtifactPosition::SPELLBOOK))
iw.text.addTxt (MetaString::ADVOB_TXT, 109); //no spellbook
else if (hero->getSecSkillLevel(SecondarySkill::WISDOM) < 3)
iw.text.addTxt (MetaString::ADVOB_TXT, 108); //no expert Wisdom
else
{
std::set<SpellID> spells;
spells.insert (SpellID(spell));
cb->changeSpells (hero, true, spells);
iw.components.push_back(Component (Component::SPELL, spell, 0, 0));
}
cb->showInfoDialog(&iw);
cb->setObjProperty (id, ObjProperty::BANK_CLEAR_CONFIG, 0);
}
}
void CGKeys::setPropertyDer (ui8 what, ui32 val) //101-108 - enable key for player 1-8
{
if (what >= 101 && what <= (100 + PlayerColor::PLAYER_LIMIT_I))
{
PlayerColor player(what-101);
playerKeyMap[player].insert((ui8)val);
}
else
logGlobal->errorStream() << boost::format("Unexpected properties requested to set: what=%d, val=%d") % (int)what % val;
}
bool CGKeys::wasMyColorVisited (PlayerColor player) const
{
if (vstd::contains(playerKeyMap[player], subID)) //creates set if it's not there
return true;
else
return false;
}
const std::string& CGKeys::getHoverText() const
{
bool visited = wasMyColorVisited (cb->getLocalPlayer());
hoverName = getName() + "\n" + visitedTxt(visited);
return hoverName;
}
const std::string CGKeys::getName() const
{
std::string name;
name = VLC->generaltexth->tentColors[subID] + " " + VLC->generaltexth->names[ID];
return name;
}
bool CGKeymasterTent::wasVisited (PlayerColor player) const
{
return wasMyColorVisited (player);
}
void CGKeymasterTent::onHeroVisit( const CGHeroInstance * h ) const
{
int txt_id;
if (!wasMyColorVisited (h->getOwner()) )
{
cb->setObjProperty(id, h->tempOwner.getNum()+101, subID);
txt_id=19;
}
else
txt_id=20;
showInfoDialog(h,txt_id,soundBase::CAVEHEAD);
}
void CGBorderGuard::initObj()
{
//ui32 m13489val = subID; //store color as quest info
blockVisit = true;
}
void CGBorderGuard::getVisitText (MetaString &text, std::vector<Component> &components, bool isCustom, bool FirstVisit, const CGHeroInstance * h) const
{
text << std::pair<ui8,ui32>(11,18);
}
void CGBorderGuard::getRolloverText (MetaString &text, bool onHover) const
{
if (!onHover)
text << VLC->generaltexth->tentColors[subID] << " " << VLC->generaltexth->names[Obj::KEYMASTER];
}
bool CGBorderGuard::checkQuest (const CGHeroInstance * h) const
{
return wasMyColorVisited (h->tempOwner);
}
void CGBorderGuard::onHeroVisit( const CGHeroInstance * h ) const
{
if (wasMyColorVisited (h->getOwner()) )
{
BlockingDialog bd (true, false);
bd.player = h->getOwner();
bd.soundID = soundBase::QUEST;
bd.text.addTxt (MetaString::ADVOB_TXT, 17);
cb->showBlockingDialog (&bd);
}
else
{
showInfoDialog(h,18,soundBase::CAVEHEAD);
AddQuest aq;
aq.quest = QuestInfo (quest, this, visitablePos());
aq.player = h->tempOwner;
cb->sendAndApply (&aq);
//TODO: add this quest only once OR check for multiple instances later
}
}
void CGBorderGuard::blockingDialogAnswered(const CGHeroInstance *hero, ui32 answer) const
{
if (answer)
cb->removeObject(this);
}
void CGBorderGate::onHeroVisit( const CGHeroInstance * h ) const //TODO: passability
{
if (!wasMyColorVisited (h->getOwner()) )
{
showInfoDialog(h,18,0);
AddQuest aq;
