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Split CGTownInstance file
This commit is contained in:
parent
fb739e7186
commit
421bbab1cc
@ -55,9 +55,11 @@ macro(add_main_lib TARGET_NAME LIBRARY_TYPE)
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${MAIN_LIB_DIR}/mapObjects/CArmedInstance.cpp
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${MAIN_LIB_DIR}/mapObjects/CBank.cpp
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${MAIN_LIB_DIR}/mapObjects/CGDwelling.cpp
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${MAIN_LIB_DIR}/mapObjects/CGHeroInstance.cpp
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${MAIN_LIB_DIR}/mapObjects/CGMarket.cpp
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${MAIN_LIB_DIR}/mapObjects/CGPandoraBox.cpp
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${MAIN_LIB_DIR}/mapObjects/CGTownBuilding.cpp
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${MAIN_LIB_DIR}/mapObjects/CGTownInstance.cpp
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${MAIN_LIB_DIR}/mapObjects/CObjectClassesHandler.cpp
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${MAIN_LIB_DIR}/mapObjects/CObjectHandler.cpp
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@ -325,9 +327,11 @@ macro(add_main_lib TARGET_NAME LIBRARY_TYPE)
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${MAIN_LIB_DIR}/mapObjects/CArmedInstance.h
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${MAIN_LIB_DIR}/mapObjects/CBank.h
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${MAIN_LIB_DIR}/mapObjects/CGDwelling.cpp
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${MAIN_LIB_DIR}/mapObjects/CGHeroInstance.h
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${MAIN_LIB_DIR}/mapObjects/CGMarket.h
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${MAIN_LIB_DIR}/mapObjects/CGPandoraBox.h
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${MAIN_LIB_DIR}/mapObjects/CGTownBuilding.h
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${MAIN_LIB_DIR}/mapObjects/CGTownInstance.h
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${MAIN_LIB_DIR}/mapObjects/CObjectClassesHandler.h
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${MAIN_LIB_DIR}/mapObjects/CObjectHandler.h
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434
lib/mapObjects/CGDwelling.cpp
Normal file
434
lib/mapObjects/CGDwelling.cpp
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@ -0,0 +1,434 @@
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/*
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* CGDwelling.cpp, part of VCMI engine
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*
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* Authors: listed in file AUTHORS in main folder
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*
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* License: GNU General Public License v2.0 or later
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* Full text of license available in license.txt file, in main folder
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*
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*/
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#include "StdInc.h"
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#include "CGDwelling.h"
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#include "CObjectClassesHandler.h"
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#include "../serializer/JsonSerializeFormat.h"
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#include "../CTownHandler.h"
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#include "../IGameCallback.h"
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#include "../CGameState.h"
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#include "../CPlayerState.h"
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#include "../NetPacks.h"
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#include "../GameSettings.h"
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#include "../CConfigHandler.h"
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VCMI_LIB_NAMESPACE_BEGIN
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CSpecObjInfo::CSpecObjInfo():
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owner(nullptr)
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{
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}
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void CCreGenAsCastleInfo::serializeJson(JsonSerializeFormat & handler)
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{
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handler.serializeString("sameAsTown", instanceId);
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if(!handler.saving)
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{
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asCastle = !instanceId.empty();
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allowedFactions.clear();
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}
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if(!asCastle)
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{
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std::vector<bool> standard;
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standard.resize(VLC->townh->size(), true);
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JsonSerializeFormat::LIC allowedLIC(standard, &FactionID::decode, &FactionID::encode);
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allowedLIC.any = allowedFactions;
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handler.serializeLIC("allowedFactions", allowedLIC);
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if(!handler.saving)
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{
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allowedFactions = allowedLIC.any;
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}
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}
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}
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void CCreGenLeveledInfo::serializeJson(JsonSerializeFormat & handler)
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{
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handler.serializeInt("minLevel", minLevel, static_cast<uint8_t>(1));
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handler.serializeInt("maxLevel", maxLevel, static_cast<uint8_t>(7));
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if(!handler.saving)
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{
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//todo: safely allow any level > 7
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vstd::abetween<uint8_t>(minLevel, 1, 7);
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vstd::abetween<uint8_t>(maxLevel, minLevel, 7);
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}
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}
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void CCreGenLeveledCastleInfo::serializeJson(JsonSerializeFormat & handler)
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{
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CCreGenAsCastleInfo::serializeJson(handler);
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CCreGenLeveledInfo::serializeJson(handler);
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}
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CGDwelling::CGDwelling()
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: info(nullptr)
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{
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}
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CGDwelling::~CGDwelling()
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{
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vstd::clear_pointer(info);
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}
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void CGDwelling::initObj(CRandomGenerator & rand)
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{
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switch(ID)
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{
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case Obj::CREATURE_GENERATOR1:
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case Obj::CREATURE_GENERATOR4:
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{
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VLC->objtypeh->getHandlerFor(ID, subID)->configureObject(this, rand);
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if (getOwner() != PlayerColor::NEUTRAL)
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cb->gameState()->players[getOwner()].dwellings.emplace_back(this);
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assert(!creatures.empty());
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assert(!creatures[0].second.empty());
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break;
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}
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case Obj::REFUGEE_CAMP:
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//is handled within newturn func
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break;
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case Obj::WAR_MACHINE_FACTORY:
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creatures.resize(3);
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creatures[0].second.emplace_back(CreatureID::BALLISTA);
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creatures[1].second.emplace_back(CreatureID::FIRST_AID_TENT);
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creatures[2].second.emplace_back(CreatureID::AMMO_CART);
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break;
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default:
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assert(0);
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break;
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}
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}
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void CGDwelling::initRandomObjectInfo()
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{
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vstd::clear_pointer(info);
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switch(ID)
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{
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case Obj::RANDOM_DWELLING: info = new CCreGenLeveledCastleInfo();
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break;
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case Obj::RANDOM_DWELLING_LVL: info = new CCreGenAsCastleInfo();
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break;
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case Obj::RANDOM_DWELLING_FACTION: info = new CCreGenLeveledInfo();
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break;
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}
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if(info)
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info->owner = this;
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}
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void CGDwelling::setPropertyDer(ui8 what, ui32 val)
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{
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switch (what)
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{
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case ObjProperty::OWNER: //change owner
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if (ID == Obj::CREATURE_GENERATOR1 || ID == Obj::CREATURE_GENERATOR2
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|| ID == Obj::CREATURE_GENERATOR3 || ID == Obj::CREATURE_GENERATOR4)
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{
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if (tempOwner != PlayerColor::NEUTRAL)
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{
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std::vector<ConstTransitivePtr<CGDwelling> >* dwellings = &cb->gameState()->players[tempOwner].dwellings;
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dwellings->erase (std::find(dwellings->begin(), dwellings->end(), this));
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}
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if (PlayerColor(val) != PlayerColor::NEUTRAL) //can new owner be neutral?
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cb->gameState()->players[PlayerColor(val)].dwellings.emplace_back(this);
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}
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break;
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case ObjProperty::AVAILABLE_CREATURE:
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creatures.resize(1);
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creatures[0].second.resize(1);
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creatures[0].second[0] = CreatureID(val);
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break;
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}
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}
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void CGDwelling::onHeroVisit( const CGHeroInstance * h ) const
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{
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if(ID == Obj::REFUGEE_CAMP && !creatures[0].first) //Refugee Camp, no available cres
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{
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InfoWindow iw;
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iw.type = EInfoWindowMode::AUTO;
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iw.player = h->tempOwner;
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iw.text.addTxt(MetaString::ADVOB_TXT, 44); //{%s} \n\n The camp is deserted. Perhaps you should try next week.
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iw.text.addReplacement(MetaString::OBJ_NAMES, ID);
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cb->sendAndApply(&iw);
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return;
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}
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PlayerRelations::PlayerRelations relations = cb->gameState()->getPlayerRelations( h->tempOwner, tempOwner );
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if ( relations == PlayerRelations::ALLIES )
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return;//do not allow recruiting or capturing
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if( !relations && stacksCount() > 0) //object is guarded, owned by enemy
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{
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BlockingDialog bd(true,false);
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bd.player = h->tempOwner;
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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?
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bd.text.addReplacement(ID == Obj::CREATURE_GENERATOR1 ? MetaString::CREGENS : MetaString::CREGENS4, subID);
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if(settings["gameTweaks"]["numericCreaturesQuantities"].Bool())
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bd.text.addReplacement(CCreature::getQuantityRangeStringForId(Slots().begin()->second->getQuantityID()));
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else
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bd.text.addReplacement(MetaString::ARRAY_TXT, 173 + (int)Slots().begin()->second->getQuantityID()*3);
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bd.text.addReplacement(*Slots().begin()->second);
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cb->showBlockingDialog(&bd);
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return;
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}
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// TODO this shouldn't be hardcoded
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if(!relations && ID != Obj::WAR_MACHINE_FACTORY && ID != Obj::REFUGEE_CAMP)
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{
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cb->setOwner(this, h->tempOwner);
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}
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BlockingDialog bd (true,false);
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bd.player = h->tempOwner;
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if(ID == Obj::CREATURE_GENERATOR1 || ID == Obj::CREATURE_GENERATOR4)
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{
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bd.text.addTxt(MetaString::ADVOB_TXT, ID == Obj::CREATURE_GENERATOR1 ? 35 : 36); //{%s} Would you like to recruit %s? / {%s} Would you like to recruit %s, %s, %s, or %s?
