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Breaking things - first commit towards configurable object(s).
- New files: lib/CObjectWithReward.h/cpp - Classes that will be replaced by configurable object are now in this fil Status: far from functional, currently at "it compiles" point, some essential pieces are still missing.
This commit is contained in:
parent
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commit
43ba3d30ea
@ -3,6 +3,7 @@
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#include "Goals.h"
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#include "../../lib/UnlockGuard.h"
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#include "../../lib/CObjectHandler.h"
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#include "../../lib/CObjectWithReward.h"
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#include "../../lib/CConfigHandler.h"
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#include "../../lib/CHeroHandler.h"
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@ -2,9 +2,9 @@
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#include <SDL_mixer.h>
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#include "CMusicHandler.h"
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#include "CGameInfo.h"
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#include "../lib/CCreatureHandler.h"
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#include "../lib/CSpellHandler.h"
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#include "../client/CGameInfo.h"
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#include "../lib/JsonNode.h"
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#include "../lib/GameConstants.h"
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#include "../lib/filesystem/Filesystem.h"
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@ -3,7 +3,6 @@
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#include "filesystem/Filesystem.h"
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#include "filesystem/CBinaryReader.h"
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//#include "../client/CGameInfo.h"
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#include "../lib/VCMI_Lib.h"
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#include "GameConstants.h"
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#include "StringConstants.h"
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@ -168,6 +168,7 @@ public:
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ObjectInstanceID currentSelection; //id of hero/town, 0xffffffff if none
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TeamID team;
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TResources resources;
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std::set<ObjectInstanceID> visitedObjects; // as a std::set, since most accesses here will be from visited status checks
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std::vector<ConstTransitivePtr<CGHeroInstance> > heroes;
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std::vector<ConstTransitivePtr<CGTownInstance> > towns;
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std::vector<ConstTransitivePtr<CGHeroInstance> > availableHeroes; //heroes available in taverns
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@ -184,7 +185,7 @@ public:
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template <typename Handler> void serialize(Handler &h, const int version)
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{
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h & color & human & currentSelection & team & resources & status;
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h & heroes & towns & availableHeroes & dwellings;
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h & heroes & towns & availableHeroes & dwellings & visitedObjects;
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h & getBonusList(); //FIXME FIXME FIXME
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h & status & daysWithoutCastle;
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h & enteredLosingCheatCode & enteredWinningCheatCode;
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@ -16,7 +16,7 @@ set(lib_SRCS
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registerTypes/TypesClientPacks1.cpp
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registerTypes/TypesClientPacks2.cpp
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registerTypes/TypesMapObjects1.cpp
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registerTypes/TypesMapObjects2.cpp
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registerTypes/TypesMapObjects2.cpp
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registerTypes/TypesPregamePacks.cpp
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registerTypes/TypesServerPacks.cpp
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@ -68,6 +68,8 @@ set(lib_SRCS
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CHeroHandler.cpp
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CModHandler.cpp
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CObstacleInstance.cpp
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CObjectWithReward.cpp
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CObjectWithReward.h
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CSpellHandler.cpp
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CThreadHelper.cpp
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CTownHandler.cpp
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File diff suppressed because it is too large
Load Diff
@ -28,7 +28,6 @@ class IGameCallback;
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struct BattleResult;
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class CGObjectInstance;
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class CScript;
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class CObjectScript;
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class CGHeroInstance;
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class CTown;
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class CHero;
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@ -356,7 +355,7 @@ public:
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//std::vector<const CArtifact*> artifacts; //hero's artifacts from bag
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//std::map<ui16, const CArtifact*> artifWorn; //map<position,artifact_id>; positions: 0 - head; 1 - shoulders; 2 - neck; 3 - right hand; 4 - left hand; 5 - torso; 6 - right ring; 7 - left ring; 8 - feet; 9 - misc1; 10 - misc2; 11 - misc3; 12 - misc4; 13 - mach1; 14 - mach2; 15 - mach3; 16 - mach4; 17 - spellbook; 18 - misc5
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std::set<SpellID> spells; //known spells (spell IDs)
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std::set<ObjectInstanceID> visitedObjects;
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struct DLL_LINKAGE Patrol
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{
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@ -423,7 +422,7 @@ public:
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h & static_cast<CArmedInstance&>(*this);
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h & static_cast<CArtifactSet&>(*this);
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h & exp & level & name & biography & portrait & mana & secSkills & movement
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& sex & inTownGarrison & spells & patrol & moveDir & skillsInfo;
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& sex & inTownGarrison & spells & patrol & moveDir & skillsInfo & visitedObjects;
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h & visitedTown & boat;
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h & type & specialty & commander;
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BONUS_TREE_DESERIALIZATION_FIX
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@ -557,34 +556,6 @@ private:
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void heroAcceptsCreatures(const CGHeroInstance *h) const;
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};
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class DLL_LINKAGE CGVisitableOPH : public CGObjectInstance //objects visitable only once per hero
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{
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public:
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std::set<ObjectInstanceID> visitors; //ids of heroes who have visited this obj
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TResources treePrice; //used only by trees of knowledge: empty, 2000 gold, 10 gems
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const std::string & getHoverText() const override;
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void onHeroVisit(const CGHeroInstance * h) const override;
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void initObj() override;
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bool wasVisited (const CGHeroInstance * h) const override;
