--- /dev/null
+// Copyright (C) 2007, 2008, 2009 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 "QEnemyArmytype.h"
+#include "QuestsManager.h"
+#include "playerlist.h"
+#include "stacklist.h"
+#include "armysetlist.h"
+#include "GameMap.h"
+
+using namespace std;
+
+//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;
+ const Playerlist* pl = Playerlist::getInstance();
+ for (Playerlist::const_iterator pit = pl->begin(); pit != pl->end(); pit++)
+ {
+ 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[rand() % specials.size()]->getTypeId();
+}
+
+//#define debug(x) {cerr<<__FILE__<<": "<<__LINE__<<": "<<x<<endl<<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;
+}
+
+std::string QuestEnemyArmytype::getProgress() const
+{
+ Armysetlist *al = Armysetlist::getInstance();
+ guint32 set = Playerlist::getInstance()->getActiveplayer()->getArmyset();
+ const ArmyProto *a = al->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<std::string>& msgs) const
+{
+ Armysetlist *al = Armysetlist::getInstance();
+ guint32 set = Playerlist::getInstance()->getActiveplayer()->getArmyset();
+ const ArmyProto *a = al->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<std::string>& msgs) const
+{
+ // This quest should never expire, so this is just a dummy function
+}
+
+void QuestEnemyArmytype::initDescription()
+{
+ Armysetlist *al = Armysetlist::getInstance();
+ guint32 set = Playerlist::getInstance()->getActiveplayer()->getArmyset();
+ const ArmyProto *a = al->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);
+ }
+ else
+ {
+ ;
+ //hopefully there are more armies of this type for hero to kill
+ }
+ }
+}
+
+void QuestEnemyArmytype::cityAction(City *c, CityDefeatedAction action,
+ bool heroIsCulprit, int gold)
+{
+ ;//this quest doesn't care what happens to cities
+}