diff --git a/lib/mapObjects/CRewardableObject.cpp b/lib/mapObjects/CRewardableObject.cpp index 5f6d06739..44ecf20a6 100644 --- a/lib/mapObjects/CRewardableObject.cpp +++ b/lib/mapObjects/CRewardableObject.cpp @@ -12,87 +12,30 @@ #include "CRewardableObject.h" #include "../CPlayerState.h" -#include "../GameSettings.h" #include "../IGameCallback.h" +#include "../IGameSettings.h" #include "../battle/BattleLayout.h" #include "../gameState/CGameState.h" #include "../mapObjectConstructors/AObjectTypeHandler.h" -#include "../mapObjectConstructors/CObjectClassesHandler.h" #include "../mapObjectConstructors/CRewardableConstructor.h" #include "../mapObjects/CGHeroInstance.h" #include "../networkPacks/PacksForClient.h" #include "../networkPacks/PacksForClientBattle.h" #include "../serializer/JsonSerializeFormat.h" -#include "../texts/CGeneralTextHandler.h" #include VCMI_LIB_NAMESPACE_BEGIN -void CRewardableObject::grantRewardWithMessage(const CGHeroInstance * contextHero, int index, bool markAsVisit) const +const IObjectInterface * CRewardableObject::getObject() const { - auto vi = configuration.info.at(index); - logGlobal->debug("Granting reward %d. Message says: %s", index, vi.message.toString()); - // show message only if it is not empty or in infobox - if (configuration.infoWindowType != EInfoWindowMode::MODAL || !vi.message.toString().empty()) - { - InfoWindow iw; - iw.player = contextHero->tempOwner; - iw.text = vi.message; - vi.reward.loadComponents(iw.components, contextHero); - iw.type = configuration.infoWindowType; - if(!iw.components.empty() || !iw.text.toString().empty()) - cb->showInfoDialog(&iw); - } - // grant reward afterwards. Note that it may remove object - if(markAsVisit) - markAsVisited(contextHero); - grantReward(index, contextHero); + return this; } -void CRewardableObject::selectRewardWithMessage(const CGHeroInstance * contextHero, const std::vector & rewardIndices, const MetaString & dialog) const +void CRewardableObject::markAsScouted(const CGHeroInstance * hero) const { - BlockingDialog sd(configuration.canRefuse, rewardIndices.size() > 1); - sd.player = contextHero->tempOwner; - sd.text = dialog; - sd.components = loadComponents(contextHero, rewardIndices); - cb->showBlockingDialog(this, &sd); - -} - -void CRewardableObject::grantAllRewardsWithMessage(const CGHeroInstance * contextHero, const std::vector & rewardIndices, bool markAsVisit) const -{ - if (rewardIndices.empty()) - return; - - for (auto index : rewardIndices) - { - // TODO: Merge all rewards of same type, with single message? - grantRewardWithMessage(contextHero, index, false); - } - // Mark visited only after all rewards were processed - if(markAsVisit) - markAsVisited(contextHero); -} - -std::vector CRewardableObject::loadComponents(const CGHeroInstance * contextHero, const std::vector & rewardIndices) const -{ - std::vector result; - - if (rewardIndices.empty()) - return result; - - if (configuration.selectMode != Rewardable::SELECT_FIRST && rewardIndices.size() > 1) - { - for (auto index : rewardIndices) - result.push_back(configuration.info.at(index).reward.getDisplayedComponent(contextHero)); - } - else - { - configuration.info.at(rewardIndices.front()).reward.loadComponents(result, contextHero); - } - - return result; + ChangeObjectVisitors cov(ChangeObjectVisitors::VISITOR_ADD_PLAYER, id, hero->id); + cb->sendAndApply(&cov); } bool CRewardableObject::isGuarded() const @@ -127,94 +70,9 @@ void CRewardableObject::onHeroVisit(const CGHeroInstance *hero) const } } -void CRewardableObject::doHeroVisit(const CGHeroInstance *h) const -{ - if(!wasVisitedBefore(h)) - { - auto rewards = getAvailableRewards(h, Rewardable::EEventType::EVENT_FIRST_VISIT); - bool objectRemovalPossible = false; - for(auto index : rewards) - { - if(configuration.info.at(index).reward.removeObject) - objectRemovalPossible = true; - } - - 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, Rewardable::EEventType::EVENT_NOT_AVAILABLE); - if (!emptyRewards.empty()) - grantRewardWithMessage(h, emptyRewards[0], false); - else - logMod->warn("No applicable message for visiting empty object!"); - break; - } - case 1: // one reward. Just give it with message - { - if (configuration.canRefuse) - selectRewardWithMessage(h, rewards, configuration.info.at(rewards.front()).message); - else - grantRewardWithMessage(h, rewards.front(), true); - break; - } - default: // multiple rewards. Act according to select mode - { - switch (configuration.selectMode) { - case Rewardable::SELECT_PLAYER: // player must select - selectRewardWithMessage(h, rewards, configuration.onSelect); - break; - case Rewardable::SELECT_FIRST: // give first available - if (configuration.canRefuse) - selectRewardWithMessage(h, { rewards.front() }, configuration.info.at(rewards.front()).message); - else - grantRewardWithMessage(h, rewards.front(), true); - break; - case Rewardable::SELECT_RANDOM: // give random - { - ui32 rewardIndex = *RandomGeneratorUtil::nextItem(rewards, cb->gameState()->getRandomGenerator()); - if (configuration.canRefuse) - selectRewardWithMessage(h, { rewardIndex }, configuration.info.at(rewardIndex).message); - else - grantRewardWithMessage(h, rewardIndex, true); - break; - } - case Rewardable::SELECT_ALL: // grant all possible - grantAllRewardsWithMessage(h, rewards, true); - break; - } - break; - } - } - - if(!objectRemovalPossible && getAvailableRewards(h, Rewardable::EEventType::EVENT_FIRST_VISIT).empty()) - { - ChangeObjectVisitors cov(ChangeObjectVisitors::VISITOR_ADD_PLAYER, id, h->id); - cb->sendAndApply(&cov); - } - } - else - { - logGlobal->debug("Revisiting already visited object"); - - if (!wasVisited(h->getOwner())) - { - ChangeObjectVisitors cov(ChangeObjectVisitors::VISITOR_ADD_PLAYER, id, h->id); - cb->sendAndApply(&cov); - } - - auto visitedRewards = getAvailableRewards(h, Rewardable::EEventType::EVENT_ALREADY_VISITED); - if (!visitedRewards.empty()) - grantRewardWithMessage(h, visitedRewards[0], false); - else - logMod->warn("No applicable message for visiting already visited object!"); - } -} - void CRewardableObject::heroLevelUpDone(const CGHeroInstance *hero) const { - grantRewardAfterLevelup(cb, configuration.info.at(selectedReward), this, hero); + grantRewardAfterLevelup(configuration.info.at(selectedReward), this, hero); } void CRewardableObject::battleFinished(const CGHeroInstance *hero, const BattleResult &result) const @@ -264,12 +122,12 @@ void CRewardableObject::markAsVisited(const CGHeroInstance * hero) const void CRewardableObject::grantReward(ui32 rewardID, const CGHeroInstance * hero) const { cb->setObjPropertyValue(id, ObjProperty::REWARD_SELECT, rewardID); - grantRewardBeforeLevelup(cb, configuration.info.at(rewardID), hero); + grantRewardBeforeLevelup(configuration.info.at(rewardID), hero); // hero is not blocked by levelup dialog - grant remainder immediately if(!cb->isVisitCoveredByAnotherQuery(this, hero)) { - grantRewardAfterLevelup(cb, configuration.info.at(rewardID), this, hero); + grantRewardAfterLevelup(configuration.info.at(rewardID), this, hero); } } diff --git a/lib/mapObjects/CRewardableObject.h b/lib/mapObjects/CRewardableObject.h index 4619e38c2..14bd52af2 100644 --- a/lib/mapObjects/CRewardableObject.h +++ b/lib/mapObjects/CRewardableObject.h @@ -25,28 +25,22 @@ protected: /// reward selected by player, no serialize ui16 selectedReward = 0; - void grantReward(ui32 rewardID, const CGHeroInstance * hero) const; - void markAsVisited(const CGHeroInstance * hero) const; + void grantReward(ui32 rewardID, const CGHeroInstance * hero) const override; + void markAsVisited(const CGHeroInstance * hero) const override; + + const IObjectInterface * getObject() const override; + void markAsScouted(const CGHeroInstance * hero) const override; /// return true if this object was "cleared" before and no longer has rewards applicable to selected hero /// unlike wasVisited, this method uses information not available to player owner, for example, if object was cleared by another player before - bool