Pārlūkot izejas kodu

Split CGTownInstance file

nordsoft 2 gadi atpakaļ
vecāks
revīzija
421bbab1cc

+ 4 - 0
cmake_modules/VCMI_lib.cmake

@@ -55,9 +55,11 @@ macro(add_main_lib TARGET_NAME LIBRARY_TYPE)
 
 		${MAIN_LIB_DIR}/mapObjects/CArmedInstance.cpp
 		${MAIN_LIB_DIR}/mapObjects/CBank.cpp
+		${MAIN_LIB_DIR}/mapObjects/CGDwelling.cpp
 		${MAIN_LIB_DIR}/mapObjects/CGHeroInstance.cpp
 		${MAIN_LIB_DIR}/mapObjects/CGMarket.cpp
 		${MAIN_LIB_DIR}/mapObjects/CGPandoraBox.cpp
+		${MAIN_LIB_DIR}/mapObjects/CGTownBuilding.cpp
 		${MAIN_LIB_DIR}/mapObjects/CGTownInstance.cpp
 		${MAIN_LIB_DIR}/mapObjects/CObjectClassesHandler.cpp
 		${MAIN_LIB_DIR}/mapObjects/CObjectHandler.cpp
@@ -325,9 +327,11 @@ macro(add_main_lib TARGET_NAME LIBRARY_TYPE)
 
 		${MAIN_LIB_DIR}/mapObjects/CArmedInstance.h
 		${MAIN_LIB_DIR}/mapObjects/CBank.h
+		${MAIN_LIB_DIR}/mapObjects/CGDwelling.cpp
 		${MAIN_LIB_DIR}/mapObjects/CGHeroInstance.h
 		${MAIN_LIB_DIR}/mapObjects/CGMarket.h
 		${MAIN_LIB_DIR}/mapObjects/CGPandoraBox.h
+		${MAIN_LIB_DIR}/mapObjects/CGTownBuilding.h
 		${MAIN_LIB_DIR}/mapObjects/CGTownInstance.h
 		${MAIN_LIB_DIR}/mapObjects/CObjectClassesHandler.h
 		${MAIN_LIB_DIR}/mapObjects/CObjectHandler.h