aq.quest = QuestInfo (quest, this, visitablePos());
aq.player = h->tempOwner;
cb->sendAndApply (&aq);
}
}
ui8 CGBorderGate::getPassableness() const
{
ui8 ret = 0;
for (int i = 0; i < PlayerColor::PLAYER_LIMIT_I; i++)
ret |= wasMyColorVisited(PlayerColor(i))<<i;
return ret;
}
void CGMagi::initObj()
{
if (ID == Obj::EYE_OF_MAGI)
{
blockVisit = true;
eyelist[subID].push_back(id);
}
}
void CGMagi::onHeroVisit(const CGHeroInstance * h) const
{
if (ID == Obj::HUT_OF_MAGI)
{
showInfoDialog(h, 61, soundBase::LIGHTHOUSE);
if (!eyelist[subID].empty())
{
CenterView cv;
cv.player = h->tempOwner;
cv.focusTime = 2000;
FoWChange fw;
fw.player = h->tempOwner;
fw.mode = 1;
for(auto it : eyelist[subID])
{
const CGObjectInstance *eye = cb->getObj(it);
cb->getTilesInRange (fw.tiles, eye->pos, 10, h->tempOwner, 1);
cb->sendAndApply(&fw);
cv.pos = eye->pos;
cb->sendAndApply(&cv);
}
cv.pos = h->getPosition(false);
cb->sendAndApply(&cv);
}
}
else if (ID == Obj::EYE_OF_MAGI)
{
showInfoDialog(h,48,soundBase::invalid);
}
}
void CGBoat::initObj()
{
hero = nullptr;
}
void CGSirens::initObj()
{
blockVisit = true;
}
const std::string & CGSirens::getHoverText() const
{
getNameVis(hoverName);
return hoverName;
}
void CGSirens::onHeroVisit( const CGHeroInstance * h ) const
{
InfoWindow iw;
iw.soundID = soundBase::DANGER;
iw.player = h->tempOwner;
if(h->hasBonusFrom(Bonus::OBJECT,ID)) //has already visited Sirens
{
iw.text.addTxt(MetaString::ADVOB_TXT,133);
}
else
{
giveDummyBonus(h->id, Bonus::ONE_BATTLE);
TExpType xp = 0;
for (auto i = h->Slots().begin(); i != h->Slots().end(); i++)
{
TQuantity drown = i->second->count * 0.3;
if(drown)
{
cb->changeStackCount(StackLocation(h, i->first), -drown);
xp += drown * i->second->type->valOfBonuses(Bonus::STACK_HEALTH);
}
}
if(xp)
{
xp = h->calculateXp(xp);
iw.text.addTxt(MetaString::ADVOB_TXT,132);
iw.text.addReplacement(xp);
cb->changePrimSkill(h, PrimarySkill::EXPERIENCE, xp, false);
}
else
{
iw.text.addTxt(MetaString::ADVOB_TXT,134);
}
}
cb->showInfoDialog(&iw);
}
//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);
for (auto & offset : offsets)
{
if (const TerrainTile *tile = IObjectInterface::cb->getTile(o->pos + offset, false)) //tile is in the map
{
if (tile->terType == ETerrainType::WATER && (!tile->blocked || tile->blockingObjects.front()->ID == 8)) //and is water and is not blocked or is blocked by boat
return o->pos + offset;
}
}
return int3 (-1,-1,-1);
}
IBoatGenerator::EGeneratorState IBoatGenerator::shipyardStatus() const
{
int3 tile = bestLocation();
const TerrainTile *t = IObjectInterface::cb->getTile(tile);
if(!t)
return TILE_BLOCKED; //no available water
else if(!t->blockingObjects.size())
return GOOD; //OK
else if(t->blockingObjects.front()->ID == Obj::BOAT)
return BOAT_ALREADY_BUILT; //blocked with boat
else
return TILE_BLOCKED; //blocked
}
int IBoatGenerator::getBoatType() const
{
//We make good ships by default
return 1;
}
IBoatGenerator::IBoatGenerator(const CGObjectInstance *O)
: o(O)
{
}
void IBoatGenerator::getProblemText(MetaString &out, const CGHeroInstance *visitor) const
{
switch(shipyardStatus())
{
case BOAT_ALREADY_BUILT:
out.addTxt(MetaString::GENERAL_TXT, 51);