wasVisitedBefore(const CGHeroInstance * contextHero) const; + bool wasVisitedBefore(const CGHeroInstance * contextHero) const override; void serializeJsonOptions(JsonSerializeFormat & handler) override; - virtual void grantRewardWithMessage(const CGHeroInstance * contextHero, int rewardIndex, bool markAsVisit) const; - virtual void selectRewardWithMessage(const CGHeroInstance * contextHero, const std::vector & rewardIndices, const MetaString & dialog) const; - - virtual void grantAllRewardsWithMessage(const CGHeroInstance * contextHero, const std::vector& rewardIndices, bool markAsVisit) const; - - std::vector loadComponents(const CGHeroInstance * contextHero, const std::vector & rewardIndices) const; - std::string getDisplayTextImpl(PlayerColor player, const CGHeroInstance * hero, bool includeDescription) const; std::string getDescriptionMessage(PlayerColor player, const CGHeroInstance * hero) const; std::vector getPopupComponentsImpl(PlayerColor player, const CGHeroInstance * hero) const; - void doHeroVisit(const CGHeroInstance *h) const; - /// Returns true if this object is currently guarded bool isGuarded() const; public: diff --git a/lib/mapObjects/TownBuildingInstance.cpp b/lib/mapObjects/TownBuildingInstance.cpp index a78366f18..04d2dfbe5 100644 --- a/lib/mapObjects/TownBuildingInstance.cpp +++ b/lib/mapObjects/TownBuildingInstance.cpp @@ -12,14 +12,10 @@ #include "TownBuildingInstance.h" #include "CGTownInstance.h" -#include "../texts/CGeneralTextHandler.h" #include "../IGameCallback.h" -#include "../gameState/CGameState.h" #include "../mapObjects/CGHeroInstance.h" -#include "../networkPacks/PacksForClient.h" #include "../entities/building/CBuilding.h" - #include VCMI_LIB_NAMESPACE_BEGIN @@ -130,7 +126,7 @@ void TownRewardableBuildingInstance::setProperty(ObjProperty what, ObjPropertyID void TownRewardableBuildingInstance::heroLevelUpDone(const CGHeroInstance *hero) const { - grantRewardAfterLevelup(cb, configuration.info.at(selectedReward), town, hero); + grantRewardAfterLevelup(configuration.info.at(selectedReward), town, hero); } void TownRewardableBuildingInstance::blockingDialogAnswered(const CGHeroInstance *hero, int32_t answer) const @@ -154,14 +150,12 @@ void TownRewardableBuildingInstance::blockingDialogAnswered(const CGHeroInstance void TownRewardableBuildingInstance::grantReward(ui32 rewardID, const CGHeroInstance * hero) const { - town->addHeroToStructureVisitors(hero, getBuildingType()); - - grantRewardBeforeLevelup(cb, configuration.info.at(rewardID), hero); + grantRewardBeforeLevelup(configuration.info.at(rewardID), hero); // hero is not blocked by levelup dialog - grant remainder immediately if(!cb->isVisitCoveredByAnotherQuery(town, hero)) { - grantRewardAfterLevelup(cb, configuration.info.at(rewardID), town, hero); + grantRewardAfterLevelup(configuration.info.at(rewardID), town, hero); } } @@ -196,93 +190,42 @@ bool TownRewardableBuildingInstance::wasVisitedBefore(const CGHeroInstance * con void TownRewardableBuildingInstance::onHeroVisit(const CGHeroInstance *h) const { - auto grantRewardWithMessage = [&](int index) -> void + assert(town->hasBuilt(getBuildingType())); + + if(town->hasBuilt(getBuildingType())) + doHeroVisit(h); +} + +const IObjectInterface * TownRewardableBuildingInstance::getObject() const +{ + return this; +} + +bool TownRewardableBuildingInstance::wasVisited(PlayerColor player) const +{ + switch (configuration.visitMode) { - auto vi = configuration.info.at(index); - logGlobal->debug("Granting reward %d. Message says: %s", index, vi.message.toString()); - - town->addHeroToStructureVisitors(h, getBuildingType()); //adding to visitors - - InfoWindow iw; - iw.player = h->tempOwner; - iw.text = vi.message; - vi.reward.loadComponents(iw.components, h); - iw.type = EInfoWindowMode::MODAL; - if(!iw.components.empty() || !iw.text.toString().empty()) - cb->showInfoDialog(&iw); - - grantReward(index, h); - }; - auto selectRewardsMessage = [&](const std::vector & rewards, const MetaString & dialog) -> void - { - 