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| /* * 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 * */#include "StdInc.h"#include "CObjectHandler.h"#include "CDefObjInfoHandler.h"#include "CGeneralTextHandler.h"#include "CDefObjInfoHandler.h"#include "CHeroHandler.h"#include "CSpellHandler.h"#include "CModHandler.h"#include "../client/CSoundBase.h"#include "CTownHandler.h"#include "CCreatureHandler.h"#include "VCMI_Lib.h"#include "IGameCallback.h"#include "CGameState.h"#include "NetPacks.h"#include "StartInfo.h"#include "mapping/CMap.h"#include <SDL_stdinc.h>#include "CBuildingHandler.h"#include "JsonNode.h"#include "filesystem/Filesystem.h"using namespace boost::assign;// It looks that we can't rely on shadowCoverage correctness (Mantis #866). This may result// in notable performance decrease (SDL blit with custom alpha blit) not notable on my system (Ivan)#define USE_COVERAGE_MAP 0std::map<Obj, std::map<int, std::vector<ObjectInstanceID> > > CGTeleport::objs;std::vector<std::pair<ObjectInstanceID, ObjectInstanceID> > CGTeleport::gates;IGameCallback * IObjectInterface::cb = nullptr;extern std::minstd_rand ran;std::map <PlayerColor, std::set <ui8> > CGKeys::playerKeyMap;std::map <si32, std::vector<ObjectInstanceID> > CGMagi::eyelist;ui8 CGObelisk::obeliskCount; //how many obelisks are on mapstd::map<TeamID, ui8> CGObelisk::visited; //map: team_id => how many obelisks has been visitedstd::vector<const CArtifact *> CGTownInstance::merchantArtifacts;std::vector<int> CGTownInstance::universitySkills;///helpersstatic void openWindow(const OpenWindow::EWindow type, const int id1, const int id2 = -1){	OpenWindow ow;	ow.window = type;	ow.id1 = id1;	ow.id2 = id2;	IObjectInterface::cb->sendAndApply(&ow);}static void showInfoDialog(const PlayerColor playerID, const ui32 txtID, const ui16 soundID){	InfoWindow iw;	iw.soundID = soundID;	iw.player = playerID;	iw.text.addTxt(MetaString::ADVOB_TXT,txtID);	IObjectInterface::cb->sendAndApply(&iw);}/*static void showInfoDialog(const ObjectInstanceID heroID, const ui32 txtID, const ui16 soundID){	const PlayerColor playerID = IObjectInterface::cb->getOwner(heroID);	showInfoDialog(playerID,txtID,soundID);}*/static void showInfoDialog(const CGHeroInstance* h, const ui32 txtID, const ui16 soundID){	const PlayerColor playerID = h->getOwner();	showInfoDialog(playerID,txtID,soundID);}static std::string & visitedTxt(const bool visited){	int id = visited ? 352 : 353;	return VLC->generaltexth->allTexts[id];}///IObjectInterfacevoid 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 ){}bool IObjectInterface::wasVisited (PlayerColor player) const{	return false;}bool IObjectInterface::wasVisited (const CGHeroInstance * h) const{	return false;}void IObjectInterface::postInit(){}void IObjectInterface::preInit(){}void IObjectInterface::battleFinished(const CGHeroInstance *hero, const BattleResult &result) const{}void IObjectInterface::blockingDialogAnswered(const CGHeroInstance *hero, ui32 answer) const{}void IObjectInterface::garrisonDialogClosed(const CGHeroInstance *hero) const{}void IObjectInterface::heroLevelUpDone(const CGHeroInstance *hero) const{}void CPlayersVisited::setPropertyDer( ui8 what, ui32 val ){	if(what == 10)		players.insert(PlayerColor(val));}bool CPlayersVisited::wasVisited( PlayerColor player ) const{	return vstd::contains(players,player);}bool CPlayersVisited::wasVisited( TeamID team ) const{	for(auto i : players)	{		if(cb->getPlayer(i)->team == team)			return true;	}	return false;}// Bank helper. Find the creature ID and their number, and store the// result in storage (either guards or reward creatures).static void readCreatures(const JsonNode &creature, std::vector< std::pair <CreatureID, ui32> > &storage){	std::pair<CreatureID, si32> creInfo = std::make_pair(CreatureID::NONE, 0);	//TODO: replace numeric id's with mod-friendly string id's	creInfo.second = creature["number"].Float();	creInfo.first = CreatureID((si32)creature["id"].Float());	storage.push_back(creInfo);}// Bank helper. Process a bank level.static void readBankLevel(const JsonNode &level, BankConfig &bc){	int idx;	bc.chance = level["chance"].Float();	for(const JsonNode &creature : level["guards"].Vector())	{		readCreatures(creature, bc.guards);	}	bc.upgradeChance = level["upgrade_chance"].Float();	bc.combatValue = level["combat_value"].Float();	bc.resources = Res::ResourceSet(level["reward_resources"]);	for(const JsonNode &creature : level["reward_creatures"].Vector())	{		readCreatures(creature, bc.creatures);	}	bc.artifacts.resize(4);	idx = 0;	for(const JsonNode &artifact : level["reward_artifacts"].Vector())	{		bc.artifacts[idx] = artifact.Float();		idx ++;	}	bc.value = level["value"].Float();	bc.rewardDifficulty = level["profitability"].Float();	bc.easiest = level["easiest"].Float();}CObjectHandler::CObjectHandler(){    logGlobal->traceStream() << "\t\tReading cregens ";	const JsonNode config(ResourceID("config/dwellings.json"));	for(const JsonNode &dwelling : config["dwellings"].Vector())	{		cregens[dwelling["dwelling"].Float()] = CreatureID((si32)dwelling["creature"].Float());	}    logGlobal->traceStream() << "\t\tDone loading cregens!";    logGlobal->traceStream() << "\t\tReading resources prices ";	const JsonNode config2(ResourceID("config/resources.json"));	for(const JsonNode &price : config2["resources_prices"].Vector())	{		resVals.push_back(price.Float());	}    logGlobal->traceStream() << "\t\tDone loading resource prices!";    logGlobal->traceStream() << "\t\tReading banks configs";	const JsonNode config3(ResourceID("config/bankconfig.json"));	int bank_num = 0;	for(const JsonNode &bank : config3["banks"].Vector())	{		creBanksNames[bank_num] = bank["name"].String();		int level_num = 0;		for(const JsonNode &level : bank["levels"].Vector())		{			banksInfo[bank_num].push_back(new BankConfig);			BankConfig &bc = *banksInfo[bank_num].back();			bc.level = level_num;			readBankLevel(level, bc);			level_num ++;		}		bank_num ++;	}    logGlobal->traceStream() << "\t\tDone loading banks configs";}CObjectHandler::~CObjectHandler(){	for(auto & mapEntry : banksInfo)	{		for(auto & vecEntry : mapEntry.second)		{			vecEntry.dellNull();		}	}}int CObjectHandler::bankObjToIndex (const CGObjectInstance * obj){	switch (obj->ID) //find appriopriate key	{	case Obj::CREATURE_BANK:		return obj->subID;	case Obj::DERELICT_SHIP:		return 8;	case Obj::DRAGON_UTOPIA:		return 10;	case Obj::CRYPT:		return 9;	case Obj::SHIPWRECK:		return 7;	default:        logGlobal->warnStream() << "Unrecognized Bank indetifier!";		return 0;	}}PlayerColor CGObjectInstance::getOwner() const{	//if (state)	//	return state->owner;	//else		return tempOwner; //won't have owner}CGObjectInstance::CGObjectInstance(){	pos = int3(-1,-1,-1);	//state = new CLuaObjectScript();	ID = Obj::NO_OBJ;	subID = -1;	defInfo = nullptr;	tempOwner = PlayerColor::UNFLAGGABLE;	blockVisit = false;}CGObjectInstance::~CGObjectInstance(){	//if (state)	//	delete state;	//state=nullptr;}const std::string & CGObjectInstance::getHoverText() const{	return hoverName;}void CGObjectInstance::setOwner(PlayerColor 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==nullptr)	{        logGlobal->warnStream() << "Warning: VisitableAt for obj "<< id.getNum() <<": nullptr defInfo!";		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==nullptr)		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{	//input coordinates are always negative	x = -x;	y = -y;#if USE_COVERAGE_MAP	//NOTE: this code may be broken	if((defInfo->coverageMap[y] >> (7-(x) )) & 1		||  (defInfo->shadowCoverage[y] >> (7-(x) )) & 1)		return true;	return false;#else	return x >= 0 && y >= 0 && x < getWidth() && y < getHeight();#endif}bool CGObjectInstance::hasShadowAt( int x, int y ) const{#if USE_COVERAGE_MAP	//NOTE: this code may be broken	if( (defInfo->shadowCoverage[y] >> (7-(x) )) & 1 )		return true;	return false;#else	return coveringAt(x,y);// ignore unreliable shadowCoverage map#endif}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==Obj::HERO && ID!=Obj::HERO)		return true;	if(cmp.ID!=Obj::HERO && ID==Obj::HERO)		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(){	switch(ID)	{	case Obj::TAVERN:		blockVisit = true;		break;	}}void CGObjectInstance::setProperty( ui8 what, ui32 val ){	switch(what)	{	case ObjProperty::OWNER:		tempOwner = PlayerColor(val);		break;	case ObjProperty::BLOCKVIS:		blockVisit = val;		break;	case ObjProperty::ID:		ID = Obj(val);		break;	case ObjProperty::SUBID:		subID = 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::unordered_set<int3, ShashInt3> &tiles) const //returns reference to the set{	cb->getTilesInRange(tiles, getSightCenter(), getSightRadious(), tempOwner, 1);}void CGObjectInstance::hideTiles(PlayerColor ourplayer, int radius) const{	for (auto i = cb->gameState()->teams.begin(); i != cb->gameState()->teams.end(); i++)	{		if ( !vstd::contains(i->second.players, ourplayer ))//another team		{			for (auto & elem : i->second.players)				if ( cb->getPlayer(elem)->status == EPlayerStatus::INGAME )//seek for living player (if any)				{					FoWChange fw;					fw.mode = 0;					fw.player = elem;					cb->getTilesInRange (fw.tiles, pos, radius, (elem), -1);					cb->sendAndApply (&fw);					break;				}		}	}}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);    logGlobal->warnStream() << "Warning: getVisitableOffset called on non-visitable obj!";	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)	{		const bool visited = h->hasBonusFrom(Bonus::OBJECT,ID);		hname + " " + visitedTxt(visited);	}}void CGObjectInstance::giveDummyBonus(ObjectInstanceID heroID, ui8 duration) const{	GiveBonus gbonus;	gbonus.bonus.type = Bonus::NONE;	gbonus.id = heroID.getNum();	gbonus.bonus.duration = duration;	gbonus.bonus.source = Bonus::OBJECT;	gbonus.bonus.sid = ID;	cb->giveHeroBonus(&gbonus);}void CGObjectInstance::onHeroVisit( const CGHeroInstance * h ) const{	switch(ID)	{	case Obj::HILL_FORT:		{			openWindow(OpenWindow::HILL_FORT_WINDOW,id.getNum(),h->id.getNum());		}		break;	case Obj::SANCTUARY:		{			//You enter the sanctuary and immediately feel as if a great weight has been lifted off your shoulders.  You feel safe here.			showInfoDialog(h,114,soundBase::GETPROTECTION);		}		break;	case Obj::TAVERN:		{			openWindow(OpenWindow::TAVERN_WINDOW,h->id.getNum(),id.getNum());		}		break;	}}ui8 CGObjectInstance::getPassableness() const{	return 0;}int3 CGObjectInstance::visitablePos() const{	return pos - getVisitableOffset();}bool CGObjectInstance::isVisitable() const{	for(int g=0; g<ARRAY_COUNT(defInfo->visitMap); ++g)	{		if(defInfo->visitMap[g] != 0)		{			return true;		}	}	return false;}bool CGObjectInstance::passableFor(PlayerColor color) const{	return getPassableness() & 1<<color.getNum();}static int lowestSpeed(const CGHeroInstance * chi){	if(!chi->Slots().size())	{        logGlobal->errorStream() << "Error! Hero " << chi->id.getNum() << " ("<<chi->name<<") has no army!";		return 20;	}	auto 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;}ui32 CGHeroInstance::getTileCost(const TerrainTile &dest, const TerrainTile &from) const{	//base move cost	unsigned ret = 100;	//if there is road both on dest and src tiles - use road movement cost    if(dest.roadType != ERoadType::NO_ROAD && from.roadType != ERoadType::NO_ROAD)	{        int road = std::min(dest.roadType,from.roadType); //used road ID		switch(road)		{        case ERoadType::DIRT_ROAD:			ret = 75;			break;        case ERoadType::GRAVEL_ROAD:			ret = 65;			break;        case ERoadType::COBBLESTONE_ROAD:			ret = 50;			break;		default:            logGlobal->errorStream() << "Unknown road type: " << road << "... Something wrong!";			break;		}	}	else	{		//FIXME: in H3 presence of Nomad in army will remove terrain penalty for sand. Bonus not implemented in VCMI		// NOTE: in H3 neutral stacks will ignore terrain penalty only if placed as topmost stack(s) in hero army.		// This is clearly bug in H3 however intended behaviour is not clear.		// Current VCMI behaviour will ignore neutrals in calculations so army in VCMI		// will always have best penalty without any influence from player-defined stacks order		bool nativeArmy = true;		for(auto stack : stacks)		{			int nativeTerrain = VLC->townh->factions[stack.second->type->faction]->nativeTerrain;            if (nativeTerrain != -1 && nativeTerrain != from.terType)			{				nativeArmy = false;				break;			}		}		if (!nativeArmy)            ret = VLC->heroh->terrCosts[from.terType]; 	}	return ret;}int3 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);	}}bool CGHeroInstance::canWalkOnSea() const{	return hasBonusOfType(Bonus::FLYING_MOVEMENT) || hasBonusOfType(Bonus::WATER_WALKING);}ui8 CGHeroInstance::getSecSkillLevel(SecondarySkill skill) const{	for(auto & elem : secSkills)		if(elem.first == skill)			return elem.second;	return 0;}void CGHeroInstance::setSecSkillLevel(SecondarySkill which, int val, bool abs){	if(getSecSkillLevel(which) == 0)	{		secSkills.push_back(std::pair<SecondarySkill,ui8>(which, val));		updateSkill(which, val);	}	else	{		for (auto & elem : secSkills)		{			if(elem.first == which)			{				if(abs)					elem.second = val;				else					elem.second += val;				if(elem.second > 3) //workaround to avoid crashes when same sec skill is given more than once				{                    logGlobal->warnStream() << "Warning: Skill " << which << " increased over limit! Decreasing to Expert.";					elem.second = 3;				}				updateSkill(which, elem.second); //when we know final value			}		}	}}bool CGHeroInstance::canLearnSkill() const{	return secSkills.size() < GameConstants::SKILL_PER_HERO;}int CGHeroInstance::maxMovePoints(bool onLand) const{	int base;	if(onLand)	{		// used function is f(x) = 66.6x + 1300, rounded to second digit, where x is lowest speed in army		static const int baseSpeed = 1300; // base speed from creature with 0 speed		int armySpeed = lowestSpeed(this) * 20 / 3;		base = armySpeed * 10 + baseSpeed; // separate *10 is intentional to receive same rounding as in h3		vstd::abetween(base, 1500, 2000); // base speed is limited by these values	}	else	{		base = 1500; //on water base movement is always 1500 (speed of army doesn't matter)	}	const Bonus::BonusType bt = onLand ? Bonus::LAND_MOVEMENT : Bonus::SEA_MOVEMENT;	const int bonus = valOfBonuses(Bonus::MOVEMENT) + valOfBonuses(bt);	const int subtype = onLand ? SecondarySkill::LOGISTICS : SecondarySkill::NAVIGATION;	const double modifier = valOfBonuses(Bonus::SECONDARY_SKILL_PREMY, subtype) / 100.0;	return int(base* (1+modifier)) + bonus;}CGHeroInstance::CGHeroInstance() : IBoatGenerator(this){	setNodeType(HERO);	ID = Obj::HERO;	tacticFormationEnabled = inTownGarrison = false;	mana = movement = portrait = level = -1;	isStanding = true;	moveDir = 4;	exp = 0xffffffff;	visitedTown = nullptr;	type = nullptr;	boat = nullptr;	commander = nullptr;	sex = 0xff;	secSkills.push_back(std::make_pair(SecondarySkill::DEFAULT, -1));}void CGHeroInstance::initHero(HeroTypeID SUBID){	subID = SUBID.getNum();	initHero();}void CGHeroInstance::initHero(){	assert(validTypes(true));	if(ID == Obj::HERO)		initHeroDefInfo();	if(!type)		type = VLC->heroh->heroes[subID];	if(!vstd::contains(spells, SpellID::PRESET)) //hero starts with a spell	{		for(auto spellID : type->spells)			spells.insert(spellID);	}	else //remove placeholder		spells -= SpellID::PRESET;	if(!getArt(ArtifactPosition::MACH4) && !getArt(ArtifactPosition::SPELLBOOK) && type->haveSpellBook) //no catapult means we haven't read pre-existent set -> use default rules for spellbook		putArtifact(ArtifactPosition::SPELLBOOK, CArtifactInstance::createNewArtifactInstance(0));	if(!getArt(ArtifactPosition::MACH4))		putArtifact(ArtifactPosition::MACH4, CArtifactInstance::createNewArtifactInstance(3)); //everyone has a catapult	if(portrait < 0 || portrait == 255)		portrait = type->imageIndex;	if(!hasBonus(Selector::sourceType(Bonus::HERO_BASE_SKILL)))	{		for(int g=0; g<GameConstants::PRIMARY_SKILLS; ++g)		{			pushPrimSkill(static_cast<PrimarySkill::PrimarySkill>(g), type->heroClass->primarySkillInitial[g]);		}	}	if(secSkills.size() == 1 && secSkills[0] == std::pair<SecondarySkill,ui8>(SecondarySkill::DEFAULT, -1)) //set secondary skills to default		secSkills = type->secSkillsInit;	if (!name.length())		name = type->name;	if (sex == 0xFF)//sex is default		sex = type->sex;	setFormation(false);	if (!stacksCount()) //standard army//initial army	{		initArmy();	}	assert(validTypes());	if (exp == 0xffffffff)	{		initExp();	}	else if (ID != Obj::PRISON)	{		level = VLC->heroh->level(exp);	}	else //warp hero at the beginning of next turn	{		level = 1;	}	if (VLC->modh->modules.COMMANDERS && !commander)	{		commander = new CCommanderInstance (VLC->townh->factions[type->heroClass->faction]->commander);		commander->setArmyObj (castToArmyObj()); //TODO: separate function for setting commanders		commander->giveStackExp (exp); //after our exp is set	}	if (mana < 0)		mana = manaLimit();}void CGHeroInstance::initArmy(IArmyDescriptor *dst /*= nullptr*/){	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;	vstd::amin(howManyStacks, type->initialArmy.size());	for(int stackNo=0; stackNo < howManyStacks; stackNo++)	{		auto & stack = type->initialArmy[stackNo];		int range = stack.maxAmount - stack.minAmount;		int count = ran()%(range+1) + stack.minAmount;		if(stack.creature >= CreatureID::CATAPULT &&		   stack.creature <= CreatureID::ARROW_TOWERS) //war machine		{			warMachinesGiven++;			if(dst != this)				continue;			int slot = -1;			ArtifactID aid = ArtifactID::NONE;			switch (stack.creature)			{			case CreatureID::CATAPULT:				slot = ArtifactPosition::MACH4;				aid = ArtifactID::CATAPULT;				break;			default:				aid = CArtHandler::creatureToMachineID(stack.creature);				slot = 9 + aid;				break;			}			auto convSlot = ArtifactPosition(slot);			if(!getArt(convSlot))				putArtifact(convSlot, CArtifactInstance::createNewArtifactInstance(aid));			else                logGlobal->warnStream() << "Hero " << name << " already has artifact at " << slot << ", omitting giving " << aid;		}		else			dst->setCreature(SlotID(stackNo-warMachinesGiven), stack.creature, count);	}}void CGHeroInstance::initHeroDefInfo(){	if(!defInfo  ||  defInfo->id != Obj::HERO)	{		defInfo = new CGDefInfo();		defInfo->id = Obj::HERO;		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->blockMap[5] = 253;	defInfo->visitMap[5] = 2;	defInfo->coverageMap[4] = defInfo->coverageMap[5] = 224;}CGHeroInstance::~CGHeroInstance(){	commander.dellNull();}bool CGHeroInstance::needsLastStack() const{	return true;}void CGHeroInstance::onHeroVisit(const CGHeroInstance * h) const{	if(h == this) return; //exclude potential self-visiting	if (ID == Obj::HERO)	{		if( cb->gameState()->getPlayerRelations(tempOwner, h->tempOwner)) //our or ally hero		{			//exchange			cb->heroExchange(h->id, id);		}		else //battle		{			if(visitedTown) //we're in town				visitedTown->onHeroVisit(h); //town will handle attacking			else				cb->startBattleI(h,	this);		}	}	else if(ID == Obj::PRISON)	{		int txt_id;		if(cb->getHeroCount(h->tempOwner,false) < GameConstants::MAX_HEROES_PER_PLAYER) //free hero slot		{			cb->changeObjPos(id,pos+int3(1,0,0),0);			//update hero parameters			SetMovePoints smp;			smp.hid = id;			smp.val = maxMovePoints (true); //TODO: hota prison on water?			cb->setMovePoints (&smp);			cb->setManaPoints (id, manaLimit());			cb->setObjProperty(id, ObjProperty::ID, Obj::HERO); //set ID to 34			cb->giveHero(id,h->tempOwner); //recreates def and adds hero to player			txt_id = 102;		}		else //already 8 wandering heroes		{			txt_id = 103;		}		showInfoDialog(h,txt_id,soundBase::ROGUE);	}}const std::string & CGHeroInstance::getHoverText() const{	if(ID != Obj::PRISON)	{		hoverName = VLC->generaltexth->allTexts[15];		boost::algorithm::replace_first(hoverName,"%s",name);		boost::algorithm::replace_first(hoverName,"%s", type->heroClass->name);		return hoverName;	}	else		hoverName = VLC->generaltexth->names[ID];	return hoverName;}const std::string & CGHeroInstance::getBiography() const{	if (biography.length())		return biography;	return type->biography;}ui8 CGHeroInstance::maxlevelsToMagicSchool() const{	return type->heroClass->isMagicHero() ? 3 : 4;}ui8 CGHeroInstance::maxlevelsToWisdom() const{	return type->heroClass->isMagicHero() ? 