break;
case TILE_BLOCKED:
if(visitor)
{
out.addTxt(MetaString::GENERAL_TXT, 134);
out.addReplacement(visitor->name);
}
else
out.addTxt(MetaString::ADVOB_TXT, 189);
break;
case NO_WATER:
logGlobal->errorStream() << "Shipyard without water!!! " << o->pos << "\t" << o->id;
return;
}
}
void IShipyard::getBoatCost( std::vector<si32> &cost ) const
{
cost.resize(GameConstants::RESOURCE_QUANTITY);
cost[Res::WOOD] = 10;
cost[Res::GOLD] = 1000;
}
IShipyard::IShipyard(const CGObjectInstance *O)
: IBoatGenerator(O)
{
}
IShipyard * IShipyard::castFrom( CGObjectInstance *obj )
{
if(!obj)
return nullptr;
if(obj->ID == Obj::TOWN)
{
return static_cast<CGTownInstance*>(obj);
}
else if(obj->ID == Obj::SHIPYARD)
{
return static_cast<CGShipyard*>(obj);
}
else
{
return nullptr;
}
}
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(this, h->tempOwner);
auto s = shipyardStatus();
if(s != IBoatGenerator::GOOD)
{
InfoWindow iw;
iw.player = tempOwner;
getProblemText(iw.text, h);
cb->showInfoDialog(&iw);
}
else
{
openWindow(OpenWindow::SHIPYARD_WINDOW,id.getNum(),h->id.getNum());
}
}
void CCartographer::onHeroVisit( const CGHeroInstance * h ) const
{
if (!wasVisited (h->getOwner()) ) //if hero has not visited yet this cartographer
{
if (cb->getResource(h->tempOwner, Res::GOLD) >= 1000) //if he can afford a map
{
//ask if he wants to buy one
int text=0;
switch (subID)
{
case 0:
text = 25;
break;
case 1:
text = 26;
break;
case 2:
text = 27;
break;
default:
logGlobal->warnStream() << "Unrecognized subtype of cartographer";
}
assert(text);
BlockingDialog bd (true, false);
bd.player = h->getOwner();
bd.soundID = soundBase::LIGHTHOUSE;
bd.text.addTxt (MetaString::ADVOB_TXT, text);
cb->showBlockingDialog (&bd);
}
else //if he cannot afford
{
showInfoDialog(h,28,soundBase::CAVEHEAD);
}
}
else //if he already visited carographer
{
showInfoDialog(h,24,soundBase::CAVEHEAD);
}
}
void CCartographer::blockingDialogAnswered(const CGHeroInstance *hero, ui32 answer) const
{
if (answer) //if hero wants to buy map
{
cb->giveResource (hero->tempOwner, Res::GOLD, -1000);
FoWChange fw;
fw.mode = 1;
fw.player = hero->tempOwner;
//subIDs of different types of cartographers:
//water = 0; land = 1; underground = 2;
cb->getAllTiles (fw.tiles, hero->tempOwner, subID - 1, !subID + 1); //reveal appropriate tiles
cb->sendAndApply (&fw);
cb->setObjProperty (id, 10, hero->tempOwner.getNum());
}
}
void CGDenOfthieves::onHeroVisit (const CGHeroInstance * h) const
{
cb->showThievesGuildWindow(h->tempOwner, id);
}
void CGObelisk::onHeroVisit( const CGHeroInstance * h ) const
{
InfoWindow iw;
iw.player = h->tempOwner;
TeamState *ts = cb->gameState()->getPlayerTeam(h->tempOwner);
assert(ts);
TeamID team = ts->id;
if(!wasVisited(team))
{
iw.text.addTxt(MetaString::ADVOB_TXT, 96);
cb->sendAndApply(&iw);
cb->setObjProperty(id, 20, h->tempOwner.getNum()); //increment general visited obelisks counter
openWindow(OpenWindow::PUZZLE_MAP, h->tempOwner.getNum());
cb->setObjProperty(id, 10, h->tempOwner.getNum()); //mark that particular obelisk as visited
}
else
{
iw.text.addTxt(MetaString::ADVOB_TXT, 97);
cb->sendAndApply(&iw);
}
}
