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mirror of https://github.com/vcmi/vcmi.git synced 2024-12-22 22:13:35 +02:00
vcmi/lib/mapObjects/MiscObjects.cpp
2023-08-27 01:35:38 +03:00

1639 lines
42 KiB
C++

/*
* MiscObjects.cpp, part of VCMI engine
*
* Authors: listed in file AUTHORS in main folder
*
* License: GNU General Public License v2.0 or later
* Full text of license available in license.txt file, in main folder
*
*/
#include "StdInc.h"
#include "MiscObjects.h"
#include "../constants/StringConstants.h"
#include "../NetPacks.h"
#include "../CGeneralTextHandler.h"
#include "../CSoundBase.h"
#include "../CSkillHandler.h"
#include "../spells/CSpellHandler.h"
#include "../IGameCallback.h"
#include "../gameState/CGameState.h"
#include "../mapping/CMap.h"
#include "../CPlayerState.h"
#include "../serializer/JsonSerializeFormat.h"
#include "../mapObjectConstructors/AObjectTypeHandler.h"
#include "../mapObjectConstructors/CObjectClassesHandler.h"
#include "../modding/ModScope.h"
VCMI_LIB_NAMESPACE_BEGIN
std::map <si32, std::vector<ObjectInstanceID> > CGMagi::eyelist;
ui8 CGObelisk::obeliskCount = 0; //how many obelisks are on map
std::map<TeamID, ui8> CGObelisk::visited; //map: team_id => how many obelisks has been visited
///helpers
static std::string visitedTxt(const bool visited)
{
int id = visited ? 352 : 353;
return VLC->generaltexth->allTexts[id];
}
void CTeamVisited::setPropertyDer(ui8 what, ui32 val)
{
if(what == CTeamVisited::OBJPROP_VISITED)
players.insert(PlayerColor(val));
}
bool CTeamVisited::wasVisited(PlayerColor player) const
{
return wasVisited(cb->getPlayerState(player)->team);
}
bool CTeamVisited::wasVisited(const CGHeroInstance * h) const
{
return wasVisited(h->tempOwner);
}
bool CTeamVisited::wasVisited(const TeamID & team) const
{
for(const auto & i : players)
{
if(cb->getPlayerState(i)->team == team)
return true;
}
return false;
}
//CGMine
void CGMine::onHeroVisit( const CGHeroInstance * h ) const
{
auto relations = cb->gameState()->getPlayerRelations(h->tempOwner, tempOwner);
if(relations == PlayerRelations::SAME_PLAYER) //we're visiting our mine
{
cb->showGarrisonDialog(id,h->id,true);
return;
}
else if (relations == PlayerRelations::ALLIES)//ally
return;
if(stacksCount()) //Mine is guarded
{
BlockingDialog ynd(true,false);
ynd.player = h->tempOwner;
ynd.text.appendLocalString(EMetaText::ADVOB_TXT, subID == 7 ? 84 : 187);
cb->showBlockingDialog(&ynd);
return;
}
flagMine(h->tempOwner);
}
void CGMine::newTurn(CRandomGenerator & rand) const
{
if(cb->getDate() == 1)
return;
if (tempOwner == PlayerColor::NEUTRAL)
return;
cb->giveResource(tempOwner, producedResource, producedQuantity);
}
void CGMine::initObj(CRandomGenerator & rand)
{
if(isAbandoned())
{
//set guardians
int howManyTroglodytes = rand.nextInt(100, 199);
auto * troglodytes = new CStackInstance(CreatureID::TROGLODYTES, howManyTroglodytes);
putStack(SlotID(0), troglodytes);
assert(!abandonedMineResources.empty());
producedResource = *RandomGeneratorUtil::nextItem(abandonedMineResources, rand);
}
else
{
producedResource = GameResID(subID);
}
producedQuantity = defaultResProduction();
}
bool CGMine::isAbandoned() const
{
return (subID >= 7);
}
std::string CGMine::getObjectName() const
{
return VLC->generaltexth->translate("core.minename", subID);
}
std::string CGMine::getHoverText(PlayerColor player) const
{
std::string hoverName = CArmedInstance::getHoverText(player);
if (tempOwner != PlayerColor::NEUTRAL)
hoverName += "\n(" + VLC->generaltexth->restypes[producedResource] + ")";
if(stacksCount())
{
hoverName += "\n";
hoverName += VLC->generaltexth->allTexts[202]; //Guarded by
hoverName += " ";
hoverName += getArmyDescription();
}
return hoverName;
}
void CGMine::flagMine(const PlayerColor & player) const
{
assert(tempOwner != player);
cb->setOwner(this, player); //not ours? flag it!
