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Compiling code

This commit is contained in:
nordsoft 2023-04-30 22:34:41 +04:00
parent f9767a3179
commit c4242c16ad
4 changed files with 60 additions and 17 deletions

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@ -58,7 +58,7 @@ public:
BonusList buildingBonuses;
BonusList onVisitBonuses;
CRandomRewardObjectInfo rewardableObjectInfo; ///configurable rewards for special buildings
Rewardable::Info rewardableObjectInfo; ///configurable rewards for special buildings
enum EBuildMode
{

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@ -308,9 +308,44 @@ void CTownRewardableBuilding::setProperty(ui8 what, ui32 val)
}
}
void CTownRewardableBuilding::heroLevelUpDone(const CGHeroInstance *hero) const
{
grantRewardAfterLevelup(cb, configuration.info.at(selectedReward), town, hero);
}
void CTownRewardableBuilding::blockingDialogAnswered(const CGHeroInstance *hero, ui32 answer) const
{
if(answer == 0)
return; // player refused
if(answer > 0 && answer-1 < configuration.info.size())
{
auto list = getAvailableRewards(hero, Rewardable::EEventType::EVENT_FIRST_VISIT);
//markAsVisited(hero);
grantReward(list[answer - 1], hero);
}
else
{
throw std::runtime_error("Unhandled choice");
}
}
void CTownRewardableBuilding::grantReward(ui32 rewardID, const CGHeroInstance * hero) const
{
//cb->setObjProperty(town->id, ObjProperty::REWARD_SELECT, manaVortex->indexOnTV); //reset visitors for Mana Vortex
//cb->setObjProperty(ObjectInstanceID(indexOnTV), ObjProperty::REWARD_SELECT, rewardID);
grantRewardBeforeLevelup(cb, configuration.info.at(rewardID), hero);
// hero is not blocked by levelup dialog - grant remainer immediately
if(!cb->isVisitCoveredByAnotherQuery(town, hero))
{
grantRewardAfterLevelup(cb, configuration.info.at(rewardID), town, hero);
}
}
bool CTownRewardableBuilding::wasVisitedBefore(const CGHeroInstance * contextHero) const
{
switch (getConfiguration().visitMode)
switch (configuration.visitMode)
{
case Rewardable::VISIT_UNLIMITED:
return false;
@ -331,14 +366,14 @@ void CTownRewardableBuilding::onHeroVisit(const CGHeroInstance *h) const
{
auto grantRewardWithMessage = [&](int index) -> void
{
auto vi = getConfiguration().info.at(index);
auto vi = configuration.info.at(index);
logGlobal->debug("Granting reward %d. Message says: %s", index, vi.message.toString());
InfoWindow iw;
iw.player = h->tempOwner;
iw.text = vi.message;
vi.reward.loadComponents(iw.components, h);
iw.type = getConfiguration().infoWindowType;
iw.type = configuration.infoWindowType;
if(!iw.components.empty() || !iw.text.toString().empty())
cb->showInfoDialog(&iw);
@ -346,16 +381,16 @@ void CTownRewardableBuilding::onHeroVisit(const CGHeroInstance *h) const
};
auto selectRewardsMessage = [&](const std::vector<ui32> & rewards, const MetaString & dialog) -> void
{
BlockingDialog sd(getConfiguration().canRefuse, rewards.size() > 1);
BlockingDialog sd(configuration.canRefuse, rewards.size() > 1);
sd.player = h->tempOwner;
sd.text = dialog;
if (rewards.size() > 1)
for (auto index : rewards)
sd.components.push_back(getConfiguration().info.at(index).reward.getDisplayedComponent(h));
sd.components.push_back(configuration.info.at(index).reward.getDisplayedComponent(h));
if (rewards.size() == 1)
getConfiguration().info.at(rewards.front()).reward.loadComponents(sd.components, h);
configuration.info.at(rewards.front()).reward.loadComponents(sd.components, h);
cb->showBlockingDialog(&sd);
};
@ -367,14 +402,14 @@ void CTownRewardableBuilding::onHeroVisit(const CGHeroInstance *h) const
{
town->addHeroToStructureVisitors(h, indexOnTV);
auto rewards = getAvailableRewards(h, CRewardVisitInfo::EVENT_FIRST_VISIT);
auto rewards = getAvailableRewards(h, Rewardable::EEventType::EVENT_FIRST_VISIT);
logGlobal->debug("Visiting object with %d possible rewards", rewards.size());
switch (rewards.size())
{
case 0: // no available rewards, e.g. visiting School of War without gold
{
auto emptyRewards = getAvailableRewards(h, CRewardVisitInfo::EVENT_NOT_AVAILABLE);
auto emptyRewards = getAvailableRewards(h, Rewardable::EEventType::EVENT_NOT_AVAILABLE);
if (!emptyRewards.empty())
grantRewardWithMessage(emptyRewards[0]);
else
@ -383,17 +418,17 @@ void CTownRewardableBuilding::onHeroVisit(const CGHeroInstance *h) const
}
case 1: // one reward. Just give it with message
{
if (getConfiguration().canRefuse)
selectRewardsMessage(rewards, getConfiguration().info.at(rewards.front()).message);
if (configuration.canRefuse)
selectRewardsMessage(rewards, configuration.info.at(rewards.front()).message);
else
grantRewardWithMessage(rewards.front());
break;
}
default: // multiple rewards. Act according to select mode
{
switch (getConfiguration().selectMode) {
switch (configuration.selectMode) {
case Rewardable::SELECT_PLAYER: // player must select
selectRewardsMessage(rewards, getConfiguration().onSelect);
selectRewardsMessage(rewards, configuration.onSelect);
break;
case Rewardable::SELECT_FIRST: // give first available
grantRewardWithMessage(rewards.front());
@ -407,7 +442,7 @@ void CTownRewardableBuilding::onHeroVisit(const CGHeroInstance *h) const
}
}
if(getAvailableRewards(h, CRewardVisitInfo::EVENT_FIRST_VISIT).empty())
if(getAvailableRewards(h, Rewardable::EEventType::EVENT_FIRST_VISIT).empty())
{
//ChangeObjectVisitors cov(ChangeObjectVisitors::VISITOR_ADD_TEAM, id, h->id);
//cb->sendAndApply(&cov);
@ -417,7 +452,7 @@ void CTownRewardableBuilding::onHeroVisit(const CGHeroInstance *h) const
{
logGlobal->debug("Revisiting already visited object");
auto visitedRewards = getAvailableRewards(h, CRewardVisitInfo::EVENT_ALREADY_VISITED);
auto visitedRewards = getAvailableRewards(h, Rewardable::EEventType::EVENT_ALREADY_VISITED);
if (!visitedRewards.empty())
grantRewardWithMessage(visitedRewards[0]);
else