3 : 6;}void CGHeroInstance::SecondarySkillsInfo::resetMagicSchoolCounter(){	magicSchoolCounter = 1;}void CGHeroInstance::SecondarySkillsInfo::resetWisdomCounter(){	wisdomCounter = 1;}void CGHeroInstance::initObj(){	blockVisit = true;	auto  hs = new HeroSpecial();	hs->setNodeType(CBonusSystemNode::specialty);	attachTo(hs); //do we ever need to detach it?	if(!type)		initHero(); //TODO: set up everything for prison before specialties are configured	skillsInfo.randomSeed = rand();	skillsInfo.resetMagicSchoolCounter();	skillsInfo.resetWisdomCounter();	for(const auto &spec : type->spec) //TODO: unfity with bonus system	{		auto bonus = new Bonus();		bonus->val = spec.val;		bonus->sid = id.getNum(); //from the hero, specialty has no unique id		bonus->duration = Bonus::PERMANENT;		bonus->source = Bonus::HERO_SPECIAL;		switch (spec.type)		{			case 1:// creature specialty				{					hs->growsWithLevel = true;					const CCreature &specCreature = *VLC->creh->creatures[spec.additionalinfo]; //creature in which we have specialty					int creLevel = specCreature.level;					if(!creLevel)					{						if(spec.additionalinfo == 146)							creLevel = 5; //treat ballista as 5-level						else						{                            logGlobal->warnStream() << "Warning: unknown level of " << specCreature.namePl;							continue;						}					}					//bonus->additionalInfo = spec.additionalinfo; //creature id, should not be used again - this works only with limiter					bonus->limiter.reset(new CCreatureTypeLimiter (specCreature, true)); //with upgrades					bonus->type = Bonus::PRIMARY_SKILL;					bonus->valType = Bonus::ADDITIVE_VALUE;					bonus->subtype = PrimarySkill::ATTACK;					hs->addNewBonus(bonus);					bonus = new Bonus(*bonus);					bonus->subtype = PrimarySkill::DEFENSE;					hs->addNewBonus(bonus);					//values will be calculated later					bonus = new Bonus(*bonus);					bonus->type = Bonus::STACKS_SPEED;					bonus->val = 1; //+1 speed					hs->addNewBonus(bonus);				}				break;			case 2://secondary skill				hs->growsWithLevel = true;				bonus->type = Bonus::SPECIAL_SECONDARY_SKILL; //needs to be recalculated with level, based on this value				bonus->valType = Bonus::BASE_NUMBER; // to receive nonzero value				bonus->subtype = spec.subtype; //skill id				bonus->val = spec.val; //value per level, in percent				hs->addNewBonus(bonus);				bonus = new Bonus(*bonus);				switch (spec.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;				}				bonus->type = Bonus::SECONDARY_SKILL_PREMY; //value will be calculated later				hs->addNewBonus(bonus);				break;			case 3://spell damage bonus, level dependent but calculated elsewhere				bonus->type = Bonus::SPECIAL_SPELL_LEV;				bonus->subtype = spec.subtype;				hs->addNewBonus(bonus);				break;			case 4://creature stat boost				switch (spec.subtype)				{					case 1://attack						bonus->type = Bonus::PRIMARY_SKILL;						bonus->subtype = PrimarySkill::ATTACK;						break;					case 2://defense						bonus->type = Bonus::PRIMARY_SKILL;						bonus->subtype = PrimarySkill::DEFENSE;						break;					case 3:						bonus->type = Bonus::CREATURE_DAMAGE;						bonus->subtype = 0; //both min and max						break;					case 4://hp						bonus->type = Bonus::STACK_HEALTH;						break;					case 5:						bonus->type = Bonus::STACKS_SPEED;						break;					default:						continue;				}				bonus->additionalInfo = spec.additionalinfo; //creature id				bonus->valType = Bonus::ADDITIVE_VALUE;				bonus->limiter.reset(new CCreatureTypeLimiter (*VLC->creh->creatures[spec.additionalinfo], true));				hs->addNewBonus(bonus);				break;			case 5://spell damage bonus in percent				bonus->type = Bonus::SPECIFIC_SPELL_DAMAGE;				bonus->valType = Bonus::BASE_NUMBER; // current spell system is screwed				bonus->subtype = spec.subtype; //spell id				hs->addNewBonus(bonus);				break;			case 6://damage bonus for bless (Adela)				bonus->type = Bonus::SPECIAL_BLESS_DAMAGE;				bonus->subtype = spec.subtype; //spell id if you ever wanted to use it otherwise				bonus->additionalInfo = spec.additionalinfo; //damage factor				hs->addNewBonus(bonus);				break;			case 7://maxed mastery for spell				bonus->type = Bonus::MAXED_SPELL;				bonus->subtype = spec.subtype; //spell i				hs->addNewBonus(bonus);				break;			case 8://peculiar spells - enchantments				bonus->type = Bonus::SPECIAL_PECULIAR_ENCHANT;				bonus->subtype = spec.subtype; //spell id				bonus->additionalInfo = spec.additionalinfo;//0, 1 for Coronius				hs->addNewBonus(bonus);				break;			case 9://upgrade creatures			{				const auto &creatures = VLC->creh->creatures;				bonus->type = Bonus::SPECIAL_UPGRADE;				bonus->subtype = spec.subtype; //base id				bonus->additionalInfo = spec.additionalinfo; //target id				hs->addNewBonus(bonus);				bonus = new Bonus(*bonus);				for(auto cre_id : creatures[spec.subtype]->upgrades)				{					bonus->subtype = cre_id; //propagate for regular upgrades of base creature					hs->addNewBonus(bonus);					bonus = new Bonus(*bonus);				}				vstd::clear_pointer(bonus);				break;			}			case 10://resource generation				bonus->type = Bonus::GENERATE_RESOURCE;				bonus->subtype = spec.subtype;				hs->addNewBonus(bonus);				break;			case 11://starting skill with mastery (Adrienne)				cb->changeSecSkill(this, SecondarySkill(spec.val), spec.additionalinfo); //simply give it and forget				break;			case 12://army speed				bonus->type = Bonus::STACKS_SPEED;				hs->addNewBonus(bonus);				break;			case 13://Dragon bonuses (Mutare)				bonus->type = Bonus::PRIMARY_SKILL;				bonus->valType = Bonus::ADDITIVE_VALUE;				switch (spec.subtype)				{					case 1:						bonus->subtype = PrimarySkill::ATTACK;						break;					case 2:						bonus->subtype = PrimarySkill::DEFENSE;						break;				}				bonus->limiter.reset(new HasAnotherBonusLimiter(Bonus::DRAGON_NATURE));				hs->addNewBonus(bonus);				break;			default:                logGlobal->warnStream() << "Unexpected hero specialty " << type;		}	}	specialty.push_back(hs); //will it work?	for (auto hs2 : type->specialty) //copy active (probably growing) bonuses from hero prootype to hero object	{		auto  hs = new HeroSpecial();		attachTo(hs); //do we ever need to detach it?		hs->setNodeType(CBonusSystemNode::specialty);		for (auto bonus : hs2.bonuses)		{			hs->addNewBonus (bonus);		}		hs->growsWithLevel = hs2.growsWithLevel;		specialty.push_back(hs); //will it work?	}	//initialize bonuses	for(auto skill_info : secSkills)		updateSkill(SecondarySkill(skill_info.first), skill_info.second);	Updatespecialty();	mana = manaLimit(); //after all bonuses are taken into account, make sure this line is the last one	type->name = name;}void CGHeroInstance::Updatespecialty() //TODO: calculate special value of bonuses on-the-fly?{	for (auto hs : specialty)	{		if (hs->growsWithLevel)		{			//const auto &creatures = VLC->creh->creatures;			for(Bonus * b : hs->getBonusList())			{				switch (b->type)				{					case Bonus::SECONDARY_SKILL_PREMY:						b->val = (hs->valOfBonuses(Bonus::SPECIAL_SECONDARY_SKILL, b->subtype) * level);						break; //use only hero skills as bonuses to avoid feedback loop					case Bonus::PRIMARY_SKILL: //for creatures, that is					{						const CCreature * cre = nullptr;						int creLevel = 0;						if (auto creatureLimiter = std::dynamic_pointer_cast<CCreatureTypeLimiter>(b->limiter)) //TODO: more general eveluation of bonuses?						{							cre = creatureLimiter->creature;							creLevel = cre->level;							if (!creLevel)							{								creLevel = 5; //treat ballista as tier 5							}						}						else //no creature found, can't calculate value						{                            logGlobal->warnStream() << "Primary skill specialty growth supported only with creature type limiters";							break;						}						double primSkillModifier = (int)(level / creLevel) / 20.0;						int param;						switch (b->subtype)						{							case PrimarySkill::ATTACK:								param = cre->Attack();								break;							case PrimarySkill::DEFENSE:								param = cre->Defense();								break;							default:								continue;						}						b->val = ceil(param * (1 + primSkillModifier)) - param; //yep, overcomplicated but matches original						break;					}				}			}		}	}}void CGHeroInstance::updateSkill(SecondarySkill which, int val){	if(which == SecondarySkill::LEADERSHIP || which == SecondarySkill::LUCK)	{ //luck-> VLC->generaltexth->arraytxt[73+luckSkill]; VLC->generaltexth->arraytxt[104+moraleSkill]		bool luck = which == SecondarySkill::LUCK;		Bonus::BonusType type[] = {Bonus::MORALE, Bonus::LUCK};		Bonus *b = getBonusLocalFirst(Selector::type(type[luck]).And(Selector::sourceType(Bonus::SECONDARY_SKILL)));		if(!b)		{			b = new Bonus(Bonus::PERMANENT, type[luck], Bonus::SECONDARY_SKILL, +val, which, which, Bonus::BASE_NUMBER);			addNewBonus(b);		}		else			b->val = +val;	}	else if(which == SecondarySkill::DIPLOMACY) //surrender discount: 20% per level	{		if(Bonus *b = getBonusLocalFirst(Selector::type(Bonus::SURRENDER_DISCOUNT).And(Selector::sourceType(Bonus::SECONDARY_SKILL))))			b->val = +val;		else			addNewBonus(new Bonus(Bonus::PERMANENT, Bonus::SURRENDER_DISCOUNT, Bonus::SECONDARY_SKILL, val * 20, which));	}	int skillVal = 0;	switch (which)	{	case SecondarySkill::ARCHERY:		switch (val)		{		case 1:			skillVal = 10; break;		case 2:			skillVal = 25; break;		case 3:			skillVal = 50; break;		}		break;	case SecondarySkill::LOGISTICS:		skillVal = 10 * val; break;	case SecondarySkill::NAVIGATION:		skillVal = 50 * val; break;	case SecondarySkill::MYSTICISM:		skillVal = val; break;	case SecondarySkill::EAGLE_EYE:		skillVal = 30 + 10 * val; break;	case SecondarySkill::NECROMANCY:		skillVal = 10 * val; break;	case SecondarySkill::LEARNING:		skillVal = 5 * val; break;	case SecondarySkill::OFFENCE:		skillVal = 10 * val; break;	case SecondarySkill::ARMORER:		skillVal = 5 * val; break;	case SecondarySkill::INTELLIGENCE:		skillVal = 25 << (val-1); break;	case SecondarySkill::SORCERY:		skillVal = 5 * val; break;	case SecondarySkill::RESISTANCE:		skillVal = 5 << (val-1); break;	case SecondarySkill::FIRST_AID:		skillVal = 25 + 25*val; break;	case SecondarySkill::ESTATES:		skillVal = 125 << (val-1); break;	}	Bonus::ValueType skillValType = skillVal ? Bonus::BASE_NUMBER : Bonus::INDEPENDENT_MIN;	if(Bonus * b = getBonusList().getFirst(Selector::typeSubtype(Bonus::SECONDARY_SKILL_PREMY, which)										.And(Selector::sourceType(Bonus::SECONDARY_SKILL)))) //only local hero bonus	{		b->val = skillVal;		b->valType = skillValType;	}	else	{		auto bonus = new Bonus(Bonus::PERMANENT, Bonus::SECONDARY_SKILL_PREMY, Bonus::SECONDARY_SKILL, skillVal, id.getNum(), which, skillValType);		bonus->source = Bonus::SECONDARY_SKILL;		addNewBonus(bonus);	}}void CGHeroInstance::setPropertyDer( ui8 what, ui32 val ){	if(what == ObjProperty::PRIMARY_STACK_COUNT)		setStackCount(SlotID(0), val);}double CGHeroInstance::getHeroStrength() const{	return sqrt((1.0 + 0.05*getPrimSkillLevel(PrimarySkill::ATTACK)) * (1.0 + 0.05*getPrimSkillLevel(PrimarySkill::DEFENSE)));}ui64 CGHeroInstance::getTotalStrength() const{	double ret = getHeroStrength() * getArmyStrength();	return (ui64) ret;}TExpType CGHeroInstance::calculateXp(TExpType exp) const{	return exp * (100 + valOfBonuses(Bonus::SECONDARY_SKILL_PREMY, SecondarySkill::LEARNING))/100.0;}ui8 CGHeroInstance::getSpellSchoolLevel(const CSpell * spell, int *outSelectedSchool) const{	si16 skill = -1; //skill level#define TRY_SCHOOL(schoolName, schoolMechanicsId, schoolOutId)	\	if(spell-> schoolName)									\	{															\		int thisSchool = std::max<int>(getSecSkillLevel( \			SecondarySkill(14 + (schoolMechanicsId))), \			valOfBonuses(Bonus::MAGIC_SCHOOL_SKILL, 1 << (schoolMechanicsId))); \		if(thisSchool > skill)									\		{														\			skill = thisSchool;									\			if(outSelectedSchool)								\				*outSelectedSchool = schoolOutId;				\		}														\	}	TRY_SCHOOL(fire, 0, 1)	TRY_SCHOOL(air, 1, 0)	TRY_SCHOOL(water, 2, 2)	TRY_SCHOOL(earth, 3, 3)#undef TRY_SCHOOL	vstd::amax(skill, valOfBonuses(Bonus::MAGIC_SCHOOL_SKILL, 0)); //any school bonus	vstd::amax(skill, valOfBonuses(Bonus::SPELL, spell->id.toEnum())); //given by artifact or other effect	if (hasBonusOfType(Bonus::MAXED_SPELL, spell->id))//hero specialty (Daremyth, Melodia)		skill = 3;	assert(skill >= 0 && skill <= 3);	return skill;}bool CGHeroInstance::canCastThisSpell(const CSpell * spell) const{	if(!getArt(ArtifactPosition::SPELLBOOK)) //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. */CStackBasicDescriptor CGHeroInstance::calculateNecromancy (const BattleResult &battleResult) const{	const ui8 necromancyLevel = getSecSkillLevel(SecondarySkill::NECROMANCY);	// Hero knows necromancy or has Necromancer Cloak	if (necromancyLevel > 0 || hasBonusOfType(Bonus::IMPROVED_NECROMANCY))	{		double necromancySkill = valOfBonuses(Bonus::SECONDARY_SKILL_PREMY, SecondarySkill::NECROMANCY)/100.0;		vstd::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 CreatureID creatureTypes[] = {CreatureID::SKELETON, CreatureID::WALKING_DEAD, CreatureID::WIGHTS, CreatureID::LICHES};		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 (auto & casualtie : casualties)		{			// Get lost enemy hit points convertible to units.			CCreature * c = VLC->creh->creatures[casualtie.first];			const ui32 raisedHP = c->valOfBonuses(Bonus::STACK_HEALTH) * casualtie.second * necromancySkill;			raisedUnits += std::min<ui32>(raisedHP / raisedUnitHP, casualtie.second * necromancySkill); //limit to % of HP and % of original stack count		}		// Make room for new units.		SlotID slot = getSlotFor(raisedUnitType->idNumber);		if (slot == SlotID())		{			// 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 CStackBasicDescriptor(raisedUnitType->idNumber, raisedUnits);	}	return CStackBasicDescriptor();}/** * 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 CStackBasicDescriptor &raisedStack) const{	InfoWindow iw;	iw.soundID = soundBase::pickup01 + ran() % 7;	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);	}	else // Practicing the dark arts of necromancy, ... (singular)	{		iw.text.addTxt(MetaString::GENERAL_TXT, 146);	}	iw.text.addReplacement(raisedStack);	cb->showInfoDialog(&iw);}int3 CGHeroInstance::getSightCenter() const{	return getPosition(false);}int CGHeroInstance::getSightRadious() const{	return 5 + getSecSkillLevel(SecondarySkill::SCOUTING) + valOfBonuses(Bonus::SIGHT_RADIOUS); //default + scouting}si32 CGHeroInstance::manaRegain() const{	if (hasBonusOfType(Bonus::FULL_MANA_REGENERATION))		return manaLimit();	return 1 + valOfBonuses(Bonus::SECONDARY_SKILL_PREMY, 8) + valOfBonuses(Bonus::MANA_REGENERATION); //1 + Mysticism level}// /**//  * 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) //use only for fixed artifacts// {// 	CArtifact * const artifact = VLC->arth->artifacts[aid]; //pointer to constant object// 	CArtifactInstance *ai = CArtifactInstance::createNewArtifactInstance(artifact);// 	ai->putAt(this, ai->firstAvailableSlot(this));// }int CGHeroInstance::getBoatType() const{	switch(type->heroClass->getAlignment())	{	case EAlignment::GOOD:		return 1;	case EAlignment::EVIL:		return 0;	case EAlignment::NEUTRAL:		return 2;	default:		throw std::runtime_error("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 (auto & dir : dirs)		offsets += dir;}int CGHeroInstance::getSpellCost(const CSpell *sp) const{	return sp->costs[getSpellSchoolLevel(sp)];}void CGHeroInstance::pushPrimSkill( PrimarySkill::PrimarySkill which, int val ){	assert(!hasBonus(Selector::typeSubtype(Bonus::PRIMARY_SKILL, which)						.And(Selector::sourceType(Bonus::HERO_BASE_SKILL))));	addNewBonus(new Bonus(Bonus::PERMANENT, Bonus::PRIMARY_SKILL, Bonus::HERO_BASE_SKILL, val, id.getNum(), which));}EAlignment::EAlignment CGHeroInstance::getAlignment() const{	return type->heroClass->getAlignment();}void CGHeroInstance::initExp(){	exp=40+  (ran())  % 50;	level = 1;}std::string CGHeroInstance::nodeName() const{	return "Hero " + name;}void CGHeroInstance::putArtifact(ArtifactPosition pos, CArtifactInstance *art){	assert(!getArt(pos));	art->putAt(ArtifactLocation(this, pos));}void CGHeroInstance::putInBackpack(CArtifactInstance *art){	putArtifact(art->firstBackpackSlot(this), art);}bool CGHeroInstance::hasSpellbook() const{	return getArt(ArtifactPosition::SPELLBOOK);}void CGHeroInstance::deserializationFix(){	artDeserializationFix(this);	//for (auto hs : specialty)	//{	//	attachTo (hs);	//}}CBonusSystemNode * CGHeroInstance::whereShouldBeAttached(CGameState *gs){	if(visitedTown)	{		if(inTownGarrison)			return visitedTown;		else			return &visitedTown->townAndVis;	}	else		return CArmedInstance::whereShouldBeAttached(gs);}int CGHeroInstance::movementPointsAfterEmbark(int MPsBefore, int basicCost, bool disembark /*= false*/) const{	if(hasBonusOfType(Bonus::FREE_SHIP_BOARDING))		return (MPsBefore - basicCost) * static_cast<double>(maxMovePoints(disembark)) / maxMovePoints(!disembark);	return 0; //take all MPs otherwise}CGHeroInstance::ECanDig CGHeroInstance::diggingStatus() const{	if(movement < maxMovePoints(true))		return LACK_OF_MOVEMENT;    else if(cb->getTile(getPosition(false))->terType == ETerrainType::WATER)		return WRONG_TERRAIN;	else	{		const TerrainTile *t = cb->getTile(getPosition());		//TODO look for hole		//CGI->mh->getTerrainDescr(h->getPosition(false), hlp, false);		if(/*hlp.length() || */t->blockingObjects.size() > 1)			return TILE_OCCUPIED;		else			return CAN_DIG;	}}ArtBearer::ArtBearer CGHeroInstance::bearerType() const{	return ArtBearer::HERO;}std::vector<SecondarySkill> CGHeroInstance::levelUpProposedSkills() const{	std::vector<SecondarySkill> obligatorySkills; //hero is offered magic school or wisdom if possible	if (!skillsInfo.magicSchoolCounter)	{		std::vector<SecondarySkill> ss;		ss += SecondarySkill::FIRE_MAGIC, SecondarySkill::WATER_MAGIC, SecondarySkill::EARTH_MAGIC, SecondarySkill::EARTH_MAGIC;		auto rng = [=](ui32 val)-> ui32		{			return skillsInfo.randomSeed % val; //must be determined		};		std::random_shuffle(ss.begin(), ss.end(), rng);		for (auto skill : ss)		{			if (cb->isAllowed(2, skill) && !getSecSkillLevel(skill)) //only schools hero doesn't know yet			{				obligatorySkills.push_back(skill);				break; //only one			}		}	}	if (!skillsInfo.wisdomCounter)	{		if (cb->isAllowed(2, SecondarySkill::WISDOM) && !getSecSkillLevel(SecondarySkill::WISDOM))			obligatorySkills.push_back(SecondarySkill::WISDOM);	}	std::vector<SecondarySkill> skills;	//picking sec. skills for choice	std::set<SecondarySkill> basicAndAdv, expert, none;	for(int i=0;i<GameConstants::SKILL_QUANTITY;i++)		if (cb->isAllowed(2,i))			none.insert(SecondarySkill(i));	for(auto & elem : secSkills)	{		if(elem.second < 3)			basicAndAdv.insert(elem.first);		else			expert.insert(elem.first);		none.erase(elem.first);	}	for (auto s : obligatorySkills) //don't duplicate them	{		none.erase (s);		basicAndAdv.erase (s);		expert.erase (s);	}	//first offered skill	if (canLearnSkill() && obligatorySkills.size()) //offer always if possible	{		skills.push_back (obligatorySkills[0]);	}	else if(basicAndAdv.size())	{		SecondarySkill s = type->heroClass->chooseSecSkill(basicAndAdv);//upgrade existing		skills.push_back(s);		basicAndAdv.erase(s);	}	else if(none.size() && canLearnSkill())	{		skills.push_back(type->heroClass->chooseSecSkill(none)); //give new skill		none.erase(skills.back());	}	//second offered skill	if (canLearnSkill() && obligatorySkills.size() > 1)	{		skills.push_back (obligatorySkills[1]);	}	else if(none.size() && canLearnSkill()) //hero have free skill slot	{		skills.push_back(type->heroClass->chooseSecSkill(none)); //new skill	}	else if(basicAndAdv.size())	{		skills.push_back(type->heroClass->chooseSecSkill(basicAndAdv)); //upgrade existing	}	return skills;}bool CGHeroInstance::gainsLevel() const{	return exp >= VLC->heroh->reqExp(level+1);}void CGDwelling::initObj(){	switch(ID)	{	case Obj::CREATURE_GENERATOR1:		{			CreatureID crid = VLC->objh->cregens[subID];			const CCreature *crs = VLC->creh->creatures[crid];			creatures.resize(1);			creatures[0].second.push_back(crid);			if (subID >= VLC->generaltexth->creGens.size()) //very messy workaround			{				auto & dwellingNames = VLC->townh->factions[crs->faction]->town->dwellingNames;				assert (!dwellingNames.empty());				hoverName = dwellingNames[VLC->creh->creatures[subID]->level - 1];			}			else				hoverName = VLC->generaltexth->creGens[subID];			if(crs->level > 4)				putStack(SlotID(0), new CStackInstance(crs, (crs->growth) * 3));			if (getOwner() != PlayerColor::NEUTRAL)				cb->gameState()->players[getOwner()].dwellings.push_back (this);		}		break;	case Obj::CREATURE_GENERATOR4:		creatures.resize(4);		if(subID == 1) //Golem Factory		{			creatures[0].second.push_back(CreatureID::STONE_GOLEM);			creatures[1].second.push_back(CreatureID::IRON_GOLEM);			creatures[2].second.push_back(CreatureID::GOLD_GOLEM);			creatures[3].second.push_back(CreatureID::DIAMOND_GOLEM);			//guards			putStack(SlotID(0), new CStackInstance(CreatureID::GOLD_GOLEM, 9));			putStack(SlotID(1), new CStackInstance(CreatureID::DIAMOND_GOLEM, 6));		}		else if(subID == 0) // Elemental Conflux		{			creatures[0].second.push_back(CreatureID::AIR_ELEMENTAL);			creatures[1].second.push_back(CreatureID::FIRE_ELEMENTAL);			creatures[2].second.push_back(CreatureID::EARTH_ELEMENTAL);			creatures[3].second.push_back(CreatureID::WATER_ELEMENTAL);			//guards			putStack(SlotID(0), new CStackInstance(CreatureID::EARTH_ELEMENTAL, 12));		}		else		{			assert(0);		}		hoverName = VLC->generaltexth->creGens4[subID];		break;	case Obj::REFUGEE_CAMP:		//is handled within newturn func		break;	case Obj::WAR_MACHINE_FACTORY:		creatures.resize(3);		creatures[0].second.push_back(CreatureID::BALLISTA);		creatures[1].second.push_back(CreatureID::FIRST_AID_TENT);		creatures[2].second.push_back(CreatureID::AMMO_CART);		break;	default:		assert(0);		break;	}}void CGDwelling::setProperty(ui8 what, ui32 val){	switch (what)	{		case ObjProperty::OWNER: //change owner			if (ID == Obj::CREATURE_GENERATOR1) //single generators			{				if (tempOwner != PlayerColor::NEUTRAL)				{					std::vector<ConstTransitivePtr<CGDwelling> >* dwellings = &cb->gameState()->players[tempOwner].dwellings;					dwellings->erase (std::find(dwellings->begin(), dwellings->end(), this));				}				if (PlayerColor(val) != PlayerColor::NEUTRAL) //can new owner be neutral?					cb->gameState()->players[PlayerColor(val)].dwellings.push_back (this);			}			break;		case ObjProperty::AVAILABLE_CREATURE:			creatures.resize(1);			creatures[0].second.resize(1);			creatures[0].second[0] = CreatureID(val);			break;	}	CGObjectInstance::setProperty(what,val);}void CGDwelling::onHeroVisit( const CGHeroInstance * h ) const{	if(ID == Obj::REFUGEE_CAMP && !creatures[0].first) //Refugee Camp, no available cres	{		InfoWindow iw;		iw.player = h->tempOwner;		iw.text.addTxt(MetaString::ADVOB_TXT, 44); //{%s} \n\n The camp is deserted.  