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void blockingDialogAnswered(const CGHeroInstance *hero, ui32 answer) const override;
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template <typename Handler> void serialize(Handler &h, const int version)
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{
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h & static_cast<CGObjectInstance&>(*this);
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h & visitors & treePrice;
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}
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protected:
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void setPropertyDer(ui8 what, ui32 val) override;//synchr
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private:
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void onNAHeroVisit(const CGHeroInstance * h, bool alreadyVisited) const;
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///dialog callbacks
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void treeSelected(const CGHeroInstance * h, ui32 result) const;
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void schoolSelected(const CGHeroInstance * h, ui32 which) const;
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void arenaSelected(const CGHeroInstance * h, int primSkill) const;
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};
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class DLL_LINKAGE CGTownBuilding : public IObjectInterface
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{
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///basic class for town structures handled as map objects
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@ -1046,22 +1017,6 @@ public:
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}
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};
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class DLL_LINKAGE CGPickable : public CGObjectInstance //campfire, treasure chest, Flotsam, Shipwreck Survivor, Sea Chest
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{
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public:
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ui32 type, val1, val2;
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void onHeroVisit(const CGHeroInstance * h) const override;
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void initObj() override;
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void blockingDialogAnswered(const CGHeroInstance *hero, ui32 answer) const override;
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template <typename Handler> void serialize(Handler &h, const int version)
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{
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h & static_cast<CGObjectInstance&>(*this);
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h & type & val1 & val2;
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}
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};
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class DLL_LINKAGE CGShrine : public CPlayersVisited
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{
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public:
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@ -1098,24 +1053,6 @@ public:
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ui32 defaultResProduction();
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};
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class DLL_LINKAGE CGVisitableOPW : public CGObjectInstance //objects visitable OPW
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{
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public:
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ui8 visited; //true if object has been visited this week
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bool wasVisited(PlayerColor player) const;
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void onHeroVisit(const CGHeroInstance * h) const override;
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virtual void newTurn() const override;
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template <typename Handler> void serialize(Handler &h, const int version)
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{
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h & static_cast<CGObjectInstance&>(*this);
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h & visited;
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}
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protected:
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void setPropertyDer(ui8 what, ui32 val) override;
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};
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class DLL_LINKAGE CGTeleport : public CGObjectInstance //teleports and subterranean gates
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{
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public:
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@ -1132,43 +1069,6 @@ public:
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}
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};
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class DLL_LINKAGE CGBonusingObject : public CGObjectInstance //objects giving bonuses to luck/morale/movement
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{
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public:
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bool wasVisited (const CGHeroInstance * h) const;
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void onHeroVisit(const CGHeroInstance * h) const override;
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const std::string & getHoverText() const override;
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void initObj() override;
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template <typename Handler> void serialize(Handler &h, const int version)
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{
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h & static_cast<CGObjectInstance&>(*this);
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}
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};
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class DLL_LINKAGE CGMagicSpring : public CGVisitableOPW
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{///unfortunately, this one is quite different than others
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enum EVisitedEntrance
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{
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CLEAR = 0, LEFT = 1, RIGHT
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};
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public:
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EVisitedEntrance visitedTile; //only one entrance was visited - there are two
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std::vector<int3> getVisitableOffsets() const;
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int3 getVisitableOffset() const override;
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void setPropertyDer(ui8 what, ui32 val) override;
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void newTurn() const override;
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void onHeroVisit(const CGHeroInstance * h) const override;
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const std::string & getHoverText() const override;
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template <typename Handler> void serialize(Handler &h, const int version)
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{
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h & static_cast<CGObjectInstance&>(*this);
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h & visitedTile & visited;
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}
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};
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class DLL_LINKAGE CGMagicWell : public CGObjectInstance //objects giving bonuses to luck/morale/movement
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{
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public:
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@ -1290,26 +1190,6 @@ public:
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}
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};
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class DLL_LINKAGE CGOnceVisitable : public CPlayersVisited
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///wagon, corpse, lean to, warriors tomb
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{
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public:
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ui8 artOrRes; //0 - nothing; 1 - artifact; 2 - resource
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ui32 bonusType, //id of res or artifact
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bonusVal; //resource amount (or not used)
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void onHeroVisit(const CGHeroInstance * h) const override;
