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| #include "StdInc.h"#include "CObjectHandler.h"#include "CDefObjInfoHandler.h"#include "CLodHandler.h"#include "CGeneralTextHandler.h"#include "CDefObjInfoHandler.h"#include "CHeroHandler.h"#include "CSpellHandler.h"#include "../client/CSoundBase.h"#include <boost/random/linear_congruential.hpp>#include "CTownHandler.h"#include "CCreatureHandler.h"#include "VCMI_Lib.h"#include "IGameCallback.h"#include "CGameState.h"#include "NetPacks.h"#include "StartInfo.h"#include "map.h"#include <SDL_stdinc.h>#include "CBuildingHandler.h"#include "../lib/JsonNode.h"#include "GameConstants.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 * */// It looks that we can't rely on shadowCoverage correctness (Mantis #866). This may result// in notable performance decrease (SDL blit with custom alpha blit) not notable on my system (Ivan)#define USE_COVERAGE_MAP 0std::map<int,std::map<int, std::vector<int> > > CGTeleport::objs;std::vector<std::pair<int, int> > CGTeleport::gates;IGameCallback * IObjectInterface::cb = NULL;DLL_LINKAGE void loadToIt(std::string &dest, const std::string &src, int &iter, int mode);extern CLodHandler * bitmaph;extern boost::rand48 ran;std::map <ui8, std::set <ui8> > CGKeys::playerKeyMap;std::map <si32, std::vector<si32> > CGMagi::eyelist;ui8 CGObelisk::obeliskCount; //how many obelisks are on mapstd::map<ui8, ui8> CGObelisk::visited; //map: team_id => how many obelisks has been visitedstd::vector<const CArtifact *> CGTownInstance::merchantArtifacts;std::vector<int> CGTownInstance::universitySkills;void IObjectInterface::onHeroVisit(const CGHeroInstance * h) const {};void IObjectInterface::onHeroLeave(const CGHeroInstance * h) const {};void IObjectInterface::newTurn () const{};IObjectInterface::~IObjectInterface(){}IObjectInterface::IObjectInterface(){}void IObjectInterface::initObj(){}void IObjectInterface::setProperty( ui8 what, ui32 val ){}void IObjectInterface::postInit(){}void IObjectInterface::preInit(){}void CPlayersVisited::setPropertyDer( ui8 what, ui32 val ){	if(what == 10)		players.insert((ui8)val);}bool CPlayersVisited::hasVisited( ui8 player ) const{	return vstd::contains(players,player);}// Bank helper. Find the creature ID and their number, and store the// result in storage (either guards or reward creatures).static void readCreatures(const JsonNode &creature, std::vector< std::pair <ui16, ui32> > &storage){	std::pair<si16, si32> creInfo = std::make_pair(-1, 0);	creInfo.second = creature["number"].Float();	creInfo.first = creature["id"].Float();	storage.push_back(creInfo);}// Bank helper. Process a bank level.static void readBankLevel(const JsonNode &level, BankConfig &bc){	int idx;	bc.chance = level["chance"].Float();	BOOST_FOREACH(const JsonNode &creature, level["guards"].Vector())	{		readCreatures(creature, bc.guards);	}	bc.upgradeChance = level["upgrade_chance"].Float();	bc.combatValue = level["combat_value"].Float();	bc.resources.resize(GameConstants::RESOURCE_QUANTITY);	idx = 0;	BOOST_FOREACH(const JsonNode &ressource, level["reward_ressources"].Vector())	{		bc.resources[idx] = ressource.Float();		idx ++;	}	BOOST_FOREACH(const JsonNode &creature, level["reward_creatures"].Vector())	{		readCreatures(creature, bc.creatures);	}	bc.artifacts.resize(4);	idx = 0;	BOOST_FOREACH(const JsonNode &artifact, level["reward_artifacts"].Vector())	{		bc.artifacts[idx] = artifact.Float();		idx ++;	}	bc.value = level["value"].Float();	bc.rewardDifficulty = level["profitability"].Float();	bc.easiest = level["easiest"].Float();}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;	}	const JsonNode config(GameConstants::DATA_DIR + "/config/dwellings.json");	BOOST_FOREACH(const JsonNode &dwelling, config["dwellings"].Vector())	{		cregens[dwelling["dwelling"].Float()] = dwelling["creature"].Float();	}	tlog5 << "\t\tDone loading cregens!\n";	tlog5 << "\t\tReading ressources prices \n";	const JsonNode config2(GameConstants::DATA_DIR + "/config/ressources.json");	BOOST_FOREACH(const JsonNode &price, config2["ressources_prices"].Vector())	{		resVals.push_back(price.Float());	}	tlog5 << "\t\tDone loading resource prices!\n";	tlog5 << "\t\tReading banks configs \n";	const JsonNode config3(GameConstants::DATA_DIR + "/config/bankconfig.json");	int bank_num = 0;	BOOST_FOREACH(const JsonNode &bank, config3["banks"].Vector())	{		creBanksNames[bank_num] = bank["name"].String();		int level_num = 0;		BOOST_FOREACH(const JsonNode &level, bank["levels"].Vector())		{			banksInfo[bank_num].push_back(new BankConfig);			BankConfig &bc = *banksInfo[bank_num].back();			bc.level = level_num;			readBankLevel(level, bc);			level_num ++;		}		bank_num ++;	}	tlog5 << "\t\tDone loading banks configs \n";}int CGObjectInstance::getOwner() const{	//if (state)	//	return state->owner;	//else		return tempOwner; //won't have owner}CGObjectInstance::CGObjectInstance(): animPhaseShift(rand()%0xff){	pos = int3(-1,-1,-1);	//std::cout << "Tworze obiekt "<<this<<std::endl;	//state = new CLuaObjectScript();	ID = subID = id = -1;	defInfo = NULL;	tempOwner = 254;	blockVisit = false;}CGObjectInstance::~CGObjectInstance(){	//std::cout << "Usuwam obiekt "<<this<<std::endl;	//if (state)	//	delete state;	//state=NULL;}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 USE_COVERAGE_MAP	if((defInfo->coverageMap[y] >> (7-(x) )) & 1 		||  (defInfo->shadowCoverage[y] >> (7-(x) )) & 1)		return true;	return false;#else	return x < 8 && y < 6;// ignore unreliable msk\msg#endif}std::set<int3> CGObjectInstance::getBlockedPos() const{	std::set<int3> ret;	for(int w=0; w<getWidth(); ++w)	{		for(int h=0; h<getHeight(); ++h)		{			if(blockingAt(w, h))				ret.insert(int3(pos.x - getWidth() + w + 1, pos.y - getHeight() + h + 1, pos.z));		}	}	return ret;}bool CGObjectInstance::operator<(const CGObjectInstance & cmp) const  //screen printing priority comparing{	if(defInfo->printPriority==1 && cmp.defInfo->printPriority==0)		return true;	if(cmp.defInfo->printPriority==1 && defInfo->printPriority==0)		return false;	if(this->pos.y<cmp.pos.y)		return true;	if(this->pos.y>cmp.pos.y)		return false;	if(cmp.ID==GameConstants::HEROI_TYPE && ID!=GameConstants::HEROI_TYPE)		return true;	if(cmp.ID!=GameConstants::HEROI_TYPE && ID==GameConstants::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(){	switch(ID)	{	case 95:		blockVisit = true;		break;	}}void CGObjectInstance::setProperty( ui8 what, ui32 val ){	switch(what)	{	case ObjProperty::OWNER:		tempOwner = val;		break;	case ObjProperty::BLOCKVIS:		blockVisit = val;		break;	case ObjProperty::ID:		ID = val;		break;	case ObjProperty::SUBID:		subID = val;		break;	}	setPropertyDer(what, val);}void CGObjectInstance::setPropertyDer( ui8 what, ui32 val ){}int3 CGObjectInstance::getSightCenter() const{	//return vistiable tile if possible	for(int i=0; i < 8; i++)		for(int j=0; j < 6; j++)			if(visitableAt(i,j))				return(pos + int3(i-7, j-5, 0));	return pos;}int CGObjectInstance::getSightRadious() const{	return 3;}void CGObjectInstance::getSightTiles(boost::unordered_set<int3, ShashInt3> &tiles) const //returns reference to the set{	cb->getTilesInRange(tiles, getSightCenter(), getSightRadious(), tempOwner, 1);}void CGObjectInstance::hideTiles(int ourplayer, int radius) const{	for (std::map<ui8, TeamState>::iterator i = cb->gameState()->teams.begin(); i != cb->gameState()->teams.end(); i++)	{		if ( !vstd::contains(i->second.players, ourplayer ))//another team		{			for (std::set<ui8>::iterator j = i->second.players.begin(); j != i->second.players.end(); j++)				if ( cb->getPlayer(*j)->status == PlayerState::INGAME )//seek for living player (if any)				{					FoWChange fw;					fw.mode = 0;					fw.player = *j;					cb->getTilesInRange (fw.tiles, pos, radius, (*j), -1);					cb->sendAndApply (&fw);					break;				}		}	}}int3 CGObjectInstance::getVisitableOffset() const{	for(int y = 0; y < 6; y++)		for (int x = 0; x < 8; x++)			if((defInfo->visitMap[5-y] >> x) & 1)				return int3(x,y,0);	tlog2 << "Warning: getVisitableOffset called on non-visitable obj!\n";	return int3(-1,-1,-1);}void CGObjectInstance::getNameVis( std::string &hname ) const{	const CGHeroInstance *h = cb->getSelectedHero(cb->getCurrentPlayer());	hname = VLC->generaltexth->names[ID];	if(h) 	{		if(!h->hasBonusFrom(Bonus::OBJECT,ID))			hname += " " + VLC->generaltexth->allTexts[353]; //not visited		else			hname += " " + VLC->generaltexth->allTexts[352]; //visited	}}void CGObjectInstance::giveDummyBonus(int heroID, ui8 duration) const{	GiveBonus gbonus;	gbonus.bonus.type = Bonus::NONE;	gbonus.id = heroID;	gbonus.bonus.duration = duration;	gbonus.bonus.source = Bonus::OBJECT;	gbonus.bonus.sid = ID;	cb->giveHeroBonus(&gbonus);}void CGObjectInstance::onHeroVisit( const CGHeroInstance * h ) const{	switch(ID)	{	case 35: //Hill fort		{			OpenWindow ow;			ow.window = OpenWindow::HILL_FORT_WINDOW;			ow.id1 = id;			ow.id2 = h->id;			cb->sendAndApply(&ow);		}		break;	case 80: //Sanctuary		{			InfoWindow iw;			iw.player = h->tempOwner;			iw.soundID = soundBase::GETPROTECTION;			iw.text.addTxt(MetaString::ADVOB_TXT, 114);  //You enter the sanctuary and immediately feel as if a great weight has been lifted off your shoulders.  You feel safe here.			cb->sendAndApply(&iw);		}		break;	case 95: //Tavern		{			OpenWindow ow;			ow.window = OpenWindow::TAVERN_WINDOW;			ow.id1 = h->id;			ow.id2 = id;			cb->sendAndApply(&ow);		}		break;	}}ui8 CGObjectInstance::getPassableness() const{	return 0;}bool CGObjectInstance::hasShadowAt( int x, int y ) const{#if USE_COVERAGE_MAP	if( (defInfo->shadowCoverage[y] >> (7-(x) )) & 1 )		return true;	return false;#else	return coveringAt(x,y);// ignore unreliable shadowCoverage map#endif}int3 CGObjectInstance::visitablePos() const{	return pos - getVisitableOffset();}bool CGObjectInstance::isVisitable() const{	for(int g=0; g<ARRAY_COUNT(defInfo->visitMap); ++g)	{		if(defInfo->visitMap[g] != 0)		{			return true;		}	}	return false;}static int lowestSpeed(const CGHeroInstance * chi){	if(!chi->Slots().size())	{		tlog1 << "Error! Hero " << chi->id << " ("<<chi->name<<") has no army!\n";		return 20;	}	TSlots::const_iterator i = chi->Slots().begin();	//TODO? should speed modifiers (eg from artifacts) affect hero movement?	int ret = (i++)->second->valOfBonuses(Bonus::STACKS_SPEED);	for (;i!=chi->Slots().end();i++)	{		ret = std::min(ret, i->second->valOfBonuses(Bonus::STACKS_SPEED));	}	return ret;}ui32 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(CGHeroInstance::PATHFINDING)), 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 ?ui32 CGHeroInstance::getLowestCreatureSpeed() const{	ui32 sl = 100;	for(size_t h=0; h < stacksCount(); ++h)	{		if(VLC->creh->creatures[Slots().find(h)->first]->speed<sl)			sl = VLC->creh->creatures[Slots().find(h)->first]->speed;	}	return sl;}#endifint3 CGHeroInstance::convertPosition(int3 src, bool toh3m) //toh3m=true: manifest->h3m; toh3m=false: h3m->manifest{	if (toh3m)	{		src.x+=1;		return src;	}	else	{		src.x-=1;		return src;	}}int3 CGHeroInstance::getPosition(bool h3m) const //h3m=true - returns position of hero object; h3m=false - returns position of hero 'manifestation'{	if (h3m)	{		return pos;	}	else	{		return convertPosition(pos,false);	}}bool CGHeroInstance::canWalkOnSea() const{	return hasBonusOfType(Bonus::FLYING_MOVEMENT) || hasBonusOfType(Bonus::WATER_WALKING);}ui8 CGHeroInstance::getSecSkillLevel(SecondarySkill skill) const{	for(size_t i=0; i < secSkills.size(); ++i)		if(secSkills[i].first == skill)			return secSkills[i].second;	return 0;}void CGHeroInstance::setSecSkillLevel(SecondarySkill which, int val, bool abs){	if(getSecSkillLevel(which) == 0)	{		secSkills.push_back(std::pair<int,int>(which, val));		updateSkill(which, val);	}	else	{		for (unsigned i=0; i<secSkills.size(); i++)		{			if(secSkills[i].first == which)			{				if(abs)					secSkills[i].second = val;				else					secSkills[i].second += val;				if(secSkills[i].second > 3) //workaround to avoid crashes when same sec skill is given more than once				{					tlog1 << "Warning: Skill " << which << " increased over limit! Decreasing to Expert.\n";					secSkills[i].second = 3;				}				updateSkill(which, secSkills[i].second); //when we know final value			}		}	}}int CGHeroInstance::maxMovePoints(bool onLand) const{	int base = -1;	if(onLand)	{		static const int moveForSpeed[] = { 1500, 1560, 1630, 1700, 1760, 1830, 1900, 1960, 2000 }; //first element for 3 and lower; last for 11 and more		int index = lowestSpeed(this) - 3;		vstd::amin(index, ARRAY_COUNT(moveForSpeed)-1);		vstd::amax(index, 0);		base = moveForSpeed[index];	}	else	{		base = 1500; //on water base movement is always 1500 (speed of army doesn't matter)	}		int bonus = valOfBonuses(Bonus::MOVEMENT) + (onLand ? valOfBonuses(Bonus::LAND_MOVEMENT) : valOfBonuses(Bonus::SEA_MOVEMENT));	double modifier = 0;	if(onLand)	{		modifier = valOfBonuses(Bonus::SECONDARY_SKILL_PREMY, LOGISTICS) / 100.0;	}	else	{		modifier = valOfBonuses(Bonus::SECONDARY_SKILL_PREMY, NAVIGATION) / 100.0;	}	return int(base + base*modifier) + bonus;}// int CGHeroInstance::getSpellSecLevel(int spell) const// {// 	int bestslvl = 0;// 	if(VLC->spellh->spells[spell].air)// 		if(getSecSkillLevel(15) >= bestslvl)// 		{// 			bestslvl = getSecSkillLevel(15);// 		}// 	if(VLC->spellh->spells[spell].fire)// 		if(getSecSkillLevel(14) >= bestslvl)// 		{// 			bestslvl = getSecSkillLevel(14);// 		}// 	if(VLC->spellh->spells[spell].water)// 		if(getSecSkillLevel(16) >= bestslvl)// 		{// 			bestslvl = getSecSkillLevel(16);// 		}// 	if(VLC->spellh->spells[spell].earth)// 		if(getSecSkillLevel(17) >= bestslvl)// 		{// 			bestslvl = getSecSkillLevel(17);// 		}// 	return bestslvl;// }CGHeroInstance::CGHeroInstance() : IBoatGenerator(this){	setNodeType(HERO);	ID = GameConstants::HEROI_TYPE;	tacticFormationEnabled = inTownGarrison = false;	mana = movement = portrait = level = -1;	isStanding = true;	moveDir = 4;	exp = 0xffffffff;	visitedTown = NULL;	type = NULL;	boat = NULL;	sex = 0xff;	secSkills.push_back(std::make_pair(-1, -1));	speciality.setNodeType(CBonusSystemNode::SPECIALITY);	attachTo(&speciality); //do we ever need to detach it?}void CGHeroInstance::initHero(int SUBID){	subID = SUBID;	initHero();}void CGHeroInstance::initHero(){	assert(validTypes(true));	if(ID == GameConstants::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(!getArt(ArtifactPosition::MACH4) && !getArt(ArtifactPosition::SPELLBOOK) && type->startingSpell >= 0) //no catapult means we haven't read pre-existent set -> use default rules for spellbook		putArtifact(ArtifactPosition::SPELLBOOK, CArtifactInstance::createNewArtifactInstance(0));	if(!getArt(ArtifactPosition::MACH4))		putArtifact(ArtifactPosition::MACH4, CArtifactInstance::createNewArtifactInstance(3)); //everyone has a catapult		if(portrait < 0 || portrait == 255)		portrait = subID;	if(!hasBonus(Selector::sourceType(Bonus::HERO_BASE_SKILL)))	{		pushPrimSkill(PrimarySkill::ATTACK, type->heroClass->initialAttack);		pushPrimSkill(PrimarySkill::DEFENSE, type->heroClass->initialDefence);		pushPrimSkill(PrimarySkill::SPELL_POWER, type->heroClass->initialPower);		pushPrimSkill(PrimarySkill::KNOWLEDGE, type->heroClass->initialKnowledge);	}	if(secSkills.size() == 1 && secSkills[0] == std::pair<ui8,ui8>(-1, -1)) //set secondary skills to default		secSkills = type->secSkillsInit;	if (!name.length())		name = type->name;	if (exp == 0xffffffff)	{		initExp();	}	else	{		level = VLC->heroh->level(exp);	}	if (sex == 0xFF)//sex is default		sex = type->sex;	setFormation(false);	if (!stacksCount()) //standard army//initial army	{		initArmy();	}	assert(validTypes());	hoverName = VLC->generaltexth->allTexts[15];	boost::algorithm::replace_first(hoverName,"%s",name);	boost::algorithm::replace_first(hoverName,"%s", type->heroClass->name);	if (mana < 0)		mana = manaLimit();}void CGHeroInstance::initArmy(IArmyDescriptor *dst /*= NULL*/){	if(!dst)		dst = this;	int howManyStacks = 0; //how many stacks will hero receives <1 - 3>	int pom = ran()%100;	int warMachinesGiven = 0;	if(pom < 9)		howManyStacks = 1;	else if(pom < 79)		howManyStacks = 2;	else		howManyStacks = 3;	for(int stackNo=0; stackNo < howManyStacks; stackNo++)	{		int creID = (VLC->creh->nameToID[type->refTypeStack[stackNo]]);		int range = type->highStack[stackNo] - type->lowStack[stackNo];		int count = ran()%(range+1) + type->lowStack[stackNo];		if(creID>=145 && creID<=149) //war machine		{			warMachinesGiven++;			if(dst != this)				continue;			int slot = -1, aid = -1;			switch (creID)			{			case 145: //catapult				slot = ArtifactPosition::MACH4;				aid = 3;				break;			default:				aid = CArtHandler::convertMachineID(creID,true);				slot = 9 + aid;				break;			}			if(!getArt(slot))				putArtifact(slot, CArtifactInstance::createNewArtifactInstance(aid));			else				tlog3 << "Hero " << name << " already has artifact at " << slot << ", omitting giving " << aid << std::endl;		}		else			dst->setCreature(stackNo-warMachinesGiven, creID, count);	}}void CGHeroInstance::initHeroDefInfo(){	if(!defInfo  ||  defInfo->id != GameConstants::HEROI_TYPE)	{		defInfo = new CGDefInfo();		defInfo->id = GameConstants::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->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 == GameConstants::HEROI_TYPE) //hero	{		if( cb->gameState()->getPlayerRelations(tempOwner, h->tempOwner)) //our or ally hero		{			//exchange			cb->heroExchange(h->id, id);		}		else //battle		{			if(visitedTown) //we're in town				visitedTown->onHeroVisit(h); //town will handle attacking			else				cb->startBattleI(h,	this);		}	}	else if(ID == 62) //prison	{		InfoWindow iw;		iw.player = h->tempOwner;		iw.soundID = soundBase::ROGUE;		if(cb->getHeroCount(h->tempOwner,false) < 8) //free hero slot		{			cb->changeObjPos(id,pos+int3(1,0,0),0);			cb->setObjProperty(id, ObjProperty::ID, GameConstants::HEROI_TYPE); //set ID to 34			cb->giveHero(id,h->tempOwner); //recreates def and adds hero to player			iw.text << std::pair<ui8,ui32>(11,102);		}		else //already 8 wandering heroes		{			iw.text << std::pair<ui8,ui32>(11,103);		}		cb->showInfoDialog(&iw);	}}const std::string & CGHeroInstance::getBiography() const{	if (biography.length())		return biography;	else		return VLC->generaltexth->hTxts[subID].biography;		}void CGHeroInstance::initObj(){	blockVisit = true;	speciality.growthsWithLevel = false;	if(!type)		return; //TODO support prison	for (std::vector<SSpecialtyInfo>::const_iterator it = type->spec.begin(); it != type->spec.end(); it++)	{		Bonus *bonus = new Bonus();		bonus->val = it->val;		bonus->sid = id; //from the hero, speciality has no unique id		bonus->duration = Bonus::PERMANENT;		bonus->source = Bonus::HERO_SPECIAL;		switch (it->type)		{			case 1:// creature speciality				{					speciality.growthsWithLevel = true;					const CCreature &specCreature = *VLC->creh->creatures[it->additionalinfo]; //creature in which we have specialty					int creLevel = specCreature.level;					if(!creLevel) //TODO: set fixed level for War Machines					{						if(it->additionalinfo == 146)							creLevel = 5; //treat ballista as 5-level						else						{							tlog2 << "Warning: unknown level of " << specCreature.namePl << std::endl;							continue;						}					}					bonus->limiter.reset(new CCreatureTypeLimiter (specCreature, true)); //with upgrades					bonus->type = Bonus::PRIMARY_SKILL; 					bonus->additionalInfo = it->additionalinfo;					bonus->valType = Bonus::ADDITIVE_VALUE;					bonus->subtype = PrimarySkill::ATTACK;					speciality.addNewBonus(bonus);					bonus = new Bonus(*bonus);					bonus->subtype = PrimarySkill::DEFENSE;					speciality.addNewBonus(bonus);					//values will be calculated later					bonus = new Bonus(*bonus);					bonus->type = Bonus::STACKS_SPEED;					bonus->val = 1; //+1 speed					speciality.addNewBonus(bonus);				}				break;			case 2://secondary skill				speciality.growthsWithLevel = true;				bonus->type = Bonus::SPECIAL_SECONDARY_SKILL; //needs to be recalculated with level, based on this value				bonus->valType = Bonus::BASE_NUMBER; // to receive nonzero value				bonus->subtype = it->subtype; //skill id				bonus->val = it->val; //value per level, in percent				speciality.addNewBonus(bonus);				bonus = new Bonus(*bonus);				switch (it->additionalinfo)				{					case 0: //normal						bonus->valType = Bonus::PERCENT_TO_BASE;						break;					case 1: //when it's navigation or there's no 'base' at all						bonus->valType = Bonus::PERCENT_TO_ALL;						break;				}				bonus->type = Bonus::SECONDARY_SKILL_PREMY; //value will be calculated later				speciality.addNewBonus(bonus);				break;			case 3://spell damage bonus, level dependent but calculated elsewhere				bonus->type = Bonus::SPECIAL_SPELL_LEV;				bonus->subtype = it->subtype;				speciality.addNewBonus(bonus);				break;			case 4://creature stat boost				switch (it->subtype)				{					case 1://attack						bonus->type = Bonus::PRIMARY_SKILL;						bonus->subtype = PrimarySkill::ATTACK;						break;					case 2://defense						bonus->type = Bonus::PRIMARY_SKILL;						bonus->subtype = PrimarySkill::DEFENSE;						break;					case 3:						bonus->type = Bonus::CREATURE_DAMAGE;						bonus->subtype = 0; //both min and max						break;					case 4://hp						bonus->type = Bonus::STACK_HEALTH;						break;					case 5:						bonus->type = Bonus::STACKS_SPEED;						break;					default:						continue;				}				bonus->valType = Bonus::ADDITIVE_VALUE;				bonus->limiter.reset(new CCreatureTypeLimiter (*VLC->creh->creatures[it->additionalinfo], true));				speciality.addNewBonus(bonus);				break;			case 5://spell damage bonus in percent				bonus->type = Bonus::SPECIFIC_SPELL_DAMAGE;				bonus->valType = Bonus::BASE_NUMBER; // current spell system is screwed				bonus->subtype = it->subtype; //spell id				speciality.addNewBonus(bonus);				break;			case 6://damage bonus for bless (Adela)				bonus->type = Bonus::SPECIAL_BLESS_DAMAGE;				bonus->subtype = it->subtype; //spell id if you ever wanted to use it otherwise				bonus->additionalInfo = it->additionalinfo; //damage factor				speciality.addNewBonus(bonus);				break;			case 7://maxed mastery for spell				bonus->type = Bonus::MAXED_SPELL;				bonus->subtype = it->subtype; //spell i				speciality.addNewBonus(bonus);				break;			case 8://peculiar spells - enchantments				bonus->type = Bonus::SPECIAL_PECULIAR_ENCHANT;				bonus->subtype = it->subtype; //spell id				bonus->additionalInfo = it->additionalinfo;//0, 1 for Coronius				speciality.addNewBonus(bonus);				break;			case 9://upgrade creatures			{				std::vector< ConstTransitivePtr<CCreature> >* creatures = &VLC->creh->creatures;				bonus->type = Bonus::SPECIAL_UPGRADE;				bonus->subtype = it->subtype; //base id				bonus->additionalInfo = it->additionalinfo; //target id				speciality.addNewBonus(bonus);				bonus = new Bonus(*bonus);				for (std::set<ui32>::iterator i = (*creatures)[it->subtype]->upgrades.begin();					i != (*creatures)[it->subtype]->upgrades.end(); i++)				{					bonus->subtype = *i; //propagate for regular upgrades of base creature					speciality.addNewBonus(bonus);					bonus = new Bonus(*bonus);				}				vstd::clear_pointer(bonus);				break;			}			case 10://resource generation				bonus->type = Bonus::GENERATE_RESOURCE;				bonus->subtype = it->subtype;				speciality.addNewBonus(bonus);				break;			case 11://starting skill with mastery (Adrienne)				cb->changeSecSkill(id, it->val, it->additionalinfo); //simply give it and forget				break;			case 12://army speed				bonus->type = Bonus::STACKS_SPEED;				speciality.addNewBonus(bonus);				break;			case 13://Dragon bonuses (Mutare)				bonus->type = Bonus::PRIMARY_SKILL;				bonus->valType = Bonus::ADDITIVE_VALUE;				switch (it->subtype)				{					case 1:						bonus->subtype = PrimarySkill::ATTACK;						break;					case 2:						bonus->subtype = PrimarySkill::DEFENSE;						break;				}				bonus->limiter.reset(new HasAnotherBonusLimiter(Bonus::DRAGON_NATURE));				speciality.addNewBonus(bonus);				break;			default:				tlog2 << "Unexpected hero speciality " << type <<'\n';		}	}	//initialize bonuses	for (std::vector<std::pair<ui8,ui8> >::iterator it = secSkills.begin(); it != secSkills.end(); it++)		updateSkill(it->first, it->second);	UpdateSpeciality();	mana = manaLimit(); //after all bonuses are taken into account, make sure this line is the last one	type->name = name;}void CGHeroInstance::UpdateSpeciality(){	if (speciality.growthsWithLevel)	{		std::vector< ConstTransitivePtr<CCreature> > & creatures = VLC->creh->creatures;		BOOST_FOREACH(Bonus *it, speciality.getBonusList())		{			switch (it->type)			{				case Bonus::SECONDARY_SKILL_PREMY:					it->val = (speciality.valOfBonuses(Bonus::SPECIAL_SECONDARY_SKILL, it->subtype) * level);					break; //use only hero skills as bonuses to avoid feedback loop				case Bonus::PRIMARY_SKILL: //for crearures, that is					int creLevel = creatures[it->additionalInfo]->level;					if(!creLevel)					{						if(it->additionalInfo == 146)							creLevel = 5; //treat ballista as 5-level						else						{							tlog2 << "Warning: unknown level of " << creatures[it->additionalInfo]->namePl << std::endl;							continue;						}					}					double primSkillModifier = (int)(level / creLevel) / 20.0;					int param;					switch (it->subtype)					{						case PrimarySkill::ATTACK:							param = creatures[it->additionalInfo]->attack;							break;						case PrimarySkill::DEFENSE:							param = creatures[it->additionalInfo]->defence;							break;					}					it->val = ceil(param * (1 + primSkillModifier)) - param; //yep, overcomplicated but matches original					break;			}		}	}}void CGHeroInstance::updateSkill(int which, int val){	if(which == LEADERSHIP || which == LUCK)	{ //luck-> VLC->generaltexth->arraytxt[73+luckSkill]; VLC->generaltexth->arraytxt[104+moraleSkill]		bool luck = which == LUCK;		Bonus::BonusType type[] = {Bonus::MORALE, Bonus::LUCK};		Bonus *b = getBonus(Selector::type(type[luck]) && Selector::sourceType(Bonus::SECONDARY_SKILL));		if(!b)		{			b = new Bonus(Bonus::PERMANENT, type[luck], Bonus::SECONDARY_SKILL, +val, which, which, Bonus::BASE_NUMBER);			addNewBonus(b);		}		else			b->val = +val;	}	else if(which == DIPLOMACY) //surrender discount: 20% per level	{				if(Bonus *b = getBonus(Selector::type(Bonus::SURRENDER_DISCOUNT) && Selector::sourceType(Bonus::SECONDARY_SKILL)))			b->val = +val;		else			addNewBonus(new Bonus(Bonus::PERMANENT, Bonus::SURRENDER_DISCOUNT, Bonus::SECONDARY_SKILL, val * 20, which));	}	int skillVal = 0;	switch (which)	{		case ARCHERY:			switch (val)			{				case 1:					skillVal = 10; break;				case 2:					skillVal = 25; break;				case 3:					skillVal = 50; break;			}			break;		case LOGISTICS:			skillVal = 10 * val; break;		case NAVIGATION:			skillVal = 50 * val; break;		case MYSTICISM:			skillVal = val; break;		case EAGLE_EYE:			skillVal = 30 + 10 * val; break;		case NECROMANCY:			skillVal = 10 * val; break;		case LEARNING:			skillVal = 5 * val; break;		case OFFENCE:			skillVal = 10 * val; break;		case ARMORER:			skillVal = 5 * val; break;		case INTELLIGENCE:			skillVal = 25 << (val-1); break;		case SORCERY:			skillVal = 5 * val; break;		case RESISTANCE:			skillVal = 5 << (val-1); break;		case FIRST_AID:			skillVal = 25 + 25*val; break;		case ESTATES:			skillVal = 125 << (val-1); break;	}		int skillValType = skillVal ? Bonus::BASE_NUMBER : Bonus::INDEPENDENT_MIN;	if(Bonus * b = getBonusList().getFirst(Selector::typeSubtype(Bonus::SECONDARY_SKILL_PREMY, which) && Selector::sourceType(Bonus::SECONDARY_SKILL))) //only local hero bonus	{		b->val = skillVal;		b->valType = skillValType;	}	else	{		Bonus *bonus = new Bonus(Bonus::PERMANENT, Bonus::SECONDARY_SKILL_PREMY, id, skillVal, ID, which, skillValType);		bonus->source = Bonus::SECONDARY_SKILL;		addNewBonus(bonus);	}	}void CGHeroInstance::setPropertyDer( ui8 what, ui32 val ){	if(what == ObjProperty::PRIMARY_STACK_COUNT)		setStackCount(0, val);}double CGHeroInstance::getHeroStrength() const{	return sqrt((1.0 + 0.05*getPrimSkillLevel(0)) * (1.0 + 0.05*getPrimSkillLevel(1)));}ui64 CGHeroInstance::getTotalStrength() const{	double ret = getHeroStrength() * getArmyStrength();	return (ui64) ret;}expType CGHeroInstance::calculateXp(expType exp) const{	return exp * (100 + valOfBonuses(Bonus::SECONDARY_SKILL_PREMY, CGHeroInstance::LEARNING))/100.0;}ui8 CGHeroInstance::getSpellSchoolLevel(const CSpell * spell, int *outSelectedSchool) const{	si16 skill = -1; //skill level#define TRY_SCHOOL(schoolName, schoolMechanicsId, schoolOutId)	\	if(spell-> schoolName)									\	{															\		int thisSchool = std::max<int>(getSecSkillLevel( \			static_cast<CGHeroInstance::SecondarySkill>(14 + (schoolMechanicsId))), \			valOfBonuses(Bonus::MAGIC_SCHOOL_SKILL, 1 << (schoolMechanicsId))); \		if(thisSchool > skill)									\		{														\			skill = thisSchool;									\			if(outSelectedSchool)								\				*outSelectedSchool = schoolOutId;				\		}														\	}	TRY_SCHOOL(fire, 0, 1)	TRY_SCHOOL(air, 1, 0)	TRY_SCHOOL(water, 2, 2)	TRY_SCHOOL(earth, 3, 3)#undef TRY_SCHOOL	vstd::amax(skill, valOfBonuses(Bonus::MAGIC_SCHOOL_SKILL, 0)); //any school bonus	vstd::amax(skill, valOfBonuses(Bonus::SPELL, spell->id)); //given by artifact or other effect	if (hasBonusOfType(Bonus::MAXED_SPELL, spell->id))//hero speciality (Daremyth, Melodia)		skill = 3;	assert(skill >= 0 && skill <= 3);	return skill;}bool CGHeroInstance::canCastThisSpell(const CSpell * spell) const{	if(!getArt(17)) //if hero has no spellbook		return false;	if(vstd::contains(spells, spell->id) //hero has this spell in spellbook		|| (spell->air && hasBonusOfType(Bonus::AIR_SPELLS)) // this is air spell and hero can cast all air spells		|| (spell->fire && hasBonusOfType(Bonus::FIRE_SPELLS)) // this is fire spell and hero can cast all fire spells		|| (spell->water && hasBonusOfType(Bonus::WATER_SPELLS)) // this is water spell and hero can cast all water spells		|| (spell->earth && hasBonusOfType(Bonus::EARTH_SPELLS)) // this is earth spell and hero can cast all earth spells		|| hasBonusOfType(Bonus::SPELL, spell->id)		|| hasBonusOfType(Bonus::SPELLS_OF_LEVEL, spell->level)		)		return true;	return false;}/** * Calculates what creatures and how many to be raised from a battle. * @param battleResult The results of the battle. * @return Returns a pair with the first value indicating the ID of the creature * type and second value the amount. Both values are returned as -1 if necromancy * could not be applied. */CStackBasicDescriptor CGHeroInstance::calculateNecromancy (const BattleResult &battleResult) const{	const ui8 necromancyLevel = getSecSkillLevel(CGHeroInstance::NECROMANCY);	// Hero knows necromancy.	if (necromancyLevel > 0) 	{		double necromancySkill = valOfBonuses(Bonus::SECONDARY_SKILL_PREMY, NECROMANCY)/100.0;		vstd::amin(necromancySkill, 1.0); //it's impossible to raise more creatures than all...		const std::map<ui32,si32> &casualties = battleResult.casualties[!battleResult.winner];		ui32 raisedUnits = 0;		// Figure out what to raise and how many.		const ui32 creatureTypes[] = {56, 58, 60, 64}; // IDs for Skeletons, Walking Dead, Wights and Liches respectively.		const bool improvedNecromancy = hasBonusOfType(Bonus::IMPROVED_NECROMANCY);		const CCreature *raisedUnitType = VLC->creh->creatures[creatureTypes[improvedNecromancy ? necromancyLevel : 0]];		const ui32 raisedUnitHP = raisedUnitType->valOfBonuses(Bonus::STACK_HEALTH);		//calculate creatures raised from each defeated stack		for (std::map<ui32,si32>::const_iterator it = casualties.begin(); it != casualties.end(); it++)		{			// Get lost enemy hit points convertible to units.			CCreature * c = VLC->creh->creatures[it->first];			if (c->isLiving())			{				const ui32 raisedHP = c->valOfBonuses(Bonus::STACK_HEALTH) * it->second * necromancySkill;				raisedUnits += std::min<ui32>(raisedHP / raisedUnitHP, it->second * necromancySkill); //limit to % of HP and % of original stack count			}		}		// Make room for new units.		int slot = getSlotFor(raisedUnitType->idNumber);		if (slot == -1) 		{			// If there's no room for unit, try it's upgraded version 2/3rds the size.			raisedUnitType = VLC->creh->creatures[*raisedUnitType->upgrades.begin()];			raisedUnits = (raisedUnits*2)/3;			slot = getSlotFor(raisedUnitType->idNumber);		}		if (raisedUnits <= 0)			raisedUnits = 1;		return CStackBasicDescriptor(raisedUnitType->idNumber, raisedUnits);	}	return CStackBasicDescriptor();}/** * Show the necromancy dialog with information about units raised. * @param raisedStack Pair where the first element represents ID of the raised creature * and the second element the amount. */void CGHeroInstance::showNecromancyDialog(const CStackBasicDescriptor &raisedStack) const{	InfoWindow iw;	iw.soundID = soundBase::pickup01 + ran() % 7;	iw.player = tempOwner;	iw.components.push_back(Component(raisedStack));	if (raisedStack.count > 1) // Practicing the dark arts of necromancy, ... (plural)	{ 		iw.text.addTxt(MetaString::GENERAL_TXT, 145);		iw.text.addReplacement(raisedStack.count);		iw.text.addReplacement(MetaString::CRE_PL_NAMES, raisedStack.type->idNumber);	} 	else // Practicing the dark arts of necromancy, ... (singular)	{ 		iw.text.addTxt(MetaString::GENERAL_TXT, 146);		iw.text.addReplacement(MetaString::CRE_SING_NAMES, raisedStack.type->idNumber);	}	cb->showInfoDialog(&iw);}int3 CGHeroInstance::getSightCenter() const{	return getPosition(false);}int CGHeroInstance::getSightRadious() const{	return 5 + getSecSkillLevel(CGHeroInstance::SCOUTING) + valOfBonuses(Bonus::SIGHT_RADIOUS); //default + scouting}si32 CGHeroInstance::manaRegain() const{	if (hasBonusOfType(Bonus::FULL_MANA_REGENERATION))		return manaLimit();	return 1 + valOfBonuses(Bonus::SECONDARY_SKILL_PREMY, 8) + valOfBonuses(Bonus::MANA_REGENERATION); //1 + Mysticism level }// /**//  * Places an artifact in hero's backpack. If it's a big artifact equips it//  * or discards it if it cannot be equipped.//  */// void CGHeroInstance::giveArtifact (ui32 aid) //use only for fixed artifacts// {// 	CArtifact * const artifact = VLC->arth->artifacts[aid]; //pointer to constant object// 	CArtifactInstance *ai = CArtifactInstance::createNewArtifactInstance(artifact);// 	ai->putAt(this, ai->firstAvailableSlot(this));// }int CGHeroInstance::getBoatType() const{	int alignment = type->heroType / 6; 	switch(alignment)	{	case 0:		return 1; //good	case 1:		return 0; //evil	case 2:		return 2;	default:		throw std::string("Wrong alignment!");	}}void CGHeroInstance::getOutOffsets(std::vector<int3> &offsets) const{	static int3 dirs[] = { int3(0,1,0),int3(0,-1,0),int3(-1,0,0),int3(+1,0,0), int3(1,1,0),int3(-1,1,0),int3(1,-1,0),int3(-1,-1,0) };	for (size_t i = 0; i < ARRAY_COUNT(dirs); i++)		offsets += dirs[i];}int CGHeroInstance::getSpellCost(const CSpell *sp) const{	return sp->costs[getSpellSchoolLevel(sp)];}void CGHeroInstance::pushPrimSkill(int which, int val){	addNewBonus(new Bonus(Bonus::PERMANENT, Bonus::PRIMARY_SKILL, Bonus::HERO_BASE_SKILL, val, id, which));}EAlignment::EAlignment CGHeroInstance::getAlignment() const{	return type->heroClass->getAlignment();}void CGHeroInstance::initExp(){	exp=40+  (ran())  % 50;	level = 1;}std::string CGHeroInstance::nodeName() const{	return "Hero " + name;}void CGHeroInstance::putArtifact(ui16 pos, CArtifactInstance *art){	assert(!getArt(pos));	art->putAt(this, pos);}void CGHeroInstance::putInBackpack(CArtifactInstance *art){	putArtifact(art->firstBackpackSlot(this), art);}bool CGHeroInstance::hasSpellbook() const{	return getArt(ArtifactPosition::SPELLBOOK);}void CGHeroInstance::deserializationFix(){	for(bmap<ui16, ArtSlotInfo>::iterator i = artifactsWorn.begin(); i != artifactsWorn.end(); i++)		if(i->second.artifact && !i->second.locked)			attachTo(i->second.artifact);	//attachTo(&speciality);}CBonusSystemNode * CGHeroInstance::whereShouldBeAttached(CGameState *gs){	if(visitedTown)	{		if(inTownGarrison)			return visitedTown;		else			return &visitedTown->townAndVis;	}	else		return CArmedInstance::whereShouldBeAttached(gs);}int CGHeroInstance::movementPointsAfterEmbark(int MPsBefore, int basicCost, bool disembark /*= false*/) const{	if(hasBonusOfType(Bonus::FREE_SHIP_BOARDING))		return (MPsBefore - basicCost) * static_cast<double>(maxMovePoints(disembark)) / maxMovePoints(!disembark);	return 0; //take all MPs otherwise}CGHeroInstance::ECanDig CGHeroInstance::diggingStatus() const{	std::string hlp;	if(movement < maxMovePoints(true))		return LACK_OF_MOVEMENT;	else if(cb->getTile(getPosition(false))->tertype == TerrainTile::water)		return WRONG_TERRAIN;	else	{		const TerrainTile *t = cb->getTile(getPosition());		//TODO look for hole		//CGI->mh->getTerrainDescr(h->getPosition(false), hlp, false);		if(/*hlp.length() || */t->blockingObjects.size() > 1)			return TILE_OCCUPIED;		else			return CAN_DIG;	}}void CGDwelling::initObj(){	switch(ID)	{	case 17:		{			int crid = VLC->objh->cregens[subID];			const CCreature *crs = VLC->creh->creatures[crid];			creatures.resize(1);			creatures[0].second.push_back(crid);			hoverName = VLC->generaltexth->creGens[subID];			if(crs->level > 4)				putStack(0, new CStackInstance(crs, (crs->growth) * 3));			if (getOwner() != 255)				cb->gameState()->players[getOwner()].dwellings.push_back (this);		}		break;	case 20:		creatures.resize(4);		if(subID == 1) //Golem Factory		{			creatures[0].second.push_back(32);  //Stone Golem			creatures[1].second.push_back(33);  //Iron Golem  			creatures[2].second.push_back(116); //Gold Golem			creatures[3].second.push_back(117); //Diamond Golem			//guards			putStack(0, new CStackInstance(116, 9));			putStack(1, new CStackInstance(117, 6));		}		else if(subID == 0) // Elemental Conflux 		{			creatures[0].second.push_back(112); //Air Elemental			creatures[1].second.push_back(114); //Fire Elemental			creatures[2].second.push_back(113); //Earth Elemental			creatures[3].second.push_back(115); //Water Elemental			//guards			putStack(0, new CStackInstance(113, 12));		}		else		{			assert(0);		}		hoverName = VLC->generaltexth->creGens4[subID];		break;	case 78: //Refugee Camp		//is handled within newturn func		break; 	case 106: //War Machine Factory		creatures.resize(3);		creatures[0].second.push_back(146); //Ballista 		creatures[1].second.push_back(147); //First Aid Tent		creatures[2].second.push_back(148); //Ammo Cart		break;	default:		assert(0);		break;	}}void CGDwelling::setProperty(ui8 what, ui32 val){	switch (what)	{		case ObjProperty::OWNER: //change owner			if (ID == 17) //single generators			{				if (tempOwner != GameConstants::NEUTRAL_PLAYER)				{					std::vector<ConstTransitivePtr<CGDwelling> >* dwellings = &cb->gameState()->players[tempOwner].dwellings;					dwellings->erase (std::find(dwellings->begin(), dwellings->end(), this));				}				if (val != GameConstants::NEUTRAL_PLAYER) //can new owner be neutral?					