Perhaps you should try next week.		iw.text.addReplacement(MetaString::OBJ_NAMES, ID);		cb->sendAndApply(&iw);		return;	}	PlayerRelations::PlayerRelations relations = cb->gameState()->getPlayerRelations( h->tempOwner, tempOwner );	if ( relations == PlayerRelations::ALLIES )		return;//do not allow recruiting or capturing	if( !relations  &&  stacksCount() > 0) //object is guarded, owned by enemy	{		BlockingDialog bd(true,false);		bd.player = h->tempOwner;		bd.text.addTxt(MetaString::GENERAL_TXT, 421); //Much to your dismay, the %s is guarded by %s %s. Do you wish to fight the guards?		bd.text.addReplacement(ID == Obj::CREATURE_GENERATOR1 ? MetaString::CREGENS : MetaString::CREGENS4, subID);		bd.text.addReplacement(MetaString::ARRAY_TXT, 176 + Slots().begin()->second->getQuantityID()*3);		bd.text.addReplacement(*Slots().begin()->second);		cb->showBlockingDialog(&bd);		return;	}	if(!relations  &&  ID != Obj::WAR_MACHINE_FACTORY)	{		cb->setOwner(this, h->tempOwner);	}	BlockingDialog bd (true,false);	bd.player = h->tempOwner;	if(ID == Obj::CREATURE_GENERATOR1 || ID == Obj::CREATURE_GENERATOR4)	{		bd.text.addTxt(MetaString::ADVOB_TXT, ID == Obj::CREATURE_GENERATOR1 ? 35 : 36); //{%s} Would you like to recruit %s? / {%s} Would you like to recruit %s, %s, %s, or %s?		bd.text.addReplacement(ID == Obj::CREATURE_GENERATOR1 ? MetaString::CREGENS : MetaString::CREGENS4, subID);		for(auto & elem : creatures)			bd.text.addReplacement(MetaString::CRE_PL_NAMES, elem.second[0]);	}	else if(ID == Obj::REFUGEE_CAMP)	{		bd.text.addTxt(MetaString::ADVOB_TXT, 35); //{%s} Would you like to recruit %s?		bd.text.addReplacement(MetaString::OBJ_NAMES, ID);		for(auto & elem : creatures)			bd.text.addReplacement(MetaString::CRE_PL_NAMES, elem.second[0]);	}	else if(ID == Obj::WAR_MACHINE_FACTORY)		bd.text.addTxt(MetaString::ADVOB_TXT, 157); //{War Machine Factory} Would you like to purchase War Machines?	else		throw std::runtime_error("Illegal dwelling!");	cb->showBlockingDialog(&bd);}void CGDwelling::newTurn() const{	if(cb->getDate(Date::DAY_OF_WEEK) != 1) //not first day of week		return;	//town growths and War Machines Factories are handled separately	if(ID == Obj::TOWN  ||  ID == Obj::WAR_MACHINE_FACTORY)		return;	if(ID == Obj::REFUGEE_CAMP) //if it's a refugee camp, we need to pick an available creature	{		cb->setObjProperty(id, ObjProperty::AVAILABLE_CREATURE, VLC->creh->pickRandomMonster());	}	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())		{			CCreature *cre = VLC->creh->creatures[creatures[i].second[0]];			TQuantity amount = cre->growth * (1 + cre->valOfBonuses(Bonus::CREATURE_GROWTH_PERCENT)/100) + cre->valOfBonuses(Bonus::CREATURE_GROWTH);			if (VLC->modh->settings.DWELLINGS_ACCUMULATE_CREATURES && ID != Obj::REFUGEE_CAMP) //camp should not try to accumulate different kinds of creatures				sac.creatures[i].first += amount;			else				sac.creatures[i].first = amount;			change = true;		}	}	if(change)		cb->sendAndApply(&sac);}void CGDwelling::heroAcceptsCreatures( const CGHeroInstance *h) const{	CreatureID crid = creatures[0].second[0];	CCreature *crs = VLC->creh->creatures[crid];	TQuantity count = creatures[0].first;	if(crs->level == 1  &&  ID != Obj::REFUGEE_CAMP) //first level - creatures are for free	{		if(count) //there are available creatures		{			SlotID slot = h->getSlotFor(crid);			if(!slot.validSlot()) //no available slot			{				InfoWindow iw;				iw.player = h->tempOwner;				iw.text.addTxt(MetaString::GENERAL_TXT, 425);//The %s would join your hero, but there aren't enough provisions to support them.				iw.text.addReplacement(MetaString::CRE_PL_NAMES, crid);				cb->showInfoDialog(&iw);			}			else //give creatures			{				SetAvailableCreatures sac;				sac.tid = id;				sac.creatures = creatures;				sac.creatures[0].first = 0;				InfoWindow iw;				iw.player = h->tempOwner;				iw.text.addTxt(MetaString::GENERAL_TXT, 423); //%d %s join your army.				iw.text.addReplacement(count);				iw.text.addReplacement(MetaString::CRE_PL_NAMES, crid);				cb->showInfoDialog(&iw);				cb->sendAndApply(&sac);				cb->addToSlot(StackLocation(h, slot), crs, count);			}		}		else //there no creatures		{			InfoWindow iw;			iw.text.addTxt(MetaString::GENERAL_TXT, 422); //There are no %s here to recruit.			iw.text.addReplacement(MetaString::CRE_PL_NAMES, crid);			iw.player = h->tempOwner;			cb->sendAndApply(&iw);		}	}	else	{		if(ID == Obj::WAR_MACHINE_FACTORY) //pick available War Machines		{			//there is 1 war machine available to recruit if hero doesn't have one			SetAvailableCreatures sac;			sac.tid = id;			sac.creatures = creatures;			sac.creatures[0].first = !h->getArt(ArtifactPosition::MACH1); //ballista			sac.creatures[1].first = !h->getArt(ArtifactPosition::MACH3); //first aid tent			sac.creatures[2].first = !h->getArt(ArtifactPosition::MACH2); //ammo cart			cb->sendAndApply(&sac);		}		OpenWindow ow;		ow.id1 = id.getNum();		ow.id2 = h->id.getNum();		ow.window = (ID == Obj::CREATURE_GENERATOR1 || ID == Obj::REFUGEE_CAMP)			? OpenWindow::RECRUITMENT_FIRST			: OpenWindow::RECRUITMENT_ALL;		cb->sendAndApply(&ow);	}}void CGDwelling::battleFinished(const CGHeroInstance *hero, const BattleResult &result) const{	if (result.winner == 0)	{		onHeroVisit(hero);	}}void CGDwelling::blockingDialogAnswered(const CGHeroInstance *hero, ui32 answer) const{	auto relations = cb->getPlayerRelations(getOwner(), hero->getOwner());	if(stacksCount() > 0  && relations == PlayerRelations::ENEMIES) //guards present	{		if(answer)			cb->startBattleI(hero, this);	}	else if(answer)	{		heroAcceptsCreatures(hero);	}}int CGTownInstance::getSightRadious() const //returns sight distance{	if (subID == ETownType::TOWER)	{		if (hasBuilt(BuildingID::GRAIL)) //skyship			return -1; //entire map		if (hasBuilt(BuildingID::LOOKOUT_TOWER)) //lookout tower			return 20;	}	return 5;}void CGTownInstance::setPropertyDer(ui8 what, ui32 val){///this is freakin' overcomplicated solution	switch (what)	{	case ObjProperty::STRUCTURE_ADD_VISITING_HERO:			bonusingBuildings[val]->setProperty (ObjProperty::VISITORS, visitingHero->id.getNum());			break;		case ObjProperty::STRUCTURE_CLEAR_VISITORS:			bonusingBuildings[val]->setProperty (ObjProperty::STRUCTURE_CLEAR_VISITORS, 0);			break;		case ObjProperty::STRUCTURE_ADD_GARRISONED_HERO: //add garrisoned hero to visitors			bonusingBuildings[val]->setProperty (ObjProperty::VISITORS, garrisonHero->id.getNum());			break;		case ObjProperty::BONUS_VALUE_FIRST:			bonusValue.first = val;			break;		case ObjProperty::BONUS_VALUE_SECOND:			bonusValue.second = val;			break;	}}CGTownInstance::EFortLevel CGTownInstance::fortLevel() const //0 - none, 1 - fort, 2 - citadel, 3 - castle{	if (hasBuilt(BuildingID::CASTLE))		return CASTLE;	if (hasBuilt(BuildingID::CITADEL))		return CITADEL;	if (hasBuilt(BuildingID::FORT))		return FORT;	return NONE;}int CGTownInstance::hallLevel() const // -1 - none, 0 - village, 1 - town, 2 - city, 3 - capitol{	if (hasBuilt(BuildingID::CAPITOL))		return 3;	if (hasBuilt(BuildingID::CITY_HALL))		return 2;	if (hasBuilt(BuildingID::TOWN_HALL))		return 1;	if (hasBuilt(BuildingID::VILLAGE_HALL))		return 0;	return -1;}int CGTownInstance::mageGuildLevel() const{	if (hasBuilt(BuildingID::MAGES_GUILD_5))		return 5;	if (hasBuilt(BuildingID::MAGES_GUILD_4))		return 4;	if (hasBuilt(BuildingID::MAGES_GUILD_3))		return 3;	if (hasBuilt(BuildingID::MAGES_GUILD_2))		return 2;	if (hasBuilt(BuildingID::MAGES_GUILD_1))		return 1;	return 0;}int CGTownInstance::creatureDwellingLevel(int dwelling) const{	if ( dwelling<0 || dwelling >= GameConstants::CREATURES_PER_TOWN )		return -1;	for (int i=0; ; i++)	{		if (!hasBuilt(BuildingID(BuildingID::DWELL_FIRST+dwelling+i*GameConstants::CREATURES_PER_TOWN)))			return i-1;	}}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{	return getGrowthInfo(level).totalGrowth();}GrowthInfo CGTownInstance::getGrowthInfo(int level) const{	GrowthInfo ret;	if (level<0 || level >=GameConstants::CREATURES_PER_TOWN)		return ret;	if (!hasBuilt(BuildingID(BuildingID::DWELL_FIRST+level)))		return ret; //no dwelling	const CCreature *creature = VLC->creh->creatures[creatures[level].second.back()];	const int base = creature->growth;	int castleBonus = 0;	ret.entries.push_back(GrowthInfo::Entry(VLC->generaltexth->allTexts[590], base));// \n\nBasic growth %d"	if (hasBuilt(BuildingID::CASTLE))		ret.entries.push_back(GrowthInfo::Entry(subID, BuildingID::CASTLE, castleBonus = base));	else if (hasBuilt(BuildingID::CITADEL))		ret.entries.push_back(GrowthInfo::Entry(subID, BuildingID::CITADEL, castleBonus = base / 2));	if(town->hordeLvl[0] == level)//horde 1		if(hasBuilt(BuildingID::HORDE_1))			ret.entries.push_back(GrowthInfo::Entry(subID, BuildingID::HORDE_1, creature->hordeGrowth));	if(town->hordeLvl[1] == level)//horde 2		if(hasBuilt(BuildingID::HORDE_2))			ret.entries.push_back(GrowthInfo::Entry(subID, BuildingID::HORDE_2, creature->hordeGrowth));	int dwellingBonus = 0;	if(const PlayerState *p = cb->getPlayer(tempOwner, false))	{		for(const CGDwelling *dwelling : p->dwellings)			if(vstd::contains(creatures[level].second, dwelling->creatures[0].second[0]))				dwellingBonus++;	}	if(dwellingBonus)		ret.entries.push_back(GrowthInfo::Entry(VLC->generaltexth->allTexts[591], dwellingBonus));// \nExternal dwellings %+d	//other *-of-legion-like bonuses (%d to growth cumulative with grail)	TBonusListPtr bonuses = getBonuses(Selector::type(Bonus::CREATURE_GROWTH).And(Selector::subtype(level)));	for(const Bonus *b : *bonuses)		ret.entries.push_back(GrowthInfo::Entry(b->Description() + " %+d", b->val));	//statue-of-legion-like bonus: % to base+castle	TBonusListPtr bonuses2 = getBonuses(Selector::type(Bonus::CREATURE_GROWTH_PERCENT));	for(const Bonus *b : *bonuses2)		ret.entries.push_back(GrowthInfo::Entry(b->Description() + " %+d", b->val * (base + castleBonus) / 100));	if(hasBuilt(BuildingID::GRAIL)) //grail - +50% to ALL (so far added) growth		ret.entries.push_back(GrowthInfo::Entry(subID, BuildingID::GRAIL, ret.totalGrowth() / 2));	return ret;}int CGTownInstance::dailyIncome() const{	int ret = 0;	if (hasBuilt(BuildingID::GRAIL))		ret+=5000;	if (hasBuilt(BuildingID::CAPITOL))		ret+=4000;	else if (hasBuilt(BuildingID::CITY_HALL))		ret+=2000;	else if (hasBuilt(BuildingID::TOWN_HALL))		ret+=1000;	else if (hasBuilt(BuildingID::VILLAGE_HALL))		ret+=500;	return ret;}bool CGTownInstance::hasFort() const{	return hasBuilt(BuildingID::FORT);}bool CGTownInstance::hasCapitol() const{	return hasBuilt(BuildingID::CAPITOL);}CGTownInstance::CGTownInstance()	:IShipyard(this), IMarket(this), town(nullptr), builded(0), destroyed(0), identifier(0), alignment(0xff){}CGTownInstance::~CGTownInstance(){	for (auto & elem : bonusingBuildings)		delete elem;}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 (hasBuilt(BuildingID::LIBRARY, ETownType::TOWER))		ret++;	return ret;}bool CGTownInstance::needsLastStack() const{	if(garrisonHero)		return true;	else return false;}void CGTownInstance::onHeroVisit(const CGHeroInstance * h) const{	if( !cb->gameState()->getPlayerRelations( getOwner(), h->getOwner() ))//if this is enemy	{		if(armedGarrison() || visitingHero)		{			const CGHeroInstance *defendingHero = nullptr;			const CArmedInstance *defendingArmy = this;			if(visitingHero)				defendingHero = visitingHero;			else if(garrisonHero)				defendingHero = garrisonHero;			if(defendingHero)				defendingArmy = defendingHero;			bool outsideTown = (defendingHero == visitingHero && garrisonHero);			//TODO			//"borrowing" army from garrison to visiting hero			cb->startBattlePrimary(h, defendingArmy, getSightCenter(), h, defendingHero, false, (outsideTown ? nullptr : this));		}		else		{			cb->setOwner(this, h->tempOwner);			removeCapitols(h->getOwner());			cb->heroVisitCastle(this, h);		}	}	else if(h->visitablePos() == visitablePos())	{		if (h->commander && !h->commander->alive) //rise commander. TODO: interactive script		{			SetCommanderProperty scp;			scp.heroid = h->id;			scp.which = SetCommanderProperty::ALIVE;			scp.amount = 1;			cb->sendAndApply (&scp);		}		cb->heroVisitCastle(this, h);	}	else	{		logGlobal->errorStream() << h->name << " visits allied town of " << name << " from different pos?";	}}void CGTownInstance::onHeroLeave(const CGHeroInstance * h) const{	cb->stopHeroVisitCastle(this, h);}void CGTownInstance::initObj()///initialize town structures{	blockVisit = true;	hoverName = name + ", " + town->faction->name;	if (subID == ETownType::DUNGEON)		creatures.resize(GameConstants::CREATURES_PER_TOWN+1);//extra dwelling for Dungeon	else		creatures.resize(GameConstants::CREATURES_PER_TOWN);	for (int i = 0; i < GameConstants::CREATURES_PER_TOWN; i++)	{		int dwellingLevel = creatureDwellingLevel(i);		int creaturesTotal = town->creatures[i].size();		for (int j=0; j< std::min(dwellingLevel + 1, creaturesTotal); j++)			creatures[i].second.push_back(town->creatures[i][j]);	}	switch (subID)	{ //add new visitable objects		case 0:			bonusingBuildings.push_back (new COPWBonus(BuildingID::STABLES, this));			break;		case 5:			bonusingBuildings.push_back (new COPWBonus(BuildingID::MANA_VORTEX, this));		case 2: case 3: case 6:			bonusingBuildings.push_back (new CTownBonus(BuildingID::SPECIAL_4, this));			break;		case 7:			bonusingBuildings.push_back (new CTownBonus(BuildingID::SPECIAL_1, this));			break;	}	//add special bonuses from buildings	recreateBuildingsBonuses();}void CGTownInstance::newTurn() const{	if (cb->getDate(Date::DAY_OF_WEEK) == 1) //reset on new week	{		//give resources for Rampart, Mystic Pond		if (hasBuilt(BuildingID::MYSTIC_POND, ETownType::RAMPART)			&& cb->getDate(Date::DAY) != 1 && (tempOwner < PlayerColor::PLAYER_LIMIT))		{			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, static_cast<Res::ERes>(resID), resVal);			cb->setObjProperty (id, ObjProperty::BONUS_VALUE_FIRST, resID);			cb->setObjProperty (id, ObjProperty::BONUS_VALUE_SECOND, resVal);		}		if ( subID == ETownType::DUNGEON )			for (auto & elem : bonusingBuildings)		{			if ((elem)->ID == BuildingID::MANA_VORTEX)				cb->setObjProperty (id, ObjProperty::STRUCTURE_CLEAR_VISITORS, (elem)->id); //reset visitors for Mana Vortex		}		if (tempOwner == PlayerColor::NEUTRAL) //garrison growth for neutral towns			{				std::vector<SlotID> nativeCrits; //slots				for (auto & elem : Slots())				{					if (elem.second->type->faction == subID) //native					{						nativeCrits.push_back(elem.first); //collect matching slots					}				}				if (nativeCrits.size())				{					SlotID pos = nativeCrits[rand() % nativeCrits.size()];					StackLocation sl(this, pos);					const CCreature *c = getCreature(pos);					if (rand()%100 < 90 || c->upgrades.empty()) //increase number if no upgrade available					{						cb->changeStackCount(sl, c->growth);					}					else //upgrade					{						cb->changeStackType(sl, VLC->creh->creatures[*c->upgrades.begin()]);					}				}				if ((stacksCount() < GameConstants::ARMY_SIZE && rand()%100 < 25) || Slots().empty()) //add new stack				{					int i = rand() % std::min (GameConstants::ARMY_SIZE, cb->getDate(Date::MONTH)<<1);					CreatureID c = town->creatures[i][0];					SlotID n;					TQuantity count = creatureGrowth(i);					if (!count) // no dwelling						count = VLC->creh->creatures[c]->growth;					{//no lower tiers or above current month						if ((n = getSlotFor(c)).validSlot())						{							StackLocation sl(this, n);							if (slotEmpty(n))								cb->insertNewStack(sl, VLC->creh->creatures[c], count);							else //add to existing								cb->changeStackCount(sl, count);						}					}				}			}	}}int3 CGTownInstance::getSightCenter() const{	return pos - int3(2,0,0);}ui8 CGTownInstance::getPassableness() const{	if (!armedGarrison())//empty castle - anyone can visit		return GameConstants::ALL_PLAYERS;	if ( tempOwner == PlayerColor::NEUTRAL )//neutral guarded - no one can visit		return 0;	ui8 mask = 0;	TeamState * ts = cb->gameState()->getPlayerTeam(tempOwner);	for(PlayerColor it : ts->players)		mask |= 1<<it.getNum();//allies - add to possible visitors	return mask;}void CGTownInstance::getOutOffsets( std::vector<int3> &offsets ) const{	offsets += int3(-1,2,0), int3(-3,2,0);}void CGTownInstance::removeCapitols (PlayerColor owner) const{	if (hasCapitol()) // search if there's an older capitol	{		PlayerState* state = cb->gameState()->getPlayer (owner); //get all towns owned by player		for (auto i = state->towns.cbegin(); i < state->towns.cend(); ++i)		{			if (*i != this && (*i)->hasCapitol())			{				RazeStructures rs;				rs.tid = id;				rs.bid.insert(BuildingID::CAPITOL);				rs.destroyed = destroyed;				cb->sendAndApply(&rs);				return;			}		}	}}int CGTownInstance::getBoatType() const{	switch (town->faction->alignment)	{	case EAlignment::EVIL : return 0;	case EAlignment::GOOD : return 1;	case EAlignment::NEUTRAL : return 2;	}	assert(0);	return -1;}int CGTownInstance::getMarketEfficiency() const{	if (!hasBuilt(BuildingID::MARKETPLACE))		return 0;	const PlayerState *p = cb->getPlayer(tempOwner);	assert(p);	int marketCount = 0;	for(const CGTownInstance *t : p->towns)		if(t->hasBuilt(BuildingID::MARKETPLACE))			marketCount++;	return marketCount;}bool CGTownInstance::allowsTrade(EMarketMode::EMarketMode mode) const{	switch(mode)	{	case EMarketMode::RESOURCE_RESOURCE:	case EMarketMode::RESOURCE_PLAYER:		return hasBuilt(BuildingID::MARKETPLACE);	case EMarketMode::ARTIFACT_RESOURCE:	case EMarketMode::RESOURCE_ARTIFACT:		return hasBuilt(BuildingID::ARTIFACT_MERCHANT, ETownType::TOWER)		    || hasBuilt(BuildingID::ARTIFACT_MERCHANT, ETownType::DUNGEON)		    || hasBuilt(BuildingID::ARTIFACT_MERCHANT, ETownType::CONFLUX);	case EMarketMode::CREATURE_RESOURCE:		return hasBuilt(BuildingID::FREELANCERS_GUILD, ETownType::STRONGHOLD);	case EMarketMode::CREATURE_UNDEAD:		return hasBuilt(BuildingID::SKELETON_TRANSFORMER, ETownType::NECROPOLIS);	case EMarketMode::RESOURCE_SKILL:		return hasBuilt(BuildingID::MAGIC_UNIVERSITY, ETownType::CONFLUX);	default:		assert(0);		return false;	}}std::vector<int> CGTownInstance::availableItemsIds(EMarketMode::EMarketMode mode) const{	if(mode == EMarketMode::RESOURCE_ARTIFACT)	{		std::vector<int> ret;		for(const CArtifact *a : merchantArtifacts)			if(a)				ret.push_back(a->id);			else				ret.push_back(-1);		return ret;	}	else if ( mode == EMarketMode::RESOURCE_SKILL )	{		return universitySkills;	}	else		return IMarket::availableItemsIds(mode);}std::string CGTownInstance::nodeName() const{	return "Town (" + (town ? town->faction->name : "unknown") + ") of " +  name;}void CGTownInstance::deserializationFix(){	attachTo(&townAndVis);	//Hero is already handled by CGameState::attachArmedObjects// 	if(visitingHero)// 		visitingHero->attachTo(&townAndVis);// 	if(garrisonHero)// 		garrisonHero->attachTo(this);}void CGTownInstance::updateMoraleBonusFromArmy(){	Bonus *b = getBonusList().getFirst(Selector::sourceType(Bonus::ARMY).And(Selector::type(Bonus::MORALE)));	if(!b)	{		b = new Bonus(Bonus::PERMANENT, Bonus::MORALE, Bonus::ARMY, 0, -1);		addNewBonus(b);	}	if (garrisonHero)		b->val = 0;	else		CArmedInstance::updateMoraleBonusFromArmy();}void CGTownInstance::recreateBuildingsBonuses(){	static TPropagatorPtr playerProp(new CPropagatorNodeType(PLAYER));	BonusList bl;	getExportedBonusList().getBonuses(bl, Selector::sourceType(Bonus::TOWN_STRUCTURE));	for(Bonus *b : bl)		removeBonus(b);	//tricky! -> checks tavern only if no bratherhood of sword or not a castle	if(subID != ETownType::CASTLE || !addBonusIfBuilt(BuildingID::BROTHERHOOD, Bonus::MORALE, +2))		addBonusIfBuilt(BuildingID::TAVERN, Bonus::MORALE, +1);	if(subID == ETownType::CASTLE) //castle	{		addBonusIfBuilt(BuildingID::LIGHTHOUSE, Bonus::SEA_MOVEMENT, +500, playerProp);		addBonusIfBuilt(BuildingID::GRAIL,      Bonus::MORALE, +2, playerProp); //colossus	}	else if(subID == ETownType::RAMPART) //rampart	{		addBonusIfBuilt(BuildingID::FOUNTAIN_OF_FORTUNE, Bonus::LUCK, +2); //fountain of fortune		addBonusIfBuilt(BuildingID::GRAIL, Bonus::LUCK, +2, playerProp); //guardian spirit	}	else if(subID == ETownType::TOWER) //tower	{		addBonusIfBuilt(BuildingID::GRAIL, Bonus::PRIMARY_SKILL, +15, PrimarySkill::KNOWLEDGE); //grail	}	else if(subID == ETownType::INFERNO) //Inferno	{		addBonusIfBuilt(BuildingID::STORMCLOUDS, Bonus::PRIMARY_SKILL, +2, PrimarySkill::SPELL_POWER); //Brimstone Clouds	}	else if(subID == ETownType::NECROPOLIS) //necropolis	{		addBonusIfBuilt(BuildingID::COVER_OF_DARKNESS,    Bonus::DARKNESS, +20);		addBonusIfBuilt(BuildingID::NECROMANCY_AMPLIFIER, Bonus::SECONDARY_SKILL_PREMY, +10, playerProp, SecondarySkill::NECROMANCY); //necromancy amplifier		addBonusIfBuilt(BuildingID::GRAIL, Bonus::SECONDARY_SKILL_PREMY, +20, playerProp, SecondarySkill::NECROMANCY); //Soul prison	}	else if(subID == ETownType::DUNGEON) //Dungeon	{		addBonusIfBuilt(BuildingID::GRAIL, Bonus::PRIMARY_SKILL, +12, PrimarySkill::SPELL_POWER); //grail	}	else if(subID == ETownType::STRONGHOLD) //Stronghold	{		addBonusIfBuilt(BuildingID::GRAIL, Bonus::PRIMARY_SKILL, +20, PrimarySkill::ATTACK); //grail	}	else if(subID == ETownType::FORTRESS) //Fortress	{		addBonusIfBuilt(BuildingID::GLYPHS_OF_FEAR, Bonus::PRIMARY_SKILL, +2, PrimarySkill::DEFENSE); //Glyphs of Fear		addBonusIfBuilt(BuildingID::BLOOD_OBELISK,  