+ 434 - 0
lib/mapObjects/CGDwelling.cpp

@@ -0,0 +1,434 @@
+/*
+ * CGDwelling.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 "CGDwelling.h"
+#include "CObjectClassesHandler.h"
+#include "../serializer/JsonSerializeFormat.h"
+#include "../CTownHandler.h"
+#include "../IGameCallback.h"
+#include "../CGameState.h"
+#include "../CPlayerState.h"
+#include "../NetPacks.h"
+#include "../GameSettings.h"
+#include "../CConfigHandler.h"
+
+VCMI_LIB_NAMESPACE_BEGIN
+
+CSpecObjInfo::CSpecObjInfo():
+	owner(nullptr)
+{
+
+}
+
+void CCreGenAsCastleInfo::serializeJson(JsonSerializeFormat & handler)
+{
+	handler.serializeString("sameAsTown", instanceId);
+
+	if(!handler.saving)
+	{
+		asCastle = !instanceId.empty();
+		allowedFactions.clear();
+	}
+
+	if(!asCastle)
+	{
+		std::vector<bool> standard;
+		standard.resize(VLC->townh->size(), true);
+
+		JsonSerializeFormat::LIC allowedLIC(standard, &FactionID::decode, &FactionID::encode);
+		allowedLIC.any = allowedFactions;
+
+		handler.serializeLIC("allowedFactions", allowedLIC);
+
+		if(!handler.saving)
+		{
+			allowedFactions = allowedLIC.any;
+		}
+	}
+}
+
+void CCreGenLeveledInfo::serializeJson(JsonSerializeFormat & handler)
+{
+	handler.serializeInt("minLevel", minLevel, static_cast<uint8_t>(1));
+	handler.serializeInt("maxLevel", maxLevel, static_cast<uint8_t>(7));
+
+	if(!handler.saving)
+	{
+		//todo: safely allow any level > 7
+		vstd::abetween<uint8_t>(minLevel, 1, 7);
+		vstd::abetween<uint8_t>(maxLevel, minLevel, 7);
+	}
+}
+
+void CCreGenLeveledCastleInfo::serializeJson(JsonSerializeFormat & handler)
+{
+	CCreGenAsCastleInfo::serializeJson(handler);
+	CCreGenLeveledInfo::serializeJson(handler);
+}
+
+CGDwelling::CGDwelling()
+	: info(nullptr)
+{
+}
+
+CGDwelling::~CGDwelling()
+{
+	vstd::clear_pointer(info);
+}
+
+void CGDwelling::initObj(CRandomGenerator & rand)
+{
+	switch(ID)
+	{
+	case Obj::CREATURE_GENERATOR1:
+	case Obj::CREATURE_GENERATOR4:
+		{
+			VLC->objtypeh->getHandlerFor(ID, subID)->configureObject(this, rand);
+
+			if (getOwner() != PlayerColor::NEUTRAL)
+				cb->gameState()->players[getOwner()].dwellings.emplace_back(this);
+
+			assert(!creatures.empty());
+			assert(!creatures[0].second.empty());
+			break;
+		}
+	case Obj::REFUGEE_CAMP:
+		//is handled within newturn func
+		break;
+
+	case Obj::WAR_MACHINE_FACTORY:
+		creatures.resize(3);
+		creatures[0].second.emplace_back(CreatureID::BALLISTA);
+		creatures[1].second.emplace_back(CreatureID::FIRST_AID_TENT);
+		creatures[2].second.emplace_back(CreatureID::AMMO_CART);
+		break;
+
+	default:
+		assert(0);
+		break;
+	}
+}
+
+void CGDwelling::initRandomObjectInfo()
+{
+	vstd::clear_pointer(info);
+	switch(ID)
+	{
+		case Obj::RANDOM_DWELLING: info = new CCreGenLeveledCastleInfo();
+			break;
+		case Obj::RANDOM_DWELLING_LVL: info = new CCreGenAsCastleInfo();
+			break;
+		case Obj::RANDOM_DWELLING_FACTION: info = new CCreGenLeveledInfo();
+			break;
+	}
+
+	if(info)
+		info->owner = this;
+}
+
+void CGDwelling::setPropertyDer(ui8 what, ui32 val)
+{
+	switch (what)
+	{
+		case ObjProperty::OWNER: //change owner
+			if (ID == Obj::CREATURE_GENERATOR1 || ID == Obj::CREATURE_GENERATOR2
+				|| ID == Obj::CREATURE_GENERATOR3 || ID == Obj::CREATURE_GENERATOR4)
+			{
+				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.emplace_back(this);
+			}
+			break;
+		case ObjProperty::AVAILABLE_CREATURE:
+			creatures.resize(1);
+			creatures[0].second.resize(1);
+			creatures[0].second[0] = CreatureID(val);
+			break;
+	}
+}
+
+void CGDwelling::onHeroVisit( const CGHeroInstance * h ) const
+{
+	if(ID == Obj::REFUGEE_CAMP && !creatures[0].first) //Refugee Camp, no available cres
+	{
+		InfoWindow iw;
+		iw.type = EInfoWindowMode::AUTO;
+		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);
+		if(settings["gameTweaks"]["numericCreaturesQuantities"].Bool())
+			bd.text.addReplacement(CCreature::getQuantityRangeStringForId(Slots().begin()->second->getQuantityID()));
+		else
+			bd.text.addReplacement(MetaString::ARRAY_TXT, 173 + (int)Slots().begin()->second->getQuantityID()*3);
+		bd.text.addReplacement(*Slots().begin()->second);
+		cb->showBlockingDialog(&bd);
+		return;
+	}
+
+	// TODO this shouldn't be hardcoded
+	if(!relations && ID != Obj::WAR_MACHINE_FACTORY && ID != Obj::REFUGEE_CAMP)
+	{
+		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(const 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(const 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(CRandomGenerator & rand) 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(rand));
+	}
+
+	bool change = false;
+
+	SetAvailableCreatures sac;
+	sac.creatures = creatures;
+	sac.tid = id;
+	for (size_t i = 0; i < creatures.size(); i++)
+	{
+		if(!creatures[i].second.empty())
+		{
+			bool creaturesAccumulate = false;
+
+			if (tempOwner.isValidPlayer())
+				creaturesAccumulate = VLC->settings()->getBoolean(EGameSettings::DWELLINGS_ACCUMULATE_WHEN_OWNED);
+			else
+				creaturesAccumulate = VLC->settings()->getBoolean(EGameSettings::DWELLINGS_ACCUMULATE_WHEN_NEUTRAL);