InfoWindow iw;
iw.type = EInfoWindowMode::AUTO;
iw.soundID = soundBase::FLAGMINE;
iw.text.appendLocalString(EMetaText::MINE_EVNTS, producedResource); //not use subID, abandoned mines uses default mine texts
iw.player = player;
iw.components.emplace_back(Component::EComponentType::RESOURCE, producedResource, producedQuantity, -1);
cb->showInfoDialog(&iw);
}
ui32 CGMine::defaultResProduction() const
{
switch(producedResource.toEnum())
{
case EGameResID::WOOD:
case EGameResID::ORE:
return 2;
case EGameResID::GOLD:
return 1000;
default:
return 1;
}
}
void CGMine::battleFinished(const CGHeroInstance *hero, const BattleResult &result) const
{
if(result.winner == 0) //attacker won
{
if(isAbandoned())
{
hero->showInfoDialog(85);
}
flagMine(hero->tempOwner);
}
}
void CGMine::blockingDialogAnswered(const CGHeroInstance *hero, ui32 answer) const
{
if(answer)
cb->startBattleI(hero, this);
}
void CGMine::serializeJsonOptions(JsonSerializeFormat & handler)
{
CCreatureSet::serializeJson(handler, "army", 7);
if(isAbandoned())
{
if(handler.saving)
{
JsonNode node(JsonNode::JsonType::DATA_VECTOR);
for(auto const & resID : abandonedMineResources)
{
JsonNode one(JsonNode::JsonType::DATA_STRING);
one.String() = GameConstants::RESOURCE_NAMES[resID];
node.Vector().push_back(one);
}
handler.serializeRaw("possibleResources", node, std::nullopt);
}
else
{
auto guard = handler.enterArray("possibleResources");
const JsonNode & node = handler.getCurrent();
auto names = node.convertTo<std::vector<std::string>>();
for(const std::string & s : names)
{
int raw_res = vstd::find_pos(GameConstants::RESOURCE_NAMES, s);
if(raw_res < 0)
logGlobal->error("Invalid resource name: %s", s);
else
abandonedMineResources.emplace(raw_res);
}
}
}
else
{
serializeJsonOwner(handler);
}
}
std::string CGResource::getHoverText(PlayerColor player) const
{
return VLC->generaltexth->restypes[subID];
}
void CGResource::initObj(CRandomGenerator & rand)
{
blockVisit = true;
if(amount == CGResource::RANDOM_AMOUNT)
{
switch(static_cast<EGameResID>(subID))
{
case EGameResID::GOLD:
amount = rand.nextInt(5, 10) * 100;
break;
case EGameResID::WOOD: case EGameResID::ORE:
amount = rand.nextInt(6, 10);
break;
default:
amount = rand.nextInt(3, 5);
break;
}
}
}
void CGResource::onHeroVisit( const CGHeroInstance * h ) const
{
if(stacksCount())
{
if(!message.empty())
{
BlockingDialog ynd(true,false);
ynd.player = h->getOwner();
ynd.text.appendRawString(message);
cb->showBlockingDialog(&ynd);
}
else
{
blockingDialogAnswered(h, true); //behave as if player accepted battle
}
}
else
collectRes(h->getOwner());
}
void CGResource::collectRes(const PlayerColor & player) const
{
cb->giveResource(player, static_cast<EGameResID>(subID), amount);
InfoWindow sii;
sii.player = player;
if(!message.empty())
{
sii.type = EInfoWindowMode::AUTO;
sii.text.appendRawString(message);
}
else
{
sii.type = EInfoWindowMode::INFO;
sii.text.appendLocalString(EMetaText::ADVOB_TXT,113);
sii.text.replaceLocalString(EMetaText::RES_NAMES, subID);
}
sii.components.emplace_back(Component::EComponentType::RESOURCE,subID,amount,0);
sii.soundID = soundBase::pickup01 + CRandomGenerator::getDefault().nextInt(6);
cb->showInfoDialog(&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 CGResource::serializeJsonOptions(JsonSerializeFormat & handler)
{
CCreatureSet::serializeJson(handler, "guards", 7);
handler.serializeInt("amount", amount, 0);
handler.serializeString("guardMessage", message);
}
bool CGTeleport::isEntrance() const
{
return type == BOTH || type == ENTRANCE;
}
bool CGTeleport::isExit() const
{
return type == BOTH || type == EXIT;
}
bool CGTeleport::isChannelEntrance(const ObjectInstanceID & id) const
{
return vstd::contains(getAllEntrances(), id);
}
bool CGTeleport::isChannelExit(const ObjectInstanceID & id) const
{
return vstd::contains(getAllExits(), id);
}
std::vector<ObjectInstanceID> CGTeleport::getAllEntrances(bool excludeCurrent) const
{
auto ret = cb->getTeleportChannelEntraces(channel);
if(excludeCurrent)
vstd::erase_if_present(ret, id);
return ret;
}
std::vector<ObjectInstanceID> CGTeleport::getAllExits(bool excludeCurrent) const
{
auto ret = cb->getTeleportChannelExits(channel);
if(excludeCurrent)
vstd::erase_if_present(ret, id);
return ret;
}
ObjectInstanceID CGTeleport::getRandomExit(const CGHeroInstance * h) const
{
auto passableExits = getPassableExits(cb->gameState(), h, getAllExits(true));
if(!passableExits.empty())
return *RandomGeneratorUtil::nextItem(passableExits, CRandomGenerator::getDefault());
return ObjectInstanceID();
}
bool CGTeleport::isTeleport(const CGObjectInstance * obj)
{
return ((dynamic_cast<const CGTeleport *>(obj)));
}
bool CGTeleport::isConnected(const CGTeleport * src, const CGTeleport * dst)
{
return src && dst && src->isChannelExit(dst->id);
}
bool CGTeleport::isConnected(const CGObjectInstance * src, const CGObjectInstance * dst)
{
const auto * srcObj = dynamic_cast<const CGTeleport *>(src);
const auto * dstObj = dynamic_cast<const CGTeleport *>(dst);
return isConnected(srcObj, dstObj);
}
bool CGTeleport::isExitPassable(CGameState * gs, const CGHeroInstance * h, const CGObjectInstance * obj)
{
auto * objTopVisObj = gs->map->getTile(obj->visitablePos()).topVisitableObj();
if(objTopVisObj->ID == Obj::HERO)
{
if(h->id == objTopVisObj->id) // Just to be sure it's won't happen.
