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| #define VCMI_DLL#include "../stdafx.h"#include "CObjectHandler.h"#include "CDefObjInfoHandler.h"#include "CLodHandler.h"#include "CGeneralTextHandler.h"#include "CDefObjInfoHandler.h"#include "CHeroHandler.h"#include "CSpellHandler.h"#include <boost/bind.hpp>#include <boost/algorithm/string/replace.hpp>#include <boost/assign/std/vector.hpp> #include <boost/lexical_cast.hpp>#include <boost/random/linear_congruential.hpp>#include "CTownHandler.h"#include "CArtHandler.h"#include "CSoundBase.h"#include "../lib/VCMI_Lib.h"#include "../lib/IGameCallback.h"#include "../lib/CGameState.h"#include "../lib/NetPacks.h"#include "../StartInfo.h"#include "../lib/map.h"#include <sstream>#include <SDL_stdinc.h>#include <boost/foreach.hpp>#include <boost/format.hpp>using namespace boost::assign;/* * CObjectHandler.cpp, part of VCMI engine * * Authors: listed in file AUTHORS in main folder * * License: GNU General Public License v2.0 or later * Full text of license available in license.txt file, in main folder * */std::map<int,std::map<int, std::vector<int> > > CGTeleport::objs;std::vector<std::pair<int, int> > CGTeleport::gates;IGameCallback * IObjectInterface::cb = NULL;DLL_EXPORT void loadToIt(std::string &dest, const std::string &src, int &iter, int mode);extern CLodHandler * bitmaph;extern boost::rand48 ran;std::map <ui8, std::set <ui8> > CGKeys::playerKeyMap;std::map <si32, std::vector<si32> > CGMagi::eyelist;BankConfig CGPyramid::pyramidConfig;ui8 CGObelisk::obeliskCount; //how many obelisks are on mapstd::map<ui8, ui8> CGObelisk::visited; //map: color_id => how many obelisks has been visitedstd::vector<const CArtifact *> CGTownInstance::merchantArtifacts;void IObjectInterface::onHeroVisit(const CGHeroInstance * h) const {};void IObjectInterface::onHeroLeave(const CGHeroInstance * h) const {};void IObjectInterface::newTurn () const{};IObjectInterface::~IObjectInterface(){}IObjectInterface::IObjectInterface(){}void IObjectInterface::initObj(){}void IObjectInterface::setProperty( ui8 what, ui32 val ){}void IObjectInterface::postInit(){}void IObjectInterface::preInit(){}void CPlayersVisited::setPropertyDer( ui8 what, ui32 val ){	if(what == 10)		players.insert((ui8)val);}bool CPlayersVisited::hasVisited( ui8 player ) const{	return vstd::contains(players,player);}static void readCreatures(std::istream & is, BankConfig & bc, bool guards) //helper function for void CObjectHandler::loadObjects(){	const int MAX_BUF = 5000;	char buffer[MAX_BUF + 1];	std::pair<si16, si32> guardInfo = std::make_pair(0, 0);	std::string creName;	is >> guardInfo.second;	//one getline just does not work... probably a kind of left whitespace	is.getline(buffer, MAX_BUF, '\t');	is.getline(buffer, MAX_BUF, '\t');	creName = buffer;	if( std::string(buffer) == "None" ) //no creature to be added		return;	//look for the best creature that is described by given name	if( vstd::contains(VLC->creh->nameToID, creName) )	{		guardInfo.first = VLC->creh->nameToID[creName];	}	else	{		for(int g=0; g<VLC->creh->creatures.size(); ++g)		{			if(VLC->creh->creatures[g]->namePl == creName				|| VLC->creh->creatures[g]->nameRef == creName				|| VLC->creh->creatures[g]->nameSing == creName)			{				guardInfo.first = VLC->creh->creatures[g]->idNumber;			}		}	}		if(guards)		bc.guards.push_back(guardInfo);	else //given creatures		bc.creatures.push_back(guardInfo);}void CObjectHandler::loadObjects(){	{		tlog5 << "\t\tReading cregens \n";		cregens.resize(110); //TODO: hardcoded value - change		for(size_t i=0; i < cregens.size(); ++i)		{			cregens[i]=-1;		}		std::ifstream ifs(DATA_DIR "/config/cregens.txt");		while(!ifs.eof())		{			int dw, cr;			ifs >> dw >> cr;			cregens[dw]=cr;		}		tlog5 << "\t\tDone loading objects!\n";		ifs.close();		ifs.clear();		int k = -1;		ifs.open(DATA_DIR "/config/resources.txt");		ifs >> k;		int pom;		for(int i=0;i<k;i++)		{			ifs >> pom;			resVals.push_back(pom);		}		tlog5 << "\t\tDone loading resource prices!\n";	}	std::ifstream istr;	istr.open(DATA_DIR "/config/bankconfig.txt", std::ios_base::binary);	if(!istr.is_open())	{		tlog1 << "No config/bankconfig.txt file !!!\n";	}	const int MAX_BUF = 5000;	char buffer[MAX_BUF + 1];	//omitting unnecessary lines	istr.getline(buffer, MAX_BUF);	istr.getline(buffer, MAX_BUF);		for(int g=0; g<21; ++g) //TODO: remove hardcoded value	{		//reading name		istr.getline(buffer, MAX_BUF, '\t');		creBanksNames[g] = std::string(buffer);		//remove trailing new line characters		while(creBanksNames[g][0] == 10 || creBanksNames[g][0] == 13)			creBanksNames[g].erase(creBanksNames[g].begin());		for(int i=0; i<4; ++i) //reading levels		{			banksInfo[g].push_back(new BankConfig);			BankConfig &bc = *banksInfo[g].back();			std::string buf;			char dump;			//bc.level is of type char and thus we cannot read directly to it; same for some othre variables			istr >> buf; 			bc.level = atoi(buf.c_str());			istr >> buf;			bc.chance = atoi(buf.c_str());			readCreatures(istr, bc, true);			istr >> buf;			bc.upgradeChance = atoi(buf.c_str());			for(int b=0; b<3; ++b)				readCreatures(istr, bc, true);			istr >> bc.combatValue;			bc.resources.resize(RESOURCE_QUANTITY);						//a dirty trick to make it work if there is no 0 for 0 quantity (like in grotto - last entry)			char buft[52];			istr.getline(buft, 50, '\t');			for(int h=0; h<7; ++h)			{				istr.getline(buft, 50, '\t');				if(buft[0] == '\0')					bc.resources[h] = 0;				else					bc.resources[h] = SDL_atoi(buft);			}			readCreatures(istr, bc, false);			bc.artifacts.resize(4);			for(int b=0; b<4; ++b)			{				istr >> bc.artifacts[b];			}			istr >> bc.value;			istr >> bc.rewardDifficulty;			istr >> buf;			bc.easiest = atoi(buf.c_str());		}	}}int CGObjectInstance::getOwner() const{	//if (state)	//	return state->owner;	//else		return tempOwner; //won't have owner}CGObjectInstance::CGObjectInstance(): animPhaseShift(rand()%0xff){	pos = int3(-1,-1,-1);	//std::cout << "Tworze obiekt "<<this<<std::endl;	//state = new CLuaObjectScript();	ID = subID = id = -1;	defInfo = NULL;	tempOwner = 254;	blockVisit = false;}CGObjectInstance::~CGObjectInstance(){	//std::cout << "Usuwam obiekt "<<this<<std::endl;	//if (state)	//	delete state;	//state=NULL;}//CGObjectInstance::CGObjectInstance(const CGObjectInstance & right)//{//	pos = right.pos;//	ID = right.ID;//	subID = right.subID;//	id	= right.id;//	defInfo = right.defInfo;//	info = right.info;//	blockVisit = right.blockVisit;//	//state = new CLuaObjectScript(right.state->);//	//*state = *right.state;//	//state = right.state;//	tempOwner = right.tempOwner;//}//CGObjectInstance& CGObjectInstance::operator=(const CGObjectInstance & right)//{//	pos = right.pos;//	ID = right.ID;//	subID = right.subID;//	id	= right.id;//	defInfo = right.defInfo;//	info = right.info;//	blockVisit = right.blockVisit;//	//state = new CLuaObjectScript();//	//*state = *right.state;//	tempOwner = right.tempOwner;//	return *this;//}const std::string & CGObjectInstance::getHoverText() const{	return hoverName;}void CGObjectInstance::setOwner(int ow){	//if (state)	//	state->owner = ow;	//else		tempOwner = ow;}int CGObjectInstance::getWidth() const//returns width of object graphic in tiles{	return defInfo->width;}int CGObjectInstance::getHeight() const //returns height of object graphic in tiles{	return defInfo->height;}bool CGObjectInstance::visitableAt(int x, int y) const //returns true if object is visitable at location (x, y) form left top tile of image (x, y in tiles){	if(defInfo==NULL)	{		tlog2 << "Warning: VisitableAt for obj "<<id<<": NULL defInfo!\n";		return false;	}	if((defInfo->visitMap[y] >> (7-x) ) & 1)	{		return true;	}	return false;}bool CGObjectInstance::blockingAt(int x, int y) const{	if(x<0 || y<0 || x>=getWidth() || y>=getHeight() || defInfo==NULL)		return false;	if((defInfo->blockMap[y+6-getHeight()] >> (7-(8-getWidth()+x) )) & 1)		return false;	return true;}bool CGObjectInstance::coveringAt(int x, int y) const{	if((defInfo->coverageMap[y] >> (7-(x) )) & 1 		||  (defInfo->shadowCoverage[y] >> (7-(x) )) & 1)		return true;	return false;}std::set<int3> CGObjectInstance::getBlockedPos() const{	std::set<int3> ret;	for(int w=0; w<getWidth(); ++w)	{		for(int h=0; h<getHeight(); ++h)		{			if(blockingAt(w, h))				ret.insert(int3(pos.x - getWidth() + w + 1, pos.y - getHeight() + h + 1, pos.z));		}	}	return ret;}bool CGObjectInstance::operator<(const CGObjectInstance & cmp) const  //screen printing priority comparing{	if(defInfo->printPriority==1 && cmp.defInfo->printPriority==0)		return true;	if(cmp.defInfo->printPriority==1 && defInfo->printPriority==0)		return false;	if(this->pos.y<cmp.pos.y)		return true;	if(this->pos.y>cmp.pos.y)		return false;	if(cmp.ID==HEROI_TYPE && ID!=HEROI_TYPE)		return true;	if(cmp.ID!=HEROI_TYPE && ID==HEROI_TYPE)		return false;	if(!defInfo->isVisitable() && cmp.defInfo->isVisitable())		return true;	if(!cmp.defInfo->isVisitable() && defInfo->isVisitable())		return false;	if(this->pos.x<cmp.pos.x)		return true;	return false;}void CGObjectInstance::initObj(){}void CGObjectInstance::setProperty( ui8 what, ui32 val ){	switch(what)	{	case ObjProperty::OWNER:		tempOwner = val;		break;	case ObjProperty::BLOCKVIS:		blockVisit = val;		break;	case ObjProperty::ID:		ID = val;		break;	}	setPropertyDer(what, val);}void CGObjectInstance::setPropertyDer( ui8 what, ui32 val ){}int3 CGObjectInstance::getSightCenter() const{	//return vistiable tile if possible	for(int i=0; i < 8; i++)		for(int j=0; j < 6; j++)			if(visitableAt(i,j))				return(pos + int3(i-7, j-5, 0));	return pos;}int CGObjectInstance::getSightRadious() const{	return 3;}void CGObjectInstance::getSightTiles(std::set<int3> &tiles) const //returns reference to the set{	cb->getTilesInRange(tiles, getSightCenter(), getSightRadious(), tempOwner, 1);}void CGObjectInstance::hideTiles(int ourplayer, int radius) const{	for (std::map<ui8, PlayerState>::iterator i = cb->gameState()->players.begin(); i != cb->gameState()->players.end(); i++)	{		if (ourplayer != i->first && i->second.status == PlayerState::INGAME) //TODO: team support		{			FoWChange fw;			fw.mode = 0;			fw.player = i->first;			cb->getTilesInRange (fw.tiles, pos, radius, i->first, -1);			cb->sendAndApply (&fw);		}	}}int3 CGObjectInstance::getVisitableOffset() const{	for(int y = 0; y < 6; y++)		for (int x = 0; x < 8; x++)			if((defInfo->visitMap[5-y] >> x) & 1)				return int3(x,y,0);	tlog2 << "Warning: getVisitableOffset called on non-visitable obj!\n";	return int3(-1,-1,-1);}void CGObjectInstance::getNameVis( std::string &hname ) const{	const CGHeroInstance *h = cb->getSelectedHero(cb->getCurrentPlayer());	hname = VLC->generaltexth->names[ID];	if(h) 	{		if(!h->hasBonusFrom(Bonus::OBJECT,ID))			hname += " " + VLC->generaltexth->allTexts[353]; //not visited		else			hname += " " + VLC->generaltexth->allTexts[352]; //visited	}}void CGObjectInstance::giveDummyBonus(int heroID, ui8 duration) const{	GiveBonus gbonus;	gbonus.bonus.type = Bonus::NONE;	gbonus.id = heroID;	gbonus.bonus.duration = duration;	gbonus.bonus.source = Bonus::OBJECT;	gbonus.bonus.id = ID;	cb->giveHeroBonus(&gbonus);}void CGObjectInstance::onHeroVisit( const CGHeroInstance * h ) const{}ui8 CGObjectInstance::getPassableness() const{	return 0;}bool CGObjectInstance::hasShadowAt( int x, int y ) const{	if( (defInfo->shadowCoverage[y] >> (7-(x) )) & 1 )		return true;	return false;}int3 CGObjectInstance::visitablePos() const{	return pos - getVisitableOffset();}static int lowestSpeed(const CGHeroInstance * chi){	if(!chi->Slots().size())	{		tlog1 << "Error! Hero " << chi->id << " ("<<chi->name<<") has no army!\n";		return 20;	}	TSlots::const_iterator i = chi->Slots().begin();	//TODO? should speed modifiers (eg from artifacts) affect hero movement?	int ret = (i++)->second.valOfBonuses(Bonus::STACKS_SPEED);	for (;i!=chi->Slots().end();i++)	{		ret = std::min(ret, i->second.valOfBonuses(Bonus::STACKS_SPEED));	}	return ret;}unsigned int CGHeroInstance::getTileCost(const TerrainTile &dest, const TerrainTile &from) const{	//TODO: check if all creatures are on its native terrain and change cost appropriately	//base move cost	unsigned ret = 100;		//if there is road both on dest and src tiles - use road movement cost	if(dest.malle && from.malle) 	{		int road = std::min(dest.malle,from.malle); //used road ID		switch(road)		{		case TerrainTile::dirtRoad:			ret = 75;			break;		case TerrainTile::grazvelRoad:			ret = 65;			break;		case TerrainTile::cobblestoneRoad:			ret = 50;			break;		default:			tlog1 << "Unknown road type: " << road << "... Something wrong!\n";			break;		}	}	else 	{		ret = type->heroClass->terrCosts[from.tertype];		ret = std::max(ret - 25*unsigned(getSecSkillLevel(0)), 100u); //reduce 25% of terrain penalty for each pathfinding level	}	return ret;}#if 0// Unused and buggy method. //  - for loop is wrong. will not find all creatures. must use iterator instead.//  - -> is the slot number. use second->first for creature index// Is lowestSpeed() the correct equivalent ?unsigned int CGHeroInstance::getLowestCreatureSpeed() const{	unsigned int sl = 100;	for(size_t h=0; h < stacksCount(); ++h)	{		if(VLC->creh->creatures[Slots().find(h)->first]->speed<sl)			sl = VLC->creh->creatures[Slots().find(h)->first]->speed;	}	return sl;}#endifint3 CGHeroInstance::convertPosition(int3 src, bool toh3m) //toh3m=true: manifest->h3m; toh3m=false: h3m->manifest{	if (toh3m)	{		src.x+=1;		return src;	}	else	{		src.x-=1;		return src;	}}int3 CGHeroInstance::getPosition(bool h3m) const //h3m=true - returns position of hero object; h3m=false - returns position of hero 'manifestation'{	if (h3m)	{		return pos;	}	else	{		return convertPosition(pos,false);	}}si32 CGHeroInstance::manaLimit() const{	double modifier = 1.0;	switch(getSecSkillLevel(24)) //intelligence level	{	case 1:		modifier+=0.25;		break;	case 2:		modifier+=0.5;		break;	case 3:		modifier+=1.0;		break;	}	return si32(10*getPrimSkillLevel(3)*modifier);}//void CGHeroInstance::setPosition(int3 Pos, bool h3m) //as above, but sets position//{//	if (h3m)//		pos = Pos;//	else//		pos = convertPosition(Pos,true);//}bool CGHeroInstance::canWalkOnSea() const{	return hasBonusOfType(Bonus::FLYING_MOVEMENT) || hasBonusOfType(Bonus::WATER_WALKING);}int CGHeroInstance::getPrimSkillLevel(int id) const{	int ret = valOfBonuses(Bonus::PRIMARY_SKILL, id);	amax(ret, id/2); //minimal value is 0 for attack and defense and 1 for spell power and knowledge	return ret;}ui8 CGHeroInstance::getSecSkillLevel(const int & ID) const{	for(size_t i=0; i < secSkills.size(); ++i)		if(secSkills[i].first==ID)			return secSkills[i].second;	return 0;}int CGHeroInstance::maxMovePoints(bool onLand) const{	int base = -1;	if(onLand)	{		static const int moveForSpeed[] = { 1500, 1560, 1630, 1700, 1760, 1830, 1900, 1960, 2000 }; //first element for 3 and lower; last for 11 and more		int index = lowestSpeed(this) - 3;		amin(index, ARRAY_COUNT(moveForSpeed)-1);		amax(index, 0);		base = moveForSpeed[index];	}	else	{		base = 1500; //on water base movement is always 1500 (speed of army doesn't matter)	}		int bonus = valOfBonuses(Bonus::MOVEMENT) + (onLand ? valOfBonuses(Bonus::LAND_MOVEMENT) : valOfBonuses(Bonus::SEA_MOVEMENT));	double modifier = 0;	if(onLand)	{		//logistics:		switch(getSecSkillLevel(2))		{		case 1:			modifier = 0.1;			break;		case 2:			modifier = 0.2;			break;		case 3:			modifier = 0.3;			break;		}	}	else	{		//navigation:		switch(getSecSkillLevel(5))		{		case 1:			modifier = 0.5;			break;		case 2:			modifier = 1.0;			break;		case 3:			modifier = 1.5;			break;		}	}	return int(base + base*modifier) + bonus;}ui32 CGHeroInstance::getArtAtPos(ui16 pos) const{	if(pos<19)		if(vstd::contains(artifWorn,pos))			return artifWorn.find(pos)->second;		else			return -1;	else		if(pos-19 < artifacts.size())			return artifacts[pos-19];		else 			return -1;}const CArtifact * CGHeroInstance::getArt(int pos) const{	int id = getArtAtPos(pos);	if(id>=0)		return VLC->arth->artifacts[id];	else		return NULL;}int CGHeroInstance::getSpellSecLevel(int spell) const{	int bestslvl = 0;	if(VLC->spellh->spells[spell].air)		if(getSecSkillLevel(15) >= bestslvl)		{			bestslvl = getSecSkillLevel(15);		}	if(VLC->spellh->spells[spell].fire)		if(getSecSkillLevel(14) >= bestslvl)		{			bestslvl = getSecSkillLevel(14);		}	if(VLC->spellh->spells[spell].water)		if(getSecSkillLevel(16) >= bestslvl)		{			bestslvl = getSecSkillLevel(16);		}	if(VLC->spellh->spells[spell].earth)		if(getSecSkillLevel(17) >= bestslvl)		{			bestslvl = getSecSkillLevel(17);		}	return bestslvl;}CGHeroInstance::CGHeroInstance() : IBoatGenerator(this){	ID = HEROI_TYPE;	tacticFormationEnabled = inTownGarrison = false;	mana = movement = portrait = level = -1;	isStanding = true;	moveDir = 4;	exp = 0xffffffff;	visitedTown = NULL;	type = NULL;	boat = NULL;	secSkills.push_back(std::make_pair(-1, -1));}void CGHeroInstance::initHero(int SUBID){	subID = SUBID;	initHero();}void CGHeroInstance::initHero(){	assert(validTypes(true));	if(ID == HEROI_TYPE)		initHeroDefInfo();	if(!type)		type = VLC->heroh->heroes[subID];	if(!vstd::contains(spells, 0xffffffff) && type->startingSpell >= 0) //hero starts with a spell		spells.insert(type->startingSpell);	else //remove placeholder		spells -= 0xffffffff;	if(!vstd::contains(artifWorn, 16) && type->startingSpell >= 0) //no catapult means we haven't read pre-existant set	{		VLC->arth->equipArtifact(artifWorn, 17, 0, &bonuses); //give spellbook	}	VLC->arth->equipArtifact(artifWorn, 16, 3, &bonuses); //everyone has a catapult	if(portrait < 0 || portrait == 255)		portrait = subID;	if(!hasBonus(Selector::sourceType(Bonus::HERO_BASE_SKILL)))	{		pushPrimSkill(PrimarySkill::ATTACK, type->heroClass->initialAttack);		pushPrimSkill(PrimarySkill::DEFENSE, type->heroClass->initialDefence);		pushPrimSkill(PrimarySkill::SPELL_POWER, type->heroClass->initialPower);		pushPrimSkill(PrimarySkill::KNOWLEDGE, type->heroClass->initialKnowledge);	}	if(secSkills.size() == 1 && secSkills[0] == std::pair<ui8,ui8>(-1, -1)) //set secondary skills to default		secSkills = type->secSkillsInit;	if (!name.length())		name = type->name;	if (exp == 0xffffffff)	{		exp=40+  (ran())  % 50;		level = 1;	}	else	{		level = VLC->heroh->level(exp);	}	setFormation(false);	if (!stacksCount()) //standard army//initial army	{		initArmy();	}	assert(validTypes());	hoverName = VLC->generaltexth->allTexts[15];	boost::algorithm::replace_first(hoverName,"%s",name);	boost::algorithm::replace_first(hoverName,"%s", type->heroClass->name);	recreateArtBonuses();	if(mana < 0)		mana = manaLimit(); //after all bonuses are taken into account}void CGHeroInstance::initArmy(CCreatureSet *dst /*= NULL*/){	if(!dst)		dst = this;	int howManyStacks = 0; //how many stacks will hero receives <1 - 3>	int pom = ran()%100;	int warMachinesGiven = 0;	if(pom < 9)		howManyStacks = 1;	else if(pom < 79)		howManyStacks = 2;	else		howManyStacks = 3;	for(int stackNo=0; stackNo<3; stackNo++)	{		int creID = (VLC->creh->nameToID[type->refTypeStack[stackNo]]);		int range = type->highStack[stackNo] - type->lowStack[stackNo];		int count = ran()%(range+1) + type->lowStack[stackNo];		if(creID>=145 && creID<=149) //war machine		{			warMachinesGiven++;			switch (creID)			{			case 145: //catapult				VLC->arth->equipArtifact(artifWorn, 16, 3, &bonuses);				break;			default:				VLC->arth->equipArtifact(					artifWorn,					9+CArtHandler::convertMachineID(creID,true),					CArtHandler::convertMachineID(creID,true),					&bonuses);				break;			}		}		else			dst->addStack(stackNo-warMachinesGiven, CStackInstance(creID, count));	}}void CGHeroInstance::initHeroDefInfo(){	if(!defInfo  ||  defInfo->id != HEROI_TYPE)	{		defInfo = new CGDefInfo();		defInfo->id = HEROI_TYPE;		defInfo->subid = subID;		defInfo->printPriority = 0;		defInfo->visitDir = 0xff;	}	for(int i=0;i<6;i++)	{		defInfo->blockMap[i] = 