void CGObelisk::initObj()
{
obeliskCount++;
}
const std::string & CGObelisk::getHoverText() const
{
bool visited = wasVisited(cb->getLocalPlayer());
hoverName = VLC->generaltexth->names[ID] + " " + visitedTxt(visited);
return hoverName;
}
void CGObelisk::setPropertyDer( ui8 what, ui32 val )
{
CPlayersVisited::setPropertyDer(what, val);
switch(what)
{
case 20:
assert(val < PlayerColor::PLAYER_LIMIT_I);
visited[TeamID(val)]++;
if(visited[TeamID(val)] > obeliskCount)
{
logGlobal->errorStream() << "Error: Visited " << visited[TeamID(val)] << "\t\t" << obeliskCount;
assert(0);
}
break;
}
}
void CGLighthouse::onHeroVisit( const CGHeroInstance * h ) const
{
if(h->tempOwner != tempOwner)
{
PlayerColor oldOwner = tempOwner;
cb->setOwner(this,h->tempOwner); //not ours? flag it!
showInfoDialog(h,69,soundBase::LIGHTHOUSE);
giveBonusTo(h->tempOwner);
if(oldOwner < PlayerColor::PLAYER_LIMIT) //remove bonus from old owner
{
RemoveBonus rb(RemoveBonus::PLAYER);
rb.whoID = oldOwner.getNum();
rb.source = Bonus::OBJECT;
rb.id = id.getNum();
cb->sendAndApply(&rb);
}
}
}
void CGLighthouse::initObj()
{
if(tempOwner < PlayerColor::PLAYER_LIMIT)
{
giveBonusTo(tempOwner);
}
}
const std::string & CGLighthouse::getHoverText() const
{
hoverName = VLC->generaltexth->names[ID];
//TODO: owned by %s player
return hoverName;
}
void CGLighthouse::giveBonusTo( PlayerColor player ) const
{
GiveBonus gb(GiveBonus::PLAYER);
gb.bonus.type = Bonus::SEA_MOVEMENT;
gb.bonus.val = 500;
gb.id = player.getNum();
gb.bonus.duration = Bonus::PERMANENT;
gb.bonus.source = Bonus::OBJECT;
gb.bonus.sid = id.getNum();
cb->sendAndApply(&gb);
}
void CArmedInstance::randomizeArmy(int type)
{
int max = VLC->creh->creatures.size();
for (auto & elem : stacks)
{
int randID = elem.second->idRand;
if(randID > max)
{
int level = (randID-VLC->creh->creatures.size()) / 2 -1;
bool upgrade = !(randID % 2);
elem.second->setType(VLC->townh->factions[type]->town->creatures[level][upgrade]);
}
assert(elem.second->armyObj == this);
}
return;
}
CArmedInstance::CArmedInstance()
{
battle = nullptr;
}
//int CArmedInstance::valOfGlobalBonuses(CSelector selector) const
//{
//// if (tempOwner != NEUTRAL_PLAYER)
// return cb->gameState()->players[tempOwner].valOfBonuses(selector);
//}
void CArmedInstance::updateMoraleBonusFromArmy()
{
if(!validTypes(false)) //object not randomized, don't bother
return;
Bonus *b = getBonusList().getFirst(Selector::sourceType(Bonus::ARMY).And(Selector::type(Bonus::MORALE)));
if(!b)
{
b = new Bonus(Bonus::PERMANENT, Bonus::MORALE, Bonus::ARMY, 0, -1);
addNewBonus(b);
}
//number of alignments and presence of undead
std::set<TFaction> factions;
bool hasUndead = false;
for(auto slot : Slots())
{
const CStackInstance * inst = slot.second;
const CCreature * creature = VLC->creh->creatures[inst->getCreatureID()];
factions.insert(creature->faction);
// Check for undead flag instead of faction (undead mummies are neutral)
hasUndead |= inst->hasBonusOfType(Bonus::UNDEAD);
}
size_t factionsInArmy = factions.size(); //town garrison seems to take both sets into account
// Take Angelic Alliance troop-mixing freedom of non-evil units into account.
