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// Copyright (C) 2007, 2008, 2014, 2015 Ben Asselstine
//
// This program is free software; you can redistribute it and/or modify
// it under the terms of the GNU General Public License as published by
// the Free Software Foundation; either version 3 of the License, or
// (at your option) any later version.
//
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU Library General Public License for more details.
//
// You should have received a copy of the GNU General Public License
// along with this program; if not, write to the Free Software
// Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA
// 02110-1301, USA.
#include <iostream>
#include <sstream>
#include <assert.h>
#include <sigc++/functors/mem_fun.h>
#include "ucompose.hpp"
#include "city.h"
#include "army.h"
#include "QCitySack.h"
#include "QuestsManager.h"
#include "citylist.h"
#include "playerlist.h"
#include "stack.h"
#include "xmlhelper.h"
#include "hero.h"
#include "rnd.h"
#include "GameScenarioOptions.h"
//#define debug(x) {std::cerr<<__FILE__<<": "<<__LINE__<<": "<<x<<std::endl<<std::flush;}
#define debug(x)
QuestCitySack::QuestCitySack (QuestsManager& mgr, guint32 hero)
: Quest(mgr, hero, Quest::CITYSACK)
{
// find us a victim
City* c = chooseToSack(getHero()->getOwner());
assert(c); // should never fail because isFeasible is checked first
d_city = c->getId();
d_targets.push_back(c->getPos());
debug("city_id = " << d_city);
initDescription();
}
QuestCitySack::QuestCitySack (QuestsManager& q_mgr, XML_Helper* helper)
: Quest(q_mgr, helper)
{
// let us stay in touch with the world...
helper->getData(d_city, "city");
d_targets.push_back(getCity()->getPos());
initDescription();
}
QuestCitySack::QuestCitySack (QuestsManager& mgr, guint32 hero, guint32 target)
: Quest(mgr, hero, Quest::CITYSACK)
{
d_city = target;
d_targets.push_back(getCity()->getPos());
initDescription();
}
bool QuestCitySack::isFeasible(guint32 heroId)
{
if (QuestCitySack::chooseToSack(getHeroById(heroId)->getOwner()))
return true;
return false;
}
bool QuestCitySack::save(XML_Helper* helper) const
{
bool retval = true;
retval &= helper->openTag(Quest::d_tag);
retval &= Quest::save(helper);
retval &= helper->saveData("city", d_city);
retval &= helper->closeTag();
return retval;
}
Glib::ustring QuestCitySack::getProgress() const
{
return _("You aren't afraid of doing it, are you?");
}
void QuestCitySack::getSuccessMsg(std::queue<Glib::ustring>& msgs) const
{
msgs.push(_("The priests thank you for sacking this evil place."));
}
void QuestCitySack::getExpiredMsg(std::queue<Glib::ustring>& msgs) const
{
const City* c = getCity();
msgs.push(String::ucompose(_("The sacking of \"%1\" could not be accomplished."),
c->getName()));
}
City* QuestCitySack::getCity() const
{
for (auto it: *Citylist::getInstance())
if (it->getId() == d_city)
return it;
return 0;
}
void QuestCitySack::initDescription()
{
const City* c = getCity();
d_description = String::ucompose (_("You must take over and sack the city of \"%1\"."), c->getName());
}
City * QuestCitySack::chooseToSack(Player *p)
{
if (GameScenarioOptions::s_sacking_mode == GameParameters::SACKING_NEVER ||
GameScenarioOptions::s_sacking_mode == GameParameters::SACKING_ON_CAPTURE)
return NULL;
std::vector<City*> cities;
// Collect all cities
for (auto it: *Citylist::getInstance())
if (!it->isBurnt() && it->getOwner() != p && it->getNoOfProductionBases() > 1 &&
it->getOwner() != Playerlist::getInstance()->getNeutral())
cities.push_back(it);
// Find a suitable city for us to sack
if (cities.empty())
return 0;
return cities[Rnd::rand() % cities.size()];
}
void QuestCitySack::armyDied(Army *a, bool heroIsCulprit)
{
(void) a;
(void) heroIsCulprit;
//this quest does nothing when an army dies
}
void QuestCitySack::cityAction(City *c, CityDefeatedAction action,
bool heroIsCulprit, int gold)
{
(void) gold;
if (isPendingDeletion())
return;
Hero *h = getHero();
if (!h || h->getHP() <= 0)
{
deactivate();
return;
}
if (!c)
return;
if (c->getId() != d_city)
return;
//did our hero sack the city? success.
//did our hero do something else with the city? expire.
//did another of our stacks take the city? expire.
//did another player take the city? do nothing
switch (action)
{
case CITY_DEFEATED_OCCUPY: //somebody occupied
if (heroIsCulprit) //quest hero did
d_q_mgr.questExpired(d_hero);
else if (c->getOwner() == getHero()->getOwner()) //our stack did
d_q_mgr.questExpired(d_hero);
break;
case CITY_DEFEATED_RAZE: //somebody razed
if (heroIsCulprit) // quest hero
d_q_mgr.questExpired(d_hero);
else if (c->getOwner() == getHero()->getOwner()) // our stack razed
d_q_mgr.questExpired(d_hero);
else // their stack did
d_q_mgr.questExpired(d_hero);
break;
case CITY_DEFEATED_SACK: //somebody sacked
if (heroIsCulprit) // quest hero did
d_q_mgr.questCompleted(d_hero);
else if (c->getOwner() == getHero()->getOwner()) // our stack did
d_q_mgr.questExpired(d_hero);
else // their stack did
d_q_mgr.questExpired(d_hero);
break;
case CITY_DEFEATED_PILLAGE: //somebody pillaged
if (heroIsCulprit) // quest hero did
d_q_mgr.questExpired(d_hero);
else if (c->getOwner() == getHero()->getOwner()) // our stack did
d_q_mgr.questExpired(d_hero);
break;
}
}
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