255;		defInfo->visitMap[i] = 0;		defInfo->coverageMap[i] = 0;		defInfo->shadowCoverage[i] = 0;	}	defInfo->handler=NULL;	defInfo->blockMap[5] = 253;	defInfo->visitMap[5] = 2;	defInfo->coverageMap[4] = defInfo->coverageMap[5] = 224;}CGHeroInstance::~CGHeroInstance(){}bool CGHeroInstance::needsLastStack() const{	return true;}void CGHeroInstance::onHeroVisit(const CGHeroInstance * h) const{	if(h == this) return; //exclude potential self-visiting	if (ID == HEROI_TYPE) //hero	{		//TODO: check for allies		if(tempOwner == h->tempOwner) //our hero		{			//exchange			cb->heroExchange(id, h->id);		}		else //battle		{			if(visitedTown) //we're in town				visitedTown->onHeroVisit(h); //town will handle attacking			else				cb->startBattleI(h,	this);		}	}	else if(ID == 62) //prison	{		InfoWindow iw;		iw.player = h->tempOwner;		iw.soundID = soundBase::ROGUE;		if(cb->getHeroCount(h->tempOwner,false) < 8) //free hero slot		{			cb->changeObjPos(id,pos+int3(1,0,0),0);			cb->setObjProperty(id, ObjProperty::ID, HEROI_TYPE); //set ID to 34			cb->giveHero(id,h->tempOwner); //recreates def and adds hero to player			iw.text << std::pair<ui8,ui32>(11,102);		}		else //already 8 wandering heroes		{			iw.text << std::pair<ui8,ui32>(11,103);		}		cb->showInfoDialog(&iw);	}}const std::string & CGHeroInstance::getBiography() const{	if (biography.length())		return biography;	else		return VLC->generaltexth->hTxts[subID].biography;		}void CGHeroInstance::initObj(){	blockVisit = true;	speciality.growthsWithLevel = false;	Bonus bonus;	if(!type)		return; //TODO support prison	for (std::vector<specialInfo>::iterator it = type->spec.begin(); it != type->spec.end(); it++)	{		bonus.val = it->val;		bonus.id = id; //from the hero, speciality has no unique id		bonus.duration = Bonus::PERMANENT;		bonus.source = Bonus::HERO_SPECIAL;		switch (it->type)		{			case 1:// creature speciality				{					std::vector<CCreature*>* creatures = &VLC->creh->creatures;					int creLevel = (*creatures)[it->val]->level;					if(!creLevel)					{						if(it->val == 146)							creLevel = 5; //treat ballista as 5-level						else						{							tlog2 << "Warning: unknown level of " << (*creatures)[it->val]->namePl << std::endl;							continue;						}					}					speciality.growthsWithLevel = true;					bonus.type = Bonus::SPECIAL_CREATURE;					bonus.valType = Bonus::ADDITIVE_VALUE;					bonus.subtype = 1; //attack					bonus.additionalInfo = level/creLevel * (*creatures)[it->val]->attack;					speciality.bonuses.push_back (bonus);					bonus.subtype = 2; //defense					bonus.additionalInfo = level/creLevel * (*creatures)[it->val]->defence;					speciality.bonuses.push_back (bonus);					bonus.subtype = 5;					bonus.additionalInfo = 1; //+1 speed					speciality.bonuses.push_back (bonus);					for (std::set<ui32>::iterator i = (*creatures)[it->val]->upgrades.begin();						i != VLC->creh->creatures[it->val]->upgrades.end(); i++)					{						bonus.val = *i; // for all direct upgrades of that creature						bonus.subtype = 1; //attack						bonus.additionalInfo = level/(*creatures)[*i]->level * (*creatures)[*i]->attack;						speciality.bonuses.push_back (bonus);						bonus.subtype = 2; //defense						bonus.additionalInfo = level/(*creatures)[*i]->level * (*creatures)[*i]->defence;						speciality.bonuses.push_back (bonus);						bonus.subtype = 5;						bonus.additionalInfo = 1; //+1 speed						speciality.bonuses.push_back (bonus);					}				}				break;			case 2://secondary skill				speciality.growthsWithLevel = true;				bonus.type = Bonus::SPECIAL_SECONDARY_SKILL; //needs to be recalculated with level, based on this value				bonus.subtype = it->subtype; //skill id				bonus.val = it->val; //value per level, in percent				switch (it->additionalinfo)				{					case 0: //normal						bonus.valType = Bonus::PERCENT_TO_BASE;						break;					case 1: //when it's navigation or there's no 'base' at all						bonus.valType = Bonus::PERCENT_TO_ALL;						break;				}				speciality.bonuses.push_back (bonus);				break;			case 3://spell damage bonus, level dependant				speciality.growthsWithLevel = true;				bonus.type = Bonus::SPECIAL_SPELL_LEV;				bonus.subtype = it->subtype;				bonus.additionalInfo = it->additionalinfo;				speciality.bonuses.push_back (bonus);				break;			case 4://creature stat boost				bonus.type = Bonus::SPECIAL_CREATURE;				bonus.valType = Bonus::ADDITIVE_VALUE;				bonus.subtype = it->subtype;				bonus.additionalInfo = it->additionalinfo;				speciality.bonuses.push_back (bonus);				break;			case 5://spell damage bonus in percent				bonus.type = Bonus::SPECIFIC_SPELL_DAMAGE;				bonus.valType = Bonus::PERCENT_TO_ALL;				bonus.additionalInfo = it->additionalinfo;				speciality.bonuses.push_back (bonus);				break;			case 6://damage bonus for bless (Adela)				bonus.type = Bonus::SPECIAL_BLESS_DAMAGE;				bonus.additionalInfo = it->additionalinfo; //damage factor				speciality.bonuses.push_back (bonus);				break;			case 7://maxed mastery for spell				bonus.type = Bonus::MAXED_SPELL;				speciality.bonuses.push_back (bonus);				break;			case 8://peculiar spells - enchantments				bonus.type = Bonus::SPECIAL_PECULIAR_ENCHANT;				bonus.subtype = it->subtype; //0, 1 for Coronius				speciality.bonuses.push_back (bonus);				break;			case 9://upgrade creatures			{				std::vector<CCreature*>* creatures = &VLC->creh->creatures;				bonus.type = Bonus::SPECIAL_UPGRADE;				bonus.additionalInfo = it->additionalinfo;				speciality.bonuses.push_back (bonus);				for (std::set<ui32>::iterator i = (*creatures)[it->val]->upgrades.begin();					i != (*creatures)[it->val]->upgrades.end(); i++)				{					bonus.val = *i;					speciality.bonuses.push_back (bonus); //propagate for regular upgrades of base creature				}				break;			}			case 10://resource generation				bonus.type = Bonus::GENERATE_RESOURCE;				bonus.subtype = it->subtype;				speciality.bonuses.push_back (bonus);				break;			case 11://starting skill with mastery (Adrienne)				cb->changeSecSkill (id, it->val, it->additionalinfo); //simply give it and forget				break;			case 12://army speed				bonus.type = Bonus::STACKS_SPEED;				speciality.bonuses.push_back (bonus);				break;			case 13://Dragon bonuses (Mutare)				bonus.type = Bonus::SPECIAL_CREATURE;				bonus.valType = Bonus::ADDITIVE_VALUE;				bonus.additionalInfo = it->additionalinfo; //value				bonus.subtype = it->subtype; //which stat it is				for (std::vector<CCreature*>::iterator i = VLC->creh->creatures.begin(); i != VLC->creh->creatures.end(); i++)				{ //TODO: what if creature changes type during the game (Dragon Eye Ring?)					if ((*i)->hasBonusOfType(Bonus::DRAGON_NATURE)) //TODO: implement it!					{						bonus.val = (*i)->idNumber; //for each Dragon separately						speciality.bonuses.push_back (bonus);					}				}				break;			default:				tlog2 << "Unexpected hero speciality " << type <<'\n';		}	}	if (speciality.growthsWithLevel)		speciality.recalculateSpecials();}void CGHeroInstance::setPropertyDer( ui8 what, ui32 val ){	if(what == ObjProperty::PRIMARY_STACK_COUNT)		setStackCount(0, val);}double CGHeroInstance::getHeroStrength() const{	return sqrt((1.0 + 0.05*getPrimSkillLevel(0)) * (1.0 + 0.05*getPrimSkillLevel(1)));}int CGHeroInstance::getTotalStrength() const{	double ret = getHeroStrength() * getArmyStrength();	return (int) ret;}ui8 CGHeroInstance::getSpellSchoolLevel(const CSpell * spell) const{	ui8 skill = 0; //skill level	if(spell->fire)		skill = std::max(skill,getSecSkillLevel(14));	if(spell->air)		skill = std::max(skill,getSecSkillLevel(15));	if(spell->water)		skill = std::max(skill,getSecSkillLevel(16));	if(spell->earth)		skill = std::max(skill,getSecSkillLevel(17));	//bonuses (eg. from special terrains)	skill = std::max<ui8>(skill, valOfBonuses(Bonus::MAGIC_SCHOOL_SKILL, 0)); //any school bonus	if(spell->fire)		skill = std::max<ui8>(skill, valOfBonuses(Bonus::MAGIC_SCHOOL_SKILL, 1));	if(spell->air)		skill = std::max<ui8>(skill, valOfBonuses(Bonus::MAGIC_SCHOOL_SKILL, 2));	if(spell->water)		skill = std::max<ui8>(skill, valOfBonuses(Bonus::MAGIC_SCHOOL_SKILL, 4));	if(spell->earth)		skill = std::max<ui8>(skill, valOfBonuses(Bonus::MAGIC_SCHOOL_SKILL, 8));	return skill;}bool CGHeroInstance::canCastThisSpell(const CSpell * spell) const{	if(!getArt(17)) //if hero has no spellbook		return false;	if(vstd::contains(spells, spell->id) //hero has this spell in spellbook		|| (spell->air && hasBonusOfType(Bonus::AIR_SPELLS)) // this is air spell and hero can cast all air spells		|| (spell->fire && hasBonusOfType(Bonus::FIRE_SPELLS)) // this is fire spell and hero can cast all fire spells		|| (spell->water && hasBonusOfType(Bonus::WATER_SPELLS)) // this is water spell and hero can cast all water spells		|| (spell->earth && hasBonusOfType(Bonus::EARTH_SPELLS)) // this is earth spell and hero can cast all earth spells		|| hasBonusOfType(Bonus::SPELL, spell->id)		|| hasBonusOfType(Bonus::SPELLS_OF_LEVEL, spell->level)		)		return true;	return false;}/** * Calculates what creatures and how many to be raised from a battle. * @param battleResult The results of the battle. * @return Returns a pair with the first value indicating the ID of the creature * type and second value the amount. Both values are returned as -1 if necromancy * could not be applied. */CStackInstance CGHeroInstance::calculateNecromancy (const BattleResult &battleResult) const{	const ui8 necromancyLevel = getSecSkillLevel(12);	// Hero knows necromancy.	if (necromancyLevel > 0) 	{		double necromancySkill = necromancyLevel*0.1			+ valOfBonuses(Bonus::SECONDARY_SKILL_PREMY, 12)/100.0;		amin(necromancySkill, 1.0); //it's impossible to raise more creatures than all...		const std::map<ui32,si32> &casualties = battleResult.casualties[!battleResult.winner];		ui32 raisedUnits = 0;		// Figure out what to raise and how many.		const ui32 creatureTypes[] = {56, 58, 60, 64}; // IDs for Skeletons, Walking Dead, Wights and Liches respectively.		const bool improvedNecromancy = hasBonusOfType(Bonus::IMPROVED_NECROMANCY);		const CCreature *raisedUnitType = VLC->creh->creatures[creatureTypes[improvedNecromancy ? necromancyLevel : 0]];		const ui32 raisedUnitHP = raisedUnitType->valOfBonuses(Bonus::STACK_HEALTH);		//calculate creatures raised from each defeated stack		for (std::map<ui32,si32>::const_iterator it = casualties.begin(); it != casualties.end(); it++)		{			// Get lost enemy hit points convertible to units.			const ui32 raisedHP = VLC->creh->creatures[it->first]->valOfBonuses(Bonus::STACK_HEALTH) * it->second * necromancySkill;			raisedUnits += std::min<ui32>(raisedHP / raisedUnitHP, it->second * necromancySkill); //limit to % of HP and % of original stack count		}		// Make room for new units.		int slot = getSlotFor(raisedUnitType->idNumber);		if (slot == -1) 		{			// If there's no room for unit, try it's upgraded version 2/3rds the size.			raisedUnitType = VLC->creh->creatures[*raisedUnitType->upgrades.begin()];			raisedUnits = (raisedUnits*2)/3;			slot = getSlotFor(raisedUnitType->idNumber);		}		if (raisedUnits <= 0)			raisedUnits = 1;		return CStackInstance(raisedUnitType->idNumber, raisedUnits);	}	return CStackInstance();}/** * Show the necromancy dialog with information about units raised. * @param raisedStack Pair where the first element represents ID of the raised creature * and the second element the amount. */void CGHeroInstance::showNecromancyDialog(const CStackInstance &raisedStack) const{	InfoWindow iw;	iw.soundID = soundBase::GENIE;	iw.player = tempOwner;	iw.components.push_back(Component(raisedStack));	if (raisedStack.count > 1) // Practicing the dark arts of necromancy, ... (plural)	{ 		iw.text.addTxt(MetaString::GENERAL_TXT, 145);		iw.text.addReplacement(raisedStack.count);		iw.text.addReplacement(MetaString::CRE_PL_NAMES, raisedStack.type->idNumber);	} 	else // Practicing the dark arts of necromancy, ... (singular)	{ 		iw.text.addTxt(MetaString::GENERAL_TXT, 146);		iw.text.addReplacement(MetaString::CRE_SING_NAMES, raisedStack.type->idNumber);	}	cb->showInfoDialog(&iw);}int3 CGHeroInstance::getSightCenter() const{	return getPosition(false);}int CGHeroInstance::getSightRadious() const{	return 5 + getSecSkillLevel(3) + valOfBonuses(Bonus::SIGHT_RADIOUS); //default + scouting}si32 CGHeroInstance::manaRegain() const{	if (hasBonusOfType(Bonus::FULL_MANA_REGENERATION))		return manaLimit();	return 1 + getSecSkillLevel(8) + valOfBonuses(Bonus::MANA_REGENERATION); //1 + Mysticism level }si32 CGHeroInstance::getArtPos(int aid) const{	for(std::map<ui16,ui32>::const_iterator i = artifWorn.begin(); i != artifWorn.end(); i++)		if(i->second == aid)			return i->first;	return -1;}/** * Places an artifact in hero's backpack. If it's a big artifact equips it * or discards it if it cannot be equipped. */void CGHeroInstance::giveArtifact (ui32 aid){	const CArtifact &artifact = *VLC->arth->artifacts[aid];	if (artifact.isBig()) 	{		for (std::vector<ui16>::const_iterator it = artifact.possibleSlots.begin(); it != artifact.possibleSlots.end(); ++it) 		{			if (!vstd::contains(artifWorn, *it)) 			{				VLC->arth->equipArtifact(artifWorn, *it, aid, &bonuses);				break;			}		}	} 	else 	{		artifacts.push_back(aid);	}}void CGHeroInstance::recreateArtBonuses(){	//clear all bonuses from artifacts (if present) and give them again	bonuses.remove_if(boost::bind(Bonus::IsFrom,_1,Bonus::ARTIFACT,0xffffff));	for (std::map<ui16,ui32>::iterator ari = artifWorn.begin(); ari != artifWorn.end(); ari++)	{		CArtifact &art = *VLC->arth->artifacts[ari->second];		art.addBonusesTo(&bonuses);	}}bool CGHeroInstance::hasArt( ui32 aid ) const{	if(vstd::contains(artifacts, aid))		return true;	for(std::map<ui16,ui32>::const_iterator i = artifWorn.begin(); i != artifWorn.end(); i++)		if(i->second == aid)			return true;	return false;}int CGHeroInstance::getBoatType() const{	int alignment = type->heroType / 6; 	switch(alignment)	{	case 0:		return 1; //good	case 1:		return 0; //evil	case 2:		return 2;	default:		throw std::string("Wrong alignment!");	}}void CGHeroInstance::getOutOffsets(std::vector<int3> &offsets) const{	static int3 dirs[] = { int3(0,1,0),int3(0,-1,0),int3(-1,0,0),int3(+1,0,0), int3(1,1,0),int3(-1,1,0),int3(1,-1,0),int3(-1,-1,0) };	for (size_t i = 0; i < ARRAY_COUNT(dirs); i++)		offsets += dirs[i];}int CGHeroInstance::getSpellCost(const CSpell *sp) const{	return sp->costs[getSpellSchoolLevel(sp)];}void CGHeroInstance::getParents(TCNodes &out, const CBonusSystemNode *root /*= NULL*/) const{	CArmedInstance::getParents(out, root);// 	if(visitedTown && source != this && source != visitedTown)// 		out.insert(visitedTown);	if((root == this || contains(static_cast<const CStackInstance *>(root))) &&  visitedTown)		out.insert(visitedTown);	out.insert (&speciality);}void CGHeroInstance::pushPrimSkill(int which, int val){	bonuses.push_back(Bonus(Bonus::PERMANENT, Bonus::PRIMARY_SKILL, Bonus::HERO_BASE_SKILL, val, id, which));}void CGHeroInstance::getBonuses(BonusList &out, const CSelector &selector, const CBonusSystemNode *root /*= NULL*/) const{#define FOREACH_OWNER_TOWN(town) if(const PlayerState *p = cb->getPlayerState(tempOwner)) BOOST_FOREACH(const CGTownInstance *town, p->towns)	CArmedInstance::getBonuses(out, selector, root);	//TODO eliminate by moving secondary skills effects to bonus system	if(Selector::matchesType(selector, Bonus::LUCK))	{		//luck skill		if(int luckSkill = getSecSkillLevel(9)) 			out.push_back(Bonus(Bonus::PERMANENT, Bonus::LUCK, Bonus::SECONDARY_SKILL, luckSkill, 9, VLC->generaltexth->arraytxt[73+luckSkill]));		//guardian spirit		FOREACH_OWNER_TOWN(t)			if(t->subID ==1 && vstd::contains(t->builtBuildings,26)) //rampart with grail				out.push_back(Bonus(Bonus::PERMANENT, Bonus::LUCK, Bonus::TOWN_STRUCTURE, +2, 26, VLC->generaltexth->buildings[1][26].first + " +2"));	}	if(Selector::matchesType(selector, Bonus::SEA_MOVEMENT))	{		//lighthouses		FOREACH_OWNER_TOWN(t)			if(t->subID == 0 && vstd::contains(t->builtBuildings,17)) //castle				out.push_back(Bonus(Bonus::PERMANENT, Bonus::SEA_MOVEMENT, Bonus::TOWN_STRUCTURE, +500, 17, VLC->generaltexth->buildings[0][17].first + " +500"));	}	if(Selector::matchesType(selector, Bonus::MORALE))	{		//leadership		if(int moraleSkill = getSecSkillLevel(6)) 			out.push_back(Bonus(Bonus::PERMANENT, Bonus::MORALE, Bonus::SECONDARY_SKILL, moraleSkill, 6, VLC->generaltexth->arraytxt[104+moraleSkill]));		//colossus		FOREACH_OWNER_TOWN(t)			if(t->subID == 0 && vstd::contains(t->builtBuildings,26)) //castle				out.push_back(Bonus(Bonus::PERMANENT, Bonus::MORALE, Bonus::TOWN_STRUCTURE, +2, 26, VLC->generaltexth->buildings[0][26].first + " +2"));	}	if(Selector::matchesTypeSubtype(selector, Bonus::SECONDARY_SKILL_PREMY, 12)) //necromancy	{		FOREACH_OWNER_TOWN(t)		{			if(t->subID == 4) //necropolis			{				if(vstd::contains(t->builtBuildings,21)) //necromancy amplifier					out.push_back(Bonus(Bonus::PERMANENT, Bonus::SECONDARY_SKILL_PREMY, Bonus::TOWN_STRUCTURE, +10, 21, VLC->generaltexth->buildings[4][21].first + " +10%", 12));				if(vstd::contains(t->builtBuildings,26)) //grail - Soul prison					out.push_back(Bonus(Bonus::PERMANENT, Bonus::SECONDARY_SKILL_PREMY, Bonus::TOWN_STRUCTURE, +20, 26, VLC->generaltexth->buildings[4][26].first + " +20%", 12));			}		}	}}void CGDwelling::initObj(){	switch(ID)	{	case 17:		{			int crid = VLC->objh->cregens[subID];			const CCreature *crs = VLC->creh->creatures[crid];			creatures.resize(1);			creatures[0].second.push_back(crid);			hoverName = VLC->generaltexth->creGens[subID];			if(crs->level > 4)				addStack(0, CStackInstance(crs, (crs->growth) * 3));			if (getOwner() != 255)				cb->gameState()->players[getOwner()].dwellings.push_back (this);		}		break;	case 20:		creatures.resize(4);		if(subID == 1) //Golem Factory		{			creatures[0].second.push_back(32);  //Stone Golem			creatures[1].second.push_back(33);  //Iron Golem  			creatures[2].second.push_back(116); //Gold Golem			creatures[3].second.push_back(117); //Diamond Golem			//guards			addStack(0, CStackInstance(116, 9));			addStack(1, CStackInstance(117, 6));		}		else if(subID == 0) // Elemental Conflux 		{			creatures[0].second.push_back(112); //Air Elemental			creatures[1].second.push_back(114); //Fire Elemental			creatures[2].second.push_back(113); //Earth Elemental			creatures[3].second.push_back(115); //Water Elemental			//guards			addStack(0, CStackInstance(113, 12));		}		else		{			assert(0);		}		hoverName = VLC->generaltexth->creGens4[subID];		break;	case 106: //War Machine Factory		creatures.resize(3);		creatures[0].second.push_back(146); //Ballista 		creatures[1].second.push_back(147); //First Aid Tent		creatures[2].second.push_back(148); //Ammo Cart		break;	default:		assert(0);		break;	}}void CGDwelling::setProperty(ui8 what, ui32 val){	switch (what)	{		case ObjProperty::OWNER: //change owner			if (ID == 17) //single generators			{				if (tempOwner != NEUTRAL_PLAYER)				{					std::vector<CGDwelling *>* dwellings = &cb->gameState()->players[tempOwner].dwellings;					dwellings->erase (std::find(dwellings->begin(), dwellings->end(), this));				}				if (val != NEUTRAL_PLAYER) //can new owner be neutral?					cb->gameState()->players[val].dwellings.push_back (this);			}			break;	}	 CGObjectInstance::setProperty(what,val);}void CGDwelling::onHeroVisit( const CGHeroInstance * h ) const{	if(h->tempOwner != tempOwner  &&  stacksCount() > 0) //object is guarded	{		BlockingDialog bd;		bd.player = h->tempOwner;		bd.flags = BlockingDialog::ALLOW_CANCEL;		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 == 17 ? MetaString::CREGENS : MetaString::CREGENS4, subID);		bd.text.addReplacement(MetaString::ARRAY_TXT, 176 + Slots().begin()->second.getQuantityID()*3);		bd.text.addReplacement(Slots().begin()->second);		cb->showBlockingDialog(&bd, boost::bind(&CGDwelling::wantsFight, this, h, _1));		return;	}	if(h->tempOwner != tempOwner  &&  ID != 106)	{		cb->setOwner(id, h->tempOwner);	}	BlockingDialog bd;	bd.player = h->tempOwner;	bd.flags = BlockingDialog::ALLOW_CANCEL;	if(ID == 17 || ID == 20)	{		bd.text.addTxt(MetaString::ADVOB_TXT, ID == 17 ? 