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const std::string & getHoverText() const override;
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void initObj() override;
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void blockingDialogAnswered(const CGHeroInstance *hero, ui32 answer) const override;
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template <typename Handler> void serialize(Handler &h, const int version)
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{
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h & static_cast<CPlayersVisited&>(*this);;
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h & artOrRes & bonusType & bonusVal;
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}
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};
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class DLL_LINKAGE CBank : public CArmedInstance
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{
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public:
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994
lib/CObjectWithReward.cpp
Normal file
994
lib/CObjectWithReward.cpp
Normal file
@ -0,0 +1,994 @@
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/*
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* CObjectWithReward.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 "CObjectWithReward.h"
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#include "CHeroHandler.h"
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#include "CGeneralTextHandler.h"
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#include "../client/CSoundBase.h"
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#include "NetPacks.h"
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bool CRewardLimiter::heroAllowed(const CGHeroInstance * hero) const
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{
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if (dayOfWeek != 0)
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{
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if (IObjectInterface::cb->getDate(Date::DAY_OF_WEEK) != dayOfWeek)
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return false;
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}
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for (auto & reqStack : creatures)
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{
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size_t count = 0;
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for (auto slot : hero->Slots())
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{
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const CStackInstance * heroStack = slot.second;
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if (heroStack->type == reqStack.type)
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count += heroStack->count;
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}
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if (count < reqStack.count) //not enough creatures of this kind
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return false;
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}
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if (!IObjectInterface::cb->getPlayer(hero->tempOwner)->resources.canAfford(resources))
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return false;
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if (hero->level < minLevel)
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return false;
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for (size_t i=0; i<primary.size(); i++)
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{
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if (primary[i] < hero->getPrimSkillLevel(PrimarySkill::PrimarySkill(i)))
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return false;
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}
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for (auto & skill : secondary)
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{
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if (skill.second < hero->getSecSkillLevel(skill.first))
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return false;
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}
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for (auto & art : artifacts)
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{
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if (!hero->hasArt(art))
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return false;
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}
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return true;
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}
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std::vector<ui32> CObjectWithReward::getAvailableRewards(const CGHeroInstance * hero) const
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{
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std::vector<ui32> ret;
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for (size_t i=0; i<info.size(); i++)
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{
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const CVisitInfo & visit = info[i];
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if (numOfGrants[i] < visit.limiter.numOfGrants && visit.limiter.heroAllowed(hero))
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{
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ret.push_back(i);
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}
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}
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return ret;
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}
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void CObjectWithReward::onHeroVisit(const CGHeroInstance *h) const
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{
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if (wasVisited(h))
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{
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auto rewards = getAvailableRewards(h);
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switch (rewards.size())
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{
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case 0: // no rewards, e.g. empty flotsam
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{
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InfoWindow iw;
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iw.player = h->tempOwner;
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iw.soundID = soundID;
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iw.text = onEmpty;
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cb->showInfoDialog(&iw);
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onRewardGiven(h);
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break;
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}
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case 1: // one reward. Just give it with message
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{
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grantReward(info[rewards[0]], h);
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InfoWindow iw;
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iw.player = h->tempOwner;
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iw.soundID = soundID;
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iw.text = onGrant;
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info[rewards[0]].reward.loadComponents(iw.components);
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cb->showInfoDialog(&iw);
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onRewardGiven(h);
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break;
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}
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default: // multiple rewards. Let player select
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{
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BlockingDialog sd(false,true);
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sd.player = h->tempOwner;
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sd.soundID = soundID;
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sd.text = onGrant;
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for (auto index : rewards)
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sd.components.push_back(info[index].reward.getDisplayedComponent());
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cb->showBlockingDialog(&sd);
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return;
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}
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}
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}
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else
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{
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InfoWindow iw;
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iw.player = h->tempOwner;
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iw.soundID = soundID;