Bonus::PRIMARY_SKILL, +2, PrimarySkill::ATTACK); //Blood Obelisk		addBonusIfBuilt(BuildingID::GRAIL, Bonus::PRIMARY_SKILL, +10, PrimarySkill::ATTACK); //grail		addBonusIfBuilt(BuildingID::GRAIL, Bonus::PRIMARY_SKILL, +10, PrimarySkill::DEFENSE); //grail	}	else if(subID == ETownType::CONFLUX)	{	}}bool CGTownInstance::addBonusIfBuilt(BuildingID building, Bonus::BonusType type, int val, int subtype /*= -1*/){	static auto emptyPropagator = TPropagatorPtr();	return addBonusIfBuilt(building, type, val, emptyPropagator, subtype);}bool CGTownInstance::addBonusIfBuilt(BuildingID building, Bonus::BonusType type, int val, TPropagatorPtr & prop, int subtype /*= -1*/){	if(hasBuilt(building))	{		std::ostringstream descr;		descr << town->buildings[building]->Name() << " ";		if(val > 0)			descr << "+";		else if(val < 0)			descr << "-";		descr << val;		Bonus *b = new Bonus(Bonus::PERMANENT, type, Bonus::TOWN_STRUCTURE, val, building, descr.str(), subtype);		if(prop)			b->addPropagator(prop);		addNewBonus(b);		return true;	}	return false;}void CGTownInstance::setVisitingHero(CGHeroInstance *h){	assert(!!visitingHero == !h);	if(h)	{		PlayerState *p = cb->gameState()->getPlayer(h->tempOwner);		assert(p);		h->detachFrom(p);		h->attachTo(&townAndVis);		visitingHero = h;		h->visitedTown = this;		h->inTownGarrison = false;	}	else	{		PlayerState *p = cb->gameState()->getPlayer(visitingHero->tempOwner);		visitingHero->visitedTown = nullptr;		visitingHero->detachFrom(&townAndVis);		visitingHero->attachTo(p);		visitingHero = nullptr;	}}void CGTownInstance::setGarrisonedHero(CGHeroInstance *h){	assert(!!garrisonHero == !h);	if(h)	{		PlayerState *p = cb->gameState()->getPlayer(h->tempOwner);		assert(p);		h->detachFrom(p);		h->attachTo(this);		garrisonHero = h;		h->visitedTown = this;		h->inTownGarrison = true;	}	else	{		PlayerState *p = cb->gameState()->getPlayer(garrisonHero->tempOwner);		garrisonHero->visitedTown = nullptr;		garrisonHero->inTownGarrison = false;		garrisonHero->detachFrom(this);		garrisonHero->attachTo(p);		garrisonHero = nullptr;	}	updateMoraleBonusFromArmy(); //avoid giving morale bonus for same army twice}bool CGTownInstance::armedGarrison() const{	return stacksCount() || garrisonHero;}int CGTownInstance::getTownLevel() const{	// count all buildings that are not upgrades	return boost::range::count_if(builtBuildings, [&](const BuildingID & build)	{		return town->buildings[build] && town->buildings[build]->upgrade == -1;	});}CBonusSystemNode * CGTownInstance::whatShouldBeAttached(){	return &townAndVis;}const CArmedInstance * CGTownInstance::getUpperArmy() const{	if(garrisonHero)		return garrisonHero;	return this;}bool CGTownInstance::hasBuilt(BuildingID buildingID, int townID) const{	if (townID == town->faction->index || townID == ETownType::ANY)		return hasBuilt(buildingID);	return false;}bool CGTownInstance::hasBuilt(BuildingID buildingID) const{	return vstd::contains(builtBuildings, buildingID);}void CGTownInstance::addHeroToStructureVisitors( const CGHeroInstance *h, si32 structureInstanceID ) const{	if(visitingHero == h)		cb->setObjProperty(id, ObjProperty::STRUCTURE_ADD_VISITING_HERO, structureInstanceID); //add to visitors	else if(garrisonHero == h)		cb->setObjProperty(id, ObjProperty::STRUCTURE_ADD_GARRISONED_HERO, structureInstanceID); //then it must be garrisoned hero	else	{		//should never ever happen        logGlobal->errorStream() << "Cannot add hero " << h->name << " to visitors of structure #" << structureInstanceID;		assert(0);	}}void CGTownInstance::battleFinished(const CGHeroInstance *hero, const BattleResult &result) const {	if(result.winner == 0)	{		removeCapitols(hero->getOwner());		cb->setOwner (this, hero->tempOwner); //give control after checkout is done		FoWChange fw;		fw.player = hero->tempOwner;		fw.mode = 1;		getSightTiles (fw.tiles); //update visibility for castle structures		cb->sendAndApply (&fw);	}}bool CGVisitableOPH::wasVisited (const CGHeroInstance * h) const{	return vstd::contains(visitors, h->id);}void CGVisitableOPH::onHeroVisit( const CGHeroInstance * h ) const{	if(!vstd::contains(visitors, h->id))	{		onNAHeroVisit (h, false);		switch(ID)		{		case Obj::TREE_OF_KNOWLEDGE:		case Obj::ARENA:		case Obj::LIBRARY_OF_ENLIGHTENMENT:		case Obj::SCHOOL_OF_MAGIC:		case Obj::SCHOOL_OF_WAR:			break;		default:			cb->setObjProperty(id, ObjProperty::VISITORS, h->id.getNum()); //add to the visitors			break;		}	}	else	{		onNAHeroVisit(h, true);	}}void CGVisitableOPH::initObj(){	if(ID==Obj::TREE_OF_KNOWLEDGE)	{		switch (ran() % 3)		{		case 1:			treePrice[Res::GOLD] = 2000;			break;		case 2:			treePrice[Res::GEMS] = 10;			break;		default:			break;		}	}}void CGVisitableOPH::treeSelected (const CGHeroInstance * h, ui32 result) const{	if(result) //player agreed to give res for exp	{		si64 expToGive = VLC->heroh->reqExp(h->level+1) - VLC->heroh->reqExp(h->level);;		cb->giveResources (h->getOwner(), -treePrice);		cb->changePrimSkill (h, PrimarySkill::EXPERIENCE, expToGive);		cb->setObjProperty (id, ObjProperty::VISITORS, h->id.getNum()); //add to the visitors	}}void CGVisitableOPH::onNAHeroVisit (const CGHeroInstance * h, bool alreadyVisited) const{	Component::EComponentType c_id = Component::PRIM_SKILL; //most used here	int subid=0, ot=0, sound = 0;	TExpType val=1;	switch(ID)	{	case Obj::ARENA:		sound = soundBase::NOMAD;		ot = 0;		break;	case Obj::MERCENARY_CAMP:		sound = soundBase::NOMAD;		subid=PrimarySkill::ATTACK;		ot=80;		break;	case Obj::MARLETTO_TOWER:		sound = soundBase::NOMAD;		subid=PrimarySkill::DEFENSE;		ot=39;		break;	case Obj::STAR_AXIS:		sound = soundBase::gazebo;		subid=PrimarySkill::SPELL_POWER;		ot=100;		break;	case Obj::GARDEN_OF_REVELATION:		sound = soundBase::GETPROTECTION;		subid=PrimarySkill::KNOWLEDGE;		ot=59;		break;	case Obj::LEARNING_STONE:		sound = soundBase::gazebo;		c_id=Component::EXPERIENCE;		ot=143;		val=1000;		break;	case Obj::TREE_OF_KNOWLEDGE:		sound = soundBase::gazebo;		c_id = Component::EXPERIENCE;		subid = 1;		ot = 147;		val = 1;		break;	case Obj::LIBRARY_OF_ENLIGHTENMENT:		sound = soundBase::gazebo;		ot = 66;		break;	case Obj::SCHOOL_OF_MAGIC:		sound = soundBase::faerie;		ot = 71;		break;	case Obj::SCHOOL_OF_WAR:		c_id=Component::PRIM_SKILL;		sound = soundBase::MILITARY;		ot = 158;		break;	}	if (!alreadyVisited)	{		switch (ID)		{		case Obj::ARENA:			{				BlockingDialog sd(false,true);				sd.soundID = sound;				sd.text.addTxt(MetaString::ADVOB_TXT,ot);				sd.components.push_back(Component(c_id, PrimarySkill::ATTACK, 2, 0));				sd.components.push_back(Component(c_id, PrimarySkill::DEFENSE, 2, 0));				sd.player = h->getOwner();				cb->showBlockingDialog(&sd);				return;			}		case Obj::MERCENARY_CAMP:		case Obj::MARLETTO_TOWER:		case Obj::STAR_AXIS:		case Obj::GARDEN_OF_REVELATION:			{				cb->changePrimSkill (h, static_cast<PrimarySkill::PrimarySkill>(subid), val);				InfoWindow iw;				iw.soundID = sound;				iw.components.push_back(Component(c_id, subid, val, 0));				iw.text.addTxt(MetaString::ADVOB_TXT,ot);				iw.player = h->getOwner();				cb->showInfoDialog(&iw);				break;			}		case Obj::LEARNING_STONE: //give exp			{				val = h->calculateXp(val);				InfoWindow iw;				iw.soundID = sound;				iw.components.push_back (Component(c_id,subid,val,0));				iw.player = h->getOwner();				iw.text.addTxt(MetaString::ADVOB_TXT,ot);				cb->showInfoDialog(&iw);				cb->changePrimSkill(h, PrimarySkill::EXPERIENCE, val);				break;			}		case Obj::TREE_OF_KNOWLEDGE:			{				val = VLC->heroh->reqExp (h->level + val) - VLC->heroh->reqExp(h->level);				if(!treePrice.nonZero())				{					cb->setObjProperty (id, ObjProperty::VISITORS, h->id.getNum()); //add to the visitors					InfoWindow iw;					iw.soundID = sound;					iw.components.push_back (Component(c_id,subid,1,0));					iw.player = h->getOwner();					iw.text.addTxt (MetaString::ADVOB_TXT,148);					cb->showInfoDialog (&iw);					cb->changePrimSkill (h, PrimarySkill::EXPERIENCE, val);					break;				}				else				{					if(treePrice[Res::GOLD] > 0)						ot = 149;					else						ot = 151;					if(!cb->getPlayer(h->tempOwner)->resources.canAfford(treePrice)) //not enough resources					{						ot++;						showInfoDialog(h,ot,sound);						return;					}					BlockingDialog sd (true, false);					sd.soundID = sound;					sd.player = h->getOwner();					sd.text.addTxt (MetaString::ADVOB_TXT,ot);					sd.addResourceComponents (treePrice);					cb->showBlockingDialog (&sd);				}				break;			}		case Obj::LIBRARY_OF_ENLIGHTENMENT:			{				int txt_id = 66;				if(h->level  <  10 - 2*h->getSecSkillLevel(SecondarySkill::DIPLOMACY)) //not enough level				{					txt_id += 2;				}				else				{					cb->setObjProperty(id, ObjProperty::VISITORS, h->id.getNum()); //add to the visitors					cb->changePrimSkill (h, PrimarySkill::ATTACK, 2);					cb->changePrimSkill (h, PrimarySkill::DEFENSE, 2);					cb->changePrimSkill (h, PrimarySkill::KNOWLEDGE, 2);					cb->changePrimSkill (h, PrimarySkill::SPELL_POWER, 2);				}				showInfoDialog(h,txt_id,sound);				break;			}		case Obj::SCHOOL_OF_MAGIC:		case Obj::SCHOOL_OF_WAR:			{				int skill = (ID==Obj::SCHOOL_OF_MAGIC ? 2 : 0);				if (cb->getResource (h->getOwner(), Res::GOLD) < 1000) //not enough resources				{					showInfoDialog (h->getOwner(), ot+2, sound);				}				else				{					BlockingDialog sd(true,true);					sd.soundID = sound;					sd.player = h->getOwner();					sd.text.addTxt(MetaString::ADVOB_TXT,ot);					sd.components.push_back(Component(c_id, skill, +1, 0));					sd.components.push_back(Component(c_id, skill+1, +1, 0));					cb->showBlockingDialog(&sd);				}			}			break;		}	}	else	{		ot++;		showInfoDialog (h->getOwner(),ot,sound);	}}const std::string & CGVisitableOPH::getHoverText() const{	int pom = -1;	switch(ID)	{	case Obj::ARENA:		pom = -1;		break;	case Obj::MERCENARY_CAMP:		pom = 8;		break;	case Obj::MARLETTO_TOWER:		pom = 7;		break;	case Obj::STAR_AXIS:		pom = 11;		break;	case Obj::GARDEN_OF_REVELATION:		pom = 4;		break;	case Obj::LEARNING_STONE:		pom = 5;		break;	case Obj::TREE_OF_KNOWLEDGE:		pom = 18;		break;	case Obj::LIBRARY_OF_ENLIGHTENMENT:		break;	case Obj::SCHOOL_OF_MAGIC:		pom = 9;		break;	case Obj::SCHOOL_OF_WAR:		pom = 10;		break;	default:		throw std::runtime_error("Wrong CGVisitableOPH object ID!\n");	}	hoverName = VLC->generaltexth->names[ID];	if(pom >= 0)		hoverName += ("\n" + VLC->generaltexth->xtrainfo[pom]);	const CGHeroInstance *h = cb->getSelectedHero (cb->getCurrentPlayer());	if(h)	{		hoverName += "\n\n";		bool visited = vstd::contains (visitors, h->id);		hoverName += visitedTxt (visited);	}	return hoverName;}void CGVisitableOPH::arenaSelected(const CGHeroInstance * h, int primSkill ) const{	cb->setObjProperty(id, ObjProperty::VISITORS, h->id.getNum()); //add to the visitors	cb->changePrimSkill(h, static_cast<PrimarySkill::PrimarySkill>(primSkill-1), 2);}void CGVisitableOPH::setPropertyDer( ui8 what, ui32 val ){	if(what == ObjProperty::VISITORS)		visitors.insert(ObjectInstanceID(val));}void CGVisitableOPH::schoolSelected(const CGHeroInstance * h, ui32 which) const{	if(!which) //player refused to pay		return;	int base = (ID == Obj::SCHOOL_OF_MAGIC  ?  2  :  0);	cb->setObjProperty (id, ObjProperty::VISITORS, h->id.getNum()); //add to the visitors	cb->giveResource (h->getOwner(),Res::GOLD,-1000); //take 1000 gold	cb->changePrimSkill (h, static_cast<PrimarySkill::PrimarySkill>(base + which-1), +1); //give appropriate skill}void CGVisitableOPH::blockingDialogAnswered(const CGHeroInstance *h, ui32 answer) const {	switch (ID)	{	case Obj::ARENA:		arenaSelected(h, answer);		break;	case Obj::TREE_OF_KNOWLEDGE:		treeSelected(h, answer);		break;	case Obj::SCHOOL_OF_MAGIC:	case Obj::SCHOOL_OF_WAR:		schoolSelected(h, answer);		break;	default:		assert(0);		break;	}}COPWBonus::COPWBonus (BuildingID index, CGTownInstance *TOWN){	ID = index;	town = TOWN;	id = town->bonusingBuildings.size();}void COPWBonus::setProperty(ui8 what, ui32 val){	switch (what)	{		case ObjProperty::VISITORS:			visitors.insert(val);			break;		case ObjProperty::STRUCTURE_CLEAR_VISITORS:			visitors.clear();			break;	}}void COPWBonus::onHeroVisit (const CGHeroInstance * h) const{	ObjectInstanceID heroID = h->id;	if (town->hasBuilt(ID))	{		InfoWindow iw;		iw.player = h->tempOwner;		switch (town->subID)		{			case ETownType::CASTLE: //Stables				if (!h->hasBonusFrom(Bonus::OBJECT, Obj::STABLES)) //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.getNum();					cb->giveHeroBonus(&gb);					iw.text << VLC->generaltexth->allTexts[580];					cb->showInfoDialog(&iw);				}				break;			case ETownType::DUNGEON: //Mana Vortex				if (visitors.empty() && h->mana <= h->manaLimit() * 2)				{					cb->setManaPoints (heroID, 2 * h->manaLimit());					//TODO: investigate line below					//cb->setObjProperty (town->id, ObjProperty::VISITED, true);					iw.text << VLC->generaltexth->allTexts[579];					cb->showInfoDialog(&iw);					town->addHeroToStructureVisitors(h, id);				}				break;		}	}}CTownBonus::CTownBonus (BuildingID index, CGTownInstance *TOWN){	ID = index;	town = TOWN;	id = town->bonusingBuildings.size();}void CTownBonus::setProperty (ui8 what, ui32 val){	if(what == ObjProperty::VISITORS)		visitors.insert(ObjectInstanceID(val));}void CTownBonus::onHeroVisit (const CGHeroInstance * h) const{	ObjectInstanceID heroID = h->id;	if (town->hasBuilt(ID) && visitors.find(heroID) == visitors.end())	{		InfoWindow iw;		PrimarySkill::PrimarySkill what = PrimarySkill::ATTACK;		int val=0, mid=0;		switch (ID)		{			case BuildingID::SPECIAL_4:				switch(town->subID)				{					case ETownType::TOWER: //wall						what = PrimarySkill::KNOWLEDGE;						val = 1;						mid = 581;						iw.components.push_back (Component(Component::PRIM_SKILL, 3, 1, 0));						break;					case ETownType::INFERNO: //order of fire						what = PrimarySkill::SPELL_POWER;						val = 1;						mid = 582;						iw.components.push_back (Component(Component::PRIM_SKILL, 2, 1, 0));						break;					case ETownType::STRONGHOLD://hall of Valhalla						what = PrimarySkill::ATTACK;						val = 1;						mid = 584;						iw.components.push_back (Component(Component::PRIM_SKILL, 0, 1, 0));						break;					case ETownType::DUNGEON://academy of battle scholars						what = PrimarySkill::EXPERIENCE;						val = h->calculateXp(1000);						mid = 583;						iw.components.push_back (Component(Component::EXPERIENCE, 0, val, 0));						break;				}				break;			case BuildingID::SPECIAL_1:				switch(town->subID)				{					case ETownType::FORTRESS: //cage of warlords						what = PrimarySkill::DEFENSE;						val = 1;						mid = 585;						iw.components.push_back (Component(Component::PRIM_SKILL, 1, 1, 0));						break;				}				break;		}		assert(mid);		iw.player = cb->getOwner(heroID);		iw.text << VLC->generaltexth->allTexts[mid];		cb->showInfoDialog(&iw);		cb->changePrimSkill (cb->getHero(heroID), what, val);		town->addHeroToStructureVisitors(h, id);	}}const std::string & CGCreature::getHoverText() const{	if(stacks.empty())	{		static const std::string errorValue("!!!INVALID_STACK!!!");		//should not happen... 		logGlobal->errorStream() << "Invalid stack at tile " << pos << ": subID=" << subID << "; id=" << id;		return errorValue; // references to temporary are illegal - use pre-constructed string	}	MetaString ms;	int pom = stacks.begin()->second->getQuantityID();	pom = 172 + 3*pom;	ms.addTxt(MetaString::ARRAY_TXT,pom);	ms << " " ;	ms.addTxt(MetaString::CRE_PL_NAMES,subID);	ms.toString(hoverName);	if(const CGHeroInstance *selHero = cb->getSelectedHero(cb->getCurrentPlayer()))	{		std::vector<std::string> * texts = &VLC->generaltexth->threat;		hoverName += "\n\n ";		hoverName += (*texts)[0];		int choice;		double ratio = ((double)getArmyStrength() / selHero->getTotalStrength());		if (ratio < 0.1) choice = 1;		else if (ratio < 0.25) choice = 2;		else if (ratio < 0.6) choice = 3;		else if (ratio < 0.9) choice = 4;		else if (ratio < 1.1) choice = 5;		else if (ratio < 1.3) choice = 6;		else if (ratio < 1.8) choice = 7;		else if (ratio < 2.5) choice = 8;		else if (ratio < 4) choice = 9;		else if (ratio < 8) choice = 10;		else if (ratio < 20) choice = 11;		else choice = 12;		hoverName += (*texts)[choice];	}	return hoverName;}void CGCreature::onHeroVisit( const CGHeroInstance * h ) const{	int action = takenAction(h);	switch( action ) //decide what we do...	{	case FIGHT:		fight(h);		break;	case FLEE: //flee		{			flee(h);			break;		}	case JOIN_FOR_FREE: //join for free		{			BlockingDialog ynd(true,false);			ynd.player = h->tempOwner;			ynd.text.addTxt(MetaString::ADVOB_TXT, 86);			ynd.text.addReplacement(MetaString::CRE_PL_NAMES, subID);			cb->showBlockingDialog(&ynd);			break;		}	default: //join for gold		{			assert(action > 0);			//ask if player agrees to pay gold			BlockingDialog ynd(true,false);			ynd.player = h->tempOwner;			std::string tmp = VLC->generaltexth->advobtxt[90];			boost::algorithm::replace_first(tmp,"%d",boost::lexical_cast<std::string>(getStackCount(SlotID(0))));			boost::algorithm::replace_first(tmp,"%d",boost::lexical_cast<std::string>(action));			boost::algorithm::replace_first(tmp,"%s",VLC->creh->creatures[subID]->namePl);			ynd.text << tmp;			cb->showBlockingDialog(&ynd);			break;		}	}}void CGCreature::initObj(){	blockVisit = true;	switch(character)	{	case 0:		character = -4;		break;	case 1:		character = 1 + ran()%7;		break;	case 2:		character = 1 + ran()%10;		break;	case 3:		character = 4 + ran()%7;		break;	case 4:		character = 10;		break;	}	stacks[SlotID(0)]->setType(CreatureID(subID));	TQuantity &amount = stacks[SlotID(0)]->count;	CCreature &c = *VLC->creh->creatures[subID];	if(!amount)	{		if(c.ammMax == c.ammMin)			amount = c.ammMax;		else			amount = c.ammMin + (ran() % (c.ammMax - c.ammMin));		if(!amount) //armies with 0 creatures are illegal		{            logGlobal->warnStream() << "Problem: stack " << nodeName() << " cannot have 0 creatures. Check properties of " << c.nodeName();			amount = 1;		}	}	formation.randomFormation = rand();	temppower = stacks[SlotID(0)]->count * 1000;	refusedJoining = false;}void CGCreature::newTurn() const{//Works only for stacks of single type of size up to 2 millions	if (stacks.begin()->second->count < VLC->modh->settings.CREEP_SIZE && cb->getDate(Date::DAY_OF_WEEK) == 1 && cb->getDate(Date::DAY) > 1)	{		ui32 power = temppower * (100 +  VLC->modh->settings.WEEKLY_GROWTH)/100;		cb->setObjProperty(id, ObjProperty::MONSTER_COUNT, std::min (power/1000 , (ui32)VLC->modh->settings.CREEP_SIZE)); //set new amount		cb->setObjProperty(id, ObjProperty::MONSTER_POWER, power); //increase temppower	}	if (VLC->modh->modules.STACK_EXP)		cb->setObjProperty(id, ObjProperty::MONSTER_EXP, VLC->modh->settings.NEUTRAL_STACK_EXP); //for testing purpose}void CGCreature::setPropertyDer(ui8 what, ui32 val){	switch (what)	{		case ObjProperty::MONSTER_COUNT:			stacks[SlotID(0)]->count = val;			break;		case ObjProperty::MONSTER_POWER:			temppower = val;			break;		case ObjProperty::MONSTER_EXP:			giveStackExp(val);			break;		case ObjProperty::MONSTER_RESTORE_TYPE:			formation.basicType = val;			break;		case ObjProperty::MONSTER_REFUSED_JOIN:			refusedJoining = val;			break;	}}int CGCreature::takenAction(const CGHeroInstance *h, bool allowJoin) const{	//calculate relative strength of hero and creatures armies	double relStrength = double(h->getTotalStrength()) / getArmyStrength();	int powerFactor;	if(relStrength >= 7)		powerFactor = 11;	else if(relStrength >= 1)		powerFactor = (int)(2*(relStrength-1));	else if(relStrength >= 0.5)		powerFactor = -1;	else if(relStrength >= 0.333)		powerFactor = -2;	else		powerFactor = -3;	std::set<CreatureID> myKindCres; //what creatures are the same kind as we	const CCreature * myCreature = VLC->creh->creatures[subID];	myKindCres.insert(myCreature->idNumber); //we	myKindCres.insert(myCreature->upgrades.begin(), myCreature->upgrades.end()); //our upgrades	for(ConstTransitivePtr<CCreature> &crea : VLC->creh->creatures)	{		if(vstd::contains(crea->upgrades, myCreature->idNumber)) //it's our base creatures			myKindCres.insert(crea->idNumber);	}	int count = 0, //how many creatures of similar kind has hero		totalCount = 0;	for (auto & elem : h->Slots())	{		if(vstd::contains(myKindCres,elem.second->type->idNumber))			count += elem.second->count;		totalCount += elem.second->count;	}	int sympathy = 0; // 0 if hero have no similar creatures	if(count)		sympathy++; // 1 - if hero have at least 1 similar creature	if(count*2 > totalCount)		sympathy++; // 2 - hero have similar creatures more that 50%	int charisma = powerFactor + h->getSecSkillLevel(SecondarySkill::DIPLOMACY) + sympathy;	if(charisma < character) //creatures will fight		return -2;	if (allowJoin)	{		if(h->getSecSkillLevel(SecondarySkill::DIPLOMACY) + sympathy + 1 >= character)			return 0; //join for free		else if(h->getSecSkillLevel(SecondarySkill::DIPLOMACY) * 2  +  sympathy  +  1 >= character)			return VLC->creh->creatures[subID]->cost[6] * getStackCount(SlotID(0)); //join for gold	}	//we are still here - creatures have not joined hero, flee or fight	if (charisma > character)		return -1; //flee	else		return -2; //fight}void CGCreature::fleeDecision(const CGHeroInstance *h, ui32 pursue) const{	if(refusedJoining)		cb->setObjProperty(id, ObjProperty::MONSTER_REFUSED_JOIN, false);	if(pursue)	{		fight(h);	}	else	{		cb->removeObject(this);	}}void CGCreature::joinDecision(const CGHeroInstance *h, int cost, ui32 accept) const{	if(!accept)	{		if(takenAction(h,false) == -1) //they flee		{			cb->setObjProperty(id, ObjProperty::MONSTER_REFUSED_JOIN, true);			flee(h);		}		else //they fight		{			showInfoDialog(h,87,0);//Insulted by your refusal of their offer, the monsters attack!			