cb->gameState()->players[val].dwellings.push_back (this);			}			break;		case ObjProperty::AVAILABLE_CREATURE:			creatures.resize(1);			creatures[0].second.resize(1);			creatures[0].second[0] = val;			break;	}	CGObjectInstance::setProperty(what,val);}void CGDwelling::onHeroVisit( const CGHeroInstance * h ) const{	if(ID == 78 && !creatures[0].first) //Refugee Camp, no available cres	{		InfoWindow iw;		iw.player = h->tempOwner;		iw.text.addTxt(MetaString::ADVOB_TXT, 44); //{%s} \n\n The camp is deserted.  Perhaps you should try next week.		iw.text.addReplacement(MetaString::OBJ_NAMES, ID);		cb->sendAndApply(&iw);		return;	}	int relations = cb->gameState()->getPlayerRelations( h->tempOwner, tempOwner );		if ( relations == 1 )//ally		return;//do not allow recruiting or capturing			if( !relations  &&  stacksCount() > 0) //object is guarded, owned by enemy	{		BlockingDialog bd;		bd.player = h->tempOwner;		bd.flags = BlockingDialog::ALLOW_CANCEL;		bd.text.addTxt(MetaString::GENERAL_TXT, 421); //Much to your dismay, the %s is guarded by %s %s. Do you wish to fight the guards?		bd.text.addReplacement(ID == 17 ? MetaString::CREGENS : MetaString::CREGENS4, subID);		bd.text.addReplacement(MetaString::ARRAY_TXT, 176 + Slots().begin()->second->getQuantityID()*3);		bd.text.addReplacement(*Slots().begin()->second);		cb->showBlockingDialog(&bd, boost::bind(&CGDwelling::wantsFight, this, h, _1));		return;	}	if(!relations  &&  ID != 106)	{		cb->setOwner(id, h->tempOwner);	}	BlockingDialog bd;	bd.player = h->tempOwner;	bd.flags = BlockingDialog::ALLOW_CANCEL;	if(ID == 17 || ID == 20)	{		bd.text.addTxt(MetaString::ADVOB_TXT, ID == 17 ? 35 : 36); //{%s} Would you like to recruit %s? / {%s} Would you like to recruit %s, %s, %s, or %s?		bd.text.addReplacement(ID == 17 ? MetaString::CREGENS : MetaString::CREGENS4, subID);		for(size_t i = 0; i < creatures.size(); i++)			bd.text.addReplacement(MetaString::CRE_PL_NAMES, creatures[i].second[0]);	}	else if(ID == 78)	{		bd.text.addTxt(MetaString::ADVOB_TXT, 35); //{%s} Would you like to recruit %s?		bd.text.addReplacement(MetaString::OBJ_NAMES, ID);		for(size_t i = 0; i < creatures.size(); i++)			bd.text.addReplacement(MetaString::CRE_PL_NAMES, creatures[i].second[0]);	}	else if(ID == 106)		bd.text.addTxt(MetaString::ADVOB_TXT, 157); //{War Machine Factory} Would you like to purchase War Machines?	else		throw std::string("Illegal dwelling!");	cb->showBlockingDialog(&bd, boost::bind(&CGDwelling::heroAcceptsCreatures, this, h, _1));}void CGDwelling::newTurn() const{	if(cb->getDate(1) != 1) //not first day of week		return;	//town growths and War Machines Factories are handled separately	if(ID == GameConstants::TOWNI_TYPE  ||  ID == 106)		return;	if(ID == 78) //if it's a refugee camp, we need to pick an available creature	{		cb->setObjProperty(id, ObjProperty::AVAILABLE_CREATURE, VLC->creh->pickRandomMonster());	}	bool change = false;	SetAvailableCreatures sac;	sac.creatures = creatures;	sac.tid = id;	for (size_t i = 0; i < creatures.size(); i++)	{		if(creatures[i].second.size())		{			CCreature *cre = VLC->creh->creatures[creatures[i].second[0]];			TQuantity amount = cre->growth * (1 + cre->valOfBonuses(Bonus::CREATURE_GROWTH_PERCENT)/100) + cre->valOfBonuses(Bonus::CREATURE_GROWTH);			if (GameConstants::DWELLINGS_ACCUMULATE_CREATURES)				sac.creatures[i].first += amount;			else				sac.creatures[i].first = amount;			change = true;		}	}	if(change)		cb->sendAndApply(&sac);}void CGDwelling::heroAcceptsCreatures( const CGHeroInstance *h, ui32 answer ) const{	if(!answer)		return;	int crid = creatures[0].second[0];	CCreature *crs = VLC->creh->creatures[crid];	TQuantity count = creatures[0].first;	if(crs->level == 1  &&  ID != 78) //first level - creatures are for free	{		if(count) //there are available creatures		{			int slot = h->getSlotFor(crid);			if(slot < 0) //no available slot			{				InfoWindow iw;				iw.player = h->tempOwner;				iw.text.addTxt(MetaString::GENERAL_TXT, 425);//The %s would join your hero, but there aren't enough provisions to support them.				iw.text.addReplacement(MetaString::CRE_PL_NAMES, crid);				cb->showInfoDialog(&iw);			}			else //give creatures			{				SetAvailableCreatures sac;				sac.tid = id;				sac.creatures = creatures;				sac.creatures[0].first = 0;				InfoWindow iw;				iw.player = h->tempOwner;				iw.text.addTxt(MetaString::GENERAL_TXT, 423); //%d %s join your army.				iw.text.addReplacement(count);				iw.text.addReplacement(MetaString::CRE_PL_NAMES, crid);				cb->showInfoDialog(&iw);				cb->sendAndApply(&sac);				cb->addToSlot(StackLocation(h, slot), crs, count);			}		}		else //there no creatures		{			InfoWindow iw;			iw.text.addTxt(MetaString::GENERAL_TXT, 422); //There are no %s here to recruit.			iw.text.addReplacement(MetaString::CRE_PL_NAMES, crid);			iw.player = h->tempOwner;			cb->sendAndApply(&iw);		}	}	else	{		if(ID == 106) //pick available War Machines		{			//there is 1 war machine available to recruit if hero doesn't have one			SetAvailableCreatures sac;			sac.tid = id;			sac.creatures = creatures;			sac.creatures[0].first = !h->getArt(13); //ballista			sac.creatures[1].first = !h->getArt(15); //first aid tent			sac.creatures[2].first = !h->getArt(14); //ammo cart			cb->sendAndApply(&sac);		}		OpenWindow ow;		ow.id1 = id;		ow.id2 = h->id;		ow.window = (ID == 17 || ID == 78)			? OpenWindow::RECRUITMENT_FIRST 			: OpenWindow::RECRUITMENT_ALL;		cb->sendAndApply(&ow);	}}void CGDwelling::wantsFight( const CGHeroInstance *h, ui32 answer ) const{	if(answer)		cb->startBattleI(h, this, boost::bind(&CGDwelling::fightOver, this, h, _1));}void CGDwelling::fightOver(const CGHeroInstance *h, BattleResult *result) const{	if (result->winner == 0)	{		onHeroVisit(h);	}}int CGTownInstance::getSightRadious() const //returns sight distance{	if (subID == 2) //tower	{		if ((builtBuildings.find(26)) != builtBuildings.end()) //skyship			return -1; //entire map		else if ((builtBuildings.find(21)) != builtBuildings.end()) //lookout tower			return 20;	}	return 5;}void CGTownInstance::setPropertyDer(ui8 what, ui32 val){///this is freakin' overcomplicated solution	switch (what)	{		case 11: //add visitor of town building			bonusingBuildings[val]->setProperty (ObjProperty::VISITORS, visitingHero->id);			break;		case 12:			bonusingBuildings[val]->setProperty (12, 0);			break;		case 13: //add garrisoned hero to visitors			bonusingBuildings[val]->setProperty (ObjProperty::VISITORS, garrisonHero->id);			break;		case 14:			bonusValue.first = val;			break;		case 15:			bonusValue.second = val;			break;				}}int CGTownInstance::fortLevel() const //0 - none, 1 - fort, 2 - citadel, 3 - castle{	if((builtBuildings.find(9))!=builtBuildings.end())		return 3;	if((builtBuildings.find(8))!=builtBuildings.end())		return 2;	if((builtBuildings.find(7))!=builtBuildings.end())		return 1;	return 0;}int CGTownInstance::hallLevel() const // -1 - none, 0 - village, 1 - town, 2 - city, 3 - capitol{	if ((builtBuildings.find(13))!=builtBuildings.end())		return 3;	if ((builtBuildings.find(12))!=builtBuildings.end())		return 2;	if ((builtBuildings.find(11))!=builtBuildings.end())		return 1;	if ((builtBuildings.find(10))!=builtBuildings.end())		return 0;	return -1;}int CGTownInstance::mageGuildLevel() const{	if ((builtBuildings.find(4))!=builtBuildings.end())		return 5;	if ((builtBuildings.find(3))!=builtBuildings.end())		return 4;	if ((builtBuildings.find(2))!=builtBuildings.end())		return 3;	if ((builtBuildings.find(1))!=builtBuildings.end())		return 2;	if ((builtBuildings.find(0))!=builtBuildings.end())		return 1;	return 0;}bool CGTownInstance::creatureDwelling(const int & level, bool upgraded) const{	if ( level<0 || level >= GameConstants::CREATURES_PER_TOWN )		return false;	return vstd::contains(builtBuildings, 30+level+upgraded*GameConstants::CREATURES_PER_TOWN);}int CGTownInstance::getHordeLevel(const int & HID)  const//HID - 0 or 1; returns creature level or -1 if that horde structure is not present{	return town->hordeLvl[HID];}int CGTownInstance::creatureGrowth(const int & level) const{	return getGrowthInfo(level).totalGrowth();}GrowthInfo CGTownInstance::getGrowthInfo(int level) const{	GrowthInfo ret;	if (level<0 || level >=GameConstants::CREATURES_PER_TOWN)		return ret;	if (!vstd::contains(builtBuildings, EBuilding::DWELL_FIRST+level))		return ret; //no dwelling	const CCreature *creature = VLC->creh->creatures[creatures[level].second.back()];	const int base = creature->growth;	int castleBonus = 0;	ret.entries.push_back(GrowthInfo::Entry(VLC->generaltexth->allTexts[590], base));// \n\nBasic growth %d"	if ( vstd::contains(builtBuildings, EBuilding::CASTLE))		ret.entries.push_back(GrowthInfo::Entry(subID, EBuilding::CASTLE, castleBonus = base));	else if ( vstd::contains(builtBuildings, EBuilding::CITADEL))		ret.entries.push_back(GrowthInfo::Entry(subID, EBuilding::CITADEL, castleBonus = base / 2));	if(town->hordeLvl[0] == level)//horde 1		if( vstd::contains(builtBuildings, EBuilding::HORDE_1) || vstd::contains(builtBuildings, EBuilding::HORDE_1_UPGR))			ret.entries.push_back(GrowthInfo::Entry(subID, EBuilding::HORDE_1, creature->hordeGrowth));	if(town->hordeLvl[1] == level)//horde 2		if(vstd::contains(builtBuildings, EBuilding::HORDE_2) || vstd::contains(builtBuildings, EBuilding::HORDE_2_UPGR))			ret.entries.push_back(GrowthInfo::Entry(subID, EBuilding::HORDE_2, creature->hordeGrowth));	int dwellingBonus = 0;	if(const PlayerState *p = cb->getPlayer(tempOwner, false))	{		BOOST_FOREACH(const CGDwelling *dwelling, p->dwellings)			if(vstd::contains(creatures[level].second, dwelling->creatures[0].second[0]))				dwellingBonus++;	}	if(dwellingBonus)		ret.entries.push_back(GrowthInfo::Entry(VLC->generaltexth->allTexts[591], dwellingBonus));// \nExternal dwellings %+d			//other *-of-legion-like bonuses (%d to growth cumulative with grail)	TBonusListPtr bonuses = getBonuses(Selector::type(Bonus::CREATURE_GROWTH) && Selector::subtype(level));	BOOST_FOREACH(const Bonus *b, *bonuses)		ret.entries.push_back(GrowthInfo::Entry(b->Description() + " %+d", b->val));	//statue-of-legion-like bonus: % to base+castle	TBonusListPtr bonuses2 = getBonuses(Selector::type(Bonus::CREATURE_GROWTH_PERCENT));	BOOST_FOREACH(const Bonus *b, *bonuses2)		ret.entries.push_back(GrowthInfo::Entry(b->Description() + " %+d", b->val * (base + castleBonus) / 100));	if(vstd::contains(builtBuildings, EBuilding::GRAIL)) //grail - +50% to ALL (so far added) growth		ret.entries.push_back(GrowthInfo::Entry(subID, EBuilding::GRAIL, ret.totalGrowth() / 2));	return ret;}int CGTownInstance::dailyIncome() const{	int ret = 0;	if ((builtBuildings.find(26))!=builtBuildings.end())		ret+=5000;	if ((builtBuildings.find(13))!=builtBuildings.end())		ret+=4000;	else if ((builtBuildings.find(12))!=builtBuildings.end())		ret+=2000;	else if ((builtBuildings.find(11))!=builtBuildings.end())		ret+=1000;	else if ((builtBuildings.find(10))!=builtBuildings.end())		ret+=500;	return ret;}bool CGTownInstance::hasFort() const{	return (builtBuildings.find(7))!=builtBuildings.end();}bool CGTownInstance::hasCapitol() const{	return (builtBuildings.find(13))!=builtBuildings.end();}CGTownInstance::CGTownInstance()	:IShipyard(this), IMarket(this){	builded=-1;	destroyed=-1;	town=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( !cb->gameState()->getPlayerRelations( getOwner(), h->getOwner() ))//if this is enemy	{		if(armedGarrison() || visitingHero)		{			const CGHeroInstance *defendingHero = NULL;			const CArmedInstance *defendingArmy = this;			if(visitingHero)				defendingHero = visitingHero;			else if(garrisonHero)				defendingHero = garrisonHero;			if(defendingHero)				defendingArmy = defendingHero;			bool outsideTown = (defendingHero == visitingHero && garrisonHero);			//TODO 			//"borrowing" army from garrison to visiting hero 			cb->startBattleI(h, defendingArmy, getSightCenter(), h, defendingHero, false, boost::bind(&CGTownInstance::fightOver, this, h, _1), (outsideTown ? NULL : this));		}		else		{			cb->setOwner(id, h->tempOwner);			removeCapitols(h->getOwner());			cb->heroVisitCastle(id, h->id);		}	}	else		cb->heroVisitCastle(id, h->id);}void CGTownInstance::onHeroLeave(const CGHeroInstance * h) const{	cb->stopHeroVisitCastle(id,h->id);}void CGTownInstance::initObj()///initialize town structures{	blockVisit = true;	hoverName = name + ", " + town->Name();	if (subID == 5)		creatures.resize(GameConstants::CREATURES_PER_TOWN+1);//extra dwelling for Dungeon	else		creatures.resize(GameConstants::CREATURES_PER_TOWN);	for (int i = 0; i < GameConstants::CREATURES_PER_TOWN; i++)	{		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 5:			bonusingBuildings.push_back (new COPWBonus(21, this)); //Vortex		case 2: case 3: case 6:			bonusingBuildings.push_back (new CTownBonus(23, this));			break;		case 7:			bonusingBuildings.push_back (new CTownBonus(17, this));			break;	}	//add special bonuses from buildings	recreateBuildingsBonuses();}void CGTownInstance::newTurn() const{	if (cb->getDate(1) == 1) //reset on new week	{		if (vstd::contains(builtBuildings,17) && subID == 1 && cb->getDate(0) != 1 && (tempOwner < GameConstants::PLAYER_LIMIT) )//give resources for Rampart, Mystic Pond		{			int resID = rand()%4+2;//bonus to random rare resource			resID = (resID==2)?1:resID;			int resVal = rand()%4+1;//with size 1..4			cb->giveResource(tempOwner, resID, resVal);			cb->setObjProperty (id, 14, resID);			cb->setObjProperty (id, 15, resVal);		}		if ( subID == 5 )			for (std::vector<CGTownBuilding*>::const_iterator i = bonusingBuildings.begin(); i!=bonusingBuildings.end(); i++)		{			if ((*i)->ID == 21)				cb->setObjProperty (id, 12, (*i)->id); //reset visitors for Mana Vortex		}		if (tempOwner == GameConstants::NEUTRAL_PLAYER) //garrison growth for neutral towns			{				std::vector<ui8> nativeCrits; //slots				for (TSlots::const_iterator it = Slots().begin(); it != Slots().end(); it++)				{					if (it->second->type->faction == subID) //native					{						nativeCrits.push_back(it->first); //collect matching slots					}				}				if (nativeCrits.size())				{					TSlot pos = nativeCrits[rand() % nativeCrits.size()];					StackLocation sl(this, pos);					const CCreature *c = getCreature(pos);					if (rand()%100 < 90 || c->upgrades.empty()) //increase number if no upgrade available					{						cb->changeStackCount(sl, c->growth);					}					else //upgrade					{						cb->changeStackType(sl, VLC->creh->creatures[*c->upgrades.begin()]);					}				}				if ((stacksCount() < GameConstants::ARMY_SIZE && rand()%100 < 25) || Slots().empty()) //add new stack				{					int i = rand() % std::min (GameConstants::ARMY_SIZE, cb->getDate(3)<<1);					TCreature c = town->basicCreatures[i];					TSlot n = -1;										TQuantity count = creatureGrowth(i);					if (!count) // no dwelling						count = VLC->creh->creatures[c]->growth;					{//no lower tiers or above current month						if ((n = getSlotFor(c))>=0)						{ 							StackLocation sl(this, n);							if (slotEmpty(n))								cb->insertNewStack(sl, VLC->creh->creatures[c], count);							else //add to existing								cb->changeStackCount(sl, count);						}					}				}					}	}}int3 CGTownInstance::getSightCenter() const{	return pos - int3(2,0,0);}ui8 CGTownInstance::getPassableness() const{	if (!armedGarrison())//empty castle - anyone can visit		return GameConstants::ALL_PLAYERS;	if ( tempOwner == 255 )//neutral guarded - no one can visit		return 0;			ui8 mask = 0;	TeamState * ts = cb->gameState()->getPlayerTeam(tempOwner);	BOOST_FOREACH(ui8 it, ts->players)		mask |= 1<<it;//allies - add to possible visitors		return mask;}void CGTownInstance::getOutOffsets( std::vector<int3> &offsets ) const{	offsets += int3(-1,2,0), int3(-3,2,0);}void CGTownInstance::fightOver( const CGHeroInstance *h, BattleResult *result ) const{	if(result->winner == 0)	{		removeCapitols (h->getOwner());		cb->setOwner (id, h->tempOwner); //give control after checkout is done		FoWChange fw;		fw.player = h->tempOwner;		fw.mode = 1;		getSightTiles (fw.tiles); //update visibility for castle structures		cb->sendAndApply (&fw);	}}void CGTownInstance::removeCapitols (ui8 owner) const{ 	if (hasCapitol()) // search if there's an older capitol	{ 		PlayerState* state = cb->gameState()->getPlayer (owner); //get all towns owned by player		for (std::vector<ConstTransitivePtr<CGTownInstance> >::const_iterator i = state->towns.begin(); i < state->towns.end(); ++i) 		{ 			if (*i != this && (*i)->hasCapitol()) 			{ 				RazeStructures rs; 				rs.tid = id; 				rs.bid.insert(13); 				rs.destroyed = destroyed;  				cb->sendAndApply(&rs); 				return; 			} 		} 	} } int CGTownInstance::getBoatType() const{	const CCreature *c = VLC->creh->creatures[town->basicCreatures.front()];	if (c->isGood())		return 1;	else if (c->isEvil())		return 0;	else //neutral		return 2;}int CGTownInstance::getMarketEfficiency() const{	if(!vstd::contains(builtBuildings, 14)) 		return 0;	const PlayerState *p = cb->getPlayer(tempOwner);	assert(p);	int marketCount = 0;	BOOST_FOREACH(const CGTownInstance *t, p->towns)		if(vstd::contains(t->builtBuildings, 14))			marketCount++;	return marketCount;}bool CGTownInstance::allowsTrade(EMarketMode::EMarketMode mode) const{	switch(mode)	{	case EMarketMode::RESOURCE_RESOURCE:	case EMarketMode::RESOURCE_PLAYER:		return vstd::contains(builtBuildings, 14); // 	marketplace	case EMarketMode::ARTIFACT_RESOURCE:	case EMarketMode::RESOURCE_ARTIFACT:		return (subID == 2 || subID == 5 || subID == 8) && vstd::contains(builtBuildings, 17);//artifact merchants	case EMarketMode::CREATURE_RESOURCE:		return subID == 6 && vstd::contains(builtBuildings, 21); //Freelancer's guild	case EMarketMode::CREATURE_UNDEAD:		return subID == 4 && vstd::contains(builtBuildings, 22);//Skeleton transformer	case EMarketMode::RESOURCE_SKILL:		return subID == 8 && vstd::contains(builtBuildings, 21);//Magic University	default:		assert(0);		return false;	}}std::vector<int> CGTownInstance::availableItemsIds(EMarketMode::EMarketMode mode) const{	if(mode == EMarketMode::RESOURCE_ARTIFACT)	{		std::vector<int> ret;		BOOST_FOREACH(const CArtifact *a, merchantArtifacts)			if(a)				ret.push_back(a->id);			else				ret.push_back(-1);		return ret;	}	else if ( mode == EMarketMode::RESOURCE_SKILL )	{		return universitySkills;	}	else		return IMarket::availableItemsIds(mode);}std::string CGTownInstance::nodeName() const{	return "Town (" + (town ? town->Name() : "unknown") + ") of " +  name;}void CGTownInstance::deserializationFix(){	attachTo(&townAndVis);	if(visitingHero)		visitingHero->attachTo(&townAndVis);	if(garrisonHero)		garrisonHero->attachTo(this);}void CGTownInstance::recreateBuildingsBonuses(){	TBonusListPtr bl(new BonusList);	getExportedBonusList().getBonuses(bl, Selector::sourceType(Bonus::TOWN_STRUCTURE));	BOOST_FOREACH(Bonus *b, *bl)		removeBonus(b);	if(subID != 0 || !addBonusIfBuilt(22, Bonus::MORALE, +2)) //tricky! -> checks tavern only if no bratherhood of sword or not a castle		addBonusIfBuilt(5, Bonus::MORALE, +1);		if(subID == 0) //castle	{		addBonusIfBuilt(17, Bonus::SEA_MOVEMENT, +500, new CPropagatorNodeType(PLAYER)); //lighthouses		addBonusIfBuilt(26, Bonus::MORALE, +2, new CPropagatorNodeType(PLAYER)); //colossus	}	else if(subID == 1) //rampart	{		addBonusIfBuilt(21, Bonus::LUCK, +2); //fountain of fortune		addBonusIfBuilt(21, Bonus::LUCK, +2, new CPropagatorNodeType(PLAYER)); //guardian spirit	}	else if(subID == 2) //tower	{		addBonusIfBuilt(26, Bonus::PRIMARY_SKILL, +15, PrimarySkill::KNOWLEDGE); //grail	}	else if(subID == 3) //Inferno	{		addBonusIfBuilt(21, Bonus::PRIMARY_SKILL, +2, PrimarySkill::SPELL_POWER); //Brimstone