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bd.text.addReplacement(ID == Obj::CREATURE_GENERATOR1 ? MetaString::CREGENS : MetaString::CREGENS4, subID);
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for(const auto & elem : creatures)
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bd.text.addReplacement(MetaString::CRE_PL_NAMES, elem.second[0]);
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}
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else if(ID == Obj::REFUGEE_CAMP)
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{
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bd.text.addTxt(MetaString::ADVOB_TXT, 35); //{%s} Would you like to recruit %s?
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bd.text.addReplacement(MetaString::OBJ_NAMES, ID);
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for(const auto & elem : creatures)
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bd.text.addReplacement(MetaString::CRE_PL_NAMES, elem.second[0]);
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}
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else if(ID == Obj::WAR_MACHINE_FACTORY)
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bd.text.addTxt(MetaString::ADVOB_TXT, 157); //{War Machine Factory} Would you like to purchase War Machines?
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else
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throw std::runtime_error("Illegal dwelling!");
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cb->showBlockingDialog(&bd);
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}
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void CGDwelling::newTurn(CRandomGenerator & rand) const
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{
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if(cb->getDate(Date::DAY_OF_WEEK) != 1) //not first day of week
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return;
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//town growths and War Machines Factories are handled separately
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if(ID == Obj::TOWN || ID == Obj::WAR_MACHINE_FACTORY)
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return;
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if(ID == Obj::REFUGEE_CAMP) //if it's a refugee camp, we need to pick an available creature
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{
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cb->setObjProperty(id, ObjProperty::AVAILABLE_CREATURE, VLC->creh->pickRandomMonster(rand));
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}
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bool change = false;
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SetAvailableCreatures sac;
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sac.creatures = creatures;
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sac.tid = id;
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for (size_t i = 0; i < creatures.size(); i++)
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{
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if(!creatures[i].second.empty())
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{
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bool creaturesAccumulate = false;
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if (tempOwner.isValidPlayer())
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creaturesAccumulate = VLC->settings()->getBoolean(EGameSettings::DWELLINGS_ACCUMULATE_WHEN_OWNED);
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else
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creaturesAccumulate = VLC->settings()->getBoolean(EGameSettings::DWELLINGS_ACCUMULATE_WHEN_NEUTRAL);
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CCreature *cre = VLC->creh->objects[creatures[i].second[0]];
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TQuantity amount = cre->getGrowth() * (1 + cre->valOfBonuses(Bonus::CREATURE_GROWTH_PERCENT)/100) + cre->valOfBonuses(Bonus::CREATURE_GROWTH);
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if (creaturesAccumulate && ID != Obj::REFUGEE_CAMP) //camp should not try to accumulate different kinds of creatures
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sac.creatures[i].first += amount;
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else
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sac.creatures[i].first = amount;
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change = true;
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}
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}
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if(change)
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cb->sendAndApply(&sac);
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updateGuards();
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}
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void CGDwelling::updateGuards() const
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{
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//TODO: store custom guard config and use it
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//TODO: store boolean flag for guards
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bool guarded = false;
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//default condition - creatures are of level 5 or higher
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for (auto creatureEntry : creatures)
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{
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if (VLC->creatures()->getByIndex(creatureEntry.second.at(0))->getLevel() >= 5 && ID != Obj::REFUGEE_CAMP)
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{
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guarded = true;
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break;
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}
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}
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if (guarded)
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{
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for (auto creatureEntry : creatures)
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{
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const CCreature * crea = VLC->creh->objects[creatureEntry.second.at(0)];
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SlotID slot = getSlotFor(crea->getId());
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if (hasStackAtSlot(slot)) //stack already exists, overwrite it
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{
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ChangeStackCount csc;
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csc.army = this->id;
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csc.slot = slot;
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csc.count = crea->getGrowth() * 3;
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csc.absoluteValue = true;
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cb->sendAndApply(&csc);
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}
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else //slot is empty, create whole new stack
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{
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InsertNewStack ns;
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ns.army = this->id;
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ns.slot = slot;
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ns.type = crea->getId();
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ns.count = crea->getGrowth() * 3;
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cb->sendAndApply(&ns);
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}
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}
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}
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}
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void CGDwelling::heroAcceptsCreatures( const CGHeroInstance *h) const
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{
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CreatureID crid = creatures[0].second[0];
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auto *crs = crid.toCreature();
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TQuantity count = creatures[0].first;
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if(crs->getLevel() == 1 && ID != Obj::REFUGEE_CAMP) //first level - creatures are for free
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{
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if(count) //there are available creatures
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{
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SlotID slot = h->getSlotFor(crid);
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if(!slot.validSlot()) //no available slot
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{
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InfoWindow iw;
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iw.type = EInfoWindowMode::AUTO;
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iw.player = h->tempOwner;
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iw.text.addTxt(MetaString::GENERAL_TXT, 425);//The %s would join your hero, but there aren't enough provisions to support them.
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iw.text.addReplacement(MetaString::CRE_PL_NAMES, crid);
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cb->showInfoDialog(&iw);
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}
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else //give creatures
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{
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SetAvailableCreatures sac;
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sac.tid = id;
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sac.creatures = creatures;
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sac.creatures[0].first = 0;
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InfoWindow iw;
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iw.type = EInfoWindowMode::AUTO;
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iw.player = h->tempOwner;
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iw.text.addTxt(MetaString::GENERAL_TXT, 423); //%d %s join your army.
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iw.text.addReplacement(count);
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iw.text.addReplacement(MetaString::CRE_PL_NAMES, crid);
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cb->showInfoDialog(&iw);
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cb->sendAndApply(&sac);
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cb->addToSlot(StackLocation(h, slot), crs, count);
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}
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}
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else //there no creatures
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{
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InfoWindow iw;
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iw.type = EInfoWindowMode::AUTO;
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iw.text.addTxt(MetaString::GENERAL_TXT, 422); //There are no %s here to recruit.
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iw.text.addReplacement(MetaString::CRE_PL_NAMES, crid);
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iw.player = h->tempOwner;
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cb->sendAndApply(&iw);
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}
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}
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else
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{
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if(ID == Obj::WAR_MACHINE_FACTORY) //pick available War Machines
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{
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//there is 1 war machine available to recruit if hero doesn't have one
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SetAvailableCreatures sac;
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sac.tid = id;
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sac.creatures = creatures;
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sac.creatures[0].first = !h->getArt(ArtifactPosition::MACH1); //ballista
