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vcmi/lib/mapObjects/CGTownBuilding.cpp
Ivan Savenko 1aa391fdf8 Split CGeneralTextHandler file into 1 file per class form
All text processing code is now located in lib/texts.
No changes other than code being moved around and adjustment of includes

Moved without changes:
Languages.h           -> texts/Languages.h
MetaString.*          -> texts/MetaString.*
TextOperations.*      -> texts/TextOperations.*

Split into parts:
CGeneralTextHandler.* -> texts/CGeneralTextHandler.*
                      -> texts/CLegacyConfigParser.*
                      -> texts/TextLocalizationContainer.*
                      -> texts/TextIdentifier.h
2024-07-20 12:55:17 +00:00

535 lines
15 KiB
C++

/*
* 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 "../texts/CGeneralTextHandler.h"
#include "../IGameCallback.h"
#include "../gameState/CGameState.h"
#include "../mapObjects/CGHeroInstance.h"
#include "../networkPacks/PacksForClient.h"
#include <vstd/RNG.h>
VCMI_LIB_NAMESPACE_BEGIN
CGTownBuilding::CGTownBuilding(IGameCallback * cb)
: IObjectInterface(cb)
, town(nullptr)
{}
CGTownBuilding::CGTownBuilding(CGTownInstance * town)
: IObjectInterface(town->cb)
, town(town)
{}
PlayerColor CGTownBuilding::getOwner() const
{
return town->getOwner();
}
MapObjectID CGTownBuilding::getObjGroupIndex() const
{
return -1;
}
MapObjectSubID 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 == BonusType::TOWN_MAGIC_WELL)
{
MetaString wellGreeting = MetaString::createFromTextID("vcmi.townHall.greetingInTownMagicWell");
wellGreeting.replaceTextID(town->getTown()->getSpecialBuilding(bType)->getNameTextID());
return wellGreeting.toString();
}
MetaString greeting = MetaString::createFromTextID("vcmi.townHall.greetingCustomBonus");
std::string paramTextID;
std::string until;
if(bonus.type == BonusType::MORALE)
paramTextID = "core.genrltxt.384"; // Morale
if(bonus.type == BonusType::LUCK)
paramTextID = "core.genrltxt.385"; // Luck
greeting.replaceTextID(town->getTown()->getSpecialBuilding(bType)->getNameTextID());
greeting.replaceNumber(bonus.val);
greeting.replaceTextID(paramTextID);
if (bonus.duration == BonusDuration::ONE_BATTLE)
greeting.replaceTextID("vcmi.townHall.greetingCustomUntil");
else
greeting.replaceRawString(".");
return greeting.toString();
}
COPWBonus::COPWBonus(IGameCallback *cb)
: CGTownBuilding(cb)
{}
COPWBonus::COPWBonus(const BuildingID & bid, BuildingSubID::EBuildingSubID subId, CGTownInstance * cgTown)
: CGTownBuilding(cgTown)
{
bID = bid;
bType = subId;
indexOnTV = static_cast<si32>(town->bonusingBuildings.size());
}
void COPWBonus::setProperty(ObjProperty what, ObjPropertyID identifier)
{
switch (what)
{
case ObjProperty::VISITORS:
visitors.insert(identifier.as<ObjectInstanceID>());
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(BonusSource::OBJECT_TYPE, BonusSourceID(Obj(Obj::STABLES)))) //does not stack with advMap Stables
{
GiveBonus gb;
gb.bonus = Bonus(BonusDuration::ONE_WEEK, BonusType::MOVEMENT, BonusSource::OBJECT_TYPE, 600, BonusSourceID(Obj(Obj::STABLES)), BonusCustomSubtype::heroMovementLand);
gb.id = heroID;
cb->giveHeroBonus(&gb);
cb->setMovePoints(heroID, 600, false);
iw.text.appendRawString(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.appendRawString(getVisitingBonusGreeting());