+
+			CCreature *cre = VLC->creh->objects[creatures[i].second[0]];
+			TQuantity amount = cre->getGrowth() * (1 + cre->valOfBonuses(Bonus::CREATURE_GROWTH_PERCENT)/100) + cre->valOfBonuses(Bonus::CREATURE_GROWTH);
+			if (creaturesAccumulate && 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);
+
+	updateGuards();
+}
+
+void CGDwelling::updateGuards() const
+{
+	//TODO: store custom guard config and use it
+	//TODO: store boolean flag for guards
+
+	bool guarded = false;
+	//default condition - creatures are of level 5 or higher
+	for (auto creatureEntry : creatures)
+	{
+		if (VLC->creatures()->getByIndex(creatureEntry.second.at(0))->getLevel() >= 5 && ID != Obj::REFUGEE_CAMP)
+		{
+			guarded = true;
+			break;
+		}
+	}
+
+	if (guarded)
+	{
+		for (auto creatureEntry : creatures)
+		{
+			const CCreature * crea = VLC->creh->objects[creatureEntry.second.at(0)];
+			SlotID slot = getSlotFor(crea->getId());
+
+			if (hasStackAtSlot(slot)) //stack already exists, overwrite it
+			{
+				ChangeStackCount csc;
+				csc.army = this->id;
+				csc.slot = slot;
+				csc.count = crea->getGrowth() * 3;
+				csc.absoluteValue = true;
+				cb->sendAndApply(&csc);
+			}
+			else //slot is empty, create whole new stack
+			{
+				InsertNewStack ns;
+				ns.army = this->id;
+				ns.slot = slot;
+				ns.type = crea->getId();
+				ns.count = crea->getGrowth() * 3;
+				cb->sendAndApply(&ns);
+			}
+		}
+	}
+}
+
+void CGDwelling::heroAcceptsCreatures( const CGHeroInstance *h) const
+{
+	CreatureID crid = creatures[0].second[0];
+	auto *crs = crid.toCreature();
+	TQuantity count = creatures[0].first;
+
+	if(crs->getLevel() == 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.type = EInfoWindowMode::AUTO;
+				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.type = EInfoWindowMode::AUTO;
+				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.type = EInfoWindowMode::AUTO;
+			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)
+			? EOpenWindowMode::RECRUITMENT_FIRST
+			: EOpenWindowMode::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);
+	}
+}
+
+void CGDwelling::serializeJsonOptions(JsonSerializeFormat & handler)
+{
+	if(!handler.saving)
+		initRandomObjectInfo();
+
+	switch (ID)
+	{
+	case Obj::WAR_MACHINE_FACTORY:
+	case Obj::REFUGEE_CAMP:
+		//do nothing
+		break;
+	case Obj::RANDOM_DWELLING:
+	case Obj::RANDOM_DWELLING_LVL:
+	case Obj::RANDOM_DWELLING_FACTION:
+		info->serializeJson(handler);
+		//fall through
+	default:
+		serializeJsonOwner(handler);
+		break;
+	}
+}
+
+VCMI_LIB_NAMESPACE_END

+ 94 - 0
lib/mapObjects/CGDwelling.h

@@ -0,0 +1,94 @@
+/*
+ * CGDwelling.h, 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
+ *
+ */
+
+#pragma once
+
+#include "CArmedInstance.h"
+
+VCMI_LIB_NAMESPACE_BEGIN
+
+class CGDwelling;
+
+class DLL_LINKAGE CSpecObjInfo
+{
+public:
+	CSpecObjInfo();
+	virtual ~CSpecObjInfo() = default;
+
+	virtual void serializeJson(JsonSerializeFormat & handler) = 0;
+
+	const CGDwelling * owner;
+};
+
+class DLL_LINKAGE CCreGenAsCastleInfo : public virtual CSpecObjInfo
+{
+public:
+	bool asCastle = false;
+	ui32 identifier = 0;//h3m internal identifier
+
+	std::vector<bool> allowedFactions;
+
+	std::string instanceId;//vcmi map instance identifier
+	void serializeJson(JsonSerializeFormat & handler) override;
+};
+
+class DLL_LINKAGE CCreGenLeveledInfo : public virtual CSpecObjInfo
+{
+public:
+	ui8 minLevel = 0;
+	ui8 maxLevel = 7; //minimal and maximal level of creature in dwelling: <1, 7>
+
+	void serializeJson(JsonSerializeFormat & handler) override;
+};
+
+class DLL_LINKAGE CCreGenLeveledCastleInfo : public CCreGenAsCastleInfo, public CCreGenLeveledInfo
+{
+public:
+	CCreGenLeveledCastleInfo() = default;
+	void serializeJson(JsonSerializeFormat & handler) override;
+};
+
+
+class DLL_LINKAGE CGDwelling : public CArmedInstance
+{
+public:
+	typedef std::vector<std::pair<ui32, std::vector<CreatureID> > > TCreaturesSet;
+
+	CSpecObjInfo * info; //random dwelling options; not serialized
+	TCreaturesSet creatures; //creatures[level] -> <vector of alternative ids (base creature and upgrades, creatures amount>
+
+	CGDwelling();
+	~CGDwelling() override;
+
+	void initRandomObjectInfo();
+protected:
+	void serializeJsonOptions(JsonSerializeFormat & handler) override;
+
+private:
+	void initObj(CRandomGenerator & rand) override;
+	void onHeroVisit(const CGHeroInstance * h) const override;
+	void newTurn(CRandomGenerator & rand) const override;
+	void setPropertyDer(ui8 what, ui32 val) override;
+	void battleFinished(const CGHeroInstance *hero, const BattleResult &result) const override;
+	void blockingDialogAnswered(const CGHeroInstance *hero, ui32 answer) const override;
+
+	void updateGuards() const;
+	void heroAcceptsCreatures(const CGHeroInstance *h) const;
+
+public:
+	template <typename Handler> void serialize(Handler &h, const int version)
+	{
+		h & static_cast<CArmedInstance&>(*this);
+		h & creatures;
+	}
+};
+
+
+VCMI_LIB_NAMESPACE_END