return false;
// Check if it's friendly hero or not
if(gs->getPlayerRelations(h->tempOwner, objTopVisObj->tempOwner) != PlayerRelations::ENEMIES)
{
// Exchange between heroes only possible via subterranean gates
if(!dynamic_cast<const CGSubterraneanGate *>(obj))
return false;
}
}
return true;
}
std::vector<ObjectInstanceID> CGTeleport::getPassableExits(CGameState * gs, const CGHeroInstance * h, std::vector<ObjectInstanceID> exits)
{
vstd::erase_if(exits, [&](const ObjectInstanceID & exit) -> bool
{
return !isExitPassable(gs, h, gs->getObj(exit));
});
return exits;
}
void CGTeleport::addToChannel(std::map<TeleportChannelID, std::shared_ptr<TeleportChannel> > &channelsList, const CGTeleport * obj)
{
std::shared_ptr<TeleportChannel> tc;
if(channelsList.find(obj->channel) == channelsList.end())
{
tc = std::make_shared<TeleportChannel>();
channelsList.insert(std::make_pair(obj->channel, tc));
}
else
tc = channelsList[obj->channel];
if(obj->isEntrance() && !vstd::contains(tc->entrances, obj->id))
tc->entrances.push_back(obj->id);
if(obj->isExit() && !vstd::contains(tc->exits, obj->id))
tc->exits.push_back(obj->id);
if(!tc->entrances.empty() && !tc->exits.empty()
&& (tc->entrances.size() != 1 || tc->entrances != tc->exits))
{
tc->passability = TeleportChannel::PASSABLE;
}
}
TeleportChannelID CGMonolith::findMeChannel(const std::vector<Obj> & IDs, int SubID) const
{
for(auto obj : cb->gameState()->map->objects)
{
if(!obj)
continue;
const auto * teleportObj = dynamic_cast<const CGTeleport *>(cb->getObj(obj->id));
if(teleportObj && vstd::contains(IDs, teleportObj->ID) && teleportObj->subID == SubID)
return teleportObj->channel;
}
return TeleportChannelID();
}
void CGMonolith::onHeroVisit( const CGHeroInstance * h ) const
{
TeleportDialog td(h->tempOwner, channel);
if(isEntrance())
{
if(cb->isTeleportChannelBidirectional(channel) && 1 < cb->getTeleportChannelExits(channel).size())
{
auto exits = cb->getTeleportChannelExits(channel);
for(const auto & exit : exits)
{
td.exits.push_back(std::make_pair(exit, h->convertFromVisitablePos(cb->getObj(exit)->visitablePos())));
}
}
if(cb->isTeleportChannelImpassable(channel))
{
logGlobal->debug("Cannot find corresponding exit monolith for %d at %s", id.getNum(), pos.toString());
td.impassable = true;
}
else if(getRandomExit(h) == ObjectInstanceID())
logGlobal->debug("All exits blocked for monolith %d at %s", id.getNum(), pos.toString());
}
else
h->showInfoDialog(70);
cb->showTeleportDialog(&td);
}
void CGMonolith::teleportDialogAnswered(const CGHeroInstance *hero, ui32 answer, TTeleportExitsList exits) const
{
int3 dPos;
auto randomExit = getRandomExit(hero);
auto realExits = getAllExits(true);
if(!isEntrance() // Do nothing if hero visited exit only object
|| (exits.empty() && realExits.empty()) // Do nothing if there no exits on this channel
|| ObjectInstanceID() == randomExit) // Do nothing if all exits are blocked by friendly hero and it's not subterranean gate
{
return;
}
else if(vstd::isValidIndex(exits, answer))
dPos = exits[answer].second;
else
dPos = hero->convertFromVisitablePos(cb->getObj(randomExit)->visitablePos());
cb->moveHero(hero->id, dPos, true);
}
void CGMonolith::initObj(CRandomGenerator & rand)
{
std::vector<Obj> IDs;
IDs.push_back(ID);
switch(ID)
{
case Obj::MONOLITH_ONE_WAY_ENTRANCE:
type = ENTRANCE;
IDs.emplace_back(Obj::MONOLITH_ONE_WAY_EXIT);
break;
case Obj::MONOLITH_ONE_WAY_EXIT:
type = EXIT;
IDs.emplace_back(Obj::MONOLITH_ONE_WAY_ENTRANCE);
break;
case Obj::MONOLITH_TWO_WAY:
default:
type = BOTH;
break;
}
channel = findMeChannel(IDs, subID);
if(channel == TeleportChannelID())
channel = TeleportChannelID(static_cast<si32>(cb->gameState()->map->teleportChannels.size()));
addToChannel(cb->gameState()->map->teleportChannels, this);
}
void CGSubterraneanGate::onHeroVisit( const CGHeroInstance * h ) const
{
TeleportDialog td(h->tempOwner, channel);
if(cb->isTeleportChannelImpassable(channel))
{
h->showInfoDialog(153);//Just inside the entrance you find a large pile of rubble blocking the tunnel. You leave discouraged.
logGlobal->debug("Cannot find exit subterranean gate for %d at %s", id.getNum(), pos.toString());
td.impassable = true;
}
else
{
auto exit = getRandomExit(h);
td.exits.push_back(std::make_pair(exit, h->convertFromVisitablePos(cb->getObj(exit)->visitablePos())));
}
cb->showTeleportDialog(&td);
}
void CGSubterraneanGate::initObj(CRandomGenerator & rand)
{
type = BOTH;
}
void CGSubterraneanGate::postInit() //matches subterranean gates into pairs
{
//split on underground and surface gates
std::vector<CGSubterraneanGate *> gatesSplit[2]; //surface and underground gates
for(auto & obj : cb->gameState()->map->objects)
{
if(!obj) // FIXME: Find out why there are nullptr objects right after initialization
continue;
auto * hlp = dynamic_cast<CGSubterraneanGate *>(cb->gameState()->getObjInstance(obj->id));
if(hlp)
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;
});
auto assignToChannel = [&](CGSubterraneanGate * obj)
{
if(obj->channel == TeleportChannelID())
{ // if object not linked to channel then create new channel
obj->channel = TeleportChannelID(static_cast<si32>(cb->gameState()->map->teleportChannels.size()));
addToChannel(cb->gameState()->map->teleportChannels, obj);
}
};
for(size_t i = 0; i < gatesSplit[0].size(); i++)
{
CGSubterraneanGate * objCurrent = gatesSplit[0][i];
//find nearest underground exit
std::pair<int, si32> best(-1, std::numeric_limits<si32>::max()); //pair<pos_in_vector, distance^2>
for(int j = 0; j < gatesSplit[1].size(); j++)
{
CGSubterraneanGate *checked = gatesSplit[1][j];
if(checked->channel != TeleportChannelID())
continue;
si32 hlp = checked->pos.dist2dSQ(objCurrent->pos);
if(hlp < best.second)
{
best.first = j;
best.second = hlp;
}
}
assignToChannel(objCurrent);
