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vcmi/lib/mapObjects/MiscObjects.cpp
ArseniyShestakov 6391f0f85a Fix crash on Cartographer if there is no underground level
Show "already visited" text for stalagmite cartographer if map don't have underground level.
This one fixes bug #1985
2014-12-09 14:01:32 +03:00

1610 lines
40 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 "../NetPacks.h"
#include "../CGeneralTextHandler.h"
#include "../CSoundBase.h"
#include "../CModHandler.h"
#include "CObjectClassesHandler.h"
#include "../CSpellHandler.h"
#include "../IGameCallback.h"
#include "../CGameState.h"
std::map<Obj, std::map<int, std::vector<ObjectInstanceID> > > CGTeleport::objs;
std::vector<std::pair<ObjectInstanceID, ObjectInstanceID> > CGTeleport::gates;
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
///helpers
static void openWindow(const OpenWindow::EWindow type, const int id1, const int id2 = -1)
{
OpenWindow ow;
ow.window = type;
ow.id1 = id1;
ow.id2 = id2;
IObjectInterface::cb->sendAndApply(&ow);
}
static void showInfoDialog(const PlayerColor playerID, const ui32 txtID, const ui16 soundID)
{
InfoWindow iw;
iw.soundID = soundID;
iw.player = playerID;
iw.text.addTxt(MetaString::ADVOB_TXT,txtID);
IObjectInterface::cb->sendAndApply(&iw);
}
static void showInfoDialog(const CGHeroInstance* h, const ui32 txtID, const ui16 soundID)
{
const PlayerColor playerID = h->getOwner();
showInfoDialog(playerID,txtID,soundID);
}
static std::string & visitedTxt(const bool visited)
{
int id = visited ? 352 : 353;
return VLC->generaltexth->allTexts[id];
}
void CPlayersVisited::setPropertyDer( ui8 what, ui32 val )
{
if(what == 10)
players.insert(PlayerColor(val));
}
bool CPlayersVisited::wasVisited( PlayerColor player ) const
{
return vstd::contains(players,player);
}
bool CPlayersVisited::wasVisited( TeamID team ) const
{
for(auto i : players)
{
if(cb->getPlayer(i)->team == team)
return true;
}
return false;
}
std::string CGCreature::getHoverText(PlayerColor player) const
{
if(stacks.empty())
{
//should not happen...
logGlobal->errorStream() << "Invalid stack at tile " << pos << ": subID=" << subID << "; id=" << id;
return "!!!INVALID_STACK!!!";
}
std::string hoverName;
MetaString ms;
int pom = stacks.begin()->second->getQuantityID();
pom = 172 + 3*pom;
ms.addTxt(MetaString::ARRAY_TXT,pom);
ms << " " ;
ms.addTxt(MetaString::CRE_PL_NAMES,subID);
ms.toString(hoverName);
return hoverName;
}
std::string CGCreature::getHoverText(const CGHeroInstance * hero) const
{
std::string hoverName = getHoverText(hero->tempOwner);
const JsonNode & texts = VLC->generaltexth->localizedTexts["adventureMap"]["monsterThreat"];
hoverName += texts["title"].String();
int choice;
double ratio = ((double)getArmyStrength() / hero->getTotalStrength());
if (ratio < 0.1) choice = 0;
else if (ratio < 0.25) choice = 1;
else if (ratio < 0.6) choice = 2;
else if (ratio < 0.9) choice = 3;
else if (ratio < 1.1) choice = 4;
else if (ratio < 1.3) choice = 5;
else if (ratio < 1.8) choice = 6;
else if (ratio < 2.5) choice = 7;
else if (ratio < 4) choice = 8;
else if (ratio < 8) choice = 9;
else if (ratio < 20) choice = 10;
else choice = 11;
hoverName += texts["levels"].Vector()[choice].String();
return hoverName;
}
void CGCreature::onHeroVisit( const CGHeroInstance * h ) const
{
int action = takenAction(h);
switch( action ) //decide what we do...