+ 288 - 0
lib/mapObjects/CGTownBuilding.cpp

@@ -0,0 +1,288 @@
+/*
+ * CGTownBuilding.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 "CGTownBuilding.h"
+#include "CGTownInstance.h"
+#include "../CGeneralTextHandler.h"
+#include "../NetPacks.h"
+#include "../IGameCallback.h"
+
+VCMI_LIB_NAMESPACE_BEGIN
+
+PlayerColor CGTownBuilding::getOwner() const
+{
+	return town->getOwner();
+}
+
+int32_t CGTownBuilding::getObjGroupIndex() const
+{
+	return -1;
+}
+
+int32_t CGTownBuilding::getObjTypeIndex() const
+{
+	return 0;
+}
+
+int3 CGTownBuilding::visitablePos() const
+{
+	return town->visitablePos();
+}
+
+int3 CGTownBuilding::getPosition() const
+{
+	return town->getPosition();
+}
+
+std::string CGTownBuilding::getVisitingBonusGreeting() const
+{
+	auto bonusGreeting = town->getTown()->getGreeting(bType);
+
+	if(!bonusGreeting.empty())
+		return bonusGreeting;
+
+	switch(bType)
+	{
+	case BuildingSubID::MANA_VORTEX:
+		bonusGreeting = std::string(VLC->generaltexth->translate("vcmi.townHall.greetingManaVortex"));
+		break;
+	case BuildingSubID::KNOWLEDGE_VISITING_BONUS:
+		bonusGreeting = std::string(VLC->generaltexth->translate("vcmi.townHall.greetingKnowledge"));
+		break;
+	case BuildingSubID::SPELL_POWER_VISITING_BONUS:
+		bonusGreeting = std::string(VLC->generaltexth->translate("vcmi.townHall.greetingSpellPower"));
+		break;
+	case BuildingSubID::ATTACK_VISITING_BONUS:
+		bonusGreeting = std::string(VLC->generaltexth->translate("vcmi.townHall.greetingAttack"));
+		break;
+	case BuildingSubID::EXPERIENCE_VISITING_BONUS:
+		bonusGreeting = std::string(VLC->generaltexth->translate("vcmi.townHall.greetingExperience"));
+		break;
+	case BuildingSubID::DEFENSE_VISITING_BONUS:
+		bonusGreeting = std::string(VLC->generaltexth->translate("vcmi.townHall.greetingDefence"));
+		break;
+	}
+	auto buildingName = town->getTown()->getSpecialBuilding(bType)->getNameTranslated();
+
+	if(bonusGreeting.empty())
+	{
+		bonusGreeting = "Error: Bonus greeting for '%s' is not localized.";
+		logGlobal->error("'%s' building of '%s' faction has not localized bonus greeting.", buildingName, town->getTown()->faction->getNameTranslated());
+	}
+	boost::algorithm::replace_first(bonusGreeting, "%s", buildingName);
+	town->getTown()->setGreeting(bType, bonusGreeting);
+	return bonusGreeting;
+}
+
+std::string CGTownBuilding::getCustomBonusGreeting(const Bonus & bonus) const
+{
+	if(bonus.type == Bonus::TOWN_MAGIC_WELL)
+	{
+		auto bonusGreeting = std::string(VLC->generaltexth->translate("vcmi.townHall.greetingInTownMagicWell"));
+		auto buildingName = town->getTown()->getSpecialBuilding(bType)->getNameTranslated();
+		boost::algorithm::replace_first(bonusGreeting, "%s", buildingName);
+		return bonusGreeting;
+	}
+	auto bonusGreeting = std::string(VLC->generaltexth->translate("vcmi.townHall.greetingCustomBonus")); //"%s gives you +%d %s%s"
+	std::string param;
+	std::string until;
+
+	if(bonus.type == Bonus::MORALE)
+		param = VLC->generaltexth->allTexts[384];
+	else if(bonus.type == Bonus::LUCK)
+		param = VLC->generaltexth->allTexts[385];
+
+	until = bonus.duration == static_cast<ui16>(Bonus::ONE_BATTLE)
+			? VLC->generaltexth->translate("vcmi.townHall.greetingCustomUntil")
+			: ".";
+
+	boost::format fmt = boost::format(bonusGreeting) % bonus.description % bonus.val % param % until;
+	std::string greeting = fmt.str();
+	return greeting;
+}
+
+
+COPWBonus::COPWBonus(const BuildingID & bid, BuildingSubID::EBuildingSubID subId, CGTownInstance * cgTown)
+{
+	bID = bid;
+	bType = subId;
+	town = cgTown;
+	indexOnTV = static_cast<si32>(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(bID))
+	{
+		InfoWindow iw;
+		iw.player = h->tempOwner;
+
+		switch (this->bType)
+		{
+		case BuildingSubID::STABLES:
+			if(!h->hasBonusFrom(Bonus::OBJECT, Obj::STABLES)) //does not stack with advMap Stables
+			{
+				GiveBonus gb;
+				gb.bonus = Bonus(Bonus::ONE_WEEK, Bonus::MOVEMENT, Bonus::OBJECT, 600, 94, VLC->generaltexth->arraytxt[100], 1);
+				gb.id = heroID.getNum();
+				cb->giveHeroBonus(&gb);
+
+				SetMovePoints mp;
+				mp.val = 600;
+				mp.absolute = false;
+				mp.hid = heroID;
+				cb->setMovePoints(&mp);
+
+				iw.text << VLC->generaltexth->allTexts[580];
+				cb->showInfoDialog(&iw);
+			}
+			break;
+
+		case BuildingSubID::MANA_VORTEX:
+			if(visitors.empty())
+			{
+				if(h->mana < h->manaLimit() * 2)
+					cb->setManaPoints (heroID, 2 * h->manaLimit());
+				//TODO: investigate line below
+				//cb->setObjProperty (town->id, ObjProperty::VISITED, true);
+				iw.text << getVisitingBonusGreeting();
+				cb->showInfoDialog(&iw);
+				//extra visit penalty if hero alredy had double mana points (or even more?!)
+				town->addHeroToStructureVisitors(h, indexOnTV);
+			}
+			break;
+		}
+	}
+}
+
+CTownBonus::CTownBonus(const BuildingID & index, BuildingSubID::EBuildingSubID subId, CGTownInstance * cgTown)
+{
+	bID = index;
+	bType = subId;
+	town = cgTown;
+	indexOnTV = static_cast<si32>(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(bID) && visitors.find(heroID) == visitors.end())
+	{
+		si64 val = 0;
+		InfoWindow iw;
+		PrimarySkill::PrimarySkill what = PrimarySkill::NONE;
+
+		switch(bType)
+		{
+		case BuildingSubID::KNOWLEDGE_VISITING_BONUS: //wall of knowledge
+			what = PrimarySkill::KNOWLEDGE;
+			val = 1;
+			iw.components.emplace_back(Component::EComponentType::PRIM_SKILL, 3, 1, 0);
+			break;
+
+		case BuildingSubID::SPELL_POWER_VISITING_BONUS: //order of fire
+			what = PrimarySkill::SPELL_POWER;
+			val = 1;
+			iw.components.emplace_back(Component::EComponentType::PRIM_SKILL, 2, 1, 0);
+			break;
+
+		case BuildingSubID::ATTACK_VISITING_BONUS: //hall of Valhalla
+			what = PrimarySkill::ATTACK;
+			val = 1;
+			iw.components.emplace_back(Component::EComponentType::PRIM_SKILL, 0, 1, 0);
+			break;
+
+		case BuildingSubID::EXPERIENCE_VISITING_BONUS: //academy of battle scholars
+			what = PrimarySkill::EXPERIENCE;
+			val = static_cast<int>(h->calculateXp(1000));
+			iw.components.emplace_back(Component::EComponentType::EXPERIENCE, 0, val, 0);
+			break;
+
+		case BuildingSubID::DEFENSE_VISITING_BONUS: //cage of warlords
+			what = PrimarySkill::DEFENSE;
+			val = 1;
+			iw.components.emplace_back(Component::EComponentType::PRIM_SKILL, 1, 1, 0);
+			break;
+
+		case BuildingSubID::CUSTOM_VISITING_BONUS:
+			const auto building = town->getTown()->buildings.at(bID);
+			if(!h->hasBonusFrom(Bonus::TOWN_STRUCTURE, Bonus::getSid32(building->town->faction->getIndex(), building->bid)))
+			{
+				const auto & bonuses = building->onVisitBonuses;
+				applyBonuses(const_cast<CGHeroInstance *>(h), bonuses);
+			}
+			break;
+		}
+
+		if(what != PrimarySkill::NONE)
+		{
+			iw.player = cb->getOwner(heroID);
+				iw.text << getVisitingBonusGreeting();
+			cb->showInfoDialog(&iw);
+			cb->changePrimSkill (cb->getHero(heroID), what, val);
+				town->addHeroToStructureVisitors(h, indexOnTV);
+		}
+	}
+}
+
+void CTownBonus::applyBonuses(CGHeroInstance * h, const BonusList & bonuses) const
+{
+	auto addToVisitors = false;
+
+	for(const auto & bonus : bonuses)
+	{
+		GiveBonus gb;
+		InfoWindow iw;
+
+		if(bonus->type == Bonus::TOWN_MAGIC_WELL)
+		{
+			if(h->mana >= h->manaLimit())
+				return;
+			cb->setManaPoints(h->id, h->manaLimit());
+			bonus->duration = Bonus::ONE_DAY;
+		}
+		gb.bonus = * bonus;
+		gb.id = h->id.getNum();
+		cb->giveHeroBonus(&gb);
+
+		if(bonus->duration == Bonus::PERMANENT)
+			addToVisitors = true;
+
+		iw.player = cb->getOwner(h->id);
+		iw.text << getCustomBonusGreeting(gb.bonus);
+		cb->showInfoDialog(&iw);
+	}
+	if(addToVisitors)
+		town->addHeroToStructureVisitors(h, indexOnTV);
+}
+
+
+VCMI_LIB_NAMESPACE_END