35 : 36); //{%s} Would you like to recruit %s? / {%s} Would you like to recruit %s, %s, %s, or %s?		bd.text.addReplacement(ID == 17 ? MetaString::CREGENS : MetaString::CREGENS4, subID);		for(size_t i = 0; i < creatures.size(); i++)			bd.text.addReplacement(MetaString::CRE_PL_NAMES, creatures[i].second[0]);	}	else if(ID == 106)		bd.text.addTxt(MetaString::ADVOB_TXT, 157); //{War Machine Factory} Would you like to purchase War Machines?	else		throw std::string("Illegal dwelling!");	cb->showBlockingDialog(&bd, boost::bind(&CGDwelling::heroAcceptsCreatures, this, h, _1));}void CGDwelling::newTurn() const{	if(cb->getDate(1) != 1) //not first day of week		return;	//town growths and War Machines Factories are handled separately	if(ID == TOWNI_TYPE  ||  ID == 106)		return;	bool change = false;	SetAvailableCreatures sac;	sac.creatures = creatures;	sac.tid = id;	for (size_t i = 0; i < creatures.size(); i++)	{		if(creatures[i].second.size())		{			if(false /*accumulate creatures*/)				sac.creatures[i].first += VLC->creh->creatures[creatures[i].second[0]]->growth;			else				sac.creatures[i].first = VLC->creh->creatures[creatures[i].second[0]]->growth;			change = true;		}	}	if(change)		cb->sendAndApply(&sac);}void CGDwelling::heroAcceptsCreatures( const CGHeroInstance *h, ui32 answer ) const{	if(!answer)		return;	int crid = creatures[0].second[0];	CCreature *crs = VLC->creh->creatures[crid];	if(crs->level == 1) //first level - creatures are for free	{		if(creatures[0].first) //there are available creatures		{			int slot = h->getSlotFor(crid);			if(slot < 0) //no available slot			{				InfoWindow iw;				iw.player = h->tempOwner;				iw.text.addTxt(MetaString::GENERAL_TXT, 425);//The %s would join your hero, but there aren't enough provisions to support them.				iw.text.addReplacement(MetaString::CRE_PL_NAMES, crid);				cb->showInfoDialog(&iw);			}			else //give creatures			{				SetAvailableCreatures sac;				sac.tid = id;				sac.creatures = creatures;				sac.creatures[0].first = 0;				SetGarrisons sg;				sg.garrs[h->id] = *h;				sg.garrs[h->id].addToSlot(slot, crid, creatures[0].first);				InfoWindow iw;				iw.player = h->tempOwner;				iw.text.addTxt(MetaString::GENERAL_TXT, 423); //%d %s join your army.				iw.text.addReplacement(creatures[0].first);				iw.text.addReplacement(MetaString::CRE_PL_NAMES, crid);				cb->showInfoDialog(&iw);				cb->sendAndApply(&sac);				cb->sendAndApply(&sg);			}		}		else //there no creatures		{			InfoWindow iw;			iw.text.addTxt(MetaString::GENERAL_TXT, 422); //There are no %s here to recruit.			iw.text.addReplacement(MetaString::CRE_PL_NAMES, crid);			iw.player = h->tempOwner;			cb->sendAndApply(&iw);		}	}	else	{		if(ID == 106) //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(13); //ballista			sac.creatures[1].first = !h->getArt(15); //first aid tent			sac.creatures[2].first = !h->getArt(14); //ammo cart			cb->sendAndApply(&sac);		}		OpenWindow ow;		ow.id1 = id;		ow.id2 = h->id;		ow.window = ID == 17 			? OpenWindow::RECRUITMENT_FIRST 			: OpenWindow::RECRUITMENT_ALL;		cb->sendAndApply(&ow);	}}void CGDwelling::wantsFight( const CGHeroInstance *h, ui32 answer ) const{	if(answer)		cb->startBattleI(h, this, boost::bind(&CGDwelling::fightOver, this, h, _1));}void CGDwelling::fightOver(const CGHeroInstance *h, BattleResult *result) const{	if (result->winner == 0)	{		onHeroVisit(h);	}}int CGTownInstance::getSightRadious() const //returns sight distance{	if (subID == 2) //tower	{		if ((builtBuildings.find(26)) != builtBuildings.end()) //skyship			return -1; //entire map		else if ((builtBuildings.find(21)) != builtBuildings.end()) //lookout tower			return 20;	}	return 5;}void CGTownInstance::setPropertyDer(ui8 what, ui32 val){///this is freakin' overcomplicated solution	switch (what)	{		case 11: //add visitor of town building			bonusingBuildings[val]->setProperty (ObjProperty::VISITORS, visitingHero->id);			break;		case 12:			bonusingBuildings[val]->setProperty (12, 0);			break;		case 13: //add garrisoned hero to visitors			bonusingBuildings[val]->setProperty (ObjProperty::VISITORS, garrisonHero->id);			break;		case 14:			bonusValue.first = val;			break;		case 15:			bonusValue.second = val;			break;				}}int CGTownInstance::fortLevel() const //0 - none, 1 - fort, 2 - citadel, 3 - castle{	if((builtBuildings.find(9))!=builtBuildings.end())		return 3;	if((builtBuildings.find(8))!=builtBuildings.end())		return 2;	if((builtBuildings.find(7))!=builtBuildings.end())		return 1;	return 0;}int CGTownInstance::hallLevel() const // -1 - none, 0 - village, 1 - town, 2 - city, 3 - capitol{	if ((builtBuildings.find(13))!=builtBuildings.end())		return 3;	if ((builtBuildings.find(12))!=builtBuildings.end())		return 2;	if ((builtBuildings.find(11))!=builtBuildings.end())		return 1;	if ((builtBuildings.find(10))!=builtBuildings.end())		return 0;	return -1;}int CGTownInstance::mageGuildLevel() const{	if ((builtBuildings.find(4))!=builtBuildings.end())		return 5;	if ((builtBuildings.find(3))!=builtBuildings.end())		return 4;	if ((builtBuildings.find(2))!=builtBuildings.end())		return 3;	if ((builtBuildings.find(1))!=builtBuildings.end())		return 2;	if ((builtBuildings.find(0))!=builtBuildings.end())		return 1;	return 0;}bool CGTownInstance::creatureDwelling(const int & level, bool upgraded) const{	return builtBuildings.find(30+level+upgraded*7)!=builtBuildings.end();}int CGTownInstance::getHordeLevel(const int & HID)  const//HID - 0 or 1; returns creature level or -1 if that horde structure is not present{	return town->hordeLvl[HID];}int CGTownInstance::creatureGrowth(const int & level) const{	int ret = VLC->creh->creatures[town->basicCreatures[level]]->growth;	switch(fortLevel())	{	case 3:		ret*=2;break;	case 2:		ret*=(1.5); break;	}	if(tempOwner != NEUTRAL_PLAYER)	{		ret *= (1 + cb->gameState()->players[tempOwner].valOfBonuses(Bonus::CREATURE_GROWTH_PERCENT)/100); //Statue of Legion		for (std::vector<CGDwelling*>::const_iterator it = cb->gameState()->players[tempOwner].dwellings.begin(); it != cb->gameState()->players[tempOwner].dwellings.end(); ++it)		{ //+1 for each dwelling			if (VLC->creh->creatures[town->basicCreatures[level]]->idNumber == (*it)->creatures[0].second[0])				++ret;		}	}	if(getHordeLevel(0)==level)		if((builtBuildings.find(18)!=builtBuildings.end()) || (builtBuildings.find(19)!=builtBuildings.end()))			ret+=VLC->creh->creatures[town->basicCreatures[level]]->hordeGrowth;	if(getHordeLevel(1)==level)		if((builtBuildings.find(24)!=builtBuildings.end()) || (builtBuildings.find(25)!=builtBuildings.end()))			ret+=VLC->creh->creatures[town->basicCreatures[level]]->hordeGrowth;	//support for legs of legion etc.	if(garrisonHero)		ret += garrisonHero->valOfBonuses(Bonus::CREATURE_GROWTH, level);	if(visitingHero)		ret += visitingHero->valOfBonuses(Bonus::CREATURE_GROWTH, level);	if(builtBuildings.find(26)!=builtBuildings.end()) //grail - +50% to ALL growth		ret*=1.5;	return ret;//check CCastleInterface.cpp->CCastleInterface::CCreaInfo::clickRight if this one will be modified}int CGTownInstance::dailyIncome() const{	int ret = 0;	if ((builtBuildings.find(26))!=builtBuildings.end())		ret+=5000;	if ((builtBuildings.find(13))!=builtBuildings.end())		ret+=4000;	else if ((builtBuildings.find(12))!=builtBuildings.end())		ret+=2000;	else if ((builtBuildings.find(11))!=builtBuildings.end())		ret+=1000;	else if ((builtBuildings.find(10))!=builtBuildings.end())		ret+=500;	return ret;}bool CGTownInstance::hasFort() const{	return (builtBuildings.find(7))!=builtBuildings.end();}bool CGTownInstance::hasCapitol() const{	return (builtBuildings.find(13))!=builtBuildings.end();}CGTownInstance::CGTownInstance()	:IShipyard(this), IMarket(this){	builded=-1;	destroyed=-1;	garrisonHero=NULL;	town=NULL;	visitingHero = NULL;}CGTownInstance::~CGTownInstance(){	for (std::vector<CGTownBuilding*>::const_iterator i = bonusingBuildings.begin(); i != bonusingBuildings.end(); i++) 		delete *i;}int CGTownInstance::spellsAtLevel(int level, bool checkGuild) const{	if(checkGuild && mageGuildLevel() < level)		return 0;	int ret = 6 - level; //how many spells are available at this level	if(subID == 2   &&   vstd::contains(builtBuildings,22)) //magic library in Tower		ret++; 	return ret;}int CGTownInstance::defenceBonus(int type) const{	int ret=0;	switch (type)		{/*attack*/		case 0: 						if (subID == 6 && vstd::contains(builtBuildings,26))//Stronghold, grail							ret += 12;						if (subID == 7 && vstd::contains(builtBuildings,26))//Fortress, grail							ret += 10;						if (subID == 7 && vstd::contains(builtBuildings,22))//Fortress, Blood Obelisk							ret += 2;							return ret;/*defence*/		case 1:						if (subID == 7 && vstd::contains(builtBuildings,21))//Fortress, Glyphs of Fear							ret += 2;						if (subID == 7 && vstd::contains(builtBuildings,26))//Fortress, Grail							ret += 10;							return ret;/*spellpower*/	case 2:						if (subID == 3 && vstd::contains(builtBuildings,21))//Inferno, Brimstone Clouds							ret += 2;						if (subID == 5 && vstd::contains(builtBuildings,26))//Dungeon, Grail							ret += 12;							return ret;/*knowledge*/	case 3:						if (subID == 2 && vstd::contains(builtBuildings,26))//Tower, Grail							ret += 15;							return ret;		}		return 0;//Why we are here? wrong type?}bool CGTownInstance::needsLastStack() const{	if(garrisonHero)		return true;	else return false;}void CGTownInstance::onHeroVisit(const CGHeroInstance * h) const{	if(getOwner() != h->getOwner())	{		//TODO ally check		if(stacksCount() > 0 || visitingHero)		{			const CGHeroInstance *defendingHero = NULL;			if(visitingHero)				defendingHero = visitingHero;			else if(garrisonHero)				defendingHero = garrisonHero;			const CArmedInstance *defendingArmy = this;			if(defendingHero)				defendingArmy = defendingHero;			bool outsideTown = (defendingHero == visitingHero && garrisonHero);			cb->startBattleI(h, defendingArmy, getSightCenter(), h, defendingHero, false, boost::bind(&CGTownInstance::fightOver, this, h, _1), (outsideTown ? NULL : this));		}		else		{			cb->setOwner(id, h->tempOwner);			removeCapitols (h->getOwner());			cb->heroVisitCastle(id, h->id);		}	}	else		cb->heroVisitCastle(id, h->id);}void CGTownInstance::onHeroLeave(const CGHeroInstance * h) const{	cb->stopHeroVisitCastle(id,h->id);}void CGTownInstance::initObj()///initialize town structures{	blockVisit = true;	hoverName = name + ", " + town->Name();	creatures.resize(CREATURES_PER_TOWN);	for (int i = 0; i < CREATURES_PER_TOWN; i++)	{		if(creatureDwelling(i,false))			creatures[i].second.push_back(town->basicCreatures[i]);		if(creatureDwelling(i,true))			creatures[i].second.push_back(town->upgradedCreatures[i]);	}	switch (subID)	{ //add new visitable objects		case 0:			bonusingBuildings.push_back (new COPWBonus(21, this)); //Stables			break;		case 2: case 3: case 5: case 6:			bonusingBuildings.push_back (new CTownBonus(23, this));			if (subID == 5)				bonusingBuildings.push_back (new COPWBonus(21, this)); //Vortex			break;		case 7:			bonusingBuildings.push_back (new CTownBonus(17, this));			break;	}	//add special bonuses from buildings	if(subID == 4 && vstd::contains(builtBuildings, 17))	{		bonuses.push_back( Bonus(Bonus::PERMANENT, Bonus::DARKNESS, Bonus::TOWN_STRUCTURE, 20, 17) );	}}void CGTownInstance::newTurn() const{	if (cb->getDate(1) == 1) //reset on new week	{		if (vstd::contains(builtBuildings,17) && subID == 1 && cb->getDate(0) != 1 && (tempOwner < PLAYER_LIMIT) )//give resources for Rampart, Mystic Pond		{			int resID = rand()%4+2;//bonus to random rare resource			resID = (resID==2)?1:resID;			int resVal = rand()%4+1;//with size 1..4			cb->giveResource(tempOwner, resID, resVal);			cb->setObjProperty (id, 14, resID);			cb->setObjProperty (id, 15, resVal);		}		if ( subID == 5 )			for (std::vector<CGTownBuilding*>::const_iterator i = bonusingBuildings.begin(); i!=bonusingBuildings.end(); i++)		{			if ((*i)->ID == 21)				cb->setObjProperty (id, 12, (*i)->id); //reset visitors for Mana Vortex		}		if (tempOwner == NEUTRAL_PLAYER) //garrison growth for neutral towns			{				TSlots slt = Slots(); //meh, waste of time				std::vector<ui8> nativeCrits; //slots				for (TSlots::const_iterator it = slt.begin(); it != slt.end(); it++)				{					if (it->second.type->faction == subID) //native					{						nativeCrits.push_back(it->first); //collect matching slots					}				}				if (nativeCrits.size())				{					int pos = nativeCrits[rand() % nativeCrits.size()];					if (rand()%100 < 90 || slt[pos].type->upgrades.empty()) //increase number if no upgrade avaliable					{						SetGarrisons sg;						sg.garrs[id] = getArmy();						sg.garrs[id].slots[pos].count += slt[pos].type->growth;						cb->sendAndApply(&sg);						}					else //upgrade					{						SetGarrisons sg; //somewhat better upgrade pack would come in handy						sg.garrs[id] = getArmy();						sg.garrs[id].setCreature(pos, *slt[pos].type->upgrades.begin(), slt[pos].count);						cb->sendAndApply(&sg);						}				}				if ((stacksCount() < ARMY_SIZE && rand()%100 < 25) || slt.empty()) //add new stack				{					int n, i = rand() % std::min (ARMY_SIZE, cb->getDate(3)<<1);						{//no lower tiers or above current month						if (n = getSlotFor(town->basicCreatures[i], ARMY_SIZE));						{ 							SetGarrisons sg;							sg.garrs[id] = getArmy();							if (slotEmpty(n))								sg.garrs[id].setCreature (n, town->basicCreatures[i], creatureGrowth(i)); //if the stack is not yet present							else								sg.garrs[id].addToSlot(n, town->basicCreatures[i], creatureGrowth(i)); //add to existing							cb->sendAndApply(&sg);						}					}				}					}	}}int3 CGTownInstance::getSightCenter() const{	return pos - int3(2,0,0);}ui8 CGTownInstance::getPassableness() const{	return stacksCount() ? 1<<tempOwner : ALL_PLAYERS; //if there is garrison army, castle be entered only by owner //TODO: allies}void CGTownInstance::getOutOffsets( std::vector<int3> &offsets ) const{	offsets += int3(-1,2,0), int3(-3,2,0);}void CGTownInstance::fightOver( const CGHeroInstance *h, BattleResult *result ) const{	if(result->winner == 0)	{		if (hasBonusOfType(Bonus::DARKNESS))		{			//TODO: Make some 'change owner' function for bonus, or bonuses independent of player			/*			RemoveBonus rb(RemoveBonus::PLAYER);			rb.whoID = getOwner();			rb.source = Bonus::TOWN_STRUCTURE;			rb.id = id;			cb->sendAndApply(&rb);			GiveBonus gb(GiveBonus::PLAYER);			gb.bonus.type = Bonus::DARKNESS;			gb.bonus.val = 20;			gb.id = h->tempOwner;			gb.bonus.duration = Bonus::PERMANENT;			gb.bonus.source = Bonus::TOWN_STRUCTURE;			gb.bonus.id = id;			cb->sendAndApply(&gb);			*/		}		removeCapitols (h->getOwner());		cb->setOwner (id, h->tempOwner); //give control after checkout is done		FoWChange fw;		fw.player = h->tempOwner;		fw.mode = 1;		getSightTiles (fw.tiles); //update visibility for castle structures		cb->sendAndApply (&fw);	}}void CGTownInstance::removeCapitols (ui8 owner) const{ 	if (hasCapitol()) // search if there's an older capitol	{ 		PlayerState* state = cb->gameState()->getPlayer (owner); //get all towns owned by player		for (std::vector<CGTownInstance*>::const_iterator i = state->towns.begin(); i < state->towns.end(); ++i) 		{ 			if (*i != this && (*i)->hasCapitol()) 			{ 				RazeStructures rs; 				rs.tid = id; 				rs.bid.insert(13); 				rs.destroyed = destroyed;  				cb->sendAndApply(&rs); 				return; 			} 		} 	} } int CGTownInstance::getBoatType() const{	const CCreature *c = VLC->creh->creatures[town->basicCreatures.front()];	if (c->isGood())		return 1;	else if (c->isEvil())		return 0;	else //neutral		return 2;}void CGTownInstance::getParents(TCNodes &out, const CBonusSystemNode *root /*= NULL*/) const{	CArmedInstance::getParents(out, root);	if(root == this  &&  visitingHero && visitingHero != root)		out.insert(visitingHero);}void CGTownInstance::getBonuses(BonusList &out, const CSelector &selector, const CBonusSystemNode *root /*= NULL*/) const{	CArmedInstance::getBonuses(out, selector, root);	//TODO eliminate by moving structures effects to bonus system	if(Selector::matchesType(selector, Bonus::LUCK))	{		if(subID == 1  &&  vstd::contains(builtBuildings,21)) //rampart, fountain of fortune			out.push_back(Bonus(Bonus::PERMANENT, Bonus::LUCK, Bonus::TOWN_STRUCTURE, +2, 21, VLC->generaltexth->buildings[1][21].first + " +2"));	}	if(Selector::matchesType(selector, Bonus::MORALE))	{		if(subID == 0  &&  vstd::contains(builtBuildings,22)) //castle, brotherhood of sword built			out.push_back(Bonus(Bonus::PERMANENT, Bonus::MORALE, Bonus::TOWN_STRUCTURE, +2, 22, VLC->generaltexth->buildings[0][22].first + " +2"));		else if(vstd::contains(builtBuildings,5)) //tavern is built			out.push_back(Bonus(Bonus::PERMANENT, Bonus::MORALE, Bonus::TOWN_STRUCTURE, +1, 5, VLC->generaltexth->buildings[0][5].first + " +1"));	}}int CGTownInstance::getMarketEfficiency() const{	if(!vstd::contains(builtBuildings, 14)) 		return 0;	const PlayerState *p = cb->getPlayerState(tempOwner);	assert(p);	int marketCount = 0;	BOOST_FOREACH(const CGTownInstance *t, p->towns)		if(vstd::contains(t->builtBuildings, 14))			marketCount++;	return marketCount;}bool CGTownInstance::allowsTrade(EMarketMode mode) const{	switch(mode)	{	case RESOURCE_RESOURCE:	case RESOURCE_PLAYER:		return vstd::contains(builtBuildings, 14); // 	marketplace	case ARTIFACT_RESOURCE:		return (subID == 2 || subID == 5 || subID == 8) && vstd::contains(builtBuildings, 17);//artifact merchants	case CREATURE_RESOURCE:		return subID == 6 && vstd::contains(builtBuildings, 21); //Freelancer's guild	case CREATURE_UNDEAD:		return subID == 4 && vstd::contains(builtBuildings, 22);//Skeleton transformer	default:		assert(0);		return false;	}}std::vector<int> CGTownInstance::availableItemsIds(EMarketMode mode) const{	if(mode == RESOURCE_ARTIFACT)	{		std::vector<int> ret;		BOOST_FOREACH(const CArtifact *a, merchantArtifacts)			if(a)				ret.push_back(a->id);			else				ret.push_back(-1);		return ret;	}	else		return IMarket::availableItemsIds(mode);}void CGVisitableOPH::onHeroVisit( const CGHeroInstance * h ) const{	if(visitors.find(h->id)==visitors.end())	{		onNAHeroVisit(h->id, false);		switch(ID)		{		case 102: //tree		case 4: //arena		case 41://library		case 47: //School of Magic		case 107://School of War			break;		default:			cb->setObjProperty(id, ObjProperty::VISITORS, h->id); //add to the visitors			break;		}	}	else	{		onNAHeroVisit(h->id, true);	}}void CGVisitableOPH::initObj(){	if(ID==102)		ttype = ran()%3;	else		ttype = -1;}void CGVisitableOPH::treeSelected( int heroID, int resType, int resVal, ui64 expVal, ui32 result ) const{	if(result) //player agreed to give res for exp	{		cb->giveResource(cb->getOwner(heroID),resType,-resVal); //take resource		cb->changePrimSkill(heroID,4,expVal); //give exp		cb->setObjProperty(id, ObjProperty::VISITORS, heroID); //add to the visitors	}}void CGVisitableOPH::onNAHeroVisit(int heroID, bool alreadyVisited) const{	int id=0, subid=0, ot=0, val=1, sound = 0;	switch(ID)	{	case 4: //arena		sound = soundBase::NOMAD;		ot = 0;		break;	case 51: //mercenary camp		sound = soundBase::NOMAD;		subid=0;		ot=80;		break;	case 23: //marletto tower		sound = soundBase::NOMAD;		subid=1;		ot=39;		break;	case 61:		sound = soundBase::gazebo;		subid=2;		ot=100;		break;	case 32:		sound = soundBase::GETPROTECTION;		subid=3;		ot=59;		break;	case 100:		sound = soundBase::gazebo;		id=5;		ot=143;		val=1000;		break;	case 102:		sound = soundBase::gazebo;		id = 5;		subid = 1;		ot = 146;		val = 1;		break;	case 41:		sound = soundBase::gazebo;		ot = 66;		break;	case 47: //School of Magic		sound = soundBase::faerie;		ot = 71;		break;	case 107://School of War		sound = soundBase::MILITARY;		ot = 