{
case FIGHT:
fight(h);
break;
case FLEE: //flee
{
flee(h);
break;
}
case JOIN_FOR_FREE: //join for free
{
BlockingDialog ynd(true,false);
ynd.player = h->tempOwner;
ynd.text.addTxt(MetaString::ADVOB_TXT, 86);
ynd.text.addReplacement(MetaString::CRE_PL_NAMES, subID);
cb->showBlockingDialog(&ynd);
break;
}
default: //join for gold
{
assert(action > 0);
//ask if player agrees to pay gold
BlockingDialog ynd(true,false);
ynd.player = h->tempOwner;
std::string tmp = VLC->generaltexth->advobtxt[90];
boost::algorithm::replace_first(tmp,"%d",boost::lexical_cast<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 = cb->gameState()->getRandomGenerator().nextInt(1, 7);
break;
case 2:
character = cb->gameState()->getRandomGenerator().nextInt(1, 10);
break;
case 3:
character = cb->gameState()->getRandomGenerator().nextInt(4, 10);
break;
case 4:
character = 10;
break;
}
stacks[SlotID(0)]->setType(CreatureID(subID));
TQuantity &amount = stacks[SlotID(0)]->count;
CCreature &c = *VLC->creh->creatures[subID];
if(amount == 0)
{
amount = cb->gameState()->getRandomGenerator().nextInt(c.ammMin, c.ammMax);
if(amount == 0) //armies with 0 creatures are illegal
{
logGlobal->warnStream() << "Problem: stack " << nodeName() << " cannot have 0 creatures. Check properties of " << c.nodeName();
amount = 1;
}
}
formation.randomFormation = cb->gameState()->getRandomGenerator().nextInt();
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);
const auto & upgrades = getStack(slotId).type->upgrades;
if(!upgrades.empty())
{
auto it = RandomGeneratorUtil::nextItem(upgrades, cb->gameState()->getRandomGenerator());
cb->changeStackType(StackLocation(this, slotId), VLC->creh->creatures[*it]);
}
}
}
cb->startBattleI(h, this);
}
void CGCreature::flee( const CGHeroInstance * h ) const
{
BlockingDialog ynd(true,false);
ynd.player = h->tempOwner;
ynd.text.addTxt(MetaString::ADVOB_TXT,91);
ynd.text.addReplacement(MetaString::CRE_PL_NAMES, subID);
cb->showBlockingDialog(&ynd);
}
void CGCreature::battleFinished(const CGHeroInstance *hero, const BattleResult &result) const
{
if(result.winner==0)
{
cb->removeObject(this);
}
else
{
//merge stacks into one
TSlots::const_iterator i;
CCreature * cre = VLC->creh->creatures[formation.basicType];
for (i = stacks.begin(); i != stacks.end(); i++)
{
if (cre->isMyUpgrade(i->second->type))
{
cb->changeStackType (StackLocation(this, i->first), cre); //un-upgrade creatures
}
}
//first stack has to be at slot 0 -> if original one got killed, move there first remaining stack
if(!hasStackAtSlot(SlotID(0)))
cb->moveStack(StackLocation(this, stacks.begin()->first), StackLocation(this, SlotID(0)), stacks.begin()->second->count);
while (stacks.size() > 1) //hopefully that's enough
{
// TODO it's either overcomplicated (if we assume there'll be only one stack) or buggy (if we allow multiple stacks... but that'll also cause troubles elsewhere)
i = stacks.end();
i--;
SlotID slot = getSlotFor(i->second->type);
if (slot == i->first) //no reason to move stack to its own slot
break;
else
cb->moveStack (StackLocation(this, i->first), StackLocation(this, slot), i->second->count);
}
cb->setObjProperty(id, ObjProperty::MONSTER_POWER, stacks.begin()->second->count * 1000); //remember casualties
}
}
void CGCreature::blockingDialogAnswered(const CGHeroInstance *hero, ui32 answer) const
{
auto action = takenAction(hero);
if(!refusedJoining && action >= JOIN_FOR_FREE) //higher means price