+ 107 - 0
lib/mapObjects/CGTownBuilding.h

@@ -0,0 +1,107 @@
+/*
+ * CGTownBuilding.h, 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
+ *
+ */
+
+#pragma once
+
+#include "CObjectHandler.h"
+
+VCMI_LIB_NAMESPACE_BEGIN
+
+class CGTownInstance;
+
+
+class DLL_LINKAGE CGTownBuilding : public IObjectInterface
+{
+///basic class for town structures handled as map objects
+public:
+	si32 indexOnTV = 0; //identifies its index on towns vector
+	
+	CGTownInstance * town = nullptr;
+
+	STRONG_INLINE
+	BuildingSubID::EBuildingSubID getBuildingSubtype() const
+	{
+		return bType;
+	}
+
+	STRONG_INLINE
+	const BuildingID & getBuildingType() const
+	{
+		return bID;
+	}
+
+	STRONG_INLINE
+	void setBuildingSubtype(BuildingSubID::EBuildingSubID subId)
+	{
+		bType = subId;
+	}
+
+	PlayerColor getOwner() const override;
+	int32_t getObjGroupIndex() const override;
+	int32_t getObjTypeIndex() const override;
+
+	int3 visitablePos() const override;
+	int3 getPosition() const override;
+
+	template <typename Handler> void serialize(Handler &h, const int version)
+	{
+		h & bID;
+		h & indexOnTV;
+		h & bType;
+	}
+
+protected:
+	BuildingID bID; //from buildig list
+	BuildingSubID::EBuildingSubID bType = BuildingSubID::NONE;
+
+	std::string getVisitingBonusGreeting() const;
+	std::string getCustomBonusGreeting(const Bonus & bonus) const;
+};
+
+class DLL_LINKAGE COPWBonus : public CGTownBuilding
+{///used for OPW bonusing structures
+public:
+	std::set<si32> visitors;
+	void setProperty(ui8 what, ui32 val) override;
+	void onHeroVisit (const CGHeroInstance * h) const override;
+
+	COPWBonus(const BuildingID & index, BuildingSubID::EBuildingSubID subId, CGTownInstance * TOWN);
+	COPWBonus() = default;
+
+	template <typename Handler> void serialize(Handler &h, const int version)
+	{
+		h & static_cast<CGTownBuilding&>(*this);
+		h & visitors;
+	}
+};
+
+class DLL_LINKAGE CTownBonus : public CGTownBuilding
+{
+///used for one-time bonusing structures
+///feel free to merge inheritance tree
+public:
+	std::set<ObjectInstanceID> visitors;
+	void setProperty(ui8 what, ui32 val) override;
+	void onHeroVisit (const CGHeroInstance * h) const override;
+
+	CTownBonus(const BuildingID & index, BuildingSubID::EBuildingSubID subId, CGTownInstance * TOWN);
+	CTownBonus() = default;
+
+	template <typename Handler> void serialize(Handler &h, const int version)
+	{
+		h & static_cast<CGTownBuilding&>(*this);
+		h & visitors;
+	}
+
+private:
+	void applyBonuses(CGHeroInstance * h, const BonusList & bonuses) const;
+};
+
+VCMI_LIB_NAMESPACE_END