fight(h);		}	}	else //accepted	{		if (cb->getResource(h->tempOwner, Res::GOLD) < cost) //player don't have enough gold!		{			InfoWindow iw;			iw.player = h->tempOwner;			iw.text << std::pair<ui8,ui32>(1,29);  //You don't have enough gold			cb->showInfoDialog(&iw);			//act as if player refused			joinDecision(h,cost,false);			return;		}		//take gold		if(cost)			cb->giveResource(h->tempOwner,Res::GOLD,-cost);		cb->tryJoiningArmy(this, h, true, true);	}}void CGCreature::fight( const CGHeroInstance *h ) const{	//split stacks	//TODO: multiple creature types in a stack?	int basicType = stacks.begin()->second->type->idNumber;	cb->setObjProperty(id, ObjProperty::MONSTER_RESTORE_TYPE, basicType); //store info about creature stack	double relativePower = static_cast<double>(h->getTotalStrength()) / getArmyStrength();	int stacksCount;	//TODO: number depends on tile type	if (relativePower < 0.5)	{		stacksCount = 7;	}	else if (relativePower < 0.67)	{		stacksCount = 7;	}	else if (relativePower < 1)	{		stacksCount = 6;	}	else if (relativePower < 1.5)	{		stacksCount = 5;	}	else if (relativePower < 2)	{		stacksCount = 4;	}	else	{		stacksCount = 3;	}	int stackSize;	SlotID sourceSlot = stacks.begin()->first;	SlotID destSlot;	for (int stacksLeft = stacksCount; stacksLeft > 1; --stacksLeft)	{		stackSize = stacks.begin()->second->count / stacksLeft;		if (stackSize)		{			if ((destSlot = getFreeSlot()).validSlot())				cb->moveStack(StackLocation(this, sourceSlot), StackLocation(this, destSlot), stackSize);			else			{                logGlobal->warnStream() <<"Warning! Not enough empty slots to split stack!";				break;			}		}		else break;	}	if (stacksCount > 1)	{		if (formation.randomFormation % 100 < 50) //upgrade		{			SlotID slotId = SlotID(stacks.size() / 2);			if(ui32 upgradesSize = getStack(slotId).type->upgrades.size())			{				auto it = getStack(slotId).type->upgrades.cbegin(); //pick random in case there are more				std::advance (it, rand() % upgradesSize);				cb->changeStackType(StackLocation(this, slotId), VLC->creh->creatures[*it]);			}		}	}	cb->startBattleI(h, this);}void CGCreature::flee( const CGHeroInstance * h ) const{	BlockingDialog ynd(true,false);	ynd.player = h->tempOwner;	ynd.text.addTxt(MetaString::ADVOB_TXT,91);	ynd.text.addReplacement(MetaString::CRE_PL_NAMES, subID);	cb->showBlockingDialog(&ynd);}void CGCreature::battleFinished(const CGHeroInstance *hero, const BattleResult &result) const {		if(result.winner==0)	{		cb->removeObject(this);	}	else	{		//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);		*/		//merge stacks into one		TSlots::const_iterator i;		CCreature * cre = VLC->creh->creatures[formation.basicType];		for (i = stacks.begin(); i != stacks.end(); i++)		{			if (cre->isMyUpgrade(i->second->type))			{				cb->changeStackType (StackLocation(this, i->first), cre); //un-upgrade creatures			}		}		//first stack has to be at slot 0 -> if original one got killed, move there first remaining stack		if(!hasStackAtSlot(SlotID(0)))			cb->moveStack(StackLocation(this, stacks.begin()->first), StackLocation(this, SlotID(0)), stacks.begin()->second->count);		while (stacks.size() > 1) //hopefully that's enough		{			// TODO it's either overcomplicated (if we assume there'll be only one stack) or buggy (if we allow multiple stacks... but that'll also cause troubles elsewhere)			i = stacks.end();			i--;			SlotID slot = getSlotFor(i->second->type);			if (slot == i->first) //no reason to move stack to its own slot				break;			else				cb->moveStack (StackLocation(this, i->first), StackLocation(this, slot), i->second->count);		}		cb->setObjProperty(id, ObjProperty::MONSTER_POWER, stacks.begin()->second->count * 1000); //remember casualties	}}void CGCreature::blockingDialogAnswered(const CGHeroInstance *hero, ui32 answer) const {	auto action = takenAction(hero);	if(!refusedJoining && action >= JOIN_FOR_FREE) //higher means price		joinDecision(hero, action, answer);	else if(action != FIGHT)		fleeDecision(hero, answer);	else		assert(0);}void CGMine::onHeroVisit( const CGHeroInstance * h ) const{	int relations = cb->gameState()->getPlayerRelations(h->tempOwner, tempOwner);	if(relations == 2) //we're visiting our mine	{		cb->showGarrisonDialog(id,h->id,true);		return;	}	else if (relations == 1)//ally		return;	if(stacksCount()) //Mine is guarded	{		BlockingDialog ynd(true,false);		ynd.player = h->tempOwner;		ynd.text.addTxt(MetaString::ADVOB_TXT, subID == 7 ? 84 : 187);		cb->showBlockingDialog(&ynd);		return;	}	flagMine(h->tempOwner);}void CGMine::newTurn() const{	if(cb->getDate() == 1)		return;	if (tempOwner == PlayerColor::NEUTRAL)		return;	cb->giveResource(tempOwner, producedResource, producedQuantity);}void CGMine::initObj(){	if(subID >= 7) //Abandoned Mine	{		//set guardians		int howManyTroglodytes = 100 + ran()%100;		auto troglodytes = new CStackInstance(CreatureID::TROGLODYTES, howManyTroglodytes);		putStack(SlotID(0), troglodytes);		//after map reading tempOwner placeholds bitmask for allowed resources		std::vector<Res::ERes> possibleResources;		for (int i = 0; i < PlayerColor::PLAYER_LIMIT_I; i++)			if(tempOwner.getNum() & 1<<i) //NOTE: reuse of tempOwner				possibleResources.push_back(static_cast<Res::ERes>(i));		assert(possibleResources.size());		producedResource = possibleResources[ran()%possibleResources.size()];		tempOwner = PlayerColor::NEUTRAL;		hoverName = VLC->generaltexth->mines[7].first + "\n" + VLC->generaltexth->allTexts[202] + " " + troglodytes->getQuantityTXT(false) + " " + troglodytes->type->namePl;	}	else	{		producedResource = static_cast<Res::ERes>(subID);		MetaString ms;		ms << std::pair<ui8,ui32>(9,producedResource);		if(tempOwner >= PlayerColor::PLAYER_LIMIT)			tempOwner = PlayerColor::NEUTRAL;		else			ms << " (" << std::pair<ui8,ui32>(6,23+tempOwner.getNum()) << ")";		ms.toString(hoverName);	}	producedQuantity = defaultResProduction();}void CGMine::flagMine(PlayerColor player) const{	assert(tempOwner != player);	cb->setOwner(this, player); //not ours? flag it!	MetaString ms;	ms << std::pair<ui8,ui32>(9,subID) << "\n(" << std::pair<ui8,ui32>(6,23+player.getNum()) << ")";	if(subID == 7)	{		ms << "(%s)";		ms.addReplacement(MetaString::RES_NAMES, producedResource);	}	cb->setHoverName(this,&ms);	InfoWindow iw;	iw.soundID = soundBase::FLAGMINE;	iw.text.addTxt(MetaString::MINE_EVNTS,producedResource); //not use subID, abandoned mines uses default mine texts	iw.player = player;	iw.components.push_back(Component(Component::RESOURCE,producedResource,producedQuantity,-1));	cb->showInfoDialog(&iw);}ui32 CGMine::defaultResProduction(){	switch(producedResource)	{	case Res::WOOD:	case Res::ORE:		return 2;	case Res::GOLD:		return 1000;	default:		return 1;	}}void CGMine::battleFinished(const CGHeroInstance *hero, const BattleResult &result) const {	if(result.winner == 0) //attacker won	{		if(subID == 7)		{			showInfoDialog(hero->tempOwner, 85, 0);		}		flagMine(hero->tempOwner);	}}void CGMine::blockingDialogAnswered(const CGHeroInstance *hero, ui32 answer) const {	if(answer)		cb->startBattleI(hero, this);}void CGResource::initObj(){	blockVisit = true;	hoverName = VLC->generaltexth->restypes[subID];	if(!amount)	{		switch(subID)		{		case 6:			amount = 500 + (ran()%6)*100;			break;		case 0: case 2:			amount = 6 + (ran()%5);			break;		default:			amount = 3 + (ran()%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);		}		else		{			blockingDialogAnswered(h, true); //behave as if player accepted battle		}	}	else	{		if(message.length())		{			InfoWindow iw;			iw.player = h->tempOwner;			iw.text << message;			cb->showInfoDialog(&iw);		}		collectRes(h->getOwner());	}}void CGResource::collectRes( PlayerColor player ) const{	cb->giveResource(player, static_cast<Res::ERes>(subID), amount);	ShowInInfobox sii;	sii.player = player;	sii.c = Component(Component::RESOURCE,subID,amount,0);	sii.text.addTxt(MetaString::ADVOB_TXT,113);	sii.text.addReplacement(MetaString::RES_NAMES, subID);	cb->showCompInfo(&sii);	cb->removeObject(this);}void CGResource::battleFinished(const CGHeroInstance *hero, const BattleResult &result) const {	if(result.winner == 0) //attacker won		collectRes(hero->getOwner());}void CGResource::blockingDialogAnswered(const CGHeroInstance *hero, ui32 answer) const {	if(answer)		cb->startBattleI(hero, this);}void CGVisitableOPW::newTurn() const{	if (cb->getDate(Date::DAY_OF_WEEK) == 1) //first day of week = 1	{		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(this,&ms);	}}bool CGVisitableOPW::wasVisited(PlayerColor player) const{	return visited; //TODO: other players should see object as unvisited}void CGVisitableOPW::onHeroVisit( const CGHeroInstance * h ) const{	int mid=0, sound = 0;	switch (ID)	{	case Obj::MYSTICAL_GARDEN:		sound = soundBase::experience;		mid = 92;		break;	case Obj::WINDMILL:		sound = soundBase::GENIE;		mid = 170;		break;	case Obj::WATER_WHEEL:		sound = soundBase::GENIE;		mid = 164;		break;	default:		assert(0);	}	if (visited)	{		if (ID!=Obj::WINDMILL)			mid++;		else			mid--;		showInfoDialog(h,mid,sound);	}	else	{		Component::EComponentType type = Component::RESOURCE;		Res::ERes sub=Res::WOOD;		int val=0;		switch (ID)		{		case Obj::MYSTICAL_GARDEN:			if (rand()%2)			{				sub = Res::GEMS;				val = 5;			}			else			{				sub = Res::GOLD;				val = 500;			}			break;		case Obj::WINDMILL:			mid = 170;			sub = static_cast<Res::ERes>((rand() % 5) + 1);			val = (rand() % 4) + 3;			break;		case Obj::WATER_WHEEL:			mid = 164;			sub = Res::GOLD;			if(cb->getDate(Date::DAY)<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.addTxt(MetaString::ADVOB_TXT,mid);		cb->showInfoDialog(&iw);		cb->setObjProperty(id, ObjProperty::VISITED, true);		MetaString ms; //set text to "visited"		ms.addTxt(MetaString::OBJ_NAMES,ID); ms << " "; ms.addTxt(MetaString::GENERAL_TXT,352);		cb->setHoverName(this,&ms);	}}void CGVisitableOPW::setPropertyDer( ui8 what, ui32 val ){	if(what == ObjProperty::VISITED)		visited = val;}void CGTeleport::onHeroVisit( const CGHeroInstance * h ) const{	ObjectInstanceID destinationid;	switch(ID)	{	case Obj::MONOLITH1: //one way - find corresponding exit monolith		if(vstd::contains(objs,Obj::MONOLITH2) && vstd::contains(objs[Obj::MONOLITH2],subID) && objs[Obj::MONOLITH2][subID].size())			destinationid = objs[Obj::MONOLITH2][subID][rand()%objs[Obj::MONOLITH2][subID].size()];		else            logGlobal->warnStream() << "Cannot find corresponding exit monolith for "<< id;		break;	case Obj::MONOLITH3://two way monolith - pick any other one	case Obj::WHIRLPOOL: //Whirlpool		if(vstd::contains(objs,ID) && vstd::contains(objs[ID],subID) && objs[ID][subID].size()>1)		{			while ((destinationid = objs[ID][subID][rand()%objs[ID][subID].size()]) == id); //choose another exit			if (ID == Obj::WHIRLPOOL)			{				if (!h->hasBonusOfType(Bonus::WHIRLPOOL_PROTECTION))				{					if (h->Slots().size() > 1 || h->Slots().begin()->second->count > 1)					{ //we can't remove last unit						SlotID targetstack = h->Slots().begin()->first; //slot numbers may vary						for(auto i = h->Slots().rbegin(); i != h->Slots().rend(); i++)						{							if (h->getPower(targetstack) > h->getPower(i->first))							{								targetstack = (i->first);							}						}						TQuantity countToTake = h->getStackCount(targetstack) * 0.5;						vstd::amax(countToTake, 1);						InfoWindow iw;						iw.player = h->tempOwner;						iw.text.addTxt (MetaString::ADVOB_TXT, 168);						iw.components.push_back (Component(CStackBasicDescriptor(h->getCreature(targetstack), countToTake)));						cb->showInfoDialog(&iw);						cb->changeStackCount(StackLocation(h, targetstack), -countToTake);					}				}			}		}		else            logGlobal->warnStream() << "Cannot find corresponding exit monolith for "<< id;		break;	case Obj::SUBTERRANEAN_GATE: //find nearest subterranean gate on the other level		{			destinationid = getMatchingGate(id);			if(destinationid == ObjectInstanceID()) //no exit			{				showInfoDialog(h,153,0);//Just inside the entrance you find a large pile of rubble blocking the tunnel. You leave discouraged.			}			break;		}	}	if(destinationid == ObjectInstanceID())	{        logGlobal->warnStream() << "Cannot find exit... (obj at " << pos << ") :( ";		return;	}	if (ID == Obj::WHIRLPOOL)	{		std::set<int3> tiles = cb->getObj(destinationid)->getBlockedPos();		auto it = tiles.begin();		std::advance (it, rand() % tiles.size()); //picking random element of set is tiring		cb->moveHero (h->id, *it + int3(1,0,0), true);	}	else		cb->moveHero (h->id,CGHeroInstance::convertPosition(cb->getObj(destinationid)->pos,true) - getVisitableOffset(), true);}void CGTeleport::initObj(){	int si = subID;	switch (ID)	{	case Obj::SUBTERRANEAN_GATE://ignore subterranean gates subid	case Obj::WHIRLPOOL:		{			si = 0;			break;		}	default:		break;	}	objs[ID][si].push_back(id);}void CGTeleport::postInit() //matches subterranean gates into pairs{	//split on underground and surface gates	std::vector<const CGObjectInstance *> gatesSplit[2]; //surface and underground gates	for(auto & elem : objs[Obj::SUBTERRANEAN_GATE][0])	{		const CGObjectInstance *hlp = cb->getObj(elem);		gatesSplit[hlp->pos.z].push_back(hlp);	}	//sort by position	std::sort(gatesSplit[0].begin(), gatesSplit[0].end(), [](const CGObjectInstance * a, const CGObjectInstance * b)	{		return a->pos < b->pos;	});	for(size_t i = 0; i < gatesSplit[0].size(); i++)	{		const CGObjectInstance *cur = gatesSplit[0][i];		//find nearest underground exit		std::pair<int,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::make_pair(cur->id, gatesSplit[1][best.first]->id));			gatesSplit[1][best.first] = nullptr;		}		else		{			gates.push_back(std::make_pair(cur->id, ObjectInstanceID()));		}	}	objs.erase(Obj::SUBTERRANEAN_GATE);}ObjectInstanceID CGTeleport::getMatchingGate(ObjectInstanceID id){	for(auto & gate : gates)	{		if(gate.first == id)			return gate.second;		if(gate.second == id)			return gate.first;	}	return ObjectInstanceID();}void CGArtifact::initObj(){	blockVisit = true;	if(ID == Obj::ARTIFACT)	{		hoverName = VLC->arth->artifacts[subID]->Name();		if(!storedArtifact->artType)			storedArtifact->setType(VLC->arth->artifacts[subID]);	}	if(ID == Obj::SPELL_SCROLL)		subID = 1;		assert(storedArtifact->artType);	assert(storedArtifact->getParentNodes().size());	//assert(storedArtifact->artType->id == subID); //this does not stop desync}void CGArtifact::onHeroVisit( const CGHeroInstance * h ) const{	if(!stacksCount())	{		InfoWindow iw;		iw.player = h->tempOwner;		switch(ID)		{		case Obj::ARTIFACT:			{				iw.soundID = soundBase::treasure; //play sound only for non-scroll arts				iw.components.push_back(Component(Component::ARTIFACT,subID,0,0));				if(message.length())					iw.text <<  message;				else				{					if (VLC->arth->artifacts[subID]->EventText().size())						iw.text << std::pair<ui8, ui32> (MetaString::ART_EVNTS, subID);					else //fix for mod artifacts with no event text					{						iw.text.addTxt (MetaString::ADVOB_TXT, 183); //% has found treasure						iw.text.addReplacement (h->name);					}				}			}			break;		case Obj::SPELL_SCROLL:			{				int spellID = storedArtifact->getGivenSpellID();				iw.components.push_back (Component(Component::SPELL, spellID,0,0));				iw.text.addTxt (MetaString::ADVOB_TXT,135);				iw.text.addReplacement(MetaString::SPELL_NAME, spellID);			}			break;		}		cb->showInfoDialog(&iw);		pick(h);	}	else	{		if(message.size())		{			BlockingDialog ynd(true,false);			ynd.player = h->getOwner();			ynd.text << message;			cb->showBlockingDialog(&ynd);		}		else		{			blockingDialogAnswered(h, true);		}	}}void CGArtifact::pick(const CGHeroInstance * h) const{	cb->giveHeroArtifact(h, storedArtifact, ArtifactPosition::FIRST_AVAILABLE);	cb->removeObject(this);}void CGArtifact::battleFinished(const CGHeroInstance *hero, const BattleResult &result) const {	if(result.winner == 0) //attacker won		pick(hero);}void CGArtifact::blockingDialogAnswered(const CGHeroInstance *hero, ui32 answer) const {	if(answer)		cb->startBattleI(hero, this);}void CGPickable::initObj(){	blockVisit = true;	switch(ID)	{	case Obj::CAMPFIRE:		val2 = (ran()%3) + 4; //4 - 6		val1 = val2 * 100;		type = ran()%6; //given resource		break;	case Obj::FLOTSAM:		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 Obj::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 Obj::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 Obj::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 Obj::CAMPFIRE:		{			cb->giveResource(h->tempOwner,static_cast<Res::ERes>(type),val2); //non-gold resource			cb->giveResource(h->tempOwner,Res::GOLD,val1);//gold			InfoWindow iw;			iw.soundID = soundBase::experience;			iw.player = h->tempOwner;			iw.components.push_back(Component(Component::RESOURCE,Res::GOLD,val1,0));			iw.components.push_back(Component(Component::RESOURCE,type,val2,0));			iw.text.addTxt(MetaString::ADVOB_TXT,23);			cb->showInfoDialog(&iw);			break;		}	case Obj::FLOTSAM:		{			cb->giveResource(h->tempOwner,Res::WOOD,val1); //wood			cb->giveResource(h->tempOwner,Res::GOLD,val2);//gold			InfoWindow iw;			iw.soundID = soundBase::GENIE;			iw.player = h->tempOwner;			if(val1)				iw.components.push_back(Component(Component::RESOURCE,Res::WOOD,val1,0));			if(val2)				iw.components.push_back(Component(Component::RESOURCE,Res::GOLD,val2,0));			iw.text.addTxt(MetaString::ADVOB_TXT, 51+type);			cb->showInfoDialog(&iw);			break;		}	case Obj::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(Component::RESOURCE,Res::GOLD,val1,0));				cb->giveResource(h->tempOwner,Res::GOLD,val1);			}			if(type == 1) //art			{				//TODO: what if no space in backpack?				iw.components.push_back(Component(Component::ARTIFACT, val2, 1, 0));				iw.text.addReplacement(MetaString::ART_NAMES, val2);				cb->giveHeroNewArtifact(h, VLC->arth->artifacts[val2],ArtifactPosition::FIRST_AVAILABLE);			}			cb->showInfoDialog(&iw);			break;		}	case Obj::SHIPWRECK_SURVIVOR:		{			InfoWindow iw;			iw.soundID = soundBase::experience;			iw.player = h->tempOwner;			iw.components.push_back(Component(Component::ARTIFACT,val1,1,0));			iw.text.addTxt(MetaString::ADVOB_TXT, 125);			iw.text.addReplacement(MetaString::ART_NAMES, val1);			cb->giveHeroNewArtifact(h, VLC->arth->artifacts[val1],ArtifactPosition::FIRST_AVAILABLE);			cb->showInfoDialog(&iw);			break;		}	case Obj::TREASURE_CHEST:		{			if (subID) //not OH3 treasure chest			{                logGlobal->warnStream() << "Not supported WoG treasure chest!";				return;			}			if(type) //there is an artifact			{				cb->giveHeroNewArtifact(h, VLC->arth->artifacts[val1],ArtifactPosition::FIRST_AVAILABLE);				InfoWindow iw;				iw.soundID = soundBase::treasure;				iw.player = h->tempOwner;				iw.components.push_back(Component(Component::ARTIFACT,val1,1,0));				iw.text.addTxt(MetaString::ADVOB_TXT,145);				iw.text.addReplacement(MetaString::ART_NAMES, val1);				cb->showInfoDialog(&iw);				break;			}			else			{				BlockingDialog sd(false,true);				sd.player = h->tempOwner;				sd.text.addTxt(MetaString::ADVOB_TXT,146);				sd.components.push_back(Component(Component::RESOURCE,Res::GOLD,val1,0));				TExpType expVal = h->calculateXp(val2);				sd.components.push_back(Component(Component::EXPERIENCE,0,expVal, 0));				sd.soundID = soundBase::chest;				cb->showBlockingDialog(&sd);				return;			}		}	}	cb->removeObject(this);}void CGPickable::blockingDialogAnswered(const CGHeroInstance *hero, ui32 answer) const {	switch(answer)	{	case 1: //player pick gold		cb->giveResource(hero->tempOwner, Res::GOLD, val1);		break;	case 2: //player pick exp		cb->changePrimSkill(hero, PrimarySkill::EXPERIENCE, hero->calculateXp(val2));		break;	default:		throw std::runtime_error("Unhandled treasure choice");	}	cb->removeObject(this);}bool CQuest::checkQuest (const CGHeroInstance * h) const{	switch (missionType)	{		case MISSION_NONE:			return true;		case MISSION_LEVEL:			if (m13489val <= h->level)				return true;			return false;		case MISSION_PRIMARY_STAT:			for (int i = 0; i < GameConstants::PRIMARY_SKILLS; ++i)			{				if (h->getPrimSkillLevel(static_cast<PrimarySkill::PrimarySkill>(i)) < m2stats[i])					return false;			}			return true;		case MISSION_KILL_HERO:		case MISSION_KILL_CREATURE:			if (!h->cb->getObjByQuestIdentifier(m13489val))				return true;			return false;		case MISSION_ART:			for (auto & elem : m5arts)			{				if (h->hasArt(elem))					continue;				return false; //if the artifact was not found			}			return true;		case MISSION_ARMY:			{				std::vector<CStackBasicDescriptor>::const_iterator cre;				TSlots::const_iterator it;				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->type)							count += it->second->count;					}					if (count < cre->count) //not enough creatures of this kind						return false;				}			}			return true;		case MISSION_RESOURCES:			for (Res::ERes i = Res::WOOD; i <= Res::GOLD; vstd::advance(i, +1)) //including Mithril ?			