joinDecision(hero, action, answer);
else if(action != FIGHT)
fleeDecision(hero, answer);
else
assert(0);
}
void CGMine::onHeroVisit( const CGHeroInstance * h ) const
{
int relations = cb->gameState()->getPlayerRelations(h->tempOwner, tempOwner);
if(relations == 2) //we're visiting our mine
{
cb->showGarrisonDialog(id,h->id,true);
return;
}
else if (relations == 1)//ally
return;
if(stacksCount()) //Mine is guarded
{
BlockingDialog ynd(true,false);
ynd.player = h->tempOwner;
ynd.text.addTxt(MetaString::ADVOB_TXT, subID == 7 ? 84 : 187);
cb->showBlockingDialog(&ynd);
return;
}
flagMine(h->tempOwner);
}
void CGMine::newTurn() const
{
if(cb->getDate() == 1)
return;
if (tempOwner == PlayerColor::NEUTRAL)
return;
cb->giveResource(tempOwner, producedResource, producedQuantity);
}
void CGMine::initObj()
{
if(subID >= 7) //Abandoned Mine
{
//set guardians
int howManyTroglodytes = cb->gameState()->getRandomGenerator().nextInt(100, 199);
auto troglodytes = new CStackInstance(CreatureID::TROGLODYTES, howManyTroglodytes);
putStack(SlotID(0), troglodytes);
//after map reading tempOwner placeholds bitmask for allowed resources
std::vector<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.empty());
producedResource = *RandomGeneratorUtil::nextItem(possibleResources, cb->gameState()->getRandomGenerator());
tempOwner = PlayerColor::NEUTRAL;
}
else
{
producedResource = static_cast<Res::ERes>(subID);
if(tempOwner >= PlayerColor::PLAYER_LIMIT)
tempOwner = PlayerColor::NEUTRAL;
}
producedQuantity = defaultResProduction();
}
std::string CGMine::getObjectName() const
{
return VLC->generaltexth->mines.at(subID).first;
}
std::string CGMine::getHoverText(PlayerColor player) const
{
std::string hoverName = getObjectName(); // Sawmill
if (tempOwner != PlayerColor::NEUTRAL)
{
hoverName += "\n";
hoverName += VLC->generaltexth->arraytxt[23 + tempOwner.getNum()]; // owned by Red Player
hoverName += "\n(" + VLC->generaltexth->restypes[producedResource] + ")";
}
for (auto & slot : Slots()) // guarded by a few Pikeman
{
hoverName += "\n";
hoverName += getRoughAmount(slot.first);
hoverName += getCreature(slot.first)->namePl;
}
return hoverName;
}
void CGMine::flagMine(PlayerColor player) const
{
assert(tempOwner != player);
cb->setOwner(this, player); //not ours? flag it!
InfoWindow iw;
iw.soundID = soundBase::FLAGMINE;
iw.text.addTxt(MetaString::MINE_EVNTS,producedResource); //not use subID, abandoned mines uses default mine texts
iw.player = player;
iw.components.push_back(Component(Component::RESOURCE,producedResource,producedQuantity,-1));
cb->showInfoDialog(&iw);
}
ui32 CGMine::defaultResProduction()
{
switch(producedResource)
{
case Res::WOOD:
case Res::ORE:
return 2;
case Res::GOLD:
return 1000;
default:
return 1;
}
}
void CGMine::battleFinished(const CGHeroInstance *hero, const BattleResult &result) const
{
if(result.winner == 0) //attacker won
{
if(subID == 7)
{
showInfoDialog(hero->tempOwner, 85, 0);
}
flagMine(hero->tempOwner);
}
}
void CGMine::blockingDialogAnswered(const CGHeroInstance *hero, ui32 answer) const
{
if(answer)
cb->startBattleI(hero, this);
}
std::string CGResource::getHoverText(PlayerColor player) const
{
return VLC->generaltexth->restypes[subID];
}
CGResource::CGResource()
{
amount = 0;
}
void CGResource::initObj()
{
blockVisit = true;
if(!amount)
{
switch(subID)
{
case 6:
amount = cb->gameState()->getRandomGenerator().nextInt(500, 1000);
break;
case 0: case 2:
amount = cb->gameState()->getRandomGenerator().nextInt(6, 10);
break;
default:
amount = cb->gameState()->getRandomGenerator().nextInt(3, 5);
break;
}
}
}
void CGResource::onHeroVisit( const CGHeroInstance * h ) const
{
if(stacksCount())
{
if(message.size())
{
BlockingDialog ynd(true,false);
ynd.player = h->getOwner();
ynd.text << message;
cb->showBlockingDialog(&ynd);
}
else
{
blockingDialogAnswered(h, true); //behave as if player accepted battle
}
}
else
{
if(message.length())
{
InfoWindow iw;
iw.player = h->tempOwner;
iw.text << message;
cb->showInfoDialog(&iw);
}
collectRes(h->getOwner());
}
}
void CGResource::collectRes( PlayerColor player ) const
{
cb->giveResource(player, static_cast<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 CGTeleport::onHeroVisit( const CGHeroInstance * h ) const
{
ObjectInstanceID destinationid;
switch(ID)
{
case Obj::MONOLITH_ONE_WAY_ENTRANCE: //one way - find corresponding exit monolith
{
if(vstd::contains(objs,Obj::MONOLITH_ONE_WAY_EXIT) && vstd::contains(objs[Obj::MONOLITH_ONE_WAY_EXIT],subID) && objs[Obj::MONOLITH_ONE_WAY_EXIT][subID].size())
{
destinationid = *RandomGeneratorUtil::nextItem(objs[Obj::MONOLITH_ONE_WAY_EXIT][subID], cb->gameState()->getRandomGenerator());
}
else
{
logGlobal->warnStream() << "Cannot find corresponding exit monolith for "<< id;
}
break;
}
case Obj::MONOLITH_TWO_WAY://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)
{
//choose another exit
do
{
destinationid = *RandomGeneratorUtil::nextItem(objs[ID][subID], cb->gameState()->getRandomGenerator());
} while(destinationid == id);
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 & tile = *RandomGeneratorUtil::nextItem(tiles, cb->gameState()->getRandomGenerator());
cb->moveHero(h->id, tile + 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, si32> best(-1, std::numeric_limits<si32>::max()); //pair<pos_in_vector, distance^2>
for(int j = 0; j < gatesSplit[1].size(); j++)
{
const CGObjectInstance *checked = gatesSplit[1][j];
if(!checked)
continue;
si32 hlp = checked->pos.dist2dSQ(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)
{
if (!storedArtifact)
{
auto a = new CArtifactInstance();
cb->gameState()->map->addNewArtifactInstance(a);
storedArtifact = a;
}
if(!storedArtifact->artType)
storedArtifact->setType(VLC->arth->artifacts[subID]);
}
if(ID == Obj::SPELL_SCROLL)
subID = 1;
assert(storedArtifact->artType);
assert(storedArtifact->getParentNodes().size());
//assert(storedArtifact->artType->id == subID); //this does not stop desync
}
std::string CGArtifact::getObjectName() const
{
return VLC->arth->artifacts[subID]->Name();
}
void CGArtifact::onHeroVisit( const CGHeroInstance * h ) const
{
if(!stacksCount())
{
InfoWindow iw;
iw.player = h->tempOwner;
switch(ID)
{
case Obj::ARTIFACT:
{
iw.soundID = soundBase::treasure; //play sound only for non-scroll arts
iw.components.push_back(Component(Component::ARTIFACT,subID,0,0));
if(message.length())
iw.text << message;
else
{
if (VLC->arth->artifacts[subID]->EventText().size())
iw.text << std::pair<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 CGWitchHut::initObj()
{
if (allowedAbilities.empty()) //this can happen for RMG. regular maps load abilities from map file
{
for (int i = 0; i < GameConstants::SKILL_QUANTITY; i++)
allowedAbilities.push_back(i);
}
ability = *RandomGeneratorUtil::nextItem(allowedAbilities, cb->gameState()->getRandomGenerator());
}
void CGWitchHut::onHeroVisit( const CGHeroInstance * h ) const
