mirror of
https://github.com/vcmi/vcmi.git
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ac66fc7f42
New features for players: * Loading for multiplayer. Any save could be used for multiplayer. * Restart for multiplayer. All clients will restart together. * Loading from single save. * Hotseat mixed with network game. Multiple players per client. * Now connection to server could be cancelled. * Return to menu on disconnections instead of crashes. * Restoring of last selected map, save or campaign on next run. TLDR on important changes in engine code: * UI: work with server separated from UI * UI: all explitic blitting replaced with IntObject's * UI: all new code use smart pointers instead of DISPOSE * Gameplay always start through lobby controlled by server. * Threads receiving netpacks now shared for lobby and gameplay. * Campaigns: heroes for crossover now serialized as JsonNode.
531 lines
13 KiB
C++
531 lines
13 KiB
C++
/*
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* CGPandoraBox.cpp, part of VCMI engine
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*
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* Authors: listed in file AUTHORS in main folder
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*
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* License: GNU General Public License v2.0 or later
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* Full text of license available in license.txt file, in main folder
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*
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*/
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#include "StdInc.h"
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#include "CGPandoraBox.h"
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#include "../NetPacks.h"
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#include "../CSoundBase.h"
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#include "../spells/CSpellHandler.h"
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#include "../CSkillHandler.h"
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#include "../StartInfo.h"
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#include "../IGameCallback.h"
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#include "../StringConstants.h"
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#include "../serializer/JsonSerializeFormat.h"
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///helpers
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static void showInfoDialog(const PlayerColor playerID, const ui32 txtID, const ui16 soundID)
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{
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InfoWindow iw;
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iw.soundID = soundID;
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iw.player = playerID;
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iw.text.addTxt(MetaString::ADVOB_TXT,txtID);
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IObjectInterface::cb->sendAndApply(&iw);
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}
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static void showInfoDialog(const CGHeroInstance* h, const ui32 txtID, const ui16 soundID)
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{
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const PlayerColor playerID = h->getOwner();
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showInfoDialog(playerID,txtID,soundID);
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}
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CGPandoraBox::CGPandoraBox()
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: hasGuardians(false), gainedExp(0), manaDiff(0), moraleDiff(0), luckDiff(0)
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{
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}
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void CGPandoraBox::initObj(CRandomGenerator & rand)
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{
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blockVisit = (ID==Obj::PANDORAS_BOX); //block only if it's really pandora's box (events also derive from that class)
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hasGuardians = stacks.size();
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}
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void CGPandoraBox::onHeroVisit(const CGHeroInstance * h) const
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{
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BlockingDialog bd (true, false);
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bd.player = h->getOwner();
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bd.text.addTxt (MetaString::ADVOB_TXT, 14);
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cb->showBlockingDialog (&bd);
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}
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void CGPandoraBox::giveContentsUpToExp(const CGHeroInstance *h) const
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{
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afterSuccessfulVisit();
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InfoWindow iw;
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iw.player = h->getOwner();
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bool changesPrimSkill = false;
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for (auto & elem : primskills)
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{
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if(elem)
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{
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changesPrimSkill = true;
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break;
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}
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}
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std::vector<std::pair<SecondarySkill, ui8>> unpossessedAbilities; //ability + ability level
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int abilitiesRequiringSlot = 0;
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//filter out unnecessary secondary skills
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for (int i = 0; i < abilities.size(); i++)
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{
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int curLev = h->getSecSkillLevel(abilities[i]);
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bool abilityCanUseSlot = !curLev && ((h->secSkills.size() + abilitiesRequiringSlot) < GameConstants::SKILL_PER_HERO); //limit new abilities to number of slots
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if (abilityCanUseSlot)
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abilitiesRequiringSlot++;
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if ((curLev && curLev < abilityLevels[i]) || abilityCanUseSlot)
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{
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unpossessedAbilities.push_back({ abilities[i], abilityLevels[i] });
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}
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}
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if(gainedExp || changesPrimSkill || unpossessedAbilities.size())
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{
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TExpType expVal = h->calculateXp(gainedExp);
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//getText(iw,afterBattle,175,h); //wtf?
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iw.text.addTxt(MetaString::ADVOB_TXT, 175); //%s learns something
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iw.text.addReplacement(h->name);
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if(expVal)
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iw.components.push_back(Component(Component::EXPERIENCE,0,expVal,0));
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for(int i=0; i<primskills.size(); i++)
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if(primskills[i])
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iw.components.push_back(Component(Component::PRIM_SKILL,i,primskills[i],0));
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for(auto abilityData : unpossessedAbilities)
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iw.components.push_back(Component(Component::SEC_SKILL, abilityData.first, abilityData.second, 0));
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cb->showInfoDialog(&iw);
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//give sec skills
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for (auto abilityData : unpossessedAbilities)
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cb->changeSecSkill(h, abilityData.first, abilityData.second, true);
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assert(h->secSkills.size() <= GameConstants::SKILL_PER_HERO);
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//give prim skills
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for(int i=0; i<primskills.size(); i++)
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if(primskills[i])
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cb->changePrimSkill(h,static_cast<PrimarySkill::PrimarySkill>(i),primskills[i],false);
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assert(!cb->isVisitCoveredByAnotherQuery(this, h));
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//give exp
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if(expVal)
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cb->changePrimSkill(h, PrimarySkill::EXPERIENCE, expVal, false);
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}
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//else { } //TODO:Create information that box was empty for now, and deliver to CGPandoraBox::giveContentsAfterExp or refactor
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if(!cb->isVisitCoveredByAnotherQuery(this, h))
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giveContentsAfterExp(h);
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//Otherwise continuation occurs via post-level-up callback.
