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Split CGTownInstance file

This commit is contained in:
nordsoft 2023-04-26 22:55:56 +04:00 committed by Nordsoft91
parent fb739e7186
commit 421bbab1cc
8 changed files with 931 additions and 837 deletions

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@ -55,9 +55,11 @@ macro(add_main_lib TARGET_NAME LIBRARY_TYPE)
${MAIN_LIB_DIR}/mapObjects/CArmedInstance.cpp
${MAIN_LIB_DIR}/mapObjects/CBank.cpp
${MAIN_LIB_DIR}/mapObjects/CGDwelling.cpp
${MAIN_LIB_DIR}/mapObjects/CGHeroInstance.cpp
${MAIN_LIB_DIR}/mapObjects/CGMarket.cpp
${MAIN_LIB_DIR}/mapObjects/CGPandoraBox.cpp
${MAIN_LIB_DIR}/mapObjects/CGTownBuilding.cpp
${MAIN_LIB_DIR}/mapObjects/CGTownInstance.cpp
${MAIN_LIB_DIR}/mapObjects/CObjectClassesHandler.cpp
${MAIN_LIB_DIR}/mapObjects/CObjectHandler.cpp
@ -325,9 +327,11 @@ macro(add_main_lib TARGET_NAME LIBRARY_TYPE)
${MAIN_LIB_DIR}/mapObjects/CArmedInstance.h
${MAIN_LIB_DIR}/mapObjects/CBank.h
${MAIN_LIB_DIR}/mapObjects/CGDwelling.cpp
${MAIN_LIB_DIR}/mapObjects/CGHeroInstance.h
${MAIN_LIB_DIR}/mapObjects/CGMarket.h
${MAIN_LIB_DIR}/mapObjects/CGPandoraBox.h
${MAIN_LIB_DIR}/mapObjects/CGTownBuilding.h
${MAIN_LIB_DIR}/mapObjects/CGTownInstance.h
${MAIN_LIB_DIR}/mapObjects/CObjectClassesHandler.h
${MAIN_LIB_DIR}/mapObjects/CObjectHandler.h

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@ -0,0 +1,434 @@
/*
* CGDwelling.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 "CGDwelling.h"
#include "CObjectClassesHandler.h"
#include "../serializer/JsonSerializeFormat.h"
#include "../CTownHandler.h"
#include "../IGameCallback.h"
#include "../CGameState.h"
#include "../CPlayerState.h"
#include "../NetPacks.h"
#include "../GameSettings.h"
#include "../CConfigHandler.h"
VCMI_LIB_NAMESPACE_BEGIN
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;
}
}
VCMI_LIB_NAMESPACE_END

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@ -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

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/*
* 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

View 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

View File

@ -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

View File

@ -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

View File

@ -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"