158;		break;	}	if (!alreadyVisited)	{		switch (ID)		{		case 4: //arena			{				BlockingDialog sd(false,true);				sd.soundID = sound;				sd.text << std::pair<ui8,ui32>(11,ot);				sd.components.push_back(Component(0,0,2,0));				sd.components.push_back(Component(0,1,2,0));				sd.player = cb->getOwner(heroID);				cb->showBlockingDialog(&sd,boost::bind(&CGVisitableOPH::arenaSelected,this,heroID,_1));				return;			}		case 51:		case 23:		case 61:		case 32:			{				cb->changePrimSkill(heroID,subid,val);				InfoWindow iw;				iw.soundID = sound;				iw.components.push_back(Component(0,subid,val,0));				iw.text << std::pair<ui8,ui32>(11,ot);				iw.player = cb->getOwner(heroID);				cb->showInfoDialog(&iw);				break;			}		case 100: //give exp			{				InfoWindow iw;				iw.soundID = sound;				iw.components.push_back(Component(id,subid,val,0));				iw.player = cb->getOwner(heroID);				iw.text << std::pair<ui8,ui32>(11,ot);				iw.soundID = soundBase::gazebo;				cb->showInfoDialog(&iw);				cb->changePrimSkill(heroID,4,val);				break;			}		case 102://tree			{				const CGHeroInstance *h = cb->getHero(heroID);				val = VLC->heroh->reqExp(h->level+val) - VLC->heroh->reqExp(h->level);				if(!ttype)				{					cb->setObjProperty(this->id, ObjProperty::VISITORS, heroID); //add to the visitors					InfoWindow iw;					iw.soundID = sound;					iw.components.push_back(Component(id,subid,1,0));					iw.player = cb->getOwner(heroID);					iw.text << std::pair<ui8,ui32>(11,148);					cb->showInfoDialog(&iw);					cb->changePrimSkill(heroID,4,val);					break;				}				else				{					int res, resval;					if(ttype==1)					{						res = 6;						resval = 2000;						ot = 149;					}					else					{						res = 5;						resval = 10;						ot = 151;					}					if(cb->getResource(h->tempOwner,res) < resval) //not enough resources					{						ot++;						InfoWindow iw;						iw.soundID = sound;						iw.player = h->tempOwner;						iw.text << std::pair<ui8,ui32>(11,ot);						cb->showInfoDialog(&iw);						return;					}					BlockingDialog sd (true, false);					sd.soundID = sound;					sd.player = cb->getOwner(heroID);					sd.text << std::pair<ui8,ui32>(11,ot);					sd.components.push_back (Component (Component::RESOURCE, res, resval, 0));					cb->showBlockingDialog(&sd,boost::bind(&CGVisitableOPH::treeSelected,this,heroID,res,resval,val,_1));				}				break;			}		case 41://library of enlightenment			{				const CGHeroInstance *h = cb->getHero(heroID);				if(h->level  <  10 - 2*h->getSecSkillLevel(4)) //not enough level				{					InfoWindow iw;					iw.soundID = sound;					iw.player = cb->getOwner(heroID);					iw.text << std::pair<ui8,ui32>(11,68);					cb->showInfoDialog(&iw);				}				else				{					cb->setObjProperty(this->id, ObjProperty::VISITORS, heroID); //add to the visitors					cb->changePrimSkill(heroID,0,2);					cb->changePrimSkill(heroID,1,2);					cb->changePrimSkill(heroID,2,2);					cb->changePrimSkill(heroID,3,2);					InfoWindow iw;					iw.soundID = sound;					iw.player = cb->getOwner(heroID);					iw.text << std::pair<ui8,ui32>(11,66);					cb->showInfoDialog(&iw);				}				break;			}		case 47: //School of Magic		case 107://School of War			{				int skill = (ID==47 ? 2 : 0);				if(cb->getResource(cb->getOwner(heroID),6) < 1000) //not enough resources				{					InfoWindow iw;					iw.soundID = sound;					iw.player = cb->getOwner(heroID);					iw.text << std::pair<ui8,ui32>(MetaString::ADVOB_TXT,ot+2);					cb->showInfoDialog(&iw);				}				else				{					BlockingDialog sd(true,true);					sd.soundID = sound;					sd.player = cb->getOwner(heroID);					sd.text << std::pair<ui8,ui32>(11,ot);					sd.components.push_back(Component(Component::PRIM_SKILL, skill, +1, 0));					sd.components.push_back(Component(Component::PRIM_SKILL, skill+1, +1, 0));					cb->showBlockingDialog(&sd,boost::bind(&CGVisitableOPH::schoolSelected,this,heroID,_1));				}			}			break;		}	}	else	{		ot++;		InfoWindow iw;		iw.soundID = sound;		iw.player = cb->getOwner(heroID);		iw.text << std::pair<ui8,ui32>(11,ot);		cb->showInfoDialog(&iw);	}}const std::string & CGVisitableOPH::getHoverText() const{	int pom = -1;	switch(ID)	{	case 4:		pom = -1;		break;	case 51:		pom = 8; 		break;	case 23:		pom = 7;		break;	case 61:		pom = 11; 		break;	case 32:		pom = 4; 		break;	case 100:		pom = 5; 		break;	case 102:		pom = 18;		break;	case 41:		break;	case 47: //School of Magic		pom = 9;		break;	case 107://School of War		pom = 10;		break;	default:		throw std::string("Wrong CGVisitableOPH object ID!\n");	}	hoverName = VLC->generaltexth->names[ID];	if(pom >= 0)		hoverName += (" " + VLC->generaltexth->xtrainfo[pom]);	const CGHeroInstance *h = cb->getSelectedHero(cb->getCurrentPlayer());	if(h)	{		hoverName += ' ';		hoverName += (vstd::contains(visitors,h->id)) 							? (VLC->generaltexth->allTexts[352])  //visited							: ( VLC->generaltexth->allTexts[353]); //not visited	}	return hoverName;}void CGVisitableOPH::arenaSelected( int heroID, int primSkill ) const{	cb->setObjProperty(id, ObjProperty::VISITORS, heroID); //add to the visitors	cb->changePrimSkill(heroID,primSkill-1,2);}void CGVisitableOPH::setPropertyDer( ui8 what, ui32 val ){	if(what == ObjProperty::VISITORS)		visitors.insert(val);}void CGVisitableOPH::schoolSelected(int heroID, ui32 which) const{	if(!which) //player refused to pay		return;	int base = (ID == 47  ?  2  :  0);	cb->setObjProperty(id, ObjProperty::VISITORS, heroID); //add to the visitors	cb->giveResource(cb->getOwner(heroID),6,-1000); //take 1000 gold	cb->changePrimSkill(heroID, base + which-1, +1); //give appropriate skill}COPWBonus::COPWBonus (int index, CGTownInstance *TOWN){	ID = index;	town = TOWN;	id = town->bonusingBuildings.size();}void COPWBonus::setProperty(ui8 what, ui32 val){	switch (what)	{		case 4:			visitors.insert(val);			break;		case 12:			visitors.clear();			break;	}}void COPWBonus::onHeroVisit (const CGHeroInstance * h) const{	int heroID = h->id;	if (town->builtBuildings.find(ID) != town->builtBuildings.end())	{		InfoWindow iw;		iw.player = h->tempOwner;		switch (town->subID)		{			case 0: //Stables				if (!h->hasBonusFrom(Bonus::OBJECT, 94)) //does not stack with advMap Stables				{					GiveBonus gb;					gb.bonus = Bonus(Bonus::ONE_WEEK, Bonus::LAND_MOVEMENT, Bonus::OBJECT, 600, 94, VLC->generaltexth->arraytxt[100]);					gb.id = heroID;					cb->giveHeroBonus(&gb);					iw.text << VLC->generaltexth->allTexts[580];					cb->showInfoDialog(&iw);				}				break;			case 5: //Mana Vortex				if (visitors.empty() && h->mana <= h->manaLimit())				{					cb->setManaPoints (heroID, 2 * h->manaLimit()); 					cb->setObjProperty (id, ObjProperty::VISITED, true);					iw.text << VLC->generaltexth->allTexts[579];					cb->showInfoDialog(&iw);					cb->setObjProperty (town->id, 11, id); //add to visitors				}				break;		}	}}CTownBonus::CTownBonus (int index, CGTownInstance *TOWN){	ID = index;	town = TOWN;	id = town->bonusingBuildings.size();}void CTownBonus::setProperty (ui8 what, ui32 val){	if(what == 4)		visitors.insert(val);}void CTownBonus::onHeroVisit (const CGHeroInstance * h) const{	int heroID = h->id;	if ((town->builtBuildings.find(ID) != town->builtBuildings.end()) && (visitors.find(heroID) == visitors.end()))	{		InfoWindow iw;		int what, val, mid;		switch (ID)		{			case 23:				switch(town->subID)				{					case 2: //wall						what = 3;						val = 1;						mid = 581;						iw.components.push_back (Component(Component::PRIM_SKILL, 3, 1, 0));						break;					case 3: //order of fire						what = 2;						val = 1;						mid = 582;						iw.components.push_back (Component(Component::PRIM_SKILL, 2, 1, 0));						break;					case 6://hall of valhalla						what = 0;						val = 1;						mid = 584;						iw.components.push_back (Component(Component::PRIM_SKILL, 0, 1, 0));						break;					case 5://academy of battle scholars						what = 4;						val = 1000;						mid = 583;						iw.components.push_back (Component(Component::EXPERIENCE, 0, 1000, 0));						break;				}				break;			case 17:				switch(town->subID)				{					case 7: //cage of warlords						what = 1;						val = 1;						mid = 585;						iw.components.push_back (Component(Component::PRIM_SKILL, 1, 1, 0));						break;				}				break;		}		iw.player = cb->getOwner(heroID);		iw.text << VLC->generaltexth->allTexts[mid];		cb->showInfoDialog(&iw);		cb->changePrimSkill (heroID, what, val);		if (town->visitingHero == h)			cb->setObjProperty (town->id, 11, id); //add to visitors		else			cb->setObjProperty (town->id, 13, id); //then it must be garrisoned hero	}}const std::string & CGCreature::getHoverText() const{	MetaString ms;	int pom = slots.find(0)->second.getQuantityID();	pom = 174 + 3*pom + 1;	ms << std::pair<ui8,ui32>(6,pom) << " " << std::pair<ui8,ui32>(7,subID);	ms.toString(hoverName);	if(const CGHeroInstance *selHero = cb->getSelectedHero(cb->getCurrentPlayer()))	{		hoverName += "\n\n Threat: ";		float ratio = ((float)getArmyStrength() / selHero->getTotalStrength());		if (ratio < 0.1) hoverName += "Effortless";		else if (ratio < 0.25) hoverName += "Very Weak";		else if (ratio < 0.6) hoverName += "Weak";		else if (ratio < 0.9) hoverName += "A bit weaker";		else if (ratio < 1.1) hoverName += "Equal";		else if (ratio < 1.3) hoverName += "A bit stronger";		else if (ratio < 1.8) hoverName += "Strong";		else if (ratio < 2.5) hoverName += "Very Strong";		else if (ratio < 4) hoverName += "Challenging";		else if (ratio < 8) hoverName += "Overpowering";		else if (ratio < 20) hoverName += "Deadly";		else hoverName += "Impossible";	}	return hoverName;}void CGCreature::onHeroVisit( const CGHeroInstance * h ) const{	int action = takenAction(h);	switch( action ) //decide what we do...	{	case -2: //fight		fight(h);		break;	case -1: //flee		{			flee(h);			break;		}	case 0: //join for free		{			BlockingDialog ynd(true,false);			ynd.player = h->tempOwner;			ynd.text << std::pair<ui8,ui32>(MetaString::ADVOB_TXT, 86); 			ynd.text.addReplacement(MetaString::CRE_PL_NAMES, subID);			cb->showBlockingDialog(&ynd,boost::bind(&CGCreature::joinDecision,this,h,0,_1));			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>(slots.find(0)->second.count));			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,boost::bind(&CGCreature::joinDecision,this,h,action,_1));			break;		}	}}void CGCreature::endBattle( BattleResult *result ) const{	if(result->winner==0)	{		cb->removeObject(id);	}	else	{		//int killedAmount=0;		//for(std::set<std::pair<ui32,si32> >::iterator i=result->casualties[1].begin(); i!=result->casualties[1].end(); i++)		//	if(i->first == subID)		//		killedAmount += i->second;		//cb->setAmount(id, slots.find(0)->second.second - killedAmount);			/*		MetaString ms;		int pom = slots.find(0)->second.getQuantityID();		pom = 174 + 3*pom + 1;		ms << std::pair<ui8,ui32>(6,pom) << " " << std::pair<ui8,ui32>(7,subID);		cb->setHoverName(id,&ms);		cb->setObjProperty(id, 11, slots.begin()->second.count * 1000);		*/	}}void CGCreature::initObj(){	blockVisit = true;	switch(character)	{	case 0:		character = 0;		break;	case 1:		character = 1 + ran()%7;		break;	case 2:		character = 1 + ran()%10;		break;	case 3:		character = 4 + ran()%7;		break;	case 4:		character = 10;		break;	}	slots[0].setType(subID);	si32 &amount = slots[0].count;	CCreature &c = *VLC->creh->creatures[subID];	if(!amount)		if(c.ammMax == c.ammMin)			amount = c.ammMax;		else			amount = c.ammMin + (ran() % (c.ammMax - c.ammMin));	temppower = slots[0].count * 1000;}void CGCreature::newTurn() const{//Works only for stacks of single type of size up to 2 millions	if (slots.begin()->second.count < CREEP_SIZE && cb->getDate(1) == 1)	{		ui32 power = temppower * (100 + WEEKLY_GROWTH)/100;		cb->setObjProperty(id, 10, std::min (power/1000 , (ui32)CREEP_SIZE)); //set new amount		cb->setObjProperty(id, 11, power); //increase temppower	}}void CGCreature::setPropertyDer(ui8 what, ui32 val){	switch (what)	{		case 10:			slots[0].count = val;			break;		case 11:			temppower = val;			break;	}}int CGCreature::takenAction(const CGHeroInstance *h, bool allowJoin) const{	double hlp = h->getTotalStrength() / getArmyStrength();	if(!character) //compliant creatures will always join		return 0;	else if(allowJoin)//test for joining	{		int factor;		if(hlp >= 7)			factor = 11;		else if(hlp >= 1)			factor = (int)(2*(hlp-1));		else if(hlp >= 0.5)			factor = -1;		else if(hlp >= 0.333)			factor = -2;		else			factor = -3;		int sympathy = 0;		std::set<ui32> myKindCres; //what creatures are the same kind as we		myKindCres.insert(subID); //we		myKindCres.insert(VLC->creh->creatures[subID]->upgrades.begin(),VLC->creh->creatures[subID]->upgrades.end()); //our upgrades		for(std::vector<CCreature*>::iterator i=VLC->creh->creatures.begin(); i!=VLC->creh->creatures.end(); i++)			if(vstd::contains((*i)->upgrades, (ui32) id)) //it's our base creatures				myKindCres.insert((*i)->idNumber);		int count = 0, //how many creatures of our kind has hero			totalCount = 0;		for (TSlots::const_iterator i = h->Slots().begin(); i != h->Slots().end(); i++)		{			if(vstd::contains(myKindCres,i->second.type->idNumber))				count += i->second.count;			totalCount += i->second.count;		}		if(count*2 > totalCount)			sympathy++;		if(count)			sympathy++;				int charisma = factor + h->getSecSkillLevel(4) + sympathy;		if(charisma >= character) //creatures might join...		{			if(h->getSecSkillLevel(4) + sympathy + 1 >= character)				return 0; //join for free			else if(h->getSecSkillLevel(4) * 2  +  sympathy  +  1 >= character)				return VLC->creh->creatures[subID]->cost[6] * Slots().find(0)->second.count; //join for gold		}	}	//we are still here - creatures not joined heroes, test for fleeing	//TODO: it's provisional formula, should be replaced with original one (or something closer to it)	//TODO: should be deterministic (will be needed for Vision spell)	int hlp2 = (int) (hlp - 2)*1000;	if(!neverFlees   		&& hlp2 >= 0 		&& rand()%2000 < hlp2	)		return -1; //flee	else		return -2; //fight}void CGCreature::fleeDecision(const CGHeroInstance *h, ui32 pursue) const{	if(pursue)	{		fight(h);	}	else	{		cb->removeObject(id);	}}void CGCreature::joinDecision(const CGHeroInstance *h, int cost, ui32 accept) const{	if(!accept)	{		if(takenAction(h,false) == -1) //they flee		{			flee(h);		}		else //they fight		{			InfoWindow iw;			iw.player = h->tempOwner;			iw.text << std::pair<ui8,ui32>(11,87);  //Insulted by your refusal of their offer, the monsters attack!			cb->showInfoDialog(&iw);			fight(h);		}	}	else //accepted	{		if (cb->getResource(h->tempOwner,6) < 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,6,-cost);		int slot = h->getSlotFor(subID);		if(slot >= 0) //there is place		{			//add creatures			SetGarrisons sg;			sg.garrs[h->id] = h->getArmy();			sg.garrs[h->id].addToSlot(slot, subID, getAmount(0));			cb->sendAndApply(&sg);			cb->removeObject(id);		}		else		{			cb->showGarrisonDialog(id,h->id,true,boost::bind(&IGameCallback::removeObject,cb,id)); //show garrison window and remove ourselves from map when player ends		}	}}void CGCreature::fight( const CGHeroInstance *h ) const{	cb->startBattleI(h, this, boost::bind(&CGCreature::endBattle,this,_1));}void CGCreature::flee( const CGHeroInstance * h ) const{	BlockingDialog ynd(true,false);	ynd.player = h->tempOwner;	ynd.text << std::pair<ui8,ui32>(11,91); 	ynd.text.addReplacement(MetaString::CRE_PL_NAMES, subID);	cb->showBlockingDialog(&ynd,boost::bind(&CGCreature::fleeDecision,this,h,_1));}void CGMine::onHeroVisit( const CGHeroInstance * h ) const{	if(subID == 7) //TODO: support for abandoned mine		return;	if(h->tempOwner == tempOwner) //we're visiting our mine	{		cb->showGarrisonDialog(id,h->id,true,0);		return; 	}	//TODO: check if mine is guarded	cb->setOwner(id,h->tempOwner); //not ours? flag it!	MetaString ms;	ms << std::pair<ui8,ui32>(9,subID) << " (" << std::pair<ui8,ui32>(6,23+h->tempOwner) << ")";	cb->setHoverName(id,&ms);	int vv=1; //amount of resource per turn		if (subID==0 || subID==2)		vv++;	else if (subID==6)		vv = 1000;	InfoWindow iw;	iw.soundID = soundBase::FLAGMINE;	iw.text << std::pair<ui8,ui32>(10,subID);	iw.player = h->tempOwner;	iw.components.push_back(Component(2,subID,vv,-1));	cb->showInfoDialog(&iw);}void CGMine::newTurn() const{	if(cb->getDate() == 1)		return;	if (tempOwner == NEUTRAL_PLAYER)		return;	int vv = 1;	if (subID==0 || subID==2)		vv++;	else if (subID==6)		vv = 1000;	cb->giveResource(tempOwner,subID,vv);}void CGMine::initObj(){	MetaString ms;	ms << std::pair<ui8,ui32>(9,subID);	if(tempOwner >= PLAYER_LIMIT)		tempOwner = NEUTRAL_PLAYER;		else		ms << " (" << std::pair<ui8,ui32>(6,23+tempOwner) << ")";	ms.toString(hoverName);}void CGResource::initObj(){	blockVisit = true;	hoverName = VLC->generaltexth->restypes[subID];	if(!amount)	{		switch(subID)		{		case 6:			amount = 500 + (rand()%6)*100;			break;		case 0: case 2:			amount = 6 + (rand()%5);			break;		default:			amount = 3 + (rand()%3);			break;		}	}}void CGResource::onHeroVisit( const CGHeroInstance * h ) const{	if(stacksCount())	{		if(message.size())		{			BlockingDialog ynd(true,false);			ynd.player = h->getOwner();			ynd.text << message;			cb->showBlockingDialog(&ynd,boost::bind(&CGResource::fightForRes,this,_1,h));		}		else		{			fightForRes(1,h);		}	}	else	{		if(message.length())		{			InfoWindow iw;			iw.player = h->tempOwner;			iw.text << message;			cb->showInfoDialog(&iw);		}		collectRes(h->getOwner());	}}void CGResource::collectRes( int player ) const{	cb->giveResource(player,subID,amount);	ShowInInfobox sii;	sii.player = player;	sii.c = Component(2,subID,amount,0);	sii.text << std::pair<ui8,ui32>(11,113);	sii.text.addReplacement(MetaString::RES_NAMES, subID);	cb->showCompInfo(&sii);	cb->removeObject(id);}void CGResource::fightForRes(ui32 agreed, const CGHeroInstance *h) const{	if(agreed)		cb->startBattleI(h, this, boost::bind(&CGResource::endBattle,this,_1,h));}void CGResource::endBattle( BattleResult *result, const CGHeroInstance *h ) const{	if(result->winner == 0) //attacker won		collectRes(h->getOwner());}void CGVisitableOPW::newTurn() const{	if (cb->getDate(1)==1) //first day of week	{		cb->setObjProperty(id, ObjProperty::VISITED, false);		MetaString ms; //set text to "not visited"		ms << std::pair<ui8,ui32>(3,ID) << " " << std::pair<ui8,ui32>(1,353);		cb->setHoverName(id,&ms);	}}void CGVisitableOPW::onHeroVisit( const CGHeroInstance * h ) const{	int mid, sound = 0;	switch (ID)	{	case 55: //mystical garden		sound = soundBase::experience;		mid = 92;		break;	case 112://windmill		sound = soundBase::GENIE;		mid = 170;		break;	case 109://waterwheel		sound = soundBase::GENIE;		mid = 164;		break;	}	if (visited)	{		if (ID!