+ 0 - 673
lib/mapObjects/CGTownInstance.cpp

@@ -17,7 +17,6 @@
 #include "../CConfigHandler.h"
 #include "../CGeneralTextHandler.h"
 #include "../CModHandler.h"
-#include "../GameSettings.h"
 #include "../IGameCallback.h"
 #include "../CGameState.h"
 #include "../mapping/CMap.h"
@@ -31,414 +30,6 @@ VCMI_LIB_NAMESPACE_BEGIN
 std::vector<const CArtifact *> CGTownInstance::merchantArtifacts;
 std::vector<int> CGTownInstance::universitySkills;
 
-CSpecObjInfo::CSpecObjInfo():
-	owner(nullptr)
-{
-
-}
-
-void CCreGenAsCastleInfo::serializeJson(JsonSerializeFormat & handler)
-{
-	handler.serializeString("sameAsTown", instanceId);
-
-	if(!handler.saving)
-	{
-		asCastle = !instanceId.empty();
-		allowedFactions.clear();
-	}
-
-	if(!asCastle)
-	{
-		std::vector<bool> standard;
-		standard.resize(VLC->townh->size(), true);
-
-		JsonSerializeFormat::LIC allowedLIC(standard, &FactionID::decode, &FactionID::encode);
-		allowedLIC.any = allowedFactions;
-
-		handler.serializeLIC("allowedFactions", allowedLIC);
-
-		if(!handler.saving)
-		{
-			allowedFactions = allowedLIC.any;
-		}
-	}
-}
-
-void CCreGenLeveledInfo::serializeJson(JsonSerializeFormat & handler)
-{
-	handler.serializeInt("minLevel", minLevel, static_cast<uint8_t>(1));
-	handler.serializeInt("maxLevel", maxLevel, static_cast<uint8_t>(7));
-
-	if(!handler.saving)
-	{
-		//todo: safely allow any level > 7
-		vstd::abetween<uint8_t>(minLevel, 1, 7);
-		vstd::abetween<uint8_t>(maxLevel, minLevel, 7);
-	}
-}
-
-void CCreGenLeveledCastleInfo::serializeJson(JsonSerializeFormat & handler)
-{
-	CCreGenAsCastleInfo::serializeJson(handler);
-	CCreGenLeveledInfo::serializeJson(handler);
-}
-
-CGDwelling::CGDwelling()
-	: info(nullptr)
-{
-}
-
-CGDwelling::~CGDwelling()
-{
-	vstd::clear_pointer(info);
-}
-
-void CGDwelling::initObj(CRandomGenerator & rand)
-{
-	switch(ID)
-	{
-	case Obj::CREATURE_GENERATOR1:
-	case Obj::CREATURE_GENERATOR4:
-		{
-			VLC->objtypeh->getHandlerFor(ID, subID)->configureObject(this, rand);
-
-			if (getOwner() != PlayerColor::NEUTRAL)
-				cb->gameState()->players[getOwner()].dwellings.emplace_back(this);
-
-			assert(!creatures.empty());
-			assert(!creatures[0].second.empty());
-			break;
-		}
-	case Obj::REFUGEE_CAMP:
-		//is handled within newturn func
-		break;
-
-	case Obj::WAR_MACHINE_FACTORY:
-		creatures.resize(3);
-		creatures[0].second.emplace_back(CreatureID::BALLISTA);
-		creatures[1].second.emplace_back(CreatureID::FIRST_AID_TENT);
-		creatures[2].second.emplace_back(CreatureID::AMMO_CART);
-		break;
-
-	default:
-		assert(0);
-		break;
-	}
-}
-
-void CGDwelling::initRandomObjectInfo()
-{
-	vstd::clear_pointer(info);
-	switch(ID)
-	{
-		case Obj::RANDOM_DWELLING: info = new CCreGenLeveledCastleInfo();
-			break;
-		case Obj::RANDOM_DWELLING_LVL: info = new CCreGenAsCastleInfo();
-			break;
-		case Obj::RANDOM_DWELLING_FACTION: info = new CCreGenLeveledInfo();
-			break;
-	}
-
-	if(info)
-		info->owner = this;
-}
-
-void CGDwelling::setPropertyDer(ui8 what, ui32 val)
-{
-	switch (what)
-	{
-		case ObjProperty::OWNER: //change owner
-			if (ID == Obj::CREATURE_GENERATOR1 || ID == Obj::CREATURE_GENERATOR2
-				|| ID == Obj::CREATURE_GENERATOR3 || ID == Obj::CREATURE_GENERATOR4)
-			{
-				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.emplace_back(this);
-			}
-			break;
-		case ObjProperty::AVAILABLE_CREATURE:
-			creatures.resize(1);
-			creatures[0].second.resize(1);
-			creatures[0].second[0] = CreatureID(val);
-			break;
-	}
-}
-
-void CGDwelling::onHeroVisit( const CGHeroInstance * h ) const
-{
-	if(ID == Obj::REFUGEE_CAMP && !creatures[0].first) //Refugee Camp, no available cres
-	{
-		InfoWindow iw;
-		iw.type = EInfoWindowMode::AUTO;
-		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);
-		if(settings["gameTweaks"]["numericCreaturesQuantities"].Bool())
-			bd.text.addReplacement(CCreature::getQuantityRangeStringForId(Slots().begin()->second->getQuantityID()));
-		else
-			bd.text.addReplacement(MetaString::ARRAY_TXT, 173 + (int)Slots().begin()->second->getQuantityID()*3);
-		bd.text.addReplacement(*Slots().begin()->second);
-		cb->showBlockingDialog(&bd);
-		return;
-	}
-
-	// TODO this shouldn't be hardcoded
-	if(!relations && ID != Obj::WAR_MACHINE_FACTORY && ID != Obj::REFUGEE_CAMP)
-	{
-		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(const 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(const 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(CRandomGenerator & rand) 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(rand));
-	}
-
-	bool change = false;
-
-	SetAvailableCreatures sac;
-	sac.creatures = creatures;
-	sac.tid = id;
-	for (size_t i = 0; i < creatures.size(); i++)
-	{
-		if(!creatures[i].second.empty())
-		{
-			bool creaturesAccumulate = false;
-
-			if (tempOwner.isValidPlayer())
-				creaturesAccumulate = VLC->settings()->getBoolean(EGameSettings::DWELLINGS_ACCUMULATE_WHEN_OWNED);
-			else
-				creaturesAccumulate = VLC->settings()->getBoolean(EGameSettings::DWELLINGS_ACCUMULATE_WHEN_NEUTRAL);
-
-			CCreature *cre = VLC->creh->objects[creatures[i].second[0]];
-			TQuantity amount = cre->getGrowth() * (1 + cre->valOfBonuses(Bonus::CREATURE_GROWTH_PERCENT)/100) + cre->valOfBonuses(Bonus::CREATURE_GROWTH);
-			if (creaturesAccumulate && 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);
-
-	updateGuards();
-}
-
-void CGDwelling::updateGuards() const
-{
-	//TODO: store custom guard config and use it
-	//TODO: store boolean flag for guards
-
-	bool guarded = false;
-	//default condition - creatures are of level 5 or higher
-	for (auto creatureEntry : creatures)
-	{
-		if (VLC->creatures()->getByIndex(creatureEntry.second.at(0))->getLevel() >= 5 && ID != Obj::REFUGEE_CAMP)
-		{
-			guarded = true;
-			break;
-		}
-	}
-
-	if (guarded)
-	{
-		for (auto creatureEntry : creatures)
-		{
-			const CCreature * crea = VLC->creh->objects[creatureEntry.second.at(0)];
-			SlotID slot = getSlotFor(crea->getId());
-
-			if (hasStackAtSlot(slot)) //stack already exists, overwrite it
-			{
-				ChangeStackCount csc;
-				csc.army = this->id;
-				csc.slot = slot;
-				csc.count = crea->getGrowth() * 3;
-				csc.absoluteValue = true;
-				cb->sendAndApply(&csc);
-			}
-			else //slot is empty, create whole new stack
-			{
-				InsertNewStack ns;
-				ns.army = this->id;
-				ns.slot = slot;
-				ns.type = crea->getId();
-				ns.count = crea->getGrowth() * 3;
-				cb->sendAndApply(&ns);
-			}
-		}
-	}
-}
-
-void CGDwelling::heroAcceptsCreatures( const CGHeroInstance *h) const
-{
-	CreatureID crid = creatures[0].second[0];
-	auto *crs = crid.toCreature();
-	TQuantity count = creatures[0].first;
-
-	if(crs->getLevel() == 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.type = EInfoWindowMode::AUTO;
-				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.type = EInfoWindowMode::AUTO;
-				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.type = EInfoWindowMode::AUTO;
-			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)
-			? EOpenWindowMode::RECRUITMENT_FIRST
-			: EOpenWindowMode::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);
-	}
-}
-
-void CGDwelling::serializeJsonOptions(JsonSerializeFormat & handler)
-{
-	if(!handler.saving)
-		initRandomObjectInfo();
-
-	switch (ID)
-	{
-	case Obj::WAR_MACHINE_FACTORY:
-	case Obj::REFUGEE_CAMP:
-		//do nothing
-		break;
-	case Obj::RANDOM_DWELLING:
-	case Obj::RANDOM_DWELLING_LVL:
-	case Obj::RANDOM_DWELLING_FACTION:
-		info->serializeJson(handler);
-		//fall through
-	default:
-		serializeJsonOwner(handler);
-		break;
-	}
-}
 