if (hasBonusOfType(Bonus::NONEVIL_ALIGNMENT_MIX))
{
size_t mixableFactions = 0;
for(TFaction f : factions)
{
if (VLC->townh->factions[f]->alignment != EAlignment::EVIL)
mixableFactions++;
}
if (mixableFactions > 0)
factionsInArmy -= mixableFactions - 1;
}
if(factionsInArmy == 1)
{
b->val = +1;
b->description = VLC->generaltexth->arraytxt[115]; //All troops of one alignment +1
}
else if (!factions.empty()) // no bonus from empty garrison
{
b->val = 2 - factionsInArmy;
b->description = boost::str(boost::format(VLC->generaltexth->arraytxt[114]) % factionsInArmy % b->val); //Troops of %d alignments %d
}
boost::algorithm::trim(b->description);
//-1 modifier for any Undead unit in army
const ui8 UNDEAD_MODIFIER_ID = -2;
Bonus *undeadModifier = getBonusList().getFirst(Selector::source(Bonus::ARMY, UNDEAD_MODIFIER_ID));
if(hasUndead)
{
if(!undeadModifier)
addNewBonus(new Bonus(Bonus::PERMANENT, Bonus::MORALE, Bonus::ARMY, -1, UNDEAD_MODIFIER_ID, VLC->generaltexth->arraytxt[116]));
}
else if(undeadModifier)
removeBonus(undeadModifier);
}
void CArmedInstance::armyChanged()
{
updateMoraleBonusFromArmy();
}
CBonusSystemNode * CArmedInstance::whereShouldBeAttached(CGameState *gs)
{
if(tempOwner < PlayerColor::PLAYER_LIMIT)
return gs->getPlayer(tempOwner);
else
return &gs->globalEffects;
}
CBonusSystemNode * CArmedInstance::whatShouldBeAttached()
{
return this;
}
bool IMarket::getOffer(int id1, int id2, int &val1, int &val2, EMarketMode::EMarketMode mode) const
{
switch(mode)
{
case EMarketMode::RESOURCE_RESOURCE:
{
double effectiveness = std::min((getMarketEfficiency() + 1.0) / 20.0, 0.5);
double r = VLC->objh->resVals[id1], //value of given resource
g = VLC->objh->resVals[id2] / effectiveness; //value of wanted resource
if(r>g) //if given resource is more expensive than wanted
{
val2 = ceil(r / g);
val1 = 1;
}
else //if wanted resource is more expensive
{
val1 = (g / r) + 0.5;
val2 = 1;
}
}
break;
case EMarketMode::CREATURE_RESOURCE:
{
const double effectivenessArray[] = {0.0, 0.3, 0.45, 0.50, 0.65, 0.7, 0.85, 0.9, 1.0};
double effectiveness = effectivenessArray[std::min(getMarketEfficiency(), 8)];
double r = VLC->creh->creatures[id1]->cost[6], //value of given creature in gold
g = VLC->objh->resVals[id2] / effectiveness; //value of wanted resource
if(r>g) //if given resource is more expensive than wanted
{
val2 = ceil(r / g);
val1 = 1;
}
else //if wanted resource is more expensive
{
val1 = (g / r) + 0.5;
val2 = 1;
}
}
break;
case EMarketMode::RESOURCE_PLAYER:
val1 = 1;
val2 = 1;
break;
case EMarketMode::RESOURCE_ARTIFACT:
{
double effectiveness = std::min((getMarketEfficiency() + 3.0) / 20.0, 0.6);
double r = VLC->objh->resVals[id1], //value of offered resource