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(configuration.info.at(index).reward.getDisplayedComponent(h)); - - if (rewards.size() == 1) - configuration.info.at(rewards.front()).reward.loadComponents(sd.components, h); - - cb->showBlockingDialog(this, &sd); - }; - - if(!town->hasBuilt(getBuildingType())) - return; - - if(!wasVisitedBefore(h)) - { - 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, Rewardable::EEventType::EVENT_NOT_AVAILABLE); - if (!emptyRewards.empty()) - grantRewardWithMessage(emptyRewards[0]); - else - logMod->warn("No applicable message for visiting empty object!"); - break; - } - case 1: // one reward. Just give it with 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 (configuration.selectMode) { - case Rewardable::SELECT_PLAYER: // player must select - selectRewardsMessage(rewards, configuration.onSelect); - break; - case Rewardable::SELECT_FIRST: // give first available - grantRewardWithMessage(rewards.front()); - break; - case Rewardable::SELECT_RANDOM: // give random - grantRewardWithMessage(*RandomGeneratorUtil::nextItem(rewards, cb->gameState()->getRandomGenerator())); - break; - } - break; - } - } + case Rewardable::VISIT_UNLIMITED: + case Rewardable::VISIT_BONUS: + case Rewardable::VISIT_HERO: + case Rewardable::VISIT_LIMITER: + return false; + case Rewardable::VISIT_ONCE: + case Rewardable::VISIT_PLAYER: + return !visitors.empty(); + default: + return false; } - else - { - logGlobal->debug("Revisiting already visited object"); +} - auto visitedRewards = getAvailableRewards(h, Rewardable::EEventType::EVENT_ALREADY_VISITED); - if (!visitedRewards.empty()) - grantRewardWithMessage(visitedRewards[0]); - else - logMod->debug("No applicable message for visiting already visited object!"); - } +void TownRewardableBuildingInstance::markAsVisited(const CGHeroInstance * hero) const +{ + town->addHeroToStructureVisitors(hero, getBuildingType()); +} + +void TownRewardableBuildingInstance::markAsScouted(const CGHeroInstance * hero) const +{ + // no-op - town building is always 'scouted' by owner } diff --git a/lib/mapObjects/TownBuildingInstance.h b/lib/mapObjects/TownBuildingInstance.h index 2315566fa..8874793cf 100644 --- a/lib/mapObjects/TownBuildingInstance.h +++ b/lib/mapObjects/TownBuildingInstance.h @@ -63,10 +63,14 @@ class DLL_LINKAGE TownRewardableBuildingInstance : public TownBuildingInstance, ui16 selectedReward = 0; std::set visitors; - bool wasVisitedBefore(const CGHeroInstance * contextHero) const; - void grantReward(ui32 rewardID, const CGHeroInstance * hero) const; + bool wasVisitedBefore(const CGHeroInstance * contextHero) const override; + void grantReward(ui32 rewardID, const CGHeroInstance * hero) const override; Rewardable::Configuration generateConfiguration(vstd::RNG & rand) const; + const IObjectInterface * getObject() const override; + bool wasVisited(PlayerColor player) const override; + void markAsVisited(const CGHeroInstance * hero) const override; + void markAsScouted(const CGHeroInstance * hero) const override; public: void setProperty(ObjProperty what, ObjPropertyID identifier) override; void onHeroVisit(const CGHeroInstance * h) const override; diff --git a/lib/rewardable/Interface.cpp b/lib/rewardable/Interface.cpp index d86047f9c..0634ba7c0 100644 --- a/lib/rewardable/Interface.cpp +++ b/lib/rewardable/Interface.cpp @@ -25,6 +25,8 @@ #include "../networkPacks/PacksForClient.h" #include "../IGameCallback.h" +#include + VCMI_LIB_NAMESPACE_BEGIN std::vector Rewardable::Interface::getAvailableRewards(const CGHeroInstance * hero, Rewardable::EEventType event) const @@ -44,8 +46,10 @@ std::vector Rewardable::Interface::getAvailableRewards(const CGHeroInstanc return ret; } -void Rewardable::Interface::grantRewardBeforeLevelup(IGameCallback * cb, const Rewardable::VisitInfo & info, const CGHeroInstance * hero) const +void Rewardable::Interface::grantRewardBeforeLevelup(const Rewardable::VisitInfo & info, const CGHeroInstance * hero) const { + auto cb = getObject()->cb; + assert(hero); assert(hero->tempOwner.isValidPlayer()); assert(info.reward.creatures.size() <= GameConstants::ARMY_SIZE); @@ -129,8 +133,10 @@ void Rewardable::Interface::grantRewardBeforeLevelup(IGameCallback * cb, const R cb->giveExperience(hero, expToGive); } -void Rewardable::Interface::grantRewardAfterLevelup(IGameCallback * cb, const Rewardable::VisitInfo & info, const CArmedInstance * army, const CGHeroInstance * hero) const +void Rewardable::Interface::grantRewardAfterLevelup(const Rewardable::VisitInfo & info, const CArmedInstance * army, const CGHeroInstance * hero) const { + auto cb = getObject()->cb; + if(info.reward.manaDiff || info.reward.manaPercentage >= 0) cb->setManaPoints(hero->id, info.reward.calculateManaPoints(hero)); @@ -216,4 +222,148 @@ void Rewardable::Interface::serializeJson(JsonSerializeFormat & handler) configuration.serializeJson(handler); } +void Rewardable::Interface::grantRewardWithMessage(const CGHeroInstance * contextHero, int index, bool markAsVisit) const +{ + auto vi = configuration.info.at(index); + logGlobal->debug("Granting reward %d. Message says: %s", index, vi.message.toString()); + // show message only if it is not empty or in infobox + if (configuration.infoWindowType != EInfoWindowMode::MODAL || !vi.message.toString().empty()) + { + InfoWindow iw; + iw.player = contextHero->tempOwner; + iw.text = vi.message; + vi.reward.loadComponents(iw.components, contextHero); + iw.type = configuration.infoWindowType; + if(!iw.components.empty() || !iw.text.toString().empty()) + getObject()->cb->showInfoDialog(&iw); + } + // grant reward afterwards. Note that it may remove object + if(markAsVisit) + markAsVisited(contextHero); + grantReward(index, contextHero); +} + +void Rewardable::Interface::selectRewardWithMessage(const CGHeroInstance * contextHero, const std::vector & rewardIndices, const MetaString & dialog) const +{ + BlockingDialog sd(configuration.canRefuse, rewardIndices.size() > 1); + sd.player = contextHero->tempOwner; + sd.text = dialog; + sd.components = loadComponents(contextHero, rewardIndices); + getObject()->cb->showBlockingDialog(getObject(), &sd); +} + +std::vector Rewardable::Interface::loadComponents(const CGHeroInstance * contextHero, const std::vector & rewardIndices) const +{ + std::vector result; + + if (rewardIndices.empty()) + return result; + + if (configuration.selectMode != Rewardable::SELECT_FIRST && rewardIndices.size() > 1) + { + for (auto index : rewardIndices) + result.push_back(configuration.info.at(index).reward.getDisplayedComponent(contextHero)); + } + else + { + configuration.info.at(rewardIndices.front()).reward.loadComponents(result, contextHero); + } + + return result; +} + +void Rewardable::Interface::grantAllRewardsWithMessage(const CGHeroInstance * contextHero, const std::vector & rewardIndices, bool markAsVisit) const +{ + if (rewardIndices.empty()) + return; + + for (auto index : rewardIndices) + { + // TODO: Merge all rewards of same type, with single message? + grantRewardWithMessage(contextHero, index, false); + } + // Mark visited only after all rewards were processed + if(markAsVisit) + markAsVisited(contextHero); +} + +void Rewardable::Interface::doHeroVisit(const CGHeroInstance *h) const +{ + if(!wasVisitedBefore(h)) + { + auto rewards = getAvailableRewards(h, Rewardable::EEventType::EVENT_FIRST_VISIT); + bool objectRemovalPossible = false; + for(auto index : rewards) + { + if(configuration.info.at(index).reward.removeObject) + objectRemovalPossible = true; + } + + 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, Rewardable::EEventType::EVENT_NOT_AVAILABLE); + if (!emptyRewards.empty()) + grantRewardWithMessage(h, emptyRewards[0], false); + else + logMod->warn("No applicable message for visiting empty object!"); + break; + } + case 1: // one reward. Just give it with message + { + if (configuration.canRefuse) + selectRewardWithMessage(h, rewards, configuration.info.at(rewards.front()).message); + else + grantRewardWithMessage(h, rewards.front(), true); + break; + } + default: // multiple rewards. Act according to select mode + { + switch (configuration.selectMode) { + case Rewardable::SELECT_PLAYER: // player must select + selectRewardWithMessage(h, rewards, configuration.onSelect); + break; + case Rewardable::SELECT_FIRST: // give first available + if (configuration.canRefuse) + selectRewardWithMessage(h, { rewards.front() }, configuration.info.at(rewards.front()).message); + else + grantRewardWithMessage(h, rewards.front(), true); + break; + case Rewardable::SELECT_RANDOM: // give random + { + ui32 rewardIndex = *RandomGeneratorUtil::nextItem(rewards, getObject()->cb->getRandomGenerator()); + if (configuration.canRefuse) + selectRewardWithMessage(h, { rewardIndex }, configuration.info.at(rewardIndex).message); + else + grantRewardWithMessage(h, rewardIndex, true); + break; + } + case Rewardable::SELECT_ALL: // grant all possible + grantAllRewardsWithMessage(h, rewards, true); + break; + } + break; + } + } + + if(!objectRemovalPossible && getAvailableRewards(h, Rewardable::EEventType::EVENT_FIRST_VISIT).empty()) + markAsScouted(h); + } + else + { + logGlobal->debug("Revisiting already visited object"); + + if (!wasVisited(h->getOwner())) + markAsScouted(h); + + auto visitedRewards = getAvailableRewards(h, Rewardable::EEventType::EVENT_ALREADY_VISITED); + if (!visitedRewards.empty()) + grantRewardWithMessage(h, visitedRewards[0], false); + else + logMod->warn("No applicable message for visiting already visited object!"); + } +} + VCMI_LIB_NAMESPACE_END diff --git a/lib/rewardable/Interface.h b/lib/rewardable/Interface.h index 7fd6fb690..5354fffaf 100644 --- a/lib/rewardable/Interface.h +++ b/lib/rewardable/Interface.h @@ -15,7 +15,7 @@ VCMI_LIB_NAMESPACE_BEGIN -class IGameCallback; +class IObjectInterface; namespace Rewardable { @@ -30,11 +30,24 @@ private: protected: /// function that must be called if hero got level-up during grantReward call - virtual void grantRewardAfterLevelup(IGameCallback * cb, const Rewardable::VisitInfo & reward, const CArmedInstance * army, const CGHeroInstance * hero) const; + void grantRewardAfterLevelup(const Rewardable::VisitInfo & reward, const CArmedInstance * army, const CGHeroInstance * hero) const; /// grants reward to hero - virtual void grantRewardBeforeLevelup(IGameCallback * cb, const Rewardable::VisitInfo & reward, const CGHeroInstance * hero) const; + void grantRewardBeforeLevelup(const Rewardable::VisitInfo & reward, const CGHeroInstance * hero) const; + virtual void grantRewardWithMessage(const CGHeroInstance * contextHero, int rewardIndex, bool markAsVisit) const; + void selectRewardWithMessage(const CGHeroInstance * contextHero, const std::vector & rewardIndices, const MetaString & dialog) const; + void grantAllRewardsWithMessage(const CGHeroInstance * contextHero, const std::vector& rewardIndices, bool markAsVisit) const; + std::vector loadComponents(const CGHeroInstance * contextHero, const std::vector & rewardIndices) const; + + void doHeroVisit(const CGHeroInstance *h) const; + + virtual const IObjectInterface * getObject() const = 0; + virtual bool wasVisitedBefore(const CGHeroInstance * hero) const = 0; + virtual bool wasVisited(PlayerColor player) const = 0; + virtual void markAsVisited(const CGHeroInstance * hero) const = 0; + virtual void markAsScouted(const CGHeroInstance * hero) const = 0; + virtual void grantReward(ui32 rewardID, const CGHeroInstance * hero) const = 0; public: /// filters list of visit info and returns rewards that can be granted to current hero diff --git a/server/CGameHandler.cpp b/server/CGameHandler.cpp index 35dde1615..d1dc63901 100644 --- a/server/CGameHandler.cpp +++ b/server/CGameHandler.cpp @@ -1194,7 +1194,7 @@ void CGameHandler::visitCastleObjects(const CGTownInstance * t, std::vectorrewardableBuildings) { - if (!t->town->buildings.at(building.first)->manualHeroVisit) + if (!t->town->buildings.at(building.first)->manualHeroVisit && t->hasBuilt(building.first)) buildingsToVisit.push_back(building.first); }