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vcmi/lib/mapObjects/FlaggableMapObject.cpp

106 lines
2.6 KiB
C++

/*
* FlaggableMapObject.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 "FlaggableMapObject.h"
#include "../IGameCallback.h"
#include "CGHeroInstance.h"
#include "../networkPacks/PacksForClient.h"
#include "../mapObjectConstructors/FlaggableInstanceConstructor.h"
VCMI_LIB_NAMESPACE_BEGIN
const IOwnableObject * FlaggableMapObject::asOwnable() const
{
return this;
}
ResourceSet FlaggableMapObject::dailyIncome() const
{
return getFlaggableHandler()->getDailyIncome();
}
std::vector<CreatureID> FlaggableMapObject::providedCreatures() const
{
return {};
}
void FlaggableMapObject::onHeroVisit( const CGHeroInstance * h ) const
{
if (cb->getPlayerRelations(h->getOwner(), getOwner()) != PlayerRelations::ENEMIES)
return; // H3 behavior - revisiting owned Lighthouse is a no-op
if (getOwner().isValidPlayer())
takeBonusFrom(getOwner());
cb->setOwner(this, h->getOwner()); //not ours? flag it!
InfoWindow iw;
iw.player = h->getOwner();
iw.text.appendTextID(getFlaggableHandler()->getVisitMessageTextID());
cb->showInfoDialog(&iw);
giveBonusTo(h->getOwner());
}
void FlaggableMapObject::initObj(vstd::RNG & rand)
{
if(getOwner().isValidPlayer())
{
// FIXME: This is dirty hack
giveBonusTo(getOwner(), true);
}
}
std::shared_ptr<FlaggableInstanceConstructor> FlaggableMapObject::getFlaggableHandler() const
{
return std::dynamic_pointer_cast<FlaggableInstanceConstructor>(getObjectHandler());
}
void FlaggableMapObject::giveBonusTo(const PlayerColor & player, bool onInit) const
{
for (auto const & bonus : getFlaggableHandler()->getProvidedBonuses())
{
GiveBonus gb(GiveBonus::ETarget::PLAYER);
gb.id = player;
gb.bonus = *bonus;
// FIXME: better place for this code?
gb.bonus.duration = BonusDuration::PERMANENT;
gb.bonus.source = BonusSource::OBJECT_INSTANCE;
gb.bonus.sid = BonusSourceID(id);
// FIXME: This is really dirty hack
// Proper fix would be to make FlaggableMapObject into bonus system node
// Unfortunately this will cause saves breakage
if(onInit)
gb.applyGs(cb->gameState());
else
cb->sendAndApply(gb);
}
}
void FlaggableMapObject::takeBonusFrom(const PlayerColor & player) const
{
RemoveBonus rb(GiveBonus::ETarget::PLAYER);
rb.whoID = player;
rb.source = BonusSource::OBJECT_INSTANCE;
rb.id = BonusSourceID(id);
cb->sendAndApply(rb);
}
void FlaggableMapObject::serializeJsonOptions(JsonSerializeFormat& handler)
{
serializeJsonOwner(handler);
}
VCMI_LIB_NAMESPACE_END