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@ -11,7 +11,7 @@
#pragma once
#include "CObjectHandler.h"
#include "Rewardable.h"
#include "../rewardable/Interface.h"
VCMI_LIB_NAMESPACE_BEGIN
@ -114,10 +114,18 @@ class DLL_LINKAGE CTownRewardableBuilding : public CGTownBuilding, public Reward
bool wasVisitedBefore(const CGHeroInstance * contextHero) const;
void grantReward(ui32 rewardID, const CGHeroInstance * hero) const;
public:
void setProperty(ui8 what, ui32 val) override;
void onHeroVisit(const CGHeroInstance * h) 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;
CTownRewardableBuilding(const BuildingID & index, BuildingSubID::EBuildingSubID subId, CGTownInstance * TOWN);
CTownRewardableBuilding() = default;

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@ -382,7 +382,7 @@ void CGTownInstance::addTownBonuses(CRandomGenerator & rand)
if(kvp.second->subId == BuildingSubID::CONFIGURABLE_REWARD)
{
auto * newBuilding = new CTownRewardableBuilding(kvp.second->bid, kvp.second->subId, this);
kvp.second->rewardableObjectInfo.configureObject(newBuilding->configuration(), rand);
kvp.second->rewardableObjectInfo.configureObject(newBuilding->configuration, rand);
bonusingBuildings.push_back(newBuilding);
}
}