=112)			mid++;		else 			mid--;		InfoWindow iw;		iw.soundID = sound;		iw.player = h->tempOwner;		iw.text << std::pair<ui8,ui32>(11,mid);		cb->showInfoDialog(&iw);	}	else	{		int type, sub, val;		type = 2;		switch (ID)		{		case 55:			if (rand()%2)			{				sub = 5;				val = 5;			}			else			{				sub = 6;				val = 500;			}			break;		case 112:			mid = 170;			sub = (rand() % 5) + 1;			val = (rand() % 4) + 3;			break;		case 109:			mid = 164;			sub = 6;			if(cb->getDate(0)<8)				val = 500;			else				val = 1000;		}		cb->giveResource(h->tempOwner,sub,val);		InfoWindow iw;		iw.soundID = sound;		iw.player = h->tempOwner;		iw.components.push_back(Component(type,sub,val,0));		iw.text << std::pair<ui8,ui32>(11,mid);		cb->showInfoDialog(&iw);		cb->setObjProperty(id, ObjProperty::VISITED, true);		MetaString ms; //set text to "visited"		ms << std::pair<ui8,ui32>(3,ID) << " " << std::pair<ui8,ui32>(1,352);		cb->setHoverName(id,&ms);	}}void CGVisitableOPW::setPropertyDer( ui8 what, ui32 val ){	if(what == ObjProperty::VISITED)		visited = val;}void CGTeleport::onHeroVisit( const CGHeroInstance * h ) const{	int destinationid=-1;	switch(ID)	{	case 43: //one way - find corresponding exit monolith		if(vstd::contains(objs,44) && vstd::contains(objs[44],subID) && objs[44][subID].size())			destinationid = objs[44][subID][rand()%objs[44][subID].size()];		else			tlog2 << "Cannot find corresponding exit monolith for "<< id << std::endl;		break;	case 45://two way monolith - pick any other one	case 111: //Whirlpool		if(vstd::contains(objs,ID) && vstd::contains(objs[ID],subID) && objs[ID][subID].size()>1)		{			while ((destinationid = objs[ID][subID][rand()%objs[ID][subID].size()]) == id); //choose another exit			if (ID == 111)			{				if (!h->hasBonusOfType(Bonus::WHIRLPOOL_PROTECTION))				{					CCreatureSet army = h->getArmy();					if (army.Slots().size() > 1 || army.Slots().begin()->second.count > 1)					{ //we can't remove last unit						int targetstack = army.Slots().begin()->first; //slot numbers may vary						for(TSlots::const_reverse_iterator i = army.Slots().rbegin(); i != army.Slots().rend(); i++)						{							if (army.getPower(targetstack) > army.getPower(i->first))							{								targetstack = (i->first);							}						}						CCreatureSet ourArmy;						ourArmy.addStack (targetstack, army.getStack(targetstack));						TQuantity tq = (double)(ourArmy.getAmount(targetstack))*0.5;						amax (tq, 1);						ourArmy.setStackCount (targetstack, tq);						InfoWindow iw;						iw.player = h->tempOwner;						iw.text.addTxt (MetaString::ADVOB_TXT, 168);						iw.components.push_back (Component(ourArmy.getStack(targetstack)));						cb->showInfoDialog(&iw);					    cb->takeCreatures (h->id, ourArmy.Slots());					}				}			}		}		else			tlog2 << "Cannot find corresponding exit monolith for "<< id << std::endl;		break;	case 103: //find nearest subterranean gate on the other level		{			int i=0;			for(; i < gates.size(); i++)			{				if(gates[i].first == id)				{					destinationid = gates[i].second;					break;				}				else if(gates[i].second == id)				{					destinationid = gates[i].first;					break;				}			}			if(destinationid < 0  ||  i == gates.size()) //no exit			{				InfoWindow iw;				iw.player = h->tempOwner;				iw.text.addTxt(MetaString::ADVOB_TXT, 153);//Just inside the entrance you find a large pile of rubble blocking the tunnel. You leave discouraged.				cb->sendAndApply(&iw);			}			break;		}	}	if(destinationid < 0)	{		tlog2 << "Cannot find exit... (obj at " << pos << ") :( \n";		return;	}	if (ID == 111)		cb->moveHero (h->id,CGHeroInstance::convertPosition(cb->getObj(destinationid)->pos,true) + (h->pos - pos) - 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 103://ignore subterranean gates subid		case 111:		{			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(size_t i = 0; i < objs[103][0].size(); i++)	{		const CGObjectInstance *hlp = cb->getObj(objs[103][0][i]);		gatesSplit[hlp->pos.z].push_back(hlp);	}	//sort by position	std::sort(gatesSplit[0].begin(), gatesSplit[0].end(), boost::bind(&CGObjectInstance::pos, _1) < boost::bind(&CGObjectInstance::pos, _2));	for(size_t i = 0; i < gatesSplit[0].size(); i++)	{		const CGObjectInstance *cur = gatesSplit[0][i];		//find nearest underground exit		std::pair<int,double> best(-1,150000); //pair<pos_in_vector, distance>		for(int j = 0; j < gatesSplit[1].size(); j++)		{			const CGObjectInstance *checked = gatesSplit[1][j];			if(!checked)				continue;			double hlp = checked->pos.dist2d(cur->pos);			if(hlp < best.second)			{				best.first = j;				best.second = hlp;			}		}		if(best.first >= 0) //found pair		{			gates.push_back(std::pair<int, int>(cur->id, gatesSplit[1][best.first]->id));			gatesSplit[1][best.first] = NULL;		}		else		{			gates.push_back(std::pair<int, int>(cur->id, -1));		}	}	objs.erase(103);}void CGArtifact::initObj(){	blockVisit = true;	if(ID == 5)		hoverName = VLC->arth->artifacts[subID]->Name();}void CGArtifact::onHeroVisit( const CGHeroInstance * h ) const{	if(!stacksCount())	{		if(ID == 5)		{			InfoWindow iw;			iw.soundID = soundBase::treasure;			iw.player = h->tempOwner;			iw.components.push_back(Component(4,subID,0,0));			if(message.length())				iw.text <<  message;			else				iw.text << std::pair<ui8,ui32>(12,subID);			cb->showInfoDialog(&iw);		}		pick(h);	}	else	{		if(message.size())		{			BlockingDialog ynd(true,false);			ynd.player = h->getOwner();			ynd.text << message;			cb->showBlockingDialog(&ynd,boost::bind(&CGArtifact::fightForArt,this,_1,h));		}		else		{			fightForArt(0,h);		}	}}void CGArtifact::pick(const CGHeroInstance * h) const{	if(ID == 5) //Artifact	{		cb->giveHeroArtifact(subID,h->id,-2);	}	else if(ID == 93) // Spell scroll 	{		//TODO: support for the spell scroll	}	cb->removeObject(id);}void CGArtifact::fightForArt( ui32 agreed, const CGHeroInstance *h ) const{	if(agreed)		cb->startBattleI(h, this, boost::bind(&CGArtifact::endBattle,this,_1,h));}void CGArtifact::endBattle( BattleResult *result, const CGHeroInstance *h ) const{	if(result->winner == 0) //attacker won		pick(h);}void CGPickable::initObj(){	blockVisit = true;	switch(ID)	{	case 12: //campfire		val2 = (ran()%3) + 4; //4 - 6		val1 = val2 * 100;		type = ran()%6; //given resource		break;	case 29: //floatsam		switch(type = ran()%4)		{		case 0:			val1 = val2 = 0;			break;		case 1:			val1 = 5;			val2 = 0;			break;		case 2:			val1 = 5;			val2 = 200;			break;		case 3:			val1 = 10;			val2 = 500;			break;		}		break;	case 82: //sea chest		{			int hlp = ran()%100;			if(hlp < 20)			{				val1 = 0;				type = 0;			}			else if(hlp < 90)			{				val1 = 1500;				type = 2;			}			else			{				val1 = 1000;				val2 = cb->getRandomArt (CArtifact::ART_TREASURE);				type = 1;			}		}		break;	case 86: //Shipwreck Survivor		{			int hlp = ran()%100;			if(hlp < 55)				val1 = cb->getRandomArt (CArtifact::ART_TREASURE);			else if(hlp < 75)				val1 = cb->getRandomArt (CArtifact::ART_MINOR);			else if(hlp < 95)				val1 = cb->getRandomArt (CArtifact::ART_MAJOR);			else				val1 = cb->getRandomArt (CArtifact::ART_RELIC);		}		break;	case 101: //treasure chest		{			int hlp = ran()%100;			if(hlp >= 95)			{				type = 1;				val1 = cb->getRandomArt (CArtifact::ART_TREASURE);				return;			}			else if (hlp >= 65)			{				val1 = 2000;			}			else if(hlp >= 33)			{				val1 = 1500;			}			else			{				val1 = 1000;			}			val2 = val1 - 500;			type = 0;			break;		}	}}void CGPickable::onHeroVisit( const CGHeroInstance * h ) const{	switch(ID)	{	case 12: //campfire		{			cb->giveResource(h->tempOwner,type,val2); //non-gold resource			cb->giveResource(h->tempOwner,6,val1);//gold			InfoWindow iw;			iw.soundID = soundBase::experience;			iw.player = h->tempOwner;			iw.components.push_back(Component(2,6,val1,0));			iw.components.push_back(Component(2,type,val2,0));			iw.text << std::pair<ui8,ui32>(11,23);			cb->showInfoDialog(&iw);			break;		}	case 29: //flotsam		{			cb->giveResource(h->tempOwner,0,val1); //wood			cb->giveResource(h->tempOwner,6,val2);//gold			InfoWindow iw;			iw.soundID = soundBase::GENIE;			iw.player = h->tempOwner;			if(val1)				iw.components.push_back(Component(2,0,val1,0));			if(val2)				iw.components.push_back(Component(2,6,val2,0));			iw.text.addTxt(MetaString::ADVOB_TXT, 51+type);			cb->showInfoDialog(&iw);			break;		}	case 82: //Sea Chest		{			InfoWindow iw;			iw.soundID = soundBase::chest;			iw.player = h->tempOwner;			iw.text.addTxt(MetaString::ADVOB_TXT, 116 + type);			if(val1) //there is gold			{				iw.components.push_back(Component(2,6,val1,0));				cb->giveResource(h->tempOwner,6,val1);			}			if(type == 1) //art			{				//TODO: what if no space in backpack?				iw.components.push_back(Component(4, val2, 1, 0));				iw.text.addReplacement(MetaString::ART_NAMES, val2);				cb->giveHeroArtifact(val2,h->id,-2);			}			cb->showInfoDialog(&iw);			break;		}	case 86: //Shipwreck Survivor		{			//TODO: what if no space in backpack?			InfoWindow iw;			iw.soundID = soundBase::experience;			iw.player = h->tempOwner;			iw.components.push_back(Component(4,val1,1,0));			iw.text.addTxt(MetaString::ADVOB_TXT, 125);			iw.text.addReplacement(MetaString::ART_NAMES, val1);			cb->giveHeroArtifact(val1,h->id,-2);			cb->showInfoDialog(&iw);			break;		}	case 101: //treasure chest		{			if (subID) //not OH3 treasure chest			{				tlog2 << "Not supported WoG treasure chest!\n";				return; 			}			if(type) //there is an artifact			{				cb->giveHeroArtifact(val1,h->id,-2);				InfoWindow iw;				iw.soundID = soundBase::treasure;				iw.player = h->tempOwner;				iw.components.push_back(Component(4,val1,1,0));				iw.text << std::pair<ui8,ui32>(11,145);				iw.text.addReplacement(MetaString::ART_NAMES, val1);				cb->showInfoDialog(&iw);				break;			}			else			{				BlockingDialog sd(false,true);				sd.player = h->tempOwner;				sd.text << std::pair<ui8,ui32>(11,146);				sd.components.push_back(Component(2,6,val1,0));				sd.components.push_back(Component(5,0,val2,0));				sd.soundID = soundBase::chest;				boost::function<void(ui32)> fun = boost::bind(&CGPickable::chosen,this,_1,h->id);				cb->showBlockingDialog(&sd,fun);				return;			}		}	}	cb->removeObject(id);}void CGPickable::chosen( int which, int heroID ) const{	switch(which)	{	case 1: //player pick gold		cb->giveResource(cb->getOwner(heroID),6,val1);		break;	case 2: //player pick exp		cb->changePrimSkill(heroID, 4, val2);		break;	default:		throw std::string("Unhandled treasure choice");	}	cb->removeObject(id);}bool CQuest::checkQuest (const CGHeroInstance * h) const{	switch (missionType)	{		case MISSION_NONE:			return true;			break;		case MISSION_LEVEL:			if (m13489val <= h->level)				return true;			return false;			break;		case MISSION_PRIMARY_STAT:			for (int i = 0; i < 4; ++i)			{				if (h->getPrimSkillLevel(i) < m2stats[i])					return false;			}			return true;			break;		case MISSION_KILL_HERO:			if (h->cb->gameState()->map->heroesToBeat[m13489val]->tempOwner < PLAYER_LIMIT)				return false; //if the pointer is not NULL			return true;			break;		case MISSION_KILL_CREATURE:			if (h->cb->gameState()->map->monsters[m13489val]->pos == int3(-1,-1,-1))				return true;			return false;			break;		case MISSION_ART:			for (int i = 0; i < m5arts.size(); ++i)			{				if (h->hasArt(m5arts[i]))					continue;				return false; //if the artifact was not found			}			return true;			break;		case MISSION_ARMY:			{				TSlots::const_iterator it, cre;				ui32 count;				for (cre = m6creatures.begin(); cre != m6creatures.end(); ++cre)				{					for (count = 0, it = h->Slots().begin(); it !=  h->Slots().end(); ++it)					{						if (it->second.type == cre->second.type)							count += it->second.count;					}					if (count < cre->second.count) //not enough creatures of this kind						return false;				}			}			return true;			break;		case MISSION_RESOURCES:			for (int i = 0; i < 7; ++i) //including Mithril ?			{	//Quest has no direct access to callback				if (h->cb->getResource (h->tempOwner, i) < m7resources[i]) 					return false;			}			return true;			break;		case MISSION_HERO:			if (m13489val == h->type->ID)				return true;			return false;			break;		case MISSION_PLAYER:			if (m13489val == h->getOwner())				return true;			return false;			break;		default:			return false;	}}void CGSeerHut::initObj(){	seerName = VLC->generaltexth->seerNames[ran()%VLC->generaltexth->seerNames.size()];	textOption = ran()%3;	progress = 0;	if (missionType)	{		if (!isCustom)		{					firstVisitText = VLC->generaltexth->quests[missionType-1][0][textOption];			nextVisitText = VLC->generaltexth->quests[missionType-1][1][textOption];			completedText = VLC->generaltexth->quests[missionType-1][2][textOption];		}	}	else		firstVisitText = VLC->generaltexth->seerEmpty[textOption];}const std::string & CGSeerHut::getHoverText() const{	switch (ID)	{			case 83:				hoverName = VLC->generaltexth->allTexts[347];				boost::algorithm::replace_first(hoverName,"%s", seerName);				break;			case 215:				hoverName = VLC->generaltexth->names[ID];				break;			default:				tlog5 << "unrecognized quest object\n";	}	if (progress & missionType) //rollover when the quest is active	{		MetaString ms;		ms << "\n\n" << VLC->generaltexth->quests[missionType-1][3][textOption];		std::string str;		switch (missionType)		{			case MISSION_LEVEL:				ms.addReplacement (m13489val);				break;			case MISSION_PRIMARY_STAT:			{				MetaString loot;				for (int i = 0; i < 4; ++i)				{					if (m2stats[i])					{						loot << "%d %s";						loot.addReplacement (m2stats[i]);						loot.addReplacement (VLC->generaltexth->primarySkillNames[i]);					}						}				ms.addReplacement(loot.buildList());			}				break;			case MISSION_KILL_HERO:				ms.addReplacement(cb->gameState()->map->heroesToBeat[m13489val]->name);				break;			case MISSION_HERO:				ms.addReplacement(VLC->heroh->heroes[m13489val]->name);				break;			case MISSION_KILL_CREATURE:				{					ms.addReplacement(cb->gameState()->map->monsters[m13489val]->getStack(0));				}				break;			case MISSION_ART:				{					MetaString loot;					for (std::vector<ui16>::const_iterator it = m5arts.begin(); it != m5arts.end(); ++it)					{						loot << "%s";						loot.addReplacement (MetaString::ART_NAMES, *it);					}					ms.addReplacement(loot.buildList());				}				break;			case MISSION_ARMY:				{					MetaString loot;					for (TSlots::const_iterator it = m6creatures.begin(); it != m6creatures.end(); ++it)					{						loot << "%s";						loot.addReplacement(it->second);					}					ms.addReplacement	(loot.buildList());				}				break;			case MISSION_RESOURCES:				{					MetaString loot;					for (int i = 0; i < 7; ++i)					{						if (m7resources[i])						{							loot << "%d %s";							loot.addReplacement (m7resources[i]);							loot.addReplacement (MetaString::RES_NAMES, i);						}					}					ms.addReplacement (loot.buildList());				}				break;			case MISSION_PLAYER:				ms.addReplacement (VLC->generaltexth->colors[m13489val]);				break;			default:				break;		}		ms.toString(str);		hoverName += str; 	}	return hoverName;}void CGSeerHut::setPropertyDer (ui8 what, ui32 val){	switch (what)	{		case 10:			progress = val;			break;		case 11:			missionType = CQuest::MISSION_NONE;			break;	}}void CGSeerHut::newTurn() const{	if (lastDay >= 0 && lastDay <= cb->getDate(0)) //time is up	{		cb->setObjProperty (id,11,0);		cb->setObjProperty (id,10,0);	}}void CGSeerHut::onHeroVisit( const CGHeroInstance * h ) const{	InfoWindow iw;	iw.player = h->getOwner();	if (missionType)	{		if (!progress) //propose quest		{			iw.text << firstVisitText;			switch (missionType)			{				case MISSION_LEVEL:					iw.components.push_back (Component (Component::EXPERIENCE, 1, m13489val, 0));					if (!isCustom)						iw.text.addReplacement(m13489val);					break;				case MISSION_PRIMARY_STAT:				{					MetaString loot;					for (int i = 0; i < 4; ++i)					{						if (m2stats[i])						{							iw.components.push_back (Component (Component::PRIM_SKILL, i, m2stats[i], 0));							loot << "%d %s";							loot.addReplacement (m2stats[i]);							loot.addReplacement (VLC->generaltexth->primarySkillNames[i]);						}							}					if (!isCustom)						iw.text.addReplacement (loot.buildList());				}					break;				case MISSION_KILL_HERO:					iw.components.push_back (Component (Component::HERO,						cb->gameState()->map->heroesToBeat[m13489val]->type->ID, 0, 0));					if (!isCustom)						iw.text.addReplacement(cb->gameState()->map->heroesToBeat[m13489val]->name);					break;				case MISSION_HERO:					iw.components.push_back (Component (Component::HERO, m13489val, 0, 0));					if (!isCustom)						iw.text.addReplacement(VLC->heroh->heroes[m13489val]->name);					break;				case MISSION_KILL_CREATURE:					{						CStackInstance stack = cb->gameState()->map->monsters[m13489val]->getStack(0);						iw.components.push_back (Component(stack));						if (!isCustom)						{							iw.text.addReplacement(stack);							if (std::count(firstVisitText.begin(), firstVisitText.end(), '%') == 2) //say where is placed monster							{								iw.text.addReplacement (VLC->generaltexth->arraytxt[147+checkDirection()]);							}						}					}					break;				case MISSION_ART:				{					MetaString loot;					for (std::vector<ui16>::const_iterator it = m5arts.begin(); it != m5arts.end(); ++it)					{						iw.components.push_back (Component (Component::ARTIFACT, *it, 0, 0));						loot << "%s";						loot.addReplacement (MetaString::ART_NAMES, *it);					}					if (!isCustom)						iw.text.addReplacement	(loot.buildList());				}					break;				case MISSION_ARMY:				{					MetaString loot;					for (TSlots::const_iterator it = m6creatures.begin(); it != m6creatures.end(); ++it)					{						iw.components.push_back(Component(it->second));						loot << "%s";						loot.addReplacement(it->second);					}					if (!isCustom)						iw.text.addReplacement	(loot.buildList());				}					break;				case MISSION_RESOURCES:				{					MetaString loot;					for (int i = 0; i < 7; ++i)					{						if (m7resources[i])						{							iw.components.push_back (Component (Component::RESOURCE, i, m7resources[i], 0));							loot << "%d %s";							loot.addReplacement (m7resources[i]);							loot.addReplacement (MetaString::RES_NAMES, i);						}					}					if (!isCustom)						iw.text.addReplacement	(loot.buildList());				}					break;				case MISSION_PLAYER:					iw.components.push_back (Component (Component::FLAG, m13489val, 0, 0));					if (!isCustom)						iw.text.addReplacement	(VLC->generaltexth->colors[m13489val]);					break;			}			cb->setObjProperty (id,10,1);			cb->showInfoDialog(&iw);		}		else if (!checkQuest(h))		{			iw.text << nextVisitText;			cb->showInfoDialog(&iw);		}		if (checkQuest(h)) // propose completion, also on first visit		{			BlockingDialog bd (true, false);			bd.player = h->getOwner();			bd.soundID = soundBase::QUEST;			bd.text << completedText;			switch (missionType)			{				case CQuest::MISSION_LEVEL:					if (!isCustom)						bd.text.addReplacement(m13489val);					break;				case CQuest::MISSION_PRIMARY_STAT:					if (vstd::contains (completedText,'%')) //there's one case when there's nothing to replace					{						MetaString loot;						for (int i = 0; i < 4; ++i)						{							if (m2stats[i])							{								loot << "%d %s";								loot.addReplacement (m2stats[i]);								loot.addReplacement (VLC->generaltexth->primarySkillNames[i]);							}						}						if (!isCustom)							bd.text.addReplacement (loot.buildList());					}					break;				case CQuest::MISSION_ART:				{					MetaString loot;					for (std::vector<ui16>::const_iterator it = m5arts.begin(); it != m5arts.end(); ++it)					{						bd.components.push_back (Component (Component::ARTIFACT, *it, 0, 0));						loot << "%s";						loot.addReplacement (MetaString::ART_NAMES, *it);					}					if (!isCustom)						bd.text.addReplacement (loot.buildList());				}					break;				case CQuest::MISSION_ARMY:				{					MetaString loot;					for (TSlots::const_iterator it = m6creatures.begin(); it != m6creatures.end(); ++it)					{						bd.components.push_back(Component(it->second));						loot << "%s";						loot.addReplacement(it->second);					}					if (!isCustom)						bd.text.addReplacement	(loot.buildList());				}					break;				case CQuest::MISSION_RESOURCES:				{					MetaString loot;					for (int i = 0; i < 7; ++i)					{						if (m7resources[i])						{							bd.components.push_back (Component (Component::RESOURCE, i, m7resources[i], 0));							loot << "%d %s";							loot.addReplacement (m7resources[i]);							loot.addReplacement (MetaString::RES_NAMES, i);						}					}					if (!isCustom)						bd.text.addReplacement (loot.buildList());				}					break;				case MISSION_KILL_HERO:					if (!isCustom)						bd.text.addReplacement(cb->gameState()->map->heroesToBeat[m13489val]->name);					break;				case MISSION_HERO:					if (!isCustom)						bd.text.addReplacement(VLC->heroh->heroes[m13489val]->name);					break;				case MISSION_KILL_CREATURE:				{					{						bd.text.addReplacement(cb->gameState()->map->monsters[m13489val]->getArmy()[0]);						if (std::count(firstVisitText.begin(), firstVisitText.end(), '%') == 2) //say where is placed monster						{							bd.text.addReplacement (VLC->generaltexth->arraytxt[147+checkDirection()]);						}					}				}				case MISSION_PLAYER:					