{
InfoWindow iw;
iw.soundID = soundBase::gazebo;
iw.player = h->getOwner();
if(!wasVisited(h->tempOwner))
cb->setObjProperty(id, 10, h->tempOwner.getNum());
ui32 txt_id;
if(h->getSecSkillLevel(SecondarySkill(ability))) //you already know this skill
{
txt_id =172;
}
else if(!h->canLearnSkill()) //already all skills slots used
{
txt_id = 173;
}
else //give sec skill
{
iw.components.push_back(Component(Component::SEC_SKILL, ability, 1, 0));
txt_id = 171;
cb->changeSecSkill(h, SecondarySkill(ability), 1, true);
}
iw.text.addTxt(MetaString::ADVOB_TXT,txt_id);
iw.text.addReplacement(MetaString::SEC_SKILL_NAME, ability);
cb->showInfoDialog(&iw);
}
std::string CGWitchHut::getHoverText(PlayerColor player) const
{
std::string hoverName = getObjectName();
if(wasVisited(player))
{
hoverName += "\n" + VLC->generaltexth->allTexts[356]; // + (learn %s)
boost::algorithm::replace_first(hoverName,"%s",VLC->generaltexth->skillName[ability]);
}
return hoverName;
}
std::string CGWitchHut::getHoverText(const CGHeroInstance * hero) const
{
std::string hoverName = getHoverText(hero->tempOwner);
if(hero->getSecSkillLevel(SecondarySkill(ability))) //hero knows that ability
hoverName += "\n\n" + VLC->generaltexth->allTexts[357]; // (Already learned)
return hoverName;
}
void CGMagicWell::onHeroVisit( const CGHeroInstance * h ) const
{
int message;
if(h->hasBonusFrom(Bonus::OBJECT,ID)) //has already visited Well today
{
message = 78;//"A second drink at the well in one day will not help you."
}
else if(h->mana < h->manaLimit())
{
giveDummyBonus(h->id);
cb->setManaPoints(h->id,h->manaLimit());
message = 77;
}
else
{
message = 79;
}
showInfoDialog(h,message,soundBase::faerie);
}
std::string CGMagicWell::getHoverText(const CGHeroInstance * hero) const
{
return getObjectName() + " " + visitedTxt(hero->hasBonusFrom(Bonus::OBJECT,ID));
}
void CGObservatory::onHeroVisit( const CGHeroInstance * h ) const
{
InfoWindow iw;
iw.player = h->tempOwner;
switch (ID)
{
case Obj::REDWOOD_OBSERVATORY:
case Obj::PILLAR_OF_FIRE:
{
iw.soundID = soundBase::LIGHTHOUSE;
iw.text.addTxt(MetaString::ADVOB_TXT,98 + (ID==Obj::PILLAR_OF_FIRE));
FoWChange fw;
fw.player = h->tempOwner;
fw.mode = 1;
cb->getTilesInRange (fw.tiles, pos, 20, h->tempOwner, 1);
cb->sendAndApply (&fw);
break;
}
case Obj::COVER_OF_DARKNESS:
{
iw.text.addTxt (MetaString::ADVOB_TXT, 31);
for (auto & player : cb->gameState()->players)
{
if (cb->getPlayerStatus(player.first) == EPlayerStatus::INGAME &&
cb->getPlayerRelations(player.first, h->tempOwner) == PlayerRelations::ENEMIES)
cb->changeFogOfWar(visitablePos(), 20, player.first, true);
}
break;
}
}
cb->showInfoDialog(&iw);
}
void CGShrine::onHeroVisit( const CGHeroInstance * h ) const
{
if(spell == SpellID::NONE)
{
logGlobal->errorStream() << "Not initialized shrine visited!";
return;
}
if(!wasVisited(h->tempOwner))
cb->setObjProperty(id, 10, h->tempOwner.getNum());
InfoWindow iw;
iw.soundID = soundBase::temple;
iw.player = h->getOwner();
iw.text.addTxt(MetaString::ADVOB_TXT,127 + ID - 88);
iw.text.addTxt(MetaString::SPELL_NAME,spell);
iw.text << ".";
if(!h->getArt(ArtifactPosition::SPELLBOOK))
{
iw.text.addTxt(MetaString::ADVOB_TXT,131);
}
else if(ID == Obj::SHRINE_OF_MAGIC_THOUGHT && !h->getSecSkillLevel(SecondarySkill::WISDOM)) //it's third level spell and hero doesn't have wisdom
{
iw.text.addTxt(MetaString::ADVOB_TXT,130);
}
else if(vstd::contains(h->spells,spell))//hero already knows the spell