cb->showInfoDialog(&iw);
town->addHeroToStructureVisitors(h, indexOnTV);
}
}
break;
}
}
}
CTownBonus::CTownBonus(IGameCallback *cb)
: CGTownBuilding(cb)
{}
CTownBonus::CTownBonus(const BuildingID & index, BuildingSubID::EBuildingSubID subId, CGTownInstance * cgTown)
: CGTownBuilding(cgTown)
{
bID = index;
bType = subId;
indexOnTV = static_cast<si32>(town->bonusingBuildings.size());
}
void CTownBonus::setProperty(ObjProperty what, ObjPropertyID identifier)
{
if(what == ObjProperty::VISITORS)
visitors.insert(identifier.as<ObjectInstanceID>());
}
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 what = PrimarySkill::NONE;
switch(bType)
{
case BuildingSubID::KNOWLEDGE_VISITING_BONUS: //wall of knowledge
what = PrimarySkill::KNOWLEDGE;
val = 1;
iw.components.emplace_back(ComponentType::PRIM_SKILL, PrimarySkill::KNOWLEDGE, 1);
break;
case BuildingSubID::SPELL_POWER_VISITING_BONUS: //order of fire
what = PrimarySkill::SPELL_POWER;
val = 1;
iw.components.emplace_back(ComponentType::PRIM_SKILL, PrimarySkill::SPELL_POWER, 1);
break;
case BuildingSubID::ATTACK_VISITING_BONUS: //hall of Valhalla
what = PrimarySkill::ATTACK;
val = 1;
iw.components.emplace_back(ComponentType::PRIM_SKILL, PrimarySkill::ATTACK, 1);
break;
case BuildingSubID::EXPERIENCE_VISITING_BONUS: //academy of battle scholars
what = PrimarySkill::EXPERIENCE;
val = static_cast<int>(h->calculateXp(1000));
iw.components.emplace_back(ComponentType::EXPERIENCE, val);
break;
case BuildingSubID::DEFENSE_VISITING_BONUS: //cage of warlords
what = PrimarySkill::DEFENSE;
val = 1;
iw.components.emplace_back(ComponentType::PRIM_SKILL, PrimarySkill::DEFENSE, 1);
break;
case BuildingSubID::CUSTOM_VISITING_BONUS:
const auto building = town->getTown()->buildings.at(bID);
if(!h->hasBonusFrom(BonusSource::TOWN_STRUCTURE, BonusSourceID(building->getUniqueTypeID())))
{
const auto & bonuses = building->onVisitBonuses;
applyBonuses(const_cast<CGHeroInstance *>(h), bonuses);
}
break;
}
if(what != PrimarySkill::NONE)
{
iw.player = cb->getOwner(heroID);
iw.text.appendRawString(getVisitingBonusGreeting());
cb->showInfoDialog(&iw);
if (what == PrimarySkill::EXPERIENCE)
cb->giveExperience(cb->getHero(heroID), val);
else
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 == BonusType::TOWN_MAGIC_WELL)
{
if(h->mana >= h->manaLimit())
return;
cb->setManaPoints(h->id, h->manaLimit());
bonus->duration = BonusDuration::ONE_DAY;
}
gb.bonus = * bonus;
gb.id = h->id;
cb->giveHeroBonus(&gb);
if(bonus->duration == BonusDuration::PERMANENT)
addToVisitors = true;
iw.player = cb->getOwner(h->id);
iw.text.appendRawString(getCustomBonusGreeting(gb.bonus));
cb->showInfoDialog(&iw);
}
if(addToVisitors)
town->addHeroToStructureVisitors(h, indexOnTV);
}
CTownRewardableBuilding::CTownRewardableBuilding(IGameCallback *cb)
: CGTownBuilding(cb)
{}
CTownRewardableBuilding::CTownRewardableBuilding(const BuildingID & index, BuildingSubID::EBuildingSubID subId, CGTownInstance * cgTown, vstd::RNG & rand)
: CGTownBuilding(cgTown)
{
bID = index;
bType = subId;
indexOnTV = static_cast<si32>(town->bonusingBuildings.size());
initObj(rand);
}
void CTownRewardableBuilding::initObj(vstd::RNG & rand)
{
assert(town && town->town);