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iw.text = onVisited;
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cb->showInfoDialog(&iw);
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}
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}
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void CObjectWithReward::heroLevelUpDone(const CGHeroInstance *hero) const
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{
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grantRewardAfterLevelup(info[selectedReward], hero);
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}
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void CObjectWithReward::blockingDialogAnswered(const CGHeroInstance *hero, ui32 answer) const
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{
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if (answer > 0 && answer-1 < info.size())
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{
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auto list = getAvailableRewards(hero);
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grantReward(info[list[answer - 1]], hero);
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}
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else
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{
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throw std::runtime_error("Unhandled choice");
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}
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}
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void CObjectWithReward::onRewardGiven(const CGHeroInstance * hero) const
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{
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// no implementation, virtual function for overrides
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}
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void CObjectWithReward::grantReward(const CVisitInfo & info, const CGHeroInstance * hero) const
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{
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assert(hero);
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assert(hero->tempOwner.isValidPlayer());
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assert(stacks.empty());
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assert(info.reward.creatures.size() <= GameConstants::ARMY_SIZE);
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assert(!cb->isVisitCoveredByAnotherQuery(this, hero));
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cb->giveResources(hero->tempOwner, info.reward.resources);
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for (auto & entry : info.reward.secondary)
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{
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int current = hero->getSecSkillLevel(entry.first);
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if( (current != 0 && current < entry.second) ||
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(hero->canLearnSkill() ))
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{
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cb->changeSecSkill(hero, entry.first, entry.second);
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}
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}
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for(int i=0; i< info.reward.primary.size(); i++)
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if(info.reward.primary[i] > 0)
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cb->changePrimSkill(hero, static_cast<PrimarySkill::PrimarySkill>(i), info.reward.primary[i], false);
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si64 expToGive = 0;
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expToGive += VLC->heroh->reqExp(hero->level+info.reward.gainedLevels) - VLC->heroh->reqExp(hero->level);
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expToGive += hero->calculateXp(info.reward.gainedExp);
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if (expToGive)
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{
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cb->changePrimSkill(hero, PrimarySkill::EXPERIENCE, expToGive);
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}
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else
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{
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grantRewardAfterLevelup(info, hero);
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}
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}
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void CObjectWithReward::grantRewardAfterLevelup(const CVisitInfo & info, const CGHeroInstance * hero) const
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{
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if (info.reward.manaDiff || info.reward.manaPercentage >= 0)
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{
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si32 mana = hero->mana;
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if (info.reward.manaPercentage >= 0)
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mana = hero->manaLimit() * info.reward.manaPercentage / 100;
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cb->setManaPoints(hero->id, mana + info.reward.manaDiff);
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}
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if(info.reward.movePoints || info.reward.movePercentage >= 0)
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{
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SetMovePoints smp;
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smp.hid = hero->id;
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smp.val = hero->movement;
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if (info.reward.movePercentage >= 0) // percent from max
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smp.val = hero->maxMovePoints(hero->boat != nullptr) * info.reward.movePercentage / 100;
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smp.val = std::max<si32>(0, smp.val + info.reward.movePoints);
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cb->setMovePoints(&smp);
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}
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for (const Bonus & bonus : info.reward.bonuses)
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{
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GiveBonus gb;
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gb.bonus = bonus;
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gb.id = hero->id.getNum();
|
||||
cb->giveHeroBonus(&gb);
|
||||
}
|
||||
|
||||
for (ArtifactID art : info.reward.artifacts)
|
||||
cb->giveHeroNewArtifact(hero, VLC->arth->artifacts[art],ArtifactPosition::FIRST_AVAILABLE);
|
||||
|
||||
if (!info.reward.spells.empty())
|
||||
{
|
||||
std::set<SpellID> spellsToGive(info.reward.spells.begin(), info.reward.spells.end());
|
||||
cb->changeSpells(hero, true, spellsToGive);
|
||||
}
|
||||
|
||||
if (!info.reward.creatures.empty())
|
||||
{
|
||||
CCreatureSet creatures;
|
||||
for (auto & crea : info.reward.creatures)
|
||||
creatures.addToSlot(creatures.getFreeSlot(), new CStackInstance(crea.type, crea.count));
|
||||
|
||||
cb->giveCreatures(this, hero, creatures, false);
|
||||
}
|
||||
|
||||
onRewardGiven(hero);
|
||||
}
|
||||
|
||||
bool CObjectWithReward::wasVisited (PlayerColor player) const
|
||||
{
|
||||
switch (visitMode)
|
||||
{
|
||||
case VISIT_UNLIMITED:
|
||||
return false;
|
||||
case VISIT_ONCE:
|
||||
return numOfGrants.empty() || *boost::range::max_element(numOfGrants) == 0;
|
||||
case VISIT_HERO:
|
||||
return false;
|
||||
case VISIT_PLAYER:
|
||||
return vstd::contains(cb->getPlayer(player)->visitedObjects, ObjectInstanceID(ID));
|
||||
default:
|
||||
return false;
|
||||
}
|
||||
}
|
||||
|
||||
bool CObjectWithReward::wasVisited (const CGHeroInstance * h) const
|
||||
{
|
||||
switch (visitMode)
|
||||
{
|
||||
case VISIT_HERO:
|
||||
return vstd::contains(h->visitedObjects, ObjectInstanceID(ID));
|
||||
default:
|
||||
return wasVisited(h->tempOwner);
|
||||
}
|
||||
}
|
||||
|
||||
void CRewardInfo::loadComponents(std::vector<Component> & comps) const
|
||||
{
|
||||
for (size_t i=0; i<resources.size(); i++)
|
||||
{
|
||||
if (resources[i] !=0)
|
||||
comps.push_back(Component(Component::RESOURCE, i, resources[i], 0));
|
||||
}
|
||||
|
||||
if (gainedExp) comps.push_back(Component(Component::EXPERIENCE, 0, gainedExp, 0));
|
||||
if (gainedLevels) comps.push_back(Component(Component::EXPERIENCE, 0, gainedLevels, 0));
|
||||
|
||||
if (manaDiff) comps.push_back(Component(Component::PRIM_SKILL, 5, manaDiff, 0));
|
||||
|
||||
for (size_t i=0; i<primary.size(); i++)
|
||||
{
|
||||
if (primary[i] !=0)
|
||||
comps.push_back(Component(Component::PRIM_SKILL, i, primary[i], 0));
|
||||
}
|
||||
|
||||
for (auto & entry : secondary)
|
||||
comps.push_back(Component(Component::SEC_SKILL, entry.first, entry.second, 0));
|
||||
|