bd.components.push_back (Component (Component::FLAG, m13489val, 0, 0));					if (!isCustom)						bd.text.addReplacement	(VLC->generaltexth->colors[m13489val]);					break;			}			cb->showBlockingDialog (&bd, boost::bind (&CGSeerHut::finishQuest, this, h, _1));			return;		}	}	else	{		iw.text << VLC->generaltexth->seerEmpty[textOption];		if (ID == 83)			iw.text.addReplacement(seerName);		cb->showInfoDialog(&iw);	}}int CGSeerHut::checkDirection() const{	int3 cord = cb->gameState()->map->monsters[m13489val]->pos;	if ((double)cord.x/(double)cb->getMapSize().x < 0.34) //north	{		if ((double)cord.y/(double)cb->getMapSize().y < 0.34) //northwest			return 8;		else if ((double)cord.y/(double)cb->getMapSize().y < 0.67) //north			return 1;		else //northeast			return 2;	}	else if ((double)cord.x/(double)cb->getMapSize().x < 0.67) //horizontal	{		if ((double)cord.y/(double)cb->getMapSize().y < 0.34) //west			return 7;		else if ((double)cord.y/(double)cb->getMapSize().y < 0.67) //central			return 9;		else //east			return 3;	}	else //south	{		if ((double)cord.y/(double)cb->getMapSize().y < 0.34) //southwest			return 6;		else if ((double)cord.y/(double)cb->getMapSize().y < 0.67) //south			return 5;		else //southeast			return 4;	}}void CGSeerHut::finishQuest (const CGHeroInstance * h, ui32 accept) const{	if (accept)	{		switch (missionType)		{			case CQuest::MISSION_ART:				for (std::vector<ui16>::const_iterator it = m5arts.begin(); it != m5arts.end(); ++it)				{					cb->removeArtifact(*it, h->id);				}				break;			case CQuest::MISSION_ARMY:					cb->takeCreatures (h->id, m6creatures);				break;			case CQuest::MISSION_RESOURCES:				for (int i = 0; i < 7; ++i)				{					cb->giveResource(h->getOwner(), i, -m7resources[i]);				}				break;			default:				break;		}		cb->setObjProperty (id,11,0); //no more mission avaliable			completeQuest(h); //make sure to remove QuestQuard at the very end		}}void CGSeerHut::completeQuest (const CGHeroInstance * h) const //reward{	InfoWindow iw;	iw.player = h->getOwner();	switch (rewardType)	{		case 1: //experience			cb->changePrimSkill(h->id, 4, rVal, false);			iw.components.push_back (Component (Component::EXPERIENCE, 0, rVal, 0));			break;		case 2: //mana points			cb->setManaPoints(h->id, h->mana+rVal);			iw.components.push_back (Component (Component::PRIM_SKILL, 5, rVal, 0));			break;		case 3: case 4: //morale /luck		{			Bonus hb(Bonus::ONE_WEEK, (rewardType == 3 ? Bonus::MORALE : Bonus::LUCK),				Bonus::OBJECT, rVal, h->id, "", -1);			GiveBonus gb;			gb.id = h->id;			gb.bonus = hb;			//gb.descr = "";			cb->giveHeroBonus(&gb);			iw.components.push_back (Component (				(rewardType == 3 ? Component::MORALE : Component::LUCK), 0, rVal, 0));		}			break;		case 5: //resources			cb->giveResource(h->getOwner(), rID, rVal);			iw.components.push_back (Component (Component::RESOURCE, rID, rVal, 0));			break;		case 6: //main ability bonus (attak, defence etd.)			cb->changePrimSkill(h->id, rID, rVal, false);			iw.components.push_back (Component (Component::PRIM_SKILL, rID, rVal, 0));			break;		case 7: // secondary ability gain			cb->changeSecSkill(h->id, rID, rVal, false);			iw.components.push_back (Component (Component::SEC_SKILL, rID, rVal, 0));			break;		case 8: // artifact			cb->giveHeroArtifact(rID, h->id, -2);			iw.components.push_back (Component (Component::ARTIFACT, rID, 0, 0));			break;		case 9:// spell		{			std::set<ui32> spell;			spell.insert (rID);			cb->changeSpells(h->id, true, spell);			iw.components.push_back (Component (Component::SPELL, rID, 0, 0));		}			break;		case 10:// creature		{			CCreatureSet creatures;			creatures.setCreature (0, rID, rVal);			cb->giveCreatures (id, h,  creatures);			iw.components.push_back (Component (Component::CREATURE, rID, rVal, 0));		}			break;		default:			break;	}	cb->showInfoDialog(&iw);}void CGQuestGuard::initObj(){	blockVisit = true;	progress = 0;	textOption = ran()%3 + 3; //3-5	if (missionType && !isCustom)	{		firstVisitText = VLC->generaltexth->quests[missionType-1][0][textOption];		nextVisitText = VLC->generaltexth->quests[missionType-1][1][textOption];		completedText = VLC->generaltexth->quests[missionType-1][2][textOption];	}	else		firstVisitText = VLC->generaltexth->seerEmpty[textOption];}void CGQuestGuard::completeQuest(const CGHeroInstance *h) const{	cb->removeObject(id);}void CGWitchHut::initObj(){	ability = allowedAbilities[ran()%allowedAbilities.size()];}void CGWitchHut::onHeroVisit( const CGHeroInstance * h ) const{	InfoWindow iw;	iw.soundID = soundBase::gazebo;	iw.player = h->getOwner();	if(!hasVisited(h->tempOwner))		cb->setObjProperty(id,10,h->tempOwner);	if(h->getSecSkillLevel(ability)) //you alredy know this skill	{		iw.text << std::pair<ui8,ui32>(11,172);		iw.text.addReplacement(MetaString::SEC_SKILL_NAME, ability);	}	else if(h->secSkills.size() >= SKILL_PER_HERO) //already all skills slots used	{		iw.text << std::pair<ui8,ui32>(11,173);		iw.text.addReplacement(MetaString::SEC_SKILL_NAME, ability);	}	else //give sec skill	{		iw.components.push_back(Component(1, ability, 1, 0));		iw.text << std::pair<ui8,ui32>(11,171);		iw.text.addReplacement(MetaString::SEC_SKILL_NAME, ability);		cb->changeSecSkill(h->id,ability,1,true);	}	cb->showInfoDialog(&iw);}const std::string & CGWitchHut::getHoverText() const{	hoverName = VLC->generaltexth->names[ID];	if(hasVisited(cb->getCurrentPlayer())) //TODO: use local player, not current	{		hoverName += "\n" + VLC->generaltexth->allTexts[356]; // + (learn %s)		boost::algorithm::replace_first(hoverName,"%s",VLC->generaltexth->skillName[ability]);		const CGHeroInstance *h = cb->getSelectedHero(cb->getCurrentPlayer());		if(h && h->getSecSkillLevel(ability)) //hero knows that ability			hoverName += "\n\n" + VLC->generaltexth->allTexts[357]; // (Already learned)	}	return hoverName;}void CGBonusingObject::onHeroVisit( const CGHeroInstance * h ) const{	bool visited = h->hasBonusFrom(Bonus::OBJECT,ID);	int messageID, bonusType, bonusVal;	int bonusMove = 0, sound = -1;	InfoWindow iw;	iw.player = h->tempOwner;	GiveBonus gbonus;	gbonus.id = h->id;	gbonus.bonus.duration = Bonus::ONE_BATTLE;	gbonus.bonus.source = Bonus::OBJECT;	gbonus.bonus.id = ID;	bool second = false;	Bonus secondBonus;	switch(ID)	{	case 11: //buoy		messageID = 21;		sound = soundBase::MORALE;		gbonus.bonus.type = Bonus::MORALE;		gbonus.bonus.val = +1;		gbonus.bdescr <<  std::pair<ui8,ui32>(6,94);		break;	case 14: //swan pond		messageID = 29;		sound = soundBase::LUCK;		gbonus.bonus.type = Bonus::LUCK;		gbonus.bonus.val = 2;		gbonus.bdescr <<  std::pair<ui8,ui32>(6,67);		bonusMove = -h->movement;		break;	case 28: //Faerie Ring		messageID = 49;		sound = soundBase::LUCK;		gbonus.bonus.type = Bonus::LUCK;		gbonus.bonus.val = 1;		gbonus.bdescr <<  std::pair<ui8,ui32>(6,71);		break;	case 30: //fountain of fortune		messageID = 55;		sound = soundBase::LUCK;		gbonus.bonus.type = Bonus::LUCK;		gbonus.bonus.val = rand()%5 - 1;		gbonus.bdescr <<  std::pair<ui8,ui32>(6,69);		gbonus.bdescr.addReplacement((gbonus.bonus.val<0 ? "-" : "+") + boost::lexical_cast<std::string>(gbonus.bonus.val));		break;	case 38: //idol of fortune		messageID = 62;		sound = soundBase::experience;		gbonus.bonus.val = 1;		gbonus.bdescr <<  std::pair<ui8,ui32>(6,68);		if(cb->getDate(1) == 7) //7th day of week		{			gbonus.bonus.type = Bonus::MORALE;			second = true;			secondBonus = gbonus.bonus;			secondBonus.type = Bonus::LUCK;		}		else		{			gbonus.bonus.type = (cb->getDate(1)%2) ? Bonus::LUCK : Bonus::MORALE;		}		break;	case 52: //Mermaid		messageID = 83;		sound = soundBase::LUCK;		gbonus.bonus.type = Bonus::LUCK;		gbonus.bonus.val = 1;		gbonus.bdescr <<  std::pair<ui8,ui32>(6,72);		break;	case 64: //Rally Flag		sound = soundBase::MORALE;		messageID = 111;		gbonus.bonus.type = Bonus::MORALE;		gbonus.bonus.val = 1;		gbonus.bdescr <<  std::pair<ui8,ui32>(6,102);		second = true;		secondBonus = gbonus.bonus;		secondBonus.type = Bonus::LUCK;		bonusMove = 400;		break;	case 56: //oasis		messageID = 95;		gbonus.bonus.type = Bonus::MORALE;		gbonus.bonus.val = 1;		gbonus.bdescr <<  std::pair<ui8,ui32>(6,95);		bonusMove = 800;		break;	case 96: //temple		messageID = 140;		iw.soundID = soundBase::temple;		gbonus.bonus.type = Bonus::MORALE;		if(cb->getDate(1)==7) //sunday		{			gbonus.bonus.val = 2;			gbonus.bdescr <<  std::pair<ui8,ui32>(6,97);		}		else		{			gbonus.bonus.val = 1;			gbonus.bdescr <<  std::pair<ui8,ui32>(6,96);		}		break;	case 110://Watering Hole		sound = soundBase::MORALE;		messageID = 166;		gbonus.bonus.type = Bonus::MORALE;		gbonus.bonus.val = 1;		gbonus.bdescr <<  std::pair<ui8,ui32>(6,100);		bonusMove = 400;		break;	case 31: //Fountain of Youth		sound = soundBase::MORALE;		messageID = 57;		gbonus.bonus.type = Bonus::MORALE;		gbonus.bonus.val = 1;		gbonus.bdescr <<  std::pair<ui8,ui32>(6,103);		bonusMove = 400;		break;	case 94: //Stables TODO: upgrade Cavaliers		sound = soundBase::horse20;		CCreatureSet creatures;		for (TSlots::const_iterator i = h->Slots().begin(); i != h->Slots().end(); ++i)		{			if(i->second.type->idNumber == 10)				creatures.slots.insert(*i);		}		if (creatures.slots.size())		{			messageID = 138;			cb->takeCreatures(h->id, creatures.slots);			for (std::map<TSlot, CStackInstance>::iterator i = creatures.slots.begin(); i != creatures.slots.end(); i++)			{				i->second.setType(11);			}			cb->giveCreatures(h->id, h, creatures); //suboptimal again, but creature sets are screwed in general		}		else			messageID = 137;		gbonus.bonus.type = Bonus::LAND_MOVEMENT;		gbonus.bonus.val = 600;		bonusMove = 600;		gbonus.bonus.duration = Bonus::ONE_WEEK;		gbonus.bdescr <<  std::pair<ui8,ui32>(6, 100);		break;	}	if(visited)	{		if(ID==64 || ID==96  ||  ID==56 || ID==52 || ID==94)			messageID--;		else			messageID++;	}	else	{		//TODO: fix if second bonus val != main bonus val		if(gbonus.bonus.type == Bonus::MORALE   ||   secondBonus.type == Bonus::MORALE)			iw.components.push_back(Component(8,0,gbonus.bonus.val,0));		if(gbonus.bonus.type == Bonus::LUCK   ||   secondBonus.type == Bonus::LUCK)			iw.components.push_back(Component(9,0,gbonus.bonus.val,0));		cb->giveHeroBonus(&gbonus);		if(second)		{			gbonus.bonus = secondBonus;			cb->giveHeroBonus(&gbonus);		}		if(bonusMove) //swan pond - take all move points, stables - give move point this day		{			SetMovePoints smp;			smp.hid = h->id;			smp.val = h->movement + bonusMove;			cb->setMovePoints(&smp);		}	}	iw.soundID = sound;	iw.text << std::pair<ui8,ui32>(11,messageID);	cb->showInfoDialog(&iw);}const std::string & CGBonusingObject::getHoverText() const{	const CGHeroInstance *h = cb->getSelectedHero(cb->getCurrentPlayer());	hoverName = VLC->generaltexth->names[ID];	if(h) 	{		if(!h->hasBonusFrom(Bonus::OBJECT,ID))			hoverName += " " + VLC->generaltexth->allTexts[353]; //not visited		else			hoverName += " " + VLC->generaltexth->allTexts[352]; //visited	}	return hoverName;}void CGBonusingObject::initObj(){	if(ID == 11 || ID == 52) //Buoy / Mermaid	{		blockVisit = true;	}}void CGMagicSpring::onHeroVisit(const CGHeroInstance * h) const { 	int messageID; 	InfoWindow iw; 	iw.player = h->tempOwner; 	iw.soundID = soundBase::GENIE; 	if (!visited) 	{ 		if (h->mana > h->manaLimit())  			messageID = 76; 		else 		{ 			messageID = 74; 			cb->setManaPoints (h->id, 2 * h->manaLimit()); 			cb->setObjProperty (id, ObjProperty::VISITED, true); 		} 	} 	else 		messageID = 75; 	iw.text << std::pair<ui8,ui32>(11,messageID); 	cb->showInfoDialog(&iw); } const std::string & CGMagicSpring::getHoverText() const { 	hoverName = VLC->generaltexth->names[ID];	if(!visited)		hoverName += " " + VLC->generaltexth->allTexts[353]; //not visited	else		hoverName += " " + VLC->generaltexth->allTexts[352]; //visited	return hoverName;} void CGMagicWell::onHeroVisit( const CGHeroInstance * h ) const{	int message;	InfoWindow iw;	iw.soundID = soundBase::faerie;	iw.player = h->tempOwner;	if(h->hasBonusFrom(Bonus::OBJECT,ID)) //has already visited Well today	{		message = 78;	}	else if(h->mana < h->manaLimit())	{		giveDummyBonus(h->id);		cb->setManaPoints(h->id,h->manaLimit());		message = 77;	}	else	{		message = 79;	}	iw.text << std::pair<ui8,ui32>(11,message); //"A second drink at the well in one day will not help you."	cb->showInfoDialog(&iw);}const std::string & CGMagicWell::getHoverText() const{	getNameVis(hoverName);	return hoverName;}void CGPandoraBox::initObj(){	blockVisit = (ID==6); //block only if it's really pandora's box (events also derive from that class)}void CGPandoraBox::onHeroVisit(const CGHeroInstance * h) const{		BlockingDialog bd (true, false);		bd.player = h->getOwner();		bd.soundID = soundBase::QUEST;		bd.text.addTxt (MetaString::ADVOB_TXT, 14);		cb->showBlockingDialog (&bd, boost::bind (&CGPandoraBox::open, this, h, _1));	}void CGPandoraBox::open( const CGHeroInstance * h, ui32 accept ) const{	if (accept)	{		if (stacksCount() > 0) //if pandora's box is protected by army		{			InfoWindow iw;			iw.player = h->tempOwner;			iw.text.addTxt(MetaString::ADVOB_TXT, 16);			cb->showInfoDialog(&iw);			cb->startBattleI(h, this, boost::bind(&CGPandoraBox::endBattle, this, h, _1)); //grants things after battle		}		else if (message.size() == 0 && resources.size() == 0				&& primskills.size() == 0 && abilities.size() == 0				&& abilityLevels.size() == 0 &&  artifacts.size() == 0				&& spells.size() == 0 && creatures.Slots().size() > 0				&& gainedExp == 0 && manaDiff == 0 && moraleDiff == 0 && luckDiff == 0) //if it gives nothing without battle		{			InfoWindow iw;			iw.player = h->tempOwner;			iw.text.addTxt(MetaString::ADVOB_TXT, 15);			cb->showInfoDialog(&iw);		}		else //if it gives something without battle		{			giveContents (h, false);		}	}}void CGPandoraBox::endBattle( const CGHeroInstance *h, BattleResult *result ) const{	if(result->winner)		return;	giveContents(h,true);}void CGPandoraBox::giveContents( const CGHeroInstance *h, bool afterBattle ) const{	InfoWindow iw;	iw.player = h->getOwner();	bool changesPrimSkill = false;	for (int i = 0; i < primskills.size(); i++)	{		if(primskills[i])		{			changesPrimSkill = true;			break;		}	}	if(gainedExp || changesPrimSkill || abilities.size())	{		getText(iw,afterBattle,175,h);		if(gainedExp)			iw.components.push_back(Component(Component::EXPERIENCE,0,gainedExp,0));		for(int i=0; i<primskills.size(); i++)			if(primskills[i])				iw.components.push_back(Component(Component::PRIM_SKILL,i,primskills[i],0));		for(int i=0; i<abilities.size(); i++)			iw.components.push_back(Component(Component::SEC_SKILL,abilities[i],abilityLevels[i],0));		cb->showInfoDialog(&iw);		//give exp		if(gainedExp)			cb->changePrimSkill(h->id,4,gainedExp,false);		//give prim skills		for(int i=0; i<primskills.size(); i++)			if(primskills[i])				cb->changePrimSkill(h->id,i,primskills[i],false);		//give sec skills		for(int i=0; i<abilities.size(); i++)		{			int curLev = h->getSecSkillLevel(abilities[i]);			if(curLev  &&  curLev < abilityLevels[i]				|| h->secSkills.size() < SKILL_PER_HERO )			{				cb->changeSecSkill(h->id,abilities[i],abilityLevels[i],true);			}		}	}	if(spells.size())	{		std::set<ui32> spellsToGive;		iw.components.clear();		for(int i=0; i<spells.size(); i++)		{			iw.components.push_back(Component(Component::SPELL,spells[i],0,0));			spellsToGive.insert(spells[i]);		}		if(spellsToGive.size())		{			cb->changeSpells(h->id,true,spellsToGive);			cb->showInfoDialog(&iw);		}	}	if(manaDiff)	{		getText(iw,afterBattle,manaDiff,176,177,h);		iw.components.push_back(Component(Component::PRIM_SKILL,5,manaDiff,0));		cb->showInfoDialog(&iw);		cb->setManaPoints(h->id, h->mana + manaDiff);	}	if(moraleDiff)	{		getText(iw,afterBattle,moraleDiff,178,179,h);		iw.components.push_back(Component(Component::MORALE,0,moraleDiff,0));		cb->showInfoDialog(&iw);		GiveBonus gb;		gb.bonus = Bonus(Bonus::ONE_BATTLE,Bonus::MORALE,Bonus::OBJECT,moraleDiff,id,"");		gb.id = h->id;		cb->giveHeroBonus(&gb);	}	if(luckDiff)	{		getText(iw,afterBattle,luckDiff,180,181,h);		iw.components.push_back(Component(Component::LUCK,0,luckDiff,0));		cb->showInfoDialog(&iw);		GiveBonus gb;		gb.bonus = Bonus(Bonus::ONE_BATTLE,Bonus::LUCK,Bonus::OBJECT,luckDiff,id,"");		gb.id = h->id;		cb->giveHeroBonus(&gb);	}	iw.components.clear();	iw.text.clear();	for(int i=0; i<resources.size(); i++)	{		if(resources[i] < 0)			iw.components.push_back(Component(Component::RESOURCE,i,resources[i],0));	}	if(iw.components.size())	{		getText(iw,afterBattle,182,h);		cb->showInfoDialog(&iw);	}	iw.components.clear();	iw.text.clear();	for(int i=0; i<resources.size(); i++)	{		if(resources[i] > 0)			iw.components.push_back(Component(Component::RESOURCE,i,resources[i],0));	}	if(iw.components.size())	{		getText(iw,afterBattle,183,h);		cb->showInfoDialog(&iw);	} 	iw.components.clear();// 	getText(iw,afterBattle,183,h);	for(int i=0; i<artifacts.size(); i++)	{		iw.components.push_back(Component(Component::ARTIFACT,artifacts[i],0,0));		if(iw.components.size() >= 14)		{			cb->showInfoDialog(&iw);			iw.components.clear();		}	}	if(iw.components.size())	{		cb->showInfoDialog(&iw);	}	for(int i=0; i<resources.size(); i++)		if(resources[i])			cb->giveResource(h->getOwner(),i,resources[i]);	for(int i=0; i<artifacts.size(); i++)		cb->giveHeroArtifact(artifacts[i],h->id,-2);	iw.components.clear();	iw.text.clear();	if (creatures.Slots().size())	{ //this part is taken straight from creature bank		MetaString loot; 		CCreatureSet ourArmy = creatures;		for(TSlots::const_iterator i = ourArmy.Slots().begin(); i != ourArmy.Slots().end(); i++)		{ //build list of joined creatures			iw.components.push_back(Component(i->second));			loot << "%s";			loot.addReplacement(i->second);		}		if (ourArmy.Slots().size() == 1 && ourArmy.Slots().begin()->second.count == 1)			iw.text.addTxt (MetaString::ADVOB_TXT, 185);		else			iw.text.addTxt (MetaString::ADVOB_TXT, 186);		iw.text.addReplacement (loot.buildList());		iw.text.addReplacement (h->name);		cb->showInfoDialog(&iw);		cb->giveCreatures (id, h, ourArmy);	}	if(!afterBattle && message.size())	{		iw.text << message;		cb->showInfoDialog(&iw);	}	cb->removeObject(id);}void CGPandoraBox::getText( InfoWindow &iw, bool &afterBattle, int text, const CGHeroInstance * h ) const{	if(afterBattle || !message.size())	{		iw.text.addTxt(MetaString::ADVOB_TXT,text);//%s has lost treasure.		iw.text.addReplacement(h->name);	}	else	{		iw.text << message;		afterBattle = true;	}}void CGPandoraBox::getText( InfoWindow &iw, bool &afterBattle, int val, int negative, int positive, const CGHeroInstance * h ) const{	iw.components.clear();	iw.text.clear();	if(afterBattle || !message.size())	{		iw.text.addTxt(MetaString::ADVOB_TXT,val < 0 ? negative : positive); //%s's luck takes a turn for the worse / %s's luck increases		iw.text.addReplacement(h->name);	}	else	{		iw.text << message;		afterBattle = true;	}}void CGEvent::onHeroVisit( const CGHeroInstance * h ) const{	if(!(availableFor & (1 << h->tempOwner))) 		return;	if(cb->getPlayerSettings(h->tempOwner)->human)	{		if(humanActivate)			activated(h);	}	else if(computerActivate)		activated(h);}void CGEvent::activated( const CGHeroInstance * h ) const{	if(stacksCount() > 0)	{		InfoWindow iw;		iw.player = h->tempOwner;		if(message.size())			iw.text << message;		else			iw.text.addTxt(MetaString::ADVOB_TXT, 16);		cb->showInfoDialog(&iw);		cb->startBattleI(h, this, boost::bind(&CGEvent::endBattle,this,h,_1));	}	else	{		giveContents(h,false);	}}void CGObservatory::onHeroVisit( const CGHeroInstance * h ) const{	InfoWindow iw;	iw.player = h->tempOwner;	switch (ID)	{		case 58://redwood observatory		case 60://pillar of fire		{			iw.soundID = soundBase::LIGHTHOUSE;			iw.text.addTxt(MetaString::ADVOB_TXT,98 + (ID==60));			FoWChange fw;			fw.player = h->tempOwner;			fw.mode = 1;			cb->getTilesInRange (fw.tiles, pos, 20, h->tempOwner, 1);			cb->sendAndApply (&fw);			break;		}		case 15://cover of darkness		{			iw.text.addTxt (MetaString::ADVOB_TXT, 31);			hideTiles(h->tempOwner, 20);			break;		}	}	cb->showInfoDialog(&iw);}void CGShrine::onHeroVisit( const CGHeroInstance * h ) const{	if(spell == 255)	{		tlog1 << "Not initialized shrine visited!