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| #define VCMI_DLL#include "../stdafx.h"#include "CObjectHandler.h"#include "CDefObjInfoHandler.h"#include "CLodHandler.h"#include "CGeneralTextHandler.h"#include "CDefObjInfoHandler.h"#include "CHeroHandler.h"#include "CSpellHandler.h"#include <boost/bind.hpp>#include <boost/algorithm/string/replace.hpp>#include <boost/assign/std/vector.hpp> #include <boost/lexical_cast.hpp>#include <boost/random/linear_congruential.hpp>#include "CTownHandler.h"#include "CArtHandler.h"#include "CSoundBase.h"#include "../lib/VCMI_Lib.h"#include "../lib/IGameCallback.h"#include "../lib/CGameState.h"#include "../lib/NetPacks.h"#include "../StartInfo.h"#include "../lib/map.h"#include <sstream>#include <SDL_stdinc.h>using namespace boost::assign;/* * CObjectHandler.cpp, part of VCMI engine * * Authors: listed in file AUTHORS in main folder * * License: GNU General Public License v2.0 or later * Full text of license available in license.txt file, in main folder * */std::map<int,std::map<int, std::vector<int> > > CGTeleport::objs;std::vector<std::pair<int, int> > CGTeleport::gates;IGameCallback * IObjectInterface::cb = NULL;DLL_EXPORT void loadToIt(std::string &dest, std::string &src, int &iter, int mode);extern CLodHandler * bitmaph;extern boost::rand48 ran;std::map <ui8, std::set <ui8> > CGKeys::playerKeyMap;std::map <si32, std::vector<si32> > CGMagi::eyelist;BankConfig CGPyramid::pyramidConfig;void IObjectInterface::onHeroVisit(const CGHeroInstance * h) const {};void IObjectInterface::onHeroLeave(const CGHeroInstance * h) const {};void IObjectInterface::newTurn () const{};IObjectInterface::~IObjectInterface(){}IObjectInterface::IObjectInterface(){}void IObjectInterface::initObj(){}void IObjectInterface::setProperty( ui8 what, ui32 val ){}void IObjectInterface::postInit(){}void IObjectInterface::preInit(){}void CPlayersVisited::setPropertyDer( ui8 what, ui32 val ){	if(what == 10)		players.insert(val);}bool CPlayersVisited::hasVisited( ui8 player ) const{	return vstd::contains(players,player);}static void readCreatures(std::istream & is, BankConfig & bc, bool guards) //helper function for void CObjectHandler::loadObjects(){	const int MAX_BUF = 5000;	char buffer[MAX_BUF + 1];	std::pair<si16, si32> guardInfo = std::make_pair(0, 0);	std::string creName;	is >> guardInfo.second;	//one getline just does not work... probably a kind of left whitespace	is.getline(buffer, MAX_BUF, '\t');	is.getline(buffer, MAX_BUF, '\t');	creName = buffer;	if( std::string(buffer) == "None" ) //no creature to be added		return;	//look for the best creature that is described by given name	if( vstd::contains(VLC->creh->nameToID, creName) )	{		guardInfo.first = VLC->creh->nameToID[creName];	}	else	{		for(int g=0; g<VLC->creh->creatures.size(); ++g)		{			if(VLC->creh->creatures[g].namePl == creName				|| VLC->creh->creatures[g].nameRef == creName				|| VLC->creh->creatures[g].nameSing == creName)			{				guardInfo.first = VLC->creh->creatures[g].idNumber;			}		}	}		if(guards)		bc.guards.push_back(guardInfo);	else //given creatures		bc.creatures.push_back(guardInfo);}void CObjectHandler::loadObjects(){	{		tlog5 << "\t\tReading cregens \n";		cregens.resize(110); //TODO: hardcoded value - change		for(size_t i=0; i < cregens.size(); ++i)		{			cregens[i]=-1;		}		std::ifstream ifs(DATA_DIR "/config/cregens.txt");		while(!ifs.eof())		{			int dw, cr;			ifs >> dw >> cr;			cregens[dw]=cr;		}		tlog5 << "\t\tDone loading objects!\n";	}	std::ifstream istr;	istr.open(DATA_DIR "/config/bankconfig.txt", std::ios_base::binary);	if(!istr.is_open())	{		tlog1 << "No config/bankconfig.txt file !!!\n";	}	const int MAX_BUF = 5000;	char buffer[MAX_BUF + 1];	//omitting unnecessary lines	istr.getline(buffer, MAX_BUF);	istr.getline(buffer, MAX_BUF);		for(int g=0; g<21; ++g) //TODO: remove hardcoded value	{		//reading name		istr.getline(buffer, MAX_BUF, '\t');		creBanksNames[g] = std::string(buffer);		//remove trailing new line characters		while(creBanksNames[g][0] == 10 || creBanksNames[g][0] == 13)			creBanksNames[g].erase(creBanksNames[g].begin());		for(int i=0; i<4; ++i) //reading levels		{			banksInfo[g].push_back(new BankConfig);			BankConfig &bc = *banksInfo[g].back();			std::string buf;			char dump;			//bc.level is of type char and thus we cannot read directly to it; same for some othre variables			istr >> buf; 			bc.level = atoi(buf.c_str());			istr >> buf;			bc.chance = atoi(buf.c_str());			readCreatures(istr, bc, true);			istr >> buf;			bc.upgradeChance = atoi(buf.c_str());			for(int b=0; b<3; ++b)				readCreatures(istr, bc, true);			istr >> bc.combatValue;			bc.resources.resize(RESOURCE_QUANTITY);						//a dirty trick to make it work if there is no 0 for 0 quantity (like in grotto - last entry)			char buft[52];			istr.getline(buft, 50, '\t');			for(int h=0; h<7; ++h)			{				istr.getline(buft, 50, '\t');				if(buft[0] == '\0')					bc.resources[h] = 0;				else					bc.resources[h] = SDL_atoi(buft);			}			readCreatures(istr, bc, false);			bc.artifacts.resize(4);			for(int b=0; b<4; ++b)			{				istr >> bc.artifacts[b];			}			istr >> bc.value;			istr >> bc.rewardDifficulty;			istr >> buf;			bc.easiest = atoi(buf.c_str());		}	}}int CGObjectInstance::getOwner() const{	//if (state)	//	return state->owner;	//else		return tempOwner; //won't have owner}CGObjectInstance::CGObjectInstance(): animPhaseShift(rand()%0xff){	pos = int3(-1,-1,-1);	//std::cout << "Tworze obiekt "<<this<<std::endl;	//state = new CLuaObjectScript();	ID = subID = id = -1;	defInfo = NULL;	info = NULL;	tempOwner = 254;	blockVisit = false;}CGObjectInstance::~CGObjectInstance(){	//std::cout << "Usuwam obiekt "<<this<<std::endl;	//if (state)	//	delete state;	//state=NULL;}//CGObjectInstance::CGObjectInstance(const CGObjectInstance & right)//{//	pos = right.pos;//	ID = right.ID;//	subID = right.subID;//	id	= right.id;//	defInfo = right.defInfo;//	info = right.info;//	blockVisit = right.blockVisit;//	//state = new CLuaObjectScript(right.state->);//	//*state = *right.state;//	//state = right.state;//	tempOwner = right.tempOwner;//}//CGObjectInstance& CGObjectInstance::operator=(const CGObjectInstance & right)//{//	pos = right.pos;//	ID = right.ID;//	subID = right.subID;//	id	= right.id;//	defInfo = right.defInfo;//	info = right.info;//	blockVisit = right.blockVisit;//	//state = new CLuaObjectScript();//	//*state = *right.state;//	tempOwner = right.tempOwner;//	return *this;//}const std::string & CGObjectInstance::getHoverText() const{	return hoverName;}void CGObjectInstance::setOwner(int ow){	//if (state)	//	state->owner = ow;	//else		tempOwner = ow;}int CGObjectInstance::getWidth() const//returns width of object graphic in tiles{	return defInfo->width;}int CGObjectInstance::getHeight() const //returns height of object graphic in tiles{	return defInfo->height;}bool CGObjectInstance::visitableAt(int x, int y) const //returns true if object is visitable at location (x, y) form left top tile of image (x, y in tiles){	if(defInfo==NULL)	{		tlog2 << "Warning: VisitableAt for obj "<<id<<": NULL defInfo!\n";		return false;	}	if((defInfo->visitMap[y] >> (7-x) ) & 1)	{		return true;	}	return false;}bool CGObjectInstance::blockingAt(int x, int y) const{	if(x<0 || y<0 || x>=getWidth() || y>=getHeight() || defInfo==NULL)		return false;	if((defInfo->blockMap[y+6-getHeight()] >> (7-(8-getWidth()+x) )) & 1)		return false;	return true;}bool CGObjectInstance::coveringAt(int x, int y) const{	if((defInfo->coverageMap[y] >> (7-(x) )) & 1 		||  (defInfo->shadowCoverage[y] >> (7-(x) )) & 1)		return true;	return false;}std::set<int3> CGObjectInstance::getBlockedPos() const{	std::set<int3> ret;	for(int w=0; w<getWidth(); ++w)	{		for(int h=0; h<getHeight(); ++h)		{			if(blockingAt(w, h))				ret.insert(int3(pos.x - getWidth() + w + 1, pos.y - getHeight() + h + 1, pos.z));		}	}	return ret;}bool CGObjectInstance::operator<(const CGObjectInstance & cmp) const  //screen printing priority comparing{	if(defInfo->printPriority==1 && cmp.defInfo->printPriority==0)		return true;	if(cmp.defInfo->printPriority==1 && defInfo->printPriority==0)		return false;	if(this->pos.y<cmp.pos.y)		return true;	if(this->pos.y>cmp.pos.y)		return false;	if(cmp.ID==HEROI_TYPE && ID!=HEROI_TYPE)		return true;	if(cmp.ID!=HEROI_TYPE && ID==HEROI_TYPE)		return false;	if(!defInfo->isVisitable() && cmp.defInfo->isVisitable())		return true;	if(!cmp.defInfo->isVisitable() && defInfo->isVisitable())		return false;	if(this->pos.x<cmp.pos.x)		return true;	return false;}void CGObjectInstance::initObj(){}void CGObjectInstance::setProperty( ui8 what, ui32 val ){	switch(what)	{	case 1:		tempOwner = val;		break;	case 2:		blockVisit = val;		break;	case 6:		ID = val;		break;	}	setPropertyDer(what, val);}void CGObjectInstance::setPropertyDer( ui8 what, ui32 val ){}int3 CGObjectInstance::getSightCenter() const{	//return vistiable tile if possible	for(int i=0; i < 8; i++)		for(int j=0; j < 6; j++)			if(visitableAt(i,j))				return(pos + int3(i-7, j-5, 0));	return pos;}int CGObjectInstance::getSightRadious() const{	return 3;}void CGObjectInstance::getSightTiles(std::set<int3> &tiles) const //returns reference to the set{	cb->getTilesInRange(tiles, getSightCenter(), getSightRadious(), tempOwner, 1);}int3 CGObjectInstance::getVisitableOffset() const{	for(int y = 0; y < 6; y++)		for (int x = 0; x < 8; x++)			if((defInfo->visitMap[5-y] >> x) & 1)				return int3(x,y,0);	tlog2 << "Warning: getVisitableOffset called on non-visitable obj!\n";	return int3(-1,-1,-1);}void CGObjectInstance::getNameVis( std::string &hname ) const{	const CGHeroInstance *h = cb->getSelectedHero(cb->getCurrentPlayer());	hname = VLC->generaltexth->names[ID];	if(h) 	{		if(!h->getBonus(HeroBonus::OBJECT,ID))			hname += " " + VLC->generaltexth->allTexts[353]; //not visited		else			hname += " " + VLC->generaltexth->allTexts[352]; //visited	}}void CGObjectInstance::giveDummyBonus(int heroID, ui8 duration) const{	GiveBonus gbonus;	gbonus.bonus.type = HeroBonus::NONE;	gbonus.hid = heroID;	gbonus.bonus.duration = duration;	gbonus.bonus.source = HeroBonus::OBJECT;	gbonus.bonus.id = ID;	cb->giveHeroBonus(&gbonus);}void CGObjectInstance::onHeroVisit( const CGHeroInstance * h ) const{}ui8 CGObjectInstance::getPassableness() const{	return 0;}static int lowestSpeed(const CGHeroInstance * chi){	if(!chi->army.slots.size())	{		tlog1 << "Error! Hero " << chi->id << " ("<<chi->name<<") has no army!\n";		return 20;	}	std::map<si32,std::pair<ui32,si32> >::const_iterator i = chi->army.slots.begin();	ui32 ret = VLC->creh->creatures[(*i++).second.first].speed;	for (;i!=chi->army.slots.end();i++)	{		ret = std::min(ret,VLC->creh->creatures[(*i).second.first].speed);	}	return ret;}unsigned int CGHeroInstance::getTileCost(const TerrainTile &dest, const TerrainTile &from) const{	//TODO: check if all creatures are on its native terrain and change cost appropriately	//base move cost	unsigned ret = 100;		//if there is road both on dest and src tiles - use road movement cost	if(dest.malle && from.malle) 	{		int road = std::min(dest.malle,from.malle); //used road ID		switch(road)		{		case TerrainTile::dirtRoad:			ret = 75;			break;		case TerrainTile::grazvelRoad:			ret = 65;			break;		case TerrainTile::cobblestoneRoad:			ret = 50;			break;		default:			tlog1 << "Unknown road type: " << road << "... Something wrong!\n";			break;		}	}	else 	{		ret = type->heroClass->terrCosts[from.tertype];		ret = std::max(ret - 25*unsigned(getSecSkillLevel(0)), 100u); //reduce 25% of terrain penalty for each pathfinding level	}	return ret;}#if 0// Unused and buggy method. //  - for loop is wrong. will not find all creatures. must use iterator instead.//  - -> is the slot number. use second->first for creature index// Is lowestSpeed() the correct equivalent ?unsigned int CGHeroInstance::getLowestCreatureSpeed() const{	unsigned int sl = 100;	for(size_t h=0; h < army.slots.size(); ++h)	{		if(VLC->creh->creatures[army.slots.find(h)->first].speed<sl)			sl = VLC->creh->creatures[army.slots.find(h)->first].speed;	}	return sl;}#endifint3 CGHeroInstance::convertPosition(int3 src, bool toh3m) //toh3m=true: manifest->h3m; toh3m=false: h3m->manifest{	if (toh3m)	{		src.x+=1;		return src;	}	else	{		src.x-=1;		return src;	}}int3 CGHeroInstance::getPosition(bool h3m) const //h3m=true - returns position of hero object; h3m=false - returns position of hero 'manifestation'{	if (h3m)	{		return pos;	}	else	{		return convertPosition(pos,false);	}}si32 CGHeroInstance::manaLimit() const{	double modifier = 1.0;	switch(getSecSkillLevel(24)) //intelligence level	{	case 1:		modifier+=0.25;		break;	case 2:		modifier+=0.5;		break;	case 3:		modifier+=1.0;		break;	}	return si32(10*getPrimSkillLevel(3)*modifier);}//void CGHeroInstance::setPosition(int3 Pos, bool h3m) //as above, but sets position//{//	if (h3m)//		pos = Pos;//	else//		pos = convertPosition(Pos,true);//}bool CGHeroInstance::canWalkOnSea() const{	//TODO: write it - it should check if hero is flying, or something similar	return false;}int CGHeroInstance::getPrimSkillLevel(int id) const{	int ret = primSkills[id];	for(std::list<HeroBonus>::const_iterator i=bonuses.begin(); i != bonuses.end(); i++)		if(i->type == HeroBonus::PRIMARY_SKILL && i->subtype==id)			ret += i->val;	amax(ret, id/2);//minimum value for attack and defense is 0 and for spell power and knowledge - 1	return ret;}ui8 CGHeroInstance::getSecSkillLevel(const int & ID) const{	for(size_t i=0; i < secSkills.size(); ++i)		if(secSkills[i].first==ID)			return secSkills[i].second;	return 0;}int CGHeroInstance::maxMovePoints(bool onLand) const{	int ret = std::min(2000, 1270+70*lowestSpeed(this)),		bonus = valOfBonuses(HeroBonus::MOVEMENT) + (onLand ? valOfBonuses(HeroBonus::LAND_MOVEMENT) : valOfBonuses(HeroBonus::SEA_MOVEMENT));	double modifier = 0;	if(onLand)	{		//logistics:		switch(getSecSkillLevel(2))		{		case 1:			modifier = 0.1;			break;		case 2:			modifier = 0.2;			break;		case 3:			modifier = 0.3;			break;		}	}	else	{		//navigation:		switch(getSecSkillLevel(5))		{		case 1:			modifier = 0.5;			break;		case 2:			modifier = 1.0;			break;		case 3:			modifier = 1.5;			break;		}	}	return int(ret + ret*modifier) + bonus;}ui32 CGHeroInstance::getArtAtPos(ui16 pos) const{	if(pos<19)		if(vstd::contains(artifWorn,pos))			return artifWorn.find(pos)->second;		else			return -1;	else		if(pos-19 < artifacts.size())			return artifacts[pos-19];		else 			return -1;}const CArtifact * CGHeroInstance::getArt(int pos) const{	int id = getArtAtPos(pos);	if(id>=0)		return &VLC->arth->artifacts[id];	else		return NULL;}int CGHeroInstance::getSpellSecLevel(int spell) const{	int bestslvl = 0;	if(VLC->spellh->spells[spell].air)		if(getSecSkillLevel(15) >= bestslvl)		{			bestslvl = getSecSkillLevel(15);		}	if(VLC->spellh->spells[spell].fire)		if(getSecSkillLevel(14) >= bestslvl)		