||||
for (auto & entry : artifacts)
|
||||
comps.push_back(Component(Component::ARTIFACT, entry, 1, 0));
|
||||
|
||||
for (auto & entry : spells)
|
||||
comps.push_back(Component(Component::SPELL, entry, 1, 0));
|
||||
|
||||
for (auto & entry : creatures)
|
||||
comps.push_back(Component(Component::CREATURE, entry.type->idNumber, entry.count, 0));
|
||||
}
|
||||
|
||||
Component CRewardInfo::getDisplayedComponent() const
|
||||
{
|
||||
std::vector<Component> comps;
|
||||
loadComponents(comps);
|
||||
assert(!comps.empty());
|
||||
return comps.front();
|
||||
}
|
||||
|
||||
// FIXME: copy-pasted from CObjectHandler
|
||||
static std::string & visitedTxt(const bool visited)
|
||||
{
|
||||
int id = visited ? 352 : 353;
|
||||
return VLC->generaltexth->allTexts[id];
|
||||
}
|
||||
|
||||
const std::string & CObjectWithReward::getHoverText() const
|
||||
{
|
||||
const CGHeroInstance *h = cb->getSelectedHero(cb->getCurrentPlayer());
|
||||
hoverName = VLC->generaltexth->names[ID];
|
||||
if(h && wasVisited(h))
|
||||
{
|
||||
bool visited = h->hasBonusFrom(Bonus::OBJECT,ID);
|
||||
hoverName += " " + visitedTxt(visited);
|
||||
}
|
||||
return hoverName;
|
||||
}
|
||||
|
||||
void CObjectWithReward::setPropertyDer(ui8 what, ui32 val)
|
||||
{
|
||||
switch (what)
|
||||
{
|
||||
case ObjProperty::REWARD_RESET:
|
||||
numOfGrants.clear();
|
||||
numOfGrants.resize(info.size(), 0);
|
||||
break;
|
||||
case ObjProperty::REWARD_SELECT:
|
||||
selectedReward = val;
|
||||
break;
|
||||
case ObjProperty::REWARD_ADD_VISITOR:
|
||||
//cb->getHero(ObjectInstanceID(val))->visitedObjects.insert(ObjectInstanceID(ID));
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
void CObjectWithReward::newTurn() const
|
||||
{
|
||||
if (cb->getDate(Date::DAY) % resetDuration == 0)
|
||||
cb->setObjProperty(id, ObjProperty::REWARD_RESET, 0);
|
||||
}
|
||||
|
||||
CObjectWithReward::CObjectWithReward():
|
||||
soundID(soundBase::invalid),
|
||||
selectMode(0),
|
||||
selectedReward(0),
|
||||
resetDuration(0)
|
||||
{}
|
||||
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
/// END OF CODE FOR COBJECTWITHREWARD AND RELATED CLASSES ///
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
|
||||
|
||||
/// Helper, selects random art class based on weights
|
||||
static int selectRandomArtClass(int treasure, int minor, int major, int relic)
|
||||
{
|
||||
int total = treasure + minor + major + relic;
|
||||
assert(total != 0);
|
||||
int hlp = IObjectInterface::cb->gameState()->getRandomGenerator().nextInt(total - 1);
|
||||
|
||||
if(hlp < treasure)
|
||||
return CArtifact::ART_TREASURE;
|
||||
if(hlp < treasure + minor)
|
||||
return CArtifact::ART_MINOR;
|
||||
if(hlp < treasure + minor + major)
|
||||
return CArtifact::ART_MAJOR;
|
||||
return CArtifact::ART_RELIC;
|
||||
}
|
||||
|
||||
/// Helper, adds random artifact to reward selecting class based on weights
|
||||
static void loadRandomArtifact(CVisitInfo & info, int treasure, int minor, int major, int relic)
|
||||
{
|
||||
int artClass = selectRandomArtClass(treasure, minor, major, relic);
|
||||
ArtifactID artID = VLC->arth->pickRandomArtifact(IObjectInterface::cb->gameState()->getRandomGenerator(), artClass);
|
||||
info.reward.artifacts.push_back(artID);
|
||||
}
|
||||
|
||||
CGPickable::CGPickable()
|
||||
{
|
||||
visitMode = VISIT_ONCE;
|
||||
selectMode = SELECT_PLAYER;
|
||||
}
|
||||
|
||||
void CGPickable::initObj()
|
||||
{
|
||||
blockVisit = true;
|
||||
switch(ID)
|
||||
{
|
||||
case Obj::CAMPFIRE:
|
||||
{
|
||||
soundID = soundBase::experience;
|
||||
onGrant.addTxt(MetaString::ADVOB_TXT,23);
|
||||
int givenRes = cb->gameState()->getRandomGenerator().nextInt(5);
|
||||
int givenAmm = cb->gameState()->getRandomGenerator().nextInt(4, 6);
|
||||
|
||||
info.resize(1);
|
||||
info[0].reward.resources[givenRes] = givenAmm;
|
||||
info[0].reward.resources[Res::GOLD]= givenAmm * 100;
|
||||
break;
|
||||
}
|
||||
case Obj::FLOTSAM:
|
||||
{
|
||||
int type = cb->gameState()->getRandomGenerator().nextInt(3);
|
||||
soundID = soundBase::GENIE;
|
||||
if (type == 0)
|
||||
onEmpty.addTxt(MetaString::ADVOB_TXT, 51+type);
|
||||
else
|
||||
onGrant.addTxt(MetaString::ADVOB_TXT, 51+type);
|
||||
switch(type)
|
||||
{
|
||||
//case 0:
|
||||
case 1:
|
||||
{
|
||||
info.resize(1);
|
||||
info[0].reward.resources[Res::WOOD] = 5;
|
||||
break;
|
||||
}
|
||||
case 2:
|
||||
{
|
||||
info.resize(1);
|
||||
info[0].reward.resources[Res::WOOD] = 5;
|
||||
info[0].reward.resources[Res::GOLD] = 200;
|
||||
break;
|
||||
}
|
||||
case 3:
|
||||
{
|
||||
info.resize(1);
|
||||
info[0].reward.resources[Res::WOOD] = 10;
|
||||
info[0].reward.resources[Res::GOLD] = 500;
|
||||
break;
|
||||
}
|
||||
}
|
||||
break;
|
||||
}
|
||||
case Obj::SEA_CHEST:
|
||||
{
|
||||
soundID = soundBase::chest;
|
||||
int hlp = cb->gameState()->getRandomGenerator().nextInt(99);
|
||||
if(hlp < 20)
|
||||
{
|
||||
onGrant.addTxt(MetaString::ADVOB_TXT, 116);
|
||||
}
|
||||
else if(hlp < 90)
|
||||
{
|
||||
info.resize(1);
|
||||
info[0].reward.resources[Res::GOLD] = 1500;
|
||||
onGrant.addTxt(MetaString::ADVOB_TXT, 118);
|
||||
}
|
||||
else
|
||||
{
|
||||
info.resize(1);
|
||||
loadRandomArtifact(info[0], 100, 0, 0, 0);
|
||||
info[0].reward.resources[Res::GOLD] = 1000;
|
||||
onGrant.addTxt(MetaString::ADVOB_TXT, 117);
|
||||
onGrant.addReplacement(MetaString::ART_NAMES, info[0].reward.artifacts.back());
|
||||
}
|
||||
}
|
||||
break;
|
||||
case Obj::SHIPWRECK_SURVIVOR:
|
||||
{
|
||||
soundID = soundBase::experience;
|
||||
info.resize(1);
|
||||
loadRandomArtifact(info[0], 55, 20, 20, 5);
|
||||
onGrant.addTxt(MetaString::ADVOB_TXT, 125);
|
||||
onGrant.addReplacement(MetaString::ART_NAMES, info[0].reward.artifacts.back());
|
||||
}
|
||||
break;
|
||||
case Obj::TREASURE_CHEST:
|
||||
{
|
||||
int hlp = cb->gameState()->getRandomGenerator().nextInt(99);
|
||||
if(hlp >= 95)
|
||||
{
|
||||
soundID = soundBase::treasure;
|
||||
info.resize(1);
|
||||
loadRandomArtifact(info[0], 100, 0, 0, 0);
|
||||
onGrant.addTxt(MetaString::ADVOB_TXT,145);
|
||||
onGrant.addReplacement(MetaString::ART_NAMES, info[0].reward.artifacts.back());
|
||||
return;
|
||||
}
|
||||
else if (hlp >= 65)
|
||||
{
|
||||
soundID = soundBase::chest;
|
||||
onGrant.addTxt(MetaString::ADVOB_TXT,146);
|
||||
info.resize(2);
|
||||
info[0].reward.resources[Res::GOLD] = 2000;
|
||||
info[1].reward.gainedExp = 1500;
|
||||
}
|
||||
else if(hlp >= 33)
|
||||
{
|
||||
soundID = soundBase::chest;
|
||||
onGrant.addTxt(MetaString::ADVOB_TXT,146);
|
||||
info.resize(2);
|
||||
info[0].reward.resources[Res::GOLD] = 1500;
|
||||
info[1].reward.gainedExp = 1000;
|
||||
}
|
||||
else
|
||||
{
|
||||
soundID = soundBase::chest;
|
||||
onGrant.addTxt(MetaString::ADVOB_TXT,146);
|
||||
info.resize(2);
|
||||
info[0].reward.resources[Res::GOLD] = 1000;
|
||||
info[1].reward.gainedExp = 500;
|
||||
}
|
||||
}
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
void CGPickable::onRewardGiven(const CGHeroInstance * hero) const
|
||||
{
|
||||
cb->removeObject(this);
|
||||
}
|
||||
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
|
||||
CGBonusingObject::CGBonusingObject()
|
||||
{
|
||||
visitMode = VISIT_UNLIMITED;
|
||||
selectMode = SELECT_FIRST;
|
||||
}
|
||||
|
||||
void CGBonusingObject::initObj()
|
||||
{
|
||||
auto configureBonusDuration = [&](CVisitInfo & visit, Bonus::BonusDuration duration, Bonus::BonusType type, si32 value, si32 descrID)
|
||||
{
|
||||
Bonus b(duration, type, Bonus::OBJECT, value, ID, descrID != 0 ? VLC->generaltexth->advobtxt[descrID] : "");
|
||||
visit.reward.bonuses.push_back(b);
|
||||
};
|
||||
|
||||
auto configureBonus = [&](CVisitInfo & visit, Bonus::BonusType type, si32 value, si32 descrID)
|
||||
{
|
||||
configureBonusDuration(visit, Bonus::ONE_BATTLE, type, value, descrID);
|
||||
};
|
||||
|
||||
auto configureMessage = [&](int onGrantID, int onVisitedID, soundBase::soundID sound)
|
||||
{
|
||||
onGrant.addTxt(MetaString::ADVOB_TXT, onGrantID);
|
||||
onVisited.addTxt(MetaString::ADVOB_TXT, onVisitedID);
|
||||
soundID = sound;
|
||||
};
|
||||
|
||||
if(ID == Obj::BUOY || ID == Obj::MERMAID)
|
||||
blockVisit = true;
|
||||
|
||||
info.resize(1);
|
||||
CVisitInfo & visit = info[0];
|
||||
|
||||
switch(ID)
|
||||
{
|
||||
case Obj::BUOY:
|
||||
configureMessage(21, 22, soundBase::MORALE);
|
||||
configureBonus(visit, Bonus::MORALE, +1, 94);
|
||||
break;
|
||||
case Obj::SWAN_POND:
|
||||
configureMessage(29, 30, soundBase::LUCK);
|
||||
configureBonus(visit, Bonus::LUCK, 2, 67);
|
||||
visit.reward.movePercentage = 0;
|
||||
break;
|
||||
case Obj::FAERIE_RING:
|
||||
configureMessage(49, 50, soundBase::LUCK);
|
||||
configureBonus(visit, Bonus::LUCK, 2, 71);
|
||||
break;
|
||||
case Obj::FOUNTAIN_OF_FORTUNE:
|
||||
selectMode = SELECT_RANDOM;
|
||||
configureMessage(55, 56, soundBase::LUCK);
|
||||
info.resize(5);
|
||||
for (int i=0; i<5; i++)
|
||||
configureBonus(info[i], Bonus::LUCK, i-1, 69); //NOTE: description have %d that should be replaced with value
|
||||
break;
|
||||
case Obj::IDOL_OF_FORTUNE:
|
||||
|
||||
configureMessage(62, 63, soundBase::experience);
|
||||