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sac.creatures[1].first = !h->getArt(ArtifactPosition::MACH3); //first aid tent
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sac.creatures[2].first = !h->getArt(ArtifactPosition::MACH2); //ammo cart
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cb->sendAndApply(&sac);
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}
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OpenWindow ow;
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ow.id1 = id.getNum();
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ow.id2 = h->id.getNum();
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ow.window = (ID == Obj::CREATURE_GENERATOR1 || ID == Obj::REFUGEE_CAMP)
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? EOpenWindowMode::RECRUITMENT_FIRST
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: EOpenWindowMode::RECRUITMENT_ALL;
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cb->sendAndApply(&ow);
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}
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}
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void CGDwelling::battleFinished(const CGHeroInstance *hero, const BattleResult &result) const
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{
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if (result.winner == 0)
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{
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onHeroVisit(hero);
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}
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}
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void CGDwelling::blockingDialogAnswered(const CGHeroInstance *hero, ui32 answer) const
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{
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auto relations = cb->getPlayerRelations(getOwner(), hero->getOwner());
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if(stacksCount() > 0 && relations == PlayerRelations::ENEMIES) //guards present
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{
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if(answer)
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cb->startBattleI(hero, this);
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}
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else if(answer)
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{
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heroAcceptsCreatures(hero);
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}
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}
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void CGDwelling::serializeJsonOptions(JsonSerializeFormat & handler)
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{
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if(!handler.saving)
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initRandomObjectInfo();
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switch (ID)
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{
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case Obj::WAR_MACHINE_FACTORY:
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case Obj::REFUGEE_CAMP:
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//do nothing
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break;
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case Obj::RANDOM_DWELLING:
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case Obj::RANDOM_DWELLING_LVL:
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case Obj::RANDOM_DWELLING_FACTION:
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info->serializeJson(handler);
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//fall through
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||||
default:
|
||||
serializeJsonOwner(handler);
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
VCMI_LIB_NAMESPACE_END
|
94
lib/mapObjects/CGDwelling.h
Normal file
94
lib/mapObjects/CGDwelling.h
Normal file
@ -0,0 +1,94 @@
|
||||
/*
|
||||
* CGDwelling.h, 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
|
||||
*
|
||||
*/
|
||||
|
||||
#pragma once
|
||||
|
||||
#include "CArmedInstance.h"
|
||||
|
||||
VCMI_LIB_NAMESPACE_BEGIN
|
||||
|
||||
class CGDwelling;
|
||||
|
||||
class DLL_LINKAGE CSpecObjInfo
|
||||
{
|
||||
public:
|
||||
CSpecObjInfo();
|
||||
virtual ~CSpecObjInfo() = default;
|
||||
|
||||
virtual void serializeJson(JsonSerializeFormat & handler) = 0;
|
||||
|
||||
const CGDwelling * owner;
|
||||
};
|
||||
|
||||
class DLL_LINKAGE CCreGenAsCastleInfo : public virtual CSpecObjInfo
|
||||
{
|
||||
public:
|
||||
bool asCastle = false;
|
||||
ui32 identifier = 0;//h3m internal identifier
|
||||
|
||||
std::vector<bool> allowedFactions;
|
||||
|
||||
std::string instanceId;//vcmi map instance identifier
|
||||
void serializeJson(JsonSerializeFormat & handler) override;
|
||||
};
|
||||
|
||||
class DLL_LINKAGE CCreGenLeveledInfo : public virtual CSpecObjInfo
|
||||
{
|
||||
public:
|
||||
ui8 minLevel = 0;
|
||||
ui8 maxLevel = 7; //minimal and maximal level of creature in dwelling: <1, 7>
|
||||
|
||||
void serializeJson(JsonSerializeFormat & handler) override;
|
||||
};
|
||||
|
||||
class DLL_LINKAGE CCreGenLeveledCastleInfo : public CCreGenAsCastleInfo, public CCreGenLeveledInfo
|
||||
{
|
||||
public:
|
||||
CCreGenLeveledCastleInfo() = default;
|
||||
void serializeJson(JsonSerializeFormat & handler) override;
|
||||
};
|
||||
|
||||
|
||||
class DLL_LINKAGE CGDwelling : public CArmedInstance
|
||||
{
|
||||
public:
|
||||
typedef std::vector<std::pair<ui32, std::vector<CreatureID> > > TCreaturesSet;
|
||||
|
||||
CSpecObjInfo * info; //random dwelling options; not serialized
|
||||
TCreaturesSet creatures; //creatures[level] -> <vector of alternative ids (base creature and upgrades, creatures amount>
|
||||
|
||||
CGDwelling();
|
||||
~CGDwelling() override;
|
||||
|
||||
void initRandomObjectInfo();
|
||||
protected:
|
||||
void serializeJsonOptions(JsonSerializeFormat & handler) override;
|
||||
|
||||
private:
|
||||
void initObj(CRandomGenerator & rand) override;
|
||||
void onHeroVisit(const CGHeroInstance * h) const override;
|
||||
void newTurn(CRandomGenerator & rand) const override;
|
||||
void setPropertyDer(ui8 what, ui32 val) override;
|
||||
void battleFinished(const CGHeroInstance *hero, const BattleResult &result) const override;
|
||||
void blockingDialogAnswered(const CGHeroInstance *hero, ui32 answer) const override;
|
||||
|
||||
void updateGuards() const;
|
||||
void heroAcceptsCreatures(const CGHeroInstance *h) const;
|
||||
|
||||
public:
|
||||
template <typename Handler> void serialize(Handler &h, const int version)
|
||||
{
|
||||
h & static_cast<CArmedInstance&>(*this);
|
||||
h & creatures;
|
||||
}
|
||||
};
|
||||
|
||||
|
||||
VCMI_LIB_NAMESPACE_END
|
288
lib/mapObjects/CGTownBuilding.cpp
Normal file
288
lib/mapObjects/CGTownBuilding.cpp
Normal file
@ -0,0 +1,288 @@
|
||||
/*
|
||||
* CGTownBuilding.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
|
||||
*
|
||||
*/
|
||||
|
||||
#include "StdInc.h"
|
||||
#include "CGTownBuilding.h"
|
||||
#include "CGTownInstance.h"
|
||||
#include "../CGeneralTextHandler.h"
|
||||
#include "../NetPacks.h"
|
||||
#include "../IGameCallback.h"
|
||||
|
||||
VCMI_LIB_NAMESPACE_BEGIN
|
||||
|
||||
PlayerColor CGTownBuilding::getOwner() const
|
||||
{
|
||||
return town->getOwner();
|
||||
}
|
||||
|
||||
int32_t CGTownBuilding::getObjGroupIndex() const
|
||||
{
|
||||
return -1;
|
||||
}
|
||||
|
||||
int32_t CGTownBuilding::getObjTypeIndex() const
|
||||
{
|
||||
return 0;
|
||||
}
|
||||
|
||||
int3 CGTownBuilding::visitablePos() const
|
||||
{
|
||||
return town->visitablePos();
|
||||
}
|
||||
|
||||
int3 CGTownBuilding::getPosition() const
|
||||
{
|
||||
return town->getPosition();
|
||||
}
|
||||
|
||||
std::string CGTownBuilding::getVisitingBonusGreeting() const
|
||||
{
|
||||
auto bonusGreeting = town->getTown()->getGreeting(bType);
|
||||
|
||||
if(!bonusGreeting.empty())
|
||||
return bonusGreeting;
|
||||
|
||||
switch(bType)
|
||||
{
|
||||
case BuildingSubID::MANA_VORTEX:
|
||||
bonusGreeting = std::string(VLC->generaltexth->translate("vcmi.townHall.greetingManaVortex"));
|
||||
break;
|
||||
case BuildingSubID::KNOWLEDGE_VISITING_BONUS:
|
||||
bonusGreeting = std::string(VLC->generaltexth->translate("vcmi.townHall.greetingKnowledge"));
|
||||
break;
|
||||
case BuildingSubID::SPELL_POWER_VISITING_BONUS:
|
||||
bonusGreeting = std::string(VLC->generaltexth->translate("vcmi.townHall.greetingSpellPower"));
|
||||
break;
|
||||
case BuildingSubID::ATTACK_VISITING_BONUS:
|
||||
bonusGreeting = std::string(VLC->generaltexth->translate("vcmi.townHall.greetingAttack"));
|
||||
break;
|
||||
case BuildingSubID::EXPERIENCE_VISITING_BONUS:
|
||||
bonusGreeting = std::string(VLC->generaltexth->translate("vcmi.townHall.greetingExperience"));
|
||||
break;
|
||||
case BuildingSubID::DEFENSE_VISITING_BONUS:
|
||||
bonusGreeting = std::string(VLC->generaltexth->translate("vcmi.townHall.greetingDefence"));
|
||||
break;
|
||||
}
|
||||
auto buildingName = town->getTown()->getSpecialBuilding(bType)->getNameTranslated();
|
||||
|
||||
if(bonusGreeting.empty())
|
||||
{
|
||||
bonusGreeting = "Error: Bonus greeting for '%s' is not localized.";
|
||||
logGlobal->error("'%s' building of '%s' faction has not localized bonus greeting.", buildingName, town->getTown()->faction->getNameTranslated());
|
||||
}
|
||||
boost::algorithm::replace_first(bonusGreeting, "%s", buildingName);
|
||||
town->getTown()->setGreeting(bType, bonusGreeting);
|
||||
return bonusGreeting;
|
||||
}
|
||||
|
||||
std::string CGTownBuilding::getCustomBonusGreeting(const Bonus & bonus) const
|
||||
{
|
||||
if(bonus.type == Bonus::TOWN_MAGIC_WELL)
|
||||
{
|
||||
auto bonusGreeting = std::string(VLC->generaltexth->translate("vcmi.townHall.greetingInTownMagicWell"));
|
||||
auto buildingName = town->getTown()->getSpecialBuilding(bType)->getNameTranslated();
|
||||
boost::algorithm::replace_first(bonusGreeting, "%s", buildingName);
|
||||
return bonusGreeting;
|
||||
}
|
||||
auto bonusGreeting = std::string(VLC->generaltexth->translate("vcmi.townHall.greetingCustomBonus")); //"%s gives you +%d %s%s"
|
||||
std::string param;
|
||||
std::string until;
|
||||
|
||||
if(bonus.type == Bonus::MORALE)
|
||||
param = VLC->generaltexth->allTexts[384];
|
||||
else if(bonus.type == Bonus::LUCK)
|
||||
param = VLC->generaltexth->allTexts[385];
|
||||
|
||||
until = bonus.duration == static_cast<ui16>(Bonus::ONE_BATTLE)
|
||||
? VLC->generaltexth->translate("vcmi.townHall.greetingCustomUntil")
|
||||
: ".";
|
||||
|
||||
boost::format fmt = boost::format(bonusGreeting) % bonus.description % bonus.val % param % until;
|
||||
std::string greeting = fmt.str();
|
||||
return greeting;
|
||||
}
|
||||
|
||||
|
||||
COPWBonus::COPWBonus(const BuildingID & bid, BuildingSubID::EBuildingSubID subId, CGTownInstance * cgTown)
|
||||
{
|
||||
bID = bid;
|
||||
bType = subId;
|
||||
town = cgTown;
|
||||
indexOnTV = static_cast<si32>(town->bonusingBuildings.size());
|
||||
}
|
||||
|
||||
void COPWBonus::setProperty(ui8 what, ui32 val)
|
||||
{
|
||||
switch (what)
|
||||
{
|
||||
case ObjProperty::VISITORS:
|
||||
visitors.insert(val);
|
||||
break;
|
||||
case ObjProperty::STRUCTURE_CLEAR_VISITORS:
|
||||
visitors.clear();
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
void COPWBonus::onHeroVisit (const CGHeroInstance * h) const
|
||||
{
|
||||
ObjectInstanceID heroID = h->id;
|
||||
if(town->hasBuilt(bID))
|
||||
{
|
||||
InfoWindow iw;
|
||||
iw.player = h->tempOwner;
|
||||
|
||||
switch (this->bType)
|
||||
{
|
||||
case BuildingSubID::STABLES:
|
||||
if(!h->hasBonusFrom(Bonus::OBJECT, Obj::STABLES)) //does not stack with advMap Stables
|
||||
{
|
||||
GiveBonus gb;
|
||||
gb.bonus = Bonus(Bonus::ONE_WEEK, Bonus::MOVEMENT, Bonus::OBJECT, 600, 94, VLC->generaltexth->arraytxt[100], 1);
|
||||
gb.id = heroID.getNum();
|
||||
cb->giveHeroBonus(&gb);
|
||||
|
||||
SetMovePoints mp;
|
||||
mp.val = 600;
|
||||
mp.absolute = false;
|
||||
mp.hid = heroID;
|
||||
cb->setMovePoints(&mp);
|
||||
|
||||
iw.text << VLC->generaltexth->allTexts[580];
|
||||
cb->showInfoDialog(&iw);
|
||||
}
|
||||
break;
|
||||
|
||||
case BuildingSubID::MANA_VORTEX:
|
||||
if(visitors.empty())
|
||||
{
|
||||
if(h->mana < h->manaLimit() * 2)
|
||||
cb->setManaPoints (heroID, 2 * h->manaLimit());
|
||||
//TODO: investigate line below
|
||||
//cb->setObjProperty (town->id, ObjProperty::VISITED, true);
|
||||
iw.text << getVisitingBonusGreeting();
|
||||
cb->showInfoDialog(&iw);
|
||||
//extra visit penalty if hero alredy had double mana points (or even more?!)