configuration = generateConfiguration(rand);
}
Rewardable::Configuration CTownRewardableBuilding::generateConfiguration(vstd::RNG & rand) const
{
Rewardable::Configuration result;
auto building = town->town->buildings.at(bID);
building->rewardableObjectInfo.configureObject(result, rand, cb);
for(auto & rewardInfo : result.info)
{
for (auto & bonus : rewardInfo.reward.bonuses)
{
bonus.source = BonusSource::TOWN_STRUCTURE;
bonus.sid = BonusSourceID(building->getUniqueTypeID());
}
}
return result;
}
void CTownRewardableBuilding::newTurn(vstd::RNG & rand) const
{
if (configuration.resetParameters.period != 0 && cb->getDate(Date::DAY) > 1 && ((cb->getDate(Date::DAY)-1) % configuration.resetParameters.period) == 0)
{
auto newConfiguration = generateConfiguration(rand);
cb->setRewardableObjectConfiguration(town->id, bID, newConfiguration);
if(configuration.resetParameters.visitors)
{
cb->setObjPropertyValue(town->id, ObjProperty::STRUCTURE_CLEAR_VISITORS, indexOnTV);
}
}
}
void CTownRewardableBuilding::setProperty(ObjProperty what, ObjPropertyID identifier)
{
switch (what)
{
case ObjProperty::VISITORS:
visitors.insert(identifier.as<ObjectInstanceID>());
break;
case ObjProperty::STRUCTURE_CLEAR_VISITORS:
visitors.clear();
break;
case ObjProperty::REWARD_SELECT:
selectedReward = identifier.getNum();
break;
}
}
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(visitors.find(hero->id) != visitors.end())
return; // query not for this building
if(answer > 0 && answer-1 < configuration.info.size())
{
auto list = getAvailableRewards(hero, Rewardable::EEventType::EVENT_FIRST_VISIT);
grantReward(list[answer - 1], hero);
}
else
{
throw std::runtime_error("Unhandled choice");
}
}
void CTownRewardableBuilding::grantReward(ui32 rewardID, const CGHeroInstance * hero) const
{
town->addHeroToStructureVisitors(hero, indexOnTV);
grantRewardBeforeLevelup(cb, 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);
}
}
bool CTownRewardableBuilding::wasVisitedBefore(const CGHeroInstance * contextHero) const
{
switch (configuration.visitMode)
{
case Rewardable::VISIT_UNLIMITED:
return false;
case Rewardable::VISIT_ONCE:
return !visitors.empty();
case Rewardable::VISIT_PLAYER:
return false; //not supported
case Rewardable::VISIT_BONUS:
{
const auto building = town->getTown()->buildings.at(bID);
return contextHero->hasBonusFrom(BonusSource::TOWN_STRUCTURE, BonusSourceID(building->getUniqueTypeID()));
}
case Rewardable::VISIT_HERO:
return visitors.find(contextHero->id) != visitors.end();
case Rewardable::VISIT_LIMITER:
return configuration.visitLimiter.heroAllowed(contextHero);
default:
return false;
}
}
void CTownRewardableBuilding::onHeroVisit(const CGHeroInstance *h) const
{
auto grantRewardWithMessage = [&](int index) -> void
{
auto vi = configuration.info.at(index);
logGlobal->debug("Granting reward %d. Message says: %s", index, vi.message.toString());
town->addHeroToStructureVisitors(h, indexOnTV); //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<ui32> & 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(&sd);
};
if(!town->hasBuilt(bID) || cb->isVisitCoveredByAnotherQuery(town, h))
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;
}
}
}
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!");
}
}
VCMI_LIB_NAMESPACE_END