if(best.first >= 0) //found pair
{
gatesSplit[1][best.first]->channel = objCurrent->channel;
addToChannel(cb->gameState()->map->teleportChannels, gatesSplit[1][best.first]);
}
}
// we should assign empty channels to underground gates if they don't have matching overground gates
for(auto & i : gatesSplit[1])
assignToChannel(i);
}
void CGWhirlpool::onHeroVisit( const CGHeroInstance * h ) const
{
TeleportDialog td(h->tempOwner, channel);
if(cb->isTeleportChannelImpassable(channel))
{
logGlobal->debug("Cannot find exit whirlpool for %d at %s", id.getNum(), pos.toString());
td.impassable = true;
}
else if(getRandomExit(h) == ObjectInstanceID())
logGlobal->debug("All exits are blocked for whirlpool %d at %s", id.getNum(), pos.toString());
if(!isProtected(h))
{
SlotID targetstack = h->Slots().begin()->first; //slot numbers may vary
for(auto i = h->Slots().rbegin(); i != h->Slots().rend(); i++)
{
if(h->getPower(targetstack) > h->getPower(i->first))
targetstack = (i->first);
}
auto countToTake = static_cast<TQuantity>(h->getStackCount(targetstack) * 0.5);
vstd::amax(countToTake, 1);
InfoWindow iw;
iw.type = EInfoWindowMode::AUTO;
iw.player = h->tempOwner;
iw.text.appendLocalString(EMetaText::ADVOB_TXT, 168);
iw.components.emplace_back(CStackBasicDescriptor(h->getCreature(targetstack), -countToTake));
cb->showInfoDialog(&iw);
cb->changeStackCount(StackLocation(h, targetstack), -countToTake);
}
else
{
auto exits = getAllExits();
for(const auto & exit : exits)
{
auto blockedPosList = cb->getObj(exit)->getBlockedPos();
for(const auto & bPos : blockedPosList)
td.exits.push_back(std::make_pair(exit, h->convertFromVisitablePos(bPos)));
}
}
cb->showTeleportDialog(&td);
}
void CGWhirlpool::teleportDialogAnswered(const CGHeroInstance *hero, ui32 answer, TTeleportExitsList exits) const
{
int3 dPos;
auto realExits = getAllExits();
if(exits.empty() && realExits.empty())
return;
else if(vstd::isValidIndex(exits, answer))
dPos = exits[answer].second;
else
{
auto exit = getRandomExit(hero);
if(exit == ObjectInstanceID())
return;
const auto * obj = cb->getObj(exit);
std::set<int3> tiles = obj->getBlockedPos();
dPos = hero->convertFromVisitablePos(*RandomGeneratorUtil::nextItem(tiles, CRandomGenerator::getDefault()));
}
cb->moveHero(hero->id, dPos, true);
}
bool CGWhirlpool::isProtected(const CGHeroInstance * h)
{
return h->hasBonusOfType(BonusType::WHIRLPOOL_PROTECTION)
|| (h->stacksCount() == 1 && h->Slots().begin()->second->count == 1);
}
void CGArtifact::initObj(CRandomGenerator & rand)
{
blockVisit = true;
if(ID == Obj::ARTIFACT)
{
if (!storedArtifact)
{
auto * a = new CArtifactInstance();
cb->gameState()->map->addNewArtifactInstance(a);
storedArtifact = a;
}
if(!storedArtifact->artType)
storedArtifact->setType(VLC->arth->objects[subID]);
}
if(ID == Obj::SPELL_SCROLL)
subID = 1;
assert(storedArtifact->artType);
assert(storedArtifact->getParentNodes().size());
//assert(storedArtifact->artType->id == subID); //this does not stop desync
}
std::string CGArtifact::getObjectName() const
{
return VLC->artifacts()->getByIndex(subID)->getNameTranslated();
}
void CGArtifact::onHeroVisit(const CGHeroInstance * h) const
{
if(!stacksCount())
{
InfoWindow iw;
iw.type = EInfoWindowMode::AUTO;
iw.player = h->tempOwner;
if(storedArtifact->artType->canBePutAt(h))
{
switch (ID)
{
case Obj::ARTIFACT:
{
iw.components.emplace_back(Component::EComponentType::ARTIFACT, subID, 0, 0);
if(message.length())
iw.text.appendRawString(message);
else
iw.text.appendLocalString(EMetaText::ART_EVNTS, subID);
}
break;
case Obj::SPELL_SCROLL:
{
int spellID = storedArtifact->getScrollSpellID();
iw.components.emplace_back(Component::EComponentType::SPELL, spellID, 0, 0);
if(message.length())
iw.text.appendRawString(message);
else
{
iw.text.appendLocalString(EMetaText::ADVOB_TXT,135);
iw.text.replaceLocalString(EMetaText::SPELL_NAME, spellID);
}
}
break;
}
}
else
{
iw.text.appendLocalString(EMetaText::ADVOB_TXT, 2);
}
cb->showInfoDialog(&iw);
pick(h);
}
else
{
switch(ID)
{
case Obj::ARTIFACT:
{
BlockingDialog ynd(true,false);
ynd.player = h->getOwner();
if(message.length())
ynd.text.appendRawString(message);
else
{
// TODO: Guard text is more complex in H3, see mantis issue 2325 for details
ynd.text.appendLocalString(EMetaText::GENERAL_TXT, 420);
ynd.text.replaceRawString("");
ynd.text.replaceRawString(getArmyDescription());
ynd.text.replaceLocalString(EMetaText::GENERAL_TXT, 43); // creatures
}
cb->showBlockingDialog(&ynd);
}
break;
case Obj::SPELL_SCROLL:
{
if(message.length())
{
BlockingDialog ynd(true,false);
ynd.player = h->getOwner();
ynd.text.appendRawString(message);
cb->showBlockingDialog(&ynd);
}
else
blockingDialogAnswered(h, true);
}
break;
}
}
}
void CGArtifact::pick(const CGHeroInstance * h) const
{
if(cb->giveHeroArtifact(h, storedArtifact, ArtifactPosition::FIRST_AVAILABLE))
cb->removeObject(this);
}
BattleField CGArtifact::getBattlefield() const
{
return BattleField::NONE;
}
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 CGArtifact::afterAddToMap(CMap * map)
{
//Artifacts from map objects are never removed
//FIXME: This should be revertible in map editor
if(ID == Obj::SPELL_SCROLL && storedArtifact && storedArtifact->getId().getNum() < 0)
map->addNewArtifactInstance(storedArtifact);
}
void CGArtifact::serializeJsonOptions(JsonSerializeFormat& handler)
{
handler.serializeString("guardMessage", message);
CCreatureSet::serializeJson(handler, "guards" ,7);
if(handler.saving && ID == Obj::SPELL_SCROLL)
{
const std::shared_ptr<Bonus> b = storedArtifact->getBonusLocalFirst(Selector::type()(BonusType::SPELL));
SpellID spellId(b->subtype);
handler.serializeId("spell", spellId, SpellID::NONE);
}
}
void CGWitchHut::initObj(CRandomGenerator & rand)
{
if (allowedAbilities.empty()) //this can happen for RMG and RoE maps.