|
||||
town->addHeroToStructureVisitors(h, indexOnTV);
|
||||
}
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
CTownBonus::CTownBonus(const BuildingID & index, BuildingSubID::EBuildingSubID subId, CGTownInstance * cgTown)
|
||||
{
|
||||
bID = index;
|
||||
bType = subId;
|
||||
town = cgTown;
|
||||
indexOnTV = static_cast<si32>(town->bonusingBuildings.size());
|
||||
}
|
||||
|
||||
void CTownBonus::setProperty (ui8 what, ui32 val)
|
||||
{
|
||||
if(what == ObjProperty::VISITORS)
|
||||
visitors.insert(ObjectInstanceID(val));
|
||||
}
|
||||
|
||||
void CTownBonus::onHeroVisit (const CGHeroInstance * h) const
|
||||
{
|
||||
ObjectInstanceID heroID = h->id;
|
||||
if(town->hasBuilt(bID) && visitors.find(heroID) == visitors.end())
|
||||
{
|
||||
si64 val = 0;
|
||||
InfoWindow iw;
|
||||
PrimarySkill::PrimarySkill what = PrimarySkill::NONE;
|
||||
|
||||
switch(bType)
|
||||
{
|
||||
case BuildingSubID::KNOWLEDGE_VISITING_BONUS: //wall of knowledge
|
||||
what = PrimarySkill::KNOWLEDGE;
|
||||
val = 1;
|
||||
iw.components.emplace_back(Component::EComponentType::PRIM_SKILL, 3, 1, 0);
|
||||
break;
|
||||
|
||||
case BuildingSubID::SPELL_POWER_VISITING_BONUS: //order of fire
|
||||
what = PrimarySkill::SPELL_POWER;
|
||||
val = 1;
|
||||
iw.components.emplace_back(Component::EComponentType::PRIM_SKILL, 2, 1, 0);
|
||||
break;
|
||||
|
||||
case BuildingSubID::ATTACK_VISITING_BONUS: //hall of Valhalla
|
||||
what = PrimarySkill::ATTACK;
|
||||
val = 1;
|
||||
iw.components.emplace_back(Component::EComponentType::PRIM_SKILL, 0, 1, 0);
|
||||
break;
|
||||
|
||||
case BuildingSubID::EXPERIENCE_VISITING_BONUS: //academy of battle scholars
|
||||
what = PrimarySkill::EXPERIENCE;
|
||||
val = static_cast<int>(h->calculateXp(1000));
|
||||
iw.components.emplace_back(Component::EComponentType::EXPERIENCE, 0, val, 0);
|
||||
break;
|
||||
|
||||
case BuildingSubID::DEFENSE_VISITING_BONUS: //cage of warlords
|
||||
what = PrimarySkill::DEFENSE;
|
||||
val = 1;
|
||||
iw.components.emplace_back(Component::EComponentType::PRIM_SKILL, 1, 1, 0);
|
||||
break;
|
||||
|
||||
case BuildingSubID::CUSTOM_VISITING_BONUS:
|
||||
const auto building = town->getTown()->buildings.at(bID);
|
||||
if(!h->hasBonusFrom(Bonus::TOWN_STRUCTURE, Bonus::getSid32(building->town->faction->getIndex(), building->bid)))
|
||||
{
|
||||
const auto & bonuses = building->onVisitBonuses;
|
||||
applyBonuses(const_cast<CGHeroInstance *>(h), bonuses);
|
||||
}
|
||||
break;
|
||||
}
|
||||
|
||||
if(what != PrimarySkill::NONE)
|
||||
{
|
||||
iw.player = cb->getOwner(heroID);
|
||||
iw.text << getVisitingBonusGreeting();
|
||||
cb->showInfoDialog(&iw);
|
||||
cb->changePrimSkill (cb->getHero(heroID), what, val);
|
||||
town->addHeroToStructureVisitors(h, indexOnTV);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void CTownBonus::applyBonuses(CGHeroInstance * h, const BonusList & bonuses) const
|
||||
{
|
||||
auto addToVisitors = false;
|
||||
|
||||
for(const auto & bonus : bonuses)
|
||||
{
|
||||
GiveBonus gb;
|
||||
InfoWindow iw;
|
||||
|
||||
if(bonus->type == Bonus::TOWN_MAGIC_WELL)
|
||||
{
|
||||
if(h->mana >= h->manaLimit())
|
||||
return;
|
||||
cb->setManaPoints(h->id, h->manaLimit());
|
||||
bonus->duration = Bonus::ONE_DAY;
|
||||
}
|
||||
gb.bonus = * bonus;
|
||||
gb.id = h->id.getNum();
|
||||
cb->giveHeroBonus(&gb);
|
||||
|
||||
if(bonus->duration == Bonus::PERMANENT)
|
||||
addToVisitors = true;
|
||||
|
||||
iw.player = cb->getOwner(h->id);
|
||||
iw.text << getCustomBonusGreeting(gb.bonus);
|
||||
cb->showInfoDialog(&iw);
|
||||
}
|
||||
if(addToVisitors)
|
||||
town->addHeroToStructureVisitors(h, indexOnTV);
|
||||
}
|
||||
|
||||
|
||||
VCMI_LIB_NAMESPACE_END
|
107
lib/mapObjects/CGTownBuilding.h
Normal file
107
lib/mapObjects/CGTownBuilding.h
Normal file
@ -0,0 +1,107 @@
|
||||
/*
|
||||
* CGTownBuilding.h, 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
|
||||
*
|
||||
*/
|
||||
|
||||
#pragma once
|
||||
|
||||
#include "CObjectHandler.h"
|
||||
|
||||
VCMI_LIB_NAMESPACE_BEGIN
|
||||
|
||||
class CGTownInstance;
|
||||
|
||||
|
||||
class DLL_LINKAGE CGTownBuilding : public IObjectInterface
|
||||
{
|
||||
///basic class for town structures handled as map objects
|
||||
public:
|
||||
si32 indexOnTV = 0; //identifies its index on towns vector
|
||||
|
||||
CGTownInstance * town = nullptr;
|
||||
|
||||
STRONG_INLINE
|
||||
BuildingSubID::EBuildingSubID getBuildingSubtype() const
|
||||
{
|
||||
return bType;
|
||||
}
|
||||
|
||||
STRONG_INLINE
|
||||
const BuildingID & getBuildingType() const
|
||||
{
|
||||
return bID;
|
||||
}
|
||||
|
||||
STRONG_INLINE
|
||||
void setBuildingSubtype(BuildingSubID::EBuildingSubID subId)
|
||||
{
|
||||
bType = subId;
|
||||
}
|
||||
|
||||
PlayerColor getOwner() const override;
|
||||
int32_t getObjGroupIndex() const override;
|
||||
int32_t getObjTypeIndex() const override;
|
||||
|
||||
int3 visitablePos() const override;
|
||||
int3 getPosition() const override;
|
||||
|
||||
template <typename Handler> void serialize(Handler &h, const int version)
|
||||
{
|
||||
h & bID;
|
||||
h & indexOnTV;
|
||||
h & bType;
|
||||
}
|
||||
|
||||
protected:
|
||||
BuildingID bID; //from buildig list
|
||||
BuildingSubID::EBuildingSubID bType = BuildingSubID::NONE;
|
||||
|
||||
std::string getVisitingBonusGreeting() const;
|
||||
std::string getCustomBonusGreeting(const Bonus & bonus) const;
|
||||
};
|
||||
|
||||
class DLL_LINKAGE COPWBonus : public CGTownBuilding
|
||||
{///used for OPW bonusing structures
|
||||
public:
|
||||
std::set<si32> visitors;
|
||||
void setProperty(ui8 what, ui32 val) override;
|
||||
void onHeroVisit (const CGHeroInstance * h) const override;
|
||||
|
||||
COPWBonus(const BuildingID & index, BuildingSubID::EBuildingSubID subId, CGTownInstance * TOWN);
|
||||
COPWBonus() = default;
|
||||
|
||||
template <typename Handler> void serialize(Handler &h, const int version)
|
||||
{
|
||||
h & static_cast<CGTownBuilding&>(*this);
|
||||
h & visitors;
|
||||
}
|
||||
};
|
||||
|
||||
class DLL_LINKAGE CTownBonus : public CGTownBuilding
|
||||
{
|
||||
///used for one-time bonusing structures
|
||||
///feel free to merge inheritance tree
|
||||
public:
|
||||
std::set<ObjectInstanceID> visitors;
|
||||
void setProperty(ui8 what, ui32 val) override;
|
||||
void onHeroVisit (const CGHeroInstance * h) const override;
|
||||
|
||||
CTownBonus(const BuildingID & index, BuildingSubID::EBuildingSubID subId, CGTownInstance * TOWN);
|
||||
CTownBonus() = default;
|
||||
|
||||
template <typename Handler> void serialize(Handler &h, const int version)
|
||||
{
|
||||
h & static_cast<CGTownBuilding&>(*this);
|
||||
h & visitors;
|
||||
}
|
||||
|
||||
private:
|
||||
void applyBonuses(CGHeroInstance * h, const BonusList & bonuses) const;
|
||||
};
|
||||
|
||||
VCMI_LIB_NAMESPACE_END
|
@ -17,7 +17,6 @@
|
||||
#include "../CConfigHandler.h"
|
||||