{			bestslvl = getSecSkillLevel(14);		}	if(VLC->spellh->spells[spell].water)		if(getSecSkillLevel(16) >= bestslvl)		{			bestslvl = getSecSkillLevel(16);		}	if(VLC->spellh->spells[spell].earth)		if(getSecSkillLevel(17) >= bestslvl)		{			bestslvl = getSecSkillLevel(17);		}	return bestslvl;}CGHeroInstance::CGHeroInstance(){	ID = HEROI_TYPE;	tacticFormationEnabled = inTownGarrison = false;	mana = movement = portrait = level = -1;	isStanding = true;	moveDir = 4;	exp = 0xffffffff;	visitedTown = NULL;	type = NULL;	boat = NULL;	secSkills.push_back(std::make_pair(-1, -1));}void CGHeroInstance::initHero(int SUBID){	subID = SUBID;	initHero();}void CGHeroInstance::initHero(){	if(ID == HEROI_TYPE)		initHeroDefInfo();	if(!type)		type = VLC->heroh->heroes[subID];	if(!vstd::contains(spells, 0xffffffff) && type->startingSpell >= 0) //hero starts with a spell		spells.insert(type->startingSpell);	else //remove placeholder		spells -= 0xffffffff;	if(!vstd::contains(artifWorn, 16) && type->startingSpell >= 0) //no catapult means we haven't read pre-existant set	{		artifWorn[17] = 0; //give spellbook	}	artifWorn[16] = 3; //everyone has a catapult	if(portrait < 0 || portrait == 255)		portrait = subID;	if((!primSkills.size()) || (getPrimSkillLevel(0)<0))	{		primSkills.resize(4);		primSkills[0] = type->heroClass->initialAttack;		primSkills[1] = type->heroClass->initialDefence;		primSkills[2] = type->heroClass->initialPower;		primSkills[3] = type->heroClass->initialKnowledge;	}	if(secSkills.size() == 1 && secSkills[0] == std::pair<ui8,ui8>(-1, -1)) //set secondary skills to default		secSkills = type->secSkillsInit;	if (!name.length())		name = type->name;	if (exp == 0xffffffff)	{		exp=40+  (ran())  % 50;		level = 1;	}	else	{		level = VLC->heroh->level(exp);	}	if (!army.slots.size()) //standard army//initial army	{		int pom, pom2=0;		int x = 0; //how many stacks will hero receives <1 - 3>		pom = ran()%100;		if(pom < 9)			x = 1;		else if(pom < 79)			x = 2;		else			x = 3;		for(int x=0;x<3;x++)		{			pom = (VLC->creh->nameToID[type->refTypeStack[x]]);			if(pom>=145 && pom<=149) //war machine			{				pom2++;				switch (pom)				{				case 145: //catapult					artifWorn[16] = 3;					break;				default:					artifWorn[9+CArtHandler::convertMachineID(pom,true)] = CArtHandler::convertMachineID(pom,true);					break;				}				continue;			}			army.slots[x-pom2].first = pom;			pom = type->highStack[x] - type->lowStack[x];			army.slots[x-pom2].second = ran()%(pom+1) + type->lowStack[x];			army.formation = false;		}	}	hoverName = VLC->generaltexth->allTexts[15];	boost::algorithm::replace_first(hoverName,"%s",name);	boost::algorithm::replace_first(hoverName,"%s", type->heroClass->name);	recreateArtBonuses();	if(mana < 0)		mana = manaLimit(); //after all bonuses are taken into account}void CGHeroInstance::initHeroDefInfo(){	if(!defInfo  ||  defInfo->id != HEROI_TYPE)	{		defInfo = new CGDefInfo();		defInfo->id = HEROI_TYPE;		defInfo->subid = subID;		defInfo->printPriority = 0;		defInfo->visitDir = 0xff;	}	for(int i=0;i<6;i++)	{		defInfo->blockMap[i] = 255;		defInfo->visitMap[i] = 0;		defInfo->coverageMap[i] = 0;		defInfo->shadowCoverage[i] = 0;	}	defInfo->handler=NULL;	defInfo->blockMap[5] = 253;	defInfo->visitMap[5] = 2;	defInfo->coverageMap[4] = defInfo->coverageMap[5] = 224;}CGHeroInstance::~CGHeroInstance(){}bool CGHeroInstance::needsLastStack() const{	return true;}void CGHeroInstance::onHeroVisit(const CGHeroInstance * h) const{	if(h == this) return; //exclude potential self-visiting	if (ID == HEROI_TYPE) //hero	{		//TODO: check for allies		if(tempOwner == h->tempOwner) //our hero		{			//exchange			cb->heroExchange(id, h->id);		}		else //battle		{			if(visitedTown) //we're in town				visitedTown->onHeroVisit(h); //town will handle attacking			else				cb->startBattleI(h,	this);		}	}	else if(ID == 62) //prison	{		InfoWindow iw;		iw.player = h->tempOwner;		iw.soundID = soundBase::ROGUE;		if(cb->getHeroCount(h->tempOwner,false) < 8) //free hero slot		{			cb->changeObjPos(id,pos+int3(1,0,0),0);			cb->setObjProperty(id,6,HEROI_TYPE); //set ID to 34			cb->giveHero(id,h->tempOwner); //recreates def and adds hero to player			iw.text << std::pair<ui8,ui32>(11,102);		}		else //already 8 wandering heroes		{			iw.text << std::pair<ui8,ui32>(11,103);		}		cb->showInfoDialog(&iw);	}}const std::string & CGHeroInstance::getBiography() const{	if (biography.length())		return biography;	else		return VLC->generaltexth->hTxts[subID].biography;		}void CGHeroInstance::initObj(){	blockVisit = true;}int CGHeroInstance::getCurrentMorale( int stack, bool town ) const{	int ret = 0;	std::vector<std::pair<int,std::string> > mods = getCurrentMoraleModifiers(stack,town);	for(int i=0; i < mods.size(); i++)		ret += mods[i].first;	if(ret > 3)		return 3;	if(ret < -3)		return -3;	return ret;}std::vector<std::pair<int,std::string> > CGHeroInstance::getCurrentMoraleModifiers( int stack/*=-1*/, bool town/*=false*/ ) const{	//TODO: check if stack is undead/mechanic/elemental => always neutrl morale	std::vector<std::pair<int,std::string> > ret;	//various morale bonuses (from buildings, artifacts, etc)	for(std::list<HeroBonus>::const_iterator i=bonuses.begin(); i != bonuses.end(); i++)	{		if(i->type == HeroBonus::MORALE   ||   i->type == HeroBonus::MORALE_AND_LUCK)		{			ret.push_back(std::make_pair(i->val, i->description));		}	}	//leadership	if(getSecSkillLevel(6)) 		ret.push_back(std::make_pair(getSecSkillLevel(6),VLC->generaltexth->arraytxt[104+getSecSkillLevel(6)]));	//town structures	if(town && visitedTown)	{		if(visitedTown->subID == 0  &&  vstd::contains(visitedTown->builtBuildings,22)) //castle, brotherhood of sword built			ret.push_back(std::pair<int,std::string>(2,VLC->generaltexth->buildings[0][22].first + " +2"));		else if(vstd::contains(visitedTown->builtBuildings,5)) //tavern is built			ret.push_back(std::pair<int,std::string>(2,VLC->generaltexth->buildings[0][5].first + " +1"));	}	//number of alignments and presence of undead	if(stack>=0)	{		bool archangelInArmy = false;		std::set<si8> factions;		for(std::map<si32,std::pair<ui32,si32> >::const_iterator i=army.slots.begin(); i!=army.slots.end(); i++)		{			// Take Angelic Alliance troop-mixing freedom of non-evil, non-Conflux units into account.			const si8 faction = VLC->creh->creatures[i->second.first].faction;			if (hasBonusOfType(HeroBonus::NONEVIL_ALIGNMENT_MIX)				&& ((faction >= 0 && faction <= 2) || faction == 6 || faction == 7))			{				factions.insert(0); // Insert a single faction of the affected group, Castle will do.			}			else			{				factions.insert(faction);			}			if(i->second.first == 13)				archangelInArmy = true;		}		if(factions.size() == 1)			ret.push_back(std::pair<int,std::string>(1,VLC->generaltexth->arraytxt[115])); //All troops of one alignment +1		else		{			if(VLC->generaltexth->arraytxt[114].length() <= 100)			{				char buf[150];				std::sprintf(buf,VLC->generaltexth->arraytxt[114].c_str(),factions.size(),2-factions.size());				ret.push_back(std::pair<int,std::string>(2-factions.size(),buf)); //Troops of %d alignments %d			}			else			{				ret.push_back(std::pair<int,std::string>(2-factions.size(),"")); //Troops of %d alignments %d			}		}		if(vstd::contains(factions,4))			ret.push_back(std::pair<int,std::string>(-1,VLC->generaltexth->arraytxt[116])); //Undead in group -1		if(archangelInArmy)		{			char buf[100];			sprintf(buf,VLC->generaltexth->arraytxt[117].c_str(),VLC->creh->creatures[13].namePl.c_str());			ret.push_back(std::pair<int,std::string>(1,buf)); //%s in group +1		}	}	return ret;}int CGHeroInstance::getCurrentLuck( int stack/*=-1*/, bool town/*=false*/ ) const{	int ret = 0;	std::vector<std::pair<int,std::string> > mods = getCurrentLuckModifiers(stack,town);	for(int i=0; i < mods.size(); i++)		ret += mods[i].first;	if(ret > 3)		return 3;	if(ret < -3)		return -3;	return ret;}std::vector<std::pair<int,std::string> > CGHeroInstance::getCurrentLuckModifiers( int stack/*=-1*/, bool town/*=false*/ ) const{	std::vector<std::pair<int,std::string> > ret;	//various morale bonuses (from buildings, artifacts, etc)	for(std::list<HeroBonus>::const_iterator i=bonuses.begin(); i != bonuses.end(); i++)		if(i->type == HeroBonus::LUCK   ||   i->type == HeroBonus::MORALE_AND_LUCK)			ret.push_back(std::make_pair(i->val, i->description));	//luck skill	if(getSecSkillLevel(9)) 		ret.push_back(std::make_pair(getSecSkillLevel(9),VLC->generaltexth->arraytxt[73+getSecSkillLevel(9)]));	return ret;}const HeroBonus * CGHeroInstance::getBonus( int from, int id ) const{	for (std::list<HeroBonus>::const_iterator i=bonuses.begin(); i!=bonuses.end(); i++)		if(i->source == from  &&  i->id == id)			return &*i;	return NULL;}void CGHeroInstance::setPropertyDer( ui8 what, ui32 val ){	if(what == 3)		army.slots[0].second = val;}double CGHeroInstance::getHeroStrength() const{	return sqrt((1.0 + 0.05*getPrimSkillLevel(0)) * (1.0 + 0.05*getPrimSkillLevel(1)));}int CGHeroInstance::getTotalStrength() const{	double ret = getHeroStrength() * getArmyStrength();	return (int) ret;}ui8 CGHeroInstance::getSpellSchoolLevel(const CSpell * spell) const{	ui8 skill = 0; //skill level	if(spell->fire)		skill = std::max(skill,getSecSkillLevel(14));	if(spell->air)		skill = std::max(skill,getSecSkillLevel(15));	if(spell->water)		skill = std::max(skill,getSecSkillLevel(16));	if(spell->earth)		skill = std::max(skill,getSecSkillLevel(17));	//bonuses (eg. from special terrains)	skill = std::max<ui8>(skill, valOfBonuses(HeroBonus::MAGIC_SCHOOL_SKILL, 0)); //any school bonus	if(spell->fire)		skill = std::max<ui8>(skill, valOfBonuses(HeroBonus::MAGIC_SCHOOL_SKILL, 1));	if(spell->air)		skill = std::max<ui8>(skill, valOfBonuses(HeroBonus::MAGIC_SCHOOL_SKILL, 2));	if(spell->water)		skill = std::max<ui8>(skill, valOfBonuses(HeroBonus::MAGIC_SCHOOL_SKILL, 4));	if(spell->earth)		skill = std::max<ui8>(skill, valOfBonuses(HeroBonus::MAGIC_SCHOOL_SKILL, 8));	return skill;}bool CGHeroInstance::canCastThisSpell(const CSpell * spell) const{	if(!getArt(17)) //if hero has no spellbook		return false;	if(vstd::contains(spells, spell->id) //hero does not have this spell in spellbook		|| (spell->air && hasBonusOfType(HeroBonus::AIR_SPELLS)) // this is air spell and hero can cast all air spells		|| (spell->fire && hasBonusOfType(HeroBonus::FIRE_SPELLS)) // this is fire spell and hero can cast all fire spells		|| (spell->water && hasBonusOfType(HeroBonus::WATER_SPELLS)) // this is water spell and hero can cast all water spells		|| (spell->earth && hasBonusOfType(HeroBonus::EARTH_SPELLS)) // this is earth spell and hero can cast all earth spells		)		return true;	for(std::list<HeroBonus>::const_iterator it = bonuses.begin(); it != bonuses.end(); ++it)	{		if(it->type == HeroBonus::SPELL && it->subtype == spell->id)		{			return true;		}		if(it->type == HeroBonus::SPELLS_OF_LEVEL && it->subtype == 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. */std::pair<ui32, si32> CGHeroInstance::calculateNecromancy (const BattleResult &battleResult) const{	const ui8 necromancyLevel = getSecSkillLevel(12);	// Hero knows necromancy.	if (necromancyLevel > 0) {		double necromancySkill = necromancyLevel*0.1			+ valOfBonuses(HeroBonus::SECONDARY_SKILL_PREMY, 12)/100.0;		const std::map<ui32,si32> &casualties = battleResult.casualties[!battleResult.winner];		ui32 raisedUnits = 0;		// Get lost enemy hit points convertible to units.		for (std::map<ui32,si32>::const_iterator it = casualties.begin(); it != casualties.end(); it++)			raisedUnits += VLC->creh->creatures[it->first].hitPoints*it->second;		raisedUnits *= necromancySkill;		// Figure out what to raise and how many.		const ui32 creatureTypes[] = {56, 58, 60, 64}; // IDs for Skeletons, Walking Dead, Wights and Liches respectively.		const bool improvedNecromancy = hasBonusOfType(HeroBonus::IMPROVED_NECROMANCY);		CCreature *raisedUnitType = &VLC->creh->creatures[creatureTypes[improvedNecromancy ? necromancyLevel : 0]];		raisedUnits /= raisedUnitType->hitPoints;		// Make room for new units.		int slot = army.getSlotFor(raisedUnitType->idNumber);		if (slot == -1) 		{			// If there's no room for unit, try it's upgraded version 2/3rds the size.			raisedUnitType = &VLC->creh->creatures[*raisedUnitType->upgrades.begin()];			raisedUnits = (raisedUnits*2)/3;			slot = army.getSlotFor(raisedUnitType->idNumber);		}		if (raisedUnits <= 0)			raisedUnits = 1;		return std::pair<ui32, si32>(raisedUnitType->idNumber, raisedUnits);	}	return std::pair<ui32, si32>(-1, -1);}/** * 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 (std::pair<ui32, si32> raisedStack) const{	const CCreature &unitType = VLC->creh->creatures[raisedStack.first];	InfoWindow iw;	iw.soundID = soundBase::GENIE;	iw.player = tempOwner;	iw.components.push_back(Component(3, unitType.idNumber, raisedStack.second, 0));	if (raisedStack.second > 1) { // Practicing the dark arts of necromancy, ... (plural)		iw.text.addTxt(MetaString::GENERAL_TXT, 145);		iw.text.addReplacement(raisedStack.second);		iw.text.addReplacement(MetaString::CRE_PL_NAMES, unitType.idNumber);	} else { // Practicing the dark arts of necromancy, ... (singular)		iw.text.addTxt(MetaString::GENERAL_TXT, 146);		iw.text.addReplacement(MetaString::CRE_SING_NAMES, unitType.idNumber);	}	cb->showInfoDialog(&iw);}int3 CGHeroInstance::getSightCenter() const{	return getPosition(false);}int CGHeroInstance::getSightRadious() const{	return 5 + getSecSkillLevel(3) + valOfBonuses(HeroBonus::SIGHT_RADIOUS); //default + scouting}si32 CGHeroInstance::manaRegain() const{	if (hasBonusOfType(HeroBonus::FULL_MANA_REGENERATION))		return manaLimit();	return 1 + getSecSkillLevel(8) + valOfBonuses(HeroBonus::MANA_REGENERATION); //1 + Mysticism level }int CGHeroInstance::valOfBonuses( HeroBonus::BonusType type, int subtype /*= -1*/ ) const{	int ret = 0;	if(subtype == -1)	{		for(std::list<HeroBonus>::const_iterator i=bonuses.begin(); i != bonuses.end(); i++)			if(i->type == type)				ret += i->val;	}	else	{		for(std::list<HeroBonus>::const_iterator i=bonuses.begin(); i != bonuses.end(); i++)			if(i->type == type && i->subtype == subtype)				ret += i->val;	}	return ret;}bool CGHeroInstance::hasBonusOfType(HeroBonus::BonusType type, int subtype /*= -1*/) const{	if(!this) //to allow calls on NULL and avoid checking duplication		return false; //if hero doesn't exist then bonus neither can	if(subtype == -1) //any subtype	{		for(std::list<HeroBonus>::const_iterator i=bonuses.begin(); i != bonuses.end(); i++)			if(i->type == type)				return true;	}	else //given subtype	{		for(std::list<HeroBonus>::const_iterator i=bonuses.begin(); i != bonuses.end(); i++)			if(i->type == type && i->subtype == subtype)				return true;	}	return false;}si32 CGHeroInstance::getArtPos(int aid) const{	for(std::map<ui16,ui32>::const_iterator i = artifWorn.begin(); i != artifWorn.end(); i++)		if(i->second == aid)			return i->first;	return -1;}/** * Places an artifact in hero's backpack. If it's a big artifact equips it * or discards it if it cannot be equipped. */void CGHeroInstance::giveArtifact (ui32 aid){	const CArtifact &artifact = VLC->arth->artifacts[aid];	if (artifact.isBig()) {		for (std::vector<ui16>::const_iterator it = artifact.possibleSlots.begin(); it != artifact.possibleSlots.end(); ++it) {			if (artifWorn.find(*it) == artifWorn.end()) {				artifWorn[*it] = aid;				break;			}		}	} else {		artifacts.push_back(aid);	}}void CGHeroInstance::recreateArtBonuses(){	//clear all bonuses from artifacts (if present) and give them again	std::remove_if(bonuses.begin(), bonuses.end(), boost::bind(HeroBonus::IsFrom,_1,HeroBonus::ARTIFACT,0xffffff));	for (std::map<ui16,ui32>::iterator ari = artifWorn.begin(); ari != artifWorn.end(); ari++)	{		CArtifact &art = VLC->arth->artifacts[ari->second];		for(std::list<HeroBonus>::iterator i = art.bonuses.begin(); i != art.bonuses.end(); i++)			bonuses.push_back(*i);	}}void CGDwelling::initObj(){	switch(ID)	{	case 17:		{			int crid = VLC->objh->cregens[subID];			CCreature *crs = &VLC->creh->creatures[crid];			creatures.resize(1);			creatures[0].second.push_back(crid);			hoverName = VLC->generaltexth->creGens[subID];			if(crs->level > 4)			{				army.slots[0].first = crs->idNumber;				army.slots[0].second = (8 - crs->level) * 3;			}			if (getOwner() != 255)				cb->gameState()->players[getOwner()].dwellings.push_back (this);		}		break;	case 20:		creatures.resize(4);		if(subID == 1) //Golem Factory		{			creatures[0].second.push_back(32);  //Stone Golem			creatures[1].second.push_back(33);  //Iron Golem  			creatures[2].second.push_back(116); //Gold Golem			creatures[3].second.push_back(117); //Diamond Golem			//guards			army.slots[0].first = 116;			army.slots[0].second = 9;			army.slots[1].first = 117;			army.slots[1].second = 6;		}		else if(subID == 0) // Elemental Conflux 		{			creatures[0].second.push_back(112); //Air Elemental			creatures[1].second.push_back(114); //Fire Elemental			creatures[2].second.push_back(113); //Earth Elemental			creatures[3].second.push_back(115); //Water Elemental			//guards			army.slots[0].first = 113;			army.slots[0].second = 12;		}		else		{			assert(0);		}		hoverName = VLC->generaltexth->creGens4[subID];		break;	default:		assert(0);		break;	}}void CGDwelling::setProperty(ui8 what, ui32 val){	switch (what)	{		case 1: //change owner			if (ID == 17) //single generators			{				if (tempOwner != NEUTRAL_PLAYER)				{					std::vector<CGDwelling *>* dwellings = &cb->gameState()->players[tempOwner].dwellings;					dwellings->erase (std::find(dwellings->begin(), dwellings->end(), this));				}				if (val != NEUTRAL_PLAYER) //can new owner be neutral?					cb->gameState()->players[val].dwellings.push_back (this);			}			break;	}	 CGObjectInstance::setProperty(what,val);}void CGDwelling::onHeroVisit( const CGHeroInstance * h ) const{	if(h->tempOwner != tempOwner  &&  army.slots.size() > 0) //object is guarded	{		BlockingDialog bd;		bd.player = h->tempOwner;		bd.flags = BlockingDialog::ALLOW_CANCEL;		bd.text.addTxt(MetaString::GENERAL_TXT, 421); //Much to your dismay, the %s is guarded by %s %s. Do you wish to fight the guards?		bd.text.addReplacement(ID == 17 ? MetaString::CREGENS : MetaString::CREGENS4, subID);		bd.text.addReplacement(MetaString::ARRAY_TXT, 176 + CCreature::getQuantityID(army.slots.begin()->second.second)*3);		bd.text.addReplacement(MetaString::CRE_PL_NAMES, army.slots.begin()->second.first);		cb->showBlockingDialog(&bd, boost::bind(&CGDwelling::wantsFight, this, h, _1));		return;	}	if(h->tempOwner != tempOwner)	{		cb->setOwner(id, h->tempOwner);	}	BlockingDialog bd;	bd.player = h->tempOwner;	bd.flags = BlockingDialog::ALLOW_CANCEL;	bd.text.addTxt(MetaString::ADVOB_TXT, ID == 17 ? 35 : 36); //{%s} Would you like to recruit %s?	bd.text.addReplacement(ID == 17 ? MetaString::CREGENS : MetaString::CREGENS4, subID);	for(size_t i = 0; i < creatures.size(); i++)		bd.text.addReplacement(MetaString::CRE_PL_NAMES, creatures[i].second[0]);	cb->showBlockingDialog(&bd, boost::bind(&CGDwelling::heroAcceptsCreatures, this, h, _1));}void CGDwelling::newTurn() const{	if(cb->getDate(1) != 1) //not first day of week		return;	//town growths are handled separately	if(ID == TOWNI_TYPE)		return;	bool change = false;	SetAvailableCreatures sac;	sac.creatures = creatures;	sac.tid = id;	for (size_t i = 0; i < creatures.size(); i++)	{		if(creatures[i].second.size())		{			if(false /*accumulate creatures*/)				sac.creatures[i].first += VLC->creh->creatures[creatures[i].second[0]].growth;			else				sac.creatures[i].first = VLC->creh->creatures[creatures[i].second[0]].growth;			change = true;		}	}	if(change)		cb->sendAndApply(&sac);}void CGDwelling::heroAcceptsCreatures( const CGHeroInstance *h, ui32 answer ) const{	if(!answer)		return;	int crid = creatures[0].second[0];	CCreature *crs = &VLC->creh->creatures[crid];	if(crs->level == 1) //first level - creatures are for free	{		if(creatures[0].first) //there are available creatures		{			int slot = h->army.getSlotFor(crid);			if(slot < 0) //no available slot			{				InfoWindow iw;				iw.player = h->tempOwner;				iw.text.addTxt(MetaString::GENERAL_TXT, 425);//The %s would join your hero, but there aren't enough provisions to support them.				iw.text.addReplacement(MetaString::CRE_PL_NAMES, crid);				cb->showInfoDialog(&iw);			}			else //give creatures			{				SetAvailableCreatures sac;				sac.tid = id;				sac.creatures = creatures;				sac.creatures[0].first = 0;				SetGarrisons sg;				sg.garrs[h->id] = h->army;				sg.garrs[h->id].slots[slot].first = crid;				sg.garrs[h->id].slots[slot].second += creatures[0].first;				InfoWindow iw;				iw.player = h->tempOwner;				iw.text.addTxt(MetaString::GENERAL_TXT, 423); //%d %s join your army.				iw.text.addReplacement(creatures[0].first);				iw.text.addReplacement(MetaString::CRE_PL_NAMES, crid);				cb->showInfoDialog(&iw);				cb->sendAndApply(&sac);				cb->sendAndApply(&sg);			}		}		else //there no creatures		{			InfoWindow iw;			iw.text.addTxt(MetaString::GENERAL_TXT, 422); //There are no %s here to recruit.			iw.text.addReplacement(MetaString::CRE_PL_NAMES, crid);			iw.player = h->tempOwner;			cb->sendAndApply(&iw);		}	}	else	{		OpenWindow ow;		ow.id1 = id;		ow.id2 = h->id;		ow.window = ID == 17 			? OpenWindow::RECRUITMENT_FIRST 			: OpenWindow::RECRUITMENT_ALL;		cb->sendAndApply(&ow);	}}void CGDwelling::wantsFight( const CGHeroInstance *h, ui32 answer ) const{	if(answer)		cb->startBattleI(h, this, boost::bind(&CGDwelling::fightOver, this, h, _1));}void CGDwelling::fightOver(const CGHeroInstance *h, BattleResult *result) const{	if (result->winner == 0)	{		onHeroVisit(h);	}}int CGTownInstance::getSightRadious() const //returns sight distance{	if (subID == 2) //tower	{		if ((builtBuildings.find(17)) != builtBuildings.end()) //skyship			return -1; //entire map		else if ((builtBuildings.find(21)) != builtBuildings.end()) //lookout tower			return 20;	}	return 5;}void CGTownInstance::setPropertyDer(ui8 what, ui32 val){///this is freakin' overcomplicated solution	switch (what)	{		case 11: //add visitor of town building			bonusingBuildings[val]->setProperty (4, visitingHero->id);			break;		case 12:			bonusingBuildings[val]->setProperty (12, 0);			break;		case 13: //add garrisoned hero to visitors			bonusingBuildings[val]->setProperty (4, garrisonHero->id);			break;	}}int CGTownInstance::fortLevel() const //0 - none, 1 - fort, 2 - citadel, 3 - castle{	if((builtBuildings.find(9))!=builtBuildings.end())		return 3;	if((builtBuildings.find(8))!=builtBuildings.end())		return 2;	if((builtBuildings.find(7))!=builtBuildings.end())		return 1;	return 0;}int CGTownInstance::hallLevel() const // -1 - none, 0 - village, 1 - town, 2 - city, 3 - capitol{	if ((builtBuildings.find(13))!=builtBuildings.end())		return 3;	if ((builtBuildings.find(12))!=builtBuildings.end())		return 2;	if ((builtBuildings.find(11))!=builtBuildings.end())		return 1;	if ((builtBuildings.find(10))!=builtBuildings.end())		return 0;	return -1;}int CGTownInstance::mageGuildLevel() const{	if ((builtBuildings.find(4))!=builtBuildings.end())		return 5;	if ((builtBuildings.find(3))!=builtBuildings.end())		return 4;	if ((builtBuildings.find(2))!=builtBuildings.end())		return 3;	if ((builtBuildings.find(1))!=builtBuildings.end())		return 2;	if ((builtBuildings.find(0))!=builtBuildings.end())		return 1;	return 0;}bool CGTownInstance::creatureDwelling(const int & level, bool upgraded) const{	return builtBuildings.find(30+level+upgraded*7)!=builtBuildings.end();}int CGTownInstance::getHordeLevel(const int & HID)  const//HID - 0 or 1; returns creature level or -1 if that horde structure is not present{	return town->hordeLvl[HID];}int CGTownInstance::creatureGrowth(const int & level) const{	int ret = VLC->creh->creatures[town->basicCreatures[level]].growth;	switch(fortLevel())	{	case 3:		ret*=2;break;	case 2:		ret*=(1.5); break;	}	if(getHordeLevel(0)==level)		if((builtBuildings.find(18)!=builtBuildings.end()) || (builtBuildings.find(19)!=builtBuildings.end()))			ret+=VLC->creh->creatures[town->basicCreatures[level]].hordeGrowth;	if(getHordeLevel(1)==level)		if((builtBuildings.find(24)!=builtBuildings.end()) || (builtBuildings.find(25)!=builtBuildings.end()))			ret+=VLC->creh->creatures[town->basicCreatures[level]].hordeGrowth;	//support for legs of legion etc.	if(garrisonHero)		ret += garrisonHero->valOfBonuses(HeroBonus::CREATURE_GROWTH, level);	if(visitingHero)		ret += visitingHero->valOfBonuses(HeroBonus::CREATURE_GROWTH, level);	for (std::vector<CGDwelling*>::const_iterator it = cb->gameState()->players[tempOwner].dwellings.begin(); it != cb->gameState()->players[tempOwner].dwellings.end(); ++it)	{ //+1 for each dwelling		if (VLC->creh->creatures[town->basicCreatures[level]].idNumber == (*it)->creatures[0].second[0])			++ret;	}	if(builtBuildings.find(26)!=builtBuildings.end()) //grail - +50% to ALL growth		ret*=1.5;	return ret;//check CCastleInterface.cpp->CCastleInterface::CCreaInfo::clickRight if this one will be modified}int CGTownInstance::dailyIncome() const{	int ret = 0;	if ((builtBuildings.find(26))!=builtBuildings.end())		ret+=5000;	if ((builtBuildings.find(13))!=builtBuildings.end())		ret+=4000;	else if ((builtBuildings.find(12))!=builtBuildings.end())		ret+=2000;	else if ((builtBuildings.find(11))!=builtBuildings.end())		ret+=1000;	else if ((builtBuildings.find(10))!=builtBuildings.end())		ret+=500;	return ret;}bool CGTownInstance::hasFort() const{	return (builtBuildings.find(7))!=builtBuildings.end();}bool CGTownInstance::hasCapitol() const{	return (builtBuildings.find(13))!=builtBuildings.end();}CGTownInstance::CGTownInstance()	:IShipyard(this){	builded=-1;	destroyed=-1;	garrisonHero=NULL;	town=NULL;	visitingHero = NULL;}CGTownInstance::~CGTownInstance(){	for (std::vector<CGTownBuilding*>::const_iterator i = bonusingBuildings.begin(); i != bonusingBuildings.end(); i++) 		delete *i;}int CGTownInstance::spellsAtLevel(int level, bool checkGuild) const{	if(checkGuild && mageGuildLevel() < level)		return 0;	int ret = 6 - level; //how many spells are available at this level	if(subID == 2   &&   vstd::contains(builtBuildings,22)) //magic library in Tower		ret++; 	return ret;}bool CGTownInstance::needsLastStack() const{	if(garrisonHero)		return true;	else return false;}void CGTownInstance::onHeroVisit(const CGHeroInstance * h) const{	if(getOwner() != h->getOwner())	{		//TODO ally check		if(army.slots.size() > 0 || visitingHero)		{			const CGHeroInstance *defendingHero = NULL;			if(visitingHero)				defendingHero = visitingHero;			else if(garrisonHero)				defendingHero = garrisonHero;			const CArmedInstance *defendingArmy = this;			if(defendingHero)				defendingArmy = defendingHero;			bool outsideTown = (defendingHero == visitingHero && garrisonHero);			cb->startBattleI(h, defendingArmy, getSightCenter(), h, defendingHero, false, boost::bind(&CGTownInstance::fightOver, this, h, _1), (outsideTown ? NULL : this));		}		else		{			cb->setOwner(id, h->tempOwner);			removeCapitols (h->getOwner(), true);			cb->heroVisitCastle(id, h->id);		}	}	else		cb->heroVisitCastle(id, h->id);}void CGTownInstance::onHeroLeave(const CGHeroInstance * h) const{	cb->stopHeroVisitCastle(id,h->id);}void CGTownInstance::initObj(){ 	hoverName = name + ", " + town->Name();	creatures.resize(CREATURES_PER_TOWN);	for (int i = 0; i < CREATURES_PER_TOWN; i++)	{		if(creatureDwelling(i,false))			creatures[i].second.push_back(town->basicCreatures[i]);		if(creatureDwelling(i,true))			creatures[i].second.push_back(town->upgradedCreatures[i]);	}	switch (subID)	{ //add new visitable objects		case 0:			bonusingBuildings.push_back (new COPWBonus(21, this)); //Stables			break;		case 2: case 3: case 5: case 6:			bonusingBuildings.push_back (new CTownBonus(23, this));			if (subID == 5)				bonusingBuildings.push_back (new COPWBonus(21, this)); //Vortex			break;		case 7:			bonusingBuildings.push_back (new CTownBonus(17, this));			break;	}	if (getOwner() != 255)		removeCapitols (getOwner(), false); // destroy other capitols}void CGTownInstance::newTurn() const{	if (cb->getDate(0)%7 == 1) //reset on new week	{		for (std::vector<CGTownBuilding*>::const_iterator i = bonusingBuildings.begin(); i!