info.resize(7);
|
||||
for (int i=0; i<6; i++)
|
||||
{
|
||||
info[i].limiter.dayOfWeek = i+1;
|
||||
configureBonus(info[i], i%2 ? Bonus::MORALE : Bonus::LUCK, 1, 68);
|
||||
}
|
||||
info.back().limiter.dayOfWeek = 7;
|
||||
configureBonus(info.back(), Bonus::MORALE, 1, 68); // on last day of week
|
||||
configureBonus(info.back(), Bonus::LUCK, 1, 68);
|
||||
|
||||
break;
|
||||
case Obj::MERMAID:
|
||||
configureMessage(83, 82, soundBase::LUCK);
|
||||
configureBonus(visit, Bonus::LUCK, 1, 72);
|
||||
break;
|
||||
case Obj::RALLY_FLAG:
|
||||
configureMessage(111, 110, soundBase::MORALE);
|
||||
configureBonus(visit, Bonus::MORALE, 1, 102);
|
||||
configureBonus(visit, Bonus::LUCK, 1, 102);
|
||||
visit.reward.movePoints = 400;
|
||||
break;
|
||||
case Obj::OASIS:
|
||||
configureMessage(95, 94, soundBase::MORALE);
|
||||
onGrant.addTxt(MetaString::ADVOB_TXT, 95);
|
||||
configureBonus(visit, Bonus::MORALE, 1, 95);
|
||||
visit.reward.movePoints = 800;
|
||||
break;
|
||||
case Obj::TEMPLE:
|
||||
configureMessage(140, 141, soundBase::temple);
|
||||
info[0].limiter.dayOfWeek = 7;
|
||||
info.resize(2);
|
||||
configureBonus(info[0], Bonus::MORALE, 2, 96);
|
||||
configureBonus(info[1], Bonus::MORALE, 1, 97);
|
||||
break;
|
||||
case Obj::WATERING_HOLE:
|
||||
configureMessage(166, 167, soundBase::MORALE);
|
||||
configureBonus(visit, Bonus::MORALE, 1, 100);
|
||||
visit.reward.movePoints = 400;
|
||||
break;
|
||||
case Obj::FOUNTAIN_OF_YOUTH:
|
||||
configureMessage(57, 58, soundBase::MORALE);
|
||||
configureBonus(visit, Bonus::MORALE, 1, 103);
|
||||
visit.reward.movePoints = 400;
|
||||
break;
|
||||
case Obj::STABLES:
|
||||
configureMessage(137, 136, soundBase::STORE);
|
||||
|
||||
configureBonusDuration(visit, Bonus::ONE_WEEK, Bonus::LAND_MOVEMENT, 600, 0);
|
||||
visit.reward.movePoints = 600;
|
||||
//TODO: upgrade champions to cavaliers
|
||||
/*
|
||||
bool someUpgradeDone = false;
|
||||
|
||||
for (auto i = h->Slots().begin(); i != h->Slots().end(); ++i)
|
||||
{
|
||||
if(i->second->type->idNumber == CreatureID::CAVALIER)
|
||||
{
|
||||
cb->changeStackType(StackLocation(h, i->first), VLC->creh->creatures[CreatureID::CHAMPION]);
|
||||
someUpgradeDone = true;
|
||||
}
|
||||
}
|
||||
if (someUpgradeDone)
|
||||
{
|
||||
grantMessage.addTxt(MetaString::ADVOB_TXT, 138);
|
||||
iw.components.push_back(Component(Component::CREATURE,11,0,1));
|
||||
}*/
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
|
||||
CGOnceVisitable::CGOnceVisitable()
|
||||
{
|
||||
visitMode = VISIT_ONCE;
|
||||
selectMode = SELECT_FIRST;
|
||||
}
|
||||
|
||||
void CGOnceVisitable::initObj()
|
||||
{
|
||||
switch(ID)
|
||||
{
|
||||
case Obj::CORPSE:
|
||||
{
|
||||
onGrant.addTxt(MetaString::ADVOB_TXT, 37);
|
||||
onEmpty.addTxt(MetaString::ADVOB_TXT, 38);
|
||||
soundID = soundBase::MYSTERY;
|
||||
blockVisit = true;
|
||||
if(cb->gameState()->getRandomGenerator().nextInt(99) < 20)
|
||||
{
|
||||
info.resize(1);
|
||||
loadRandomArtifact(info[0], 10, 10, 10, 0);
|
||||
}
|
||||
}
|
||||
break;
|
||||
|
||||
case Obj::LEAN_TO:
|
||||
{
|
||||
soundID = soundBase::GENIE;
|
||||
onGrant.addTxt(MetaString::ADVOB_TXT, 64);
|
||||
onEmpty.addTxt(MetaString::ADVOB_TXT, 65);
|
||||
info.resize(1);
|
||||
int type = cb->gameState()->getRandomGenerator().nextInt(5); //any basic resource without gold
|
||||
int value = cb->gameState()->getRandomGenerator().nextInt(1, 4);
|
||||
info[0].reward.resources[type] = value;
|
||||
}
|
||||
break;
|
||||
|
||||
case Obj::WARRIORS_TOMB:
|
||||
{
|
||||
// TODO: line 161 - ask if player wants to search the Tomb
|
||||
soundID = soundBase::GRAVEYARD;
|
||||
onGrant.addTxt(MetaString::ADVOB_TXT, 162);
|
||||
onVisited.addTxt(MetaString::ADVOB_TXT, 163);
|
||||
|
||||
info.resize(2);
|
||||
loadRandomArtifact(info[0], 30, 50, 25, 5);
|
||||
|
||||
Bonus bonus(Bonus::ONE_BATTLE, Bonus::MORALE, Bonus::OBJECT, -3, ID);
|
||||
info[0].reward.bonuses.push_back(bonus);
|
||||
info[1].reward.bonuses.push_back(bonus);
|
||||
}
|
||||
break;
|
||||
case Obj::WAGON:
|
||||
{
|
||||
soundID = soundBase::GENIE;
|
||||
onVisited.addTxt(MetaString::ADVOB_TXT, 156);
|
||||
|
||||
int hlp = cb->gameState()->getRandomGenerator().nextInt(99);
|
||||
|
||||
if(hlp < 40) //minor or treasure art
|
||||
{
|
||||
onGrant.addTxt(MetaString::ADVOB_TXT, 155);
|
||||
info.resize(1);
|
||||
loadRandomArtifact(info[0], 10, 10, 0, 0);
|
||||
}
|
||||
else if(hlp < 90) //2 - 5 of non-gold resource
|
||||
{
|
||||
onGrant.addTxt(MetaString::ADVOB_TXT, 154);
|
||||
info.resize(1);
|
||||
int type = cb->gameState()->getRandomGenerator().nextInt(5);
|
||||
int value = cb->gameState()->getRandomGenerator().nextInt(2, 5);
|
||||
info[0].reward.resources[type] = value;
|
||||
}
|
||||
// or nothing
|
||||
}
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
|
||||
CGVisitableOPH::CGVisitableOPH()
|
||||
{
|
||||
visitMode = VISIT_HERO;
|
||||
selectMode = SELECT_PLAYER;
|
||||
}
|
||||
|
||||
void CGVisitableOPH::initObj()
|
||||
{
|
||||
switch(ID)
|
||||
{
|
||||
case Obj::ARENA:
|
||||
soundID = soundBase::NOMAD;
|
||||
onGrant.addTxt(MetaString::ADVOB_TXT, 0);
|
||||
info.resize(2);
|
||||
info[0].reward.primary[PrimarySkill::ATTACK] = 2;
|
||||
info[1].reward.primary[PrimarySkill::DEFENSE] = 2;
|
||||
break;
|
||||
case Obj::MERCENARY_CAMP:
|
||||
info.resize(1);
|
||||
info[0].reward.primary[PrimarySkill::ATTACK] = 1;
|
||||
soundID = soundBase::NOMAD;
|
||||
onGrant.addTxt(MetaString::ADVOB_TXT, 80);
|
||||
break;
|
||||
case Obj::MARLETTO_TOWER:
|
||||
info.resize(1);
|
||||
info[0].reward.primary[PrimarySkill::DEFENSE] = 1;
|
||||
soundID = soundBase::NOMAD;
|
||||
onGrant.addTxt(MetaString::ADVOB_TXT, 39);
|
||||
break;
|
||||
case Obj::STAR_AXIS:
|
||||
info.resize(1);
|
||||
info[0].reward.primary[PrimarySkill::SPELL_POWER] = 1;
|
||||
soundID = soundBase::gazebo;
|
||||
onGrant.addTxt(MetaString::ADVOB_TXT, 100);
|
||||
break;
|
||||
case Obj::GARDEN_OF_REVELATION:
|
||||
info.resize(1);
|
||||
info[0].reward.primary[PrimarySkill::KNOWLEDGE] = 1;
|
||||
soundID = soundBase::GETPROTECTION;
|
||||
onGrant.addTxt(MetaString::ADVOB_TXT, 59);
|
||||
break;
|
||||
case Obj::LEARNING_STONE:
|
||||
info.resize(1);
|
||||
info[0].reward.gainedExp = 1000;
|
||||
soundID = soundBase::gazebo;
|
||||
onGrant.addTxt(MetaString::ADVOB_TXT, 143);
|
||||
break;
|
||||
case Obj::TREE_OF_KNOWLEDGE:
|
||||
soundID = soundBase::gazebo;
|
||||
info.resize(1);
|
||||
info[0].reward.gainedLevels = 1;
|
||||
|
||||
info.resize(1);
|
||||
switch (cb->gameState()->getRandomGenerator().nextInt(2))
|
||||
{
|
||||
case 0: // free
|
||||
break;
|
||||
case 1:
|
||||
info[0].limiter.resources[Res::GOLD] = 2000;
|
||||
info[0].reward.resources[Res::GOLD] = -2000;
|
||||
break;
|
||||
case 2:
|
||||
info[0].limiter.resources[Res::GEMS] = 10;
|
||||
info[0].reward.resources[Res::GEMS] = -10;
|
||||
break;
|
||||
}
|
||||
break;
|
||||
case Obj::LIBRARY_OF_ENLIGHTENMENT:
|
||||
{
|
||||
onGrant.addTxt(MetaString::ADVOB_TXT, 66);
|
||||
onVisited.addTxt(MetaString::ADVOB_TXT, 67);
|
||||
onEmpty.addTxt(MetaString::ADVOB_TXT, 68);
|
||||
|
||||
// Don't like this one but don't see any easier approach
|
||||
CVisitInfo visit;
|
||||
visit.reward.primary[PrimarySkill::ATTACK] = 2;
|
||||
visit.reward.primary[PrimarySkill::DEFENSE] = 2;
|
||||
visit.reward.primary[PrimarySkill::KNOWLEDGE] = 2;
|
||||
visit.reward.primary[PrimarySkill::SPELL_POWER] = 2;
|
||||
|
||||
static_assert(SecSkillLevel::LEVELS_SIZE == 4, "Behavior of Library of Enlignment may not be correct");
|
||||
for (int i=0; i<SecSkillLevel::LEVELS_SIZE; i++)
|
||||
{
|
||||
visit.limiter.minLevel = 10 - i * 2;
|
||||
visit.limiter.secondary[SecondarySkill::DIPLOMACY] = i;
|
||||
info.push_back(visit);
|
||||
}
|
||||
soundID = soundBase::gazebo;
|
||||
break;
|
||||
}
|
||||
case Obj::SCHOOL_OF_MAGIC:
|
||||
info.resize(2);
|
||||
info[0].reward.primary[PrimarySkill::SPELL_POWER] = 1;
|
||||
info[1].reward.primary[PrimarySkill::KNOWLEDGE] = 1;
|
||||
soundID = soundBase::faerie;
|
||||
onGrant.addTxt(MetaString::ADVOB_TXT, 71);
|
||||
break;
|
||||
case Obj::SCHOOL_OF_WAR:
|
||||
info.resize(2);
|
||||
info[0].reward.primary[PrimarySkill::ATTACK] = 1;
|
||||
info[1].reward.primary[PrimarySkill::DEFENSE] = 1;
|
||||
soundID = soundBase::MILITARY;
|
||||
onGrant.addTxt(MetaString::ADVOB_TXT, 158);
|
||||
break;
|
||||
}
|
||||
}
|
||||
/*
|
||||
const std::string & CGVisitableOPH::getHoverText() const
|
||||
{
|
||||
int pom = -1;
|
||||
switch(ID)
|
||||
{
|
||||
case Obj::ARENA:
|
||||
pom = -1;
|
||||
break;
|
||||
case Obj::MERCENARY_CAMP:
|
||||
pom = 8;
|
||||
break;
|
||||
case Obj::MARLETTO_TOWER:
|
||||
pom = 7;
|
||||
break;
|
||||
case Obj::STAR_AXIS:
|
||||
pom = 11;
|
||||
break;
|
||||
case Obj::GARDEN_OF_REVELATION:
|
||||
pom = 4;
|
||||
break;
|
||||
case Obj::LEARNING_STONE:
|
||||
pom = 5;
|
||||
break;
|
||||
case Obj::TREE_OF_KNOWLEDGE:
|
||||
pom = 18;
|
||||
break;
|
||||
case Obj::LIBRARY_OF_ENLIGHTENMENT:
|
||||
break;
|
||||
case Obj::SCHOOL_OF_MAGIC:
|
||||
pom = 9;
|
||||
break;
|
||||
case Obj::SCHOOL_OF_WAR:
|
||||
pom = 10;
|
||||
break;
|
||||