Clouds	}	else if(subID == 4) //necropolis	{		addBonusIfBuilt(17, Bonus::DARKNESS, +20);		addBonusIfBuilt(21, Bonus::SECONDARY_SKILL_PREMY, +10, new CPropagatorNodeType(PLAYER), CGHeroInstance::NECROMANCY); //necromancy amplifier		addBonusIfBuilt(26, Bonus::SECONDARY_SKILL_PREMY, +20, new CPropagatorNodeType(PLAYER), CGHeroInstance::NECROMANCY); //Soul prison	}	else if(subID == 5) //Dungeon	{		addBonusIfBuilt(26, Bonus::PRIMARY_SKILL, +12, PrimarySkill::SPELL_POWER); //grail	}	else if(subID == 6) //Stronghold	{		addBonusIfBuilt(26, Bonus::PRIMARY_SKILL, +20, PrimarySkill::ATTACK); //grail	}	else if(subID == 7) //Fortress	{		addBonusIfBuilt(21, Bonus::PRIMARY_SKILL, +2, PrimarySkill::DEFENSE); //Glyphs of Fear		addBonusIfBuilt(22, Bonus::PRIMARY_SKILL, +2, PrimarySkill::ATTACK); //Blood Obelisk		addBonusIfBuilt(26, Bonus::PRIMARY_SKILL, +10, PrimarySkill::ATTACK); //grail		addBonusIfBuilt(26, Bonus::PRIMARY_SKILL, +10, PrimarySkill::DEFENSE); //grail	}	else if(subID == 8)	{	}}bool CGTownInstance::addBonusIfBuilt(int building, int type, int val, int subtype /*= -1*/){	return addBonusIfBuilt(building, type, val, NULL, subtype);}bool CGTownInstance::addBonusIfBuilt(int building, int type, int val, IPropagator *prop, int subtype /*= -1*/){	if(vstd::contains(builtBuildings, building))	{		std::ostringstream descr;		descr << VLC->generaltexth->buildings[subID][building].first << " ";		if(val > 0)			descr << "+";		else if(val < 0)			descr << "-";		descr << val;		Bonus *b = new Bonus(Bonus::PERMANENT, type, Bonus::TOWN_STRUCTURE, val, building, descr.str(), subtype);		if(prop)			b->addPropagator(prop);		addNewBonus(b);		return true;	}	return false;}void CGTownInstance::setVisitingHero(CGHeroInstance *h){	assert(!!visitingHero == !h);	if(h)	{		PlayerState *p = cb->gameState()->getPlayer(h->tempOwner);		assert(p);		h->detachFrom(p);		h->attachTo(&townAndVis);		visitingHero = h;		h->visitedTown = this;		h->inTownGarrison = false;	}	else	{		PlayerState *p = cb->gameState()->getPlayer(visitingHero->tempOwner);		visitingHero->visitedTown = NULL;		visitingHero->detachFrom(&townAndVis);		visitingHero->attachTo(p);		visitingHero = NULL;	}}void CGTownInstance::setGarrisonedHero(CGHeroInstance *h){	assert(!!garrisonHero == !h);	if(h)	{		PlayerState *p = cb->gameState()->getPlayer(h->tempOwner);		assert(p);		h->detachFrom(p);		h->attachTo(this);		garrisonHero = h;		h->visitedTown = this;		h->inTownGarrison = true;	}	else	{		PlayerState *p = cb->gameState()->getPlayer(garrisonHero->tempOwner);		garrisonHero->visitedTown = NULL;		garrisonHero->inTownGarrison = false;		garrisonHero->detachFrom(this);		garrisonHero->attachTo(p);		garrisonHero = NULL;	}}bool CGTownInstance::armedGarrison() const{	return stacksCount() || garrisonHero;}CBonusSystemNode * CGTownInstance::whatShouldBeAttached(){	return &townAndVis;}const CArmedInstance * CGTownInstance::getUpperArmy() const{	if(garrisonHero)		return garrisonHero;	return this;}bool CGTownInstance::hasBuilt(int buildingID) const{	return vstd::contains(builtBuildings, buildingID);}void CGVisitableOPH::onHeroVisit( const CGHeroInstance * h ) const{	if(visitors.find(h->id)==visitors.end())	{		onNAHeroVisit(h->id, false);		switch(ID)		{		case 102: //tree		case 4: //arena		case 41://library		case 47: //School of Magic		case 107://School of War			break;		default:			cb->setObjProperty(id, ObjProperty::VISITORS, h->id); //add to the visitors			break;		}	}	else	{		onNAHeroVisit(h->id, true);	}}void CGVisitableOPH::initObj(){	if(ID==102)		ttype = ran()%3;	else		ttype = -1;}void CGVisitableOPH::treeSelected( int heroID, int resType, int resVal, expType expVal, ui32 result ) const{	if(result) //player agreed to give res for exp	{		cb->giveResource(cb->getOwner(heroID),resType,-resVal); //take resource		cb->changePrimSkill(heroID,4,expVal); //give exp		cb->setObjProperty(id, ObjProperty::VISITORS, heroID); //add to the visitors	}}void CGVisitableOPH::onNAHeroVisit(int heroID, bool alreadyVisited) const{	int id=0, subid=0, ot=0, sound = 0;	expType val=1;	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			{				const CGHeroInstance *h = cb->getHero(heroID);				val = h->calculateXp(val);				InfoWindow iw;				iw.soundID = sound;				iw.components.push_back(Component(id,subid,val,0));				iw.player = cb->getOwner(heroID);				iw.text << std::pair<ui8,ui32>(11,ot);				iw.soundID = soundBase::gazebo;				cb->showInfoDialog(&iw);				cb->changePrimSkill(heroID,4,val);				break;			}		case 102://tree			{				const CGHeroInstance *h = cb->getHero(heroID);				val = VLC->heroh->reqExp(h->level+val) - VLC->heroh->reqExp(h->level);				if(!ttype)				{					cb->setObjProperty(this->id, ObjProperty::VISITORS, heroID); //add to the visitors					InfoWindow iw;					iw.soundID = sound;					iw.components.push_back(Component(id,subid,1,0));					iw.player = cb->getOwner(heroID);					iw.text << std::pair<ui8,ui32>(11,148);					cb->showInfoDialog(&iw);					cb->changePrimSkill(heroID,4,val);					break;				}				else				{					ui32 res;					expType 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(CGHeroInstance::DIPLOMACY)) //not enough level				{					InfoWindow iw;					iw.soundID = sound;					iw.player = cb->getOwner(heroID);					iw.text << std::pair<ui8,ui32>(11,68);					cb->showInfoDialog(&iw);				}				else				{					cb->setObjProperty(this->id, ObjProperty::VISITORS, heroID); //add to the visitors					cb->changePrimSkill(heroID,0,2);					cb->changePrimSkill(heroID,1,2);					cb->changePrimSkill(heroID,2,2);					cb->changePrimSkill(heroID,3,2);					InfoWindow iw;					iw.soundID = sound;					iw.player = cb->getOwner(heroID);					iw.text << std::pair<ui8,ui32>(11,66);					cb->showInfoDialog(&iw);				}				break;			}		case 47: //School of Magic		case 107://School of War			{				int skill = (ID==47 ? 2 : 0);				if(cb->getResource(cb->getOwner(heroID),6) < 1000) //not enough resources				{					InfoWindow iw;					iw.soundID = sound;					iw.player = cb->getOwner(heroID);					iw.text << std::pair<ui8,ui32>(MetaString::ADVOB_TXT,ot+2);					cb->showInfoDialog(&iw);				}				else				{					BlockingDialog sd(true,true);					sd.soundID = sound;					sd.player = cb->getOwner(heroID);					sd.text << std::pair<ui8,ui32>(11,ot);					sd.components.push_back(Component(Component::PRIM_SKILL, skill, +1, 0));					sd.components.push_back(Component(Component::PRIM_SKILL, skill+1, +1, 0));					cb->showBlockingDialog(&sd,boost::bind(&CGVisitableOPH::schoolSelected,this,heroID,_1));				}			}			break;		}	}	else	{		ot++;		InfoWindow iw;		iw.soundID = sound;		iw.player = cb->getOwner(heroID);		iw.text << std::pair<ui8,ui32>(11,ot);		cb->showInfoDialog(&iw);	}}const std::string & CGVisitableOPH::getHoverText() const{	int pom = -1;	switch(ID)	{	case 4:		pom = -1;		break;	case 51:		pom = 8; 		break;	case 23:		pom = 7;		break;	case 61:		pom = 11; 		break;	case 32:		pom = 4; 		break;	case 100:		pom = 5; 		break;	case 102:		pom = 18;		break;	case 41:		break;	case 47: //School of Magic		pom = 9;		break;	case 107://School of War		pom = 10;		break;	default:		throw std::string("Wrong CGVisitableOPH object ID!\n");	}	hoverName = VLC->generaltexth->names[ID];	if(pom >= 0)		hoverName += ("\n" + VLC->generaltexth->xtrainfo[pom]);	const CGHeroInstance *h = cb->getSelectedHero(cb->getCurrentPlayer());	if(h)	{		hoverName += "\n\n";		hoverName += (vstd::contains(visitors,h->id)) 							? (VLC->generaltexth->allTexts[352])  //visited							: ( VLC->generaltexth->allTexts[353]); //not visited	}	return hoverName;}void CGVisitableOPH::arenaSelected( int heroID, int primSkill ) const{	cb->setObjProperty(id, ObjProperty::VISITORS, heroID); //add to the visitors	cb->changePrimSkill(heroID,primSkill-1,2);}void CGVisitableOPH::setPropertyDer( ui8 what, ui32 val ){	if(what == ObjProperty::VISITORS)		visitors.insert(val);}void CGVisitableOPH::schoolSelected(int heroID, ui32 which) const{	if(!which) //player refused to pay		return;	int base = (ID == 47  ?  2  :  0);	cb->setObjProperty(id, ObjProperty::VISITORS, heroID); //add to the visitors	cb->giveResource(cb->getOwner(heroID),6,-1000); //take 1000 gold	cb->changePrimSkill(heroID, base + which-1, +1); //give appropriate skill}COPWBonus::COPWBonus (int index, CGTownInstance *TOWN){	ID = index;	town = TOWN;	id = town->bonusingBuildings.size();}void COPWBonus::setProperty(ui8 what, ui32 val){	switch (what)	{		case 4:			visitors.insert(val);			break;		case 12:			visitors.clear();			break;	}}void COPWBonus::onHeroVisit (const CGHeroInstance * h) const{	int heroID = h->id;	if (town->builtBuildings.find(ID) != town->builtBuildings.end())	{		InfoWindow iw;		iw.player = h->tempOwner;		switch (town->subID)		{			case 0: //Stables				if (!h->hasBonusFrom(Bonus::OBJECT, 94)) //does not stack with advMap Stables				{					GiveBonus gb;					gb.bonus = Bonus(Bonus::ONE_WEEK, Bonus::LAND_MOVEMENT, Bonus::OBJECT, 600, 94, VLC->generaltexth->arraytxt[100]);					gb.id = heroID;					cb->giveHeroBonus(&gb);					iw.text << VLC->generaltexth->allTexts[580];					cb->showInfoDialog(&iw);				}				break;			case 5: //Mana Vortex				if (visitors.empty() && h->mana <= h->manaLimit() * 2)				{					cb->setManaPoints (heroID, 2 * h->manaLimit()); 					cb->setObjProperty (id, ObjProperty::VISITED, true);					iw.text << VLC->generaltexth->allTexts[579];					cb->showInfoDialog(&iw);					cb->setObjProperty (town->id, 11, id); //add to visitors				}				break;		}	}}CTownBonus::CTownBonus (int index, CGTownInstance *TOWN){	ID = index;	town = TOWN;	id = town->bonusingBuildings.size();}void CTownBonus::setProperty (ui8 what, ui32 val){	if(what == 4)		visitors.insert(val);}void CTownBonus::onHeroVisit (const CGHeroInstance * h) const{	int heroID = h->id;	if ((town->builtBuildings.find(ID) != town->builtBuildings.end()) && (visitors.find(heroID) == visitors.end()))	{		InfoWindow iw;		int what, val, mid;		switch (ID)		{			case 23:				switch(town->subID)				{					case 2: //wall						what = 3;						val = 1;						mid = 581;						iw.components.push_back (Component(Component::PRIM_SKILL, 3, 1, 0));						break;					case 3: //order of fire						what = 2;						val = 1;						mid = 582;						iw.components.push_back (Component(Component::PRIM_SKILL, 2, 1, 0));						break;					case 6://hall of valhalla						what = 0;						val = 1;						mid = 584;						iw.components.push_back (Component(Component::PRIM_SKILL, 0, 1, 0));						break;					case 5://academy of battle scholars						what = 4;						val = 1000*(100+h->getSecSkillLevel(CGHeroInstance::LEARNING)*5)/100.0;						mid = 583;						iw.components.push_back (Component(Component::EXPERIENCE, 0, val, 0));						break;				}				break;			case 17:				switch(town->subID)				{					case 7: //cage of warlords						what = 1;						val = 1;						mid = 585;						iw.components.push_back (Component(Component::PRIM_SKILL, 1, 1, 0));						break;				}				break;		}		iw.player = cb->getOwner(heroID);		iw.text << VLC->generaltexth->allTexts[mid];		cb->showInfoDialog(&iw);		cb->changePrimSkill (heroID, what, val);		if (town->visitingHero == h)			cb->setObjProperty (town->id, 11, id); //add to visitors		else			cb->setObjProperty (town->id, 13, id); //then it must be garrisoned hero	}}const std::string & CGCreature::getHoverText() const{	MetaString ms;	int pom = stacks.begin()->second->getQuantityID();	pom = 174 + 3*pom + 1;	ms << std::pair<ui8,ui32>(6,pom) << " " << std::pair<ui8,ui32>(7,subID);	ms.toString(hoverName);	if(const CGHeroInstance *selHero = cb->getSelectedHero(cb->getCurrentPlayer()))	{		std::vector<std::string> * texts = &VLC->generaltexth->threat;		hoverName += "\n\n ";		hoverName += (*texts)[0];		int choice;		double ratio = ((double)getArmyStrength() / selHero->getTotalStrength());		if (ratio < 0.1) choice = 1;		else if (ratio < 0.25) choice = 2;		else if (ratio < 0.6) choice = 3;		else if (ratio < 0.9) choice = 4;		else if (ratio < 1.1) choice = 5;		else if (ratio < 1.3) choice = 6;		else if (ratio < 1.8) choice = 7;		else if (ratio < 2.5) choice = 8;		else if (ratio < 4) choice = 9;		else if (ratio < 8) choice = 10;		else if (ratio < 20) choice = 11;		else choice = 12;		hoverName += (*texts)[choice];	}	return hoverName;}void CGCreature::onHeroVisit( const CGHeroInstance * h ) const{	int action = takenAction(h);	switch( action ) //decide what we do...	{	case -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>(getStackCount(0)));			boost::algorithm::replace_first(tmp,"%d",boost::lexical_cast<std::string>(action));			boost::algorithm::replace_first(tmp,"%s",VLC->creh->creatures[subID]->namePl);			ynd.text << tmp;			cb->showBlockingDialog(&ynd,boost::bind(&CGCreature::joinDecision,this,h,action,_1));			break;		}	}}void CGCreature::endBattle( BattleResult *result ) const{	if(result->winner==0)	{		cb->removeObject(id);	}	else	{		//int killedAmount=0;		//for(std::set<std::pair<ui32,si32> >::iterator i=result->casualties[1].begin(); i!=result->casualties[1].end(); i++)		//	if(i->first == subID)		//		killedAmount += i->second;		//cb->setAmount(id, slots.find(0)->second.second - killedAmount);			/*		MetaString ms;		int pom = slots.find(0)->second.getQuantityID();		pom = 174 + 3*pom + 1;		ms << std::pair<ui8,ui32>(6,pom) << " " << std::pair<ui8,ui32>(7,subID);		cb->setHoverName(id,&ms);		cb->setObjProperty(id, 11, slots.begin()->second.count * 1000);		*/		//merge stacks into one		TSlots::const_iterator i;		CCreature * cre = VLC->creh->creatures[restore.basicType];		for (i = stacks.begin(); i != stacks.end(); i++)		{			if (cre->isMyUpgrade(i->second->type))			{				cb->changeStackType (StackLocation(this, i->first), cre); //un-upgrade creatures			}		}		//first stack has to be at slot 0 -> if original one got killed, move there first remaining stack		if(!hasStackAtSlot(0))			cb->moveStack(StackLocation(this, stacks.begin()->first), StackLocation(this, 0), stacks.begin()->second->count);		while (stacks.size() > 1) //hopefully that's enough		{			// TODO it's either overcomplicated (if we assume there'll be only one stack) or buggy (if we allow multiple stacks... but that'll also cause troubles elsewhere)			i = stacks.end();			i--;			TSlot slot = getSlotFor(i->second->type);			if (slot == i->first) //no reason to move stack to its own slot				break;			else				cb->moveStack (StackLocation(this, i->first), StackLocation(this, slot), i->second->count);		}	}}void CGCreature::initObj(){	blockVisit = true;	switch(character)	{	case 0:		character = -4;		break;	case 1:		character = 1 + ran()%7;		break;	case 2:		character = 1 + ran()%10;		break;	case 3:		character = 4 + ran()%7;		break;	case 4:		character = 10;		break;	}	stacks[0]->setType(subID);	TQuantity &amount = stacks[0]->count;	CCreature &c = *VLC->creh->creatures[subID];	if(!amount)	{		if(c.ammMax == c.ammMin)			amount = c.ammMax;		else			amount = c.ammMin + (ran() % (c.ammMax - c.ammMin));	}	temppower = stacks[0]->count * 1000;}void CGCreature::newTurn() const{//Works only for stacks of single type of size up to 2 millions	if (stacks.begin()->second->count < GameConstants::CREEP_SIZE && cb->getDate(1) == 1 && cb->getDate(0) > 1)	{		ui32 power = temppower * (100 + GameConstants::WEEKLY_GROWTH)/100;		cb->setObjProperty(id, ObjProperty::MONSTER_COUNT, std::min (power/1000 , (ui32)GameConstants::CREEP_SIZE)); //set new amount		cb->setObjProperty(id, ObjProperty::MONSTER_POWER, power); //increase temppower	}	if (GameConstants::STACK_EXP)		cb->setObjProperty(id, ObjProperty::MONSTER_EXP, 500); //for testing purpose}void CGCreature::setPropertyDer(ui8 what, ui32 val){	switch (what)	{		case ObjProperty::MONSTER_COUNT:			stacks[0]->count = val;			break;		case ObjProperty::MONSTER_POWER:			temppower = val;			break;		case ObjProperty::MONSTER_EXP:			giveStackExp(val);			break;		case ObjProperty::MONSTER_RESTORE_TYPE:			restore.basicType = val;			break;	}}int CGCreature::takenAction(const CGHeroInstance *h, bool allowJoin) const{	//calculate relative strength of hero and creatures armies	double relStrength = double(h->getTotalStrength()) / getArmyStrength();	int powerFactor;	if(relStrength >= 7)		powerFactor = 11;	else if(relStrength >= 1)		powerFactor = (int)(2*(relStrength-1));	else if(relStrength >= 0.5)		powerFactor = -1;	else if(relStrength >= 0.333)		powerFactor = -2;	else		powerFactor = -3;	std::set<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		BOOST_FOREACH(ConstTransitivePtr<CCreature> &crea, VLC->creh->creatures)	{		if(vstd::contains(crea->upgrades, (ui32) id)) //it's our base creatures			myKindCres.insert(crea->idNumber);	}	int count = 0, //how many creatures of similar kind has hero		totalCount = 0;	for (TSlots::const_iterator i = h->Slots().begin(); i != h->Slots().end(); i++)	{		if(vstd::contains(myKindCres,i->second->type->idNumber))			count += i->second->count;		totalCount += i->second->count;	}	int sympathy = 0; // 0 if hero have no similar creatures	if(count)		sympathy++; // 1 - if hero have at least 1 similar creature	if(count*2 > totalCount)		sympathy++; // 2 - hero have similar creatures more that 50%	int charisma = powerFactor + h->getSecSkillLevel(CGHeroInstance::DIPLOMACY) + sympathy;	if(charisma < character) //creatures will fight		return -2;	if (allowJoin)	{		if(h->getSecSkillLevel(CGHeroInstance::DIPLOMACY) + sympathy + 1 >= character)			return 0; //join for free		else if(h->getSecSkillLevel(CGHeroInstance::DIPLOMACY) * 2  +  sympathy  +  1 >= character)			return VLC->creh->creatures[subID]->cost[6] * getStackCount(0); //join for gold	}	//we are still here - creatures have not joined hero, flee or fight	if (charisma > character)		return -1; //flee	else		return -2; //fight}void CGCreature::fleeDecision(const CGHeroInstance *h, ui32 pursue) const{	if(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);		cb->tryJoiningArmy(this, h, true, true);	}}void CGCreature::fight( const CGHeroInstance *h ) const{	//split stacks	//TODO: multiple creature types in a stack?	int basicType = stacks.begin()->second->type->idNumber;	cb->setObjProperty(id, ObjProperty::MONSTER_RESTORE_TYPE, basicType); //store info about creature stack	double relativePower = static_cast<double>(h->getTotalStrength()) / getArmyStrength();	int stacksCount;	//TODO: number depends on tile type	if (relativePower < 0.5)	{		stacksCount = 7;	}	else if (relativePower < 0.67)	{		stacksCount = 7;	}	else if (relativePower < 1)	{		stacksCount = 6;	}	else if (relativePower < 1.5)	{		stacksCount = 5;	}	else if (relativePower < 2)	{		stacksCount = 4;	}	else	{		stacksCount = 3;	}	int stackSize;	TSlot sourceSlot = stacks.begin()->first;	TSlot destSlot;	for (int stacksLeft = stacksCount; stacksLeft > 1; --stacksLeft)	{		stackSize = stacks.begin()->second->count / stacksLeft;		if (stackSize)		{			if ((destSlot = getFreeSlot()) > -1)				cb->moveStack(StackLocation(this, sourceSlot), StackLocation(this, destSlot), stackSize);			else			{				tlog2 <<"Warning! Not enough empty slots to split stack!";				break;			}		}		else break;	}	if (stacksCount > 1)	{		if (rand()%100 < 50) //upgrade		{			TSlot slotId = (stacks.size() / 2);			if(ui32 upgradesSize = getStack(slotId).type->upgrades.size())			{				std::set<TCreature>::const_iterator it = getStack(slotId).type->upgrades.begin(); //pick random in case there are more				std::advance (it, rand() % upgradesSize);				cb->changeStackType(StackLocation(this, slotId), VLC->creh->creatures[*it]);			}		}	}	cb->startBattleI(h, this, 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{	int relations = cb->gameState()->getPlayerRelations(h->tempOwner, tempOwner);		if(relations == 2) //we're visiting our mine	{		cb->showGarrisonDialog(id,h->id,true,0);		return; 	}	else if (relations == 1)//ally		return;	if(stacksCount()) //Mine is guarded	{		BlockingDialog ynd(true,false);		ynd.player = h->tempOwner;		ynd.text << std::pair<ui8,ui32>(MetaString::ADVOB_TXT, subID == 7 ? 