{
iw.text.addTxt(MetaString::ADVOB_TXT,174);
}
else //give spell
{
std::set<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.empty())
{
logGlobal->errorStream() << "Error: cannot init shrine, no allowed spells!";
return;
}
spell = *RandomGeneratorUtil::nextItem(possibilities, cb->gameState()->getRandomGenerator());
}
}
std::string CGShrine::getHoverText(PlayerColor player) const
{
std::string hoverName = getObjectName();
if(wasVisited(player))
{
hoverName += "\n" + VLC->generaltexth->allTexts[355]; // + (learn %s)
boost::algorithm::replace_first(hoverName,"%s", spell.toSpell()->name);
}
return hoverName;
}
std::string CGShrine::getHoverText(const CGHeroInstance * hero) const
{
std::string hoverName = getHoverText(hero->tempOwner);
if(vstd::contains(hero->spells, spell)) //hero knows that spell
hoverName += "\n\n" + VLC->generaltexth->allTexts[354]; // (Already learned)
return hoverName;
}
void CGSignBottle::initObj()
{
//if no text is set than we pick random from the predefined ones
if(message.empty())
{
message = *RandomGeneratorUtil::nextItem(VLC->generaltexth->randsign, cb->gameState()->getRandomGenerator());
}
if(ID == Obj::OCEAN_BOTTLE)
{
blockVisit = true;
}
}
void CGSignBottle::onHeroVisit( const CGHeroInstance * h ) const
{
InfoWindow iw;
iw.soundID = soundBase::STORE;
iw.player = h->getOwner();
iw.text << message;
cb->showInfoDialog(&iw);
if(ID == Obj::OCEAN_BOTTLE)
cb->removeObject(this);
}
//TODO: remove
//void CGScholar::giveAnyBonus( const CGHeroInstance * h ) const
//{
//
//}
void CGScholar::onHeroVisit( const CGHeroInstance * h ) const
{
EBonusType type = bonusType;
int bid = bonusID;
//check if the bonus if applicable, if not - give primary skill (always possible)
int ssl = h->getSecSkillLevel(SecondarySkill(bid)); //current sec skill level, used if bonusType == 1
if((type == SECONDARY_SKILL
&& ((ssl == 3) || (!ssl && !h->canLearnSkill()))) ////hero already has expert level in the skill or (don't know skill and doesn't have free slot)
|| (type == SPELL && (!h->getArt(ArtifactPosition::SPELLBOOK) || vstd::contains(h->spells, (ui32) bid)
|| ( SpellID(bid).toSpell()->level > h->getSecSkillLevel(SecondarySkill::WISDOM) + 2)
))) //hero doesn't have a spellbook or already knows the spell or doesn't have Wisdom
{
type = PRIM_SKILL;
bid = cb->gameState()->getRandomGenerator().nextInt(GameConstants::PRIMARY_SKILLS - 1);
}
InfoWindow iw;
iw.soundID = soundBase::gazebo;
iw.player = h->getOwner();
iw.text.addTxt(MetaString::ADVOB_TXT,115);
switch (type)
{
case PRIM_SKILL:
cb->changePrimSkill(h,static_cast<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>(cb->gameState()->getRandomGenerator().nextInt(2));
switch(bonusType)
{
case PRIM_SKILL:
bonusID = cb->gameState()->getRandomGenerator().nextInt(GameConstants::PRIMARY_SKILLS -1);
break;
case SECONDARY_SKILL:
bonusID = cb->gameState()->getRandomGenerator().nextInt(GameConstants::SKILL_QUANTITY -1);
break;
case SPELL:
std::vector<SpellID> possibilities;
for (int i = 1; i < 6; ++i)
cb->getAllowedSpells (possibilities, i);
bonusID = *RandomGeneratorUtil::nextItem(possibilities, cb->gameState()->getRandomGenerator());
break;
}
}
}
void CGGarrison::onHeroVisit (const CGHeroInstance *h) const
{
int ally = cb->gameState()->getPlayerRelations(h->tempOwner, tempOwner);
if (!ally && stacksCount() > 0) {
//TODO: Find a way to apply magic garrison effects in battle.
cb->startBattleI(h, this);
return;
}
//New owner.