default:
|
||||
throw std::runtime_error("Wrong CGVisitableOPH object ID!\n");
|
||||
}
|
||||
hoverName = VLC->generaltexth->names[ID];
|
||||
if(pom >= 0)
|
||||
hoverName += ("\n" + VLC->generaltexth->xtrainfo[pom]);
|
||||
const CGHeroInstance *h = cb->getSelectedHero (cb->getCurrentPlayer());
|
||||
if(h)
|
||||
{
|
||||
hoverName += "\n\n";
|
||||
bool visited = vstd::contains (visitors, h->id);
|
||||
hoverName += visitedTxt (visited);
|
||||
}
|
||||
return hoverName;
|
||||
}
|
||||
*/
|
||||
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
|
||||
CGVisitableOPW::CGVisitableOPW()
|
||||
{
|
||||
visitMode = VISIT_ONCE;
|
||||
selectMode = SELECT_RANDOM;
|
||||
resetDuration = 7;
|
||||
}
|
||||
|
||||
void CGVisitableOPW::initObj()
|
||||
{
|
||||
switch (ID)
|
||||
{
|
||||
case Obj::MYSTICAL_GARDEN:
|
||||
soundID = soundBase::experience;
|
||||
onGrant.addTxt(MetaString::ADVOB_TXT, 92);
|
||||
onEmpty.addTxt(MetaString::ADVOB_TXT, 93);
|
||||
info.resize(2);
|
||||
info[0].reward.resources[Res::GEMS] = 5;
|
||||
info[1].reward.resources[Res::GOLD] = 500;
|
||||
break;
|
||||
case Obj::WINDMILL:
|
||||
soundID = soundBase::GENIE;
|
||||
onGrant.addTxt(MetaString::ADVOB_TXT, 170);
|
||||
onEmpty.addTxt(MetaString::ADVOB_TXT, 169);
|
||||
// 3-6 of any resource but wood and gold
|
||||
// this is UGLY. TODO: find better way to describe this
|
||||
for (int resID = Res::MERCURY; resID < Res::GOLD; resID++)
|
||||
{
|
||||
for (int val = 3; val <=6; val++)
|
||||
{
|
||||
CVisitInfo visit;
|
||||
visit.reward.resources[resID] = val;
|
||||
info.push_back(visit);
|
||||
}
|
||||
}
|
||||
break;
|
||||
case Obj::WATER_WHEEL:
|
||||
soundID = soundBase::GENIE;
|
||||
onGrant.addTxt(MetaString::ADVOB_TXT, 164);
|
||||
onEmpty.addTxt(MetaString::ADVOB_TXT, 165);
|
||||
|
||||
info.resize(2);
|
||||
info[0].limiter.dayOfWeek = 7; // double amount on sunday
|
||||
info[0].reward.resources[Res::GOLD] = 1000;
|
||||
info[1].reward.resources[Res::GOLD] = 500;
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
|
||||
|
||||
std::vector<int3> CGMagicSpring::getVisitableOffsets() const
|
||||
{
|
||||
std::vector <int3> visitableTiles;
|
||||
|
||||
for(int y = 0; y < 6; y++)
|
||||
for (int x = 0; x < 8; x++) //starting from left
|
||||
if (appearance.isVisitableAt(x, y))
|
||||
visitableTiles.push_back (int3(x, y , 0));
|
||||
|
||||
return visitableTiles;
|
||||
}
|
||||
|
||||
int3 CGMagicSpring::getVisitableOffset() const
|
||||
{
|
||||
auto visitableTiles = getVisitableOffsets();
|
||||
|
||||
if (visitableTiles.size() != info.size())
|
||||
{
|
||||
logGlobal->warnStream() << "Unexpected number of visitable tiles of Magic Spring at " << pos << "!";
|
||||
return int3(-1,-1,-1);
|
||||
}
|
||||
|
||||
for (size_t i=0; i<visitableTiles.size(); i++)
|
||||
{
|
||||
if (numOfGrants[i] == 0)
|
||||
return visitableTiles[i];
|
||||
}
|
||||
return visitableTiles[0]; // return *something*. This is valid visitable tile but already used
|
||||
}
|
||||
|
||||
std::vector<ui32> CGMagicSpring::getAvailableRewards(const CGHeroInstance * hero) const
|
||||
{
|
||||
auto tiles = getVisitableOffsets();
|
||||
for (size_t i=0; i<tiles.size(); i++)
|
||||
{
|
||||
if (pos - tiles[i] == hero->getPosition() && numOfGrants[i] == 0)
|
||||
{
|
||||
return std::vector<ui32>(1, i);
|
||||
}
|
||||
}
|
||||
// hero is either not on visitable tile (should not happen) or tile is already used
|
||||
return std::vector<ui32>();
|
||||
}
|
320
lib/CObjectWithReward.h
Normal file
320
lib/CObjectWithReward.h
Normal file
@ -0,0 +1,320 @@
|
||||
#pragma once
|
||||
|
||||
#include "CObjectHandler.h"
|
||||
#include "NetPacksBase.h"
|
||||
|
||||
/*
|
||||
* CObjectWithReward.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
|
||||
*
|
||||
*/
|
||||
|
||||
/// Limiters of rewards. Rewards will be granted to hero only if he satisfies requirements
|
||||
/// Note: for this is only a test - it won't remove anything from hero (e.g. artifacts or creatures)
|
||||
/// NOTE: in future should (partially) replace seer hut/quest guard quests checks
|
||||
class DLL_LINKAGE CRewardLimiter
|
||||
{
|
||||
public:
|
||||
/// how many times this reward can be granted, 0 for unlimited
|
||||
si32 numOfGrants;
|
||||
|
||||
/// day of week, unused if 0, 1-7 will test for current day of week
|
||||
si32 dayOfWeek;
|
||||
|
||||
/// level that hero needs to have
|
||||
si32 minLevel;
|
||||
|
||||
/// resources player needs to have in order to trigger reward
|
||||
TResources resources;
|
||||
|
||||
/// skills hero needs to have
|
||||
std::vector<si32> primary;
|
||||
std::map<SecondarySkill, si32> secondary;
|
||||
|
||||
/// artifacts that hero needs to have (equipped or in backpack) to trigger this
|
||||
/// Note: does not checks for multiple copies of the same arts
|
||||
std::vector<ArtifactID> artifacts;
|
||||
|
||||
/// creatures that hero needs to have
|
||||
std::vector<CStackBasicDescriptor> creatures;
|
||||
|
||||
CRewardLimiter():
|
||||
numOfGrants(1),
|
||||
dayOfWeek(0),
|
||||
minLevel(0)
|
||||
{}
|
||||
|
||||
bool heroAllowed(const CGHeroInstance * hero) const;
|
||||
|
||||
template <typename Handler> void serialize(Handler &h, const int version)
|
||||
{
|
||||
h & numOfGrants & dayOfWeek & minLevel & resources;
|
||||
h & primary & secondary & artifacts & creatures;
|
||||
}
|
||||
};
|
||||
|
||||
/// Reward that can be granted to a hero
|
||||
/// NOTE: eventually should replace seer hut rewards and events/pandoras
|
||||
class DLL_LINKAGE CRewardInfo
|
||||
{
|
||||
public:
|
||||
/// resources that will be given to player
|
||||
TResources resources;
|
||||
|
||||
/// received experience
|
||||
ui32 gainedExp;
|
||||
/// received levels (converted into XP during grant)
|
||||
ui32 gainedLevels;
|
||||
|
||||
/// mana given to/taken from hero, fixed value
|
||||
si32 manaDiff;
|
||||
/// fixed value, in form of percentage from max
|
||||
si32 manaPercentage;
|
||||
|
||||
/// movement points, only for current day. Bonuses should be used to grant MP on any other day
|
||||
si32 movePoints;
|
||||
/// fixed value, in form of percentage from max
|
||||
si32 movePercentage;
|
||||
|
||||
/// list of bonuses, e.g. morale/luck
|
||||
std::vector<Bonus> bonuses;
|
||||
|
||||
/// skills that hero may receive or lose
|
||||
std::vector<si32> primary;
|
||||
std::map<SecondarySkill, si32> secondary;
|
||||
|
||||
/// objects that hero may receive
|
||||
std::vector<ArtifactID> artifacts;
|
||||
std::vector<SpellID> spells;
|
||||
std::vector<CStackBasicDescriptor> creatures;
|
||||
|
||||
/// Generates list of components that describes reward
|
||||
virtual void loadComponents(std::vector<Component> & comps) const;
|
||||
Component getDisplayedComponent() const;
|
||||
|
||||
CRewardInfo() :
|
||||
gainedExp(0),
|
||||
gainedLevels(0),
|
||||
manaDiff(0),
|
||||
manaPercentage(-1),
|
||||
movePoints(0),
|
||||
movePercentage(-1)
|
||||
{}
|
||||
|
||||
template <typename Handler> void serialize(Handler &h, const int version)
|
||||
{
|
||||
h & resources;
|
||||
h & gainedExp & gainedLevels & manaDiff & movePoints;
|
||||
h & primary & secondary & bonuses;
|
||||
h & artifacts & spells & creatures;
|
||||
}
|
||||
};
|
||||
|
||||
class CVisitInfo
|
||||
{
|
||||
public:
|
||||
CRewardLimiter limiter;
|
||||
CRewardInfo reward;
|
||||
|
||||
MetaString message;
|
||||
|
||||
template <typename Handler> void serialize(Handler &h, const int version)
|
||||
{
|
||||
h & limiter & reward & message;
|
||||
}
|
||||
};
|
||||
|
||||
/// Base class that can handle granting rewards to visiting heroes.
|
||||
/// Inherits from CArmedInstance for proper trasfer of armies
|
||||
class DLL_LINKAGE CObjectWithReward : public CArmedInstance
|
||||
{
|
||||
/// function that must be called if hero got level-up during grantReward call
|
||||
void grantRewardAfterLevelup(const CVisitInfo & reward, const CGHeroInstance * hero) const;
|
||||
|
||||
protected:
|
||||
/// controls selection of reward granted to player
|
||||
enum ESelectMode
|
||||
{
|
||||
SELECT_FIRST, // first reward that matches limiters
|
||||
SELECT_PLAYER, // player can select from all allowed rewards
|
||||
SELECT_RANDOM // reward will be selected from allowed randomly
|
||||
};
|
||||
|
||||
enum EVisitMode
|
||||
{
|
||||
VISIT_UNLIMITED, // any number of times
|
||||
VISIT_ONCE, // only once, first to visit get all the rewards
|
||||
VISIT_HERO, // every hero can visit object once
|
||||
VISIT_PLAYER // every player can visit object once
|
||||
};
|
||||
|
||||
/// filters list of visit info and returns rewards that can be granted to current hero
|
||||
virtual std::vector<ui32> getAvailableRewards(const CGHeroInstance * hero) const;
|
||||
|
||||
/// grants reward to hero
|
||||
void grantReward(const CVisitInfo & reward, const CGHeroInstance * hero) const;
|
||||
|
||||
/// Rewars that can be granted by an object
|
||||
std::vector<CVisitInfo> info;
|
||||
|
||||
/// How many times these rewards have been granted since last reset
|
||||
std::vector<ui32> numOfGrants;
|
||||
|
||||
/// MetaString's that contain text for messages for specific situations
|
||||
MetaString onGrant;
