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// Copyright (C) 2007, 2008, 2009, 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 <sstream>
#include <sigc++/functors/mem_fun.h>
#include "ucompose.hpp"
#include "xmlhelper.h"
#include "stack.h"
#include "QEnemyArmytype.h"
#include "QuestsManager.h"
#include "playerlist.h"
#include "stacklist.h"
#include "armysetlist.h"
#include "GameMap.h"
#include "player.h"
#include "armyproto.h"
#include "hero.h"
#include "rnd.h"
//go get an existing army type,
//with the stipluation that player P's armies are not taken into consideration
int getVictimArmytype(Player *p, std::list<Vector<int> >&targets)
{
std::vector<Army*> specials;
Stacklist::const_iterator sit;
Stack::iterator it;
Stacklist *sl;
for (auto pit: *Playerlist::getInstance())
{
if (pit == p)
continue;
sl = pit->getStacklist();
for (sit = sl->begin(); sit != sl->end(); sit++)
{
//is this stack not in a city? no? it's a target.
if (GameMap::getCity((*sit)->getPos()) == NULL)
targets.push_back((*sit)->getPos());
for (it = (*sit)->begin(); it != (*sit)->end(); it++)
{
if ((*it)->getAwardable())
specials.push_back((*it));
}
}
}
if (specials.size() == 0)
return -1;
else
return specials[Rnd::rand() % specials.size()]->getTypeId();
}
//#define debug(x) {std::cerr<<__FILE__<<": "<<__LINE__<<": "<<x<<std::endl<<std::flush;}
#define debug(x)
QuestEnemyArmytype::QuestEnemyArmytype(QuestsManager& q_mgr, guint32 hero)
: Quest(q_mgr, hero, Quest::KILLARMYTYPE)
{
Player *p = getHero()->getOwner();
// pick a victim
d_type_to_kill = getVictimArmytype (p, d_targets);
initDescription();
}
QuestEnemyArmytype::QuestEnemyArmytype(QuestsManager& q_mgr, XML_Helper* helper)
: Quest(q_mgr, helper)
{
helper->getData(d_type_to_kill, "type_to_kill");
initDescription();
}
QuestEnemyArmytype::QuestEnemyArmytype(QuestsManager& q_mgr, guint32 hero,
guint32 type_to_kill)
: Quest(q_mgr, hero, Quest::KILLARMYTYPE)
{
// pick a victim
d_type_to_kill = type_to_kill;
initDescription();
}
bool QuestEnemyArmytype::save(XML_Helper *helper) const
{
bool retval = true;
retval &= helper->openTag(Quest::d_tag);
retval &= Quest::save(helper);
retval &= helper->saveData("type_to_kill", d_type_to_kill);
retval &= helper->closeTag();
return retval;
}
Glib::ustring QuestEnemyArmytype::getProgress() const
{
guint32 set = Playerlist::getInstance()->getActiveplayer()->getArmyset();
const ArmyProto *a = Armysetlist::getInstance()->getArmy(set, d_type_to_kill);
return String::ucompose(
_("You have not killed a unit of enemy %1 yet."), a->getName());
}
void QuestEnemyArmytype::getSuccessMsg(std::queue<Glib::ustring>& msgs) const
{
guint32 set = Playerlist::getInstance()->getActiveplayer()->getArmyset();
const ArmyProto *a = Armysetlist::getInstance()->getArmy(set, d_type_to_kill);
msgs.push(String::ucompose(_("You have killed a unit of enemy %1."), a->getName()));
msgs.push(_("Well done!"));
}
void QuestEnemyArmytype::getExpiredMsg(std::queue<Glib::ustring>& msgs) const
{
(void) msgs;
// This quest should never expire, so this is just a dummy function
}
void QuestEnemyArmytype::initDescription()
{
guint32 set = Playerlist::getInstance()->getActiveplayer()->getArmyset();
const ArmyProto *a = Armysetlist::getInstance()->getArmy(set, d_type_to_kill);
d_description = String::ucompose(_("You must destroy a unit of enemy %1."),
a->getName());
}
bool QuestEnemyArmytype::isFeasible(guint32 heroId)
{
std::list< Vector<int> >targets;
int type = getVictimArmytype(getHeroById(heroId)->getOwner(), targets);
if (type >= 0)
return true;
return false;
}
void QuestEnemyArmytype::armyDied(Army *a, bool heroIsCulprit)
{
//was it the army type we were after?
debug("QuestEnemyArmytype: armyDied - pending = " << (int)d_pending);
if (!isPendingDeletion())
return;
Hero *h = getHero();
if (!h || h->getHP() <= 0)
{
deactivate();
return;
}
if (a->getTypeId() == d_type_to_kill)
{
if (heroIsCulprit)
{
debug("CONGRATULATIONS: QUEST 'KILL ENEMY ARMYTYPE' IS COMPLETED!");
d_q_mgr.questCompleted(d_hero);
}
}
}
void QuestEnemyArmytype::cityAction(City *c, CityDefeatedAction action,
bool heroIsCulprit, int gold)
{
(void) c;
(void) action;
(void) heroIsCulprit;
(void) gold;
}
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