#include "../CGeneralTextHandler.h"
|
||||
#include "../CModHandler.h"
|
||||
#include "../GameSettings.h"
|
||||
#include "../IGameCallback.h"
|
||||
#include "../CGameState.h"
|
||||
#include "../mapping/CMap.h"
|
||||
@ -31,414 +30,6 @@ VCMI_LIB_NAMESPACE_BEGIN
|
||||
std::vector<const CArtifact *> CGTownInstance::merchantArtifacts;
|
||||
std::vector<int> CGTownInstance::universitySkills;
|
||||
|
||||
CSpecObjInfo::CSpecObjInfo():
|
||||
owner(nullptr)
|
||||
{
|
||||
|
||||
}
|
||||
|
||||
void CCreGenAsCastleInfo::serializeJson(JsonSerializeFormat & handler)
|
||||
{
|
||||
handler.serializeString("sameAsTown", instanceId);
|
||||
|
||||
if(!handler.saving)
|
||||
{
|
||||
asCastle = !instanceId.empty();
|
||||
allowedFactions.clear();
|
||||
}
|
||||
|
||||
if(!asCastle)
|
||||
{
|
||||
std::vector<bool> standard;
|
||||
standard.resize(VLC->townh->size(), true);
|
||||
|
||||
JsonSerializeFormat::LIC allowedLIC(standard, &FactionID::decode, &FactionID::encode);
|
||||
allowedLIC.any = allowedFactions;
|
||||
|
||||
handler.serializeLIC("allowedFactions", allowedLIC);
|
||||
|
||||
if(!handler.saving)
|
||||
{
|
||||
allowedFactions = allowedLIC.any;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void CCreGenLeveledInfo::serializeJson(JsonSerializeFormat & handler)
|
||||
{
|
||||
handler.serializeInt("minLevel", minLevel, static_cast<uint8_t>(1));
|
||||
handler.serializeInt("maxLevel", maxLevel, static_cast<uint8_t>(7));
|
||||
|
||||
if(!handler.saving)
|
||||
{
|
||||
//todo: safely allow any level > 7
|
||||
vstd::abetween<uint8_t>(minLevel, 1, 7);
|
||||
vstd::abetween<uint8_t>(maxLevel, minLevel, 7);
|
||||
}
|
||||
}
|
||||
|
||||
void CCreGenLeveledCastleInfo::serializeJson(JsonSerializeFormat & handler)
|
||||
{
|
||||
CCreGenAsCastleInfo::serializeJson(handler);
|
||||
CCreGenLeveledInfo::serializeJson(handler);
|
||||
}
|
||||
|
||||
CGDwelling::CGDwelling()
|
||||
: info(nullptr)
|
||||
{
|
||||
}
|
||||
|
||||
CGDwelling::~CGDwelling()
|
||||
{
|
||||
vstd::clear_pointer(info);
|
||||
}
|
||||
|
||||
void CGDwelling::initObj(CRandomGenerator & rand)
|
||||
{
|
||||
switch(ID)
|
||||
{
|
||||
case Obj::CREATURE_GENERATOR1:
|
||||
case Obj::CREATURE_GENERATOR4:
|
||||
{
|
||||
VLC->objtypeh->getHandlerFor(ID, subID)->configureObject(this, rand);
|
||||
|
||||
if (getOwner() != PlayerColor::NEUTRAL)
|
||||
cb->gameState()->players[getOwner()].dwellings.emplace_back(this);
|
||||
|
||||
assert(!creatures.empty());
|
||||
assert(!creatures[0].second.empty());
|
||||
break;
|
||||
}
|
||||
case Obj::REFUGEE_CAMP:
|
||||
//is handled within newturn func
|
||||
break;
|
||||
|
||||
case Obj::WAR_MACHINE_FACTORY:
|
||||
creatures.resize(3);
|
||||
creatures[0].second.emplace_back(CreatureID::BALLISTA);
|
||||
creatures[1].second.emplace_back(CreatureID::FIRST_AID_TENT);
|
||||
creatures[2].second.emplace_back(CreatureID::AMMO_CART);
|
||||
break;
|
||||
|
||||
default:
|
||||
assert(0);
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
void CGDwelling::initRandomObjectInfo()
|
||||
{
|
||||
vstd::clear_pointer(info);
|
||||
switch(ID)
|
||||
{
|
||||
case Obj::RANDOM_DWELLING: info = new CCreGenLeveledCastleInfo();
|
||||
break;
|
||||
case Obj::RANDOM_DWELLING_LVL: info = new CCreGenAsCastleInfo();
|
||||
break;
|
||||
case Obj::RANDOM_DWELLING_FACTION: info = new CCreGenLeveledInfo();
|
||||
break;
|
||||
}
|
||||
|
||||
if(info)
|
||||
info->owner = this;
|
||||
}
|
||||
|
||||
void CGDwelling::setPropertyDer(ui8 what, ui32 val)
|
||||
{
|
||||
switch (what)
|
||||
{
|
||||
case ObjProperty::OWNER: //change owner
|
||||
if (ID == Obj::CREATURE_GENERATOR1 || ID == Obj::CREATURE_GENERATOR2
|
||||
|| ID == Obj::CREATURE_GENERATOR3 || ID == Obj::CREATURE_GENERATOR4)
|
||||
{
|
||||
if (tempOwner != PlayerColor::NEUTRAL)
|
||||
{
|
||||
std::vector<ConstTransitivePtr<CGDwelling> >* dwellings = &cb->gameState()->players[tempOwner].dwellings;
|
||||
dwellings->erase (std::find(dwellings->begin(), dwellings->end(), this));
|
||||
}
|
||||
if (PlayerColor(val) != PlayerColor::NEUTRAL) //can new owner be neutral?
|
||||
cb->gameState()->players[PlayerColor(val)].dwellings.emplace_back(this);
|
||||
}
|
||||
break;
|
||||
case ObjProperty::AVAILABLE_CREATURE:
|
||||
creatures.resize(1);
|
||||
creatures[0].second.resize(1);
|
||||
creatures[0].second[0] = CreatureID(val);
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
void CGDwelling::onHeroVisit( const CGHeroInstance * h ) const
|
||||
{
|
||||
if(ID == Obj::REFUGEE_CAMP && !creatures[0].first) //Refugee Camp, no available cres
|
||||
{
|
||||
InfoWindow iw;
|
||||
iw.type = EInfoWindowMode::AUTO;
|
||||
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;
|
||||
}
|
||||
|
||||
PlayerRelations::PlayerRelations relations = cb->gameState()->getPlayerRelations( h->tempOwner, tempOwner );
|
||||
|
||||
if ( relations == PlayerRelations::ALLIES )
|
||||
return;//do not allow recruiting or capturing
|
||||
|
||||
if( !relations && stacksCount() > 0) //object is guarded, owned by enemy
|
||||
{
|
||||
BlockingDialog bd(true,false);
|
||||
bd.player = h->tempOwner;
|
||||
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 == Obj::CREATURE_GENERATOR1 ? MetaString::CREGENS : MetaString::CREGENS4, subID);
|
||||
if(settings["gameTweaks"]["numericCreaturesQuantities"].Bool())
|
||||
bd.text.addReplacement(CCreature::getQuantityRangeStringForId(Slots().begin()->second->getQuantityID()));
|
||||
else
|
||||
bd.text.addReplacement(MetaString::ARRAY_TXT, 173 + (int)Slots().begin()->second->getQuantityID()*3);
|
||||
bd.text.addReplacement(*Slots().begin()->second);
|
||||
cb->showBlockingDialog(&bd);
|
||||
return;
|
||||
}
|
||||
|
||||
// TODO this shouldn't be hardcoded
|
||||
if(!relations && ID != Obj::WAR_MACHINE_FACTORY && ID != Obj::REFUGEE_CAMP)
|
||||
{
|
||||
cb->setOwner(this, h->tempOwner);
|
||||
}
|
||||
|
||||
BlockingDialog bd (true,false);
|
||||
bd.player = h->tempOwner;
|
||||
if(ID == Obj::CREATURE_GENERATOR1 || ID == Obj::CREATURE_GENERATOR4)
|
||||
{
|
||||
bd.text.addTxt(MetaString::ADVOB_TXT, ID == Obj::CREATURE_GENERATOR1 ? 35 : 36); //{%s} Would you like to recruit %s? / {%s} Would you like to recruit %s, %s, %s, or %s?
|
||||
bd.text.addReplacement(ID == Obj::CREATURE_GENERATOR1 ? MetaString::CREGENS : MetaString::CREGENS4, subID);
|
||||
for(const auto & elem : creatures)
|
||||
bd.text.addReplacement(MetaString::CRE_PL_NAMES, elem.second[0]);
|
||||
}
|
||||
else if(ID == Obj::REFUGEE_CAMP)
|
||||
{
|
||||
bd.text.addTxt(MetaString::ADVOB_TXT, 35); //{%s} Would you like to recruit %s?
|
||||
bd.text.addReplacement(MetaString::OBJ_NAMES, ID);
|
||||
for(const auto & elem : creatures)
|
||||
bd.text.addReplacement(MetaString::CRE_PL_NAMES, elem.second[0]);
|
||||
}
|
||||
else if(ID == Obj::WAR_MACHINE_FACTORY)
|
||||
bd.text.addTxt(MetaString::ADVOB_TXT, 157); //{War Machine Factory} Would you like to purchase War Machines?