\n";		return;	}	if(!hasVisited(h->tempOwner))		cb->setObjProperty(id,10,h->tempOwner);	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(17)) //no spellbook	{		iw.text.addTxt(MetaString::ADVOB_TXT,131);	}	else if(ID == 90  &&  !h->getSecSkillLevel(7)) //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<ui32> spells;		spells.insert(spell);		cb->changeSpells(h->id, true, spells);		iw.components.push_back(Component(Component::SPELL,spell,0,0));	}	cb->showInfoDialog(&iw);}void CGShrine::initObj(){	if(spell == 255) //spell not set	{		int level = ID-87;		std::vector<ui16> possibilities;		cb->getAllowedSpells (possibilities, level);		if(!possibilities.size())		{			tlog1 << "Error: cannot init shrine, no allowed spells!\n";			return;		}		spell = possibilities[ran() % possibilities.size()];	}}const std::string & CGShrine::getHoverText() const{	hoverName = VLC->generaltexth->names[ID];	if(hasVisited(cb->getCurrentPlayer())) //TODO: use local player, not current	{		hoverName += "\n" + VLC->generaltexth->allTexts[355]; // + (learn %s)		boost::algorithm::replace_first(hoverName,"%s",VLC->spellh->spells[spell].name);		const CGHeroInstance *h = cb->getSelectedHero(cb->getCurrentPlayer());		if(h && vstd::contains(h->spells,spell)) //hero knows that ability			hoverName += "\n\n" + VLC->generaltexth->allTexts[354]; // (Already learned)	}	return hoverName;}void CGSignBottle::initObj(){	//if no text is set than we pick random from the predefined ones	if(!message.size())		message = VLC->generaltexth->randsign[ran()%VLC->generaltexth->randsign.size()];	if(ID == 59)	{		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 == 59)		cb->removeObject(id);}void CGScholar::giveAnyBonus( const CGHeroInstance * h ) const{}void CGScholar::onHeroVisit( const CGHeroInstance * h ) const{	int type = bonusType;	int bid = bonusID;	//check if the bonus if applicable, if not - give primary skill (always possible)	int ssl = h->getSecSkillLevel(bid); //current sec skill level, used if bonusType == 1	if((type == 1			&& ((ssl == 3)  ||  (!ssl  &&  h->secSkills.size() == SKILL_PER_HERO))) ////hero already has expert level in the skill or (don't know skill and doesn't have free slot)		|| (type == 2  &&  (!h->getArt(17) || vstd::contains(h->spells, (ui32) bid)))) //hero doesn't have a spellbook or already knows the spell	{		type = 0;		bid = ran() % PRIMARY_SKILLS;	}	InfoWindow iw;	iw.soundID = soundBase::gazebo;	iw.player = h->getOwner();	iw.text.addTxt(MetaString::ADVOB_TXT,115);	switch (type)	{	case 0:		cb->changePrimSkill(h->id,bid,+1);		iw.components.push_back(Component(Component::PRIM_SKILL,bid,+1,0));		break;	case 1:		cb->changeSecSkill(h->id,bid,+1);		iw.components.push_back(Component(Component::SEC_SKILL,bid,ssl+1,0));		break;	case 2:		{			std::set<ui32> hlp;			hlp.insert(bid);			cb->changeSpells(h->id,true,hlp);			iw.components.push_back(Component(Component::SPELL,bid,0,0));		}		break;	default:		tlog1 << "Error: wrong bonustype (" << (int)type << ") for Scholar!\n";		return;	}	cb->showInfoDialog(&iw);	cb->removeObject(id);}void CGScholar::initObj(){	blockVisit = true;	if(bonusType == 255)	{		bonusType = ran()%3;		switch(bonusType)		{		case 0:			bonusID = ran() % PRIMARY_SKILLS;			break;		case 1:			bonusID = ran() % SKILL_QUANTITY;			break;		case 2:			std::vector<ui16> possibilities;			for (int i = 1; i < 6; ++i)				cb->getAllowedSpells (possibilities, i);			bonusID = possibilities[ran() % possibilities.size()];			break;		}	}}void CGGarrison::onHeroVisit (const CGHeroInstance *h) const{	if (h->tempOwner != tempOwner && stacksCount() > 0) {		//TODO: Find a way to apply magic garrison effects in battle.		cb->startBattleI(h, this, boost::bind(&CGGarrison::fightOver, this, h, _1));		return;	}	//New owner.	if (h->tempOwner != tempOwner)		cb->setOwner(id, h->tempOwner);	cb->showGarrisonDialog(id, h->id, removableUnits, 0);}void CGGarrison::fightOver (const CGHeroInstance *h, BattleResult *result) const{	if (result->winner == 0)		onHeroVisit(h);}ui8 CGGarrison::getPassableness() const{	return 1<<tempOwner;}void CGOnceVisitable::onHeroVisit( const CGHeroInstance * h ) const{	int sound = 0;	int txtid = -1;	switch(ID)	{	case 22: //Corpse		txtid = 37; 		sound = soundBase::MYSTERY;		break;	case 39: //Lean To		sound = soundBase::GENIE;		txtid = 64;		break;	case 105://Wagon		sound = soundBase::GENIE;		txtid = 154;		break;	case 108:		break;	default:		tlog1 << "Error: Unknown object (" << ID <<") treated as CGOnceVisitable!\n";		return;	}	if(ID == 108)//Warrior's Tomb	{		//ask if player wants to search the Tomb		BlockingDialog bd(true, false);		sound = soundBase::GRAVEYARD;		bd.player = h->getOwner();		bd.text.addTxt(MetaString::ADVOB_TXT,161);		cb->showBlockingDialog(&bd,boost::bind(&CGOnceVisitable::searchTomb,this,h,_1));		return;	}	InfoWindow iw;	iw.soundID = sound;	iw.player = h->getOwner();	if(players.size()) //we have been already visited...	{		txtid++;		if(ID == 105) //wagon has extra text (for finding art) we need to omit			txtid++;		iw.text.addTxt(MetaString::ADVOB_TXT, txtid);	}	else //first visit - give bonus!	{		switch(artOrRes)		{		case 0: // first visit but empty			if (ID == 22) //Corpse				++txtid;			else				txtid+=2;			iw.text.addTxt(MetaString::ADVOB_TXT, txtid);			break;		case 1: //art			iw.components.push_back(Component(Component::ARTIFACT,bonusType,0,0));			cb->giveHeroArtifact(bonusType,h->id,-2);			iw.text.addTxt(MetaString::ADVOB_TXT, txtid);			if (ID == 22) //Corpse			{				iw.text << "%s";				iw.text.addReplacement (MetaString::ART_NAMES, bonusType);			}			break;		case 2: //res			iw.text.addTxt(MetaString::ADVOB_TXT, txtid);			iw.components.push_back (Component(Component::RESOURCE, bonusType, bonusVal, 0));			cb->giveResource(h->getOwner(), bonusType, bonusVal);			break;		}		if(ID == 105  &&  artOrRes == 1) 		{			iw.text.localStrings.back().second++;			iw.text.addReplacement(MetaString::ART_NAMES, bonusType);		}	}	cb->showInfoDialog(&iw);	cb->setObjProperty(id,10,h->getOwner());}const std::string & CGOnceVisitable::getHoverText() const{	hoverName = VLC->generaltexth->names[ID] + " ";	hoverName += (hasVisited(cb->getCurrentPlayer())		? (VLC->generaltexth->allTexts[352])  //visited		: ( VLC->generaltexth->allTexts[353])); //not visited	return hoverName;}void CGOnceVisitable::initObj(){	switch(ID)	{	case 22: //Corpse		{			blockVisit = true;			int hlp = ran()%100;			if(hlp < 20)			{				artOrRes = 1;				bonusType = cb->getRandomArt (CArtifact::ART_TREASURE | CArtifact::ART_MINOR | CArtifact::ART_MAJOR);			}			else			{				artOrRes = 0;			}		}		break;	case 39: //Lean To		{			artOrRes = 2;			bonusType = ran()%6; //any basic resource without gold			bonusVal = ran()%4 + 1;		}		break;	case 108://Warrior's Tomb		{			artOrRes = 1;			int hlp = ran()%100;			if(hlp < 30)				bonusType = cb->getRandomArt (CArtifact::ART_TREASURE);			else if(hlp < 80)				bonusType = cb->getRandomArt (CArtifact::ART_MINOR);			else if(hlp < 95)				bonusType = cb->getRandomArt (CArtifact::ART_MAJOR);			else				bonusType = cb->getRandomArt (CArtifact::ART_RELIC);		}		break;	case 105://Wagon		{			int hlp = ran()%100;			if(hlp < 10)			{				artOrRes = 0; // nothing... :(			}			else if(hlp < 50) //minor or treasure art			{				artOrRes = 1;				bonusType = cb->getRandomArt (CArtifact::ART_TREASURE | CArtifact::ART_MINOR);			}			else //2 - 5 of non-gold resource			{				artOrRes = 2;				bonusType = ran()%6;				bonusVal = ran()%4 + 2;			}		}		break;	}}void CGOnceVisitable::searchTomb(const CGHeroInstance *h, ui32 accept) const{	if(accept)	{		InfoWindow iw;		iw.player = h->getOwner();		iw.components.push_back(Component(Component::MORALE,0,-3,0));		if(players.size()) //we've been already visited, player found nothing		{			iw.text.addTxt(MetaString::ADVOB_TXT,163);		}		else //first visit - give artifact		{			iw.text.addTxt(MetaString::ADVOB_TXT,162);			iw.components.push_back(Component(Component::ARTIFACT,bonusType,0,0));			iw.text.addReplacement(MetaString::ART_NAMES, bonusType);			cb->giveHeroArtifact(bonusType,h->id,-2);		}						if(!h->hasBonusFrom(Bonus::OBJECT,ID)) //we don't have modifier from this object yet		{			//ruin morale 			GiveBonus gb;			gb.id = h->id;			gb.bonus = Bonus(Bonus::ONE_BATTLE,Bonus::MORALE,Bonus::OBJECT,-3,id,"");			gb.bdescr.addTxt(MetaString::ARRAY_TXT,104); //Warrior Tomb Visited -3			cb->giveHeroBonus(&gb);		}		cb->showInfoDialog(&iw);		cb->setObjProperty(id,10,h->getOwner());	}}void CBank::initObj(){	switch (ID) //find apriopriate key	{		case 16: //bank			index = subID; break;		case 24: //derelict ship			index = 8; break;		case 25: //utopia			index = 10; break;		case 84: //crypt			index = 9; break;		case 85: //shipwreck			index = 7; break;	}	bc = NULL;	daycounter = 0;	multiplier = 1;}const std::string & CBank::getHoverText() const{	hoverName = VLC->objh->creBanksNames[index];	if (bc == NULL)		hoverName += " " + VLC->generaltexth->allTexts[352];	else		hoverName += " " + VLC->generaltexth->allTexts[353];	return hoverName;}void CBank::reset(ui16 var1) //prevents desync{	ui8 chance = 0;	for (ui8 i = 0; i < VLC->objh->banksInfo[index].size(); i++)	{			if (var1 < (chance += VLC->objh->banksInfo[index][i]->chance))		{ 			bc = VLC->objh->banksInfo[index][i];			break;		}	}	artifacts.clear();}void CBank::initialize() const{	cb->setObjProperty (id, 14, ran()); //synchronous reset	ui32 artid;	for (ui8 i = 0; i <= 3; i++)	{		for (ui8 n = 0; n < bc->artifacts[i]; n++) //new function using proper randomization algorithm		{					cb->setObjProperty (id, 18 + i, ran()); //synchronic		}	}}void CBank::setPropertyDer (ui8 what, ui32 val)/// random values are passed as arguments and processed identically on all clients{	switch (what)	{		case 11: //daycounter			if (val == 0)				daycounter = 1; //yes, 1			else				daycounter++;			break;		case 12: //multiplier, in percent			multiplier = ((float)val)/100;			break;		case 13: //bank preset			bc = VLC->objh->banksInfo[index][val];			break;		case 14:			reset (val%100);			break;		case 15:			bc = NULL;			break;		case 16: //remove rewards from Derelict Ship			artifacts.clear();			break;		case 17: //set ArmedInstance army			{				int upgraded = 0;				if (val%100 < bc->upgradeChance) //once again anti-desync					upgraded = 1;				switch (bc->guards.size())				{					case 1:						for	(int i = 0; i < 4; ++i)							setCreature (i, bc->guards[0].first, bc->guards[0].second  / 5 );						setCreature (4, bc->guards[0].first + upgraded, bc->guards[0].second  / 5 );						break;					case 4:					{						std::vector< std::pair <ui16, ui32> >::const_iterator it;						if (bc->guards.back().second) //all stacks are present						{							for (it = bc->guards.begin(); it != bc->guards.end(); it++)							{								setCreature (stacksCount(), it->first, it->second);							}						}						else if (bc->guards[2].second)//Wraiths are present, split two stacks in Crypt						{							setCreature (0, bc->guards[0].first, bc->guards[0].second  / 2 );							setCreature (1, bc->guards[1].first, bc->guards[1].second / 2);							setCreature (2, bc->guards[2].first + upgraded, bc->guards[2].second);							setCreature (3, bc->guards[1].first, bc->guards[1].second / 2 );							setCreature (4, bc->guards[0].first, bc->guards[0].second - (bc->guards[0].second  / 2) );						}						else //split both stacks						{							for	(int i = 0; i < 3; ++i) //skellies								setCreature (2*i, bc->guards[0].first, bc->guards[0].second  / 3);							for	(int i = 0; i < 2; ++i) //zombies								setCreature (2*i+1, bc->guards[1].first, bc->guards[1].second  / 2);						}					}						break;					default:						tlog2 << "Error: Unexpected army data: " << bc->guards.size() <<" items found";						return;				}			}			break;		case 18: //add Artifact		{			int id = cb->getArtSync(val, CArtifact::ART_TREASURE);			artifacts.push_back (id);			cb->erasePickedArt(id);			break;		}		case 19: //add Artifact		{			int id = cb->getArtSync(val, CArtifact::ART_MINOR);			artifacts.push_back (id);			cb->erasePickedArt(id);			break;		}		case 20: //add Artifact		{			int id = cb->getArtSync(val, CArtifact::ART_MAJOR);			artifacts.push_back (id);			cb->erasePickedArt(id);			break;		}		case 21: //add Artifact		{			int id = cb->getArtSync(val, CArtifact::ART_RELIC);			artifacts.push_back (id);			cb->erasePickedArt(id);			break;		}	}}void CBank::newTurn() const {	if (bc == NULL)	{		if (cb->getDate(0) == 1)			initialize(); //initialize on first day		else if (daycounter >= 28 && (subID < 13 || subID > 16)) //no reset for Emissaries		{			initialize();			cb->setObjProperty (id, 11, 0); //daycounter 0			if (ID == 24 && cb->getDate(0) > 1)			{				cb->setObjProperty (id, 12, 0);//ugly hack to make derelict ships usable only once				cb->setObjProperty (id, 16, 0);			}		}		else			cb->setObjProperty (id, 11, 1); //daycounter++	}}void CBank::onHeroVisit (const CGHeroInstance * h) const{	if (bc)	{		int banktext = 0;		switch (ID)		{			case 16: //generic bank				banktext = 32;				break;			case 24:				banktext = 41;				break;			case 25: //utopia				banktext = 47;				break;			case 84: //crypt				banktext = 119;				break;			case 85: //shipwreck				banktext = 122;				break;		}		BlockingDialog bd (true, false);		bd.player = h->getOwner();		bd.soundID = soundBase::DANGER;		bd.text << VLC->generaltexth->advobtxt[banktext];		if (ID == 16)			bd.text.addReplacement (VLC->objh->creBanksNames[index]);		cb->showBlockingDialog (&bd, boost::bind (&CBank::fightGuards, this, h, _1));	}	else	{		InfoWindow iw;		iw.soundID = soundBase::GRAVEYARD;		iw.player = h->getOwner();		if (ID == 84) //morale penalty for empty Crypt		{			GiveBonus gbonus;			gbonus.id = h->id;			gbonus.bonus.duration = Bonus::ONE_BATTLE;			gbonus.bonus.source = Bonus::OBJECT;			gbonus.bonus.id = ID;			gbonus.bdescr << "\n" << VLC->generaltexth->arraytxt[98];			gbonus.bonus.type = Bonus::MORALE;			gbonus.bonus.val = -1;			cb->giveHeroBonus(&gbonus);			iw.text << VLC->generaltexth->advobtxt[120];			iw.components.push_back (Component (Component::MORALE, 0 , -1, 0));		}		else		{			iw.text << VLC->generaltexth->advobtxt[33];			iw.text.addReplacement (VLC->objh->creBanksNames[index]);		}		cb->showInfoDialog(&iw);	}}void CBank::fightGuards (const CGHeroInstance * h, ui32 accept) const {	if (accept)	{		cb->setObjProperty (id, 17, ran()); //get army		cb->startBattleI (h, this, boost::bind (&CBank::endBattle, this, h, _1), true);	}}void CBank::endBattle (const CGHeroInstance *h, const BattleResult *result) const{	if (result->winner == 0)	{		int textID = -1;		InfoWindow iw;		iw.player = h->getOwner();		MetaString loot;		switch (ID)		{			case 16: case 25:				textID = 34;				break;			case 24: //derelict ship				if (multiplier)					textID = 43;				else				{					GiveBonus gbonus;					gbonus.id = h->id;					gbonus.bonus.duration = Bonus::ONE_BATTLE;					gbonus.bonus.source = Bonus::OBJECT;					gbonus.bonus.id = ID;					gbonus.bdescr << "\n" << VLC->generaltexth->arraytxt[101];					gbonus.bonus.type = Bonus::MORALE;					gbonus.bonus.val = -1;					cb->giveHeroBonus(&gbonus);					textID = 42;					iw.components.push_back (Component (Component::MORALE, 0 , -1, 0));				}				break;			case 84: //Crypt				if (bc->resources.size() != 0)					textID = 121;				else				{					iw.components.push_back (Component (Component::MORALE, 0 , -1, 0));					GiveBonus gbonus;					gbonus.id = h->id;					gbonus.bonus.duration = Bonus::ONE_BATTLE;					gbonus.bonus.source = Bonus::OBJECT;					gbonus.bonus.id = ID;					gbonus.bdescr << "\n" << VLC->generaltexth->arraytxt[ID];					gbonus.bonus.type = Bonus::MORALE;					gbonus.bonus.val = -1;					cb->giveHeroBonus(&gbonus);					textID = 120;					iw.components.push_back (Component (Component::MORALE, 0 , -1, 0));				}				break;			case 85: //shipwreck				if (bc->resources.size())					textID = 124;				else					textID = 123;					break;		}		//grant resources		if (textID != 42) //empty derelict ship gives no cash		{			for (int it = 0; it < bc->resources.size(); it++)			{					if (bc->resources[it] != 0)				{					iw.components.push_back (Component (Component::RESOURCE, it, bc->resources[it], 0));					loot << "%d %s";					loot.addReplacement (iw.components.back().val);					loot.addReplacement (MetaString::RES_NAMES, iw.components.back().subtype);					cb->giveResource (h->getOwner(), it, bc->resources[it]);				}					}		}		//grant artifacts		for (std::vector<ui32>::const_iterator it = artifacts.begin(); it != artifacts.end(); it++)		{			iw.components.push_back (Component (Component::ARTIFACT, *it, 0, 0));			loot << "%s";			loot.addReplacement (MetaString::ART_NAMES, *it);			cb->giveHeroArtifact (*it, h->id ,-2);		}		//display loot		if (!iw.components.empty())		{			if (textID == 34)			{				iw.text.addTxt(MetaString::ADVOB_TXT, 34);//Heaving defeated %s, you discover %s				iw.text.addReplacement (MetaString::CRE_PL_NAMES, result->casualties[1].begin()->first);				iw.text.addReplacement (loot.buildList());			}			else				iw.text.addTxt (MetaString::ADVOB_TXT, textID);			cb->showInfoDialog(&iw);		}		loot.clear();		iw.components.clear();		iw.text.clear();		//grant creatures		CCreatureSet ourArmy;		for (std::vector< std::pair <ui16, ui32> >::const_iterator it = bc->creatures.begin(); it != bc->creatures.end(); it++)		{			int slot = ourArmy.getSlotFor(it->first);			ourArmy.addToSlot(slot, it->first, it->second);		}		for (TSlots::const_iterator i = ourArmy.Slots().begin(); i != ourArmy.Slots().end(); i++)		{			iw.components.push_back(Component(i->second));			loot << "%s";			loot.addReplacement (i->second);		}		if (ourArmy.Slots().size())		{			if (ourArmy.Slots().size() == 1 && ourArmy.Slots().begin()->second.count == 1)				iw.text.addTxt (MetaString::ADVOB_TXT, 185);			else				iw.text.addTxt (MetaString::ADVOB_TXT, 186);			iw.text.addReplacement (loot.buildList());			iw.text.addReplacement (h->name);			cb->showInfoDialog(&iw);			cb->giveCreatures (id, h, ourArmy);		}		cb->setObjProperty (id, 15, 0); //bc = NULL	}	else //in case of defeat		initialize();}void CGPyramid::initObj(){//would be nice to do that only once	if (!pyramidConfig.guards.size())	{		pyramidConfig.level = 1;		pyramidConfig.chance = 100;		pyramidConfig.upgradeChance = 0;		for (int i = 0; i < 2; ++i)		{			pyramidConfig.guards.push_back (std::pair <ui16, ui32>(116, 20));			pyramidConfig.guards.push_back (std::pair <ui16, ui32>(117, 10));		}		pyramidConfig.combatValue; //how hard are guards of this level		pyramidConfig.value; //overall value of given things		pyramidConfig.rewardDifficulty; //proportion of reward value to difficulty of guards; how profitable is this creature Bank config		pyramidConfig.easiest; //?!?	