 int CGTownInstance::getSightRadius() const //returns sight distance
 {
@@ -1622,204 +1213,6 @@ TerrainId CGTownInstance::getNativeTerrain() const
 	return town->faction->getNativeTerrain();
 }
 
-PlayerColor CGTownBuilding::getOwner() const
-{
-	return town->getOwner();
-}
-
-int32_t CGTownBuilding::getObjGroupIndex() const
-{
-	return -1;
-}
-
-int32_t CGTownBuilding::getObjTypeIndex() const
-{
-	return 0;
-}
-
-int3 CGTownBuilding::visitablePos() const
-{
-	return town->visitablePos();
-}
-
-int3 CGTownBuilding::getPosition() const
-{
-	return town->getPosition();
-}
-
-COPWBonus::COPWBonus(const BuildingID & bid, BuildingSubID::EBuildingSubID subId, CGTownInstance * cgTown)
-{
-	bID = bid;
-	bType = subId;
-	town = cgTown;
-	indexOnTV = static_cast<si32>(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(bID))
-	{
-		InfoWindow iw;
-		iw.player = h->tempOwner;
-
-		switch (this->bType)
-		{
-		case BuildingSubID::STABLES:
-			if(!h->hasBonusFrom(Bonus::OBJECT, Obj::STABLES)) //does not stack with advMap Stables
-			{
-				GiveBonus gb;
-				gb.bonus = Bonus(Bonus::ONE_WEEK, Bonus::MOVEMENT, Bonus::OBJECT, 600, 94, VLC->generaltexth->arraytxt[100], 1);
-				gb.id = heroID.getNum();
-				cb->giveHeroBonus(&gb);
-
-				SetMovePoints mp;
-				mp.val = 600;
-				mp.absolute = false;
-				mp.hid = heroID;
-				cb->setMovePoints(&mp);
-
-				iw.text << VLC->generaltexth->allTexts[580];
-				cb->showInfoDialog(&iw);
-			}
-			break;
-
-		case BuildingSubID::MANA_VORTEX:
-			if(visitors.empty())
-			{
-				if(h->mana < h->manaLimit() * 2)
-					cb->setManaPoints (heroID, 2 * h->manaLimit());
-				//TODO: investigate line below
-				//cb->setObjProperty (town->id, ObjProperty::VISITED, true);
-				iw.text << getVisitingBonusGreeting();
-				cb->showInfoDialog(&iw);
-				//extra visit penalty if hero alredy had double mana points (or even more?!)
-				town->addHeroToStructureVisitors(h, indexOnTV);
-			}
-			break;
-		}
-	}
-}
-CTownBonus::CTownBonus(const BuildingID & index, BuildingSubID::EBuildingSubID subId, CGTownInstance * cgTown)
-{
-	bID = index;
-	bType = subId;
-	town = cgTown;
-	indexOnTV = static_cast<si32>(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(bID) && visitors.find(heroID) == visitors.end())
-	{
-		si64 val = 0;
-		InfoWindow iw;
-		PrimarySkill::PrimarySkill what = PrimarySkill::NONE;
-
-		switch(bType)
-		{
-		case BuildingSubID::KNOWLEDGE_VISITING_BONUS: //wall of knowledge
-			what = PrimarySkill::KNOWLEDGE;
-			val = 1;
-			iw.components.emplace_back(Component::EComponentType::PRIM_SKILL, 3, 1, 0);
-			break;
-
-		case BuildingSubID::SPELL_POWER_VISITING_BONUS: //order of fire
-			what = PrimarySkill::SPELL_POWER;
-			val = 1;
-			iw.components.emplace_back(Component::EComponentType::PRIM_SKILL, 2, 1, 0);
-			break;
-
-		case BuildingSubID::ATTACK_VISITING_BONUS: //hall of Valhalla
-			what = PrimarySkill::ATTACK;
-			val = 1;
-			iw.components.emplace_back(Component::EComponentType::PRIM_SKILL, 0, 1, 0);
-			break;
-
-		case BuildingSubID::EXPERIENCE_VISITING_BONUS: //academy of battle scholars
-			what = PrimarySkill::EXPERIENCE;
-			val = static_cast<int>(h->calculateXp(1000));
-			iw.components.emplace_back(Component::EComponentType::EXPERIENCE, 0, val, 0);
-			break;
-
-		case BuildingSubID::DEFENSE_VISITING_BONUS: //cage of warlords
-			what = PrimarySkill::DEFENSE;
-			val = 1;
-			iw.components.emplace_back(Component::EComponentType::PRIM_SKILL, 1, 1, 0);
-			break;
-
-		case BuildingSubID::CUSTOM_VISITING_BONUS:
-			const auto building = town->getTown()->buildings.at(bID);
-			if(!h->hasBonusFrom(Bonus::TOWN_STRUCTURE, Bonus::getSid32(building->town->faction->getIndex(), building->bid)))
-			{
-				const auto & bonuses = building->onVisitBonuses;
-				applyBonuses(const_cast<CGHeroInstance *>(h), bonuses);
-			}
-			break;
-		}
-
-		if(what != PrimarySkill::NONE)
-		{
-			iw.player = cb->getOwner(heroID);
-				iw.text << getVisitingBonusGreeting();
-			cb->showInfoDialog(&iw);
-			cb->changePrimSkill (cb->getHero(heroID), what, val);
-				town->addHeroToStructureVisitors(h, indexOnTV);
-		}
-	}
-}
-
-void CTownBonus::applyBonuses(CGHeroInstance * h, const BonusList & bonuses) const
-{
-	auto addToVisitors = false;
-
-	for(const auto & bonus : bonuses)
-	{
-		GiveBonus gb;
-		InfoWindow iw;
-
-		if(bonus->type == Bonus::TOWN_MAGIC_WELL)
-		{
-			if(h->mana >= h->manaLimit())
-				return;
-			cb->setManaPoints(h->id, h->manaLimit());
-			bonus->duration = Bonus::ONE_DAY;
-		}
-		gb.bonus = * bonus;
-		gb.id = h->id.getNum();
-		cb->giveHeroBonus(&gb);
-
-		if(bonus->duration == Bonus::PERMANENT)
-			addToVisitors = true;
-
-		iw.player = cb->getOwner(h->id);
-		iw.text << getCustomBonusGreeting(gb.bonus);
-		cb->showInfoDialog(&iw);
-	}
-	if(addToVisitors)
-		town->addHeroToStructureVisitors(h, indexOnTV);
-}
-
 GrowthInfo::Entry::Entry(const std::string &format, int _count)
 	: count(_count)
 {
@@ -1851,71 +1244,5 @@ int GrowthInfo::totalGrowth() const
 	return ret;
 }
 
-std::string CGTownBuilding::getVisitingBonusGreeting() const
-{
-	auto bonusGreeting = town->getTown()->getGreeting(bType);
-
-	if(!bonusGreeting.empty())
-		return bonusGreeting;
-
-	switch(bType)
-	{
-	case BuildingSubID::MANA_VORTEX:
-		bonusGreeting = std::string(VLC->generaltexth->translate("vcmi.townHall.greetingManaVortex"));
-		break;
-	case BuildingSubID::KNOWLEDGE_VISITING_BONUS:
-		bonusGreeting = std::string(VLC->generaltexth->translate("vcmi.townHall.greetingKnowledge"));
-		break;
-	case BuildingSubID::SPELL_POWER_VISITING_BONUS:
-		bonusGreeting = std::string(VLC->generaltexth->translate("vcmi.townHall.greetingSpellPower"));
-		break;
-	case BuildingSubID::ATTACK_VISITING_BONUS:
-		bonusGreeting = std::string(VLC->generaltexth->translate("vcmi.townHall.greetingAttack"));
-		break;
-	case BuildingSubID::EXPERIENCE_VISITING_BONUS:
-		bonusGreeting = std::string(VLC->generaltexth->translate("vcmi.townHall.greetingExperience"));
-		break;
-	case BuildingSubID::DEFENSE_VISITING_BONUS:
-		bonusGreeting = std::string(VLC->generaltexth->translate("vcmi.townHall.greetingDefence"));
-		break;
-	}
-	auto buildingName = town->getTown()->getSpecialBuilding(bType)->getNameTranslated();
-
-	if(bonusGreeting.empty())
-	{
-		bonusGreeting = "Error: Bonus greeting for '%s' is not localized.";
-		logGlobal->error("'%s' building of '%s' faction has not localized bonus greeting.", buildingName, town->getTown()->faction->getNameTranslated());
-	}
-	boost::algorithm::replace_first(bonusGreeting, "%s", buildingName);
-	town->getTown()->setGreeting(bType, bonusGreeting);
-	return bonusGreeting;
-}
-
-std::string CGTownBuilding::getCustomBonusGreeting(const Bonus & bonus) const
-{
-	if(bonus.type == Bonus::TOWN_MAGIC_WELL)
-	{
-		auto bonusGreeting = std::string(VLC->generaltexth->translate("vcmi.townHall.greetingInTownMagicWell"));
-		auto buildingName = town->getTown()->getSpecialBuilding(bType)->getNameTranslated();
-		boost::algorithm::replace_first(bonusGreeting, "%s", buildingName);
-		return bonusGreeting;
-	}
-	auto bonusGreeting = std::string(VLC->generaltexth->translate("vcmi.townHall.greetingCustomBonus")); //"%s gives you +%d %s%s"
-	std::string param;
-	std::string until;
-
-	if(bonus.type == Bonus::MORALE)
-		param = VLC->generaltexth->allTexts[384];
-	else if(bonus.type == Bonus::LUCK)
-		param = VLC->generaltexth->allTexts[385];
-
-	until = bonus.duration == static_cast<ui16>(Bonus::ONE_BATTLE) 
-			? VLC->generaltexth->translate("vcmi.townHall.greetingCustomUntil")
-			: ".";
-
-	boost::format fmt = boost::format(bonusGreeting) % bonus.description % bonus.val % param % until;
-	std::string greeting = fmt.str();
-	return greeting;
-}
 