84 : 187); 		cb->showBlockingDialog(&ynd,boost::bind(&CGMine::fight, this, _1, h));		return;	}	flagMine(h->tempOwner);}void CGMine::newTurn() const{	if(cb->getDate() == 1)		return;	if (tempOwner == GameConstants::NEUTRAL_PLAYER)		return;	cb->giveResource(tempOwner, producedResource, producedQuantity);}void CGMine::initObj(){	if(subID >= 7) //Abandoned Mine	{		//set guardians		int howManyTroglodytes = 100 + ran()%100;		CStackInstance *troglodytes = new CStackInstance(70, howManyTroglodytes);		putStack(0, troglodytes);		//after map reading tempOwner placeholds bitmask for allowed resources		std::vector<int> possibleResources;		for (int i = 0; i < 8; i++)			if(tempOwner & 1<<i)				possibleResources.push_back(i);		assert(possibleResources.size());		producedResource = possibleResources[ran()%possibleResources.size()];		tempOwner = GameConstants::NEUTRAL_PLAYER;		hoverName = VLC->generaltexth->mines[7].first + "\n" + VLC->generaltexth->allTexts[202] + " " + troglodytes->getQuantityTXT(false) + " " + troglodytes->type->namePl;	}	else	{		producedResource = subID;		MetaString ms;		ms << std::pair<ui8,ui32>(9,producedResource);		if(tempOwner >= GameConstants::PLAYER_LIMIT)			tempOwner = GameConstants::NEUTRAL_PLAYER;			else			ms << " (" << std::pair<ui8,ui32>(6,23+tempOwner) << ")";		ms.toString(hoverName);	}	producedQuantity = defaultResProduction();}void CGMine::fight(ui32 agreed, const CGHeroInstance *h) const{	cb->startBattleI(h, this, boost::bind(&CGMine::endBattle, this, _1, h->tempOwner));}void CGMine::endBattle(BattleResult *result, ui8 attackingPlayer) const{	if(result->winner == 0) //attacker won	{		if(subID == 7)		{			InfoWindow iw;			iw.player = attackingPlayer;			iw.text.addTxt(MetaString::ADVOB_TXT, 85);			cb->showInfoDialog(&iw);		}		flagMine(attackingPlayer);	}}void CGMine::flagMine(ui8 player) const{	assert(tempOwner != player);	cb->setOwner(id,player); //not ours? flag it!	MetaString ms;	ms << std::pair<ui8,ui32>(9,subID) << "\n(" << std::pair<ui8,ui32>(6,23+player) << ")";	if(subID == 7)	{		ms << "(%s)";		ms.addReplacement(MetaString::RES_NAMES, producedResource);	}	cb->setHoverName(id,&ms);	InfoWindow iw;	iw.soundID = soundBase::FLAGMINE;	iw.text.addTxt(MetaString::MINE_EVNTS,producedResource); //not use subID, abandoned mines uses default mine texts	iw.player = player;	iw.components.push_back(Component(2,producedResource,producedQuantity,-1));	cb->showInfoDialog(&iw);}ui32 CGMine::defaultResProduction(){	switch(producedResource)	{	case 0: //wood	case 2: //ore		return 2;	case 6: //gold		return 1000;	default:		return 1;	}}void CGResource::initObj(){	blockVisit = true;	hoverName = VLC->generaltexth->restypes[subID];	if(!amount)	{		switch(subID)		{		case 6:			amount = 500 + (rand()%6)*100;			break;		case 0: case 2:			amount = 6 + (rand()%5);			break;		default:			amount = 3 + (rand()%3);			break;		}	}}void CGResource::onHeroVisit( const CGHeroInstance * h ) const{	if(stacksCount())	{		if(message.size())		{			BlockingDialog ynd(true,false);			ynd.player = h->getOwner();			ynd.text << message;			cb->showBlockingDialog(&ynd,boost::bind(&CGResource::fightForRes,this,_1,h));		}		else		{			fightForRes(1,h);		}	}	else	{		if(message.length())		{			InfoWindow iw;			iw.player = h->tempOwner;			iw.text << message;			cb->showInfoDialog(&iw);		}		collectRes(h->getOwner());	}}void CGResource::collectRes( int player ) const{	cb->giveResource(player,subID,amount);	ShowInInfobox sii;	sii.player = player;	sii.c = Component(2,subID,amount,0);	sii.text << std::pair<ui8,ui32>(11,113);	sii.text.addReplacement(MetaString::RES_NAMES, subID);	cb->showCompInfo(&sii);	cb->removeObject(id);}void CGResource::fightForRes(ui32 agreed, const CGHeroInstance *h) const{	if(agreed)		cb->startBattleI(h, this, boost::bind(&CGResource::endBattle,this,_1,h));}void CGResource::endBattle( BattleResult *result, const CGHeroInstance *h ) const{	if(result->winner == 0) //attacker won		collectRes(h->getOwner());}void CGVisitableOPW::newTurn() const{	if (cb->getDate(1) == 1) //first day of week = 1	{		cb->setObjProperty(id, ObjProperty::VISITED, false);		MetaString ms; //set text to "not visited"		ms << std::pair<ui8,ui32>(3,ID) << " " << std::pair<ui8,ui32>(1,353);		cb->setHoverName(id,&ms);	}}void CGVisitableOPW::onHeroVisit( const CGHeroInstance * h ) const{	int mid, sound = 0;	switch (ID)	{	case 55: //mystical garden		sound = soundBase::experience;		mid = 92;		break;	case 112://windmill		sound = soundBase::GENIE;		mid = 170;		break;	case 109://waterwheel		sound = soundBase::GENIE;		mid = 164;		break;	}	if (visited)	{		if (ID!=112)			mid++;		else 			mid--;		InfoWindow iw;		iw.soundID = sound;		iw.player = h->tempOwner;		iw.text << std::pair<ui8,ui32>(11,mid);		cb->showInfoDialog(&iw);	}	else	{		int type, sub, val;		type = 2;		switch (ID)		{		case 55:			if (rand()%2)			{				sub = 5;				val = 5;			}			else			{				sub = 6;				val = 500;			}			break;		case 112:			mid = 170;			sub = (rand() % 5) + 1;			val = (rand() % 4) + 3;			break;		case 109:			mid = 164;			sub = 6;			if(cb->getDate(0)<8)				val = 500;			else				val = 1000;		}		cb->giveResource(h->tempOwner,sub,val);		InfoWindow iw;		iw.soundID = sound;		iw.player = h->tempOwner;		iw.components.push_back(Component(type,sub,val,0));		iw.text << std::pair<ui8,ui32>(11,mid);		cb->showInfoDialog(&iw);		cb->setObjProperty(id, ObjProperty::VISITED, true);		MetaString ms; //set text to "visited"		ms << std::pair<ui8,ui32>(3,ID) << " " << std::pair<ui8,ui32>(1,352);		cb->setHoverName(id,&ms);	}}void CGVisitableOPW::setPropertyDer( ui8 what, ui32 val ){	if(what == ObjProperty::VISITED)		visited = val;}void CGTeleport::onHeroVisit( const CGHeroInstance * h ) const{	int destinationid=-1;	switch(ID)	{	case 43: //one way - find corresponding exit monolith		if(vstd::contains(objs,44) && vstd::contains(objs[44],subID) && objs[44][subID].size())			destinationid = objs[44][subID][rand()%objs[44][subID].size()];		else			tlog2 << "Cannot find corresponding exit monolith for "<< id << std::endl;		break;	case 45://two way monolith - pick any other one	case 111: //Whirlpool		if(vstd::contains(objs,ID) && vstd::contains(objs[ID],subID) && objs[ID][subID].size()>1)		{			while ((destinationid = objs[ID][subID][rand()%objs[ID][subID].size()]) == id); //choose another exit			if (ID == 111)			{				if (!h->hasBonusOfType(Bonus::WHIRLPOOL_PROTECTION))				{					if (h->Slots().size() > 1 || h->Slots().begin()->second->count > 1)					{ //we can't remove last unit						TSlot targetstack = h->Slots().begin()->first; //slot numbers may vary						for(TSlots::const_reverse_iterator i = h->Slots().rbegin(); i != h->Slots().rend(); i++)						{							if (h->getPower(targetstack) > h->getPower(i->first))							{								targetstack = (i->first);							}						}						TQuantity countToTake = h->getStackCount(targetstack) * 0.5;						vstd::amax(countToTake, 1);						InfoWindow iw;						iw.player = h->tempOwner;						iw.text.addTxt (MetaString::ADVOB_TXT, 168);						iw.components.push_back (Component(CStackBasicDescriptor(h->getCreature(targetstack), countToTake)));						cb->showInfoDialog(&iw);						cb->changeStackCount(StackLocation(h, targetstack), -countToTake);					}				}			}		}		else			tlog2 << "Cannot find corresponding exit monolith for "<< id << std::endl;		break;	case 103: //find nearest subterranean gate on the other level		{			destinationid = getMatchingGate(id);			if(destinationid < 0) //no exit			{				InfoWindow iw;				iw.player = h->tempOwner;				iw.text.addTxt(MetaString::ADVOB_TXT, 153);//Just inside the entrance you find a large pile of rubble blocking the tunnel. You leave discouraged.				cb->sendAndApply(&iw);			}			break;		}	}	if(destinationid < 0)	{		tlog2 << "Cannot find exit... (obj at " << pos << ") :( \n";		return;	}	if (ID == 111)	{		std::set<int3> tiles = cb->getObj(destinationid)->getBlockedPos();		std::set<int3>::iterator it = tiles.begin();		std::advance (it, rand() % tiles.size()); //picking random element of set is tiring		cb->moveHero (h->id, *it + int3(1,0,0), true);	}	else		cb->moveHero (h->id,CGHeroInstance::convertPosition(cb->getObj(destinationid)->pos,true) - getVisitableOffset(), true);}void CGTeleport::initObj(){	int si = subID;	switch (ID)	{		case 103://ignore subterranean gates subid		case 111:		{			si = 0;			break;		}		default:			break;	}	objs[ID][si].push_back(id);}void CGTeleport::postInit() //matches subterranean gates into pairs{	//split on underground and surface gates	std::vector<const CGObjectInstance *> gatesSplit[2]; //surface and underground gates	for(size_t i = 0; i < objs[103][0].size(); i++)	{		const CGObjectInstance *hlp = cb->getObj(objs[103][0][i]);		gatesSplit[hlp->pos.z].push_back(hlp);	}	//sort by position	std::sort(gatesSplit[0].begin(), gatesSplit[0].end(), boost::bind(&CGObjectInstance::pos, _1) < boost::bind(&CGObjectInstance::pos, _2));	for(size_t i = 0; i < gatesSplit[0].size(); i++)	{		const CGObjectInstance *cur = gatesSplit[0][i];		//find nearest underground exit		std::pair<int,double> best(-1,150000); //pair<pos_in_vector, distance>		for(int j = 0; j < gatesSplit[1].size(); j++)		{			const CGObjectInstance *checked = gatesSplit[1][j];			if(!checked)				continue;			double hlp = checked->pos.dist2d(cur->pos);			if(hlp < best.second)			{				best.first = j;				best.second = hlp;			}		}		if(best.first >= 0) //found pair		{			gates.push_back(std::pair<int, int>(cur->id, gatesSplit[1][best.first]->id));			gatesSplit[1][best.first] = NULL;		}		else		{			gates.push_back(std::pair<int, int>(cur->id, -1));		}	}	objs.erase(103);}int CGTeleport::getMatchingGate(int id){	for(int i=0; i < gates.size(); i++)	{		if(gates[i].first == id)			return gates[i].second;		if(gates[i].second == id)			return gates[i].first;	}	return -1;}void CGArtifact::initObj(){	blockVisit = true;	if(ID == 5)	{		hoverName = VLC->arth->artifacts[subID]->Name();		if(!storedArtifact->artType)			storedArtifact->setType(VLC->arth->artifacts[subID]);	}	if(ID == 93)		subID = 1;	assert(storedArtifact->artType);	assert(storedArtifact->getParentNodes().size());}void CGArtifact::onHeroVisit( const CGHeroInstance * h ) const{	if(!stacksCount())	{		InfoWindow iw;		iw.player = h->tempOwner;		switch(ID)		{		case 5:			{				iw.soundID = soundBase::treasure; //play sound only for non-scroll arts				iw.components.push_back(Component(4,subID,0,0));				if(message.length())					iw.text <<  message;				else					iw.text << std::pair<ui8,ui32>(12,subID);			}			break;		case 93:			{				int spellID = storedArtifact->getGivenSpellID();				iw.components.push_back (Component(Component::SPELL, spellID,0,0));				iw.text.addTxt (MetaString::ADVOB_TXT,135);				iw.text.addReplacement(MetaString::SPELL_NAME, spellID);			}			break;		}		cb->showInfoDialog(&iw);		pick(h);	}	else	{		if(message.size())		{			BlockingDialog ynd(true,false);			ynd.player = h->getOwner();			ynd.text << message;			cb->showBlockingDialog(&ynd,boost::bind(&CGArtifact::fightForArt,this,_1,h));		}		else		{			fightForArt(0,h);		}	}}void CGArtifact::pick(const CGHeroInstance * h) const{	cb->giveHeroArtifact(h, storedArtifact, -2);	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->giveHeroNewArtifact(h, VLC->arth->artifacts[val2],-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->giveHeroNewArtifact(h, VLC->arth->artifacts[val1],-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->giveHeroNewArtifact(h, VLC->arth->artifacts[val1],-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));				expType expVal = h->calculateXp(val2);				sd.components.push_back(Component(5,0,expVal, 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{	const CGHeroInstance *h = cb->getHero(heroID);	switch(which)	{	case 1: //player pick gold		cb->giveResource(cb->getOwner(heroID),6,val1);		break;	case 2: //player pick exp		cb->changePrimSkill(heroID, 4, h->calculateXp(val2));		break;	default:		throw std::string("Unhandled treasure choice");	}	cb->removeObject(id);}bool CQuest::checkQuest (const CGHeroInstance * h) const{	switch (missionType)	{		case MISSION_NONE:			return true;		case MISSION_LEVEL:			if (m13489val <= h->level)				return true;			return false;		case MISSION_PRIMARY_STAT:			for (int i = 0; i < 4; ++i)			{				if (h->getPrimSkillLevel(i) < m2stats[i])					return false;			}			return true;		case MISSION_KILL_HERO:		case MISSION_KILL_CREATURE:			if (!h->cb->getObjByQuestIdentifier(m13489val))				return true;			return false;		case MISSION_ART:			for (int i = 0; i < m5arts.size(); ++i)			{				if (h->hasArt(m5arts[i]))					continue;				return false; //if the artifact was not found			}			return true;		case MISSION_ARMY:			{				std::vector<CStackBasicDescriptor>::const_iterator cre;				TSlots::const_iterator it;				ui32 count;				for (cre = m6creatures.begin(); cre != m6creatures.end(); ++cre)				{					for (count = 0, it = h->Slots().begin(); it !=  h->Slots().end(); ++it)					{						if (it->second->type == cre->type)							count += it->second->count;					}					if (count < cre->count) //not enough creatures of this kind						return false;				}			}			return true;		case MISSION_RESOURCES:			for (int i = 0; i < 7; ++i) //including Mithril ?			{	//Quest has no direct access to callback				if (h->cb->getResource (h->tempOwner, i) < m7resources[i]) 					return false;			}			return true;		case MISSION_HERO:			if (m13489val == h->type->ID)				return true;			return false;		case MISSION_PLAYER:			if (m13489val == h->getOwner())				return true;			return false;		default:			return false;	}}void CGSeerHut::initObj(){	seerName = VLC->generaltexth->seerNames[ran()%VLC->generaltexth->seerNames.size()];	textOption = ran()%3;	progress = 0;	if (missionType)	{		if (!isCustomFirst)			firstVisitText = VLC->generaltexth->quests[missionType-1][0][textOption];			if (!isCustomNext)			nextVisitText = VLC->generaltexth->quests[missionType-1][1][textOption];			if (!isCustomComplete)			completedText = VLC->generaltexth->quests[missionType-1][2][textOption];		if(missionType == MISSION_KILL_CREATURE)		{			stackToKill = getCreatureToKill(false)->getStack(0);			stackDirection = checkDirection();		}		else if(missionType == MISSION_KILL_HERO)		{			heroName = getHeroToKill(false)->name;			heroPortrait = getHeroToKill(false)->portrait;		}	}	else		firstVisitText = VLC->generaltexth->seerEmpty[textOption];}const std::string & CGSeerHut::getHoverText() const{	switch (ID)	{			case 83:				hoverName = VLC->generaltexth->allTexts[347];				boost::algorithm::replace_first(hoverName,"%s", seerName);				break;			case 215:				hoverName = VLC->generaltexth->names[ID];				break;			default:				tlog5 << "unrecognized quest object\n";	}	if (progress & missionType) //rollover when the quest is active	{		MetaString ms;		ms << "\n\n" << VLC->generaltexth->quests[missionType-1][3][textOption];		std::string str;		switch (missionType)		{			case MISSION_LEVEL:				ms.addReplacement(m13489val);				break;			case MISSION_PRIMARY_STAT:				{					MetaString loot;					for (int i = 0; i < 4; ++i)					{						if (m2stats[i])						{							loot << "%d %s";							loot.addReplacement(m2stats[i]);							loot.addReplacement(VLC->generaltexth->primarySkillNames[i]);						}							}					ms.addReplacement(loot.buildList());				}				break;			case MISSION_KILL_HERO:				ms.addReplacement(heroName);				break;			case MISSION_KILL_CREATURE:				ms.addReplacement(stackToKill);				break;			case MISSION_ART:				{					MetaString loot;					for (std::vector<ui16>::const_iterator it = m5arts.begin(); it != m5arts.end(); ++it)					{						loot << "%s";						loot.addReplacement(MetaString::ART_NAMES, *it);					}					ms.addReplacement(loot.buildList());				}				break;			case MISSION_ARMY:				{					MetaString loot;					for (std::vector<CStackBasicDescriptor>::const_iterator it = m6creatures.begin(); it != m6creatures.end(); ++it)					{						loot << "%s";						loot.addReplacement(*it);					}					ms.addReplacement(loot.buildList());				}				break;			case MISSION_RESOURCES:				{					MetaString loot;					for (int i = 0; i < 7; ++i)					{						if (m7resources[i])						{							loot << "%d %s";							loot.addReplacement(m7resources[i]);							loot.addReplacement(MetaString::RES_NAMES, i);						}					}					ms.addReplacement(loot.buildList());				}				break;			case MISSION_HERO:				ms.addReplacement(VLC->heroh->heroes[m13489val]->name);				break;			case MISSION_PLAYER:				ms.addReplacement(VLC->generaltexth->colors[m13489val]);				break;			default:				break;		}		ms.toString(str);		hoverName += str; 	}	return hoverName;}void CGSeerHut::setPropertyDer (ui8 what, ui32 val){	switch (what)	{		case 10:			progress = val;			break;		case 11:			missionType = CQuest::MISSION_NONE;			break;	}}void CGSeerHut::newTurn() const{	if (lastDay >= 0 && lastDay <= cb->getDate(0)) //time is up	{		cb->setObjProperty (id,11,0);		cb->setObjProperty (id,10,0);	}}void CGSeerHut::onHeroVisit( const CGHeroInstance * h ) const{	InfoWindow iw;	iw.player = h->getOwner();	if (missionType)	{		bool firstVisit = !progress;		bool failRequirements = !checkQuest(h);		bool isCustom;		std::string text;		if (firstVisit) 		{			isCustom = isCustomFirst;			text = firstVisitText;			cb->setObjProperty (id, 10, 1);		}		else if (failRequirements)		{			isCustom = isCustomNext;			text = nextVisitText;		}		iw.text << text;		if (firstVisit || failRequirements)		{			switch (missionType)			{				case MISSION_LEVEL:					iw.components.push_back(Component (Component::EXPERIENCE, 1, m13489val, 0));					if (!isCustom)						iw.text.addReplacement(m13489val);					break;				case MISSION_PRIMARY_STAT:				{					MetaString loot;					for (int i = 0; i < 4; ++i)					{						if (m2stats[i])						{							iw.components.push_back(Component (Component::PRIM_SKILL, i, m2stats[i], 0));							loot << "%d %s";							loot.addReplacement(m2stats[i]);							loot.addReplacement(VLC->generaltexth->primarySkillNames[i]);						}							}					if (!isCustom)						iw.text.addReplacement(loot.buildList());				}					break;				case MISSION_KILL_HERO:					iw.components.push_back(Component(Component::HERO, heroPortrait, 0, 0));					if (!isCustom)						addReplacements(iw.text, text);					break;				case MISSION_HERO:					iw.components.push_back(Component (Component::HERO, m13489val, 0, 0));					if (!isCustom)						iw.text.addReplacement(VLC->heroh->heroes[m13489val]->name);					break;				case MISSION_KILL_CREATURE:					{						iw.components.push_back(Component(stackToKill));						if (!isCustom)							addReplacements(iw.text, text);					}					break;				case MISSION_ART:				{					MetaString loot;					for (std::vector<ui16>::const_iterator it = m5arts.begin(); it != m5arts.end(); ++it)					{						iw.components.push_back(Component (Component::ARTIFACT, *it, 0, 0));						loot << "%s";						loot.addReplacement(MetaString::ART_NAMES, *it);					}					if (!isCustom)						iw.text.addReplacement(loot.buildList());				}					break;				case MISSION_ARMY:				{					MetaString loot;					for (std::vector<CStackBasicDescriptor>::const_iterator it = m6creatures.begin(); it != m6creatures.end(); ++it)					{						iw.components.push_back(Component(*it));						loot << "%s";						loot.addReplacement(*it);					}					if (!isCustom)						iw.text.addReplacement(loot.buildList());				}					break;				case MISSION_RESOURCES:				{					MetaString loot;					for (int i = 0; i < 7; ++i)					{						if (m7resources[i])						{							iw.components.push_back(Component (Component::RESOURCE, i, m7resources[i], 0));							loot << "%d %s";							loot.addReplacement(m7resources[i]);							loot.addReplacement(MetaString::RES_NAMES, i);						}					}					if (!isCustom)						iw.text.addReplacement(loot.buildList());				}					break;				case MISSION_PLAYER:					iw.components.push_back(Component (Component::FLAG, m13489val, 0, 0));					if (!isCustom)						iw.text.addReplacement(VLC->generaltexth->colors[m13489val]);					break;			}			cb->showInfoDialog(&iw);		}		if (!failRequirements) // propose completion, also on first visit		{			BlockingDialog bd (true, false);			bd.player = h->getOwner();			bd.soundID = soundBase::QUEST;			bd.text << completedText;			switch (missionType)			{				case CQuest::MISSION_LEVEL:					if (!isCustomComplete)						bd.text.addReplacement(m13489val);					break;				case CQuest::MISSION_PRIMARY_STAT:					if (vstd::contains (completedText,'%')) //there's one case when there's nothing to replace					{						MetaString loot;						for (int i = 0; i < 4; ++i)						{							if (m2stats[i])							{								loot << "%d %s";								loot.addReplacement(m2stats[i]);								loot.addReplacement(VLC->generaltexth->primarySkillNames[i]);							}						}						if (!isCustomComplete)							bd.text.addReplacement(loot.buildList());					}					break;				case CQuest::MISSION_ART:				{					MetaString loot;					for (std::vector<ui16>::const_iterator it = m5arts.begin(); it != m5arts.end(); ++it)					{						loot << "%s";						loot.addReplacement(MetaString::ART_NAMES, *it);					}					if (!isCustomComplete)						bd.text.addReplacement(loot.buildList());				}					break;				case CQuest::MISSION_ARMY:				{					MetaString loot;					for (std::vector<CStackBasicDescriptor>::const_iterator it = m6creatures.begin(); it != m6creatures.end(); ++it)					{						loot << "%s";						loot.addReplacement(*it);					}					if (!isCustomComplete)						bd.text.addReplacement(loot.buildList());				}					break;				case CQuest::MISSION_RESOURCES:				{					MetaString loot;					for (int i = 0; i < 7; ++i)					{						if (m7resources[i])						{							loot << "%d %s";							loot.addReplacement(m7resources[i]);							loot.addReplacement(MetaString::RES_NAMES, i);						}					}					if (!isCustomComplete)						bd.text.addReplacement(loot.buildList());				}					break;				case MISSION_KILL_HERO:				case MISSION_KILL_CREATURE:					if (!isCustomComplete)						addReplacements(bd.text, completedText);					break;				case MISSION_HERO:					if (!isCustomComplete)						bd.text.addReplacement(VLC->heroh->heroes[m13489val]->name);					break;				case MISSION_PLAYER:					if (!isCustomComplete)						bd.text.addReplacement(VLC->generaltexth->colors[m13489val]);					break;			}						switch (rewardType)			{				case 1: bd.components.push_back(Component (Component::EXPERIENCE, 0, rVal*(100+h->getSecSkillLevel(CGHeroInstance::LEARNING)*5)/100.0, 0));					break;				case 2: bd.components.push_back(Component (Component::PRIM_SKILL, 5, rVal, 0));					break;				case 3: bd.components.push_back(Component (Component::MORALE, 0, rVal, 0));					break;				case 4: bd.components.push_back(Component (Component::LUCK, 0, rVal, 0));					break;				case 5: bd.components.push_back(Component (Component::RESOURCE, rID, rVal, 0));					break;				case 6: bd.components.push_back(Component (Component::PRIM_SKILL, rID, rVal, 0));					break;				case 7: bd.components.push_back(Component (Component::SEC_SKILL, rID, rVal, 0));					break;				case 8: bd.components.push_back(Component (Component::ARTIFACT, rID, 0, 0));					break;				case 9: bd.components.push_back(Component (Component::SPELL, rID, 0, 0));					break;				case 10: bd.components.push_back(Component (Component::CREATURE, rID, rVal, 0));					break;			}						cb->showBlockingDialog (&bd, boost::bind (&CGSeerHut::finishQuest, this, h, _1));			return;		}	}	else	{		iw.text << VLC->generaltexth->seerEmpty[textOption];		if (ID == 83)			iw.text.addReplacement(seerName);		cb->showInfoDialog(&iw);	}}int CGSeerHut::checkDirection() const{	int3 cord = getCreatureToKill()->pos;	if ((double)cord.x/(double)cb->getMapSize().x < 0.34) //north	{		if ((double)cord.y/(double)cb->getMapSize().y < 0.34) //northwest			return 8;		else if ((double)cord.y/(double)cb->getMapSize().y < 0.67) //north			return 1;		else //northeast			return 2;	}	else if ((double)cord.x/(double)cb->getMapSize().x < 0.67) //horizontal	{		if ((double)cord.y/(double)cb->getMapSize().y < 0.34) //west			return 7;		else if ((double)cord.y/(double)cb->getMapSize().y < 0.67) //central			return 9;		else //east			return 3;	}	else //south	{		if ((double)cord.y/(double)cb->getMapSize().y < 0.34) //southwest			return 6;		else if ((double)cord.y/(double)cb->getMapSize().y < 0.67) //south			return 5;		else //southeast			return 4;	}}void CGSeerHut::finishQuest(const CGHeroInstance * h, ui32 accept) const{	if (accept)	{		switch (missionType)		{			case CQuest::MISSION_ART:				for (std::vector<ui16>::const_iterator it = m5arts.begin(); it != m5arts.end(); ++it)				{					cb->removeArtifact(ArtifactLocation(h, h->getArtPos(*it, false)));				}				break;			case CQuest::MISSION_ARMY:					cb->takeCreatures(h->id, m6creatures);				break;			case CQuest::MISSION_RESOURCES:				for (int i = 0; i < 7; ++i)				{					cb->giveResource(h->getOwner(), i, -m7resources[i]);				}				break;			default:				break;		}		cb->setObjProperty(id,11,0); //no more mission available			completeQuest(h); //make sure to remove QuestQuard at the very end		}}void CGSeerHut::completeQuest (const CGHeroInstance * h) const //reward{	switch (rewardType)	{		case 1: //experience		{			expType expVal = h->calculateXp(rVal);			cb->changePrimSkill(h->id, 4, expVal, false);			break;		}		case 2: //mana points		{			cb->setManaPoints(h->id, h->mana+rVal);			break;		}		case 3: case 4: //morale /luck		{			Bonus hb(Bonus::ONE_WEEK, (rewardType == 3 ? Bonus::MORALE : Bonus::LUCK),				Bonus::OBJECT, rVal, h->id, "", -1);			GiveBonus gb;			gb.id = h->id;			gb.bonus = hb;			cb->giveHeroBonus(&gb);		}			break;		case 5: //resources			cb->giveResource(h->getOwner(), rID, rVal);			break;		case 6: //main ability bonus (attak, defence etd.)			cb->changePrimSkill(h->id, rID, rVal, false);			break;		case 7: // secondary ability gain			cb->changeSecSkill(h->id, rID, rVal, false);			break;		case 8: // artifact			cb->giveHeroNewArtifact(h, VLC->arth->artifacts[rID],-2);			break;		case 9:// spell		{			std::set<ui32> spell;			spell.insert (rID);			cb->changeSpells(h->id, true, spell);		}			break;		case 10:// creature			{				CCreatureSet creatures;				creatures.setCreature(0, rID, rVal);				cb->giveCreatures(this, h, creatures, false);			}			break;		default:			break;	}}const CGHeroInstance * CGSeerHut::getHeroToKill(bool allowNull) const{	const CGObjectInstance *o = cb->getObjByQuestIdentifier(m13489val);	if(allowNull && !o)		return NULL;	assert(o && o->ID == GameConstants::HEROI_TYPE);	return static_cast<const CGHeroInstance*>(o);}const CGCreature * CGSeerHut::getCreatureToKill(bool allowNull) const{	const CGObjectInstance *o = cb->getObjByQuestIdentifier(m13489val);	if(allowNull && !o)		return NULL;	assert(o && o->ID == 54);	return static_cast<const CGCreature*>(o);}void CGSeerHut::addReplacements(MetaString &out, const std::string &base) const{	switch(missionType)	{	case MISSION_KILL_CREATURE:		out.addReplacement(stackToKill);		if (std::count(base.begin(), base.end(), '%') == 2) //say where is placed monster		{			out.addReplacement(VLC->generaltexth->arraytxt[147+stackDirection]);		}		break;	case MISSION_KILL_HERO:		out.addReplacement(heroName);		break;	}}void CGQuestGuard::initObj(){	blockVisit = true;	progress = 0;	textOption = ran()%3 + 3; //3-5	if (missionType)	{		if (!isCustomFirst)			firstVisitText = VLC->generaltexth->quests[missionType-1][0][textOption];		if (!isCustomNext)			nextVisitText = VLC->generaltexth->quests[missionType-1][1][textOption];		if (!isCustomComplete)			completedText = VLC->generaltexth->quests[missionType-1][2][textOption];	}	else		firstVisitText = VLC->generaltexth->seerEmpty[textOption];}void CGQuestGuard::completeQuest(const CGHeroInstance *h) const{	cb->removeObject(id);}void CGWitchHut::initObj(){	ability = allowedAbilities[ran()%allowedAbilities.size()];}void CGWitchHut::onHeroVisit( const CGHeroInstance * h ) const{	InfoWindow iw;	iw.soundID = soundBase::gazebo;	iw.player = h->getOwner();	if(!hasVisited(h->tempOwner))		cb->setObjProperty(id,10,h->tempOwner);	if(h->getSecSkillLevel(static_cast<CGHeroInstance::SecondarySkill>(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() >= GameConstants::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(static_cast<CGHeroInstance::SecondarySkill>(ability))) //hero knows that ability			hoverName += "\n\n" + VLC->generaltexth->allTexts[357]; // (Already learned)	}	return hoverName;}void CGBonusingObject::onHeroVisit( const CGHeroInstance * h ) const{	bool visited = h->hasBonusFrom(Bonus::OBJECT,ID);	int messageID;	int bonusMove = 0, sound = -1;	InfoWindow iw;	iw.player = h->tempOwner;	GiveBonus gbonus;	gbonus.id = h->id;	gbonus.bonus.duration = Bonus::ONE_BATTLE;	gbonus.bonus.source = Bonus::OBJECT;	gbonus.bonus.sid = ID;	bool second = false;	Bonus secondBonus;	switch(ID)	{	case 11: //buoy		messageID = 21;		sound = soundBase::MORALE;		gbonus.bonus.type = Bonus::MORALE;		gbonus.bonus.val = +1;		gbonus.bdescr <<  std::pair<ui8,ui32>(6,94);		break;	case 14: //swan pond		messageID = 29;		sound = soundBase::LUCK;		gbonus.bonus.type = Bonus::LUCK;		gbonus.bonus.val = 2;		gbonus.bdescr <<  std::pair<ui8,ui32>(6,67);		bonusMove = -h->movement;		break;	case 28: //Faerie Ring		messageID = 49;		sound = soundBase::LUCK;		gbonus.bonus.type = Bonus::LUCK;		gbonus.bonus.val = 1;		gbonus.bdescr <<  std::pair<ui8,ui32>(6,71);		break;	case 30: //fountain of fortune		messageID = 55;		sound = soundBase::LUCK;		gbonus.bonus.type = Bonus::LUCK;		gbonus.bonus.val = rand()%5 - 1;		gbonus.bdescr <<  std::pair<ui8,ui32>(6,69);		gbonus.bdescr.addReplacement((gbonus.bonus.val<0 ? "-" : "+") + boost::lexical_cast<std::string>(gbonus.bonus.val));		break;	case 38: //idol of fortune		messageID = 62;		sound = soundBase::experience;		gbonus.bonus.val = 1;		gbonus.bdescr <<  std::pair<ui8,ui32>(6,68);		if(cb->getDate(1) == 7) //7th day of week		{			gbonus.bonus.type = Bonus::MORALE;			second = true;			secondBonus = gbonus.bonus;			secondBonus.type = Bonus::LUCK;		}		else		{			gbonus.bonus.type = (cb->getDate(1)%2) ? Bonus::LUCK : Bonus::MORALE;		}		break;	case 52: //Mermaid		messageID = 83;		sound = soundBase::LUCK;		gbonus.bonus.type = Bonus::LUCK;		gbonus.bonus.val = 1;		gbonus.bdescr <<  std::pair<ui8,ui32>(6,72);		break;	case 64: //Rally Flag		sound = soundBase::MORALE;		messageID = 111;		gbonus.bonus.type = Bonus::MORALE;		gbonus.bonus.val = 1;		gbonus.bdescr <<  std::pair<ui8,ui32>(6,102);		second = true;		secondBonus = gbonus.bonus;		secondBonus.type = Bonus::LUCK;		bonusMove = 400;		break;	case 56: //oasis		messageID = 95;		gbonus.bonus.type = Bonus::MORALE;		gbonus.bonus.val = 1;		gbonus.bdescr <<  std::pair<ui8,ui32>(6,95);		bonusMove = 800;		break;	case 96: //temple		messageID = 140;		iw.soundID = soundBase::temple;		gbonus.bonus.type = Bonus::MORALE;		if(cb->getDate(1)==7) //sunday		{			gbonus.bonus.val = 2;			gbonus.bdescr <<  std::pair<ui8,ui32>(6,97);		}		else		{			gbonus.bonus.val = 1;			gbonus.bdescr <<  std::pair<ui8,ui32>(6,96);		}		break;	case 110://Watering Hole		sound = soundBase::MORALE;		messageID = 166;		gbonus.bonus.type = Bonus::MORALE;		gbonus.bonus.val = 1;		gbonus.bdescr <<  std::pair<ui8,ui32>(6,100);		bonusMove = 400;		break;	case 31: //Fountain of Youth		sound = soundBase::MORALE;		messageID = 57;		gbonus.bonus.type = Bonus::MORALE;		gbonus.bonus.val = 1;		gbonus.bdescr <<  std::pair<ui8,ui32>(6,103);		bonusMove = 400;		break;	case 94: //Stables		sound = soundBase::horse20;		bool someUpgradeDone = false;		for (TSlots::const_iterator i = h->Slots().begin(); i != h->Slots().end(); ++i)		{			if(i->second->type->idNumber == 10)			{				cb->changeStackType(StackLocation(h, i->first), VLC->creh->creatures[11]);				someUpgradeDone = true;			}		}		if (someUpgradeDone)		{			messageID = 138;			iw.components.push_back(Component(Component::CREATURE,11,0,1));		}		else			messageID = 137;		gbonus.bonus.type = Bonus::LAND_MOVEMENT;		gbonus.bonus.val = 600;		bonusMove = 600;		gbonus.bonus.duration = Bonus::ONE_WEEK;		gbonus.bdescr <<  std::pair<ui8,ui32>(6, 100);		break;	}	if(visited)	{		if(ID==64 || ID==96  ||  ID==56 || ID==52 || ID==94)			messageID--;		else			messageID++;	}	else	{		//TODO: fix if second bonus val != main bonus val		if(gbonus.bonus.type == Bonus::MORALE   ||   secondBonus.type == Bonus::MORALE)			iw.components.push_back(Component(8,0,gbonus.bonus.val,0));		if(gbonus.bonus.type == Bonus::LUCK   ||   secondBonus.type == Bonus::LUCK)			iw.components.push_back(Component(9,0,gbonus.bonus.val,0));		cb->giveHeroBonus(&gbonus);		if(second)		{			gbonus.bonus = secondBonus;			cb->giveHeroBonus(&gbonus);		}		if(bonusMove) //swan pond - take all move points, stables - give move point this day		{			SetMovePoints smp;			smp.hid = h->id;			smp.val = h->movement + bonusMove;			cb->setMovePoints(&smp);		}	}	iw.soundID = sound;	iw.text << std::pair<ui8,ui32>(11,messageID);	cb->showInfoDialog(&iw);}const std::string & CGBonusingObject::getHoverText() const{	const CGHeroInstance *h = cb->getSelectedHero(cb->getCurrentPlayer());	hoverName = VLC->generaltexth->names[ID];	if(h) 	{		if(!h->hasBonusFrom(Bonus::OBJECT,ID))			hoverName += " " + VLC->generaltexth->allTexts[353]; //not visited		else			hoverName += " " + VLC->generaltexth->allTexts[352]; //visited	}	return hoverName;}void CGBonusingObject::initObj(){	if(ID == 11 || ID == 52) //Buoy / Mermaid	{		blockVisit = true;	}}void CGMagicSpring::onHeroVisit(const CGHeroInstance * h) const { 	int messageID; 	InfoWindow iw; 	iw.player = h->tempOwner; 	iw.soundID = soundBase::GENIE; 	if (!visited) 	{ 		if (h->mana > h->manaLimit())  			messageID = 76; 		else 		{ 			messageID = 74; 			cb->setManaPoints (h->id, 2 * h->manaLimit()); 			cb->setObjProperty (id, ObjProperty::VISITED, true); 		} 	} 	else 		messageID = 75; 	iw.text << std::pair<ui8,ui32>(11,messageID); 	cb->showInfoDialog(&iw); } const std::string & CGMagicSpring::getHoverText() const { 	hoverName = VLC->generaltexth->names[ID];	if(!visited)		hoverName += " " + VLC->generaltexth->allTexts[353]; //not visited	else		hoverName += " " + VLC->generaltexth->allTexts[352]; //visited	return hoverName;} void CGMagicWell::onHeroVisit( const CGHeroInstance * h ) const{	int message;	InfoWindow iw;	iw.soundID = soundBase::faerie;	iw.player = h->tempOwner;	if(h->hasBonusFrom(Bonus::OBJECT,ID)) //has already visited Well today	{		message = 78;	}	else if(h->mana < h->manaLimit())	{		giveDummyBonus(h->id);		cb->setManaPoints(h->id,h->manaLimit());		message = 77;	}	else	{		message = 79;	}	iw.text << std::pair<ui8,ui32>(11,message); //"A second drink at the well in one day will not help you."	cb->showInfoDialog(&iw);}const std::string & CGMagicWell::getHoverText() const{	getNameVis(hoverName);	return hoverName;}void CGPandoraBox::initObj(){	blockVisit = (ID==6); //block only if it's really pandora's box (events also derive from that class)}void CGPandoraBox::onHeroVisit(const CGHeroInstance * h) const{		BlockingDialog bd (true, false);		bd.player = h->getOwner();		bd.soundID = soundBase::QUEST;		bd.text.addTxt (MetaString::ADVOB_TXT, 14);		cb->showBlockingDialog (&bd, boost::bind (&CGPandoraBox::open, this, h, _1));	}void CGPandoraBox::open( const CGHeroInstance * h, ui32 accept ) const{	if (accept)	{		if (stacksCount() > 0) //if pandora's box is protected by army		{			InfoWindow iw;			iw.player = h->tempOwner;			iw.text.addTxt(MetaString::ADVOB_TXT, 16);			cb->showInfoDialog(&iw);			cb->startBattleI(h, this, boost::bind(&CGPandoraBox::endBattle, this, h, _1)); //grants things after battle		}		else if (message.size() == 0 && resources.size() == 0				&& primskills.size() == 0 && abilities.size() == 0				&& abilityLevels.size() == 0 &&  artifacts.size() == 0				&& spells.size() == 0 && creatures.Slots().size() > 0				&& gainedExp == 0 && manaDiff == 0 && moraleDiff == 0 && luckDiff == 0) //if it gives nothing without battle		{			InfoWindow iw;			iw.player = h->tempOwner;			iw.text.addTxt(MetaString::ADVOB_TXT, 15);			cb->showInfoDialog(&iw);		}		else //if it gives something without battle		{			giveContents (h, false);		}	}}void CGPandoraBox::endBattle( const CGHeroInstance *h, BattleResult *result ) const{	if(result->winner)		return;	giveContents(h,true);}void CGPandoraBox::giveContents( const CGHeroInstance *h, bool afterBattle ) const{	InfoWindow iw;	iw.player = h->getOwner();	std::string msg = message; //in case box is removed in the meantime	bool changesPrimSkill = false;	for (int i = 0; i < primskills.size(); i++)	{		if(primskills[i])		{			changesPrimSkill = true;			break;		}	}	if(gainedExp || changesPrimSkill || abilities.size())	{		expType expVal = h->calculateXp(gainedExp);		//getText(iw,afterBattle,175,h); //wtf?		iw.text.addTxt(MetaString::ADVOB_TXT, 175); //%s learns something		iw.text.addReplacement(h->name);		if(expVal)			iw.components.push_back(Component(Component::EXPERIENCE,0,expVal,0));		for(int i=0; i<primskills.size(); i++)			if(primskills[i])				iw.components.push_back(Component(Component::PRIM_SKILL,i,primskills[i],0));		for(int i=0; i<abilities.size(); i++)			iw.components.push_back(Component(Component::SEC_SKILL,abilities[i],abilityLevels[i],0));		cb->showInfoDialog(&iw);		//give exp		if(expVal)			cb->changePrimSkill(h->id,4,expVal,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(static_cast<CGHeroInstance::SecondarySkill>(abilities[i]));			if( (curLev  &&  curLev < abilityLevels[i])				|| (h->secSkills.size() < GameConstants::SKILL_PER_HERO) )			{				cb->changeSecSkill(h->id,abilities[i],abilityLevels[i],true);			}		}	}	if(spells.size())	{		std::set<ui32> spellsToGive;		iw.components.clear();		if (spells.size() > 1)		{			iw.text.addTxt(MetaString::ADVOB_TXT, 188); //%s learns spells		}		else		{			iw.text.addTxt(MetaString::ADVOB_TXT, 184); //%s learns a spell		}		iw.text.addReplacement(h->name);		std::vector<ConstTransitivePtr<CSpell> > * sp = &VLC->spellh->spells;		for(std::vector<si32>::const_iterator i=spells.begin(); i != spells.end(); i++)		{			if ((*sp)[*i]->level <= h->getSecSkillLevel(CGHeroInstance::WISDOM) + 2) //enough wisdom			{				iw.components.push_back(Component(Component::SPELL,*i,0,0));				spellsToGive.insert(*i);			}		}		if(spellsToGive.size())		{			cb->changeSpells(h->id,true,spellsToGive);			cb->showInfoDialog(&iw);		}	}	if(manaDiff)	{		getText(iw,afterBattle,manaDiff,176,177,h);		iw.components.push_back(Component(Component::PRIM_SKILL,5,manaDiff,0));		cb->showInfoDialog(&iw);		cb->setManaPoints(h->id, h->mana + manaDiff);	}	if(moraleDiff)	{		getText(iw,afterBattle,moraleDiff,178,179,h);		iw.components.push_back(Component(Component::MORALE,0,moraleDiff,0));		cb->showInfoDialog(&iw);		GiveBonus gb;		gb.bonus = Bonus(Bonus::ONE_BATTLE,Bonus::MORALE,Bonus::OBJECT,moraleDiff,id,"");		gb.id = h->id;		cb->giveHeroBonus(&gb);	}	if(luckDiff)	{		getText(iw,afterBattle,luckDiff,180,181,h);		iw.components.push_back(Component(Component::LUCK,0,luckDiff,0));		cb->showInfoDialog(&iw);		GiveBonus gb;		gb.bonus = Bonus(Bonus::ONE_BATTLE,Bonus::LUCK,Bonus::OBJECT,luckDiff,id,"");		gb.id = h->id;		cb->giveHeroBonus(&gb);	}	iw.components.clear();	iw.text.clear();	for(int i=0; i<resources.size(); i++)	{		if(resources[i] < 0)			iw.components.push_back(Component(Component::RESOURCE,i,resources[i],0));	}	if(iw.components.size())	{		getText(iw,afterBattle,182,h);		cb->showInfoDialog(&iw);	}	iw.components.clear();	iw.text.clear();	for(int i=0; i<resources.size(); i++)	{		if(resources[i] > 0)			iw.components.push_back(Component(Component::RESOURCE,i,resources[i],0));	}	if(iw.components.size())	{		getText(iw,afterBattle,183,h);		cb->showInfoDialog(&iw);	} 	iw.components.clear();// 	getText(iw,afterBattle,183,h);	iw.text.addTxt(MetaString::ADVOB_TXT, 183); //% has found treasure	iw.text.addReplacement(h->name);	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();			iw.text.addTxt(MetaString::ADVOB_TXT, 183); //% has found treasure - once more?			iw.text.addReplacement(h->name);		}	}	if(iw.components.size())	{		cb->showInfoDialog(&iw);	}	for(int i=0; i<resources.size(); i++)		if(resources[i])			cb->giveResource(h->getOwner(),i,resources[i]);	for(int i=0; i<artifacts.size(); i++)		cb->giveHeroNewArtifact(h, VLC->arth->artifacts[artifacts[i]],-2);	iw.components.clear();	iw.text.clear();	if (creatures.Slots().size())	{ //this part is taken straight from creature bank		MetaString loot; 		for(TSlots::const_iterator i = creatures.Slots().begin(); i != creatures.Slots().end(); i++)		{ //build list of joined creatures			iw.components.push_back(Component(*i->second));			loot << "%s";			loot.addReplacement(*i->second);		}		if (creatures.Slots().size() == 1 && creatures.Slots().begin()->second->count == 1)			iw.text.addTxt(MetaString::ADVOB_TXT, 185);		else			iw.text.addTxt(MetaString::ADVOB_TXT, 186);		iw.text.addReplacement(loot.buildList());		iw.text.addReplacement(h->name);		cb->showInfoDialog(&iw);		cb->giveCreatures(this, h, creatures, true);	}	if(!afterBattle && msg.size())	{		iw.text << msg;		cb->showInfoDialog(&iw);	}	if (!creatures.Slots().size())		cb->removeObject(id); //only when we don't need to display garrison window}void CGPandoraBox::getText( InfoWindow &iw, bool &afterBattle, int text, const CGHeroInstance * h ) const{	if(afterBattle || !message.size())	{		iw.text.addTxt(MetaString::ADVOB_TXT,text);//%s has lost treasure.		