}	bc = &pyramidConfig;	std::vector<ui16> available;	cb->getAllowedSpells (available, 5);	spell = (available[rand()%available.size()]);}const std::string & CGPyramid::getHoverText() const{	hoverName = VLC->generaltexth->names[ID];	if (bc == NULL)		hoverName += " " + VLC->generaltexth->allTexts[352];	else		hoverName += " " + VLC->generaltexth->allTexts[353];	return hoverName;}void CGPyramid::onHeroVisit (const CGHeroInstance * h) const{	if (bc)	{		BlockingDialog bd (true, false);		bd.player = h->getOwner();		bd.soundID = soundBase::DANGER;		bd.text << VLC->generaltexth->advobtxt[105];		cb->showBlockingDialog (&bd, boost::bind (&CBank::fightGuards, this, h, _1));		}	else	{		InfoWindow iw;		iw.player = h->getOwner();		iw.text << VLC->generaltexth->advobtxt[107];		iw.components.push_back (Component (Component::LUCK, 0 , -2, 0));		GiveBonus gb;		gb.bonus = Bonus(Bonus::ONE_BATTLE,Bonus::LUCK,Bonus::OBJECT,-2,id,VLC->generaltexth->arraytxt[70]);		gb.id = h->id;		cb->giveHeroBonus(&gb);		cb->showInfoDialog(&iw);	}}void CGPyramid::endBattle (const CGHeroInstance *h, const BattleResult *result) const{	if (result->winner == 0)	{		InfoWindow iw;		iw.player = h->getOwner();		iw.text.addTxt (MetaString::ADVOB_TXT, 106);		iw.text.addTxt (MetaString::SPELL_NAME, spell);		if (!h->getArt(17))									iw.text.addTxt (MetaString::ADVOB_TXT, 109); //no spellbook		else if (h->getSecSkillLevel(7) < 3)				iw.text.addTxt (MetaString::ADVOB_TXT, 108); //no expert Wisdom		else		{			std::set<ui32> spells;			spells.insert (spell);			cb->changeSpells (h->id, true, spells);				iw.components.push_back(Component (Component::SPELL, spell, 0, 0));		}		cb->showInfoDialog(&iw);		cb->setObjProperty (id, 15, 0);	}}void CGKeys::setPropertyDer (ui8 what, ui32 val) //101-108 - enable key for player 1-8{	if (what >= 101 && what <= (100 + PLAYER_LIMIT))		playerKeyMap.find(what-101)->second.insert((ui8)val);}bool CGKeys::wasMyColorVisited (int player) const{	if (vstd::contains(playerKeyMap[player], subID)) //creates set if it's not there		return true;	else		return false;}const std::string & CGKeymasterTent::getHoverText() const{	hoverName = VLC->generaltexth->names[ID];	if (wasMyColorVisited (cb->getCurrentPlayer()) )//TODO: use local player, not current		hoverName += "\n" + VLC->generaltexth->allTexts[352];	else		hoverName += "\n" + VLC->generaltexth->allTexts[353];	return hoverName;}void CGKeymasterTent::onHeroVisit( const CGHeroInstance * h ) const{	InfoWindow iw;	iw.soundID = soundBase::CAVEHEAD;	iw.player = h->getOwner();	if (!wasMyColorVisited (h->getOwner()) )	{		cb->setObjProperty(id, h->tempOwner+101, subID);		iw.text << std::pair<ui8,ui32>(11,19);	}	else		iw.text << std::pair<ui8,ui32>(11,20);    cb->showInfoDialog(&iw);}void CGBorderGuard::initObj(){	blockVisit = true;}const std::string & CGBorderGuard::getHoverText() const{	hoverName = VLC->generaltexth->names[ID];	if (wasMyColorVisited (cb->getCurrentPlayer()) )//TODO: use local player, not current		hoverName += "\n" + VLC->generaltexth->allTexts[352];	else		hoverName += "\n" + VLC->generaltexth->allTexts[353];	return hoverName;}void CGBorderGuard::onHeroVisit( const CGHeroInstance * h ) const {	if (wasMyColorVisited (h->getOwner()) )	{		BlockingDialog bd (true, false);		bd.player = h->getOwner();		bd.soundID = soundBase::QUEST;		bd.text.addTxt (MetaString::ADVOB_TXT, 17);		cb->showBlockingDialog (&bd, boost::bind (&CGBorderGuard::openGate, this, h, _1));		}		else	{		InfoWindow iw;		iw.player = h->getOwner();		iw.soundID = soundBase::CAVEHEAD;		iw.text << std::pair<ui8,ui32>(11,18);		cb->showInfoDialog (&iw);	}}void CGBorderGuard::openGate(const CGHeroInstance *h, ui32 accept) const{	if (accept)		cb->removeObject(id);}void CGBorderGate::onHeroVisit( const CGHeroInstance * h ) const //TODO: passability {	if (!wasMyColorVisited (h->getOwner()) )	{		InfoWindow iw;		iw.player = h->getOwner();		iw.text << std::pair<ui8,ui32>(11,18);		cb->showInfoDialog(&iw);	}}ui8 CGBorderGate::getPassableness() const{	ui8 ret = 0;	for (int i = 0; i < PLAYER_LIMIT; i++)		ret |= wasMyColorVisited(i)<<i;	return ret;}void CGMagi::initObj(){	if (ID == 27)	{		blockVisit = true;		eyelist[subID].push_back(id);	}}void CGMagi::onHeroVisit(const CGHeroInstance * h) const{	if (ID == 37)	{		InfoWindow iw;		CenterView cv;		FoWChange fw;		cv.player = iw.player = fw.player = h->tempOwner;		iw.soundID = soundBase::LIGHTHOUSE;		iw.player = h->tempOwner;		iw.text.addTxt (MetaString::ADVOB_TXT, 61);		cb->showInfoDialog(&iw);		fw.mode = 1;		std::vector<si32>::iterator it;		for (it = eyelist[subID].begin(); it < eyelist[subID].end(); it++)		{			const CGObjectInstance *eye = cb->getObj(*it);			cb->getTilesInRange (fw.tiles, eye->pos, 10, h->tempOwner, 1);			cb->sendAndApply(&fw);			cv.pos = eye->pos;			cv.focusTime = 2000;			cb->sendAndApply(&cv);		}			cv.pos = h->getPosition(false);		cb->sendAndApply(&cv);		}	else if (ID == 27)	{		InfoWindow iw;		iw.player = h->tempOwner;		iw.text.addTxt (MetaString::ADVOB_TXT, 48);		cb->showInfoDialog(&iw);	}}void CGBoat::initObj(){	hero = NULL;}void CGSirens::initObj(){	blockVisit = true;}const std::string & CGSirens::getHoverText() const{	getNameVis(hoverName);	return hoverName;}void CGSirens::onHeroVisit( const CGHeroInstance * h ) const{	int message;	InfoWindow iw;	iw.soundID = soundBase::DANGER;	iw.player = h->tempOwner;	if(h->hasBonusFrom(Bonus::OBJECT,ID)) //has already visited Sirens	{		iw.text.addTxt(11,133);	}	else	{		giveDummyBonus(h->id, Bonus::ONE_BATTLE);		int xp = 0;		SetGarrisons sg;		sg.garrs[h->id] = h->getArmy();		for (TSlots::const_iterator i = h->Slots().begin(); i != h->Slots().end(); i++)		{			int drown = (int)(i->second.count * 0.3);			if(drown)			{				sg.garrs[h->id].setStackCount(i->first, i->second.count - drown);				xp += drown * i->second.type->valOfBonuses(Bonus::STACK_HEALTH);			}		}		if(xp)		{			iw.text.addTxt(11,132);			iw.text.addReplacement(xp);			cb->sendAndApply(&sg);		}		else		{			iw.text.addTxt(11,134);		}	}	cb->showInfoDialog(&iw);}//bool IShipyard::validLocation() const//{//	std::vector<int3> offsets;//	getOutOffsets(offsets);////	TerrainTile *tile;//	for(int i = 0; i < offsets.size(); i++)//		if((tile = IObjectInterface::cb->getTile(o->pos + offsets[i]))  &&  tile->tertype == TerrainTile::water) //tile is in the map and is water//			return true;//	return false;//}int3 IBoatGenerator::bestLocation() const{	std::vector<int3> offsets;	getOutOffsets(offsets);	TerrainTile *tile;	for (int i = 0; i < offsets.size(); ++i)	{		if (tile = IObjectInterface::cb->getTile(o->pos + offsets[i])) //tile is in the map 		{			if (tile->tertype == TerrainTile::water) //and is water				return o->pos + offsets[i];		}	}	return int3 (-1,-1,-1);}int IBoatGenerator::state() const{	int3 tile = bestLocation();	TerrainTile *t = IObjectInterface::cb->getTile(tile);	if(!t)		return 3; //no water	else if(!t->blockingObjects.size())		return 0; //OK	else if(t->blockingObjects.front()->ID == 8)		return 1; //blocked with boat	else		return 2; //blocked}int IBoatGenerator::getBoatType() const{	//We make good ships by default	return 1;}IBoatGenerator::IBoatGenerator(const CGObjectInstance *O) : o(O){}void IShipyard::getBoatCost( std::vector<si32> &cost ) const{	cost.resize(RESOURCE_QUANTITY);	cost[0] = 10;	cost[6] = 1000;}IShipyard::IShipyard(const CGObjectInstance *O) 	: IBoatGenerator(O){}IShipyard * IShipyard::castFrom( CGObjectInstance *obj ){	if(obj->ID == TOWNI_TYPE)	{		return static_cast<CGTownInstance*>(obj);	}	else if(obj->ID == 87)	{		return static_cast<CGShipyard*>(obj);	}	else	{		tlog1 << "Cannot cast to IShipyard object with ID " << obj->ID << std::endl;		return NULL;	}}const IShipyard * IShipyard::castFrom( const CGObjectInstance *obj ){	return castFrom(const_cast<CGObjectInstance*>(obj));}CGShipyard::CGShipyard()	:IShipyard(this){}void CGShipyard::getOutOffsets( std::vector<int3> &offsets ) const{	offsets += int3(1,0,0), int3(-3,0,0), int3(-3,1,0), int3(-2,1,0), int3(1,1,0), int3(1,-1,0), int3(-3,-1,0), 		int3(-2,-1,0), int3(0,-1,0), int3(-1,-1,0), int3(0,1,0), int3(-1,1,0);}void CGShipyard::onHeroVisit( const CGHeroInstance * h ) const{	if(tempOwner != h->tempOwner)		cb->setOwner(id, h->tempOwner);	int s = state();	if(s)	{		InfoWindow iw;		iw.player = tempOwner;		switch(s)		{		case 1: 			iw.text.addTxt(MetaString::GENERAL_TXT, 51);			break;		case 2:			iw.text.addTxt(MetaString::ADVOB_TXT, 189);			break;		case 3:			tlog1 << "Shipyard without water!!! " << pos << "\t" << id << std::endl;			return;		}		cb->showInfoDialog(&iw);	}	else	{		OpenWindow ow;		ow.id1 = id;		ow.id2 = h->id;		ow.window = OpenWindow::SHIPYARD_WINDOW;		cb->sendAndApply(&ow);	}}void CCartographer::onHeroVisit( const CGHeroInstance * h ) const {	if (!hasVisited (h->getOwner()) ) //if hero has not visited yet this cartographer	{		if (cb->getResource(h->tempOwner, 6) >= 1000) //if he can afford a map		{			//ask if he wants to buy one			int text;			switch (subID)			{				case 0:					text = 25;					break;				case 1:					text = 26;					break;				case 2:					text = 27;					break;				default:						tlog2 << "Unrecognized subtype of cartographer" << std::endl;			}			BlockingDialog bd (true, false);			bd.player = h->getOwner();			bd.soundID = soundBase::LIGHTHOUSE;			bd.text.addTxt (MetaString::ADVOB_TXT, text);			cb->showBlockingDialog (&bd, boost::bind (&CCartographer::buyMap, this, h, _1));		}		else //if he cannot afford		{			InfoWindow iw;			iw.player = h->getOwner();			iw.soundID = soundBase::CAVEHEAD;			iw.text << std::pair<ui8,ui32>(11,28);			cb->showInfoDialog (&iw);		}	}		else //if he already visited carographer	{		InfoWindow iw;		iw.player = h->getOwner();		iw.soundID = soundBase::CAVEHEAD;		iw.text << std::pair<ui8,ui32>(11,24);		cb->showInfoDialog (&iw);	}}void CCartographer::buyMap (const CGHeroInstance *h, ui32 accept) const{	if (accept) //if hero wants to buy map	{		cb->giveResource (h->tempOwner, 6, -1000);		FoWChange fw;		fw.player = h->tempOwner;		//subIDs of different types of cartographers:		//water = 0; land = 1; underground = 2;		cb->getAllTiles (fw.tiles, h->tempOwner, subID - 1, !subID + 1); //reveal appropriate tiles		cb->sendAndApply (&fw);		cb->setObjProperty (id, 10, h->tempOwner);	}}void CShop::newTurn() const { 	switch (ID)	{		case 7: //ArtMerchant aka. Black Market			if (cb->getDate(0)%28 == 1)			{				cb->setObjProperty (id, 13, 0);				cb->setObjProperty (id, 14, rand());			}			break;		case 78: //Refugee Camp		case 95: //Tavern -- global hero pool?			if (cb->getDate(0)%7 == 1)				cb->setObjProperty (id, 14, rand());			break;	}}void CShop::setPropertyDer (ui8 what, ui32 val){	switch (what)	{		case 14: //reset - get new items			reset(val);			break;	}}void CGRefugeeCamp::reset(ui32 val){	creatureID = VLC->creh->creatures[val%VLC->creh->creatures.size()]->idNumber;}void CGDenOfthieves::onHeroVisit (const CGHeroInstance * h) const{	cb->showThievesGuildWindow(id);}void CGObelisk::onHeroVisit( const CGHeroInstance * h ) const{	InfoWindow iw;	iw.player = h->tempOwner;		if(!hasVisited(h->tempOwner))	{		iw.text.addTxt(MetaString::ADVOB_TXT, 96);		cb->sendAndApply(&iw);		cb->setObjProperty(id,20,h->tempOwner); //increment general visited obelisks counter		OpenWindow ow;		ow.id1 = h->tempOwner;		ow.window = OpenWindow::PUZZLE_MAP;		cb->sendAndApply(&ow);		cb->setObjProperty(id,10,h->tempOwner); //mark that particular obelisk as visited	}	else	{		iw.text.addTxt(MetaString::ADVOB_TXT, 97);		cb->sendAndApply(&iw);	}}void CGObelisk::initObj(){	obeliskCount++;}const std::string & CGObelisk::getHoverText() const{	hoverName = VLC->generaltexth->names[ID];	if(hasVisited(cb->getCurrentPlayer()))		hoverName += " " + VLC->generaltexth->allTexts[352]; //not visited	else		hoverName += " " + VLC->generaltexth->allTexts[353]; //visited	return hoverName;}void CGObelisk::setPropertyDer( ui8 what, ui32 val ){	CPlayersVisited::setPropertyDer(what, val);	switch(what)	{	case 20:		assert(val < PLAYER_LIMIT);		visited[val]++;		assert(visited[val] <= obeliskCount);		break;	}}void CGLighthouse::onHeroVisit( const CGHeroInstance * h ) const{	if(h->tempOwner != tempOwner)	{		ui8 oldOwner = tempOwner;		cb->setOwner(id,h->tempOwner); //not ours? flag it!		InfoWindow iw;		iw.player = h->tempOwner;		iw.text.addTxt(MetaString::ADVOB_TXT, 69);		iw.soundID = soundBase::LIGHTHOUSE;		cb->sendAndApply(&iw);		giveBonusTo(h->tempOwner);		if(oldOwner < PLAYER_LIMIT) //remove bonus from old owner		{			RemoveBonus rb(RemoveBonus::PLAYER);			rb.whoID = oldOwner;			rb.source = Bonus::OBJECT;			rb.id = id;			cb->sendAndApply(&rb);		}	}}void CGLighthouse::initObj(){	if(tempOwner < PLAYER_LIMIT)	{		giveBonusTo(tempOwner);	}}const std::string & CGLighthouse::getHoverText() const{	hoverName = VLC->generaltexth->names[ID];	//TODO: owned by %s player	return hoverName;}void CGLighthouse::giveBonusTo( ui8 player ) const{	GiveBonus gb(GiveBonus::PLAYER);	gb.bonus.type = Bonus::SEA_MOVEMENT;	gb.bonus.val = 500;	gb.id = player;	gb.bonus.duration = Bonus::PERMANENT;	gb.bonus.source = Bonus::OBJECT;	gb.bonus.id = id;	cb->sendAndApply(&gb);}void CArmedInstance::setArmy(const CCreatureSet &src){	slots.clear();	for(TSlots::const_iterator i = src.Slots().begin(); i != src.Slots().end(); i++)	{		CStackInstance &inserted = slots[i->first];		inserted = i->second;		inserted.armyObj = this;	}}CCreatureSet CArmedInstance::getArmy() const{	return *this;}void CArmedInstance::randomizeArmy(int type){	int max = VLC->creh->creatures.size();	for (TSlots::iterator j = slots.begin(); j != slots.end();j++)	{		if(j->second.idRand > max)		{			if(j->second.idRand % 2)				j->second.setType(VLC->townh->towns[type].basicCreatures[(j->second.idRand-197) / 2 -1]);			else				j->second.setType(VLC->townh->towns[type].upgradedCreatures[(j->second.idRand-197) / 2 -1]);			j->second.idRand = -1;		}		assert(j->second.armyObj == this);	}	return;}void CArmedInstance::getParents(TCNodes &out, const CBonusSystemNode *root /*= NULL*/) const{	const PlayerState *p = cb->getPlayerState(tempOwner);	if(!p) //occurs when initializing starting hero and heroes from the pool, also for neutral armed objects		out.insert(&cb->gameState()->globalEffects);	else		out.insert(p); //hero always inherits bonuses from player	if(battle)		out.insert(battle);}CArmedInstance::CArmedInstance(){	battle = NULL;}void CArmedInstance::getBonuses(BonusList &out, const CSelector &selector, const CBonusSystemNode *root /*= NULL*/) const{	CBonusSystemNode::getBonuses(out, selector, root);	if(!battle)	{		//TODO do it clean, unify with BattleInfo version		if(Selector::matchesType(selector, Bonus::MORALE) || Selector::matchesType(selector, Bonus::LUCK))		{			for(TSlots::const_iterator i=Slots().begin(); i!=Slots().end(); i++)				i->second.getBonuses(out, selector, Selector::effectRange(Bonus::ONLY_ALLIED_ARMY), this);		}	}	if(Selector::matchesType(selector, Bonus::MORALE))	{		//number of alignments and presence of undead		if(contains(dynamic_cast<const CStackInstance*>(root)))		{			bool archangelInArmy = false;			bool canMix = hasBonusOfType(Bonus::NONEVIL_ALIGNMENT_MIX);			std::set<si8> factions;			for(TSlots::const_iterator i=Slots().begin(); i!=Slots().end(); i++)			{				// Take Angelic Alliance troop-mixing freedom of non-evil, non-Conflux units into account.				const si8 faction = i->second.type->faction;				if (canMix					&& ((faction >= 0 && faction <= 2) || faction == 6 || faction == 7))				{					factions.insert(0); // Insert a single faction of the affected group, Castle will do.				}				else				{					factions.insert(faction);				}				if(i->second.type->idNumber == 13)					archangelInArmy = true;			}			if(factions.size() == 1)				out.push_back(Bonus(Bonus::PERMANENT, Bonus::MORALE, Bonus::ARMY, +1, id, VLC->generaltexth->arraytxt[115]));//All troops of one alignment +1			else			{				int fcountModifier = 2-factions.size();				out.push_back(Bonus(Bonus::PERMANENT, Bonus::MORALE, Bonus::ARMY, fcountModifier, id, boost::str(boost::format(VLC->generaltexth->arraytxt[114]) % factions.size() % fcountModifier)));//Troops of %d alignments %d			}			if(vstd::contains(factions,4))				out.push_back(Bonus(Bonus::PERMANENT, Bonus::MORALE, Bonus::ARMY, -1, id, VLC->generaltexth->arraytxt[116]));//Undead in group -1		}	}}bool IMarket::getOffer(int id1, int id2, int &val1, int &val2, EMarketMode mode) const{	switch(mode)	{	case RESOURCE_RESOURCE:		{			float effectiveness = std::min(((float)getMarketEfficiency()+1.0f) / 20.0f, 0.5f);			float r = VLC->objh->resVals[id1], //value of given resource				g = VLC->objh->resVals[id2] / effectiveness; //value of wanted resource			if(r>g) //if given resource is more expensive than wanted			{				val2 = ceil(r / g);				val1 = 1;			}			else //if wanted resource is more expensive			{				val1 = (g / r) + 0.5f;				val2 = 1;			}		}		break;	case CREATURE_RESOURCE:		{			const float effectivenessArray[] = {0, 0.3, 0.45, 0.50, 0.65, 0.7, 0.85, 0.9, 1};			float effectiveness = effectivenessArray[std::min(getMarketEfficiency(), 8)];			float r = VLC->creh->creatures[id1]->cost[6], //value of given creature in gold				g = VLC->objh->resVals[id2] / effectiveness; //value of wanted resource			if(r>g) //if given resource is more expensive than wanted			{				val2 = ceil(r / g);				val1 = 1;			}			else //if wanted resource is more expensive			{				val1 = (g / r) + 0.5f;				val2 = 1;			}		}		break;	case RESOURCE_PLAYER:		val1 = 1;		val2 = 1;		break;	case RESOURCE_ARTIFACT:		{			float effectiveness = std::min(((float)getMarketEfficiency()+3.0f) / 20.0f, 0.6f);			float r = VLC->objh->resVals[id1], //value of offered resource				g = VLC->arth->artifacts[id2]->price / effectiveness; //value of bought artifact in gold						if(id1 != 6) //non-gold prices are doubled				r /= 2; 			assert(g >= r); //should we allow artifacts cheaper than unit of resource?			val1 = (g / r) + 0.5f;			val2 = 1;		}		break;	default:		assert(0);		return false;	}	return true;}bool IMarket::allowsTrade(EMarketMode mode) const{	return false;}int IMarket::availableUnits(EMarketMode mode, int marketItemSerial) const{	switch(mode)	{	case RESOURCE_RESOURCE:	case ARTIFACT_RESOURCE:	case CREATURE_RESOURCE:			return -1;	default:			return 1;	}}std::vector<int> IMarket::availableItemsIds(EMarketMode mode) const{	std::vector<int> ret;	switch(mode)	{	case RESOURCE_RESOURCE:	case ARTIFACT_RESOURCE:	case CREATURE_RESOURCE:		for (int i = 0; i < 7; i++)			ret.push_back(i);		break;	}	return ret;}const IMarket * IMarket::castFrom(const CGObjectInstance *obj){	switch(obj->ID)	{	case TOWNI_TYPE:		return static_cast<const CGTownInstance*>(obj);	case 2: //Altar of Sacrifice	case 7: //Black Market	case 99: //Trading Post	case 221: //Trading Post (snow)	case 213: //Freelancer's Guild		return static_cast<const CGMarket*>(obj);	default:		tlog1 << "Cannot cast to IMarket object with ID " << obj->ID << std::endl;		return NULL;	}}IMarket::IMarket(const CGObjectInstance *O)	:o(O){}std::vector<EMarketMode> IMarket::availableModes() const{	std::vector<EMarketMode> ret;	for (int i = 0; i < MARTKET_AFTER_LAST_PLACEHOLDER; i++)		if(allowsTrade((EMarketMode)i))			ret.push_back((EMarketMode)i);	return ret;}void CGMarket::onHeroVisit(const CGHeroInstance * h) const{	OpenWindow ow;	ow.id1 = id;	ow.id2 = h->id;	ow.window = OpenWindow::MARKET_WINDOW;	cb->sendAndApply(&ow);}int CGMarket::getMarketEfficiency() const{	return 5;}bool CGMarket::allowsTrade(EMarketMode mode) const{	switch(mode)	{	case RESOURCE_RESOURCE:	case RESOURCE_PLAYER:		switch(ID)		{		case 99: //Trading Post		case 221: //Trading Post (snow)			return true;		default:			return false;		}	case CREATURE_RESOURCE:		return ID == 213; //Freelancer's Guild	case ARTIFACT_RESOURCE:	case RESOURCE_ARTIFACT:		return ID == 7; //Black Market	case ARTIFACT_EXP:	case CREATURE_EXP:		return ID == 2; //TODO? check here for alignment of visiting hero? - would not be coherent with other checks here	}	return false;}int CGMarket::availableUnits(EMarketMode mode, int marketItemSerial) const{	return -1;}std::vector<int> CGMarket::availableItemsIds(EMarketMode mode) const{	switch(mode)	{	case RESOURCE_RESOURCE:	case RESOURCE_PLAYER:		return IMarket::availableItemsIds(mode);	default:		return std::vector<int>();	}}CGMarket::CGMarket()	:IMarket(this){}std::vector<int> CGBlackMarket::availableItemsIds(EMarketMode mode) const{	switch(mode)	{	case ARTIFACT_RESOURCE:		return IMarket::availableItemsIds(mode);	case RESOURCE_ARTIFACT:		{			std::vector<int> ret;			BOOST_FOREACH(const CArtifact *a, artifacts)				if(a)					ret.push_back(a->id);				else					ret.push_back(-1);			return ret;		}	default:		return std::vector<int>();	}}void CGBlackMarket::newTurn() const{	if(cb->getDate(2) != 1)		return;	SetAvailableArtifacts saa;	saa.id = id;	cb->pickAllowedArtsSet(saa.arts);	cb->sendAndApply(&saa);}
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