if (!ally)
cb->setOwner(this, h->tempOwner);
cb->showGarrisonDialog(id, h->id, removableUnits);
}
bool CGGarrison::passableFor(PlayerColor player) const
{
//FIXME: identical to same method in CGTownInstance
if ( !stacksCount() )//empty - anyone can visit
return true;
if ( tempOwner == PlayerColor::NEUTRAL )//neutral guarded - no one can visit
return false;
if (cb->getPlayerRelations(tempOwner, player) != PlayerRelations::ENEMIES)
return true;
return false;
}
void CGGarrison::battleFinished(const CGHeroInstance *hero, const BattleResult &result) const
{
if (result.winner == 0)
onHeroVisit(hero);
}
void CGMagi::initObj()
{
if (ID == Obj::EYE_OF_MAGI)
{
blockVisit = true;
eyelist[subID].push_back(id);
}
}
void CGMagi::onHeroVisit(const CGHeroInstance * h) const
{
if (ID == Obj::HUT_OF_MAGI)
{
showInfoDialog(h, 61, soundBase::LIGHTHOUSE);
if (!eyelist[subID].empty())
{
CenterView cv;
cv.player = h->tempOwner;
cv.focusTime = 2000;
FoWChange fw;
fw.player = h->tempOwner;
fw.mode = 1;
fw.waitForDialogs = true;
for(auto it : eyelist[subID])
{
const CGObjectInstance *eye = cb->getObj(it);
cb->getTilesInRange (fw.tiles, eye->pos, 10, h->tempOwner, 1);
cb->sendAndApply(&fw);
cv.pos = eye->pos;
cb->sendAndApply(&cv);
}
cv.pos = h->getPosition(false);
cb->sendAndApply(&cv);
}
}
else if (ID == Obj::EYE_OF_MAGI)
{
showInfoDialog(h,48,soundBase::invalid);
}
}
void CGBoat::initObj()
{
hero = nullptr;
}
void CGSirens::initObj()
{
blockVisit = true;
}
std::string CGSirens::getHoverText(const CGHeroInstance * hero) const
{
return getObjectName() + " " + visitedTxt(hero->hasBonusFrom(Bonus::OBJECT,ID));
}
void CGSirens::onHeroVisit( const CGHeroInstance * h ) const
{
InfoWindow iw;
iw.soundID = soundBase::DANGER;
iw.player = h->tempOwner;
if(h->hasBonusFrom(Bonus::OBJECT,ID)) //has already visited Sirens
{
iw.text.addTxt(MetaString::ADVOB_TXT,133);
}
else
{
giveDummyBonus(h->id, Bonus::ONE_BATTLE);
TExpType xp = 0;
for (auto i = h->Slots().begin(); i != h->Slots().end(); i++)
{
TQuantity drown = i->second->count * 0.3;
if(drown)
{
cb->changeStackCount(StackLocation(h, i->first), -drown);
xp += drown * i->second->type->valOfBonuses(Bonus::STACK_HEALTH);
}
}
if(xp)
{
xp = h->calculateXp(xp);
iw.text.addTxt(MetaString::ADVOB_TXT,132);
iw.text.addReplacement(xp);
cb->changePrimSkill(h, PrimarySkill::EXPERIENCE, xp, false);
}
else
{
iw.text.addTxt(MetaString::ADVOB_TXT,134);
}
}
cb->showInfoDialog(&iw);
}
CGShipyard::CGShipyard()
:IShipyard(this)
{
}
void CGShipyard::getOutOffsets( std::vector<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 player has not bought map of this subtype yet and underground exist for stalagmite cartographer
if (!wasVisited(h->getOwner()) && (subID != 2 || cb->gameState()->map->twoLevel))
{
if (cb->getResource(h->tempOwner, Res::GOLD) >= 1000) //if he can afford a map
{
//ask if he wants to buy one
int text=0;
switch (subID)
{
case 0:
text = 25;
break;
case 1:
text = 26;
break;
case 2:
text = 27;
break;
default:
logGlobal->warnStream() << "Unrecognized subtype of cartographer";
}
assert(text);
BlockingDialog bd (true, false);