g = VLC->arth->artifacts[id2]->price / effectiveness; //value of bought artifact in gold
if(id1 != 6) //non-gold prices are doubled
r /= 2;
val1 = std::max(1, (int)((g / r) + 0.5)); //don't sell arts for less than 1 resource
val2 = 1;
}
break;
case EMarketMode::ARTIFACT_RESOURCE:
{
double effectiveness = std::min((getMarketEfficiency() + 3.0) / 20.0, 0.6);
double r = VLC->arth->artifacts[id1]->price * effectiveness,
g = VLC->objh->resVals[id2];
// if(id2 != 6) //non-gold prices are doubled
// r /= 2;
val1 = 1;
val2 = std::max(1, (int)((r / g) + 0.5)); //at least one resource is given in return
}
break;
case EMarketMode::CREATURE_EXP:
{
val1 = 1;
val2 = (VLC->creh->creatures[id1]->AIValue / 40) * 5;
}
break;
case EMarketMode::ARTIFACT_EXP:
{
val1 = 1;
int givenClass = VLC->arth->artifacts[id1]->getArtClassSerial();
if(givenClass < 0 || givenClass > 3)
{
val2 = 0;
return false;
}
static const int expPerClass[] = {1000, 1500, 3000, 6000};
val2 = expPerClass[givenClass];
}
break;
default:
assert(0);
return false;
}
return true;
}
bool IMarket::allowsTrade(EMarketMode::EMarketMode mode) const
{
return false;
}
int IMarket::availableUnits(EMarketMode::EMarketMode mode, int marketItemSerial) const
{
switch(mode)
{
case EMarketMode::RESOURCE_RESOURCE:
case EMarketMode::ARTIFACT_RESOURCE:
case EMarketMode::CREATURE_RESOURCE:
return -1;
default:
return 1;
}
}
std::vector<int> IMarket::availableItemsIds(EMarketMode::EMarketMode mode) const
{
std::vector<int> ret;
switch(mode)
{
case EMarketMode::RESOURCE_RESOURCE:
case EMarketMode::ARTIFACT_RESOURCE:
case EMarketMode::CREATURE_RESOURCE:
for (int i = 0; i < 7; i++)
ret.push_back(i);
}
return ret;
}
const IMarket * IMarket::castFrom(const CGObjectInstance *obj, bool verbose /*= true*/)
{
switch(obj->ID)
{
case Obj::TOWN:
return static_cast<const CGTownInstance*>(obj);
case Obj::ALTAR_OF_SACRIFICE:
case Obj::BLACK_MARKET:
case Obj::TRADING_POST:
case Obj::TRADING_POST_SNOW:
case Obj::FREELANCERS_GUILD:
return static_cast<const CGMarket*>(obj);
case Obj::UNIVERSITY:
return static_cast<const CGUniversity*>(obj);
default:
if(verbose)
logGlobal->errorStream() << "Cannot cast to IMarket object with ID " << obj->ID;
return nullptr;
}
}
IMarket::IMarket(const CGObjectInstance *O)
:o(O)
{
}
std::vector<EMarketMode::EMarketMode> IMarket::availableModes() const
{
std::vector<EMarketMode::EMarketMode> ret;
for (int i = 0; i < EMarketMode::MARTKET_AFTER_LAST_PLACEHOLDER; i++)
if(allowsTrade((EMarketMode::EMarketMode)i))
ret.push_back((EMarketMode::EMarketMode)i);
return ret;
}
void CGMarket::onHeroVisit(const CGHeroInstance * h) const
{
openWindow(OpenWindow::MARKET_WINDOW,id.getNum(),h->id.getNum());
}
int CGMarket::getMarketEfficiency() const
{
return 5;
}