|
||||
else
|
||||
throw std::runtime_error("Illegal dwelling!");
|
||||
|
||||
cb->showBlockingDialog(&bd);
|
||||
}
|
||||
|
||||
void CGDwelling::newTurn(CRandomGenerator & rand) const
|
||||
{
|
||||
if(cb->getDate(Date::DAY_OF_WEEK) != 1) //not first day of week
|
||||
return;
|
||||
|
||||
//town growths and War Machines Factories are handled separately
|
||||
if(ID == Obj::TOWN || ID == Obj::WAR_MACHINE_FACTORY)
|
||||
return;
|
||||
|
||||
if(ID == Obj::REFUGEE_CAMP) //if it's a refugee camp, we need to pick an available creature
|
||||
{
|
||||
cb->setObjProperty(id, ObjProperty::AVAILABLE_CREATURE, VLC->creh->pickRandomMonster(rand));
|
||||
}
|
||||
|
||||
bool change = false;
|
||||
|
||||
SetAvailableCreatures sac;
|
||||
sac.creatures = creatures;
|
||||
sac.tid = id;
|
||||
for (size_t i = 0; i < creatures.size(); i++)
|
||||
{
|
||||
if(!creatures[i].second.empty())
|
||||
{
|
||||
bool creaturesAccumulate = false;
|
||||
|
||||
if (tempOwner.isValidPlayer())
|
||||
creaturesAccumulate = VLC->settings()->getBoolean(EGameSettings::DWELLINGS_ACCUMULATE_WHEN_OWNED);
|
||||
else
|
||||
creaturesAccumulate = VLC->settings()->getBoolean(EGameSettings::DWELLINGS_ACCUMULATE_WHEN_NEUTRAL);
|
||||
|
||||
CCreature *cre = VLC->creh->objects[creatures[i].second[0]];
|
||||
TQuantity amount = cre->getGrowth() * (1 + cre->valOfBonuses(Bonus::CREATURE_GROWTH_PERCENT)/100) + cre->valOfBonuses(Bonus::CREATURE_GROWTH);
|
||||
if (creaturesAccumulate && ID != Obj::REFUGEE_CAMP) //camp should not try to accumulate different kinds of creatures
|
||||
sac.creatures[i].first += amount;
|
||||
else
|
||||
sac.creatures[i].first = amount;
|
||||
change = true;
|
||||
}
|
||||
}
|
||||
|
||||
if(change)
|
||||
cb->sendAndApply(&sac);
|
||||
|
||||
updateGuards();
|
||||
}
|
||||
|
||||
void CGDwelling::updateGuards() const
|
||||
{
|
||||
//TODO: store custom guard config and use it
|
||||
//TODO: store boolean flag for guards
|
||||
|
||||
bool guarded = false;
|
||||
//default condition - creatures are of level 5 or higher
|
||||
for (auto creatureEntry : creatures)
|
||||
{
|
||||
if (VLC->creatures()->getByIndex(creatureEntry.second.at(0))->getLevel() >= 5 && ID != Obj::REFUGEE_CAMP)
|
||||
{
|
||||
guarded = true;
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
if (guarded)
|
||||
{
|
||||
for (auto creatureEntry : creatures)
|
||||
{
|
||||
const CCreature * crea = VLC->creh->objects[creatureEntry.second.at(0)];
|
||||
SlotID slot = getSlotFor(crea->getId());
|
||||
|
||||
if (hasStackAtSlot(slot)) //stack already exists, overwrite it
|
||||
{
|
||||
ChangeStackCount csc;
|
||||
csc.army = this->id;
|
||||
csc.slot = slot;
|
||||
csc.count = crea->getGrowth() * 3;
|
||||
csc.absoluteValue = true;
|
||||
cb->sendAndApply(&csc);
|
||||
}
|
||||
else //slot is empty, create whole new stack
|
||||
{
|
||||
InsertNewStack ns;
|
||||
ns.army = this->id;
|
||||
ns.slot = slot;
|
||||
ns.type = crea->getId();
|
||||
ns.count = crea->getGrowth() * 3;
|
||||
cb->sendAndApply(&ns);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void CGDwelling::heroAcceptsCreatures( const CGHeroInstance *h) const
|
||||
{
|
||||
CreatureID crid = creatures[0].second[0];
|
||||
auto *crs = crid.toCreature();
|
||||
TQuantity count = creatures[0].first;
|
||||
|
||||
if(crs->getLevel() == 1 && ID != Obj::REFUGEE_CAMP) //first level - creatures are for free
|
||||
{
|
||||
if(count) //there are available creatures
|
||||
{
|
||||
SlotID slot = h->getSlotFor(crid);
|
||||
if(!slot.validSlot()) //no available slot
|
||||
{
|
||||
InfoWindow iw;
|
||||
iw.type = EInfoWindowMode::AUTO;
|
||||
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.type = EInfoWindowMode::AUTO;
|
||||
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.type = EInfoWindowMode::AUTO;
|
||||
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 == Obj::WAR_MACHINE_FACTORY) //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(ArtifactPosition::MACH1); //ballista
|
||||
sac.creatures[1].first = !h->getArt(ArtifactPosition::MACH3); //first aid tent
|
||||
sac.creatures[2].first = !h->getArt(ArtifactPosition::MACH2); //ammo cart
|
||||
cb->sendAndApply(&sac);
|
||||
}
|
||||
|
||||
OpenWindow ow;
|
||||
ow.id1 = id.getNum();
|
||||
ow.id2 = h->id.getNum();
|
||||
ow.window = (ID == Obj::CREATURE_GENERATOR1 || ID == Obj::REFUGEE_CAMP)
|
||||
? EOpenWindowMode::RECRUITMENT_FIRST
|
||||
: EOpenWindowMode::RECRUITMENT_ALL;
|
||||
cb->sendAndApply(&ow);
|
||||
}
|
||||
}
|
||||
|
||||
void CGDwelling::battleFinished(const CGHeroInstance *hero, const BattleResult &result) const
|
||||
{
|
||||
if (result.winner == 0)
|
||||
{
|
||||
onHeroVisit(hero);
|
||||
}
|
||||
}
|
||||
|
||||
void CGDwelling::blockingDialogAnswered(const CGHeroInstance *hero, ui32 answer) const
|
||||
{
|
||||
auto relations = cb->getPlayerRelations(getOwner(), hero->getOwner());
|
||||
if(stacksCount() > 0 && relations == PlayerRelations::ENEMIES) //guards present
|
||||
{
|
||||
if(answer)
|
||||
cb->startBattleI(hero, this);
|
||||
}
|
||||
else if(answer)
|
||||
{
|
||||
heroAcceptsCreatures(hero);
|
||||
}
|
||||
}
|
||||
|
||||
void CGDwelling::serializeJsonOptions(JsonSerializeFormat & handler)
|
||||
{
|
||||
if(!handler.saving)
|
||||
initRandomObjectInfo();
|
||||
|
||||
switch (ID)
|
||||
{
|
||||
case Obj::WAR_MACHINE_FACTORY:
|
||||
case Obj::REFUGEE_CAMP:
|
||||
//do nothing
|
||||
break;
|
||||
case Obj::RANDOM_DWELLING:
|
||||
case Obj::RANDOM_DWELLING_LVL:
|
||||
case Obj::RANDOM_DWELLING_FACTION:
|
||||
info->serializeJson(handler);
|
||||
//fall through
|
||||
default:
|
||||
serializeJsonOwner(handler);
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
int CGTownInstance::getSightRadius() const //returns sight distance
|
||||
{
|
||||
@ -1622,204 +1213,6 @@ TerrainId CGTownInstance::getNativeTerrain() const
|
||||
return town->faction->getNativeTerrain();
|
||||
}
|
||||
|
||||
PlayerColor CGTownBuilding::getOwner() const
|
||||
{
|
||||
return town->getOwner();
|
||||
}
|
||||
|
||||
int32_t CGTownBuilding::getObjGroupIndex() const
|
||||
{
|
||||
return -1;
|
||||
}
|
||||
|
||||
int32_t CGTownBuilding::getObjTypeIndex() const
|
||||
{
|
||||
return 0;
|
||||
}
|
||||
|
||||
int3 CGTownBuilding::visitablePos() const
|
||||
{
|
||||
return town->visitablePos();
|
||||
}
|
||||
|
||||
int3 CGTownBuilding::getPosition() const
|
||||
{
|
||||
return town->getPosition();
|
||||
}
|
||||
|
||||
COPWBonus::COPWBonus(const BuildingID & bid, BuildingSubID::EBuildingSubID subId, CGTownInstance * cgTown)
|
||||
{
|
||||
bID = bid;
|
||||
bType = subId;
|
||||
town = cgTown;
|
||||
indexOnTV = static_cast<si32>(town->bonusingBuildings.size());
|
||||
}
|
||||
|
||||
void COPWBonus::setProperty(ui8 what, ui32 val)
|
||||
{
|
||||
switch (what)
|
||||
{
|
||||
case ObjProperty::VISITORS:
|
||||
visitors.insert(val);
|
||||
break;
|
||||
case ObjProperty::STRUCTURE_CLEAR_VISITORS:
|
||||
visitors.clear();
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
void COPWBonus::onHeroVisit (const CGHeroInstance * h) const
|
||||
{
|
||||
ObjectInstanceID heroID = h->id;
|
||||
if(town->hasBuilt(bID))
|
||||
{
|
||||
InfoWindow iw;
|
||||
iw.player = h->tempOwner;
|
||||
|
||||
switch (this->bType)
|
||||
{
|
||||
case BuildingSubID::STABLES:
|
||||
if(!h->hasBonusFrom(Bonus::OBJECT, Obj::STABLES)) //does not stack with advMap Stables
|
||||
{
|
||||
GiveBonus gb;
|
||||
gb.bonus = Bonus(Bonus::ONE_WEEK, Bonus::MOVEMENT, Bonus::OBJECT, 600, 94, VLC->generaltexth->arraytxt[100], 1);
|
||||
gb.id = heroID.getNum();
|
||||
cb->giveHeroBonus(&gb);
|
||||
|
||||
SetMovePoints mp;
|
||||
mp.val = 600;
|
||||
mp.absolute = false;
|
||||
mp.hid = heroID;
|
||||
cb->setMovePoints(&mp);
|
||||
|
||||
iw.text << VLC->generaltexth->allTexts[580];
|
||||
cb->showInfoDialog(&iw);
|
||||
}
|
||||
break;
|
||||
|
||||
case BuildingSubID::MANA_VORTEX:
|
||||
if(visitors.empty())
|
||||
{
|
||||
if(h->mana < h->manaLimit() * 2)
|
||||
cb->setManaPoints (heroID, 2 * h->manaLimit());
|
||||
//TODO: investigate line below
|
||||
//cb->setObjProperty (town->id, ObjProperty::VISITED, true);
|
||||
iw.text << getVisitingBonusGreeting();
|
||||
cb->showInfoDialog(&iw);
|
||||
//extra visit penalty if hero alredy had double mana points (or even more?!)