{
auto defaultAllowed = VLC->skillh->getDefaultAllowed();
// Necromancy and Leadership can't be learned by default
defaultAllowed[SecondarySkill::NECROMANCY] = false;
defaultAllowed[SecondarySkill::LEADERSHIP] = false;
for(int i = 0; i < defaultAllowed.size(); i++)
if (defaultAllowed[i] && cb->isAllowed(2, i))
allowedAbilities.insert(SecondarySkill(i));
}
ability = *RandomGeneratorUtil::nextItem(allowedAbilities, rand);
}
void CGWitchHut::onHeroVisit( const CGHeroInstance * h ) const
{
InfoWindow iw;
iw.type = EInfoWindowMode::AUTO;
iw.player = h->getOwner();
if(!wasVisited(h->tempOwner))
cb->setObjProperty(id, CGWitchHut::OBJPROP_VISITED, 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.emplace_back(Component::EComponentType::SEC_SKILL, ability, 1, 0);
txt_id = 171;
cb->changeSecSkill(h, SecondarySkill(ability), 1, true);
}
iw.text.appendLocalString(EMetaText::ADVOB_TXT,txt_id);
iw.text.replaceLocalString(EMetaText::SEC_SKILL_NAME, ability);
cb->showInfoDialog(&iw);
}
std::string CGWitchHut::getHoverText(PlayerColor player) const
{
std::string hoverName = getObjectName();
if(wasVisited(player))
{
hoverName += "\n" + VLC->generaltexth->allTexts[356]; // + (learn %s)
boost::algorithm::replace_first(hoverName, "%s", VLC->skillh->getByIndex(ability)->getNameTranslated());
}
return hoverName;
}
std::string CGWitchHut::getHoverText(const CGHeroInstance * hero) const
{
std::string hoverName = getHoverText(hero->tempOwner);
if(wasVisited(hero->tempOwner) && hero->getSecSkillLevel(SecondarySkill(ability))) //hero knows that ability
hoverName += "\n\n" + VLC->generaltexth->allTexts[357]; // (Already learned)
return hoverName;
}
void CGWitchHut::serializeJsonOptions(JsonSerializeFormat & handler)
{
//TODO: unify allowed abilities with others - make them std::vector<bool>
std::vector<bool> temp;
size_t skillCount = VLC->skillh->size();
temp.resize(skillCount, false);
auto standard = VLC->skillh->getDefaultAllowed(); //todo: for WitchHut default is all except Leadership and Necromancy
if(handler.saving)
{
for(SecondarySkill i(0); i < SecondarySkill(skillCount); ++i)
if(vstd::contains(allowedAbilities, i))
temp[i] = true;
}
handler.serializeLIC("allowedSkills", &CSkillHandler::decodeSkill, &CSkillHandler::encodeSkill, standard, temp);
if(!handler.saving)
{
allowedAbilities.clear();
for(si32 i = 0; i < skillCount; ++i)
if(temp[i])
allowedAbilities.insert(SecondarySkill(i));
}
}
void CGObservatory::onHeroVisit( const CGHeroInstance * h ) const
{
InfoWindow iw;
iw.type = EInfoWindowMode::AUTO;
iw.player = h->tempOwner;
switch (ID)
{
case Obj::REDWOOD_OBSERVATORY:
case Obj::PILLAR_OF_FIRE:
{
iw.text.appendLocalString(EMetaText::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.appendLocalString (EMetaText::ADVOB_TXT, 31);
for (auto & player : cb->gameState()->players)
{
if (cb->getPlayerStatus(player.first) == EPlayerStatus::INGAME &&
cb->getPlayerRelations(player.first, h->tempOwner) == PlayerRelations::ENEMIES)
cb->changeFogOfWar(visitablePos(), 20, player.first, true);
}
break;
}
}
cb->showInfoDialog(&iw);
}
void CGShrine::onHeroVisit( const CGHeroInstance * h ) const
{
if(spell == SpellID::NONE)
{
logGlobal->error("Not initialized shrine visited!");
return;
}
if(!wasVisited(h->tempOwner))
cb->setObjProperty(id, CGShrine::OBJPROP_VISITED, h->tempOwner.getNum());
InfoWindow iw;
iw.type = EInfoWindowMode::AUTO;
iw.player = h->getOwner();
iw.text = visitText;
iw.text.appendLocalString(EMetaText::SPELL_NAME,spell);
iw.text.appendRawString(".");
if(!h->getArt(ArtifactPosition::SPELLBOOK))
{
iw.text.appendLocalString(EMetaText::ADVOB_TXT,131);
}
else if(h->spellbookContainsSpell(spell))//hero already knows the spell
{
iw.text.appendLocalString(EMetaText::ADVOB_TXT,174);
}
else if(spell.toSpell()->getLevel() > h->maxSpellLevel()) //it's third level spell and hero doesn't have wisdom
{
iw.text.appendLocalString(EMetaText::ADVOB_TXT,130);
}
else //give spell
{
std::set<SpellID> spells;
spells.insert(spell);
cb->changeSpells(h, true, spells);
iw.components.emplace_back(Component::EComponentType::SPELL, spell, 0, 0);
}
cb->showInfoDialog(&iw);
}
void CGShrine::initObj(CRandomGenerator & rand)
{
VLC->objtypeh->getHandlerFor(ID, subID)->configureObject(this, rand);
}
std::string CGShrine::getHoverText(PlayerColor player) const
{
std::string hoverName = getObjectName();
if(wasVisited(player))
{