|
||||
MetaString onVisited;
|
||||
MetaString onEmpty;
|
||||
|
||||
/// sound that will be played alongside with *any* message
|
||||
ui16 soundID;
|
||||
/// how reward will be selected, uses ESelectMode enum
|
||||
ui8 selectMode;
|
||||
/// contols who can visit an object, uses EVisitMode enum
|
||||
ui8 visitMode;
|
||||
/// reward selected by player
|
||||
ui16 selectedReward;
|
||||
|
||||
/// object visitability info will be reset each resetDuration days
|
||||
ui16 resetDuration;
|
||||
|
||||
public:
|
||||
void setPropertyDer(ui8 what, ui32 val) override;
|
||||
const std::string & getHoverText() const override;
|
||||
|
||||
/// Visitability checks. Note that hero check includes check for hero owner (returns true if object was visited by player)
|
||||
bool wasVisited (PlayerColor player) const override;
|
||||
bool wasVisited (const CGHeroInstance * h) const override;
|
||||
|
||||
/// gives reward to player or ask for choice in case of multiple rewards
|
||||
void onHeroVisit(const CGHeroInstance *h) const override;
|
||||
|
||||
///possibly resets object state
|
||||
void newTurn() const override;
|
||||
|
||||
/// gives second part of reward after hero level-ups for proper granting of spells/mana
|
||||
void heroLevelUpDone(const CGHeroInstance *hero) const override;
|
||||
|
||||
/// applies player selection of reward
|
||||
void blockingDialogAnswered(const CGHeroInstance *hero, ui32 answer) const override;
|
||||
|
||||
/// function that will be called once reward is fully granted to hero
|
||||
virtual void onRewardGiven(const CGHeroInstance * hero) const;
|
||||
|
||||
CObjectWithReward();
|
||||
|
||||
template <typename Handler> void serialize(Handler &h, const int version)
|
||||
{
|
||||
h & static_cast<CArmedInstance&>(*this);
|
||||
h & info & numOfGrants;
|
||||
h & onGrant & onVisited & onEmpty;
|
||||
h & soundID & selectMode & selectedReward;
|
||||
}
|
||||
};
|
||||
|
||||
class DLL_LINKAGE CGPickable : public CObjectWithReward //campfire, treasure chest, Flotsam, Shipwreck Survivor, Sea Chest
|
||||
{
|
||||
public:
|
||||
void initObj() override;
|
||||
void onRewardGiven(const CGHeroInstance *hero) const;
|
||||
|
||||
CGPickable();
|
||||
|
||||
template <typename Handler> void serialize(Handler &h, const int version)
|
||||
{
|
||||
h & static_cast<CObjectWithReward&>(*this);
|
||||
}
|
||||
};
|
||||
|
||||
class DLL_LINKAGE CGBonusingObject : public CObjectWithReward //objects giving bonuses to luck/morale/movement
|
||||
{
|
||||
public:
|
||||
void initObj() override;
|
||||
|
||||
CGBonusingObject();
|
||||
|
||||
template <typename Handler> void serialize(Handler &h, const int version)
|
||||
{
|
||||
h & static_cast<CGObjectInstance&>(*this);
|
||||
}
|
||||
};
|
||||
|
||||
class DLL_LINKAGE CGOnceVisitable : public CObjectWithReward // wagon, corpse, lean to, warriors tomb
|
||||
{
|
||||
public:
|
||||
void initObj() override;
|
||||
|
||||
CGOnceVisitable();
|
||||
|
||||
template <typename Handler> void serialize(Handler &h, const int version)
|
||||
{
|
||||
h & static_cast<CObjectWithReward&>(*this);
|
||||
}
|
||||
};
|
||||
|
||||
class DLL_LINKAGE CGVisitableOPH : public CObjectWithReward //objects visitable only once per hero
|
||||
{
|
||||
public:
|
||||
void initObj() override;
|
||||
|
||||
CGVisitableOPH();
|
||||
|
||||
template <typename Handler> void serialize(Handler &h, const int version)
|
||||
{
|
||||
h & static_cast<CObjectWithReward&>(*this);
|
||||
}
|
||||
};
|
||||
|
||||
class DLL_LINKAGE CGVisitableOPW : public CObjectWithReward //objects visitable once per week
|
||||
{
|
||||
public:
|
||||
void initObj() override;
|
||||
|
||||
CGVisitableOPW();
|
||||
|
||||
template <typename Handler> void serialize(Handler &h, const int version)
|
||||
{
|
||||
h & static_cast<CObjectWithReward&>(*this);
|
||||
}
|
||||
};
|
||||
|
||||
///Special case - magic spring that has two separate visitable entrances
|
||||
class DLL_LINKAGE CGMagicSpring : public CGVisitableOPW
|
||||
{
|
||||
protected:
|
||||
std::vector<ui32> getAvailableRewards(const CGHeroInstance * hero) const override;
|
||||
|
||||
public:
|
||||
std::vector<int3> getVisitableOffsets() const;
|
||||
int3 getVisitableOffset() const override;
|
||||
|
||||
template <typename Handler> void serialize(Handler &h, const int version)
|
||||
{
|
||||
h & static_cast<CGVisitableOPW&>(*this);
|
||||
}
|
||||
};
|
||||
|
||||
//TODO:
|
||||
|
||||
// MAX
|
||||
// class DLL_LINKAGE CGPandoraBox : public CArmedInstance
|
||||
// class DLL_LINKAGE CGEvent : public CGPandoraBox //event objects
|
||||
// class DLL_LINKAGE CGSeerHut : public CArmedInstance, public IQuestObject //army is used when giving reward
|
||||
// class DLL_LINKAGE CGQuestGuard : public CGSeerHut
|
||||
// class DLL_LINKAGE CBank : public CArmedInstance
|
||||
// class DLL_LINKAGE CGPyramid : public CBank
|
||||
|
||||
// EXTRA
|
||||
// class DLL_LINKAGE COPWBonus : public CGTownBuilding
|
||||
// class DLL_LINKAGE CTownBonus : public CGTownBuilding
|
||||
// class DLL_LINKAGE CGKeys : public CGObjectInstance //Base class for Keymaster and guards
|
||||
// class DLL_LINKAGE CGKeymasterTent : public CGKeys
|
||||
// class DLL_LINKAGE CGBorderGuard : public CGKeys, public IQuestObject
|
||||
|
||||
// POSSIBLE
|
||||
// class DLL_LINKAGE CGSignBottle : public CGObjectInstance //signs and ocean bottles
|
||||
// class DLL_LINKAGE CGWitchHut : public CPlayersVisited
|
||||
// class DLL_LINKAGE CGScholar : public CGObjectInstance
|
@ -1026,7 +1026,10 @@ namespace ObjProperty
|
||||
BANK_CLEAR_CONFIG, BANK_INIT_ARMY, BANK_RESET,
|
||||
|
||||
//magic spring
|
||||
LEFT_VISITED, RIGHT_VISITED, LEFTRIGHT_CLEAR
|
||||
LEFT_VISITED, RIGHT_VISITED, LEFTRIGHT_CLEAR,
|
||||
|
||||
//object with reward
|
||||
REWARD_RESET, REWARD_ADD_VISITOR, REWARD_SELECT
|
||||
};
|
||||
}
|
||||
|
||||
|
@ -246,15 +246,14 @@ DLL_LINKAGE void GiveBonus::applyGs( CGameState *gs )
|
||||
&& gs->map->objects[bonus.sid]->ID == Obj::EVENT) //it's morale/luck bonus from an event without description
|
||||
{
|
||||
descr = VLC->generaltexth->arraytxt[bonus.val > 0 ? 110 : 109]; //+/-%d Temporary until next battle"
|
||||
|
||||
// Some of(?) versions of H3 use %s here instead of %d. Try to replace both of them
|
||||
boost::replace_first(descr,"%d",boost::lexical_cast<std::string>(std::abs(bonus.val)));
|
||||
boost::replace_first(descr,"%s",boost::lexical_cast<std::string>(std::abs(bonus.val)));
|
||||
}
|
||||
else
|
||||
{
|
||||
bdescr.toString(descr);
|
||||
}
|
||||
// Some of(?) versions of H3 use %s here instead of %d. Try to replace both of them
|
||||
boost::replace_first(descr,"%d",boost::lexical_cast<std::string>(std::abs(bonus.val)));
|
||||
boost::replace_first(descr,"%s",boost::lexical_cast<std::string>(std::abs(bonus.val)));
|
||||
}
|
||||
|
||||
DLL_LINKAGE void ChangeObjPos::applyGs( CGameState *gs )
|
||||
|
@ -21,6 +21,7 @@
|
||||
#include "../CGeneralTextHandler.h"
|
||||
#include "../CHeroHandler.h"
|
||||
#include "../CObjectHandler.h"
|
||||
#include "../CObjectWithReward.h"
|
||||
#include "../CDefObjInfoHandler.h"
|
||||
#include "../VCMI_Lib.h"
|
||||
#include "../NetPacksBase.h"
|
||||
|
@ -5,6 +5,7 @@
|
||||
#include "../VCMI_Lib.h"
|
||||
#include "../CArtHandler.h"
|
||||
#include "../CObjectHandler.h"
|
||||
#include "../CObjectWithReward.h"
|
||||
#include "../CGameState.h"
|
||||
#include "../CHeroHandler.h"
|
||||
#include "../CTownHandler.h"
|
||||
@ -32,7 +33,6 @@ void registerTypesMapObjects1(Serializer &s)
|
||||
|
||||
// Non-armed objects
|
||||
s.template registerType<CGObjectInstance, CGTeleport>();
|
||||
s.template registerType<CGObjectInstance, CGPickable>();
|
||||
s.template registerType<CGObjectInstance, CGSignBottle>();
|
||||
s.template registerType<CGObjectInstance, CGScholar>();
|
||||
s.template registerType<CGObjectInstance, CGBonusingObject>();
|
||||
@ -80,16 +80,16 @@ void registerTypesMapObjects2(Serializer &s)
|
||||
s.template registerType<CGTownBuilding, CTownBonus>();
|
||||
s.template registerType<CGTownBuilding, COPWBonus>();
|
||||
|
||||
|
||||
s.template registerType<CGObjectInstance, CGVisitableOPH>();
|
||||
|
||||
s.template registerType<CGObjectInstance, CGVisitableOPW>();
|
||||
s.template registerType<CGVisitableOPW, CGMagicSpring>();
|
||||
s.template registerType<CGObjectInstance, CObjectWithReward>();
|
||||
s.template registerType<CObjectWithReward, CGPickable>();
|
||||
s.template registerType<CObjectWithReward, CGVisitableOPH>();
|
||||
s.template registerType<CObjectWithReward, CGVisitableOPW>();
|
||||
s.template registerType<CObjectWithReward, CGOnceVisitable>();
|
||||
s.template registerType<CGVisitableOPW, CGMagicSpring>();
|
||||
|
||||
s.template registerType<CGObjectInstance, CPlayersVisited>();
|
||||
s.template registerType<CPlayersVisited, CGWitchHut>();
|
||||
s.template registerType<CPlayersVisited, CGShrine>();
|
||||
s.template registerType<CPlayersVisited, CGOnceVisitable>();
|
||||
s.template registerType<CPlayersVisited, CCartographer>();
|
||||
s.template registerType<CPlayersVisited, CGObelisk>();
|
||||
|
||||
|
Loading…
Reference in New Issue
Block a user