 VCMI_LIB_NAMESPACE_END

+ 2 - 164
lib/mapObjects/CGTownInstance.h

@@ -12,174 +12,16 @@
 #include "CObjectHandler.h"
 #include "CGMarket.h" // For IMarket interface
 #include "CArmedInstance.h"
+#include "CGDwelling.h"
+#include "CGTownBuilding.h"
 
 #include "../CTownHandler.h" // For CTown
 
 VCMI_LIB_NAMESPACE_BEGIN
 
 class CCastleEvent;
-class CGTownInstance;
-class CGDwelling;
 struct DamageRange;
 
-class DLL_LINKAGE CSpecObjInfo
-{
-public:
-	CSpecObjInfo();
-	virtual ~CSpecObjInfo() = default;
-
-	virtual void serializeJson(JsonSerializeFormat & handler) = 0;
-
-	const CGDwelling * owner;
-};
-
-class DLL_LINKAGE CCreGenAsCastleInfo : public virtual CSpecObjInfo
-{
-public:
-	bool asCastle = false;
-	ui32 identifier = 0;//h3m internal identifier
-
-	std::vector<bool> allowedFactions;
-
-	std::string instanceId;//vcmi map instance identifier
-	void serializeJson(JsonSerializeFormat & handler) override;
-};
-
-class DLL_LINKAGE CCreGenLeveledInfo : public virtual CSpecObjInfo
-{
-public:
-	ui8 minLevel = 0;
-	ui8 maxLevel = 7; //minimal and maximal level of creature in dwelling: <1, 7>
-
-	void serializeJson(JsonSerializeFormat & handler) override;
-};
-
-class DLL_LINKAGE CCreGenLeveledCastleInfo : public CCreGenAsCastleInfo, public CCreGenLeveledInfo
-{
-public:
-	CCreGenLeveledCastleInfo() = default;
-	void serializeJson(JsonSerializeFormat & handler) override;
-};
-
-class DLL_LINKAGE CGDwelling : public CArmedInstance
-{
-public:
-	typedef std::vector<std::pair<ui32, std::vector<CreatureID> > > TCreaturesSet;
-
-	CSpecObjInfo * info; //random dwelling options; not serialized
-	TCreaturesSet creatures; //creatures[level] -> <vector of alternative ids (base creature and upgrades, creatures amount>
-
-	CGDwelling();
-	~CGDwelling() override;
-
-	void initRandomObjectInfo();
-protected:
-	void serializeJsonOptions(JsonSerializeFormat & handler) override;
-
-private:
-	void initObj(CRandomGenerator & rand) override;
-	void onHeroVisit(const CGHeroInstance * h) const override;
-	void newTurn(CRandomGenerator & rand) const override;
-	void setPropertyDer(ui8 what, ui32 val) override;
-	void battleFinished(const CGHeroInstance *hero, const BattleResult &result) const override;
-	void blockingDialogAnswered(const CGHeroInstance *hero, ui32 answer) const override;
-
-	void updateGuards() const;
-	void heroAcceptsCreatures(const CGHeroInstance *h) const;
-
-public:
-	template <typename Handler> void serialize(Handler &h, const int version)
-	{
-		h & static_cast<CArmedInstance&>(*this);
-		h & creatures;
-	}
-};
-
-class DLL_LINKAGE CGTownBuilding : public IObjectInterface
-{
-///basic class for town structures handled as map objects
-public:
-	si32 indexOnTV = 0; //identifies its index on towns vector
-	CGTownInstance *town = nullptr;
-
-	STRONG_INLINE
-	BuildingSubID::EBuildingSubID getBuildingSubtype() const
-	{
-		return bType;
-	}
-
-	STRONG_INLINE
-	const BuildingID & getBuildingType() const
-	{
-		return bID;
-	}
-
-	STRONG_INLINE
-	void setBuildingSubtype(BuildingSubID::EBuildingSubID subId)
-	{
-		bType = subId;
-	}
-
-	PlayerColor getOwner() const override;
-	int32_t getObjGroupIndex() const override;
-	int32_t getObjTypeIndex() const override;
-
-	int3 visitablePos() const override;
-	int3 getPosition() const override;
-
-	template <typename Handler> void serialize(Handler &h, const int version)
-	{
-		h & bID;
-		h & indexOnTV;
-		h & bType;
-	}
-
-protected:
-	BuildingID bID; //from buildig list
-	BuildingSubID::EBuildingSubID bType = BuildingSubID::NONE;
-
-	std::string getVisitingBonusGreeting() const;
-	std::string getCustomBonusGreeting(const Bonus & bonus) const;
-};
-
-class DLL_LINKAGE COPWBonus : public CGTownBuilding
-{///used for OPW bonusing structures
-public:
-	std::set<si32> visitors;
-	void setProperty(ui8 what, ui32 val) override;
-	void onHeroVisit (const CGHeroInstance * h) const override;
-
-	COPWBonus(const BuildingID & index, BuildingSubID::EBuildingSubID subId, CGTownInstance * TOWN);
-	COPWBonus() = default;
-
-	template <typename Handler> void serialize(Handler &h, const int version)
-	{
-		h & static_cast<CGTownBuilding&>(*this);
-		h & visitors;
-	}
-};
-
-class DLL_LINKAGE CTownBonus : public CGTownBuilding
-{
-///used for one-time bonusing structures
-///feel free to merge inheritance tree
-public:
-	std::set<ObjectInstanceID> visitors;
-	void setProperty(ui8 what, ui32 val) override;
-	void onHeroVisit (const CGHeroInstance * h) const override;
-
-	CTownBonus(const BuildingID & index, BuildingSubID::EBuildingSubID subId, CGTownInstance * TOWN);
-	CTownBonus() = default;
-
-	template <typename Handler> void serialize(Handler &h, const int version)
-	{
-		h & static_cast<CGTownBuilding&>(*this);
-		h & visitors;
-	}
-
-private:
-	void applyBonuses(CGHeroInstance * h, const BonusList & bonuses) const;
-};
 
 class DLL_LINKAGE CTownAndVisitingHero : public CBonusSystemNode
 {
@@ -248,10 +90,6 @@ public:
 		h & spells;
 		h & events;
 		h & bonusingBuildings;
-
-		for(auto * bonusingBuilding : bonusingBuildings)
-			bonusingBuilding->town = this;
-
 		h & town;
 		h & townAndVis;
 		BONUS_TREE_DESERIALIZATION_FIX

+ 2 - 0
lib/mapObjects/MapObjects.h

@@ -15,8 +15,10 @@
 
 #include "CArmedInstance.h"
 #include "CBank.h"
+#include "CGDwelling.h"
 #include "CGHeroInstance.h"
 #include "CGMarket.h"
+#include "CGTownBuilding.h"
 #include "CGTownInstance.h"
 #include "CGPandoraBox.h"
 #include "CRewardableObject.h"