hoverName += "\n" + VLC->generaltexth->allTexts[355]; // + (learn %s)
boost::algorithm::replace_first(hoverName,"%s", spell.toSpell()->getNameTranslated());
}
return hoverName;
}
std::string CGShrine::getHoverText(const CGHeroInstance * hero) const
{
std::string hoverName = getHoverText(hero->tempOwner);
if(wasVisited(hero->tempOwner) && hero->spellbookContainsSpell(spell)) //know what spell there is and hero knows that spell
hoverName += "\n\n" + VLC->generaltexth->allTexts[354]; // (Already learned)
return hoverName;
}
void CGShrine::serializeJsonOptions(JsonSerializeFormat & handler)
{
handler.serializeId("spell", spell, SpellID::NONE);
}
void CGSignBottle::initObj(CRandomGenerator & rand)
{
//if no text is set than we pick random from the predefined ones
if(message.empty())
{
auto vector = VLC->generaltexth->findStringsWithPrefix("core.randsign");
std::string messageIdentifier = *RandomGeneratorUtil::nextItem(vector, rand);
message = VLC->generaltexth->translate(messageIdentifier);
}
if(ID == Obj::OCEAN_BOTTLE)
{
blockVisit = true;
}
}
void CGSignBottle::onHeroVisit( const CGHeroInstance * h ) const
{
InfoWindow iw;
iw.player = h->getOwner();
iw.text.appendRawString(message);
cb->showInfoDialog(&iw);
if(ID == Obj::OCEAN_BOTTLE)
cb->removeObject(this);
}
void CGSignBottle::serializeJsonOptions(JsonSerializeFormat& handler)
{
handler.serializeString("text", message);
}
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->canLearnSpell(SpellID(bid).toSpell())))
{
type = PRIM_SKILL;
bid = CRandomGenerator::getDefault().nextInt(GameConstants::PRIMARY_SKILLS - 1);
}
InfoWindow iw;
iw.type = EInfoWindowMode::AUTO;
iw.player = h->getOwner();
iw.text.appendLocalString(EMetaText::ADVOB_TXT,115);
switch (type)
{
case PRIM_SKILL:
cb->changePrimSkill(h,static_cast<PrimarySkill>(bid),+1);
iw.components.emplace_back(Component::EComponentType::PRIM_SKILL, bid, +1, 0);
break;
case SECONDARY_SKILL:
cb->changeSecSkill(h,SecondarySkill(bid),+1);
iw.components.emplace_back(Component::EComponentType::SEC_SKILL, bid, ssl + 1, 0);
break;
case SPELL:
{
std::set<SpellID> hlp;
hlp.insert(SpellID(bid));
cb->changeSpells(h,true,hlp);
iw.components.emplace_back(Component::EComponentType::SPELL, bid, 0, 0);
}
break;
default:
logGlobal->error("Error: wrong bonus type (%d) for Scholar!\n", static_cast<int>(type));
return;
}
cb->showInfoDialog(&iw);
cb->removeObject(this);
}
void CGScholar::initObj(CRandomGenerator & rand)
{
blockVisit = true;
if(bonusType == RANDOM)
{
bonusType = static_cast<EBonusType>(rand.nextInt(2));
switch(bonusType)
{
case PRIM_SKILL:
bonusID = rand.nextInt(GameConstants::PRIMARY_SKILLS -1);
break;
case SECONDARY_SKILL:
bonusID = rand.nextInt(static_cast<int>(VLC->skillh->size()) - 1);
break;
case SPELL:
std::vector<SpellID> possibilities;
cb->getAllowedSpells (possibilities);
bonusID = *RandomGeneratorUtil::nextItem(possibilities, rand);
break;
}
}
}
void CGScholar::serializeJsonOptions(JsonSerializeFormat & handler)
{
if(handler.saving)
{
std::string value;
switch(bonusType)
{
case PRIM_SKILL:
value = NPrimarySkill::names[bonusID];
handler.serializeString("rewardPrimSkill", value);
break;
case SECONDARY_SKILL:
value = CSkillHandler::encodeSkill(bonusID);
handler.serializeString("rewardSkill", value);
break;
case SPELL:
value = SpellID::encode(bonusID);
handler.serializeString("rewardSpell", value);
break;
case RANDOM:
break;
}
}
else
{
//TODO: unify
const JsonNode & json = handler.getCurrent();
bonusType = RANDOM;
if(!json["rewardPrimSkill"].String().empty())
{
auto raw = VLC->identifiers()->getIdentifier(ModScope::scopeBuiltin(), "primSkill", json["rewardPrimSkill"].String());
if(raw)
{
bonusType = PRIM_SKILL;
bonusID = raw.value();
}
}
else if(!json["rewardSkill"].String().empty())
{
auto raw = VLC->identifiers()->getIdentifier(ModScope::scopeBuiltin(), "skill", json["rewardSkill"].String());
if(raw)
{
bonusType = SECONDARY_SKILL;
bonusID = raw.value();
}
}
else if(!json["rewardSpell"].String().empty())
{
auto raw = VLC->identifiers()->getIdentifier(ModScope::scopeBuiltin(), "spell", json["rewardSpell"].String());
if(raw)
{
bonusType = SPELL;
bonusID = raw.value();
}
}
}
}
void CGGarrison::onHeroVisit (const CGHeroInstance *h) const
{
auto relations = cb->gameState()->getPlayerRelations(h->tempOwner, tempOwner);
if (relations == PlayerRelations::ENEMIES && stacksCount() > 0) {
//TODO: Find a way to apply magic garrison effects in battle.
