/* * CGTownBuilding.cpp, part of VCMI engine * * Authors: listed in file AUTHORS in main folder * * License: GNU General Public License v2.0 or later * Full text of license available in license.txt file, in main folder * */ #include "StdInc.h" #include "CGTownBuilding.h" #include "CGTownInstance.h" #include "../CGeneralTextHandler.h" #include "../NetPacks.h" #include "../IGameCallback.h" VCMI_LIB_NAMESPACE_BEGIN PlayerColor CGTownBuilding::getOwner() const { return town->getOwner(); } int32_t CGTownBuilding::getObjGroupIndex() const { return -1; } int32_t CGTownBuilding::getObjTypeIndex() const { return 0; } int3 CGTownBuilding::visitablePos() const { return town->visitablePos(); } int3 CGTownBuilding::getPosition() const { return town->getPosition(); } std::string CGTownBuilding::getVisitingBonusGreeting() const { auto bonusGreeting = town->getTown()->getGreeting(bType); if(!bonusGreeting.empty()) return bonusGreeting; switch(bType) { case BuildingSubID::MANA_VORTEX: bonusGreeting = std::string(VLC->generaltexth->translate("vcmi.townHall.greetingManaVortex")); break; case BuildingSubID::KNOWLEDGE_VISITING_BONUS: bonusGreeting = std::string(VLC->generaltexth->translate("vcmi.townHall.greetingKnowledge")); break; case BuildingSubID::SPELL_POWER_VISITING_BONUS: bonusGreeting = std::string(VLC->generaltexth->translate("vcmi.townHall.greetingSpellPower")); break; case BuildingSubID::ATTACK_VISITING_BONUS: bonusGreeting = std::string(VLC->generaltexth->translate("vcmi.townHall.greetingAttack")); break; case BuildingSubID::EXPERIENCE_VISITING_BONUS: bonusGreeting = std::string(VLC->generaltexth->translate("vcmi.townHall.greetingExperience")); break; case BuildingSubID::DEFENSE_VISITING_BONUS: bonusGreeting = std::string(VLC->generaltexth->translate("vcmi.townHall.greetingDefence")); break; } auto buildingName = town->getTown()->getSpecialBuilding(bType)->getNameTranslated(); if(bonusGreeting.empty()) { bonusGreeting = "Error: Bonus greeting for '%s' is not localized."; logGlobal->error("'%s' building of '%s' faction has not localized bonus greeting.", buildingName, town->getTown()->faction->getNameTranslated()); } boost::algorithm::replace_first(bonusGreeting, "%s", buildingName); town->getTown()->setGreeting(bType, bonusGreeting); return bonusGreeting; } std::string CGTownBuilding::getCustomBonusGreeting(const Bonus & bonus) const { if(bonus.type == Bonus::TOWN_MAGIC_WELL) { auto bonusGreeting = std::string(VLC->generaltexth->translate("vcmi.townHall.greetingInTownMagicWell")); auto buildingName = town->getTown()->getSpecialBuilding(bType)->getNameTranslated(); boost::algorithm::replace_first(bonusGreeting, "%s", buildingName); return bonusGreeting; } auto bonusGreeting = std::string(VLC->generaltexth->translate("vcmi.townHall.greetingCustomBonus")); //"%s gives you +%d %s%s" std::string param; std::string until; if(bonus.type == Bonus::MORALE) param = VLC->generaltexth->allTexts[384]; else if(bonus.type == Bonus::LUCK) param = VLC->generaltexth->allTexts[385]; until = bonus.duration == static_cast(Bonus::ONE_BATTLE) ? VLC->generaltexth->translate("vcmi.townHall.greetingCustomUntil") : "."; boost::format fmt = boost::format(bonusGreeting) % bonus.description % bonus.val % param % until; std::string greeting = fmt.str(); return greeting; } COPWBonus::COPWBonus(const BuildingID & bid, BuildingSubID::EBuildingSubID subId, CGTownInstance * cgTown) { bID = bid; bType = subId; town = cgTown; indexOnTV = static_cast(town->bonusingBuildings.size()); } void COPWBonus::setProperty(ui8 what, ui32 val) { switch (what) { case ObjProperty::VISITORS: visitors.insert(val); break; case ObjProperty::STRUCTURE_CLEAR_VISITORS: visitors.clear(); break; } } void COPWBonus::onHeroVisit (const CGHeroInstance * h) const { ObjectInstanceID heroID = h->id; if(town->hasBuilt(bID)) { InfoWindow iw; iw.player = h->tempOwner; switch (this->bType) { case BuildingSubID::STABLES: if(!h->hasBonusFrom(Bonus::OBJECT, Obj::STABLES)) //does not stack with advMap Stables { GiveBonus gb; gb.bonus = Bonus(Bonus::ONE_WEEK, Bonus::MOVEMENT, Bonus::OBJECT, 600, 94, VLC->generaltexth->arraytxt[100], 1); gb.id = heroID.getNum(); cb->giveHeroBonus(&gb); SetMovePoints mp; mp.val = 600; mp.absolute = false; mp.hid = heroID; cb->setMovePoints(&mp); iw.text << VLC->generaltexth->allTexts[580]; cb->showInfoDialog(&iw); } break; case BuildingSubID::MANA_VORTEX: if(visitors.empty()) { if(h->mana < h->manaLimit() * 2) cb->setManaPoints (heroID, 2 * h->manaLimit()); //TODO: investigate line below //cb->setObjProperty (town->id, ObjProperty::VISITED, true); iw.text << getVisitingBonusGreeting(); cb->showInfoDialog(&iw); //extra visit penalty if hero alredy had double mana points (or even more?!) town->addHeroToStructureVisitors(h, indexOnTV); } break; } } } CTownBonus::CTownBonus(const BuildingID & index, BuildingSubID::EBuildingSubID subId, CGTownInstance * cgTown) { bID = index; bType = subId; town = cgTown; indexOnTV = static_cast(town->bonusingBuildings.size()); } void CTownBonus::setProperty (ui8 what, ui32 val) { if(what == ObjProperty::VISITORS) visitors.insert(ObjectInstanceID(val)); } void CTownBonus::onHeroVisit (const CGHeroInstance * h) const { ObjectInstanceID heroID = h->id; if(town->hasBuilt(bID) && visitors.find(heroID) == visitors.end()) { si64 val = 0; InfoWindow iw; PrimarySkill::PrimarySkill what = PrimarySkill::NONE; switch(bType) { case BuildingSubID::KNOWLEDGE_VISITING_BONUS: //wall of knowledge what = PrimarySkill::KNOWLEDGE; val = 1; iw.components.emplace_back(Component::EComponentType::PRIM_SKILL, 3, 1, 0); break; case BuildingSubID::SPELL_POWER_VISITING_BONUS: //order of fire what = PrimarySkill::SPELL_POWER; val = 1; iw.components.emplace_back(Component::EComponentType::PRIM_SKILL, 2, 1, 0); break; case BuildingSubID::ATTACK_VISITING_BONUS: //hall of Valhalla what = PrimarySkill::ATTACK; val = 1; iw.components.emplace_back(Component::EComponentType::PRIM_SKILL, 0, 1, 0); break; case BuildingSubID::EXPERIENCE_VISITING_BONUS: //academy of battle scholars what = PrimarySkill::EXPERIENCE; val = static_cast(h->calculateXp(1000)); iw.components.emplace_back(Component::EComponentType::EXPERIENCE, 0, val, 0); break; case BuildingSubID::DEFENSE_VISITING_BONUS: //cage of warlords what = PrimarySkill::DEFENSE; val = 1; iw.components.emplace_back(Component::EComponentType::PRIM_SKILL, 1, 1, 0); break; case BuildingSubID::CUSTOM_VISITING_BONUS: const auto building = town->getTown()->buildings.at(bID); if(!h->hasBonusFrom(Bonus::TOWN_STRUCTURE, Bonus::getSid32(building->town->faction->getIndex(), building->bid))) { const auto & bonuses = building->onVisitBonuses; applyBonuses(const_cast(h), bonuses); } break; } if(what != PrimarySkill::NONE) { iw.player = cb->getOwner(heroID); iw.text << getVisitingBonusGreeting(); cb->showInfoDialog(&iw); cb->changePrimSkill (cb->getHero(heroID), what, val); town->addHeroToStructureVisitors(h, indexOnTV); } } } void CTownBonus::applyBonuses(CGHeroInstance * h, const BonusList & bonuses) const { auto addToVisitors = false; for(const auto & bonus : bonuses) { GiveBonus gb; InfoWindow iw; if(bonus->type == Bonus::TOWN_MAGIC_WELL) { if(h->mana >= h->manaLimit()) return; cb->setManaPoints(h->id, h->manaLimit()); bonus->duration = Bonus::ONE_DAY; } gb.bonus = * bonus; gb.id = h->id.getNum(); cb->giveHeroBonus(&gb); if(bonus->duration == Bonus::PERMANENT) addToVisitors = true; iw.player = cb->getOwner(h->id); iw.text << getCustomBonusGreeting(gb.bonus); cb->showInfoDialog(&iw); } if(addToVisitors) town->addHeroToStructureVisitors(h, indexOnTV); } VCMI_LIB_NAMESPACE_END