=bonusingBuildings.end(); i++)			cb->setObjProperty (id, 12, 0); //reset visitors for Mana Vortex	}}int3 CGTownInstance::getSightCenter() const{	return pos - int3(2,0,0);}void CGTownInstance::getOutOffsets( std::vector<int3> &offsets ) const{	offsets += int3(-1,2,0), int3(-3,2,0);}void CGTownInstance::fightOver( const CGHeroInstance *h, BattleResult *result ) const{	if(result->winner == 0)	{		removeCapitols (h->getOwner(), true);		cb->setOwner (id, h->tempOwner); //give control after checkout is done	}}void CGTownInstance::removeCapitols (ui8 owner, bool me) const{ 	if (hasCapitol()) // search for older capitol	{ 		PlayerState* state = cb->gameState()->getPlayer (owner); //get all towns owned by player		for (std::vector<CGTownInstance*>::const_iterator i = state->towns.begin(); i < state->towns.end(); ++i) 		{ 			if (*i != this && (*i)->hasCapitol()) 			{ 				if (me) 				{ 					RazeStructures rs; 					rs.tid = id; 					rs.bid.insert(13); 					rs.destroyed = destroyed;  					cb->sendAndApply(&rs); 					return; 				} 				else 					(*i)->builtBuildings.erase(13); //destroy all other capitols at the beginning of game 			} 		} 	} } void CGVisitableOPH::onHeroVisit( const CGHeroInstance * h ) const{	if(visitors.find(h->id)==visitors.end())	{		onNAHeroVisit(h->id, false);		switch(ID)		{		case 102: //tree		case 4: //arena		case 41://library		case 47: //School of Magic		case 107://School of War			break;		default:			cb->setObjProperty(id,4,h->id); //add to the visitors			break;		}	}	else	{		onNAHeroVisit(h->id, true);	}}void CGVisitableOPH::initObj(){	if(ID==102)		ttype = ran()%3;	else		ttype = -1;}void CGVisitableOPH::treeSelected( int heroID, int resType, int resVal, ui64 expVal, ui32 result ) const{	if(result) //player agreed to give res for exp	{		cb->giveResource(cb->getOwner(heroID),resType,-resVal); //take resource		cb->changePrimSkill(heroID,4,expVal); //give exp		cb->setObjProperty(id,4,heroID); //add to the visitors	}}void CGVisitableOPH::onNAHeroVisit(int heroID, bool alreadyVisited) const{	int id=0, subid=0, ot=0, val=1, sound = 0;	switch(ID)	{	case 4: //arena		sound = soundBase::NOMAD;		ot = 0;		break;	case 51: //mercenary camp		sound = soundBase::NOMAD;		subid=0;		ot=80;		break;	case 23: //marletto tower		sound = soundBase::NOMAD;		subid=1;		ot=39;		break;	case 61:		sound = soundBase::gazebo;		subid=2;		ot=100;		break;	case 32:		sound = soundBase::GETPROTECTION;		subid=3;		ot=59;		break;	case 100:		sound = soundBase::gazebo;		id=5;		ot=143;		val=1000;		break;	case 102:		sound = soundBase::gazebo;		id = 5;		subid = 1;		ot = 146;		val = 1;		break;	case 41:		sound = soundBase::gazebo;		ot = 66;		break;	case 47: //School of Magic		sound = soundBase::faerie;		ot = 71;		break;	case 107://School of War		sound = soundBase::MILITARY;		ot = 158;		break;	}	if (!alreadyVisited)	{		switch (ID)		{		case 4: //arena			{				BlockingDialog sd(false,true);				sd.soundID = sound;				sd.text << std::pair<ui8,ui32>(11,ot);				sd.components.push_back(Component(0,0,2,0));				sd.components.push_back(Component(0,1,2,0));				sd.player = cb->getOwner(heroID);				cb->showBlockingDialog(&sd,boost::bind(&CGVisitableOPH::arenaSelected,this,heroID,_1));				return;			}		case 51:		case 23:		case 61:		case 32:			{				cb->changePrimSkill(heroID,subid,val);				InfoWindow iw;				iw.soundID = sound;				iw.components.push_back(Component(0,subid,val,0));				iw.text << std::pair<ui8,ui32>(11,ot);				iw.player = cb->getOwner(heroID);				cb->showInfoDialog(&iw);				break;			}		case 100: //give exp			{				InfoWindow iw;				iw.soundID = sound;				iw.components.push_back(Component(id,subid,val,0));				iw.player = cb->getOwner(heroID);				iw.text << std::pair<ui8,ui32>(11,ot);				iw.soundID = soundBase::gazebo;				cb->showInfoDialog(&iw);				cb->changePrimSkill(heroID,4,val);				break;			}		case 102://tree			{				const CGHeroInstance *h = cb->getHero(heroID);				val = VLC->heroh->reqExp(h->level+val) - VLC->heroh->reqExp(h->level);				if(!ttype)				{					cb->setObjProperty(this->id,4,heroID); //add to the visitors					InfoWindow iw;					iw.soundID = sound;					iw.components.push_back(Component(id,subid,1,0));					iw.player = cb->getOwner(heroID);					iw.text << std::pair<ui8,ui32>(11,148);					cb->showInfoDialog(&iw);					cb->changePrimSkill(heroID,4,val);					break;				}				else				{					int res, resval;					if(ttype==1)					{						res = 6;						resval = 2000;						ot = 149;					}					else					{						res = 5;						resval = 10;						ot = 151;					}					if(cb->getResource(h->tempOwner,res) < resval) //not enough resources					{						ot++;						InfoWindow iw;						iw.soundID = sound;						iw.player = h->tempOwner;						iw.text << std::pair<ui8,ui32>(11,ot);						cb->showInfoDialog(&iw);						return;					}					BlockingDialog sd (true, false);					sd.soundID = sound;					sd.player = cb->getOwner(heroID);					sd.text << std::pair<ui8,ui32>(11,ot);					sd.components.push_back (Component (Component::RESOURCE, res, resval, 0));					cb->showBlockingDialog(&sd,boost::bind(&CGVisitableOPH::treeSelected,this,heroID,res,resval,val,_1));				}				break;			}		case 41://library of enlightenment			{				const CGHeroInstance *h = cb->getHero(heroID);				if(h->level  <  10 - 2*h->getSecSkillLevel(4)) //not enough level				{					InfoWindow iw;					iw.soundID = sound;					iw.player = cb->getOwner(heroID);					iw.text << std::pair<ui8,ui32>(11,68);					cb->showInfoDialog(&iw);				}				else				{					cb->setObjProperty(this->id,4,heroID); //add to the visitors					cb->changePrimSkill(heroID,0,2);					cb->changePrimSkill(heroID,1,2);					cb->changePrimSkill(heroID,2,2);					cb->changePrimSkill(heroID,3,2);					InfoWindow iw;					iw.soundID = sound;					iw.player = cb->getOwner(heroID);					iw.text << std::pair<ui8,ui32>(11,66);					cb->showInfoDialog(&iw);				}				break;			}		case 47: //School of Magic		case 107://School of War			{				int skill = (ID==47 ? 2 : 0);				if(cb->getResource(cb->getOwner(heroID),6) < 1000) //not enough resources				{					InfoWindow iw;					iw.soundID = sound;					iw.player = cb->getOwner(heroID);					iw.text << std::pair<ui8,ui32>(MetaString::ADVOB_TXT,ot+2);					cb->showInfoDialog(&iw);				}				else				{					BlockingDialog sd(true,true);					sd.soundID = sound;					sd.player = cb->getOwner(heroID);					sd.text << std::pair<ui8,ui32>(11,ot);					sd.components.push_back(Component(Component::PRIM_SKILL, skill, +1, 0));					sd.components.push_back(Component(Component::PRIM_SKILL, skill+1, +1, 0));					cb->showBlockingDialog(&sd,boost::bind(&CGVisitableOPH::schoolSelected,this,heroID,_1));				}			}			break;		}	}	else	{		ot++;		InfoWindow iw;		iw.soundID = sound;		iw.player = cb->getOwner(heroID);		iw.text << std::pair<ui8,ui32>(11,ot);		cb->showInfoDialog(&iw);	}}const std::string & CGVisitableOPH::getHoverText() const{	int pom = -1;	switch(ID)	{	case 4:		pom = -1;		break;	case 51:		pom = 8; 		break;	case 23:		pom = 7;		break;	case 61:		pom = 11; 		break;	case 32:		pom = 4; 		break;	case 100:		pom = 5; 		break;	case 102:		pom = 18;		break;	case 41:		break;	case 47: //School of Magic		pom = 9;		break;	case 107://School of War		pom = 10;		break;	default:		throw std::string("Wrong CGVisitableOPH object ID!\n");	}	hoverName = VLC->generaltexth->names[ID];	if(pom >= 0)		hoverName += (" " + VLC->generaltexth->xtrainfo[pom]);	const CGHeroInstance *h = cb->getSelectedHero(cb->getCurrentPlayer());	if(h)	{		hoverName += ' ';		hoverName += (vstd::contains(visitors,h->id)) 							? (VLC->generaltexth->allTexts[352])  //visited							: ( VLC->generaltexth->allTexts[353]); //not visited	}	return hoverName;}void CGVisitableOPH::arenaSelected( int heroID, int primSkill ) const{	cb->setObjProperty(id,4,heroID); //add to the visitors	cb->changePrimSkill(heroID,primSkill-1,2);}void CGVisitableOPH::setPropertyDer( ui8 what, ui32 val ){	if(what == 4)		visitors.insert(val);}void CGVisitableOPH::schoolSelected(int heroID, ui32 which) const{	if(!which) //player refused to pay		return;	int base = (ID == 47  ?  2  :  0);	cb->setObjProperty(id,4,heroID); //add to the visitors	cb->giveResource(cb->getOwner(heroID),6,-1000); //take 1000 gold	cb->changePrimSkill(heroID, base + which-1, +1); //give appropriate skill}COPWBonus::COPWBonus (int index, CGTownInstance *TOWN){	ID = index;	town = TOWN;	id = town->bonusingBuildings.size();}void COPWBonus::setProperty(ui8 what, ui32 val){	switch (what)	{		case 4:			visitors.insert(val);			break;		case 12:			visitors.clear();			break;	}}void COPWBonus::onHeroVisit (const CGHeroInstance * h) const{	int heroID = h->id;	if (town->builtBuildings.find(ID) != town->builtBuildings.end())	{		InfoWindow iw;		iw.player = h->tempOwner;		switch (town->subID)		{			case 0: //Stables				if (!h->getBonus(HeroBonus::OBJECT, 94)) //no advMap Stables				{					GiveBonus gb;					gb.bonus = HeroBonus(HeroBonus::ONE_WEEK, HeroBonus::LAND_MOVEMENT, HeroBonus::OBJECT, 600, 94, VLC->generaltexth->arraytxt[100]);					gb.hid = heroID;					cb->giveHeroBonus(&gb);					iw.text << VLC->generaltexth->allTexts[580];					cb->showInfoDialog(&iw);				}				break;			case 5: //Mana Vortex				if (visitors.find(heroID) == visitors.end() && h->mana <= h->manaLimit())				{					cb->setManaPoints (heroID, 2 * h->manaLimit()); 					cb->setObjProperty (id, 5, true);					iw.text << VLC->generaltexth->allTexts[579];					cb->showInfoDialog(&iw);					cb->setObjProperty (town->id, 11, id); //add to visitors				}				break;		}	}}CTownBonus::CTownBonus (int index, CGTownInstance *TOWN){	ID = index;	town = TOWN;	id = town->bonusingBuildings.size();}void CTownBonus::setProperty (ui8 what, ui32 val){	if(what == 4)		visitors.insert(val);}void CTownBonus::onHeroVisit (const CGHeroInstance * h) const{	int heroID = h->id;	if ((town->builtBuildings.find(ID) != town->builtBuildings.end()) && (visitors.find(heroID) == visitors.end()))	{		InfoWindow iw;		int what, val, mid;		switch (ID)		{			case 23:				switch(town->subID)				{					case 2: //wall						what = 3;						val = 1;						mid = 581;						iw.components.push_back (Component(Component::PRIM_SKILL, 3, 1, 0));						break;					case 3: //order of fire						what = 2;						val = 1;						mid = 582;						iw.components.push_back (Component(Component::PRIM_SKILL, 2, 1, 0));						break;					case 6://hall of valhalla						what = 0;						val = 1;						mid = 584;						iw.components.push_back (Component(Component::PRIM_SKILL, 0, 1, 0));						break;					case 5://academy of battle scholars						what = 4;						val = 1000;						mid = 583;						iw.components.push_back (Component(Component::EXPERIENCE, 0, 1000, 0));						break;				}				break;			case 17:				switch(town->subID)				{					case 7: //cage of warlords						what = 1;						val = 1;						mid = 585;						iw.components.push_back (Component(Component::PRIM_SKILL, 1, 1, 0));						break;				}				break;		}		iw.player = cb->getOwner(heroID);		iw.text << VLC->generaltexth->allTexts[mid];		cb->showInfoDialog(&iw);		cb->changePrimSkill (heroID, what, val);		if (town->visitingHero == h)			cb->setObjProperty (town->id, 11, id); //add to visitors		else			cb->setObjProperty (town->id, 13, id); //then it must be garrisoned hero	}}bool CArmedInstance::needsLastStack() const{	return false;}int CArmedInstance::getArmyStrength() const{	int ret = 0;	for(std::map<si32,std::pair<ui32,si32> >::const_iterator i=army.slots.begin(); i!=army.slots.end(); i++)		ret += VLC->creh->creatures[i->second.first].AIValue * i->second.second;	return ret;}ui64 CArmedInstance::getPower (TSlot slot) const{	return VLC->creh->creatures[army.getCreature(slot)].AIValue * army.getAmount(slot);}std::string CArmedInstance::getRoughAmount (TSlot slot) const{	return VLC->generaltexth->arraytxt[174 + 3*CCreature::getQuantityID(army.getAmount(slot))];}/*const std::string & CGCreature::getHoverText() const{	hoverName = VLC->generaltexth->names[ID];	hoverName += "\n Power rating: ";	float ratio = ((float)getArmyStrength() / cb->getSelectedHero(cb->getCurrentPlayer())->getTotalStrength());	if (ratio < 0.1) hoverName += "Effortless";	else if (ratio < 0.3) hoverName += "Very Weak";	else if (ratio < 0.6) hoverName += "Weak";	else if (ratio < 0.9) hoverName += "A bit weaker";	else if (ratio < 1.1) hoverName += "Equal";	else if (ratio < 1.3) hoverName += "A bit stronger";	else if (ratio < 1.8) hoverName += "Strong";	else if (ratio < 2.5) hoverName += "Very Strong";	else if (ratio < 4) hoverName += "Challenging";	else if (ratio < 8) hoverName += "Overpowering";	else if (ratio < 20) hoverName += "Deadly";	else hoverName += "Impossible";	return hoverName;}*/void CGCreature::onHeroVisit( const CGHeroInstance * h ) const{	int action = takenAction(h);	switch( action ) //decide what we do...	{	case -2: //fight		fight(h);		break;	case -1: //flee		{			flee(h);			break;		}	case 0: //join for free		{			BlockingDialog ynd(true,false);			ynd.player = h->tempOwner;			ynd.text << std::pair<ui8,ui32>(MetaString::ADVOB_TXT, 86); 			ynd.text.addReplacement(MetaString::CRE_PL_NAMES, subID);			cb->showBlockingDialog(&ynd,boost::bind(&CGCreature::joinDecision,this,h,0,_1));			break;		}	default: //join for gold		{			assert(action > 0);			//ask if player agrees to pay gold			BlockingDialog ynd(true,false);			ynd.player = h->tempOwner;			std::string tmp = VLC->generaltexth->advobtxt[90];			boost::algorithm::replace_first(tmp,"%d",boost::lexical_cast<std::string>(army.slots.find(0)->second.second));			boost::algorithm::replace_first(tmp,"%d",boost::lexical_cast<std::string>(action));			boost::algorithm::replace_first(tmp,"%s",VLC->creh->creatures[subID].namePl);			ynd.text << tmp;			cb->showBlockingDialog(&ynd,boost::bind(&CGCreature::joinDecision,this,h,action,_1));			break;		}	}}void CGCreature::endBattle( BattleResult *result ) const{	if(result->winner==0)	{		cb->removeObject(id);	}	else	{		//int killedAmount=0;		//for(std::set<std::pair<ui32,si32> >::iterator i=result->casualties[1].begin(); i!=result->casualties[1].end(); i++)		//	if(i->first == subID)		//		killedAmount += i->second;		//cb->setAmount(id, army.slots.find(0)->second.second - killedAmount);			MetaString ms;		int pom = CCreature::getQuantityID(army.slots.find(0)->second.second);		pom = 174 + 3*pom + 1;		ms << std::pair<ui8,ui32>(6,pom) << " " << std::pair<ui8,ui32>(7,subID);		cb->setHoverName(id,&ms);	}}void CGCreature::initObj(){	blockVisit = true;	switch(character)	{	case 0:		character = 0;		break;	case 1:		character = 1 + ran()%7;		break;	case 2:		character = 1 + ran()%10;		break;	case 3:		character = 4 + ran()%7;		break;	case 4:		character = 10;		break;	}	army.slots[0].first = subID;	si32 &amount = army.slots[0].second;	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));	MetaString ms;	int pom = CCreature::getQuantityID(army.slots.find(0)->second.second);	pom = 174 + 3*pom + 1;	ms << std::pair<ui8,ui32>(6,pom) << " " << std::pair<ui8,ui32>(7,subID);	ms.toString(hoverName);}int CGCreature::takenAction(const CGHeroInstance *h, bool allowJoin) const{	double hlp = h->getTotalStrength() / getArmyStrength();	if(!character) //compliant creatures will always join		return 0;	else if(allowJoin)//test for joining	{		int factor;		if(hlp >= 7)			factor = 11;		else if(hlp >= 1)			factor = (int)(2*(hlp-1));		else if(hlp >= 0.5)			factor = -1;		else if(hlp >= 0.333)			factor = -2;		else			factor = -3;		int sympathy = 0;		std::set<ui32> myKindCres; //what creatures are the same kind as we		myKindCres.insert(subID); //we		myKindCres.insert(VLC->creh->creatures[subID].upgrades.begin(),VLC->creh->creatures[subID].upgrades.end()); //our upgrades		for(std::vector<CCreature>::iterator i=VLC->creh->creatures.begin(); i!=VLC->creh->creatures.end(); i++)			if(vstd::contains(i->upgrades, (ui32) id)) //it's our base creatures				myKindCres.insert(i->idNumber);		int count = 0, //how many creatures of our kind has hero			totalCount = 0;		for (std::map<si32,std::pair<ui32,si32> >::const_iterator i = h->army.slots.begin(); i != h->army.slots.end(); i++)		{			if(vstd::contains(myKindCres,i->second.first))				count += i->second.second;			totalCount += i->second.second;		}		if(count*2 > totalCount)			sympathy++;		if(count)			sympathy++;				int charisma = factor + h->getSecSkillLevel(4) + sympathy;		if(charisma >= character) //creatures might join...		