iw.text.addReplacement(h->name);	}	else	{		iw.text << message;		afterBattle = true;	}}void CGPandoraBox::getText( InfoWindow &iw, bool &afterBattle, int val, int negative, int positive, const CGHeroInstance * h ) const{	iw.components.clear();	iw.text.clear();	if(afterBattle || !message.size())	{		iw.text.addTxt(MetaString::ADVOB_TXT,val < 0 ? negative : positive); //%s's luck takes a turn for the worse / %s's luck increases		iw.text.addReplacement(h->name);	}	else	{		iw.text << message;		afterBattle = true;	}}void CGEvent::onHeroVisit( const CGHeroInstance * h ) const{	if(!(availableFor & (1 << h->tempOwner))) 		return;	if(cb->getPlayerSettings(h->tempOwner)->human)	{		if(humanActivate)			activated(h);	}	else if(computerActivate)		activated(h);}void CGEvent::activated( const CGHeroInstance * h ) const{	if(stacksCount() > 0)	{		InfoWindow iw;		iw.player = h->tempOwner;		if(message.size())			iw.text << message;		else			iw.text.addTxt(MetaString::ADVOB_TXT, 16);		cb->showInfoDialog(&iw);		cb->startBattleI(h, this, boost::bind(&CGEvent::endBattle,this,h,_1));	}	else	{		giveContents(h,false);	}}void CGObservatory::onHeroVisit( const CGHeroInstance * h ) const{	InfoWindow iw;	iw.player = h->tempOwner;	switch (ID)	{		case 58://redwood observatory		case 60://pillar of fire		{			iw.soundID = soundBase::LIGHTHOUSE;			iw.text.addTxt(MetaString::ADVOB_TXT,98 + (ID==60));			FoWChange fw;			fw.player = h->tempOwner;			fw.mode = 1;			cb->getTilesInRange (fw.tiles, pos, 20, h->tempOwner, 1);			cb->sendAndApply (&fw);			break;		}		case 15://cover of darkness		{			iw.text.addTxt (MetaString::ADVOB_TXT, 31);			hideTiles(h->tempOwner, 20);			break;		}	}	cb->showInfoDialog(&iw);}void CGShrine::onHeroVisit( const CGHeroInstance * h ) const{	if(spell == 255)	{		tlog1 << "Not initialized shrine visited!\n";		return;	}	if(!hasVisited(h->tempOwner))		cb->setObjProperty(id,10,h->tempOwner);	InfoWindow iw;	iw.soundID = soundBase::temple;	iw.player = h->getOwner();	iw.text.addTxt(MetaString::ADVOB_TXT,127 + ID - 88);	iw.text.addTxt(MetaString::SPELL_NAME,spell);	iw.text << ".";	if(!h->getArt(17)) //no spellbook	{		iw.text.addTxt(MetaString::ADVOB_TXT,131);	}	else if(ID == 90  &&  !h->getSecSkillLevel(CGHeroInstance::WISDOM)) //it's third level spell and hero doesn't have wisdom	{		iw.text.addTxt(MetaString::ADVOB_TXT,130);	}	else if(vstd::contains(h->spells,spell))//hero already knows the spell	{		iw.text.addTxt(MetaString::ADVOB_TXT,174);	}	else //give spell	{		std::set<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(static_cast<CGHeroInstance::SecondarySkill>(bid)); //current sec skill level, used if bonusType == 1	if((type == 1			&& ((ssl == 3)  ||  (!ssl  &&  h->secSkills.size() == GameConstants::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)		|| (VLC->spellh->spells[bid]->level > h->getSecSkillLevel(CGHeroInstance::WISDOM) + 2)		))) //hero doesn't have a spellbook or already knows the spell or doesn't have Wisdom	{		type = 0;		bid = ran() % GameConstants::PRIMARY_SKILLS;	}	InfoWindow iw;	iw.soundID = soundBase::gazebo;	iw.player = h->getOwner();	iw.text.addTxt(MetaString::ADVOB_TXT,115);	switch (type)	{	case 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() % GameConstants::PRIMARY_SKILLS;			break;		case 1:			bonusID = ran() % GameConstants::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{	int ally = cb->gameState()->getPlayerRelations(h->tempOwner, tempOwner);	if (!ally && stacksCount() > 0) {		//TODO: Find a way to apply magic garrison effects in battle.		cb->startBattleI(h, this, boost::bind(&CGGarrison::fightOver, this, h, _1));		return;	}	//New owner.	if (!ally)		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{	if ( !stacksCount() )//empty - anyone can visit		return GameConstants::ALL_PLAYERS;	if ( tempOwner == 255 )//neutral guarded - no one can visit		return 0;			ui8 mask = 0;	TeamState * ts = cb->gameState()->getPlayerTeam(tempOwner);	BOOST_FOREACH(ui8 it, ts->players)		mask |= 1<<it;//allies - add to possible visitors		return mask;}void CGOnceVisitable::onHeroVisit( const CGHeroInstance * h ) const{	int sound = 0;	int txtid = -1;	switch(ID)	{	case 22: //Corpse		txtid = 37; 		sound = soundBase::MYSTERY;		break;	case 39: //Lean To		sound = soundBase::GENIE;		txtid = 64;		break;	case 105://Wagon		sound = soundBase::GENIE;		txtid = 154;		break;	case 108:		break;	default:		tlog1 << "Error: Unknown object (" << ID <<") treated as CGOnceVisitable!\n";		return;	}	if(ID == 108)//Warrior's Tomb	{		//ask if player wants to search the Tomb		BlockingDialog bd(true, false);		sound = soundBase::GRAVEYARD;		bd.player = h->getOwner();		bd.text.addTxt(MetaString::ADVOB_TXT,161);		cb->showBlockingDialog(&bd,boost::bind(&CGOnceVisitable::searchTomb,this,h,_1));		return;	}	InfoWindow iw;	iw.soundID = sound;	iw.player = h->getOwner();	if(players.size()) //we have been already visited...	{		txtid++;		if(ID == 105) //wagon has extra text (for finding art) we need to omit			txtid++;		iw.text.addTxt(MetaString::ADVOB_TXT, txtid);	}	else //first visit - give bonus!	{		switch(artOrRes)		{		case 0: // first visit but empty			if (ID == 22) //Corpse				++txtid;			else				txtid+=2;			iw.text.addTxt(MetaString::ADVOB_TXT, txtid);			break;		case 1: //art			iw.components.push_back(Component(Component::ARTIFACT,bonusType,0,0));			cb->giveHeroNewArtifact(h, VLC->arth->artifacts[bonusType],-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->giveHeroNewArtifact(h, VLC->arth->artifacts[bonusType],-2);		}						if(!h->hasBonusFrom(Bonus::OBJECT,ID)) //we don't have modifier from this object yet		{			//ruin morale 			GiveBonus gb;			gb.id = h->id;			gb.bonus = Bonus(Bonus::ONE_BATTLE,Bonus::MORALE,Bonus::OBJECT,-3,id,"");			gb.bdescr.addTxt(MetaString::ARRAY_TXT,104); //Warrior Tomb Visited -3			cb->giveHeroBonus(&gb);		}		cb->showInfoDialog(&iw);		cb->setObjProperty(id,10,h->getOwner());	}}void CBank::initObj(){	switch (ID) //find apriopriate key	{		case 16: //bank			index = subID; break;		case 24: //derelict ship			index = 8; break;		case 25: //utopia			index = 10; break;		case 84: //crypt			index = 9; break;		case 85: //shipwreck			index = 7; break;	}	bc = NULL;	daycounter = 0;	multiplier = 1;}const std::string & CBank::getHoverText() const{	hoverName = VLC->objh->creBanksNames[index];	if (bc == NULL)		hoverName += " " + VLC->generaltexth->allTexts[352];	else		hoverName += " " + VLC->generaltexth->allTexts[353];	return hoverName;}void CBank::reset(ui16 var1) //prevents desync{	ui8 chance = 0;	for (ui8 i = 0; i < VLC->objh->banksInfo[index].size(); i++)	{			if (var1 < (chance += VLC->objh->banksInfo[index][i]->chance))		{ 			bc = VLC->objh->banksInfo[index][i];			break;		}	}	artifacts.clear();}void CBank::initialize() const{	cb->setObjProperty (id, 14, ran()); //synchronous reset	for (ui8 i = 0; i <= 3; i++)	{		for (ui8 n = 0; n < bc->artifacts[i]; n++) //new function using proper randomization algorithm		{					cb->setObjProperty (id, 18 + i, ran()); //synchronic artifacts		}	}	cb->setObjProperty (id, 17, ran()); //get army}void CBank::setPropertyDer (ui8 what, ui32 val)/// random values are passed as arguments and processed identically on all clients{	switch (what)	{		case 11: //daycounter			if (val == 0)				daycounter = 1; //yes, 1			else				daycounter++;			break;		case 12: //multiplier, in percent			multiplier = val / 100.0;			break;		case 13: //bank preset			bc = VLC->objh->banksInfo[index][val];			break;		case 14:			reset (val%100);			break;		case 15:			bc = NULL;			break;		case 16: //remove rewards from Derelict Ship			artifacts.clear();			break;		case 17: //set ArmedInstance army			{				int upgraded = 0;				if (val%100 < bc->upgradeChance) //once again anti-desync					upgraded = 1;				switch (bc->guards.size())				{					case 1:						for	(int i = 0; i < 4; ++i)							setCreature (i, bc->guards[0].first, bc->guards[0].second  / 5 );						setCreature (4, bc->guards[0].first + upgraded, bc->guards[0].second  / 5 );						break;					case 4:					{						std::vector< std::pair <ui16, ui32> >::const_iterator it;						if (bc->guards.back().second) //all stacks are present						{							for (it = bc->guards.begin(); it != bc->guards.end(); it++)							{								setCreature (stacksCount(), it->first, it->second);							}						}						else if (bc->guards[2].second)//Wraiths are present, split two stacks in Crypt						{							setCreature (0, bc->guards[0].first, bc->guards[0].second  / 2 );							setCreature (1, bc->guards[1].first, bc->guards[1].second / 2);							setCreature (2, bc->guards[2].first + upgraded, bc->guards[2].second);							setCreature (3, bc->guards[1].first, bc->guards[1].second / 2 );							setCreature (4, bc->guards[0].first, bc->guards[0].second - (bc->guards[0].second  / 2) );						}						else //split both stacks						{							for	(int i = 0; i < 3; ++i) //skellies								setCreature (2*i, bc->guards[0].first, bc->guards[0].second  / 3);							for	(int i = 0; i < 2; ++i) //zombies								setCreature (2*i+1, bc->guards[1].first, bc->guards[1].second  / 2);						}					}						break;					default:						tlog2 << "Error: Unexpected army data: " << bc->guards.size() <<" items found";						return;				}			}			break;		case 18: //add Artifact		{			int id = cb->getArtSync(val, CArtifact::ART_TREASURE);			artifacts.push_back (id);			cb->erasePickedArt(id);			break;		}		case 19: //add Artifact		{			int id = cb->getArtSync(val, CArtifact::ART_MINOR);			artifacts.push_back (id);			cb->erasePickedArt(id);			break;		}		case 20: //add Artifact		{			int id = cb->getArtSync(val, CArtifact::ART_MAJOR);			artifacts.push_back (id);			cb->erasePickedArt(id);			break;		}		case 21: //add Artifact		{			int id = cb->getArtSync(val, CArtifact::ART_RELIC);			artifacts.push_back (id);			cb->erasePickedArt(id);			break;		}	}}void CBank::newTurn() const {	if (bc == NULL)	{		if (cb->getDate(0) == 1)			initialize(); //initialize on first day		else if (daycounter >= 28 && (subID < 13 || subID > 16)) //no reset for Emissaries		{			initialize();			cb->setObjProperty (id, 11, 0); //daycounter 0			if (ID == 24 && cb->getDate(0) > 1)			{				cb->setObjProperty (id, 12, 0);//ugly hack to make derelict ships usable only once				cb->setObjProperty (id, 16, 0);			}		}		else			cb->setObjProperty (id, 11, 1); //daycounter++	}}void CBank::onHeroVisit (const CGHeroInstance * h) const{	if (bc)	{		int banktext = 0;		switch (ID)		{			case 16: //generic bank				banktext = 32;				break;			case 24:				banktext = 41;				break;			case 25: //utopia				banktext = 47;				break;			case 84: //crypt				banktext = 119;				break;			case 85: //shipwreck				banktext = 122;				break;		}		BlockingDialog bd (true, false);		bd.player = h->getOwner();		bd.soundID = soundBase::ROGUE;		bd.text << VLC->generaltexth->advobtxt[banktext];		if (ID == 16)			bd.text.addReplacement(VLC->objh->creBanksNames[index]);		cb->showBlockingDialog (&bd, boost::bind (&CBank::fightGuards, this, h, _1));	}	else	{		InfoWindow iw;		iw.soundID = soundBase::GRAVEYARD;		iw.player = h->getOwner();		if (ID == 84) //morale penalty for empty Crypt		{			GiveBonus gbonus;			gbonus.id = h->id;			gbonus.bonus.duration = Bonus::ONE_BATTLE;			gbonus.bonus.source = Bonus::OBJECT;			gbonus.bonus.sid = ID;			gbonus.bdescr << "\n" << VLC->generaltexth->arraytxt[98];			gbonus.bonus.type = Bonus::MORALE;			gbonus.bonus.val = -1;			cb->giveHeroBonus(&gbonus);			iw.text << VLC->generaltexth->advobtxt[120];			iw.components.push_back (Component (Component::MORALE, 0 , -1, 0));		}		else		{			iw.text << VLC->generaltexth->advobtxt[33];			iw.text.addReplacement(VLC->objh->creBanksNames[index]);		}		cb->showInfoDialog(&iw);	}}void CBank::fightGuards (const CGHeroInstance * h, ui32 accept) const {	if (accept)	{		cb->startBattleI (h, this, boost::bind (&CBank::endBattle, this, h, _1), true);	}}void CBank::endBattle (const CGHeroInstance *h, const BattleResult *result) const{	if (result->winner == 0)	{		int textID = -1;		InfoWindow iw;		iw.player = h->getOwner();		MetaString loot;		switch (ID)		{			case 16: case 25:				textID = 34;				break;			case 24: //derelict ship				if (multiplier)					textID = 43;				else				{					GiveBonus gbonus;					gbonus.id = h->id;					gbonus.bonus.duration = Bonus::ONE_BATTLE;					gbonus.bonus.source = Bonus::OBJECT;					gbonus.bonus.sid = ID;					gbonus.bdescr << "\n" << VLC->generaltexth->arraytxt[101];					gbonus.bonus.type = Bonus::MORALE;					gbonus.bonus.val = -1;					cb->giveHeroBonus(&gbonus);					textID = 42;					iw.components.push_back (Component (Component::MORALE, 0 , -1, 0));				}				break;			case 84: //Crypt				if (bc->resources.size() != 0)					textID = 121;				else				{					iw.components.push_back (Component (Component::MORALE, 0 , -1, 0));					GiveBonus gbonus;					gbonus.id = h->id;					gbonus.bonus.duration = Bonus::ONE_BATTLE;					gbonus.bonus.source = Bonus::OBJECT;					gbonus.bonus.sid = ID;					gbonus.bdescr << "\n" << VLC->generaltexth->arraytxt[ID];					gbonus.bonus.type = Bonus::MORALE;					gbonus.bonus.val = -1;					cb->giveHeroBonus(&gbonus);					textID = 120;					iw.components.push_back (Component (Component::MORALE, 0 , -1, 0));				}				break;			case 85: //shipwreck				if (bc->resources.size())					textID = 124;				else					textID = 123;					break;		}		//grant resources		if (textID != 42) //empty derelict ship gives no cash		{			for (int it = 0; it < bc->resources.size(); it++)			{					if (bc->resources[it] != 0)				{					iw.components.push_back (Component (Component::RESOURCE, it, bc->resources[it], 0));					loot << "%d %s";					loot.addReplacement(iw.components.back().val);					loot.addReplacement(MetaString::RES_NAMES, iw.components.back().subtype);					cb->giveResource (h->getOwner(), it, bc->resources[it]);				}					}		}		//grant artifacts		for (std::vector<ui32>::const_iterator it = artifacts.begin(); it != artifacts.end(); it++)		{			iw.components.push_back (Component (Component::ARTIFACT, *it, 0, 0));			loot << "%s";			loot.addReplacement(MetaString::ART_NAMES, *it);			cb->giveHeroNewArtifact (h, VLC->arth->artifacts[*it], -2);		}		//display loot		if (!iw.components.empty())		{			if (textID == 34)			{				iw.text.addTxt(MetaString::ADVOB_TXT, 34);//Heaving defeated %s, you discover %s				iw.text.addReplacement(MetaString::CRE_PL_NAMES, result->casualties[1].begin()->first);				iw.text.addReplacement(loot.buildList());			}			else				iw.text.addTxt (MetaString::ADVOB_TXT, textID);			cb->showInfoDialog(&iw);		}		loot.clear();		iw.components.clear();		iw.text.clear();		//grant creatures		CCreatureSet ourArmy;		for (std::vector< std::pair <ui16, ui32> >::const_iterator it = bc->creatures.begin(); it != bc->creatures.end(); it++)		{			int slot = ourArmy.getSlotFor(it->first);			ourArmy.addToSlot(slot, it->first, it->second);		}		for (TSlots::const_iterator i = ourArmy.Slots().begin(); i != ourArmy.Slots().end(); i++)		{			iw.components.push_back(Component(*i->second));			loot << "%s";			loot.addReplacement(*i->second);		}		if (ourArmy.Slots().size())		{			if (ourArmy.Slots().size() == 1 && ourArmy.Slots().begin()->second->count == 1)				iw.text.addTxt (MetaString::ADVOB_TXT, 185);			else				iw.text.addTxt (MetaString::ADVOB_TXT, 186);			iw.text.addReplacement(loot.buildList());			iw.text.addReplacement(h->name);			cb->showInfoDialog(&iw);			cb->giveCreatures(this, h, ourArmy, false);		}		cb->setObjProperty (id, 15, 0); //bc = NULL	}}void CGPyramid::initObj(){	std::vector<ui16> available;	cb->getAllowedSpells (available, 5);	if (available.size())	{		bc = VLC->objh->banksInfo[21].front(); //TODO: remove hardcoded value?		spell = (available[rand()%available.size()]);	}	else	{		tlog1 <<"No spells available for Pyramid! Object set to empty.