|
||||
town->addHeroToStructureVisitors(h, indexOnTV);
|
||||
}
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
CTownBonus::CTownBonus(const BuildingID & index, BuildingSubID::EBuildingSubID subId, CGTownInstance * cgTown)
|
||||
{
|
||||
bID = index;
|
||||
bType = subId;
|
||||
town = cgTown;
|
||||
indexOnTV = static_cast<si32>(town->bonusingBuildings.size());
|
||||
}
|
||||
|
||||
void CTownBonus::setProperty (ui8 what, ui32 val)
|
||||
{
|
||||
if(what == ObjProperty::VISITORS)
|
||||
visitors.insert(ObjectInstanceID(val));
|
||||
}
|
||||
|
||||
void CTownBonus::onHeroVisit (const CGHeroInstance * h) const
|
||||
{
|
||||
ObjectInstanceID heroID = h->id;
|
||||
if(town->hasBuilt(bID) && visitors.find(heroID) == visitors.end())
|
||||
{
|
||||
si64 val = 0;
|
||||
InfoWindow iw;
|
||||
PrimarySkill::PrimarySkill what = PrimarySkill::NONE;
|
||||
|
||||
switch(bType)
|
||||
{
|
||||
case BuildingSubID::KNOWLEDGE_VISITING_BONUS: //wall of knowledge
|
||||
what = PrimarySkill::KNOWLEDGE;
|
||||
val = 1;
|
||||
iw.components.emplace_back(Component::EComponentType::PRIM_SKILL, 3, 1, 0);
|
||||
break;
|
||||
|
||||
case BuildingSubID::SPELL_POWER_VISITING_BONUS: //order of fire
|
||||
what = PrimarySkill::SPELL_POWER;
|
||||
val = 1;
|
||||
iw.components.emplace_back(Component::EComponentType::PRIM_SKILL, 2, 1, 0);
|
||||
break;
|
||||
|
||||
case BuildingSubID::ATTACK_VISITING_BONUS: //hall of Valhalla
|
||||
what = PrimarySkill::ATTACK;
|
||||
val = 1;
|
||||
iw.components.emplace_back(Component::EComponentType::PRIM_SKILL, 0, 1, 0);
|
||||
break;
|
||||
|
||||
case BuildingSubID::EXPERIENCE_VISITING_BONUS: //academy of battle scholars
|
||||
what = PrimarySkill::EXPERIENCE;
|
||||
val = static_cast<int>(h->calculateXp(1000));
|
||||
iw.components.emplace_back(Component::EComponentType::EXPERIENCE, 0, val, 0);
|
||||
break;
|
||||
|
||||
case BuildingSubID::DEFENSE_VISITING_BONUS: //cage of warlords
|
||||
what = PrimarySkill::DEFENSE;
|
||||
val = 1;
|
||||
iw.components.emplace_back(Component::EComponentType::PRIM_SKILL, 1, 1, 0);
|
||||
break;
|
||||
|
||||
case BuildingSubID::CUSTOM_VISITING_BONUS:
|
||||
const auto building = town->getTown()->buildings.at(bID);
|
||||
if(!h->hasBonusFrom(Bonus::TOWN_STRUCTURE, Bonus::getSid32(building->town->faction->getIndex(), building->bid)))
|
||||
{
|
||||
const auto & bonuses = building->onVisitBonuses;
|
||||
applyBonuses(const_cast<CGHeroInstance *>(h), bonuses);
|
||||
}
|
||||
break;
|
||||
}
|
||||
|
||||
if(what != PrimarySkill::NONE)
|
||||
{
|
||||
iw.player = cb->getOwner(heroID);
|
||||
iw.text << getVisitingBonusGreeting();
|
||||
cb->showInfoDialog(&iw);
|
||||
cb->changePrimSkill (cb->getHero(heroID), what, val);
|
||||
town->addHeroToStructureVisitors(h, indexOnTV);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void CTownBonus::applyBonuses(CGHeroInstance * h, const BonusList & bonuses) const
|
||||
{
|
||||
auto addToVisitors = false;
|
||||
|
||||
for(const auto & bonus : bonuses)
|
||||
{
|
||||
GiveBonus gb;
|
||||
InfoWindow iw;
|
||||
|
||||
if(bonus->type == Bonus::TOWN_MAGIC_WELL)
|
||||
{
|
||||
if(h->mana >= h->manaLimit())
|
||||
return;
|
||||
cb->setManaPoints(h->id, h->manaLimit());
|
||||
bonus->duration = Bonus::ONE_DAY;
|
||||
}
|
||||
gb.bonus = * bonus;
|
||||
gb.id = h->id.getNum();
|
||||
cb->giveHeroBonus(&gb);
|
||||
|
||||
if(bonus->duration == Bonus::PERMANENT)
|
||||
addToVisitors = true;
|
||||
|
||||
iw.player = cb->getOwner(h->id);
|
||||
iw.text << getCustomBonusGreeting(gb.bonus);
|
||||
cb->showInfoDialog(&iw);
|
||||
}
|
||||
if(addToVisitors)
|
||||
town->addHeroToStructureVisitors(h, indexOnTV);
|
||||
}
|
||||
|
||||
GrowthInfo::Entry::Entry(const std::string &format, int _count)
|
||||
: count(_count)
|
||||
{
|
||||
@ -1851,71 +1244,5 @@ int GrowthInfo::totalGrowth() const
|
||||
return ret;
|
||||
}
|
||||
|
||||
std::string CGTownBuilding::getVisitingBonusGreeting() const
|
||||
{
|
||||
auto bonusGreeting = town->getTown()->getGreeting(bType);
|
||||
|
||||
if(!bonusGreeting.empty())
|
||||
return bonusGreeting;
|
||||
|
||||
switch(bType)
|
||||
{
|
||||
case BuildingSubID::MANA_VORTEX:
|
||||
bonusGreeting = std::string(VLC->generaltexth->translate("vcmi.townHall.greetingManaVortex"));
|
||||
break;
|
||||
case BuildingSubID::KNOWLEDGE_VISITING_BONUS:
|
||||
bonusGreeting = std::string(VLC->generaltexth->translate("vcmi.townHall.greetingKnowledge"));
|
||||
break;
|
||||
case BuildingSubID::SPELL_POWER_VISITING_BONUS:
|
||||
bonusGreeting = std::string(VLC->generaltexth->translate("vcmi.townHall.greetingSpellPower"));
|
||||
break;
|
||||
case BuildingSubID::ATTACK_VISITING_BONUS:
|
||||
bonusGreeting = std::string(VLC->generaltexth->translate("vcmi.townHall.greetingAttack"));
|
||||
break;
|
||||
case BuildingSubID::EXPERIENCE_VISITING_BONUS:
|
||||
bonusGreeting = std::string(VLC->generaltexth->translate("vcmi.townHall.greetingExperience"));
|
||||
break;
|
||||
case BuildingSubID::DEFENSE_VISITING_BONUS:
|
||||
bonusGreeting = std::string(VLC->generaltexth->translate("vcmi.townHall.greetingDefence"));
|
||||
break;
|
||||
}
|
||||
auto buildingName = town->getTown()->getSpecialBuilding(bType)->getNameTranslated();
|
||||
|
||||
if(bonusGreeting.empty())
|
||||
{
|
||||
bonusGreeting = "Error: Bonus greeting for '%s' is not localized.";
|
||||
logGlobal->error("'%s' building of '%s' faction has not localized bonus greeting.", buildingName, town->getTown()->faction->getNameTranslated());
|
||||
}
|
||||
boost::algorithm::replace_first(bonusGreeting, "%s", buildingName);
|
||||
town->getTown()->setGreeting(bType, bonusGreeting);
|
||||
return bonusGreeting;
|
||||
}
|
||||
|
||||
std::string CGTownBuilding::getCustomBonusGreeting(const Bonus & bonus) const
|
||||
{
|
||||
if(bonus.type == Bonus::TOWN_MAGIC_WELL)
|
||||
{
|
||||
auto bonusGreeting = std::string(VLC->generaltexth->translate("vcmi.townHall.greetingInTownMagicWell"));
|
||||
auto buildingName = town->getTown()->getSpecialBuilding(bType)->getNameTranslated();
|
||||
boost::algorithm::replace_first(bonusGreeting, "%s", buildingName);
|
||||
return bonusGreeting;
|
||||
}
|
||||
auto bonusGreeting = std::string(VLC->generaltexth->translate("vcmi.townHall.greetingCustomBonus")); //"%s gives you +%d %s%s"
|
||||
std::string param;
|
||||
std::string until;
|
||||
|
||||
if(bonus.type == Bonus::MORALE)
|
||||
param = VLC->generaltexth->allTexts[384];
|
||||
else if(bonus.type == Bonus::LUCK)
|
||||
param = VLC->generaltexth->allTexts[385];
|
||||
|
||||
until = bonus.duration == static_cast<ui16>(Bonus::ONE_BATTLE)
|
||||
? VLC->generaltexth->translate("vcmi.townHall.greetingCustomUntil")