{	//Quest has no direct access to callback				if (h->cb->getResource (h->tempOwner, i) < m7resources[i])					return false;			}			return true;		case MISSION_HERO:			if (m13489val == h->type->ID.getNum())				return true;			return false;		case MISSION_PLAYER:			if (m13489val == h->getOwner().getNum())				return true;			return false;		default:			return false;	}}void CQuest::getVisitText (MetaString &iwText, std::vector<Component> &components, bool isCustom, bool firstVisit, const CGHeroInstance * h) const{	std::string text;	bool failRequirements = (h ? !checkQuest(h) : true);	if (firstVisit)	{		isCustom = isCustomFirst;		iwText << (text = firstVisitText);	}	else if (failRequirements)	{		isCustom = isCustomNext;		iwText << (text = nextVisitText);	}	switch (missionType)	{		case MISSION_LEVEL:			components.push_back(Component (Component::EXPERIENCE, 0, m13489val, 0));			if (!isCustom)				iwText.addReplacement(m13489val);			break;		case MISSION_PRIMARY_STAT:		{			MetaString loot;			for (int i = 0; i < 4; ++i)			{				if (m2stats[i])				{					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)				iwText.addReplacement(loot.buildList());		}			break;		case MISSION_KILL_HERO:			components.push_back(Component(Component::HERO, heroPortrait, 0, 0));			if (!isCustom)				addReplacements(iwText, text);			break;		case MISSION_HERO:			components.push_back(Component (Component::HERO, m13489val, 0, 0));			if (!isCustom)				iwText.addReplacement(VLC->heroh->heroes[m13489val]->name);			break;		case MISSION_KILL_CREATURE:			{				components.push_back(Component(stackToKill));				if (!isCustom)				{					addReplacements(iwText, text);				}			}			break;		case MISSION_ART:		{			MetaString loot;			for (auto & elem : m5arts)			{				components.push_back(Component (Component::ARTIFACT, elem, 0, 0));				loot << "%s";				loot.addReplacement(MetaString::ART_NAMES, elem);			}			if (!isCustom)				iwText.addReplacement(loot.buildList());		}			break;		case MISSION_ARMY:		{			MetaString loot;			for (auto & elem : m6creatures)			{				components.push_back(Component(elem));				loot << "%s";				loot.addReplacement(elem);			}			if (!isCustom)				iwText.addReplacement(loot.buildList());		}			break;		case MISSION_RESOURCES:		{			MetaString loot;			for (int i = 0; i < 7; ++i)			{				if (m7resources[i])				{					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)				iwText.addReplacement(loot.buildList());		}			break;		case MISSION_PLAYER:			components.push_back(Component (Component::FLAG, m13489val, 0, 0));			if (!isCustom)				iwText.addReplacement(VLC->generaltexth->colors[m13489val]);			break;	}}void CQuest::getRolloverText (MetaString &ms, bool onHover) const{	if (onHover)		ms << "\n\n";	ms << VLC->generaltexth->quests[missionType-1][onHover ? 3 : 4][textOption];	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(heroName);			break;		case MISSION_KILL_CREATURE:			ms.addReplacement(stackToKill);			break;		case MISSION_ART:			{				MetaString loot;				for (auto & elem : m5arts)				{					loot << "%s";					loot.addReplacement(MetaString::ART_NAMES, elem);				}				ms.addReplacement(loot.buildList());			}			break;		case MISSION_ARMY:			{				MetaString loot;				for (auto & elem : m6creatures)				{					loot << "%s";					loot.addReplacement(elem);				}				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_HERO:			ms.addReplacement(VLC->heroh->heroes[m13489val]->name);			break;		case MISSION_PLAYER:			ms.addReplacement(VLC->generaltexth->colors[m13489val]);			break;		default:			break;	}}void CQuest::getCompletionText (MetaString &iwText, std::vector<Component> &components, bool isCustom, const CGHeroInstance * h) const{	iwText << completedText;	switch (missionType)	{		case CQuest::MISSION_LEVEL:			if (!isCustomComplete)				iwText.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 (!isCustomComplete)					iwText.addReplacement(loot.buildList());			}			break;		case CQuest::MISSION_ART:		{			MetaString loot;			for (auto & elem : m5arts)			{				loot << "%s";				loot.addReplacement(MetaString::ART_NAMES, elem);			}			if (!isCustomComplete)				iwText.addReplacement(loot.buildList());		}			break;		case CQuest::MISSION_ARMY:		{			MetaString loot;			for (auto & elem : m6creatures)			{				loot << "%s";				loot.addReplacement(elem);			}			if (!isCustomComplete)				iwText.addReplacement(loot.buildList());		}			break;		case CQuest::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);				}			}			if (!isCustomComplete)				iwText.addReplacement(loot.buildList());		}			break;		case MISSION_KILL_HERO:		case MISSION_KILL_CREATURE:			if (!isCustomComplete)				addReplacements(iwText, completedText);			break;		case MISSION_HERO:			if (!isCustomComplete)				iwText.addReplacement(VLC->heroh->heroes[m13489val]->name);			break;		case MISSION_PLAYER:			if (!isCustomComplete)				iwText.addReplacement(VLC->generaltexth->colors[m13489val]);			break;	}}void CGSeerHut::setObjToKill(){	if (quest->missionType == CQuest::MISSION_KILL_CREATURE)	{		quest->stackToKill = getCreatureToKill(false)->getStack(SlotID(0)); //FIXME: stacks tend to dissapear (desync?) on server :?		assert(quest->stackToKill.type);		quest->stackToKill.count = 0; //no count in info window		quest->stackDirection = checkDirection();	}	else if (quest->missionType == CQuest::MISSION_KILL_HERO)	{		quest->heroName = getHeroToKill(false)->name;		quest->heroPortrait = getHeroToKill(false)->portrait;	}}void CGSeerHut::init(){	seerName = VLC->generaltexth->seerNames[ran()%VLC->generaltexth->seerNames.size()];	quest->textOption = ran() % 3;}void CGSeerHut::initObj(){	init();	quest->progress = CQuest::NOT_ACTIVE;	if (quest->missionType)	{		if (!quest->isCustomFirst)			quest->firstVisitText = VLC->generaltexth->quests[quest->missionType-1][0][quest->textOption];		if (!quest->isCustomNext)			quest->nextVisitText = VLC->generaltexth->quests[quest->missionType-1][1][quest->textOption];		if (!quest->isCustomComplete)			quest->completedText = VLC->generaltexth->quests[quest->missionType-1][2][quest->textOption];	}	else	{		quest->progress = CQuest::COMPLETE;		quest->firstVisitText = VLC->generaltexth->seerEmpty[quest->textOption];	}}void CGSeerHut::getRolloverText (MetaString &text, bool onHover) const{	quest->getRolloverText (text, onHover);//TODO: simplify?	if (!onHover)		text.addReplacement(seerName);}const std::string & CGSeerHut::getHoverText() const{	switch (ID)	{	case Obj::SEER_HUT:		if (quest->progress != CQuest::NOT_ACTIVE)		{			hoverName = VLC->generaltexth->allTexts[347];			boost::algorithm::replace_first(hoverName,"%s", seerName);		}		else //just seer hut			hoverName = VLC->generaltexth->names[ID];		break;	case Obj::QUEST_GUARD:		hoverName = VLC->generaltexth->names[ID];		break;	default:        logGlobal->debugStream() << "unrecognized quest object";	}	if (quest->progress & quest->missionType) //rollover when the quest is active	{		MetaString ms;		getRolloverText (ms, true);		hoverName += ms.toString();	}	return hoverName;}void CQuest::addReplacements(MetaString &out, const std::string &base) const{	switch(missionType)	{	case MISSION_KILL_CREATURE:		out.addReplacement(stackToKill);		if (std::count(base.begin(), base.end(), '%') == 2) //say where is placed monster		{			out.addReplacement(VLC->generaltexth->arraytxt[147+stackDirection]);		}		break;	case MISSION_KILL_HERO:		out.addReplacement(heroName);		break;	}}bool IQuestObject::checkQuest(const CGHeroInstance* h) const{	return quest->checkQuest(h);}void IQuestObject::getVisitText (MetaString &text, std::vector<Component> &components, bool isCustom, bool FirstVisit, const CGHeroInstance * h) const{	quest->getVisitText (text,components, isCustom, FirstVisit, h);}void CGSeerHut::getCompletionText(MetaString &text, std::vector<Component> &components, bool isCustom, const CGHeroInstance * h) const{	quest->getCompletionText (text, components, isCustom, h);	switch (rewardType)	{		case EXPERIENCE: components.push_back(Component (Component::EXPERIENCE, 0, h->calculateXp(rVal), 0));			break;		case MANA_POINTS: components.push_back(Component (Component::PRIM_SKILL, 5, rVal, 0));			break;		case MORALE_BONUS: components.push_back(Component (Component::MORALE, 0, rVal, 0));			break;		case LUCK_BONUS: components.push_back(Component (Component::LUCK, 0, rVal, 0));			break;		case RESOURCES: components.push_back(Component (Component::RESOURCE, rID, rVal, 0));			break;		case PRIMARY_SKILL: components.push_back(Component (Component::PRIM_SKILL, rID, rVal, 0));			break;		case SECONDARY_SKILL: components.push_back(Component (Component::SEC_SKILL, rID, rVal, 0));			break;		case ARTIFACT: components.push_back(Component (Component::ARTIFACT, rID, 0, 0));			break;		case SPELL: components.push_back(Component (Component::SPELL, rID, 0, 0));			break;		case CREATURE: components.push_back(Component (Component::CREATURE, rID, rVal, 0));			break;	}}void CGSeerHut::setPropertyDer (ui8 what, ui32 val){	switch (what)	{		case 10:			quest->progress = static_cast<CQuest::Eprogress>(val);			break;	}}void CGSeerHut::newTurn() const{	if (quest->lastDay >= 0 && quest->lastDay < cb->getDate()-1) //time is up	{		cb->setObjProperty (id, 10, CQuest::COMPLETE);	}}void CGSeerHut::onHeroVisit( const CGHeroInstance * h ) const{	InfoWindow iw;	iw.player = h->getOwner();	if (quest->progress < CQuest::COMPLETE)	{		bool firstVisit = !quest->progress;		bool failRequirements = !checkQuest(h);		bool isCustom=false;		if (firstVisit)		{			isCustom = quest->isCustomFirst;			cb->setObjProperty (id, 10, CQuest::IN_PROGRESS);			AddQuest aq;			aq.quest = QuestInfo (quest, this, visitablePos());			aq.player = h->tempOwner;			cb->sendAndApply (&aq); //TODO: merge with setObjProperty?		}		else if (failRequirements)		{			isCustom = quest->isCustomNext;		}		if (firstVisit || failRequirements)		{			getVisitText (iw.text, iw.components, isCustom, firstVisit, h);			cb->showInfoDialog(&iw);		}		if (!failRequirements) // propose completion, also on first visit		{			BlockingDialog bd (true, false);			bd.player = h->getOwner();			bd.soundID = soundBase::QUEST;			getCompletionText (bd.text, bd.components, isCustom, h);			cb->showBlockingDialog (&bd);			return;		}	}	else	{		iw.text << VLC->generaltexth->seerEmpty[quest->textOption];		if (ID == Obj::SEER_HUT)			iw.text.addReplacement(seerName);		cb->showInfoDialog(&iw);	}}int CGSeerHut::checkDirection() const{	int3 cord = getCreatureToKill()->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 (quest->missionType)		{			case CQuest::MISSION_ART:				for (auto & elem : quest->m5arts)				{					cb->removeArtifact(ArtifactLocation(h, h->getArtPos(elem, false)));				}				break;			case CQuest::MISSION_ARMY:					cb->takeCreatures(h->id, quest->m6creatures);				break;			case CQuest::MISSION_RESOURCES:				for (int i = 0; i < 7; ++i)				{					cb->giveResource(h->getOwner(), static_cast<Res::ERes>(i), -quest->m7resources[i]);				}				break;			default:				break;		}		cb->setObjProperty (id, 10, CQuest::COMPLETE); //mission complete		completeQuest(h); //make sure to remove QuestGuard at the very end	}}void CGSeerHut::completeQuest (const CGHeroInstance * h) const //reward{	switch (rewardType)	{		case EXPERIENCE:		{			TExpType expVal = h->calculateXp(rVal);			cb->changePrimSkill(h, PrimarySkill::EXPERIENCE, expVal, false);			break;		}		case MANA_POINTS:		{			cb->setManaPoints(h->id, h->mana+rVal);			break;		}		case MORALE_BONUS: case LUCK_BONUS:		{			Bonus hb(Bonus::ONE_WEEK, (rewardType == 3 ? Bonus::MORALE : Bonus::LUCK),				Bonus::OBJECT, rVal, h->id.getNum(), "", -1);			GiveBonus gb;			gb.id = h->id.getNum();			gb.bonus = hb;			cb->giveHeroBonus(&gb);		}			break;		case RESOURCES:			cb->giveResource(h->getOwner(), static_cast<Res::ERes>(rID), rVal);			break;		case PRIMARY_SKILL:			cb->changePrimSkill(h, static_cast<PrimarySkill::PrimarySkill>(rID), rVal, false);			break;		case SECONDARY_SKILL:			cb->changeSecSkill(h, SecondarySkill(rID), rVal, false);			break;		case ARTIFACT:			cb->giveHeroNewArtifact(h, VLC->arth->artifacts[rID],ArtifactPosition::FIRST_AVAILABLE);			break;		case SPELL:		{			std::set<SpellID> spell;			spell.insert (SpellID(rID));			cb->changeSpells(h, true, spell);		}			break;		case CREATURE:			{				CCreatureSet creatures;				creatures.setCreature(SlotID(0), CreatureID(rID), rVal);				cb->giveCreatures(this, h, creatures, false);			}			break;		default:			break;	}}const CGHeroInstance * CGSeerHut::getHeroToKill(bool allowNull) const{	const CGObjectInstance *o = cb->getObjByQuestIdentifier(quest->m13489val);	if(allowNull && !o)		return nullptr;	assert(o && (o->ID == Obj::HERO  ||  o->ID == Obj::PRISON));	return static_cast<const CGHeroInstance*>(o);}const CGCreature * CGSeerHut::getCreatureToKill(bool allowNull) const{	const CGObjectInstance *o = cb->getObjByQuestIdentifier(quest->m13489val);	if(allowNull && !o)		return nullptr;	assert(o && o->ID == Obj::MONSTER);	return static_cast<const CGCreature*>(o);}void CGSeerHut::blockingDialogAnswered(const CGHeroInstance *hero, ui32 answer) const {	finishQuest(hero, answer);}void CGQuestGuard::init(){	blockVisit = true;	quest->textOption = (ran() % 3) + 3; //3-5}void CGQuestGuard::completeQuest(const CGHeroInstance *h) const{	cb->removeObject(this);}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(!wasVisited(h->tempOwner))		cb->setObjProperty(id, 10, h->tempOwner.getNum());	ui32 txt_id;	if(h->getSecSkillLevel(SecondarySkill(ability))) //you already know this skill	{		txt_id =172;	}	else if(!h->canLearnSkill()) //already all skills slots used	{		txt_id = 173;	}	else //give sec skill	{		iw.components.push_back(Component(Component::SEC_SKILL, ability, 1, 0));		txt_id = 171;		cb->changeSecSkill(h, SecondarySkill(ability), 1, true);	}	iw.text.addTxt(MetaString::ADVOB_TXT,txt_id);	iw.text.addReplacement(MetaString::SEC_SKILL_NAME, ability);	cb->showInfoDialog(&iw);}const std::string & CGWitchHut::getHoverText() const{	hoverName = VLC->generaltexth->names[ID];	if(wasVisited(cb->getLocalPlayer()))	{		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(SecondarySkill(ability))) //hero knows that ability			hoverName += "\n\n" + VLC->generaltexth->allTexts[357]; // (Already learned)	}	return hoverName;}bool CGBonusingObject::wasVisited (const CGHeroInstance * h) const{	return h->hasBonusFrom(Bonus::OBJECT, ID);}void CGBonusingObject::onHeroVisit( const CGHeroInstance * h ) const{	bool visited = h->hasBonusFrom(Bonus::OBJECT,ID);	int messageID=0;	int bonusMove = 0;	ui32 descr_id = 0;	InfoWindow iw;	iw.player = h->tempOwner;	GiveBonus gbonus;	gbonus.id = h->id.getNum();	gbonus.bonus.duration = Bonus::ONE_BATTLE;	gbonus.bonus.source = Bonus::OBJECT;	gbonus.bonus.sid = ID;	bool second = false;	Bonus secondBonus;	switch(ID)	{	case Obj::BUOY:		messageID = 21;		iw.soundID = soundBase::MORALE;		gbonus.bonus.type = Bonus::MORALE;		gbonus.bonus.val = +1;		descr_id = 94;		break;	case Obj::SWAN_POND:		messageID = 29;		iw.soundID = soundBase::LUCK;		gbonus.bonus.type = Bonus::LUCK;		gbonus.bonus.val = 2;		descr_id = 67;		bonusMove = -h->movement;		break;	case Obj::FAERIE_RING:		messageID = 49;		iw.soundID = soundBase::LUCK;		gbonus.bonus.type = Bonus::LUCK;		gbonus.bonus.val = 1;		descr_id = 71;		break;	case Obj::FOUNTAIN_OF_FORTUNE:		messageID = 55;		iw.soundID = soundBase::LUCK;		gbonus.bonus.type = Bonus::LUCK;		gbonus.bonus.val = rand()%5 - 1;		descr_id = 69;		gbonus.bdescr.addReplacement((gbonus.bonus.val<0 ? "-" : "+") + boost::lexical_cast<std::string>(gbonus.bonus.val));		break;	case Obj::IDOL_OF_FORTUNE:		messageID = 62;		iw.soundID = soundBase::experience;		gbonus.bonus.val = 1;		descr_id = 68;		if(cb->getDate(Date::DAY_OF_WEEK) == 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(Date::DAY_OF_WEEK)%2) ? Bonus::LUCK : Bonus::MORALE;		}		break;	case Obj::MERMAID:		messageID = 83;		iw.soundID = soundBase::LUCK;		gbonus.bonus.type = Bonus::LUCK;		gbonus.bonus.val = 1;		descr_id = 72;		break;	case Obj::RALLY_FLAG:		iw.soundID = soundBase::MORALE;		messageID = 111;		gbonus.bonus.type = Bonus::MORALE;		gbonus.bonus.val = 1;		descr_id = 102;		second = true;		secondBonus = gbonus.bonus;		secondBonus.type = Bonus::LUCK;		bonusMove = 400;		break;	case Obj::OASIS:		iw.soundID = soundBase::MORALE;		messageID = 95;		gbonus.bonus.type = Bonus::MORALE;		gbonus.bonus.val = 1;		descr_id = 95;		bonusMove = 800;		break;	case Obj::TEMPLE:		messageID = 140;		iw.soundID = soundBase::temple;		gbonus.bonus.type = Bonus::MORALE;		if(cb->getDate(Date::DAY_OF_WEEK)==7) //sunday		{			gbonus.bonus.val = 2;			descr_id = 97;		}		else		{			gbonus.bonus.val = 1;			descr_id = 96;		}		break;	case Obj::WATERING_HOLE:		iw.soundID = soundBase::MORALE;		messageID = 166;		gbonus.bonus.type = Bonus::MORALE;		gbonus.bonus.val = 1;		descr_id = 100;		bonusMove = 400;		break;	case Obj::FOUNTAIN_OF_YOUTH:		iw.soundID = soundBase::MORALE;		messageID = 57;		gbonus.bonus.type = Bonus::MORALE;		gbonus.bonus.val = 1;		descr_id = 103;		bonusMove = 400;		break;	case Obj::STABLES:		iw.soundID = soundBase::STORE;		bool someUpgradeDone = false;		for (auto i = h->Slots().begin(); i != h->Slots().end(); ++i)		{			if(i->second->type->idNumber == CreatureID::CAVALIER)			{				cb->changeStackType(StackLocation(h, i->first), VLC->creh->creatures[CreatureID::CHAMPION]);				someUpgradeDone = true;			}		}		if (someUpgradeDone)		{			messageID = 138;			iw.components.push_back(Component(Component::CREATURE,11,0,1));		}		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 (descr_id != 0)		gbonus.bdescr.addTxt(MetaString::ARRAY_TXT,descr_id);	assert(messageID);	if(visited)	{		if(ID==Obj::RALLY_FLAG || ID==Obj::OASIS || ID==Obj::MERMAID || ID==Obj::STABLES)			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(Component::MORALE,0,gbonus.bonus.val,0));		if(gbonus.bonus.type == Bonus::LUCK   ||   secondBonus.type == Bonus::LUCK)			iw.components.push_back(Component(Component::LUCK,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.text.addTxt(MetaString::ADVOB_TXT,messageID);	cb->showInfoDialog(&iw);}const std::string & CGBonusingObject::getHoverText() const{	const CGHeroInstance *h = cb->getSelectedHero(cb->getCurrentPlayer());	hoverName = VLC->generaltexth->names[ID];	if(h)	{		bool visited = h->hasBonusFrom(Bonus::OBJECT,ID);		hoverName += " " + visitedTxt(visited);	}	return hoverName;}void CGBonusingObject::initObj(){	if(ID == Obj::BUOY || ID == Obj::MERMAID)	{		blockVisit = true;	}}void CGMagicSpring::setPropertyDer(ui8 what, ui32 val){	CGVisitableOPW::setPropertyDer (what, val); //set visitable if applicable	if (what == ObjProperty::LEFT_VISITED)	{		if (visitedTile == RIGHT)			visited = true; //both field were used, object is not available this week		else			visitedTile = LEFT;	}	else if (what == ObjProperty::RIGHT_VISITED)	{		if (visitedTile == LEFT)			visited = true;		else			visitedTile = RIGHT;	}	else if (what == ObjProperty::LEFTRIGHT_CLEAR)		visitedTile = CLEAR;}std::vector<int3> CGMagicSpring::getVisitableOffsets() const{	std::vector <int3> visitableTiles;	for(int y = 0; y < 6; y++)		for (int x = 0; x < 8; x++) //starting from left			if((defInfo->visitMap[5-y] >> x) & 1)				visitableTiles.push_back (int3(x, y , 0));	return visitableTiles;}int3 CGMagicSpring::getVisitableOffset() const{	//FIXME: this also shoudl stop AI from passing through already visited spring, is that ok?	auto visitableTiles = getVisitableOffsets();	if (visitableTiles.size() < 2)	{		logGlobal->warnStream() << "Warning: Magic Spring should have at least two visitable offsets!";		return int3(-1,-1,-1);	}    if (visited)		return int3(-1,-1,-1);	else	{		if (visitedTile == RIGHT)			return visitableTiles[0]; //visit teh other one now		else if (visitedTile == LEFT)			return visitableTiles[1];		else			return visitableTiles[0]; //only left one?	}}void CGMagicSpring::onHeroVisit(const CGHeroInstance * h) const{	int messageID;	if (!visited)	{		if (h->mana > h->manaLimit())			messageID = 76;		else		{			messageID = 74;			cb->setManaPoints (h->id, 2 * h->manaLimit());//TODO: mark left or right tile visited			if (visitedTile) //visitng the second tile				cb->setObjProperty (id, ObjProperty::VISITED, true);			else			{				auto visitableTiles = getVisitableOffsets();				assert (visitableTiles.size() >= 2);				if (h->getPosition() == pos - visitableTiles[0])					cb->setObjProperty (id, ObjProperty::LEFT_VISITED, true);				else if (h->getPosition() == pos - visitableTiles[1])					cb->setObjProperty (id, ObjProperty::RIGHT_VISITED, true);				else					logGlobal->warnStream() << "Warning: hero is not on any Magic Spring visitable offsets!";			}		}	}	else		messageID = 75;	showInfoDialog(h,messageID,soundBase::GENIE);}void CGMagicSpring::newTurn() const{	CGVisitableOPW::newTurn();	if (cb->getDate(Date::DAY_OF_WEEK) == 1)	{		cb->setObjProperty(id, ObjProperty::LEFTRIGHT_CLEAR, false);	}}const std::string & CGMagicSpring::getHoverText() const{	//TODO: change hover text depending on hovered tile	hoverName = VLC->generaltexth->names[ID] + " " + visitedTxt(visited);	return hoverName;}void CGMagicWell::onHeroVisit( const CGHeroInstance * h ) const{	int message;	if(h->hasBonusFrom(Bonus::OBJECT,ID)) //has already visited Well today	{		message = 78;//"A second drink at the well in one day will not help you."	