cb->startBattleI(h, this);
return;
}
//New owner.
if (relations == PlayerRelations::ENEMIES)
cb->setOwner(this, h->tempOwner);
cb->showGarrisonDialog(id, h->id, removableUnits);
}
bool CGGarrison::passableFor(PlayerColor player) const
{
//FIXME: identical to same method in CGTownInstance
if ( !stacksCount() )//empty - anyone can visit
return true;
if ( tempOwner == PlayerColor::NEUTRAL )//neutral guarded - no one can visit
return false;
if (cb->getPlayerRelations(tempOwner, player) != PlayerRelations::ENEMIES)
return true;
return false;
}
void CGGarrison::battleFinished(const CGHeroInstance *hero, const BattleResult &result) const
{
if (result.winner == 0)
onHeroVisit(hero);
}
void CGGarrison::serializeJsonOptions(JsonSerializeFormat& handler)
{
handler.serializeBool("removableUnits", removableUnits);
serializeJsonOwner(handler);
CCreatureSet::serializeJson(handler, "army", 7);
}
void CGMagi::reset()
{
eyelist.clear();
}
void CGMagi::initObj(CRandomGenerator & rand)
{
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)
{
h->showInfoDialog(61);
if (!eyelist[subID].empty())
{
CenterView cv;
cv.player = h->tempOwner;
cv.focusTime = 2000;
FoWChange fw;
fw.player = h->tempOwner;
fw.mode = 1;
fw.waitForDialogs = true;
for(const 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->visitablePos();
cv.focusTime = 0;
cb->sendAndApply(&cv);
}
}
else if (ID == Obj::EYE_OF_MAGI)
{
h->showInfoDialog(48);
}
}
CGBoat::CGBoat()
{
hero = nullptr;
direction = 4;
layer = EPathfindingLayer::SAIL;
}
bool CGBoat::isCoastVisitable() const
{
return true;
}
void CGSirens::initObj(CRandomGenerator & rand)
{
blockVisit = true;
}
std::string CGSirens::getHoverText(const CGHeroInstance * hero) const
{
return getObjectName() + " " + visitedTxt(hero->hasBonusFrom(BonusSource::OBJECT,ID));
}
void CGSirens::onHeroVisit( const CGHeroInstance * h ) const
{
InfoWindow iw;
iw.player = h->tempOwner;
if(h->hasBonusFrom(BonusSource::OBJECT,ID)) //has already visited Sirens
{
iw.type = EInfoWindowMode::AUTO;
iw.text.appendLocalString(EMetaText::ADVOB_TXT,133);
}
else
{
giveDummyBonus(h->id, BonusDuration::ONE_BATTLE);
TExpType xp = 0;
for (auto i = h->Slots().begin(); i != h->Slots().end(); i++)
{
// 1-sized stacks are not affected by sirens
if (i->second->count == 1)
continue;
// tested H3 behavior: 30% (rounded up) of stack drowns
TQuantity drown = std::ceil(i->second->count * 0.3);
if(drown)
{
cb->changeStackCount(StackLocation(h, i->first), -drown);
xp += drown * i->second->type->getMaxHealth();
}
}
if(xp)
{
xp = h->calculateXp(static_cast<int>(xp));
iw.text.appendLocalString(EMetaText::ADVOB_TXT,132);
iw.text.replaceNumber(static_cast<int>(xp));
cb->changePrimSkill(h, PrimarySkill::EXPERIENCE, xp, false);
}
else
{
iw.text.appendLocalString(EMetaText::ADVOB_TXT,134);
}
}
cb->showInfoDialog(&iw);
}
void CGShipyard::getOutOffsets( std::vector<int3> &offsets ) const
{
// H J L K I
// A x S x B
// C E G F D
offsets = {
{-2, 0, 0}, // A
{+2, 0, 0}, // B
{-2, 1, 0}, // C
{+2, 1, 0}, // D
{-1, 1, 0}, // E
{+1, 1, 0}, // F
{0, 1, 0}, // G
{-2, -1, 0}, // H
{+2, -1, 0}, // I
{-1, -1, 0}, // G
{+1, -1, 0}, // K
{0, -1, 0}, // L
};
}
const IObjectInterface * CGShipyard::getObject() const
{
return this;
}
void CGShipyard::onHeroVisit( const CGHeroInstance * h ) const
{
if(cb->gameState()->getPlayerRelations(tempOwner, h->tempOwner) == PlayerRelations::ENEMIES)
cb->setOwner(this, h->tempOwner);
if(shipyardStatus() != IBoatGenerator::GOOD)
{
InfoWindow iw;
iw.type = EInfoWindowMode::AUTO;
iw.player = tempOwner;
getProblemText(iw.text, h);
cb->showInfoDialog(&iw);
}
else
{
openWindow(EOpenWindowMode::SHIPYARD_WINDOW,id.getNum(),h->id.getNum());
}
}
void CGShipyard::serializeJsonOptions(JsonSerializeFormat& handler)
{
serializeJsonOwner(handler);
}
BoatId CGShipyard::getBoatType() const
{
return createdBoat;
}
void CCartographer::onHeroVisit( const CGHeroInstance * h ) const
{
//if player has not bought map of this subtype yet and underground exist for stalagmite cartographer
if (!wasVisited(h->getOwner()) && (subID != 2 || cb->gameState()->map->twoLevel))
{
if (cb->getResource(h->tempOwner, EGameResID::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->warn("Unrecognized subtype of cartographer");
}
assert(text);
BlockingDialog bd (true, false);
bd.player = h->getOwner();
bd.text.appendLocalString (EMetaText::ADVOB_TXT, text);
cb->showBlockingDialog (&bd);
}
else //if he cannot afford
{
h->showInfoDialog(28);