bd.player = h->getOwner();
bd.soundID = soundBase::LIGHTHOUSE;
bd.text.addTxt (MetaString::ADVOB_TXT, text);
cb->showBlockingDialog (&bd);
}
else //if he cannot afford
{
showInfoDialog(h,28,soundBase::CAVEHEAD);
}
}
else //if he already visited carographer
{
showInfoDialog(h,24,soundBase::CAVEHEAD);
}
}
void CCartographer::blockingDialogAnswered(const CGHeroInstance *hero, ui32 answer) const
{
if (answer) //if hero wants to buy map
{
cb->giveResource (hero->tempOwner, Res::GOLD, -1000);
FoWChange fw;
fw.mode = 1;
fw.player = hero->tempOwner;
//subIDs of different types of cartographers:
//water = 0; land = 1; underground = 2;
cb->getAllTiles (fw.tiles, hero->tempOwner, subID - 1, !subID + 1); //reveal appropriate tiles
cb->sendAndApply (&fw);
cb->setObjProperty (id, 10, hero->tempOwner.getNum());
}
}
void CGDenOfthieves::onHeroVisit (const CGHeroInstance * h) const
{
cb->showThievesGuildWindow(h->tempOwner, id);
}
void CGObelisk::onHeroVisit( const CGHeroInstance * h ) const
{
InfoWindow iw;
iw.player = h->tempOwner;
TeamState *ts = cb->gameState()->getPlayerTeam(h->tempOwner);
assert(ts);
TeamID team = ts->id;
if(!wasVisited(team))
{
iw.text.addTxt(MetaString::ADVOB_TXT, 96);
cb->sendAndApply(&iw);
cb->setObjProperty(id, 20, h->tempOwner.getNum()); //increment general visited obelisks counter
openWindow(OpenWindow::PUZZLE_MAP, h->tempOwner.getNum());
cb->setObjProperty(id, 10, h->tempOwner.getNum()); //mark that particular obelisk as visited
}
else
{
iw.text.addTxt(MetaString::ADVOB_TXT, 97);
cb->sendAndApply(&iw);
}
}
void CGObelisk::initObj()
{
obeliskCount++;
}
std::string CGObelisk::getHoverText(PlayerColor player) const
{
return getObjectName() + " " + visitedTxt(wasVisited(player));
}
void CGObelisk::setPropertyDer( ui8 what, ui32 val )
{
CPlayersVisited::setPropertyDer(what, val);
switch(what)
{
case 20:
assert(val < PlayerColor::PLAYER_LIMIT_I);
visited[TeamID(val)]++;
if(visited[TeamID(val)] > obeliskCount)
{
logGlobal->errorStream() << "Error: Visited " << visited[TeamID(val)] << "\t\t" << obeliskCount;
assert(0);
}
break;
}
}
void CGLighthouse::onHeroVisit( const CGHeroInstance * h ) const
{
if(h->tempOwner != tempOwner)
{
PlayerColor oldOwner = tempOwner;
cb->setOwner(this,h->tempOwner); //not ours? flag it!
showInfoDialog(h,69,soundBase::LIGHTHOUSE);
giveBonusTo(h->tempOwner);
if(oldOwner < PlayerColor::PLAYER_LIMIT) //remove bonus from old owner
{
RemoveBonus rb(RemoveBonus::PLAYER);
rb.whoID = oldOwner.getNum();
rb.source = Bonus::OBJECT;
rb.id = id.getNum();
cb->sendAndApply(&rb);
}
}
}
void CGLighthouse::initObj()
{
if(tempOwner < PlayerColor::PLAYER_LIMIT)
{
giveBonusTo(tempOwner);
}
}
std::string CGLighthouse::getHoverText(PlayerColor player) const
{
//TODO: owned by %s player
return getObjectName();
}
void CGLighthouse::giveBonusTo( PlayerColor player ) const
{
GiveBonus gb(GiveBonus::PLAYER);
gb.bonus.type = Bonus::SEA_MOVEMENT;
gb.bonus.val = 500;
gb.id = player.getNum();
gb.bonus.duration = Bonus::PERMANENT;
gb.bonus.source = Bonus::OBJECT;
gb.bonus.sid = id.getNum();
cb->sendAndApply(&gb);
}