{			if(h->getSecSkillLevel(4) + sympathy + 1 >= character)				return 0; //join for free			else if(h->getSecSkillLevel(4) * 2  +  sympathy  +  1 >= character)				return VLC->creh->creatures[subID].cost[6] * army.slots.find(0)->second.second; //join for gold		}	}	//we are still here - creatures not joined heroes, test for fleeing	//TODO: it's provisional formula, should be replaced with original one (or something closer to it)	//TODO: should be deterministic (will be needed for Vision spell)	int hlp2 = (int) (hlp - 2)*1000;	if(!neverFlees   		&& hlp2 >= 0 		&& rand()%2000 < hlp2	)		return -1; //flee	else		return -2; //fight}void CGCreature::fleeDecision(const CGHeroInstance *h, ui32 pursue) const{	if(pursue)	{		fight(h);	}	else	{		cb->removeObject(id);	}}void CGCreature::joinDecision(const CGHeroInstance *h, int cost, ui32 accept) const{	if(!accept)	{		if(takenAction(h,false) == -1) //they flee		{			flee(h);		}		else //they fight		{			InfoWindow iw;			iw.player = h->tempOwner;			iw.text << std::pair<ui8,ui32>(11,87);  //Insulted by your refusal of their offer, the monsters attack!			cb->showInfoDialog(&iw);			fight(h);		}	}	else //accepted	{		if (cb->getResource(h->tempOwner,6) < cost) //player don't have enough gold!		{			InfoWindow iw;			iw.player = h->tempOwner;			iw.text << std::pair<ui8,ui32>(1,29);  //You don't have enough gold			cb->showInfoDialog(&iw);			//act as if player refused			joinDecision(h,cost,false);			return;		}		//take gold		if(cost)			cb->giveResource(h->tempOwner,6,-cost);		int slot = h->army.getSlotFor(subID);		if(slot >= 0) //there is place		{			//add creatures			SetGarrisons sg;			sg.garrs[h->id] = h->army;			if(vstd::contains(h->army.slots,slot)) //add to already present stack			{				sg.garrs[h->id].slots[slot].second += army.slots.find(0)->second.second;			}			else //add as a new stack			{				sg.garrs[h->id].slots[slot] = army.slots.find(0)->second;			}			cb->sendAndApply(&sg);			cb->removeObject(id);		}		else		{			cb->showGarrisonDialog(id,h->id,true,boost::bind(&IGameCallback::removeObject,cb,id)); //show garrison window and remove ourselves from map when player ends		}	}}void CGCreature::fight( const CGHeroInstance *h ) const{	cb->startBattleI(h, this, boost::bind(&CGCreature::endBattle,this,_1));}void CGCreature::flee( const CGHeroInstance * h ) const{	BlockingDialog ynd(true,false);	ynd.player = h->tempOwner;	ynd.text << std::pair<ui8,ui32>(11,91); 	ynd.text.addReplacement(MetaString::CRE_PL_NAMES, subID);	cb->showBlockingDialog(&ynd,boost::bind(&CGCreature::fleeDecision,this,h,_1));}void CGMine::onHeroVisit( const CGHeroInstance * h ) const{	if(subID == 7) //TODO: support for abandoned mine		return;	if(h->tempOwner == tempOwner) //we're visiting our mine	{		cb->showGarrisonDialog(id,h->id,true,0);		return; 	}	//TODO: check if mine is guarded	cb->setOwner(id,h->tempOwner); //not ours? flag it!	MetaString ms;	ms << std::pair<ui8,ui32>(9,subID) << " (" << std::pair<ui8,ui32>(6,23+h->tempOwner) << ")";	cb->setHoverName(id,&ms);	int vv=1; //amount of resource per turn		if (subID==0 || subID==2)		vv++;	else if (subID==6)		vv = 1000;	InfoWindow iw;	iw.soundID = soundBase::FLAGMINE;	iw.text << std::pair<ui8,ui32>(10,subID);	iw.player = h->tempOwner;	iw.components.push_back(Component(2,subID,vv,-1));	cb->showInfoDialog(&iw);}void CGMine::newTurn() const{	if(cb->getDate() == 1)		return;	if (tempOwner == NEUTRAL_PLAYER)		return;	int vv = 1;	if (subID==0 || subID==2)		vv++;	else if (subID==6)		vv = 1000;	cb->giveResource(tempOwner,subID,vv);}void CGMine::initObj(){	MetaString ms;	ms << std::pair<ui8,ui32>(9,subID);	if(tempOwner >= PLAYER_LIMIT)		tempOwner = NEUTRAL_PLAYER;		else		ms << " (" << std::pair<ui8,ui32>(6,23+tempOwner) << ")";	ms.toString(hoverName);}void CGResource::initObj(){	blockVisit = true;	hoverName = VLC->generaltexth->restypes[subID];	if(!amount)	{		switch(subID)		{		case 6:			amount = 500 + (rand()%6)*100;			break;		case 0: case 2:			amount = 6 + (rand()%5);			break;		default:			amount = 3 + (rand()%3);			break;		}	}}void CGResource::onHeroVisit( const CGHeroInstance * h ) const{	if(army.slots.size())	{		if(message.size())		{			BlockingDialog ynd(true,false);			ynd.player = h->getOwner();			ynd.text << message;			cb->showBlockingDialog(&ynd,boost::bind(&CGResource::fightForRes,this,_1,h));		}		else		{			fightForRes(1,h);		}	}	else	{		if(message.length())		{			InfoWindow iw;			iw.player = h->tempOwner;			iw.text << message;			cb->showInfoDialog(&iw);		}		collectRes(h->getOwner());	}}void CGResource::collectRes( int player ) const{	cb->giveResource(player,subID,amount);	ShowInInfobox sii;	sii.player = player;	sii.c = Component(2,subID,amount,0);	sii.text << std::pair<ui8,ui32>(11,113);	sii.text.addReplacement(MetaString::RES_NAMES, subID);	cb->showCompInfo(&sii);	cb->removeObject(id);}void CGResource::fightForRes(ui32 agreed, const CGHeroInstance *h) const{	if(agreed)		cb->startBattleI(h, this, boost::bind(&CGResource::endBattle,this,_1,h));}void CGResource::endBattle( BattleResult *result, const CGHeroInstance *h ) const{	if(result->winner == 0) //attacker won		collectRes(h->getOwner());}void CGVisitableOPW::newTurn() const{	if (cb->getDate(1)==1) //first day of week	{		cb->setObjProperty(id,5,false);		MetaString ms; //set text to "not visited"		ms << std::pair<ui8,ui32>(3,ID) << " " << std::pair<ui8,ui32>(1,353);		cb->setHoverName(id,&ms);	}}void CGVisitableOPW::onHeroVisit( const CGHeroInstance * h ) const{	int mid, sound = 0;	switch (ID)	{	case 55: //mystical garden		sound = soundBase::experience;		mid = 92;		break;	case 112://windmill		sound = soundBase::GENIE;		mid = 170;		break;	case 109://waterwheel		sound = soundBase::GENIE;		mid = 164;		break;	}	if (visited)	{		if (ID!=112)			mid++;		else 			mid--;		InfoWindow iw;		iw.soundID = sound;		iw.player = h->tempOwner;		iw.text << std::pair<ui8,ui32>(11,mid);		cb->showInfoDialog(&iw);	}	else	{		int type, sub, val;		type = 2;		switch (ID)		{		case 55:			if (rand()%2)			{				sub = 5;				val = 5;			}			else			{				sub = 6;				val = 500;			}			break;		case 112:			mid = 170;			sub = (rand() % 5) + 1;			val = (rand() % 4) + 3;			break;		case 109:			mid = 164;			sub = 6;			if(cb->getDate(0)<8)				val = 500;			else				val = 1000;		}		cb->giveResource(h->tempOwner,sub,val);		InfoWindow iw;		iw.soundID = sound;		iw.player = h->tempOwner;		iw.components.push_back(Component(type,sub,val,0));		iw.text << std::pair<ui8,ui32>(11,mid);		cb->showInfoDialog(&iw);		cb->setObjProperty(id,5,true);		MetaString ms; //set text to "visited"		ms << std::pair<ui8,ui32>(3,ID) << " " << std::pair<ui8,ui32>(1,352);		cb->setHoverName(id,&ms);	}}void CGVisitableOPW::setPropertyDer( ui8 what, ui32 val ){	if(what == 5)		visited = val;}void CGTeleport::onHeroVisit( const CGHeroInstance * h ) const{	int destinationid=-1;	switch(ID)	{	case 43: //one way - find corresponding exit monolith		if(vstd::contains(objs,44) && vstd::contains(objs[44],subID) && objs[44][subID].size())			destinationid = objs[44][subID][rand()%objs[44][subID].size()];		else			tlog2 << "Cannot find corresponding exit monolith for "<< id << std::endl;		break;	case 45: //two way monolith - pick any other one		if(vstd::contains(objs,45) && vstd::contains(objs[45],subID) && objs[45][subID].size()>1)			while ((destinationid = objs[45][subID][rand()%objs[45][subID].size()])==id);		else			tlog2 << "Cannot find corresponding exit monolith for "<< id << std::endl;		break;	case 103: //find nearest subterranean gate on the other level		{			for(int i=0; i < gates.size(); i++)			{				if(gates[i].first == id)				{					destinationid = gates[i].second;					break;				}				else if(gates[i].second == id)				{					destinationid = gates[i].first;					break;				}			}			break;		}	}	if(destinationid < 0)	{		tlog2 << "Cannot find exit... (obj at " << pos << ") :( \n";		return;	}	cb->moveHero(h->id,CGHeroInstance::convertPosition(cb->getObj(destinationid)->pos,true) - getVisitableOffset(),				true);}void CGTeleport::initObj(){	int si = subID;	if(ID == 103) //ignore subterranean gates subid		si = 0;	objs[ID][si].push_back(id);}void CGTeleport::postInit() //matches subterranean gates into pairs{	//split on underground and surface gates	std::vector<const CGObjectInstance *> gatesSplit[2]; //surface and underground gates	for(size_t i = 0; i < objs[103][0].size(); i++)	{		const CGObjectInstance *hlp = cb->getObj(objs[103][0][i]);		gatesSplit[hlp->pos.z].push_back(hlp);	}	//sort by position	std::sort(gatesSplit[0].begin(), gatesSplit[0].end(), boost::bind(&CGObjectInstance::pos, _1) < boost::bind(&CGObjectInstance::pos, _2));	for(size_t i = 0; i < gatesSplit[0].size(); i++)	{		const CGObjectInstance *cur = gatesSplit[0][i];		//find nearest underground exit		std::pair<int,double> best(-1,150000); //pair<pos_in_vector, distance>		for(int j = 0; j < gatesSplit[1].size(); j++)		{			const CGObjectInstance *checked = gatesSplit[1][j];			if(!checked)				continue;			double hlp = checked->pos.dist2d(cur->pos);			if(hlp < best.second)			{				best.first = j;				best.second = hlp;			}		}		gates.push_back(std::pair<int, int>(cur->id, gatesSplit[1][best.first]->id));		gatesSplit[1][best.first] = NULL;	}	objs.erase(103);}void CGArtifact::initObj(){	blockVisit = true;	if(ID == 5)		hoverName = VLC->arth->artifacts[subID].Name();}void CGArtifact::onHeroVisit( const CGHeroInstance * h ) const{	if(!army.slots.size())	{		if(ID == 5)		{			InfoWindow iw;			iw.soundID = soundBase::treasure;			iw.player = h->tempOwner;			iw.components.push_back(Component(4,subID,0,0));			if(message.length())				iw.text <<  message;			else				iw.text << std::pair<ui8,ui32>(12,subID);			cb->showInfoDialog(&iw);		}		pick(h);	}	else	{		if(message.size())		{			BlockingDialog ynd(true,false);			ynd.player = h->getOwner();			ynd.text << message;			cb->showBlockingDialog(&ynd,boost::bind(&CGArtifact::fightForArt,this,_1,h));		}		else		{			fightForArt(0,h);		}	}}void CGArtifact::pick(const CGHeroInstance * h) const{	if(ID == 5) //Artifact	{		cb->giveHeroArtifact(subID,h->id,-2);	}	else if(ID == 93) // Spell scroll 	{		//TODO: support for the spell scroll	}	cb->removeObject(id);}void CGArtifact::fightForArt( ui32 agreed, const CGHeroInstance *h ) const{	if(agreed)		cb->startBattleI(h, this, boost::bind(&CGArtifact::endBattle,this,_1,h));}void CGArtifact::endBattle( BattleResult *result, const CGHeroInstance *h ) const{	if(result->winner == 0) //attacker won		pick(h);}void CGPickable::initObj(){	blockVisit = true;	switch(ID)	{	case 12: //campfire		val2 = (ran()%3) + 4; //4 - 6		val1 = val2 * 100;		type = ran()%6; //given resource		break;	case 29: //floatsam		switch(type = ran()%4)		{		case 0:			val1 = val2 = 0;			break;		case 1:			val1 = 5;			val2 = 0;			break;		case 2:			val1 = 5;			val2 = 200;			break;		case 3:			val1 = 10;			val2 = 500;			break;		}		break;	case 82: //sea chest		{			int hlp = ran()%100;			if(hlp < 20)			{				val1 = 0;				type = 0;			}			else if(hlp < 90)			{				val1 = 1500;				type = 2;			}			else			{				val1 = 1000;				val2 = cb->getRandomArt (CArtifact::ART_TREASURE);				type = 1;			}		}		break;	case 86: //Shipwreck Survivor		{			int hlp = ran()%100;			if(hlp < 55)				val1 = cb->getRandomArt (CArtifact::ART_TREASURE);			else if(hlp < 75)				val1 = cb->getRandomArt (CArtifact::ART_MINOR);			else if(hlp < 95)				val1 = cb->getRandomArt (CArtifact::ART_MAJOR);			else				val1 = cb->getRandomArt (CArtifact::ART_RELIC);		}		break;	case 101: //treasure chest		{			int hlp = ran()%100;			if(hlp >= 95)			{				type = 1;				val1 = cb->getRandomArt (CArtifact::ART_TREASURE);				return;			}			else if (hlp >= 65)			{				val1 = 2000;			}			else if(hlp >= 33)			{				val1 = 1500;			}			else			{				val1 = 1000;			}			val2 = val1 - 500;			type = 0;			break;		}	}}void CGPickable::onHeroVisit( const CGHeroInstance * h ) const{	switch(ID)	{	case 12: //campfire		{			cb->giveResource(h->tempOwner,type,val2); //non-gold resource			cb->giveResource(h->tempOwner,6,val1);//gold			InfoWindow iw;			iw.soundID = soundBase::experience;			iw.player = h->tempOwner;			iw.components.push_back(Component(2,6,val1,0));			iw.components.push_back(Component(2,type,val2,0));			iw.text << std::pair<ui8,ui32>(11,23);			cb->showInfoDialog(&iw);			break;		}	case 29: //flotsam		{			cb->giveResource(h->tempOwner,0,val1); //wood			cb->giveResource(h->tempOwner,6,val2);//gold			InfoWindow iw;			iw.soundID = soundBase::GENIE;			iw.player = h->tempOwner;			if(val1)				iw.components.push_back(Component(2,0,val1,0));			if(val2)				iw.components.push_back(Component(2,6,val2,0));			iw.text.addTxt(MetaString::ADVOB_TXT, 51+type);			cb->showInfoDialog(&iw);			break;		}	case 82: //Sea Chest		{			InfoWindow iw;			iw.soundID = soundBase::chest;			iw.player = h->tempOwner;			iw.text.addTxt(MetaString::ADVOB_TXT, 116 + type);			if(val1) //there is gold			{				iw.components.push_back(Component(2,6,val1,0));				cb->giveResource(h->tempOwner,6,val1);			}			if(type == 1) //art			{				//TODO: what if no space in backpack?				iw.components.push_back(Component(4, val2, 1, 0));				iw.text.addReplacement(MetaString::ART_NAMES, val2);				cb->giveHeroArtifact(val2,h->id,-2);			}			cb->showInfoDialog(&iw);			break;		}	case 86: //Shipwreck Survivor		{			//TODO: what if no space in backpack?			InfoWindow iw;			iw.soundID = soundBase::experience;			iw.player = h->tempOwner;			iw.components.push_back(Component(4,val1,1,0));			iw.text.addTxt(MetaString::ADVOB_TXT, 125);			iw.text.addReplacement(MetaString::ART_NAMES, val1);			cb->giveHeroArtifact(val1,h->id,-2);			cb->showInfoDialog(&iw);			break;		}	case 101: //treasure chest		{			if (subID) //not OH3 treasure chest			{				tlog2 << "Not supported WoG treasure chest!