}	else if(h->mana < h->manaLimit())	{		giveDummyBonus(h->id);		cb->setManaPoints(h->id,h->manaLimit());		message = 77;	}	else	{		message = 79;	}	showInfoDialog(h,message,soundBase::faerie);}const std::string & CGMagicWell::getHoverText() const{	getNameVis(hoverName);	return hoverName;}void CGPandoraBox::initObj(){	blockVisit = (ID==Obj::PANDORAS_BOX); //block only if it's really pandora's box (events also derive from that class)	hasGuardians = stacks.size();}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);}void CGPandoraBox::giveContentsUpToExp(const CGHeroInstance *h) const{	cb->removeAfterVisit(this);	InfoWindow iw;	iw.player = h->getOwner();	bool changesPrimSkill = false;	for (auto & elem : primskills)	{		if(elem)		{			changesPrimSkill = true;			break;		}	}	if(gainedExp || changesPrimSkill || abilities.size())	{		TExpType expVal = h->calculateXp(gainedExp);		//getText(iw,afterBattle,175,h); //wtf?		iw.text.addTxt(MetaString::ADVOB_TXT, 175); //%s learns something		iw.text.addReplacement(h->name);		if(expVal)			iw.components.push_back(Component(Component::EXPERIENCE,0,expVal,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 sec skills		for(int i=0; i<abilities.size(); i++)		{			int curLev = h->getSecSkillLevel(abilities[i]);			if( (curLev  &&  curLev < abilityLevels[i])	|| (h->canLearnSkill() ))			{				cb->changeSecSkill(h,abilities[i],abilityLevels[i],true);			}		}		//give prim skills		for(int i=0; i<primskills.size(); i++)			if(primskills[i])				cb->changePrimSkill(h,static_cast<PrimarySkill::PrimarySkill>(i),primskills[i],false);		assert(!cb->isVisitCoveredByAnotherQuery(this, h));		//give exp		if(expVal)			cb->changePrimSkill(h, PrimarySkill::EXPERIENCE, expVal, false);	}	if(!cb->isVisitCoveredByAnotherQuery(this, h))		giveContentsAfterExp(h);	//Otherwise continuation occurs via post-level-up callback.}void CGPandoraBox::giveContentsAfterExp(const CGHeroInstance *h) const{	bool hadGuardians = hasGuardians; //copy, because flag will be emptied after issuing first post-battle message	std::string msg = message; //in case box is removed in the meantime	InfoWindow iw;	iw.player = h->getOwner();	if(spells.size())	{		std::set<SpellID> spellsToGive;		iw.components.clear();		if (spells.size() > 1)		{			iw.text.addTxt(MetaString::ADVOB_TXT, 188); //%s learns spells		}		else		{			iw.text.addTxt(MetaString::ADVOB_TXT, 184); //%s learns a spell		}		iw.text.addReplacement(h->name);		std::vector<ConstTransitivePtr<CSpell> > * sp = &VLC->spellh->spells;		for(auto i=spells.cbegin(); i != spells.cend(); i++)		{			if ((*sp)[*i]->level <= h->getSecSkillLevel(SecondarySkill::WISDOM) + 2) //enough wisdom			{				iw.components.push_back(Component(Component::SPELL,*i,0,0));				spellsToGive.insert(*i);			}		}		if(spellsToGive.size())		{			cb->changeSpells(h,true,spellsToGive);			cb->showInfoDialog(&iw);		}	}	if(manaDiff)	{		getText(iw,hadGuardians,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,hadGuardians,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.getNum(),"");		gb.id = h->id.getNum();		cb->giveHeroBonus(&gb);	}	if(luckDiff)	{		getText(iw,hadGuardians,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.getNum(),"");		gb.id = h->id.getNum();		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,hadGuardians,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,hadGuardians,183,h);		cb->showInfoDialog(&iw);	}	iw.components.clear();	// 	getText(iw,afterBattle,183,h);	iw.text.addTxt(MetaString::ADVOB_TXT, 183); //% has found treasure	iw.text.addReplacement(h->name);	for(auto & elem : artifacts)	{		iw.components.push_back(Component(Component::ARTIFACT,elem,0,0));		if(iw.components.size() >= 14)		{			cb->showInfoDialog(&iw);			iw.components.clear();			iw.text.addTxt(MetaString::ADVOB_TXT, 183); //% has found treasure - once more?			iw.text.addReplacement(h->name);		}	}	if(iw.components.size())	{		cb->showInfoDialog(&iw);	}	for(int i=0; i<resources.size(); i++)		if(resources[i])			cb->giveResource(h->getOwner(),static_cast<Res::ERes>(i),resources[i]);	for(auto & elem : artifacts)		cb->giveHeroNewArtifact(h, VLC->arth->artifacts[elem],ArtifactPosition::FIRST_AVAILABLE);	iw.components.clear();	iw.text.clear();	if (creatures.Slots().size())	{ //this part is taken straight from creature bank		MetaString loot;		for(auto & elem : creatures.Slots())		{ //build list of joined creatures			iw.components.push_back(Component(*elem.second));			loot << "%s";			loot.addReplacement(*elem.second);		}		if (creatures.Slots().size() == 1 && creatures.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(this, h, creatures, true);	}	if(!hasGuardians && msg.size())	{		iw.text << msg;		cb->showInfoDialog(&iw);	}}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 CGPandoraBox::battleFinished(const CGHeroInstance *hero, const BattleResult &result) const {	if(result.winner)		return;	giveContentsUpToExp(hero);}void CGPandoraBox::blockingDialogAnswered(const CGHeroInstance *hero, ui32 answer) const {	if (answer)	{		if (stacksCount() > 0) //if pandora's box is protected by army		{			showInfoDialog(hero,16,0);			cb->startBattleI(hero, this); //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		{			showInfoDialog(hero,15,0);			cb->removeObject(this);		}		else //if it gives something without battle		{			giveContentsUpToExp(hero);		}	}}void CGPandoraBox::heroLevelUpDone(const CGHeroInstance *hero) const {	giveContentsAfterExp(hero);}void CGEvent::onHeroVisit( const CGHeroInstance * h ) const{	if(!(availableFor & (1 << h->tempOwner.getNum())))		return;	if(cb->getPlayerSettings(h->tempOwner)->playerID)	{		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);	}	else	{		giveContentsUpToExp(h);	}}void CGObservatory::onHeroVisit( const CGHeroInstance * h ) const{	InfoWindow iw;	iw.player = h->tempOwner;	switch (ID)	{	case Obj::REDWOOD_OBSERVATORY:	case Obj::PILLAR_OF_FIRE:	{		iw.soundID = soundBase::LIGHTHOUSE;		iw.text.addTxt(MetaString::ADVOB_TXT,98 + (ID==Obj::PILLAR_OF_FIRE));		FoWChange fw;		fw.player = h->tempOwner;		fw.mode = 1;		cb->getTilesInRange (fw.tiles, pos, 20, h->tempOwner, 1);		cb->sendAndApply (&fw);		break;	}	case Obj::COVER_OF_DARKNESS:	{		iw.text.addTxt (MetaString::ADVOB_TXT, 31);		hideTiles(h->tempOwner, 20);		break;	}	}	cb->showInfoDialog(&iw);}void CGShrine::onHeroVisit( const CGHeroInstance * h ) const{	if(spell == SpellID::NONE)	{        logGlobal->errorStream() << "Not initialized shrine visited!";		return;	}	if(!wasVisited(h->tempOwner))		cb->setObjProperty(id, 10, h->tempOwner.getNum());	InfoWindow iw;	iw.soundID = soundBase::temple;	iw.player = h->getOwner();	iw.text.addTxt(MetaString::ADVOB_TXT,127 + ID - 88);	iw.text.addTxt(MetaString::SPELL_NAME,spell);	iw.text << ".";	if(!h->getArt(ArtifactPosition::SPELLBOOK))	{		iw.text.addTxt(MetaString::ADVOB_TXT,131);	}	else if(ID == Obj::SHRINE_OF_MAGIC_THOUGHT  && !h->getSecSkillLevel(SecondarySkill::WISDOM)) //it's third level spell and hero doesn't have wisdom	{		iw.text.addTxt(MetaString::ADVOB_TXT,130);	}	else if(vstd::contains(h->spells,spell))//hero already knows the spell	{		iw.text.addTxt(MetaString::ADVOB_TXT,174);	}	else //give spell	{		std::set<SpellID> spells;		spells.insert(spell);		cb->changeSpells(h, true, spells);		iw.components.push_back(Component(Component::SPELL,spell,0,0));	}	cb->showInfoDialog(&iw);}void CGShrine::initObj(){	if(spell == SpellID::NONE) //spell not set	{		int level = ID-87;		std::vector<SpellID> possibilities;		cb->getAllowedSpells (possibilities, level);		if(!possibilities.size())		{            logGlobal->errorStream() << "Error: cannot init shrine, no allowed spells!";			return;		}		spell = possibilities[ran() % possibilities.size()];	}}const std::string & CGShrine::getHoverText() const{	hoverName = VLC->generaltexth->names[ID];	if(wasVisited(cb->getCurrentPlayer())) //TODO: use local player, not current	{		hoverName += "\n" + VLC->generaltexth->allTexts[355]; // + (learn %s)		boost::algorithm::replace_first(hoverName,"%s", spell.toSpell()->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 == Obj::OCEAN_BOTTLE)	{		blockVisit = true;	}}void CGSignBottle::onHeroVisit( const CGHeroInstance * h ) const{	InfoWindow iw;	iw.soundID = soundBase::STORE;	iw.player = h->getOwner();	iw.text << message;	cb->showInfoDialog(&iw);	if(ID == Obj::OCEAN_BOTTLE)		cb->removeObject(this);}//TODO: remove//void CGScholar::giveAnyBonus( const CGHeroInstance * h ) const//{////}void CGScholar::onHeroVisit( const CGHeroInstance * h ) const{	EBonusType type = bonusType;	int bid = bonusID;	//check if the bonus if applicable, if not - give primary skill (always possible)	int ssl = h->getSecSkillLevel(SecondarySkill(bid)); //current sec skill level, used if bonusType == 1	if((type == SECONDARY_SKILL			&& ((ssl == 3)  ||  (!ssl  &&  !h->canLearnSkill()))) ////hero already has expert level in the skill or (don't know skill and doesn't have free slot)		|| (type == SPELL  &&  (!h->getArt(ArtifactPosition::SPELLBOOK) || vstd::contains(h->spells, (ui32) bid)		|| ( SpellID(bid).toSpell()->level > h->getSecSkillLevel(SecondarySkill::WISDOM) + 2)		))) //hero doesn't have a spellbook or already knows the spell or doesn't have Wisdom	{		type = PRIM_SKILL;		bid = ran() % GameConstants::PRIMARY_SKILLS;	}	InfoWindow iw;	iw.soundID = soundBase::gazebo;	iw.player = h->getOwner();	iw.text.addTxt(MetaString::ADVOB_TXT,115);	switch (type)	{	case PRIM_SKILL:		cb->changePrimSkill(h,static_cast<PrimarySkill::PrimarySkill>(bid),+1);		iw.components.push_back(Component(Component::PRIM_SKILL,bid,+1,0));		break;	case SECONDARY_SKILL:		cb->changeSecSkill(h,SecondarySkill(bid),+1);		iw.components.push_back(Component(Component::SEC_SKILL,bid,ssl+1,0));		break;	case SPELL:		{			std::set<SpellID> hlp;			hlp.insert(SpellID(bid));			cb->changeSpells(h,true,hlp);			iw.components.push_back(Component(Component::SPELL,bid,0,0));		}		break;	default:		logGlobal->errorStream() << "Error: wrong bonus type (" << (int)type << ") for Scholar!\n";		return;	}	cb->showInfoDialog(&iw);	cb->removeObject(this);}void CGScholar::initObj(){	blockVisit = true;	if(bonusType == RANDOM)	{		bonusType = static_cast<EBonusType>(ran()%3);		switch(bonusType)		{		case PRIM_SKILL:			bonusID = ran() % GameConstants::PRIMARY_SKILLS;			break;		case SECONDARY_SKILL:			bonusID = ran() % GameConstants::SKILL_QUANTITY;			break;		case SPELL:			std::vector<SpellID> 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{	int ally = cb->gameState()->getPlayerRelations(h->tempOwner, tempOwner);	if (!ally && stacksCount() > 0) {		//TODO: Find a way to apply magic garrison effects in battle.		cb->startBattleI(h, this);		return;	}	//New owner.	if (!ally)		cb->setOwner(this, h->tempOwner);	cb->showGarrisonDialog(id, h->id, removableUnits);}ui8 CGGarrison::getPassableness() const{	if ( !stacksCount() )//empty - anyone can visit		return GameConstants::ALL_PLAYERS;	if ( tempOwner == PlayerColor::NEUTRAL )//neutral guarded - no one can visit		return 0;	ui8 mask = 0;	TeamState * ts = cb->gameState()->getPlayerTeam(tempOwner);	for(PlayerColor it : ts->players)		mask |= 1<<it.getNum(); //allies - add to possible visitors	return mask;}void CGGarrison::battleFinished(const CGHeroInstance *hero, const BattleResult &result) const {	if (result.winner == 0)		onHeroVisit(hero);}void CGOnceVisitable::onHeroVisit( const CGHeroInstance * h ) const{	int sound = soundBase::sound_todo;	int txtid;	switch(ID)	{	case Obj::CORPSE:		txtid = 37;		sound = soundBase::MYSTERY;		break;	case Obj::LEAN_TO:		sound = soundBase::GENIE;		txtid = 64;		break;	case Obj::WAGON:		sound = soundBase::GENIE;		txtid = 154;		break;	case Obj::WARRIORS_TOMB:		{			//ask if player wants to search the Tomb			BlockingDialog bd(true, false);			bd.soundID = soundBase::GRAVEYARD;			bd.player = h->getOwner();			bd.text.addTxt(MetaString::ADVOB_TXT,161);			cb->showBlockingDialog(&bd);			return;		}		break;	default:        logGlobal->errorStream() << "Error: Unknown object (" << ID <<") treated as CGOnceVisitable!";		return;	}	InfoWindow iw;	iw.soundID = sound;	iw.player = h->getOwner();	if(players.size()) //we have been already visited...	{		txtid++;		if(ID == Obj::WAGON) //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 == Obj::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->giveHeroNewArtifact(h, VLC->arth->artifacts[bonusType],ArtifactPosition::FIRST_AVAILABLE);			iw.text.addTxt(MetaString::ADVOB_TXT, txtid);			if (ID == Obj::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(), static_cast<Res::ERes>(bonusType), bonusVal);			break;		}		if(ID == Obj::WAGON  &&  artOrRes == 1)		{			iw.text.localStrings.back().second++;			iw.text.addReplacement(MetaString::ART_NAMES, bonusType);		}	}	cb->showInfoDialog(&iw);	cb->setObjProperty(id, 10, h->getOwner().getNum());}const std::string & CGOnceVisitable::getHoverText() const{	const bool visited = wasVisited(cb->getCurrentPlayer());	hoverName = VLC->generaltexth->names[ID] + " " + visitedTxt(visited);	return hoverName;}void CGOnceVisitable::initObj(){	switch(ID)	{	case Obj::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 Obj::LEAN_TO:		{			artOrRes = 2;			bonusType = ran()%6; //any basic resource without gold			bonusVal = ran()%4 + 1;		}		break;	case Obj::WARRIORS_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 Obj::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::blockingDialogAnswered(const CGHeroInstance *hero, ui32 answer) const {	//must have been Tomb	if(answer)	{		InfoWindow iw;		iw.player = hero->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->giveHeroNewArtifact(hero, VLC->arth->artifacts[bonusType],ArtifactPosition::FIRST_AVAILABLE);		}		if(!hero->hasBonusFrom(Bonus::OBJECT,ID)) //we don't have modifier from this object yet		{			//ruin morale			GiveBonus gb;			gb.id = hero->id.getNum();			gb.bonus = Bonus(Bonus::ONE_BATTLE,Bonus::MORALE,Bonus::OBJECT,-3,id.getNum(),"");			gb.bdescr.addTxt(MetaString::ARRAY_TXT,104); //Warrior Tomb Visited -3			cb->giveHeroBonus(&gb);		}		cb->showInfoDialog(&iw);		cb->setObjProperty(id, 10, hero->getOwner().getNum());	}}void CBank::initObj(){	index = VLC->objh->bankObjToIndex(this);	bc = nullptr;	daycounter = 0;	multiplier = 1;}const std::string & CBank::getHoverText() const{	bool visited = (bc == nullptr);	hoverName = VLC->objh->creBanksNames[index] + " " + visitedTxt(visited);	return hoverName;}void CBank::reset(ui16 var1) //prevents desync{	ui8 chance = 0;	for (auto & elem : VLC->objh->banksInfo[index])	{		if (var1 < (chance += elem->chance))		{ 			bc = elem;			break;		}	}	artifacts.clear();}void CBank::initialize() const{	cb->setObjProperty (id, ObjProperty::BANK_RESET, ran()); //synchronous reset		for (ui8 i = 0; i <= 3; i++)	{		for (ui8 n = 0; n < bc->artifacts[i]; n++) 		{			CArtifact::EartClass artClass;			switch(i)			{			case 0: artClass = CArtifact::ART_TREASURE; break;			case 1: artClass = CArtifact::ART_MINOR; break;			case 2: artClass = CArtifact::ART_MAJOR; break;			case 3: artClass = CArtifact::ART_RELIC; break;			default: assert(0); continue;			}			int artID = cb->getArtSync(ran(), artClass, true);			cb->setObjProperty(id, ObjProperty::BANK_ADD_ARTIFACT, artID); 		}	}	cb->setObjProperty (id, ObjProperty::BANK_INIT_ARMY, ran()); //get army}void CBank::setPropertyDer (ui8 what, ui32 val)/// random values are passed as arguments and processed identically on all clients{	switch (what)	{		case ObjProperty::BANK_DAYCOUNTER: //daycounter			if (val == 0)				daycounter = 1; //yes, 1			else				daycounter++;			break;		case ObjProperty::BANK_MULTIPLIER: //multiplier, in percent			multiplier = val / 100.0;			break;		case 13: //bank preset			bc = VLC->objh->banksInfo[index][val];			break;		case ObjProperty::BANK_RESET:			reset (val%100);			break;		case ObjProperty::BANK_CLEAR_CONFIG:			bc = nullptr;			break;		case ObjProperty::BANK_CLEAR_ARTIFACTS: //remove rewards from Derelict Ship			artifacts.clear();			break;		case ObjProperty::BANK_INIT_ARMY: //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 (SlotID(i), bc->guards[0].first, bc->guards[0].second  / 5 );						setCreature (SlotID(4), CreatureID(bc->guards[0].first + upgraded), bc->guards[0].second  / 5 );						break;					case 4:					{						if (bc->guards.back().second) //all stacks are present						{							for (auto & elem : bc->guards)							{								setCreature (SlotID(stacksCount()), elem.first, elem.second);							}						}						else if (bc->guards[2].second)//Wraiths are present, split two stacks in Crypt						{							setCreature (SlotID(0), bc->guards[0].first, bc->guards[0].second  / 2 );							setCreature (SlotID(1), bc->guards[1].first, bc->guards[1].second / 2);							setCreature (SlotID(2), CreatureID(bc->guards[2].first + upgraded), bc->guards[2].second);							setCreature (SlotID(3), bc->guards[1].first, bc->guards[1].second / 2 );							setCreature (SlotID(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 (SlotID(2*i), bc->guards[0].first, bc->guards[0].second  / 3);							for	(int i = 0; i < 2; ++i) //zombies								setCreature (SlotID(2*i+1), bc->guards[1].first, bc->guards[1].second  / 2);						}					}						break;					default:                        logGlobal->warnStream() << "Error: Unexpected army data: " << bc->guards.size() <<" items found";						return;				}			}			break;		case ObjProperty::BANK_ADD_ARTIFACT: //add Artifact		{			artifacts.push_back (val);			break;		}	}}void CBank::newTurn() const{	if (bc == nullptr)	{		if (cb->getDate() == 1)			initialize(); //initialize on first day		else if (daycounter >= 28 && (subID < 13 || subID > 16)) //no reset for Emissaries		{			initialize();			cb->setObjProperty (id, ObjProperty::BANK_DAYCOUNTER, 0); //daycounter 0			if (ID == Obj::DERELICT_SHIP && cb->getDate() > 1)			{				cb->setObjProperty (id, ObjProperty::BANK_MULTIPLIER, 0);//ugly hack to make derelict ships usable only once				cb->setObjProperty (id, ObjProperty::BANK_CLEAR_ARTIFACTS, 0);			}		}		else			cb->setObjProperty (id, ObjProperty::BANK_DAYCOUNTER, 1); //daycounter++	}}bool CBank::wasVisited (PlayerColor player) const{	return !bc;}void CBank::onHeroVisit (const CGHeroInstance * h) const{	if (bc)	{		int banktext = 0;		switch (ID)		{		case Obj::CREATURE_BANK:			banktext = 32;			break;		case Obj::DERELICT_SHIP:			banktext = 41;			break;		case Obj::DRAGON_UTOPIA:			banktext = 47;			break;		case Obj::CRYPT:			banktext = 119;			break;		case Obj::SHIPWRECK:			banktext = 122;			break;		}		BlockingDialog bd (true, false);		bd.player = h->getOwner();		bd.soundID = soundBase::ROGUE;		bd.text.addTxt(MetaString::ADVOB_TXT,banktext);		if (ID == Obj::CREATURE_BANK)			bd.text.addReplacement(VLC->objh->creBanksNames[index]);		cb->showBlockingDialog (&bd);	}	else	{		InfoWindow iw;		iw.soundID = soundBase::GRAVEYARD;		iw.player = h->getOwner();		if (ID == Obj::CRYPT) //morale penalty for empty Crypt		{			GiveBonus gbonus;			gbonus.id = h->id.getNum();			gbonus.bonus.duration = Bonus::ONE_BATTLE;			gbonus.bonus.source = Bonus::OBJECT;			gbonus.bonus.sid = 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::battleFinished(const CGHeroInstance *hero, const BattleResult &result) const {	if (result.winner == 0)	{		int textID = -1;		InfoWindow iw;		iw.player = hero->getOwner();		MetaString loot;		switch (ID)		{		case Obj::CREATURE_BANK: case Obj::DRAGON_UTOPIA:			textID = 34;			break;		case Obj::DERELICT_SHIP:			if (multiplier)				textID = 43;			else			{				GiveBonus gbonus;				gbonus.id = hero->id.getNum();				gbonus.bonus.duration = Bonus::ONE_BATTLE;				gbonus.bonus.source = Bonus::OBJECT;				gbonus.bonus.sid = 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 Obj::CRYPT:			if (bc->resources.size() != 0)				textID = 121;			else			{				iw.components.push_back (Component (Component::MORALE, 0 , -1, 0));				GiveBonus gbonus;				gbonus.id = hero->id.getNum();				gbonus.bonus.duration = Bonus::ONE_BATTLE;				gbonus.bonus.source = Bonus::OBJECT;				gbonus.bonus.sid = 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 Obj::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 (hero->getOwner(), static_cast<Res::ERes>(it), bc->resources[it]);				}			}		}		//grant artifacts		for (auto & elem : artifacts)		{			iw.components.push_back (Component (Component::ARTIFACT, elem, 0, 0));			loot << "%s";			loot.addReplacement(MetaString::ART_NAMES, elem);			cb->giveHeroNewArtifact (hero, VLC->arth->artifacts[elem], ArtifactPosition::FIRST_AVAILABLE);		}		//display loot		if (!iw.components.empty())		{			iw.text.addTxt (MetaString::ADVOB_TXT, textID);			if (textID == 34)			{				iw.text.addReplacement(MetaString::CRE_PL_NAMES, result.casualties[1].begin()->first);				iw.text.addReplacement(loot.buildList());			}			cb->showInfoDialog(&iw);		}		loot.clear();		iw.components.clear();		iw.text.clear();		//grant creatures		CCreatureSet ourArmy;		for (auto it = bc->creatures.cbegin(); it != bc->creatures.cend(); it++)		{			SlotID slot = ourArmy.getSlotFor(it->first);			ourArmy.addToSlot(slot, it->first, it->second);		}		for (auto & elem : ourArmy.Slots())		{			iw.components.push_back(Component(*elem.second));			loot << "%s";			loot.addReplacement(*elem.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(hero->name);			cb->showInfoDialog(&iw);			cb->giveCreatures(this, hero, ourArmy, false);		}		cb->setObjProperty (id, ObjProperty::BANK_CLEAR_CONFIG, 0); //bc = nullptr	}}void CBank::blockingDialogAnswered(const CGHeroInstance *hero, ui32 answer) const {	if (answer)	{		cb->startBattleI(hero, this, true);	}}void CGPyramid::initObj(){	std::vector<SpellID> available;	cb->getAllowedSpells (available, 5);	if (available.size())	{		bc = VLC->objh->banksInfo[21].front(); //TODO: remove hardcoded value?		