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vcmi/lib/mapObjects/CGMarket.cpp
Ivan Savenko 20d5b33ea6 Remove marketModes as member
marketModes are now generated in runtime and are not a member of
IMarket. Was not a bad change, but towns load buildings before town type
is randomized, leading to case where market modes are not actually known
when building is added to town (like random towns with market built)

Since altar requires CArtifactSet for work, IMarket will now always
contain it, but it will only be accessible if market supports altar
mode.
2024-08-27 14:07:00 +00:00

117 lines
2.6 KiB
C++

/*
* CGMarket.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 "CGMarket.h"
#include "../texts/CGeneralTextHandler.h"
#include "../IGameCallback.h"
#include "../CCreatureHandler.h"
#include "CGTownInstance.h"
#include "../GameSettings.h"
#include "../CSkillHandler.h"
#include "../mapObjectConstructors/AObjectTypeHandler.h"
#include "../mapObjectConstructors/CObjectClassesHandler.h"
#include "../mapObjectConstructors/CommonConstructors.h"
#include "../networkPacks/PacksForClient.h"
VCMI_LIB_NAMESPACE_BEGIN
ObjectInstanceID CGMarket::getObjInstanceID() const
{
return id;
}
void CGMarket::initObj(vstd::RNG & rand)
{
getObjectHandler()->configureObject(this, rand);
}
void CGMarket::onHeroVisit(const CGHeroInstance * h) const
{
cb->showObjectWindow(this, EOpenWindowMode::MARKET_WINDOW, h, true);
}
int CGMarket::getMarketEfficiency() const
{
return marketEfficiency;
}
int CGMarket::availableUnits(EMarketMode mode, int marketItemSerial) const
{
return -1;
}
std::set<EMarketMode> CGMarket::availableModes() const
{
const auto & baseHandler = getObjectHandler();
const auto & ourHandler = std::dynamic_pointer_cast<MarketInstanceConstructor>(baseHandler);
return ourHandler->availableModes();
}
CGMarket::CGMarket(IGameCallback *cb):
CGObjectInstance(cb)
{}
std::vector<TradeItemBuy> CGBlackMarket::availableItemsIds(EMarketMode mode) const
{
switch(mode)
{
case EMarketMode::RESOURCE_ARTIFACT:
{
std::vector<TradeItemBuy> ret;
for(const CArtifact *a : artifacts)
if(a)
ret.push_back(a->getId());
else
ret.push_back(ArtifactID{});
return ret;
}
default:
return std::vector<TradeItemBuy>();
}
}
void CGBlackMarket::newTurn(vstd::RNG & rand) const
{
int resetPeriod = VLC->settings()->getInteger(EGameSettings::MARKETS_BLACK_MARKET_RESTOCK_PERIOD);
bool isFirstDay = cb->getDate(Date::DAY) == 1;
bool regularResetTriggered = resetPeriod != 0 && ((cb->getDate(Date::DAY)-1) % resetPeriod) == 0;
if (!isFirstDay && !regularResetTriggered)
return;
SetAvailableArtifacts saa;
saa.id = id;
cb->pickAllowedArtsSet(saa.arts, rand);
cb->sendAndApply(&saa);
}
std::vector<TradeItemBuy> CGUniversity::availableItemsIds(EMarketMode mode) const
{
switch (mode)
{
case EMarketMode::RESOURCE_SKILL:
return skills;
default:
return std::vector<TradeItemBuy>();
}
}
void CGUniversity::onHeroVisit(const CGHeroInstance * h) const
{
cb->showObjectWindow(this, EOpenWindowMode::UNIVERSITY_WINDOW, h, true);
}
VCMI_LIB_NAMESPACE_END