\n";				return; 			}			if(type) //there is an artifact			{				cb->giveHeroArtifact(val1,h->id,-2);				InfoWindow iw;				iw.soundID = soundBase::treasure;				iw.player = h->tempOwner;				iw.components.push_back(Component(4,val1,1,0));				iw.text << std::pair<ui8,ui32>(11,145);				iw.text.addReplacement(MetaString::ART_NAMES, val1);				cb->showInfoDialog(&iw);				break;			}			else			{				BlockingDialog sd(false,true);				sd.player = h->tempOwner;				sd.text << std::pair<ui8,ui32>(11,146);				sd.components.push_back(Component(2,6,val1,0));				sd.components.push_back(Component(5,0,val2,0));				sd.soundID = soundBase::chest;				boost::function<void(ui32)> fun = boost::bind(&CGPickable::chosen,this,_1,h->id);				cb->showBlockingDialog(&sd,fun);				return;			}		}	}	cb->removeObject(id);}void CGPickable::chosen( int which, int heroID ) const{	switch(which)	{	case 1: //player pick gold		cb->giveResource(cb->getOwner(heroID),6,val1);		break;	case 2: //player pick exp		cb->changePrimSkill(heroID, 4, val2);		break;	default:		throw std::string("Unhandled treasure choice");	}	cb->removeObject(id);}const std::string & CGSeerHut::getHoverText() const{	return VLC->generaltexth->names[ID]; //TODO}void CGWitchHut::initObj(){	ability = allowedAbilities[ran()%allowedAbilities.size()];}void CGWitchHut::onHeroVisit( const CGHeroInstance * h ) const{	InfoWindow iw;	iw.soundID = soundBase::gazebo;	iw.player = h->getOwner();	if(!hasVisited(h->tempOwner))		cb->setObjProperty(id,10,h->tempOwner);	if(h->getSecSkillLevel(ability)) //you alredy know this skill	{		iw.text << std::pair<ui8,ui32>(11,172);		iw.text.addReplacement(MetaString::SEC_SKILL_NAME, ability);	}	else if(h->secSkills.size() >= SKILL_PER_HERO) //already all skills slots used	{		iw.text << std::pair<ui8,ui32>(11,173);		iw.text.addReplacement(MetaString::SEC_SKILL_NAME, ability);	}	else //give sec skill	{		iw.components.push_back(Component(1, ability, 1, 0));		iw.text << std::pair<ui8,ui32>(11,171);		iw.text.addReplacement(MetaString::SEC_SKILL_NAME, ability);		cb->changeSecSkill(h->id,ability,1,true);	}	cb->showInfoDialog(&iw);}const std::string & CGWitchHut::getHoverText() const{	hoverName = VLC->generaltexth->names[ID];	if(hasVisited(cb->getCurrentPlayer())) //TODO: use local player, not current	{		hoverName += "\n" + VLC->generaltexth->allTexts[356]; // + (learn %s)		boost::algorithm::replace_first(hoverName,"%s",VLC->generaltexth->skillName[ability]);		const CGHeroInstance *h = cb->getSelectedHero(cb->getCurrentPlayer());		if(h && h->getSecSkillLevel(ability)) //hero knows that ability			hoverName += "\n\n" + VLC->generaltexth->allTexts[357]; // (Already learned)	}	return hoverName;}void CGBonusingObject::onHeroVisit( const CGHeroInstance * h ) const{	bool visited = h->getBonus(HeroBonus::OBJECT,ID);	int messageID, bonusType, bonusVal;	int bonusMove = 0, sound = -1;	InfoWindow iw;	iw.player = h->tempOwner;	GiveBonus gbonus;	gbonus.hid = h->id;	gbonus.bonus.duration = HeroBonus::ONE_BATTLE;	gbonus.bonus.source = HeroBonus::OBJECT;	gbonus.bonus.id = ID;	switch(ID)	{	case 11: //buoy		messageID = 21;		sound = soundBase::MORALE;		gbonus.bonus.type = HeroBonus::MORALE;		gbonus.bonus.val = +1;		gbonus.bdescr <<  std::pair<ui8,ui32>(6,94);		break;	case 14: //swan pond		messageID = 29;		sound = soundBase::LUCK;		gbonus.bonus.type = HeroBonus::LUCK;		gbonus.bonus.val = 2;		gbonus.bdescr <<  std::pair<ui8,ui32>(6,67);		bonusMove = -h->movement;		break;	case 28: //Faerie Ring		messageID = 49;		sound = soundBase::LUCK;		gbonus.bonus.type = HeroBonus::LUCK;		gbonus.bonus.val = 1;		gbonus.bdescr <<  std::pair<ui8,ui32>(6,71);		break;	case 30: //fountain of fortune		messageID = 55;		sound = soundBase::LUCK;		gbonus.bonus.type = HeroBonus::LUCK;		gbonus.bonus.val = rand()%5 - 1;		gbonus.bdescr <<  std::pair<ui8,ui32>(6,69);		gbonus.bdescr.addReplacement((gbonus.bonus.val<0 ? "-" : "+") + boost::lexical_cast<std::string>(gbonus.bonus.val));		break;	case 38: //idol of fortune		messageID = 62;		sound = soundBase::experience;		if(cb->getDate(1) == 7) //7th day of week			gbonus.bonus.type = HeroBonus::MORALE_AND_LUCK;		else			gbonus.bonus.type = (cb->getDate(1)%2) ? HeroBonus::LUCK : HeroBonus::MORALE;		gbonus.bonus.val = 1;		gbonus.bdescr <<  std::pair<ui8,ui32>(6,68);		break;	case 52: //Mermaid		messageID = 83;		sound = soundBase::LUCK;		gbonus.bonus.type = HeroBonus::LUCK;		gbonus.bonus.val = 1;		gbonus.bdescr <<  std::pair<ui8,ui32>(6,72);		break;	case 64: //Rally Flag		sound = soundBase::MORALE;		messageID = 111;		gbonus.bonus.type = HeroBonus::MORALE_AND_LUCK;		gbonus.bonus.val = 1;		gbonus.bdescr <<  std::pair<ui8,ui32>(6,102);		bonusMove = 400;		break;	case 56: //oasis		messageID = 95;		gbonus.bonus.type = HeroBonus::MORALE;		gbonus.bonus.val = 1;		gbonus.bdescr <<  std::pair<ui8,ui32>(6,95);		bonusMove = 800;		break;	case 96: //temple		messageID = 140;		iw.soundID = soundBase::temple;		gbonus.bonus.type = HeroBonus::MORALE;		if(cb->getDate(1)==7) //sunday		{			gbonus.bonus.val = 2;			gbonus.bdescr <<  std::pair<ui8,ui32>(6,97);		}		else		{			gbonus.bonus.val = 1;			gbonus.bdescr <<  std::pair<ui8,ui32>(6,96);		}		break;	case 110://Watering Hole		sound = soundBase::MORALE;		messageID = 166;		gbonus.bonus.type = HeroBonus::MORALE;		gbonus.bonus.val = 1;		gbonus.bdescr <<  std::pair<ui8,ui32>(6,100);		bonusMove = 400;		break;	case 31: //Fountain of Youth		sound = soundBase::MORALE;		messageID = 57;		gbonus.bonus.type = HeroBonus::MORALE;		gbonus.bonus.val = 1;		gbonus.bdescr <<  std::pair<ui8,ui32>(6,103);		bonusMove = 400;		break;	case 94: //Stables TODO: upgrade Cavaliers		sound = soundBase::horse20;		std::set<ui32> slots;		for (std::map<si32,std::pair<ui32,si32> >::const_iterator i = h->army.slots.begin(); i != h->army.slots.end(); ++i)		{			if(i->second.first == 10)				slots.insert(i->first);		}		if (!slots.empty())		{			for (std::set<ui32>::const_iterator i = slots.begin(); i != slots.end(); i++)			{				UpgradeCreature uc(*i, id, 11);				 //uc.applyGh (&gh);			}		}		messageID = 137;		gbonus.bonus.type = HeroBonus::LAND_MOVEMENT;		gbonus.bonus.val = 600;		gbonus.bdescr <<  std::pair<ui8,ui32>(6, 100);		break;	}	if(visited)	{		if(ID==64 || ID==96  ||  ID==56 || ID==52 || ID==94)			messageID--;		else			messageID++;	}	else	{		if(gbonus.bonus.type == HeroBonus::MORALE   ||   gbonus.bonus.type == HeroBonus::MORALE_AND_LUCK)			iw.components.push_back(Component(8,0,gbonus.bonus.val,0));		if(gbonus.bonus.type == HeroBonus::LUCK   ||   gbonus.bonus.type == HeroBonus::MORALE_AND_LUCK)			iw.components.push_back(Component(9,0,gbonus.bonus.val,0));		cb->giveHeroBonus(&gbonus);		if(bonusMove) //swan pond - take all move points		{			SetMovePoints smp;			smp.hid = h->id;			smp.val = h->movement + bonusMove;			cb->setMovePoints(&smp);		}	}	iw.soundID = sound;	iw.text << std::pair<ui8,ui32>(11,messageID);	cb->showInfoDialog(&iw);}const std::string & CGBonusingObject::getHoverText() const{	const CGHeroInstance *h = cb->getSelectedHero(cb->getCurrentPlayer());	hoverName = VLC->generaltexth->names[ID];	if(h) 	{		if(!h->getBonus(HeroBonus::OBJECT,ID))			hoverName += " " + VLC->generaltexth->allTexts[353]; //not visited		else			hoverName += " " + VLC->generaltexth->allTexts[352]; //visited	}	return hoverName;}void CGBonusingObject::initObj(){	if(ID == 11 || ID == 52) //Buoy / Mermaid	{		blockVisit = true;	}}void CGMagicSpring::onHeroVisit(const CGHeroInstance * h) const { 	int messageID; 	InfoWindow iw; 	iw.player = h->tempOwner; 	iw.soundID = soundBase::GENIE; 	if (!visited) 	{ 		if (h->mana > h->manaLimit())  			messageID = 76; 		else 		{ 			messageID = 74; 			cb->setManaPoints (h->id, 2 * h->manaLimit()); 			cb->setObjProperty (id, 5, true); 		} 	} 	else 		messageID = 75; 	iw.text << std::pair<ui8,ui32>(11,messageID); 	cb->showInfoDialog(&iw); } const std::string & CGMagicSpring::getHoverText() const { 	hoverName = VLC->generaltexth->names[ID];	if(!visited)		hoverName += " " + VLC->generaltexth->allTexts[353]; //not visited	else		hoverName += " " + VLC->generaltexth->allTexts[352]; //visited	return hoverName;} void CGMagicWell::onHeroVisit( const CGHeroInstance * h ) const{	int message;	InfoWindow iw;	iw.soundID = soundBase::faerie;	iw.player = h->tempOwner;	if(h->getBonus(HeroBonus::OBJECT,ID)) //has already visited Well today	{		message = 78;	}	else if(h->mana < h->manaLimit())	{		giveDummyBonus(h->id);		cb->setManaPoints(h->id,h->manaLimit());		message = 77;	}	else	{		message = 79;	}	iw.text << std::pair<ui8,ui32>(11,message); //"A second drink at the well in one day will not help you."	cb->showInfoDialog(&iw);}const std::string & CGMagicWell::getHoverText() const{	getNameVis(hoverName);	return hoverName;}void CGPandoraBox::initObj(){	blockVisit = (ID==6); //block only if it's really pandora's box (events also derive from that class)}void CGPandoraBox::onHeroVisit(const CGHeroInstance * h) const{		BlockingDialog bd (true, false);		bd.player = h->getOwner();		bd.soundID = soundBase::QUEST;		bd.text.addTxt (MetaString::ADVOB_TXT, 14);		cb->showBlockingDialog (&bd, boost::bind (&CGPandoraBox::open, this, h, _1));	}void CGPandoraBox::open( const CGHeroInstance * h, ui32 accept ) const{	if (accept)	{		if (army.slots.size() > 0) //if pandora's box is protected by army		{			InfoWindow iw;			iw.player = h->tempOwner;			iw.text.addTxt(MetaString::ADVOB_TXT, 16);			cb->showInfoDialog(&iw);			cb->startBattleI(h, this, boost::bind(&CGPandoraBox::endBattle, this, h, _1)); //grants things after battle		}		else if (message.size() == 0 && resources.size() == 0				&& primskills.size() == 0 && abilities.size() == 0				&& abilityLevels.size() == 0 &&  artifacts.size() == 0				&& spells.size() == 0 && creatures.slots.size() > 0				&& gainedExp == 0 && manaDiff == 0 && moraleDiff == 0 && luckDiff == 0) //if it gives nothing without battle		{			InfoWindow iw;			iw.player = h->tempOwner;			iw.text.addTxt(MetaString::ADVOB_TXT, 15);			cb->showInfoDialog(&iw);		}		else //if it gives something without battle		{			giveContents (h, false);		}	}}void CGPandoraBox::endBattle( const CGHeroInstance *h, BattleResult *result ) const{	if(result->winner)		return;	giveContents(h,true);}void CGPandoraBox::giveContents( const CGHeroInstance *h, bool afterBattle ) const{	InfoWindow iw;	iw.player = h->getOwner();	bool changesPrimSkill = false;	for (int i = 0; i < primskills.size(); i++)	{		if(primskills[i])		{			changesPrimSkill = true;			break;		}	}	if(gainedExp || changesPrimSkill || abilities.size())	{		getText(iw,afterBattle,175,h);		if(gainedExp)			iw.components.push_back(Component(Component::EXPERIENCE,0,gainedExp,0));		for(int i=0; i<primskills.size(); i++)			if(primskills[i])				iw.components.push_back(Component(Component::PRIM_SKILL,i,primskills[i],0));		for(int i=0; i<abilities.size(); i++)			iw.components.push_back(Component(Component::SEC_SKILL,abilities[i],abilityLevels[i],0));		cb->showInfoDialog(&iw);		//give exp		if(gainedExp)			cb->changePrimSkill(h->id,4,gainedExp,false);		//give prim skills		for(int i=0; i<primskills.size(); i++)			if(primskills[i])				cb->changePrimSkill(h->id,i,primskills[i],false);		//give sec skills		for(int i=0; i<abilities.size(); i++)		{			int curLev = h->getSecSkillLevel(abilities[i]);			if(curLev  &&  curLev < abilityLevels[i]				|| h->secSkills.size() < SKILL_PER_HERO )			{				cb->changeSecSkill(h->id,abilities[i],abilityLevels[i],true);			}		}	}	if(spells.size())	{		std::set<ui32> spellsToGive;		iw.components.clear();		for(int i=0; i<spells.size(); i++)		{			iw.components.push_back(Component(Component::SPELL,spells[i],0,0));			spellsToGive.insert(spells[i]);		}		if(spellsToGive.size())		{			cb->changeSpells(h->id,true,spellsToGive);			cb->showInfoDialog(&iw);		}	}	if(manaDiff)	{		getText(iw,afterBattle,manaDiff,176,177,h);		iw.components.push_back(Component(Component::PRIM_SKILL,5,manaDiff,0));		cb->showInfoDialog(&iw);		cb->setManaPoints(h->id, h->mana + manaDiff);	}	if(moraleDiff)	{		getText(iw,afterBattle,moraleDiff,178,179,h);		iw.components.push_back(Component(Component::MORALE,0,moraleDiff,0));		cb->showInfoDialog(&iw);		GiveBonus gb;		gb.bonus = HeroBonus(HeroBonus::ONE_BATTLE,HeroBonus::MORALE,HeroBonus::OBJECT,moraleDiff,id,"");		gb.hid = h->id;		cb->giveHeroBonus(&gb);	}	if(luckDiff)	{		getText(iw,afterBattle,luckDiff,180,181,h);		iw.components.push_back(Component(Component::LUCK,0,luckDiff,0));		cb->showInfoDialog(&iw);		GiveBonus gb;		gb.bonus = HeroBonus(HeroBonus::ONE_BATTLE,HeroBonus::LUCK,HeroBonus::OBJECT,luckDiff,id,"");		gb.hid = h->id;		cb->giveHeroBonus(&gb);	}	iw.components.clear();	iw.text.clear();	for(int i=0; i<resources.size(); i++)	{		if(resources[i] < 0)			iw.components.push_back(Component(Component::RESOURCE,i,resources[i],0));	}	if(iw.components.size())	{		getText(iw,afterBattle,182,h);		cb->showInfoDialog(&iw);	}	iw.components.clear();	iw.text.clear();	for(int i=0; i<resources.size(); i++)	{		if(resources[i] > 0)			iw.components.push_back(Component(Component::RESOURCE,i,resources[i],0));	}	if(iw.components.size())	{		getText(iw,afterBattle,183,h);		cb->showInfoDialog(&iw);	} 	iw.components.clear();// 	getText(iw,afterBattle,183,h);	for(int i=0; i<artifacts.size(); i++)	{		iw.components.push_back(Component(Component::ARTIFACT,artifacts[i],0,0));		if(iw.components.size() >= 14)		{			cb->showInfoDialog(&iw);			iw.components.clear();		}	}	if(iw.components.size())	{		cb->showInfoDialog(&iw);	}	for(int i=0; i<resources.size(); i++)		if(resources[i])			cb->giveResource(h->getOwner(),i,resources[i]);	for(int i=0; i<artifacts.size(); i++)		cb->giveHeroArtifact(artifacts[i],h->id,-2);	iw.components.clear();	iw.text.clear();	if (creatures.slots.size())	{ //this part is taken straight from creature bank		MetaString loot; 		CCreatureSet ourArmy = creatures;		for (std::map<si32,std::pair<ui32,si32> >::const_iterator i = ourArmy.slots.begin(); i != ourArmy.slots.end(); i++)		{ //build list of joined creatures			iw.components.push_back (Component(Component::CREATURE, i->second.first, i->second.second, 0));			loot << "%s";			if (i->second.second == 1)				loot.addReplacement (MetaString::CRE_SING_NAMES, i->second.first);			else				loot.addReplacement (MetaString::CRE_PL_NAMES, i->second.first);		}		if (ourArmy.slots.size() == 1 && ourArmy.slots.begin()->second.second == 1)			iw.text.addTxt (MetaString::ADVOB_TXT, 185);		else			iw.text.addTxt (MetaString::ADVOB_TXT, 186);		iw.text.addReplacement (loot.buildList());		iw.text.addReplacement (h->name);		cb->showInfoDialog(&iw);		cb->giveCreatures (id, h, ourArmy);	}	if(!afterBattle && message.size())	{		iw.text << message;		cb->showInfoDialog(&iw);	}	cb->removeObject(id);}void CGPandoraBox::getText( InfoWindow &iw, bool &afterBattle, int text, const CGHeroInstance * h ) const{	if(afterBattle || !message.size())	{		iw.text.addTxt(MetaString::ADVOB_TXT,text);//%s has lost treasure.		iw.text.addReplacement(h->name);	}	else	{		iw.text << message;		afterBattle = true;	}}void CGPandoraBox::getText( InfoWindow &iw, bool &afterBattle, int val, int negative, int positive, const CGHeroInstance * h ) const{	iw.components.clear();	iw.text.clear();	if(afterBattle || !message.size())	{		iw.text.addTxt(MetaString::ADVOB_TXT,val < 0 ? negative : positive); //%s's luck takes a turn for the worse / %s's luck increases		iw.text.addReplacement(h->name);	}	else	{		iw.text << message;		afterBattle = true;	}}void CGEvent::onHeroVisit( const CGHeroInstance * h ) const{	if(!(availableFor & (1 << h->tempOwner))) 		return;	if(cb->getPlayerSettings(h->tempOwner)->human)	{		if(humanActivate)			activated(h);	}	else if(computerActivate)		activated(h);}void CGEvent::activated( const CGHeroInstance * h ) const{	if(army.slots.size() > 0)	{		InfoWindow iw;		iw.player = h->tempOwner;		if(message.size())			iw.text << message;		else			iw.text.addTxt(MetaString::ADVOB_TXT, 16);		cb->showInfoDialog(&iw);		cb->startBattleI(h, this, boost::bind(&CGEvent::endBattle,this,h,_1));	}	else	{		giveContents(h,false);	}}void CGObservatory::onHeroVisit( const CGHeroInstance * h ) const{	InfoWindow iw;	iw.soundID = soundBase::LIGHTHOUSE;	iw.player = h->tempOwner;	iw.text.addTxt(MetaString::ADVOB_TXT,98 + (ID==60));	cb->showInfoDialog(&iw);	FoWChange fw;	fw.player = h->tempOwner;	fw.mode = 1;	cb->getTilesInRange(fw.tiles,pos,20,h->tempOwner,1);	cb->sendAndApply(&fw);}void CGShrine::onHeroVisit( const CGHeroInstance * h ) const{	if(spell == 255)	{		tlog1 << "Not initialized shrine visited!