bool CGMarket::allowsTrade(EMarketMode::EMarketMode mode) const
{
switch(mode)
{
case EMarketMode::RESOURCE_RESOURCE:
case EMarketMode::RESOURCE_PLAYER:
switch(ID)
{
case Obj::TRADING_POST:
case Obj::TRADING_POST_SNOW:
return true;
default:
return false;
}
case EMarketMode::CREATURE_RESOURCE:
return ID == Obj::FREELANCERS_GUILD;
//case ARTIFACT_RESOURCE:
case EMarketMode::RESOURCE_ARTIFACT:
return ID == Obj::BLACK_MARKET;
case EMarketMode::ARTIFACT_EXP:
case EMarketMode::CREATURE_EXP:
return ID == Obj::ALTAR_OF_SACRIFICE; //TODO? check here for alignment of visiting hero? - would not be coherent with other checks here
case EMarketMode::RESOURCE_SKILL:
return ID == Obj::UNIVERSITY;
default:
return false;
}
}
int CGMarket::availableUnits(EMarketMode::EMarketMode mode, int marketItemSerial) const
{
return -1;
}
std::vector<int> CGMarket::availableItemsIds(EMarketMode::EMarketMode mode) const
{
switch(mode)
{
case EMarketMode::RESOURCE_RESOURCE:
case EMarketMode::RESOURCE_PLAYER:
return IMarket::availableItemsIds(mode);
default:
return std::vector<int>();
}
}
CGMarket::CGMarket()
:IMarket(this)
{
}
std::vector<int> CGBlackMarket::availableItemsIds(EMarketMode::EMarketMode mode) const
{
switch(mode)
{
case EMarketMode::ARTIFACT_RESOURCE:
return IMarket::availableItemsIds(mode);
case EMarketMode::RESOURCE_ARTIFACT:
{
std::vector<int> ret;
for(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(Date::DAY_OF_MONTH) != 1) //new month
return;
SetAvailableArtifacts saa;
saa.id = id.getNum();
cb->pickAllowedArtsSet(saa.arts);
cb->sendAndApply(&saa);
}
void CGUniversity::initObj()
{
std::vector <int> toChoose;
for (int i=0; i<GameConstants::SKILL_QUANTITY; i++)
if (cb->isAllowed(2,i))
toChoose.push_back(i);
if (toChoose.size() < 4)
{
logGlobal->warnStream()<<"Warning: less then 4 available skills was found by University initializer!";
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::EMarketMode mode) const
{
switch (mode)
{
case EMarketMode::RESOURCE_SKILL:
return skills;
default:
return std::vector <int> ();
}
}
void CGUniversity::onHeroVisit(const CGHeroInstance * h) const
{
openWindow(OpenWindow::UNIVERSITY_WINDOW,id.getNum(),h->id.getNum());
}
GrowthInfo::Entry::Entry(const std::string &format, int _count)
: count(_count)
{
description = boost::str(boost::format(format) % count);
}
GrowthInfo::Entry::Entry(int subID, BuildingID building, int _count)
: count(_count)
{
description = boost::str(boost::format("%s %+d") % VLC->townh->factions[subID]->town->buildings.at(building)->Name() % count);
}
CTownAndVisitingHero::CTownAndVisitingHero()
{
setNodeType(TOWN_AND_VISITOR);
}
int GrowthInfo::totalGrowth() const
{
int ret = 0;
for(const Entry &entry : entries)
ret += entry.count;
return ret;
}