}
}
else //if he already visited carographer
{
h->showInfoDialog(24);
}
}
void CCartographer::blockingDialogAnswered(const CGHeroInstance *hero, ui32 answer) const
{
if(answer) //if hero wants to buy map
{
cb->giveResource(hero->tempOwner, EGameResID::GOLD, -1000);
FoWChange fw;
fw.mode = 1;
fw.player = hero->tempOwner;
//subIDs of different types of cartographers:
//water = 0; land = 1; underground = 2;
IGameCallback::MapTerrainFilterMode tileFilterMode = IGameCallback::MapTerrainFilterMode::NONE;
switch(subID)
{
case 0:
tileFilterMode = CPrivilegedInfoCallback::MapTerrainFilterMode::WATER;
break;
case 1:
tileFilterMode = CPrivilegedInfoCallback::MapTerrainFilterMode::LAND_CARTOGRAPHER;
break;
case 2:
tileFilterMode = CPrivilegedInfoCallback::MapTerrainFilterMode::UNDERGROUND_CARTOGRAPHER;
break;
}
cb->getAllTiles(fw.tiles, hero->tempOwner, -1, tileFilterMode); //reveal appropriate tiles
cb->sendAndApply(&fw);
cb->setObjProperty(id, CCartographer::OBJPROP_VISITED, 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.type = EInfoWindowMode::AUTO;
iw.player = h->tempOwner;
TeamState *ts = cb->gameState()->getPlayerTeam(h->tempOwner);
assert(ts);
TeamID team = ts->id;
if(!wasVisited(team))
{
iw.text.appendLocalString(EMetaText::ADVOB_TXT, 96);
cb->sendAndApply(&iw);
// increment general visited obelisks counter
cb->setObjProperty(id, CGObelisk::OBJPROP_INC, team.getNum());
openWindow(EOpenWindowMode::PUZZLE_MAP, h->tempOwner.getNum());
// mark that particular obelisk as visited for all players in the team
for(const auto & color : ts->players)
{
cb->setObjProperty(id, CGObelisk::OBJPROP_VISITED, color.getNum());
}
}
else
{
iw.text.appendLocalString(EMetaText::ADVOB_TXT, 97);
cb->sendAndApply(&iw);
}
}
void CGObelisk::initObj(CRandomGenerator & rand)
{
obeliskCount++;
}
void CGObelisk::reset()
{
obeliskCount = 0;
visited.clear();
}
std::string CGObelisk::getHoverText(PlayerColor player) const
{
return getObjectName() + " " + visitedTxt(wasVisited(player));
}
void CGObelisk::setPropertyDer( ui8 what, ui32 val )
{
switch(what)
{
case CGObelisk::OBJPROP_INC:
{
auto progress = ++visited[TeamID(val)];
logGlobal->debug("Player %d: obelisk progress %d / %d", val, static_cast<int>(progress) , static_cast<int>(obeliskCount));
if(progress > obeliskCount)
{
logGlobal->error("Visited %d of %d", static_cast<int>(progress), obeliskCount);
throw std::runtime_error("internal error");
}
break;
}
default:
CTeamVisited::setPropertyDer(what, val);
break;
}
}
void CGLighthouse::onHeroVisit( const CGHeroInstance * h ) const
{
if(h->tempOwner != tempOwner)
{
PlayerColor oldOwner = tempOwner;
cb->setOwner(this,h->tempOwner); //not ours? flag it!
h->showInfoDialog(69);
giveBonusTo(h->tempOwner);
if(oldOwner.isValidPlayer()) //remove bonus from old owner
{
RemoveBonus rb(GiveBonus::ETarget::PLAYER);
rb.whoID = oldOwner.getNum();
rb.source = vstd::to_underlying(BonusSource::OBJECT);
rb.id = id.getNum();
cb->sendAndApply(&rb);
}
}
}
void CGLighthouse::initObj(CRandomGenerator & rand)
{
if(tempOwner.isValidPlayer())
{
// FIXME: This is dirty hack
giveBonusTo(tempOwner, true);
}
}
void CGLighthouse::giveBonusTo(const PlayerColor & player, bool onInit) const
{
GiveBonus gb(GiveBonus::ETarget::PLAYER);
gb.bonus.type = BonusType::MOVEMENT;
gb.bonus.val = 500;
gb.id = player.getNum();
gb.bonus.duration = BonusDuration::PERMANENT;
gb.bonus.source = BonusSource::OBJECT;
gb.bonus.sid = id.getNum();
gb.bonus.subtype = 0;
// FIXME: This is really dirty hack
// Proper fix would be to make CGLighthouse into bonus system node
// Unfortunately this will cause saves breakage
if(onInit)
gb.applyGs(cb->gameState());
else
cb->sendAndApply(&gb);
}
void CGLighthouse::serializeJsonOptions(JsonSerializeFormat& handler)
{
serializeJsonOwner(handler);
}
void HillFort::onHeroVisit(const CGHeroInstance * h) const
{
openWindow(EOpenWindowMode::HILL_FORT_WINDOW,id.getNum(),h->id.getNum());
}
void HillFort::fillUpgradeInfo(UpgradeInfo & info, const CStackInstance &stack) const
{
int32_t level = stack.type->getLevel();
int32_t index = std::clamp<int32_t>(level - 1, 0, upgradeCostPercentage.size() - 1);
int costModifier = upgradeCostPercentage[index];
if (costModifier < 0)
return; // upgrade not allowed
for(const auto & nid : stack.type->upgrades)
{
info.newID.push_back(nid);
info.cost.push_back((nid.toCreature()->getFullRecruitCost() - stack.type->getFullRecruitCost()) * costModifier / 100);
}
}
VCMI_LIB_NAMESPACE_END