\n";		return;	}	if(!hasVisited(h->tempOwner))		cb->setObjProperty(id,10,h->tempOwner);	InfoWindow iw;	iw.soundID = soundBase::temple;	iw.player = h->getOwner();	iw.text.addTxt(MetaString::ADVOB_TXT,127 + ID - 88);	iw.text.addTxt(MetaString::SPELL_NAME,spell);	iw.text << ".";	if(!h->getArt(17)) //no spellbook	{		iw.text.addTxt(MetaString::ADVOB_TXT,131);	}	else if(ID == 90  &&  !h->getSecSkillLevel(7)) //it's third level spell and hero doesn't have wisdom	{		iw.text.addTxt(MetaString::ADVOB_TXT,130);	}	else if(vstd::contains(h->spells,spell))//hero already knows the spell	{		iw.text.addTxt(MetaString::ADVOB_TXT,174);	}	else //give spell	{		std::set<ui32> spells;		spells.insert(spell);		cb->changeSpells(h->id,true,spells);		iw.components.push_back(Component(Component::SPELL,spell,0,0));	}	cb->showInfoDialog(&iw);}void CGShrine::initObj(){	if(spell == 255) //spell not set	{		int level = ID-87;		std::vector<ui16> possibilities;		cb->getAllowedSpells (possibilities, level);		if(!possibilities.size())		{			tlog1 << "Error: cannot init shrine, no allowed spells!\n";			return;		}		spell = possibilities[ran() % possibilities.size()];	}}const std::string & CGShrine::getHoverText() const{	hoverName = VLC->generaltexth->names[ID];	if(hasVisited(cb->getCurrentPlayer())) //TODO: use local player, not current	{		hoverName += "\n" + VLC->generaltexth->allTexts[355]; // + (learn %s)		boost::algorithm::replace_first(hoverName,"%s",VLC->spellh->spells[spell].name);		const CGHeroInstance *h = cb->getSelectedHero(cb->getCurrentPlayer());		if(h && vstd::contains(h->spells,spell)) //hero knows that ability			hoverName += "\n\n" + VLC->generaltexth->allTexts[354]; // (Already learned)	}	return hoverName;}void CGSignBottle::initObj(){	//if no text is set than we pick random from the predefined ones	if(!message.size())		message = VLC->generaltexth->randsign[ran()%VLC->generaltexth->randsign.size()];	if(ID == 59)	{		blockVisit = true;	}}void CGSignBottle::onHeroVisit( const CGHeroInstance * h ) const{	InfoWindow iw;	iw.soundID = soundBase::STORE;	iw.player = h->getOwner();	iw.text << message;	cb->showInfoDialog(&iw);	if(ID == 59)		cb->removeObject(id);}void CGScholar::giveAnyBonus( const CGHeroInstance * h ) const{}void CGScholar::onHeroVisit( const CGHeroInstance * h ) const{	int type = bonusType;	int bid = bonusID;	//check if the bonus if applicable, if not - give primary skill (always possible)	int ssl = h->getSecSkillLevel(bid); //current sec skill level, used if bonusType == 1	if((type == 1			&& ((ssl == 3)  ||  (!ssl  &&  h->secSkills.size() == SKILL_PER_HERO))) ////hero already has expert level in the skill or (don't know skill and doesn't have free slot)		|| (type == 2  &&  (!h->getArt(17) || vstd::contains(h->spells, (ui32) bid)))) //hero doesn't have a spellbook or already knows the spell	{		type = 0;		bid = ran() % PRIMARY_SKILLS;	}	InfoWindow iw;	iw.soundID = soundBase::gazebo;	iw.player = h->getOwner();	iw.text.addTxt(MetaString::ADVOB_TXT,115);	switch (type)	{	case 0:		cb->changePrimSkill(h->id,bid,+1);		iw.components.push_back(Component(Component::PRIM_SKILL,bid,+1,0));		break;	case 1:		cb->changeSecSkill(h->id,bid,+1);		iw.components.push_back(Component(Component::SEC_SKILL,bid,ssl+1,0));		break;	case 2:		{			std::set<ui32> hlp;			hlp.insert(bid);			cb->changeSpells(h->id,true,hlp);			iw.components.push_back(Component(Component::SPELL,bid,0,0));		}		break;	default:		tlog1 << "Error: wrong bonustype (" << (int)type << ") for Scholar!\n";		return;	}	cb->showInfoDialog(&iw);	cb->removeObject(id);}void CGScholar::initObj(){	blockVisit = true;	if(bonusType == 255)	{		bonusType = ran()%3;		switch(bonusType)		{		case 0:			bonusID = ran() % PRIMARY_SKILLS;			break;		case 1:			bonusID = ran() % SKILL_QUANTITY;			break;		case 2:			std::vector<ui16> possibilities;			for (int i = 1; i < 6; ++i)				cb->getAllowedSpells (possibilities, i);			bonusID = possibilities[ran() % possibilities.size()];			break;		}	}}void CGGarrison::onHeroVisit (const CGHeroInstance *h) const{	if (h->tempOwner != tempOwner && army.slots.size() > 0) {		//TODO: Find a way to apply magic garrison effects in battle.		cb->startBattleI(h, this, boost::bind(&CGGarrison::fightOver, this, h, _1));		return;	}	//New owner.	if (h->tempOwner != tempOwner)		cb->setOwner(id, h->tempOwner);	cb->showGarrisonDialog(id, h->id, removableUnits, 0);}void CGGarrison::fightOver (const CGHeroInstance *h, BattleResult *result) const{	if (result->winner == 0)		onHeroVisit(h);}ui8 CGGarrison::getPassableness() const{	return 1<<tempOwner;}void CGOnceVisitable::onHeroVisit( const CGHeroInstance * h ) const{	int sound = 0;	int txtid = -1;	switch(ID)	{	case 22: //Corpse		txtid = 37; 		sound = soundBase::MYSTERY;		break;	case 39: //Lean To		sound = soundBase::GENIE;		txtid = 64;		break;	case 105://Wagon		sound = soundBase::GENIE;		txtid = 154;		break;	case 108:		break;	default:		tlog1 << "Error: Unknown object (" << ID <<") treated as CGOnceVisitable!\n";		return;	}	if(ID == 108)//Warrior's Tomb	{		//ask if player wants to search the Tomb		BlockingDialog bd(true, false);		sound = soundBase::GRAVEYARD;		bd.player = h->getOwner();		bd.text.addTxt(MetaString::ADVOB_TXT,161);		cb->showBlockingDialog(&bd,boost::bind(&CGOnceVisitable::searchTomb,this,h,_1));		return;	}	InfoWindow iw;	iw.soundID = sound;	iw.player = h->getOwner();	if(players.size()) //we have been already visited...	{		txtid++;		if(ID == 105) //wagon has extra text (for finding art) we need to omit			txtid++;	}	else //first visit - give bonus!	{		switch(artOrRes)		{		case 0: // first visit but empty			if (ID == 22) //Corpse				++txtid;			else				txtid+=2;			iw.text.addTxt(MetaString::ADVOB_TXT, txtid);			break;		case 1: //art			iw.components.push_back(Component(Component::ARTIFACT,bonusType,0,0));			cb->giveHeroArtifact(bonusType,h->id,-2);			iw.text.addTxt(MetaString::ADVOB_TXT, txtid);			if (ID == 22) //Corpse			{				iw.text << "%s";				iw.text.addReplacement (MetaString::ART_NAMES, bonusType);			}			break;		case 2: //res			iw.text.addTxt(MetaString::ADVOB_TXT, txtid);			iw.components.push_back (Component(Component::RESOURCE, bonusType, bonusVal, 0));			cb->giveResource(h->getOwner(), bonusType, bonusVal);			break;		}		if(ID == 105  &&  artOrRes == 1) 		{			iw.text.localStrings.back().second++;			iw.text.addReplacement(MetaString::ART_NAMES, bonusType);		}	}	cb->showInfoDialog(&iw);	cb->setObjProperty(id,10,h->getOwner());}const std::string & CGOnceVisitable::getHoverText() const{	hoverName = VLC->generaltexth->names[ID] + " ";	hoverName += (hasVisited(cb->getCurrentPlayer())		? (VLC->generaltexth->allTexts[352])  //visited		: ( VLC->generaltexth->allTexts[353])); //not visited	return hoverName;}void CGOnceVisitable::initObj(){	switch(ID)	{	case 22: //Corpse		{			blockVisit = true;			int hlp = ran()%100;			if(hlp < 20)			{				artOrRes = 1;				bonusType = cb->getRandomArt (CArtifact::ART_TREASURE | CArtifact::ART_MINOR | CArtifact::ART_MAJOR);			}			else			{				artOrRes = 0;			}		}		break;	case 39: //Lean To		{			artOrRes = 2;			bonusType = ran()%6; //any basic resource without gold			bonusVal = ran()%4 + 1;		}		break;	case 108://Warrior's Tomb		{			artOrRes = 1;			int hlp = ran()%100;			if(hlp < 30)				bonusType = cb->getRandomArt (CArtifact::ART_TREASURE);			else if(hlp < 80)				bonusType = cb->getRandomArt (CArtifact::ART_MINOR);			else if(hlp < 95)				bonusType = cb->getRandomArt (CArtifact::ART_MAJOR);			else				bonusType = cb->getRandomArt (CArtifact::ART_RELIC);		}		break;	case 105://Wagon		{			int hlp = ran()%100;			if(hlp < 10)			{				artOrRes = 0; // nothing... :(			}			else if(hlp < 50) //minor or treasure art			{				artOrRes = 1;				bonusType = cb->getRandomArt (CArtifact::ART_TREASURE | CArtifact::ART_MINOR);			}			else //2 - 5 of non-gold resource			{				artOrRes = 2;				bonusType = ran()%6;				bonusVal = ran()%4 + 2;			}		}		break;	}}void CGOnceVisitable::searchTomb(const CGHeroInstance *h, ui32 accept) const{	if(accept)	{		InfoWindow iw;		iw.player = h->getOwner();		iw.components.push_back(Component(Component::MORALE,0,-3,0));		if(players.size()) //we've been already visited, player found nothing		{			iw.text.addTxt(MetaString::ADVOB_TXT,163);		}		else //first visit - give artifact		{			iw.text.addTxt(MetaString::ADVOB_TXT,162);			iw.components.push_back(Component(Component::ARTIFACT,bonusType,0,0));			iw.text.addReplacement(MetaString::ART_NAMES, bonusType);			cb->giveHeroArtifact(bonusType,h->id,-2);		}						if(!h->getBonus(HeroBonus::OBJECT,ID)) //we don't have modifier from this object yet		{			//ruin morale 			GiveBonus gb;			gb.hid = h->id;			gb.bonus = HeroBonus(HeroBonus::ONE_BATTLE,HeroBonus::MORALE,HeroBonus::OBJECT,-3,id,"");			gb.bdescr.addTxt(MetaString::ARRAY_TXT,104); //Warrior Tomb Visited -3			cb->giveHeroBonus(&gb);		}		cb->showInfoDialog(&iw);		cb->setObjProperty(id,10,h->getOwner());	}}void CBank::initObj(){	switch (ID) //find apriopriate key	{		case 16: //bank			index = subID; break;		case 24: //derelict ship			index = 8; break;		case 25: //utopia			index = 10; break;		case 84: //crypt			index = 9; break;		case 85: //shipwreck			index = 7; break;	}	bc = NULL;	daycounter = 0;	multiplier = 1;}const std::string & CBank::getHoverText() const{	hoverName = VLC->objh->creBanksNames[index];	if (bc == NULL)		hoverName += " " + VLC->generaltexth->allTexts[352];	else		hoverName += " " + VLC->generaltexth->allTexts[353];	return hoverName;}void CBank::reset(ui16 var1) //prevents desync{	ui8 chance = 0;	for (ui8 i = 0; i < VLC->objh->banksInfo[index].size(); i++)	{			if (var1 < (chance += VLC->objh->banksInfo[index][i]->chance))		{ 			bc = VLC->objh->banksInfo[index][i];			break;		}	}	artifacts.clear();}void CBank::initialize() const{	cb->setObjProperty (id, 14, ran()); //synchronous reset	for (ui8 i = 0; i <= 3; i++)	{		for (ui8 n = 0; n < bc->artifacts[i]; n++) //new function using proper randomization algorithm		{			switch (i)			{				case 0:					cb->setObjProperty(id, 18, cb->getRandomArt (CArtifact::ART_TREASURE));					break;				case 1:					cb->setObjProperty(id, 18, cb->getRandomArt (CArtifact::ART_MINOR));					break;				case 2:					cb->setObjProperty(id, 18, cb->getRandomArt (CArtifact::ART_MAJOR));					break;				case 3:					cb->setObjProperty(id, 18, cb->getRandomArt (CArtifact::ART_RELIC));					break;							}		}	}}void CBank::setPropertyDer (ui8 what, ui32 val)/// random values are passed as arguments and processed identically on all clients{	switch (what)	{		case 11: //daycounter			if (val == 0)				daycounter = 0;			else				daycounter++;			break;		case 12: //multiplier, in percent			multiplier = ((float)val)/100;			break;		case 13: //bank preset			bc = VLC->objh->banksInfo[index][val];			break;		case 14:			reset (val%100);			break;		case 15:			bc = NULL;			break;		case 16:			artifacts.clear();			break;		case 17: //set ArmedInstance army			{				int upgraded = 0;				if (val%100 < bc->upgradeChance) //once again anti-desync					upgraded = 1;				switch (bc->guards.size())				{					case 1:						for	(int i = 0; i <= 4; i++)							army.setCreature (i, bc->guards[0].first + upgraded, bc->guards[0].second  / 5 );						break;					case 4:					{						std::vector< std::pair <ui16, ui32> >::const_iterator it;						for (it = bc->guards.begin(); it != bc->guards.end(); it++)						{							int n = army.slots.size(); //debug							army.setCreature (n, it->first, it->second);						}					}						break;					default:						tlog2 << "Error: Unexpected army data: " << bc->guards.size() <<" items found";						return;				}			}			break;		case 18: //add Artifact			artifacts.push_back (val);			break;	}}void CBank::newTurn() const {	if (bc == NULL)	{		if (cb->getDate(0) == 1)			initialize(); //initialize on first day		else if (daycounter >= 28 && (subID < 13 || subID > 16)) //no reset for Emissaries		{			initialize();			cb->setObjProperty (id, 11, 0); //daycounter 0			if (ID == 24 && cb->getDate(0) > 1)				cb->setObjProperty (id, 16, 0); //derelict ships are usable only once		}		else			cb->setObjProperty (id, 11, 1); //daycounter++	}}void CBank::onHeroVisit (const CGHeroInstance * h) const{	if (bc != NULL)	{		int banktext = 0;		switch (ID)		{			case 16: //generic bank				banktext = 32;				break;			case 24:				banktext = 41;				break;			case 25: //utopia				banktext = 47;				break;			case 84: //crypt				banktext = 119;				break;			case 85: //shipwreck				banktext = 122;				break;		}		BlockingDialog bd (true, false);		bd.player = h->getOwner();		bd.soundID = soundBase::DANGER;		bd.text << VLC->generaltexth->advobtxt[banktext];		if (ID == 16)			bd.text.addReplacement (VLC->objh->creBanksNames[index]);		cb->showBlockingDialog (&bd, boost::bind (&CBank::fightGuards, this, h, _1));	}	else	{		InfoWindow iw;		iw.soundID = soundBase::GRAVEYARD;		iw.player = h->getOwner();		//if (ID == 16 || ID == 24 || ID == 25 || ID == 84)		iw.text << VLC->generaltexth->advobtxt[33];		iw.text.addReplacement (VLC->objh->creBanksNames[index]);		cb->showInfoDialog(&iw);	}}void CBank::fightGuards (const CGHeroInstance * h, ui32 accept) const {	if (accept)	{		cb->setObjProperty (id, 17, ran()); //get army		cb->startBattleI (h, this, boost::bind (&CBank::endBattle, this, h, _1), true);	}}void CBank::endBattle (const CGHeroInstance *h, const BattleResult *result) const{	if (result->winner == 0)	{		int textID = -1;		InfoWindow iw;		iw.player = h->getOwner();		MetaString loot;		switch (ID)		{			case 16: case 25:				textID = 34;				break;			case 24: //derelict ship				if (bc->resources.size() != 0)					textID = 43;				else				{					iw.components.push_back (Component (Component::MORALE, 0 , -2, 0));					GiveBonus gbonus;					gbonus.hid = h->id;					gbonus.bonus.duration = HeroBonus::ONE_BATTLE;					gbonus.bonus.source = HeroBonus::OBJECT;					gbonus.bonus.id = ID;					gbonus.bdescr << "\n" << VLC->generaltexth->arraytxt[ID];					gbonus.bonus.type = HeroBonus::MORALE;					gbonus.bonus.val = -2;					cb->giveHeroBonus(&gbonus);					textID = 42;					iw.components.push_back (Component (Component::MORALE, 0 , -2, 0));				}				break;			case 84: //Crypt				if (bc->resources.size() != 0)					textID = 121;				else				{					iw.components.push_back (Component (Component::MORALE, 0 , -1, 0));					GiveBonus gbonus;					gbonus.hid = h->id;					gbonus.bonus.duration = HeroBonus::ONE_BATTLE;					