spell = (available[ran()%available.size()]);	}	else	{        logGlobal->errorStream() <<"No spells available for Pyramid! Object set to empty.";	}	setPropertyDer (ObjProperty::BANK_INIT_ARMY,ran()); //set guards at game start}const std::string & CGPyramid::getHoverText() const{	hoverName = VLC->objh->creBanksNames[21]+ " " + visitedTxt((bc==nullptr));	return hoverName;}void CGPyramid::onHeroVisit (const CGHeroInstance * h) const{	if (bc)	{		BlockingDialog bd (true, false);		bd.player = h->getOwner();		bd.soundID = soundBase::MYSTERY;		bd.text << VLC->generaltexth->advobtxt[105];		cb->showBlockingDialog(&bd);	}	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.getNum(),VLC->generaltexth->arraytxt[70]);		gb.id = h->id.getNum();		cb->giveHeroBonus(&gb);		cb->showInfoDialog(&iw);	}}void CGPyramid::battleFinished(const CGHeroInstance *hero, const BattleResult &result) const {	if (result.winner == 0)	{		InfoWindow iw;		iw.player = hero->getOwner();		iw.text.addTxt (MetaString::ADVOB_TXT, 106);		iw.text.addTxt (MetaString::SPELL_NAME, spell);		if (!hero->getArt(ArtifactPosition::SPELLBOOK))			iw.text.addTxt (MetaString::ADVOB_TXT, 109); //no spellbook		else if (hero->getSecSkillLevel(SecondarySkill::WISDOM) < 3)			iw.text.addTxt (MetaString::ADVOB_TXT, 108); //no expert Wisdom		else		{			std::set<SpellID> spells;			spells.insert (SpellID(spell));			cb->changeSpells (hero, true, spells);			iw.components.push_back(Component (Component::SPELL, spell, 0, 0));		}		cb->showInfoDialog(&iw);		cb->setObjProperty (id, ObjProperty::BANK_CLEAR_CONFIG, 0);	}}void CGKeys::setPropertyDer (ui8 what, ui32 val) //101-108 - enable key for player 1-8{	if (what >= 101 && what <= (100 + PlayerColor::PLAYER_LIMIT_I))	{		PlayerColor player(what-101);		playerKeyMap[player].insert((ui8)val);	}	else		logGlobal->errorStream() << boost::format("Unexpected properties requested to set: what=%d, val=%d") % (int)what % val;}bool CGKeys::wasMyColorVisited (PlayerColor player) const{	if (vstd::contains(playerKeyMap[player], subID)) //creates set if it's not there		return true;	else		return false;}const std::string& CGKeys::getHoverText() const{	bool visited = wasMyColorVisited (cb->getLocalPlayer());	hoverName = getName() + "\n" + visitedTxt(visited);	return hoverName;}const std::string CGKeys::getName() const{	std::string name;	name = VLC->generaltexth->tentColors[subID] + " " + VLC->generaltexth->names[ID];	return name;}bool CGKeymasterTent::wasVisited (PlayerColor player) const{	return wasMyColorVisited (player);}void CGKeymasterTent::onHeroVisit( const CGHeroInstance * h ) const{	int txt_id;	if (!wasMyColorVisited (h->getOwner()) )	{		cb->setObjProperty(id, h->tempOwner.getNum()+101, subID);		txt_id=19;	}	else		txt_id=20;    showInfoDialog(h,txt_id,soundBase::CAVEHEAD);}void CGBorderGuard::initObj(){	//ui32 m13489val = subID; //store color as quest info	blockVisit = true;}void CGBorderGuard::getVisitText (MetaString &text, std::vector<Component> &components, bool isCustom, bool FirstVisit, const CGHeroInstance * h) const{	text << std::pair<ui8,ui32>(11,18);}void CGBorderGuard::getRolloverText (MetaString &text, bool onHover) const{	if (!onHover)		text << VLC->generaltexth->tentColors[subID] << " " << VLC->generaltexth->names[Obj::KEYMASTER];}bool CGBorderGuard::checkQuest (const CGHeroInstance * h) const{	return wasMyColorVisited (h->tempOwner);}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);	}	else	{		showInfoDialog(h,18,soundBase::CAVEHEAD);		AddQuest aq;		aq.quest = QuestInfo (quest, this, visitablePos());		aq.player = h->tempOwner;		cb->sendAndApply (&aq);		//TODO: add this quest only once OR check for multiple instances later	}}void CGBorderGuard::blockingDialogAnswered(const CGHeroInstance *hero, ui32 answer) const {	if (answer)		cb->removeObject(this);}void CGBorderGate::onHeroVisit( const CGHeroInstance * h ) const //TODO: passability{	if (!wasMyColorVisited (h->getOwner()) )	{		showInfoDialog(h,18,0);		AddQuest aq;		aq.quest = QuestInfo (quest, this, visitablePos());		aq.player = h->tempOwner;		cb->sendAndApply (&aq);	}}ui8 CGBorderGate::getPassableness() const{	ui8 ret = 0;	for (int i = 0; i < PlayerColor::PLAYER_LIMIT_I; i++)		ret |= wasMyColorVisited(PlayerColor(i))<<i;	return ret;}void CGMagi::initObj(){	if (ID == Obj::EYE_OF_MAGI)	{		blockVisit = true;		eyelist[subID].push_back(id);	}}void CGMagi::onHeroVisit(const CGHeroInstance * h) const{	if (ID == Obj::HUT_OF_MAGI)	{		showInfoDialog(h, 61, soundBase::LIGHTHOUSE);		if (!eyelist[subID].empty())		{			CenterView cv;			cv.player = h->tempOwner;			cv.focusTime = 2000;			FoWChange fw;			fw.player = h->tempOwner;			fw.mode = 1;			for(auto it : eyelist[subID])			{				const CGObjectInstance *eye = cb->getObj(it);				cb->getTilesInRange (fw.tiles, eye->pos, 10, h->tempOwner, 1);				cb->sendAndApply(&fw);				cv.pos = eye->pos;				cb->sendAndApply(&cv);			}			cv.pos = h->getPosition(false);			cb->sendAndApply(&cv);		}	}	else if (ID == Obj::EYE_OF_MAGI)	{		showInfoDialog(h,48,soundBase::invalid);	}}void CGBoat::initObj(){	hero = nullptr;}void CGSirens::initObj(){	blockVisit = true;}const std::string & CGSirens::getHoverText() const{	getNameVis(hoverName);	return hoverName;}void CGSirens::onHeroVisit( const CGHeroInstance * h ) const{	InfoWindow iw;	iw.soundID = soundBase::DANGER;	iw.player = h->tempOwner;	if(h->hasBonusFrom(Bonus::OBJECT,ID)) //has already visited Sirens	{		iw.text.addTxt(MetaString::ADVOB_TXT,133);	}	else	{		giveDummyBonus(h->id, Bonus::ONE_BATTLE);		TExpType xp = 0;		for (auto i = h->Slots().begin(); i != h->Slots().end(); i++)		{			TQuantity drown = i->second->count * 0.3;			if(drown)			{				cb->changeStackCount(StackLocation(h, i->first), -drown);				xp += drown * i->second->type->valOfBonuses(Bonus::STACK_HEALTH);			}		}		if(xp)		{			xp = h->calculateXp(xp);			iw.text.addTxt(MetaString::ADVOB_TXT,132);			iw.text.addReplacement(xp);			cb->changePrimSkill(h, PrimarySkill::EXPERIENCE, xp, false);		}		else		{			iw.text.addTxt(MetaString::ADVOB_TXT,134);		}	}	cb->showInfoDialog(&iw);}//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);	for (auto & offset : offsets)	{		if (const TerrainTile *tile = IObjectInterface::cb->getTile(o->pos + offset, false)) //tile is in the map		{            if (tile->terType == ETerrainType::WATER  &&  (!tile->blocked || tile->blockingObjects.front()->ID == 8)) //and is water and is not blocked or is blocked by boat				return o->pos + offset;		}	}	return int3 (-1,-1,-1);}IBoatGenerator::EGeneratorState IBoatGenerator::shipyardStatus() const{	int3 tile = bestLocation();	const TerrainTile *t = IObjectInterface::cb->getTile(tile);	if(!t)		return TILE_BLOCKED; //no available water	else if(!t->blockingObjects.size())		return GOOD; //OK	else if(t->blockingObjects.front()->ID == Obj::BOAT)		return BOAT_ALREADY_BUILT; //blocked with boat	else		return TILE_BLOCKED; //blocked}int IBoatGenerator::getBoatType() const{	//We make good ships by default	return 1;}IBoatGenerator::IBoatGenerator(const CGObjectInstance *O): o(O){}void IBoatGenerator::getProblemText(MetaString &out, const CGHeroInstance *visitor) const{	switch(shipyardStatus())	{	case BOAT_ALREADY_BUILT:		out.addTxt(MetaString::GENERAL_TXT, 51);		break;	case TILE_BLOCKED:		if(visitor)		{			out.addTxt(MetaString::GENERAL_TXT, 134);			out.addReplacement(visitor->name);		}		else			out.addTxt(MetaString::ADVOB_TXT, 189);		break;	case NO_WATER:        logGlobal->errorStream() << "Shipyard without water!!! " << o->pos << "\t" << o->id;		return;	}}void IShipyard::getBoatCost( std::vector<si32> &cost ) const{	cost.resize(GameConstants::RESOURCE_QUANTITY);	cost[Res::WOOD] = 10;	cost[Res::GOLD] = 1000;}IShipyard::IShipyard(const CGObjectInstance *O)	: IBoatGenerator(O){}IShipyard * IShipyard::castFrom( CGObjectInstance *obj ){	if(!obj)		return nullptr;	if(obj->ID == Obj::TOWN)	{		return static_cast<CGTownInstance*>(obj);	}	else if(obj->ID == Obj::SHIPYARD)	{		return static_cast<CGShipyard*>(obj);	}	else	{		return nullptr;	}}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{	// H J L K I	// A x S x B	// C E G F D	offsets += int3(-3,0,0), int3(1,0,0), //AB		int3(-3,1,0), int3(1,1,0), int3(-2,1,0), int3(0,1,0), int3(-1,1,0), //CDEFG		int3(-3,-1,0), int3(1,-1,0), int3(-2,-1,0), int3(0,-1,0), int3(-1,-1,0); //HIJKL}void CGShipyard::onHeroVisit( const CGHeroInstance * h ) const{	if(!cb->gameState()->getPlayerRelations(tempOwner, h->tempOwner))		cb->setOwner(this, h->tempOwner);	auto s = shipyardStatus();	if(s != IBoatGenerator::GOOD)	{		InfoWindow iw;		iw.player = tempOwner;		getProblemText(iw.text, h);		cb->showInfoDialog(&iw);	}	else	{		openWindow(OpenWindow::SHIPYARD_WINDOW,id.getNum(),h->id.getNum());	}}void CCartographer::onHeroVisit( const CGHeroInstance * h ) const{	if (!wasVisited (h->getOwner()) ) //if hero has not visited yet this cartographer	{		if (cb->getResource(h->tempOwner, Res::GOLD) >= 1000) //if he can afford a map		{			//ask if he wants to buy one			int text=0;			switch (subID)			{				case 0:					text = 25;					break;				case 1:					text = 26;					break;				case 2:					text = 27;					break;				default:                    logGlobal->warnStream() << "Unrecognized subtype of cartographer";			}			assert(text);			BlockingDialog bd (true, false);			bd.player = h->getOwner();			bd.soundID = soundBase::LIGHTHOUSE;			bd.text.addTxt (MetaString::ADVOB_TXT, text);			cb->showBlockingDialog (&bd);		}		else //if he cannot afford		{			showInfoDialog(h,28,soundBase::CAVEHEAD);		}	}	else //if he already visited carographer	{		showInfoDialog(h,24,soundBase::CAVEHEAD);	}}void CCartographer::blockingDialogAnswered(const CGHeroInstance *hero, ui32 answer) const {	if (answer) //if hero wants to buy map	{		cb->giveResource (hero->tempOwner, Res::GOLD, -1000);		FoWChange fw;		fw.mode = 1;		fw.player = hero->tempOwner;		//subIDs of different types of cartographers:		//water = 0; land = 1; underground = 2;		cb->getAllTiles (fw.tiles, hero->tempOwner, subID - 1, !subID + 1); //reveal appropriate tiles		cb->sendAndApply (&fw);		cb->setObjProperty (id, 10, hero->tempOwner.getNum());	}}void CGDenOfthieves::onHeroVisit (const CGHeroInstance * h) const{	cb->showThievesGuildWindow(h->tempOwner, id);}void CGObelisk::onHeroVisit( const CGHeroInstance * h ) const{	InfoWindow iw;	iw.player = h->tempOwner;	TeamState *ts = cb->gameState()->getPlayerTeam(h->tempOwner);	assert(ts);	TeamID team = ts->id;	if(!wasVisited(team))	{		iw.text.addTxt(MetaString::ADVOB_TXT, 96);		cb->sendAndApply(&iw);		cb->setObjProperty(id, 20, h->tempOwner.getNum()); //increment general visited obelisks counter		openWindow(OpenWindow::PUZZLE_MAP, h->tempOwner.getNum());		cb->setObjProperty(id, 10, h->tempOwner.getNum()); //mark that particular obelisk as visited	}	else	{		iw.text.addTxt(MetaString::ADVOB_TXT, 97);		cb->sendAndApply(&iw);	}}void CGObelisk::initObj(){	obeliskCount++;}const std::string & CGObelisk::getHoverText() const{	bool visited = wasVisited(cb->getLocalPlayer());	hoverName = VLC->generaltexth->names[ID] + " " + visitedTxt(visited);	return hoverName;}void CGObelisk::setPropertyDer( ui8 what, ui32 val ){	CPlayersVisited::setPropertyDer(what, val);	switch(what)	{	case 20:		assert(val < PlayerColor::PLAYER_LIMIT_I);		visited[TeamID(val)]++;		if(visited[TeamID(val)] > obeliskCount)		{            logGlobal->errorStream() << "Error: Visited " << visited[TeamID(val)] << "\t\t" << obeliskCount;			assert(0);		}		break;	}}void CGLighthouse::onHeroVisit( const CGHeroInstance * h ) const{	if(h->tempOwner != tempOwner)	{		PlayerColor oldOwner = tempOwner;		cb->setOwner(this,h->tempOwner); //not ours? flag it!		showInfoDialog(h,69,soundBase::LIGHTHOUSE);		giveBonusTo(h->tempOwner);		if(oldOwner < PlayerColor::PLAYER_LIMIT) //remove bonus from old owner		{			RemoveBonus rb(RemoveBonus::PLAYER);			rb.whoID = oldOwner.getNum();			rb.source = Bonus::OBJECT;			rb.id = id.getNum();			cb->sendAndApply(&rb);		}	}}void CGLighthouse::initObj(){	if(tempOwner < PlayerColor::PLAYER_LIMIT)	{		giveBonusTo(tempOwner);	}}const std::string & CGLighthouse::getHoverText() const{	hoverName = VLC->generaltexth->names[ID];	//TODO: owned by %s player	return hoverName;}void CGLighthouse::giveBonusTo( PlayerColor player ) const{	GiveBonus gb(GiveBonus::PLAYER);	gb.bonus.type = Bonus::SEA_MOVEMENT;	gb.bonus.val = 500;	gb.id = player.getNum();	gb.bonus.duration = Bonus::PERMANENT;	gb.bonus.source = Bonus::OBJECT;	gb.bonus.sid = id.getNum();	cb->sendAndApply(&gb);}void CArmedInstance::randomizeArmy(int type){	int max = VLC->creh->creatures.size();	for (auto & elem : stacks)	{		int randID = elem.second->idRand;		if(randID > max)		{			int level = (randID-VLC->creh->creatures.size()) / 2 -1;			bool upgrade = !(randID % 2);			elem.second->setType(VLC->townh->factions[type]->town->creatures[level][upgrade]);			randID = -1;		}		assert(elem.second->armyObj == this);	}	return;}CArmedInstance::CArmedInstance(){	battle = nullptr;}//int CArmedInstance::valOfGlobalBonuses(CSelector selector) const//{////	if (tempOwner != NEUTRAL_PLAYER)//	return cb->gameState()->players[tempOwner].valOfBonuses(selector);//}void CArmedInstance::updateMoraleBonusFromArmy(){	if(!validTypes(false)) //object not randomized, don't bother		return;	Bonus *b = getBonusList().getFirst(Selector::sourceType(Bonus::ARMY).And(Selector::type(Bonus::MORALE)));	if(!b)	{		b = new Bonus(Bonus::PERMANENT, Bonus::MORALE, Bonus::ARMY, 0, -1);		addNewBonus(b);	}	//number of alignments and presence of undead	std::set<TFaction> factions;	bool hasUndead = false;	for(auto slot : Slots())	{		const CStackInstance * inst = slot.second;		const CCreature * creature  = VLC->creh->creatures[inst->getCreatureID()];		factions.insert(creature->faction);		// Check for undead flag instead of faction (undead mummies are neutral)		hasUndead |= inst->hasBonusOfType(Bonus::UNDEAD);	}	size_t factionsInArmy = factions.size(); //town garrison seems to take both sets into account	// Take Angelic Alliance troop-mixing freedom of non-evil units into account.	if (hasBonusOfType(Bonus::NONEVIL_ALIGNMENT_MIX))	{		size_t mixableFactions = 0;		for(TFaction f : factions)		{			if (VLC->townh->factions[f]->alignment != EAlignment::EVIL)				mixableFactions++;		}		if (mixableFactions > 0)			factionsInArmy -= mixableFactions - 1;	}	if(factionsInArmy == 1)	{		b->val = +1;		b->description = VLC->generaltexth->arraytxt[115]; //All troops of one alignment +1	}	else if (factions.size()) // no bonus from empty garrison	{	 	b->val = 2 - factionsInArmy;		b->description = boost::str(boost::format(VLC->generaltexth->arraytxt[114]) % factionsInArmy % b->val); //Troops of %d alignments %d	}	boost::algorithm::trim(b->description);	//-1 modifier for any Undead unit in army	const ui8 UNDEAD_MODIFIER_ID = -2;	Bonus *undeadModifier = getBonusList().getFirst(Selector::source(Bonus::ARMY, UNDEAD_MODIFIER_ID)); 	if(hasUndead)	{		if(!undeadModifier)			addNewBonus(new Bonus(Bonus::PERMANENT, Bonus::MORALE, Bonus::ARMY, -1, UNDEAD_MODIFIER_ID, VLC->generaltexth->arraytxt[116]));	}	else if(undeadModifier)		removeBonus(undeadModifier);}void CArmedInstance::armyChanged(){	updateMoraleBonusFromArmy();}CBonusSystemNode * CArmedInstance::whereShouldBeAttached(CGameState *gs){	if(tempOwner < PlayerColor::PLAYER_LIMIT)		return gs->getPlayer(tempOwner);	else		return &gs->globalEffects;}CBonusSystemNode * CArmedInstance::whatShouldBeAttached(){	return this;}bool IMarket::getOffer(int id1, int id2, int &val1, int &val2, EMarketMode::EMarketMode mode) const{	switch(mode)	{	case EMarketMode::RESOURCE_RESOURCE:		{			double effectiveness = std::min((getMarketEfficiency() + 1.0) / 20.0, 0.5);			double 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) + 0.5;				val2 = 1;			}		}		break;	case EMarketMode::CREATURE_RESOURCE:		{			const double effectivenessArray[] = {0.0, 0.3, 0.45, 0.50, 0.65, 0.7, 0.85, 0.9, 1.0};			double effectiveness = effectivenessArray[std::min(getMarketEfficiency(), 8)];			double 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) + 0.5;				val2 = 1;			}		}		break;	case EMarketMode::RESOURCE_PLAYER:		val1 = 1;		val2 = 1;		break;	case EMarketMode::RESOURCE_ARTIFACT:		{			double effectiveness = std::min((getMarketEfficiency() + 3.0) / 20.0, 0.6);			double 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;			val1 = std::max(1, (int)((g / r) + 0.5)); //don't sell arts for less than 1 resource			val2 = 1;		}		break;	case EMarketMode::ARTIFACT_RESOURCE:		{			double effectiveness = std::min((getMarketEfficiency() + 3.0) / 20.0, 0.6);			double r = VLC->arth->artifacts[id1]->price * effectiveness,				g = VLC->objh->resVals[id2];// 			if(id2 != 6) //non-gold prices are doubled// 				r /= 2;			val1 = 1;			val2 = std::max(1, (int)((r / g) + 0.5)); //at least one resource is given in return		}		break;	case EMarketMode::CREATURE_EXP:		{			val1 = 1;			val2 = (VLC->creh->creatures[id1]->AIValue / 40) * 5;		}		break;	case EMarketMode::ARTIFACT_EXP:		{			val1 = 1;			int givenClass = VLC->arth->artifacts[id1]->getArtClassSerial();			if(givenClass < 0 || givenClass > 3)			{				val2 = 0;				return false;			}			static const int expPerClass[] = {1000, 1500, 3000, 6000};			val2 = expPerClass[givenClass];		}		break;	default:		assert(0);		return false;	}	return true;}bool IMarket::allowsTrade(EMarketMode::EMarketMode mode) const{	return false;}int IMarket::availableUnits(EMarketMode::EMarketMode mode, int marketItemSerial) const{	switch(mode)	{	case EMarketMode::RESOURCE_RESOURCE:	case EMarketMode::ARTIFACT_RESOURCE:	case EMarketMode::CREATURE_RESOURCE:			return -1;	default:			return 1;	}}std::vector<int> IMarket::availableItemsIds(EMarketMode::EMarketMode mode) const{	std::vector<int> ret;	switch(mode)	{	case EMarketMode::RESOURCE_RESOURCE:	case EMarketMode::ARTIFACT_RESOURCE:	case EMarketMode::CREATURE_RESOURCE:		for (int i = 0; i < 7; i++)			ret.push_back(i);	default:		break;	}	return ret;}const IMarket * IMarket::castFrom(const CGObjectInstance *obj, bool verbose /*= true*/){	switch(obj->ID)	{	case Obj::TOWN:		return static_cast<const CGTownInstance*>(obj);	case Obj::ALTAR_OF_SACRIFICE:	case Obj::BLACK_MARKET:	case Obj::TRADING_POST:	case Obj::TRADING_POST_SNOW:	case Obj::FREELANCERS_GUILD:		return static_cast<const CGMarket*>(obj);	case Obj::UNIVERSITY:		return static_cast<const CGUniversity*>(obj);	default:		if(verbose)            logGlobal->errorStream() << "Cannot cast to IMarket object with ID " << obj->ID;		return nullptr;	}}IMarket::IMarket(const CGObjectInstance *O)	:o(O){}std::vector<EMarketMode::EMarketMode> IMarket::availableModes() const{	std::vector<EMarketMode::EMarketMode> ret;	for (int i = 0; i < EMarketMode::MARTKET_AFTER_LAST_PLACEHOLDER; i++)		if(allowsTrade((EMarketMode::EMarketMode)i))			ret.push_back((EMarketMode::EMarketMode)i);	return ret;}void CGMarket::onHeroVisit(const CGHeroInstance * h) const{	openWindow(OpenWindow::MARKET_WINDOW,id.getNum(),h->id.getNum());}int CGMarket::getMarketEfficiency() const{	return 5;}bool CGMarket::allowsTrade(EMarketMode::EMarketMode mode) const{	switch(mode)	{	case EMarketMode::RESOURCE_RESOURCE:	case EMarketMode::RESOURCE_PLAYER:		switch(ID)		{		case Obj::TRADING_POST:		case Obj::TRADING_POST_SNOW:			return true;		default:			return false;		}	case EMarketMode::CREATURE_RESOURCE:		return ID == Obj::FREELANCERS_GUILD;	//case ARTIFACT_RESOURCE:	case EMarketMode::RESOURCE_ARTIFACT:		return ID == Obj::BLACK_MARKET;	case EMarketMode::ARTIFACT_EXP:	case EMarketMode::CREATURE_EXP:		return ID == Obj::ALTAR_OF_SACRIFICE; //TODO? check here for alignment of visiting hero? - would not be coherent with other checks here	case EMarketMode::RESOURCE_SKILL:		return ID == Obj::UNIVERSITY;	default:		return false;	}}int CGMarket::availableUnits(EMarketMode::EMarketMode mode, int marketItemSerial) const{	return -1;}std::vector<int> CGMarket::availableItemsIds(EMarketMode::EMarketMode mode) const{	switch(mode)	{	case EMarketMode::RESOURCE_RESOURCE:	case EMarketMode::RESOURCE_PLAYER:		return IMarket::availableItemsIds(mode);	default:		return std::vector<int>();	}}CGMarket::CGMarket()	:IMarket(this){}std::vector<int> CGBlackMarket::availableItemsIds(EMarketMode::EMarketMode mode) const{	switch(mode)	{	case EMarketMode::ARTIFACT_RESOURCE:		return IMarket::availableItemsIds(mode);	case EMarketMode::RESOURCE_ARTIFACT:		{			std::vector<int> ret;			for(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(Date::DAY_OF_MONTH) != 1) //new month		return;	SetAvailableArtifacts saa;	saa.id = id.getNum();	cb->pickAllowedArtsSet(saa.arts);	cb->sendAndApply(&saa);}void CGUniversity::initObj(){	std::vector <int> toChoose;	for (int i=0; i<GameConstants::SKILL_QUANTITY; i++)		if (cb->isAllowed(2,i))			toChoose.push_back(i);	if (toChoose.size() < 4)	{        logGlobal->warnStream()<<"Warning: less then 4 available skills was found by University initializer!";		return;	}	for (int i=0; i<4; i++)//get 4 skills	{		int skillPos = ran()%toChoose.size();		skills.push_back(toChoose[skillPos]);//move it to selected		toChoose.erase(toChoose.begin()+skillPos);//remove from list	}}std::vector<int> CGUniversity::availableItemsIds(EMarketMode::EMarketMode mode) const{	switch (mode)	{		case EMarketMode::RESOURCE_SKILL:			return skills;		default:			return std::vector <int> ();	}}void CGUniversity::onHeroVisit(const CGHeroInstance * h) const{	openWindow(OpenWindow::UNIVERSITY_WINDOW,id.getNum(),h->id.getNum());}GrowthInfo::Entry::Entry(const std::string &format, int _count)	: count(_count){	description = boost::str(boost::format(format) % count);}GrowthInfo::Entry::Entry(int subID, BuildingID building, int _count)	: count(_count){	description = boost::str(boost::format("%s %+d") % VLC->townh->factions[subID]->town->buildings.at(building)->Name() % count);}CTownAndVisitingHero::CTownAndVisitingHero(){	setNodeType(TOWN_AND_VISITOR);}int GrowthInfo::totalGrowth() const{	int ret = 0;	for(const Entry &entry : entries)		ret += entry.count;	return ret;}
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