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| /* * 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"using namespace boost::assign;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 mapstd::map<TeamID, ui8> CGObelisk::visited; //map: team_id => how many obelisks has been visited///helpersstatic 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];}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->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(){	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 (!wasVisited (h->getOwner()) ) //if hero has not visited yet this cartographer	{		if (cb->getResource(h->tempOwner, Res::GOLD) >= 1000) //if he can afford a map		{			//ask if he wants to buy one			int text=0;			switch (subID)			{				case 0:					text = 25;					break;				case 1:					text = 26;					break;				case 2:					text = 27;					break;				default:                    logGlobal->warnStream() << "Unrecognized subtype of cartographer";			}			assert(text);			BlockingDialog bd (true, false);			bd.player = h->getOwner();			bd.soundID = soundBase::LIGHTHOUSE;			bd.text.addTxt (MetaString::ADVOB_TXT, text);			cb->showBlockingDialog (&bd);		}		else //if he cannot afford		{			showInfoDialog(h,28,soundBase::CAVEHEAD);		}	}	else //if he already visited carographer	{		showInfoDialog(h,24,soundBase::CAVEHEAD);	}}void CCartographer::blockingDialogAnswered(const CGHeroInstance *hero, ui32 answer) const{	if (answer) //if hero wants to buy map	{		cb->giveResource (hero->tempOwner, Res::GOLD, -1000);		FoWChange fw;		fw.mode = 1;		fw.player = hero->tempOwner;		//subIDs of different types of cartographers:		//water = 0; land = 1; underground = 2;		cb->getAllTiles (fw.tiles, hero->tempOwner, subID - 1, !subID + 1); //reveal appropriate tiles		cb->sendAndApply (&fw);		cb->setObjProperty (id, 10, hero->tempOwner.getNum());	}}void CGDenOfthieves::onHeroVisit (const CGHeroInstance * h) const{	cb->showThievesGuildWindow(h->tempOwner, id);}void CGObelisk::onHeroVisit( const CGHeroInstance * h ) const{	InfoWindow iw;	iw.player = h->tempOwner;	TeamState *ts = cb->gameState()->getPlayerTeam(h->tempOwner);	assert(ts);	TeamID team = ts->id;	if(!wasVisited(team))	{		iw.text.addTxt(MetaString::ADVOB_TXT, 96);		cb->sendAndApply(&iw);		cb->setObjProperty(id, 20, h->tempOwner.getNum()); //increment general visited obelisks counter		openWindow(OpenWindow::PUZZLE_MAP, h->tempOwner.getNum());		cb->setObjProperty(id, 10, h->tempOwner.getNum()); //mark that particular obelisk as visited	}	else	{		iw.text.addTxt(MetaString::ADVOB_TXT, 97);		cb->sendAndApply(&iw);	}}void CGObelisk::initObj(){	obeliskCount++;}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);}
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