gbonus.bonus.source = HeroBonus::OBJECT;					gbonus.bonus.id = ID;					gbonus.bdescr << "\n" << VLC->generaltexth->arraytxt[ID];					gbonus.bonus.type = HeroBonus::MORALE;					gbonus.bonus.val = -1;					cb->giveHeroBonus(&gbonus);					textID = 120;					iw.components.push_back (Component (Component::MORALE, 0 , -1, 0));				}				break;			case 85: //shipwreck				if (bc->resources.size() != 0)					textID = 124;				else				{					textID = 123;									}				break;		}		//grant resources		for (int it = 0; it < bc->resources.size(); it++)		{				if (bc->resources[it] != 0)			{				iw.components.push_back (Component (Component::RESOURCE, it, bc->resources[it], 0));				loot << "%d %s";				loot.addReplacement (iw.components.back().val);				loot.addReplacement (MetaString::RES_NAMES, iw.components.back().subtype);				cb->giveResource (h->getOwner(), it, bc->resources[it]);			}				}		//grant artifacts		for (std::vector<ui32>::const_iterator it = artifacts.begin(); it != artifacts.end(); it++)		{			iw.components.push_back (Component (Component::ARTIFACT, *it, 0, 0));			loot << "%s";			loot.addReplacement (MetaString::ART_NAMES, *it);			cb->giveHeroArtifact (*it, h->id ,-2);		}		//display loot		if (!loot.message.empty())		{			if (textID == 34)			{				iw.text.addTxt(MetaString::ADVOB_TXT, 34);//Heaving defeated %s, you discover %s				iw.text.addReplacement (MetaString::CRE_PL_NAMES, result->casualties[1].begin()->first);				iw.text.addReplacement (loot.buildList());			}			else				iw.text.addTxt (MetaString::ADVOB_TXT, textID);			cb->showInfoDialog(&iw);		}		loot.clear();		iw.components.clear();		iw.text.clear();		//grant creatures		CCreatureSet ourArmy;		for (std::vector< std::pair <ui16, ui32> >::const_iterator it = bc->creatures.begin(); it != bc->creatures.end(); it++)		{			int slot = ourArmy.getSlotFor (it->first);			ourArmy.slots[slot].first = it->first;			ourArmy.slots[slot].second += it->second;		}		for (std::map<si32,std::pair<ui32,si32> >::const_iterator i = ourArmy.slots.begin(); i != ourArmy.slots.end(); i++)		{			iw.components.push_back (Component(Component::CREATURE, i->second.first, i->second.second, 0));			loot << "%s";			if (i->second.second == 1)				loot.addReplacement (MetaString::CRE_SING_NAMES, i->second.first);			else				loot.addReplacement (MetaString::CRE_PL_NAMES, i->second.first);		}		if (ourArmy.slots.size())		{			if (ourArmy.slots.size() == 1 && ourArmy.slots.begin()->second.second == 1)				iw.text.addTxt (MetaString::ADVOB_TXT, 185);			else				iw.text.addTxt (MetaString::ADVOB_TXT, 186);			iw.text.addReplacement (loot.buildList());			iw.text.addReplacement (h->name);			cb->showInfoDialog(&iw);			cb->giveCreatures (id, h, ourArmy);		}		cb->setObjProperty (id, 15, 0); //bc = NULL	}	else //in case of defeat		initialize();}void CGPyramid::initObj(){//would be nice to do that only once	if (!pyramidConfig.guards.size())	{		pyramidConfig.level = 1;		pyramidConfig.chance = 100;		pyramidConfig.upgradeChance = 0;		for (int i = 0; i < 2; ++i)		{			pyramidConfig.guards.push_back (std::pair <ui16, ui32>(116, 20));			pyramidConfig.guards.push_back (std::pair <ui16, ui32>(117, 10));		}		pyramidConfig.combatValue; //how hard are guards of this level		pyramidConfig.value; //overall value of given things		pyramidConfig.rewardDifficulty; //proportion of reward value to difficulty of guards; how profitable is this creature Bank config		pyramidConfig.easiest; //?!?	}	bc = &pyramidConfig;	std::vector<ui16> available;	cb->getAllowedSpells (available, 5);	spell = (available[rand()%available.size()]);}const std::string & CGPyramid::getHoverText() const{	hoverName = VLC->generaltexth->names[ID];	if (bc == NULL)		hoverName += " " + VLC->generaltexth->allTexts[352];	else		hoverName += " " + VLC->generaltexth->allTexts[353];	return hoverName;}void CGPyramid::onHeroVisit (const CGHeroInstance * h) const{	if (bc)	{		BlockingDialog bd (true, false);		bd.player = h->getOwner();		bd.soundID = soundBase::DANGER;		bd.text << VLC->generaltexth->advobtxt[105];		cb->showBlockingDialog (&bd, boost::bind (&CBank::fightGuards, this, h, _1));		}	else	{		InfoWindow iw;		iw.player = h->getOwner();		iw.text << VLC->generaltexth->advobtxt[107];		iw.components.push_back (Component (Component::LUCK, 0 , -2, 0));		GiveBonus gb;		gb.bonus = HeroBonus(HeroBonus::ONE_BATTLE,HeroBonus::LUCK,HeroBonus::OBJECT,-2,id,VLC->generaltexth->arraytxt[70]);		gb.hid = h->id;		cb->giveHeroBonus(&gb);		cb->showInfoDialog(&iw);	}}void CGPyramid::endBattle (const CGHeroInstance *h, const BattleResult *result) const{	if (result->winner == 0)	{		InfoWindow iw;		iw.player = h->getOwner();		iw.text.addTxt (MetaString::ADVOB_TXT, 106);		iw.text.addTxt (MetaString::SPELL_NAME, spell);		if (!h->getArt(17))									iw.text.addTxt (MetaString::ADVOB_TXT, 109); //no spellbook		else if (h->getSecSkillLevel(7) < 3)				iw.text.addTxt (MetaString::ADVOB_TXT, 108); //no expert Wisdom		else		{			std::set<ui32> spells;			spells.insert (spell);			cb->changeSpells (h->id, true, spells);				iw.components.push_back(Component (Component::SPELL, spell, 0, 0));		}		cb->showInfoDialog(&iw);		cb->setObjProperty (id, 15, 0);	}}void CGKeys::setPropertyDer (ui8 what, ui32 val) //101-108 - enable key for player 1-8{	if (what >= 101 && what <= (100 + PLAYER_LIMIT))		playerKeyMap.find(what-101)->second.insert(val);}bool CGKeys::wasMyColorVisited (int player) const{	if (vstd::contains(playerKeyMap[player], subID)) //creates set if it's not there		return true;	else		return false;}const std::string & CGKeymasterTent::getHoverText() const{	hoverName = VLC->generaltexth->names[ID];	if (wasMyColorVisited (cb->getCurrentPlayer()) )//TODO: use local player, not current		hoverName += "\n" + VLC->generaltexth->allTexts[352];	else		hoverName += "\n" + VLC->generaltexth->allTexts[353];	return hoverName;}void CGKeymasterTent::onHeroVisit( const CGHeroInstance * h ) const{	InfoWindow iw;	iw.soundID = soundBase::CAVEHEAD;	iw.player = h->getOwner();	if (!wasMyColorVisited (h->getOwner()) )	{		cb->setObjProperty(id, h->tempOwner+101, subID);		iw.text << std::pair<ui8,ui32>(11,19);	}	else		iw.text << std::pair<ui8,ui32>(11,20);    cb->showInfoDialog(&iw);}void CGBorderGuard::initObj(){	blockVisit = true;}const std::string & CGBorderGuard::getHoverText() const{	hoverName = VLC->generaltexth->names[ID];	if (wasMyColorVisited (cb->getCurrentPlayer()) )//TODO: use local player, not current		hoverName += "\n" + VLC->generaltexth->allTexts[352];	else		hoverName += "\n" + VLC->generaltexth->allTexts[353];	return hoverName;}void CGBorderGuard::onHeroVisit( const CGHeroInstance * h ) const {	if (wasMyColorVisited (h->getOwner()) )	{		BlockingDialog bd (true, false);		bd.player = h->getOwner();		bd.soundID = soundBase::QUEST;		bd.text.addTxt (MetaString::ADVOB_TXT, 17);		cb->showBlockingDialog (&bd, boost::bind (&CGBorderGuard::openGate, this, h, _1));		}		else	{		InfoWindow iw;		iw.player = h->getOwner();		iw.soundID = soundBase::CAVEHEAD;		iw.text << std::pair<ui8,ui32>(11,18);		cb->showInfoDialog (&iw);	}}void CGBorderGuard::openGate(const CGHeroInstance *h, ui32 accept) const{	if (accept)		cb->removeObject(id);}void CGBorderGate::onHeroVisit( const CGHeroInstance * h ) const //TODO: passability {	if (!wasMyColorVisited (h->getOwner()) )	{		InfoWindow iw;		iw.player = h->getOwner();		iw.text << std::pair<ui8,ui32>(11,18);		cb->showInfoDialog(&iw);	}}ui8 CGBorderGate::getPassableness() const{	ui8 ret = 0;	for (int i = 0; i < PLAYER_LIMIT; i++)		ret |= wasMyColorVisited(i)<<i;	return ret;}void CGMagi::initObj(){	if (ID == 27)	{		blockVisit = true;		eyelist[subID].push_back(id);	}}void CGMagi::onHeroVisit(const CGHeroInstance * h) const{	if (ID == 37)	{		InfoWindow iw;		CenterView cv;		FoWChange fw;		cv.player = iw.player = fw.player = h->tempOwner;		iw.soundID = soundBase::LIGHTHOUSE;		iw.player = h->tempOwner;		iw.text.addTxt (MetaString::ADVOB_TXT, 61);		cb->showInfoDialog(&iw);		fw.mode = 1;		std::vector<si32>::iterator it;		for (it = eyelist[subID].begin(); it < eyelist[subID].end(); it++)		{			const CGObjectInstance *eye = cb->getObj(*it);			cb->getTilesInRange (fw.tiles, eye->pos, 5, h->tempOwner, 1);			cb->sendAndApply(&fw);			cv.pos = eye->pos;			cv.focusTime = 2000;			cb->sendAndApply(&cv);		}			cv.pos = h->getPosition(false);		cb->sendAndApply(&cv);		}	else if (ID == 27)	{		InfoWindow iw;		iw.player = h->tempOwner;		iw.text.addTxt (MetaString::ADVOB_TXT, 48);		cb->showInfoDialog(&iw);	}}void CGBoat::initObj(){	hero = NULL;}void CGSirens::initObj(){	blockVisit = true;}const std::string & CGSirens::getHoverText() const{	getNameVis(hoverName);	return hoverName;}void CGSirens::onHeroVisit( const CGHeroInstance * h ) const{	int message;	InfoWindow iw;	iw.soundID = soundBase::DANGER;	iw.player = h->tempOwner;	if(h->getBonus(HeroBonus::OBJECT,ID)) //has already visited Sirens	{		iw.text.addTxt(11,133);	}	else	{		giveDummyBonus(h->id, HeroBonus::ONE_BATTLE);		int xp = 0;		SetGarrisons sg;		sg.garrs[h->id] = h->army;		for (std::map<si32,std::pair<ui32,si32> >::const_iterator i = h->army.slots.begin(); i != h->army.slots.end(); i++)		{			int drown = (int)(i->second.second * 0.3);			if(drown)			{				sg.garrs[h->id].slots[i->first].second -= drown;				xp += drown * VLC->creh->creatures[i->second.first].hitPoints;			}		}		if(xp)		{			iw.text.addTxt(11,132);			iw.text.addReplacement(xp);			cb->sendAndApply(&sg);		}		else		{			iw.text.addTxt(11,134);		}	}	cb->showInfoDialog(&iw);}void IShipyard::getBoatCost( std::vector<si32> &cost ) const{	cost.resize(RESOURCE_QUANTITY);	cost[0] = 10;	cost[6] = 1000;}//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 IShipyard::bestLocation() const{	std::vector<int3> offsets;	getOutOffsets(offsets);	TerrainTile *tile;	for(int i = 0; i < offsets.size(); i++)		if((tile = IObjectInterface::cb->getTile(o->pos + offsets[i]))  &&  tile->tertype == TerrainTile::water) //tile is in the map and is water			return o->pos + offsets[i];	return int3(-1,-1,-1);}IShipyard::IShipyard(const CGObjectInstance *O) 	: o(O){}int IShipyard::state() const{	int3 tile = bestLocation();	TerrainTile *t = IObjectInterface::cb->getTile(tile);	if(!t)		return 3; //no water	else if(!t->blockingObjects.size())		return 0; //OK	else if(t->blockingObjects.front()->ID == 8)		return 1; //blocked with boat	else		return 2; //blocked}IShipyard * IShipyard::castFrom( CGObjectInstance *obj ){	if(obj->ID == TOWNI_TYPE)	{		return static_cast<CGTownInstance*>(obj);	}	else if(obj->ID == 87)	{		return static_cast<CGShipyard*>(obj);	}	else	{		tlog1 << "Cannot cast to IShipyard object with ID " << obj->ID << std::endl;		return NULL;	}}const IShipyard * IShipyard::castFrom( const CGObjectInstance *obj ){	return castFrom(const_cast<CGObjectInstance*>(obj));}CGShipyard::CGShipyard()	:IShipyard(this){}void CGShipyard::getOutOffsets( std::vector<int3> &offsets ) const{	offsets += int3(1,0,0), int3(-3,0,0), int3(1,1,0), int3(-3,1,0), int3(1,-1,0), int3(-3,-1,0), 		int3(-2,-1,0), int3(0,-1,0), int3(-1,-1,0), int3(-2,1,0), int3(0,1,0), int3(-1,1,0);}void CGShipyard::onHeroVisit( const CGHeroInstance * h ) const{	if(tempOwner != h->tempOwner)		cb->setOwner(id, h->tempOwner);	int s = state();	if(s)	{		InfoWindow iw;		iw.player = tempOwner;		switch(s)		{		case 1: 			iw.text.addTxt(MetaString::GENERAL_TXT, 51);			break;		case 2:			iw.text.addTxt(MetaString::ADVOB_TXT, 189);			break;		case 3:			tlog1 << "Shipyard without water!!! " << pos << "\t" << id << std::endl;			return;		}		cb->showInfoDialog(&iw);	}	else	{		OpenWindow ow;		ow.id1 = id;		ow.id2 = h->id;		ow.window = OpenWindow::SHIPYARD_WINDOW;		cb->sendAndApply(&ow);	}}void CCartographer::onHeroVisit( const CGHeroInstance * h ) const {	if (!hasVisited (h->getOwner()) ) //if hero has not visited yet this cartographer	{		if (cb->getResource(h->tempOwner, 6) >= 1000) //if he can afford a map		{			//ask if he wants to buy one			int text;			switch (subID)			{				case 0:					text = 25;					break;				case 1:					text = 26;					break;				case 2:					text = 27;					break;				default:						tlog2 << "Unrecognized subtype of cartographer" << std::endl;			}			BlockingDialog bd (true, false);			bd.player = h->getOwner();			bd.soundID = soundBase::LIGHTHOUSE;			bd.text.addTxt (MetaString::ADVOB_TXT, text);			cb->showBlockingDialog (&bd, boost::bind (&CCartographer::buyMap, this, h, _1));		}		else //if he cannot afford		{			InfoWindow iw;			iw.player = h->getOwner();			iw.soundID = soundBase::CAVEHEAD;			iw.text << std::pair<ui8,ui32>(11,28);			cb->showInfoDialog (&iw);		}	}		else //if he already visited carographer	{		InfoWindow iw;		iw.player = h->getOwner();		iw.soundID = soundBase::CAVEHEAD;		iw.text << std::pair<ui8,ui32>(11,24);		cb->showInfoDialog (&iw);	}}void CCartographer::buyMap (const CGHeroInstance *h, ui32 accept) const{	if (accept) //if hero wants to buy map	{		cb->giveResource (h->tempOwner, 6, -1000);		FoWChange fw;		fw.player = h->tempOwner;		//subIDs of different types of cartographers:		//water = 0; land = 1; underground = 2;		cb->getAllTiles (fw.tiles, h->tempOwner, subID - 1, !subID + 1); //reveal appropriate tiles		cb->sendAndApply (&fw);		cb->setObjProperty (id, 10, h->tempOwner);	}}void CShop::newTurn() const { 	switch (ID)	{		case 7: //ArtMerchant aka. Black Market			if (cb->getDate(0)%28 == 1)			{				cb->setObjProperty (id, 13, 0);				cb->setObjProperty (id, 14, rand());			}			break;		case 78: //Refugee Camp		case 95: //Tavern -- global hero pool?			if (cb->getDate(0)%7 == 1)				cb->setObjProperty (id, 14, rand());			break;	}}void CShop::setPropertyDer (ui8 what, ui32 val){	switch (what)	{		case 13: //sweep			available.clear();			chosen.clear();			bought.clear();			break;		case 14: //reset - get new items			reset(val);			break;	}}void CGArtMerchant::reset(ui32 val){	std::vector<CArtifact*>::iterator index;	for (ui8 i = 0; i < 4; ++i) //each tier	{			int count = 0;		std::vector<CArtifact*> arts; //to avoid addition of different tiers		switch (i)		{			case 0:				cb->getAllowed (arts, CArtifact::ART_TREASURE);				count = 2;				break;			case 1:				cb->getAllowed (arts, CArtifact::ART_MINOR);				count = 2;				break;			case 2:				cb->getAllowed (arts, CArtifact::ART_MAJOR);				count = 1;				break;			case 3:				cb->getAllowed (arts, CArtifact::ART_RELIC);				count = 1;				break;		}		for (ui8 n = 0; n < count; n++)		{			index = arts.begin() + val % arts.size();			available [available.size()] = new Component (Component::ARTIFACT, (*index)->id, 0, 0);			arts.erase(index);			val *= (id + n * i); //randomize		}	}}void CGRefugeeCamp::reset(ui32 val){	/*int creid = creh->creatures[val%creh->creatures.size()].idNumber;	VLC->creh->creatures[creatures[creid].second[0]].growth;	available[0] = new Component (Component::CREATURE, creid, 0, 0);	*/}
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