|
||||
: ".";
|
||||
|
||||
boost::format fmt = boost::format(bonusGreeting) % bonus.description % bonus.val % param % until;
|
||||
std::string greeting = fmt.str();
|
||||
return greeting;
|
||||
}
|
||||
|
||||
VCMI_LIB_NAMESPACE_END
|
||||
|
@ -12,174 +12,16 @@
|
||||
#include "CObjectHandler.h"
|
||||
#include "CGMarket.h" // For IMarket interface
|
||||
#include "CArmedInstance.h"
|
||||
#include "CGDwelling.h"
|
||||
#include "CGTownBuilding.h"
|
||||
|
||||
#include "../CTownHandler.h" // For CTown
|
||||
|
||||
VCMI_LIB_NAMESPACE_BEGIN
|
||||
|
||||
class CCastleEvent;
|
||||
class CGTownInstance;
|
||||
class CGDwelling;
|
||||
struct DamageRange;
|
||||
|
||||
class DLL_LINKAGE CSpecObjInfo
|
||||
{
|
||||
public:
|
||||
CSpecObjInfo();
|
||||
virtual ~CSpecObjInfo() = default;
|
||||
|
||||
virtual void serializeJson(JsonSerializeFormat & handler) = 0;
|
||||
|
||||
const CGDwelling * owner;
|
||||
};
|
||||
|
||||
class DLL_LINKAGE CCreGenAsCastleInfo : public virtual CSpecObjInfo
|
||||
{
|
||||
public:
|
||||
bool asCastle = false;
|
||||
ui32 identifier = 0;//h3m internal identifier
|
||||
|
||||
std::vector<bool> allowedFactions;
|
||||
|
||||
std::string instanceId;//vcmi map instance identifier
|
||||
void serializeJson(JsonSerializeFormat & handler) override;
|
||||
};
|
||||
|
||||
class DLL_LINKAGE CCreGenLeveledInfo : public virtual CSpecObjInfo
|
||||
{
|
||||
public:
|
||||
ui8 minLevel = 0;
|
||||
ui8 maxLevel = 7; //minimal and maximal level of creature in dwelling: <1, 7>
|
||||
|
||||
void serializeJson(JsonSerializeFormat & handler) override;
|
||||
};
|
||||
|
||||
class DLL_LINKAGE CCreGenLeveledCastleInfo : public CCreGenAsCastleInfo, public CCreGenLeveledInfo
|
||||
{
|
||||
public:
|
||||
CCreGenLeveledCastleInfo() = default;
|
||||
void serializeJson(JsonSerializeFormat & handler) override;
|
||||
};
|
||||
|
||||
class DLL_LINKAGE CGDwelling : public CArmedInstance
|
||||
{
|
||||
public:
|
||||
typedef std::vector<std::pair<ui32, std::vector<CreatureID> > > TCreaturesSet;
|
||||
|
||||
CSpecObjInfo * info; //random dwelling options; not serialized
|
||||
TCreaturesSet creatures; //creatures[level] -> <vector of alternative ids (base creature and upgrades, creatures amount>
|
||||
|
||||
CGDwelling();
|
||||
~CGDwelling() override;
|
||||
|
||||
void initRandomObjectInfo();
|
||||
protected:
|
||||
void serializeJsonOptions(JsonSerializeFormat & handler) override;
|
||||
|
||||
private:
|
||||
void initObj(CRandomGenerator & rand) override;
|
||||
void onHeroVisit(const CGHeroInstance * h) const override;
|
||||
void newTurn(CRandomGenerator & rand) const override;
|
||||
void setPropertyDer(ui8 what, ui32 val) override;
|
||||
void battleFinished(const CGHeroInstance *hero, const BattleResult &result) const override;
|
||||
void blockingDialogAnswered(const CGHeroInstance *hero, ui32 answer) const override;
|
||||
|
||||
void updateGuards() const;
|
||||
void heroAcceptsCreatures(const CGHeroInstance *h) const;
|
||||
|
||||
public:
|
||||
template <typename Handler> void serialize(Handler &h, const int version)
|
||||
{
|
||||
h & static_cast<CArmedInstance&>(*this);
|
||||
h & creatures;
|
||||
}
|
||||
};
|
||||
|
||||
class DLL_LINKAGE CGTownBuilding : public IObjectInterface
|
||||
{
|
||||
///basic class for town structures handled as map objects
|
||||
public:
|
||||
si32 indexOnTV = 0; //identifies its index on towns vector
|
||||
CGTownInstance *town = nullptr;
|
||||
|
||||
STRONG_INLINE
|
||||
BuildingSubID::EBuildingSubID getBuildingSubtype() const
|
||||
{
|
||||
return bType;
|
||||
}
|
||||
|
||||
STRONG_INLINE
|
||||
const BuildingID & getBuildingType() const
|
||||
{
|
||||
return bID;
|
||||
}
|
||||
|
||||
STRONG_INLINE
|
||||
void setBuildingSubtype(BuildingSubID::EBuildingSubID subId)
|
||||
{
|
||||
bType = subId;
|
||||
}
|
||||
|
||||
PlayerColor getOwner() const override;
|
||||
int32_t getObjGroupIndex() const override;
|
||||
int32_t getObjTypeIndex() const override;
|
||||
|
||||
int3 visitablePos() const override;
|
||||
int3 getPosition() const override;
|
||||
|
||||
template <typename Handler> void serialize(Handler &h, const int version)
|
||||
{
|
||||
h & bID;
|
||||
h & indexOnTV;
|
||||
h & bType;
|
||||
}
|
||||
|
||||
protected:
|
||||
BuildingID bID; //from buildig list
|
||||
BuildingSubID::EBuildingSubID bType = BuildingSubID::NONE;
|
||||
|
||||
std::string getVisitingBonusGreeting() const;
|
||||
std::string getCustomBonusGreeting(const Bonus & bonus) const;
|
||||
};
|
||||
|
||||
class DLL_LINKAGE COPWBonus : public CGTownBuilding
|
||||
{///used for OPW bonusing structures
|
||||
public:
|
||||
std::set<si32> visitors;
|
||||
void setProperty(ui8 what, ui32 val) override;
|
||||
void onHeroVisit (const CGHeroInstance * h) const override;
|
||||
|
||||
COPWBonus(const BuildingID & index, BuildingSubID::EBuildingSubID subId, CGTownInstance * TOWN);
|
||||
COPWBonus() = default;
|
||||
|
||||
template <typename Handler> void serialize(Handler &h, const int version)
|
||||
{
|
||||
h & static_cast<CGTownBuilding&>(*this);
|
||||
h & visitors;
|
||||
}
|
||||
};
|
||||
|
||||
class DLL_LINKAGE CTownBonus : public CGTownBuilding
|
||||
{
|
||||
///used for one-time bonusing structures
|
||||
///feel free to merge inheritance tree
|
||||
public:
|
||||
std::set<ObjectInstanceID> visitors;
|
||||
void setProperty(ui8 what, ui32 val) override;
|
||||
void onHeroVisit (const CGHeroInstance * h) const override;
|
||||
|
||||
CTownBonus(const BuildingID & index, BuildingSubID::EBuildingSubID subId, CGTownInstance * TOWN);
|
||||
CTownBonus() = default;
|
||||
|
||||
template <typename Handler> void serialize(Handler &h, const int version)
|
||||
{
|
||||
h & static_cast<CGTownBuilding&>(*this);
|
||||
h & visitors;
|
||||
}
|
||||
|
||||
private:
|
||||
void applyBonuses(CGHeroInstance * h, const BonusList & bonuses) const;
|
||||
};
|
||||
|
||||
class DLL_LINKAGE CTownAndVisitingHero : public CBonusSystemNode
|
||||
{
|
||||
@ -248,10 +90,6 @@ public:
|
||||
h & spells;
|
||||
h & events;
|
||||
h & bonusingBuildings;
|
||||
|
||||
for(auto * bonusingBuilding : bonusingBuildings)
|
||||
bonusingBuilding->town = this;
|
||||
|
||||
h & town;
|
||||
h & townAndVis;
|
||||
BONUS_TREE_DESERIALIZATION_FIX
|
||||
|
@ -15,8 +15,10 @@
|
||||
|
||||
#include "CArmedInstance.h"
|
||||
#include "CBank.h"
|
||||
#include "CGDwelling.h"
|
||||
#include "CGHeroInstance.h"
|
||||
#include "CGMarket.h"
|
||||
#include "CGTownBuilding.h"
|
||||
#include "CGTownInstance.h"
|
||||
#include "CGPandoraBox.h"
|
||||
#include "CRewardableObject.h"
|
||||
|
Loading…
Reference in New Issue
Block a user