\n";	}	setPropertyDer (17,ran()); //set guards at game start}const std::string & CGPyramid::getHoverText() const{	hoverName = VLC->objh->creBanksNames[21];	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::MYSTERY;		bd.text << VLC->generaltexth->advobtxt[105];		cb->showBlockingDialog (&bd, boost::bind (&CBank::fightGuards, this, h, _1));		}	else	{		InfoWindow iw;		iw.player = h->getOwner();		iw.text << VLC->generaltexth->advobtxt[107];		iw.components.push_back (Component (Component::LUCK, 0 , -2, 0));		GiveBonus gb;		gb.bonus = Bonus(Bonus::ONE_BATTLE,Bonus::LUCK,Bonus::OBJECT,-2,id,VLC->generaltexth->arraytxt[70]);		gb.id = h->id;		cb->giveHeroBonus(&gb);		cb->showInfoDialog(&iw);	}}void CGPyramid::endBattle (const CGHeroInstance *h, const BattleResult *result) const{	if (result->winner == 0)	{		InfoWindow iw;		iw.player = h->getOwner();		iw.text.addTxt (MetaString::ADVOB_TXT, 106);		iw.text.addTxt (MetaString::SPELL_NAME, spell);		if (!h->getArt(17))									iw.text.addTxt (MetaString::ADVOB_TXT, 109); //no spellbook		else if (h->getSecSkillLevel(CGHeroInstance::WISDOM) < 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 + GameConstants::PLAYER_LIMIT))		playerKeyMap.find(what-101)->second.insert((ui8)val);}bool CGKeys::wasMyColorVisited (int player) const{	if (vstd::contains(playerKeyMap[player], subID)) //creates set if it's not there		return true;	else		return false;}const std::string & CGKeymasterTent::getHoverText() const{	hoverName = VLC->generaltexth->names[ID];	if (wasMyColorVisited (cb->getCurrentPlayer()) )//TODO: use local player, not current		hoverName += "\n" + VLC->generaltexth->allTexts[352];	else		hoverName += "\n" + VLC->generaltexth->allTexts[353];	return hoverName;}void CGKeymasterTent::onHeroVisit( const CGHeroInstance * h ) const{	InfoWindow iw;	iw.soundID = soundBase::CAVEHEAD;	iw.player = h->getOwner();	if (!wasMyColorVisited (h->getOwner()) )	{		cb->setObjProperty(id, h->tempOwner+101, subID);		iw.text << std::pair<ui8,ui32>(11,19);	}	else		iw.text << std::pair<ui8,ui32>(11,20);    cb->showInfoDialog(&iw);}void CGBorderGuard::initObj(){	blockVisit = true;}const std::string & CGBorderGuard::getHoverText() const{	hoverName = VLC->generaltexth->names[ID];	if (wasMyColorVisited (cb->getCurrentPlayer()) )//TODO: use local player, not current		hoverName += "\n" + VLC->generaltexth->allTexts[352];	else		hoverName += "\n" + VLC->generaltexth->allTexts[353];	return hoverName;}void CGBorderGuard::onHeroVisit( const CGHeroInstance * h ) const {	if (wasMyColorVisited (h->getOwner()) )	{		BlockingDialog bd (true, false);		bd.player = h->getOwner();		bd.soundID = soundBase::QUEST;		bd.text.addTxt (MetaString::ADVOB_TXT, 17);		cb->showBlockingDialog (&bd, boost::bind (&CGBorderGuard::openGate, this, h, _1));		}		else	{		InfoWindow iw;		iw.player = h->getOwner();		iw.soundID = soundBase::CAVEHEAD;		iw.text << std::pair<ui8,ui32>(11,18);		cb->showInfoDialog (&iw);	}}void CGBorderGuard::openGate(const CGHeroInstance *h, ui32 accept) const{	if (accept)		cb->removeObject(id);}void CGBorderGate::onHeroVisit( const CGHeroInstance * h ) const //TODO: passability {	if (!wasMyColorVisited (h->getOwner()) )	{		InfoWindow iw;		iw.player = h->getOwner();		iw.text << std::pair<ui8,ui32>(11,18);		cb->showInfoDialog(&iw);	}}ui8 CGBorderGate::getPassableness() const{	ui8 ret = 0;	for (int i = 0; i < GameConstants::PLAYER_LIMIT; i++)		ret |= wasMyColorVisited(i)<<i;	return ret;}void CGMagi::initObj(){	if (ID == 27)	{		blockVisit = true;		eyelist[subID].push_back(id);	}}void CGMagi::onHeroVisit(const CGHeroInstance * h) const{	if (ID == 37)	{		InfoWindow iw;		CenterView cv;		FoWChange fw;		cv.player = iw.player = fw.player = h->tempOwner;		iw.soundID = soundBase::LIGHTHOUSE;		iw.player = h->tempOwner;		iw.text.addTxt (MetaString::ADVOB_TXT, 61);		cb->showInfoDialog(&iw);		fw.mode = 1;		std::vector<si32>::iterator it;		for (it = eyelist[subID].begin(); it < eyelist[subID].end(); it++)		{			const CGObjectInstance *eye = cb->getObj(*it);			cb->getTilesInRange (fw.tiles, eye->pos, 10, h->tempOwner, 1);			cb->sendAndApply(&fw);			cv.pos = eye->pos;			cv.focusTime = 2000;			cb->sendAndApply(&cv);		}			cv.pos = h->getPosition(false);		cb->sendAndApply(&cv);		}	else if (ID == 27)	{		InfoWindow iw;		iw.player = h->tempOwner;		iw.text.addTxt (MetaString::ADVOB_TXT, 48);		cb->showInfoDialog(&iw);	}}void CGBoat::initObj(){	hero = NULL;}void CGSirens::initObj(){	blockVisit = true;}const std::string & CGSirens::getHoverText() const{	getNameVis(hoverName);	return hoverName;}void CGSirens::onHeroVisit( const CGHeroInstance * h ) const{	InfoWindow iw;	iw.soundID = soundBase::DANGER;	iw.player = h->tempOwner;	if(h->hasBonusFrom(Bonus::OBJECT,ID)) //has already visited Sirens	{		iw.text.addTxt(11,133);	}	else	{		giveDummyBonus(h->id, Bonus::ONE_BATTLE);		int xp = 0;		for (TSlots::const_iterator i = h->Slots().begin(); i != h->Slots().end(); i++)		{			TQuantity drown = i->second->count * 0.3;			if(drown)			{				cb->changeStackCount(StackLocation(h, i->first), -drown);				xp += drown * i->second->type->valOfBonuses(Bonus::STACK_HEALTH);			}		}		if(xp)		{			xp = h->calculateXp(xp);			iw.text.addTxt(11,132);			iw.text.addReplacement(xp);			cb->changePrimSkill(h->id, 4, xp, false);		}		else		{			iw.text.addTxt(11,134);		}	}	cb->showInfoDialog(&iw);}//bool IShipyard::validLocation() const//{//	std::vector<int3> offsets;//	getOutOffsets(offsets);////	TerrainTile *tile;//	for(int i = 0; i < offsets.size(); i++)//		if((tile = IObjectInterface::cb->getTile(o->pos + offsets[i]))  &&  tile->tertype == TerrainTile::water) //tile is in the map and is water//			return true;//	return false;//}int3 IBoatGenerator::bestLocation() const{	std::vector<int3> offsets;	getOutOffsets(offsets);	for (int i = 0; i < offsets.size(); ++i)	{		if (const TerrainTile *tile = IObjectInterface::cb->getTile(o->pos + offsets[i], false)) //tile is in the map		{			if (tile->tertype == TerrainTile::water  &&  (!tile->blocked || tile->blockingObjects.front()->ID == 8)) //and is water and is not blocked or is blocked by boat				return o->pos + offsets[i];		}	}	return int3 (-1,-1,-1);}int IBoatGenerator::state() const{	int3 tile = bestLocation();	const TerrainTile *t = IObjectInterface::cb->getTile(tile);	if(!t)		return 2; //no available water	else if(!t->blockingObjects.size())		return 0; //OK	else if(t->blockingObjects.front()->ID == 8)		return 1; //blocked with boat	else		return 2; //blocked}int IBoatGenerator::getBoatType() const{	//We make good ships by default	return 1;}IBoatGenerator::IBoatGenerator(const CGObjectInstance *O) : o(O){}void IBoatGenerator::getProblemText(MetaString &out, const CGHeroInstance *visitor) const{	switch(state())	{	case 1: 		out.addTxt(MetaString::GENERAL_TXT, 51);		break;	case 2:		if(visitor)		{			out.addTxt(MetaString::GENERAL_TXT, 134);			out.addReplacement(visitor->name);		}		else			out.addTxt(MetaString::ADVOB_TXT, 189);		break;	case 3:		tlog1 << "Shipyard without water!!! " << o->pos << "\t" << o->id << std::endl;		return;	}}void IShipyard::getBoatCost( std::vector<si32> &cost ) const{	cost.resize(GameConstants::RESOURCE_QUANTITY);	cost[0] = 10;	cost[6] = 1000;}IShipyard::IShipyard(const CGObjectInstance *O) 	: IBoatGenerator(O){}IShipyard * IShipyard::castFrom( CGObjectInstance *obj ){	if(!obj)		return NULL;	if(obj->ID == GameConstants::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{	// H J L K I	// A x S x B	// C E G F D	offsets += int3(-3,0,0), int3(1,0,0), //AB		int3(-3,1,0), int3(1,1,0), int3(-2,1,0), int3(0,1,0), int3(-1,1,0), //CDEFG		int3(-3,-1,0), int3(1,-1,0), int3(-2,-1,0), int3(0,-1,0), int3(-1,-1,0); //HIJKL}void CGShipyard::onHeroVisit( const CGHeroInstance * h ) const{	if(!cb->gameState()->getPlayerRelations(tempOwner, h->tempOwner))		cb->setOwner(id, h->tempOwner);	int s = state();	if(s)	{		InfoWindow iw;		iw.player = tempOwner;		getProblemText(iw.text, h);		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.mode = 1;		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 CGDenOfthieves::onHeroVisit (const CGHeroInstance * h) const{	cb->showThievesGuildWindow(id);}void CGObelisk::onHeroVisit( const CGHeroInstance * h ) const{	InfoWindow iw;	iw.player = h->tempOwner;	TeamState *ts = cb->gameState()->getPlayerTeam(h->tempOwner);	assert(ts);	int team = ts->id;		if(!hasVisited(team))	{		iw.text.addTxt(MetaString::ADVOB_TXT, 96);		cb->sendAndApply(&iw);		cb->setObjProperty(id,20,team); //increment general visited obelisks counter		OpenWindow ow;		ow.id1 = h->tempOwner;		ow.window = OpenWindow::PUZZLE_MAP;		cb->sendAndApply(&ow);		cb->setObjProperty(id,10,team); //mark that particular obelisk as visited	}	else	{		iw.text.addTxt(MetaString::ADVOB_TXT, 97);		cb->sendAndApply(&iw);	}}void CGObelisk::initObj(){	obeliskCount++;}const std::string & CGObelisk::getHoverText() const{	hoverName = VLC->generaltexth->names[ID];	if(hasVisited(cb->getCurrentPlayer()))		hoverName += " " + VLC->generaltexth->allTexts[352]; //not visited	else		hoverName += " " + VLC->generaltexth->allTexts[353]; //visited	return hoverName;}void CGObelisk::setPropertyDer( ui8 what, ui32 val ){	CPlayersVisited::setPropertyDer(what, val);	switch(what)	{	case 20:		assert(val < GameConstants::PLAYER_LIMIT);		visited[val]++;		if(visited[val] > obeliskCount)		{			tlog0 << "Error: Visited " << visited[val] << "\t\t" << obeliskCount << std::endl;			assert(0);		}		break;	}}void CGLighthouse::onHeroVisit( const CGHeroInstance * h ) const{	if(h->tempOwner != tempOwner)	{		ui8 oldOwner = tempOwner;		cb->setOwner(id,h->tempOwner); //not ours? flag it!		InfoWindow iw;		iw.player = h->tempOwner;		iw.text.addTxt(MetaString::ADVOB_TXT, 69);		iw.soundID = soundBase::LIGHTHOUSE;		cb->sendAndApply(&iw);		giveBonusTo(h->tempOwner);		if(oldOwner < GameConstants::PLAYER_LIMIT) //remove bonus from old owner		{			RemoveBonus rb(RemoveBonus::PLAYER);			rb.whoID = oldOwner;			rb.source = Bonus::OBJECT;			rb.id = id;			cb->sendAndApply(&rb);		}	}}void CGLighthouse::initObj(){	if(tempOwner < GameConstants::PLAYER_LIMIT)	{		giveBonusTo(tempOwner);	}}const std::string & CGLighthouse::getHoverText() const{	hoverName = VLC->generaltexth->names[ID];	//TODO: owned by %s player	return hoverName;}void CGLighthouse::giveBonusTo( ui8 player ) const{	GiveBonus gb(GiveBonus::PLAYER);	gb.bonus.type = Bonus::SEA_MOVEMENT;	gb.bonus.val = 500;	gb.id = player;	gb.bonus.duration = Bonus::PERMANENT;	gb.bonus.source = Bonus::OBJECT;	gb.bonus.sid = id;	cb->sendAndApply(&gb);}void CArmedInstance::randomizeArmy(int type){	int max = VLC->creh->creatures.size();	for (TSlots::iterator j = stacks.begin(); j != stacks.end();j++)	{		int randID = j->second->idRand;		if(randID > max)		{			if(randID % 2)				j->second->setType(VLC->townh->towns[type].basicCreatures[(randID-197) / 2 -1]);			else				j->second->setType(VLC->townh->towns[type].upgradedCreatures[(randID-197) / 2 -1]);			randID = -1;		}		assert(j->second->armyObj == this);	}	return;}CArmedInstance::CArmedInstance(){	battle = NULL;}int CArmedInstance::valOfGlobalBonuses(CSelector selector) const{	//if (tempOwner != NEUTRAL_PLAYER)	return cb->gameState()->players[tempOwner].valOfBonuses(selector);}void CArmedInstance::updateMoraleBonusFromArmy(){	if(!validTypes(false)) //object not randomized, don't bother		return;	Bonus *b = getBonusList().getFirst(Selector::sourceType(Bonus::ARMY) && Selector::type(Bonus::MORALE));	if(!b)	{		b = new Bonus(Bonus::PERMANENT, Bonus::MORALE, Bonus::ARMY, 0, -1);		addNewBonus(b);	}	//number of alignments and presence of undead	bool canMix = hasBonusOfType(Bonus::NONEVIL_ALIGNMENT_MIX);	std::set<si8> factions;	for(TSlots::const_iterator i=Slots().begin(); i!=Slots().end(); i++)	{	 	// Take Angelic Alliance troop-mixing freedom of non-evil, non-Conflux units into account.	 	const si8 faction = i->second->type->faction;	 	if (canMix	 		&& ((faction >= 0 && faction <= 2) || faction == 6 || faction == 7))	 	{	 		factions.insert(0); // Insert a single faction of the affected group, Castle will do.	 	}	 	else	 	{	 		factions.insert(faction);	 	}	}	 	if(factions.size() == 1)	{		b->val = +1;		b->description = VLC->generaltexth->arraytxt[115]; //All troops of one alignment +1	}	else	{	 	b->val = 2-factions.size();		b->description = boost::str(boost::format(VLC->generaltexth->arraytxt[114]) % factions.size() % b->val); //Troops of %d alignments %d	}	boost::algorithm::trim(b->description);	 	//-1 modifier for any Necropolis unit in army	const ui8 UNDEAD_MODIFIER_ID = -2;	Bonus *undeadModifier = getBonusList().getFirst(Selector::source(Bonus::ARMY, UNDEAD_MODIFIER_ID)); 	if(vstd::contains(factions,4))	{		if(!undeadModifier)			addNewBonus(new Bonus(Bonus::PERMANENT, Bonus::MORALE, Bonus::ARMY, -1, UNDEAD_MODIFIER_ID, VLC->generaltexth->arraytxt[116]));	}	else if(undeadModifier)		removeBonus(undeadModifier);	}void CArmedInstance::armyChanged(){	updateMoraleBonusFromArmy();}CBonusSystemNode * CArmedInstance::whereShouldBeAttached(CGameState *gs){	if(tempOwner < GameConstants::PLAYER_LIMIT)		return gs->getPlayer(tempOwner);	else		return &gs->globalEffects;}CBonusSystemNode * CArmedInstance::whatShouldBeAttached(){	return this;}bool IMarket::getOffer(int id1, int id2, int &val1, int &val2, EMarketMode::EMarketMode mode) const{	switch(mode)	{	case EMarketMode::RESOURCE_RESOURCE:		{			double effectiveness = std::min((getMarketEfficiency() + 1.0) / 20.0, 0.5);			double r = VLC->objh->resVals[id1], //value of given resource				g = VLC->objh->resVals[id2] / effectiveness; //value of wanted resource			if(r>g) //if given resource is more expensive than wanted			{				val2 = ceil(r / g);				val1 = 1;			}			else //if wanted resource is more expensive			{				val1 = (g / r) + 0.5;				val2 = 1;			}		}		break;	case EMarketMode::CREATURE_RESOURCE:		{			const double effectivenessArray[] = {0.0, 0.3, 0.45, 0.50, 0.65, 0.7, 0.85, 0.9, 1.0};			double effectiveness = effectivenessArray[std::min(getMarketEfficiency(), 8)];			double r = VLC->creh->creatures[id1]->cost[6], //value of given creature in gold				g = VLC->objh->resVals[id2] / effectiveness; //value of wanted resource			if(r>g) //if given resource is more expensive than wanted			{				val2 = ceil(r / g);				val1 = 1;			}			else //if wanted resource is more expensive			{				val1 = (g / r) + 0.5;				val2 = 1;			}		}		break;	case EMarketMode::RESOURCE_PLAYER:		val1 = 1;		val2 = 1;		break;	case EMarketMode::RESOURCE_ARTIFACT:		{			double effectiveness = std::min((getMarketEfficiency() + 3.0) / 20.0, 0.6);			double r = VLC->objh->resVals[id1], //value of offered resource				g = VLC->arth->artifacts[id2]->price / effectiveness; //value of bought artifact in gold						if(id1 != 6) //non-gold prices are doubled				r /= 2; 			val1 = std::max(1, (int)((g / r) + 0.5)); //don't sell arts for less than 1 resource			val2 = 1;		}		break;	case EMarketMode::ARTIFACT_RESOURCE:		{			double effectiveness = std::min((getMarketEfficiency() + 3.0) / 20.0, 0.6);			double r = VLC->arth->artifacts[id1]->price * effectiveness,				g = VLC->objh->resVals[id2]; // 			if(id2 != 6) //non-gold prices are doubled// 				r /= 2; 			val1 = 1;			val2 = std::max(1, (int)((r / g) + 0.5)); //at least one resource is given in return		}		break;	case EMarketMode::CREATURE_EXP:		{			val1 = 1;			val2 = (VLC->creh->creatures[id1]->AIValue / 40) * 5;		}		break;	case EMarketMode::ARTIFACT_EXP:		{			val1 = 1;			int givenClass = VLC->arth->artifacts[id1]->getArtClassSerial();			if(givenClass < 0 || givenClass > 3)			{				val2 = 0;				return false;			}			static const int expPerClass[] = {1000, 1500, 3000, 6000};			val2 = expPerClass[givenClass];		}		break;	default:		assert(0);		return false;	}	return true;}bool IMarket::allowsTrade(EMarketMode::EMarketMode mode) const{	return false;}int IMarket::availableUnits(EMarketMode::EMarketMode mode, int marketItemSerial) const{	switch(mode)	{	case EMarketMode::RESOURCE_RESOURCE:	case EMarketMode::ARTIFACT_RESOURCE:	case EMarketMode::CREATURE_RESOURCE:			return -1;	default:			return 1;	}}std::vector<int> IMarket::availableItemsIds(EMarketMode::EMarketMode mode) const{	std::vector<int> ret;	switch(mode)	{	case EMarketMode::RESOURCE_RESOURCE:	case EMarketMode::ARTIFACT_RESOURCE:	case EMarketMode::CREATURE_RESOURCE:		for (int i = 0; i < 7; i++)			ret.push_back(i);	default:		break;	}	return ret;}const IMarket * IMarket::castFrom(const CGObjectInstance *obj, bool verbose /*= true*/){	switch(obj->ID)	{	case GameConstants::TOWNI_TYPE:		return static_cast<const CGTownInstance*>(obj);	case 2: //Altar of Sacrifice	case 7: //Black Market	case 99: //Trading Post	case 221: //Trading Post (snow)	case 213: //Freelancer's Guild		return static_cast<const CGMarket*>(obj);	case 104: //University		return static_cast<const CGUniversity*>(obj);	default:		if(verbose)			tlog1 << "Cannot cast to IMarket object with ID " << obj->ID << std::endl;		return NULL;	}}IMarket::IMarket(const CGObjectInstance *O)	:o(O){}std::vector<EMarketMode::EMarketMode> IMarket::availableModes() const{	std::vector<EMarketMode::EMarketMode> ret;	for (int i = 0; i < EMarketMode::MARTKET_AFTER_LAST_PLACEHOLDER; i++)		if(allowsTrade((EMarketMode::EMarketMode)i))			ret.push_back((EMarketMode::EMarketMode)i);	return ret;}void CGMarket::onHeroVisit(const CGHeroInstance * h) const{	OpenWindow ow;	ow.id1 = id;	ow.id2 = h->id;	ow.window = OpenWindow::MARKET_WINDOW;	cb->sendAndApply(&ow);}int CGMarket::getMarketEfficiency() const{	return 5;}bool CGMarket::allowsTrade(EMarketMode::EMarketMode mode) const{	switch(mode)	{	case EMarketMode::RESOURCE_RESOURCE:	case EMarketMode::RESOURCE_PLAYER:		switch(ID)		{		case 99: //Trading Post		case 221: //Trading Post (snow)			return true;		default:			return false;		}	case EMarketMode::CREATURE_RESOURCE:		return ID == 213; //Freelancer's Guild	//case ARTIFACT_RESOURCE:	case EMarketMode::RESOURCE_ARTIFACT:		return ID == 7; //Black Market	case EMarketMode::ARTIFACT_EXP:	case EMarketMode::CREATURE_EXP:		return ID == 2; //TODO? check here for alignment of visiting hero? - would not be coherent with other checks here	case EMarketMode::RESOURCE_SKILL:		return ID == 104;//University	default:		return false;	}}int CGMarket::availableUnits(EMarketMode::EMarketMode mode, int marketItemSerial) const{	return -1;}std::vector<int> CGMarket::availableItemsIds(EMarketMode::EMarketMode mode) const{	switch(mode)	{	case EMarketMode::RESOURCE_RESOURCE:	case EMarketMode::RESOURCE_PLAYER:		return IMarket::availableItemsIds(mode);	default:		return std::vector<int>();	}}CGMarket::CGMarket()	:IMarket(this){}std::vector<int> CGBlackMarket::availableItemsIds(EMarketMode::EMarketMode mode) const{	switch(mode)	{	case EMarketMode::ARTIFACT_RESOURCE:		return IMarket::availableItemsIds(mode);	case EMarketMode::RESOURCE_ARTIFACT:		{			std::vector<int> ret;			BOOST_FOREACH(const CArtifact *a, artifacts)				if(a)					ret.push_back(a->id);				else					ret.push_back(-1);			return ret;		}	default:		return std::vector<int>();	}}void CGBlackMarket::newTurn() const{	if(cb->getDate(2) != 1)		return;	SetAvailableArtifacts saa;	saa.id = id;	cb->pickAllowedArtsSet(saa.arts);	cb->sendAndApply(&saa);}void CGUniversity::initObj(){	std::vector <int> toChoose;	for (int i=0; i<GameConstants::SKILL_QUANTITY; i++)		if (cb->isAllowed(2,i))			toChoose.push_back(i);	if (toChoose.size() < 4)	{		tlog0<<"Warning: less then 4 available skills was found by University initializer!\n";		return;	}		for (int i=0; i<4; i++)//get 4 skills	{		int skillPos = ran()%toChoose.size();		skills.push_back(toChoose[skillPos]);//move it to selected		toChoose.erase(toChoose.begin()+skillPos);//remove from list	}}std::vector<int> CGUniversity::availableItemsIds(EMarketMode::EMarketMode mode) const{	switch (mode)	{		case EMarketMode::RESOURCE_SKILL:			return skills;					default:			return std::vector <int> ();	}}void CGUniversity::onHeroVisit(const CGHeroInstance * h) const{	OpenWindow ow;	ow.id1 = id;	ow.id2 = h->id;	ow.window = OpenWindow::UNIVERSITY_WINDOW;	cb->sendAndApply(&ow);}GrowthInfo::Entry::Entry(const std::string &format, int _count)	: count(_count){	description = boost::str(boost::format(format) % count);}GrowthInfo::Entry::Entry(int subID, EBuilding::EBuilding building, int _count)	: count(_count){	description = boost::str(boost::format("%s %+d") % VLC->buildh->buildings[subID][building]->Name() % count);}CTownAndVisitingHero::CTownAndVisitingHero(){	setNodeType(TOWN_AND_VISITOR);}int GrowthInfo::totalGrowth() const{	int ret = 0;	BOOST_FOREACH(const Entry &entry, entries)		ret += entry.count;	return ret;}
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