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}
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void CGPandoraBox::giveContentsAfterExp(const CGHeroInstance *h) const
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{
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bool hadGuardians = hasGuardians; //copy, because flag will be emptied after issuing first post-battle message
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std::string msg = message; //in case box is removed in the meantime
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InfoWindow iw;
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iw.player = h->getOwner();
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//TODO: reuse this code for Scholar skill
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if(spells.size())
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{
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std::set<SpellID> spellsToGive;
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auto i = spells.cbegin();
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while (i != spells.cend())
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{
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iw.components.clear();
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iw.text.clear();
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spellsToGive.clear();
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for (; i != spells.cend(); i++)
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{
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const CSpell * sp = (*i).toSpell();
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if(h->canLearnSpell(sp))
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{
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iw.components.push_back(Component(Component::SPELL, *i, 0, 0));
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spellsToGive.insert(*i);
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}
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if(spellsToGive.size() == 8) //display up to 8 spells at once
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{
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break;
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}
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}
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if (!spellsToGive.empty())
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{
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if (spellsToGive.size() > 1)
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{
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iw.text.addTxt(MetaString::ADVOB_TXT, 188); //%s learns spells
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}
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else
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{
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iw.text.addTxt(MetaString::ADVOB_TXT, 184); //%s learns a spell
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}
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iw.text.addReplacement(h->name);
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cb->changeSpells(h, true, spellsToGive);
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cb->showInfoDialog(&iw);
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}
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}
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}
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if(manaDiff)
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{
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getText(iw,hadGuardians,manaDiff,176,177,h);
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iw.components.push_back(Component(Component::PRIM_SKILL,5,manaDiff,0));
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cb->showInfoDialog(&iw);
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cb->setManaPoints(h->id, h->mana + manaDiff);
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}
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if(moraleDiff)
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{
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getText(iw,hadGuardians,moraleDiff,178,179,h);
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iw.components.push_back(Component(Component::MORALE,0,moraleDiff,0));
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cb->showInfoDialog(&iw);
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GiveBonus gb;
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gb.bonus = Bonus(Bonus::ONE_BATTLE,Bonus::MORALE,Bonus::OBJECT,moraleDiff,id.getNum(),"");
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gb.id = h->id.getNum();
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cb->giveHeroBonus(&gb);
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}
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if(luckDiff)
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{
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getText(iw,hadGuardians,luckDiff,180,181,h);
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iw.components.push_back(Component(Component::LUCK,0,luckDiff,0));
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cb->showInfoDialog(&iw);
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GiveBonus gb;
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gb.bonus = Bonus(Bonus::ONE_BATTLE,Bonus::LUCK,Bonus::OBJECT,luckDiff,id.getNum(),"");
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gb.id = h->id.getNum();
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cb->giveHeroBonus(&gb);
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}
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iw.components.clear();
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iw.text.clear();
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for(int i=0; i<resources.size(); i++)
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{
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if(resources[i] < 0)
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iw.components.push_back(Component(Component::RESOURCE,i,resources[i],0));
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}
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if(iw.components.size())
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{
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getText(iw,hadGuardians,182,h);
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cb->showInfoDialog(&iw);
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}
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iw.components.clear();
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iw.text.clear();
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for(int i=0; i<resources.size(); i++)
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{
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if(resources[i] > 0)
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iw.components.push_back(Component(Component::RESOURCE,i,resources[i],0));
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}
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if(iw.components.size())
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{
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getText(iw,hadGuardians,183,h);
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cb->showInfoDialog(&iw);
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}
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iw.components.clear();
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// getText(iw,afterBattle,183,h);
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iw.text.addTxt(MetaString::ADVOB_TXT, 183); //% has found treasure
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iw.text.addReplacement(h->name);
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for(auto & elem : artifacts)
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{
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iw.components.push_back(Component(Component::ARTIFACT,elem,0,0));
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if(iw.components.size() >= 14)
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{
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cb->showInfoDialog(&iw);
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iw.components.clear();
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iw.text.addTxt(MetaString::ADVOB_TXT, 183); //% has found treasure - once more?
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iw.text.addReplacement(h->name);
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}
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}
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if(iw.components.size())
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{
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cb->showInfoDialog(&iw);
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}
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cb->giveResources(h->getOwner(), resources);
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for(auto & elem : artifacts)
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cb->giveHeroNewArtifact(h, VLC->arth->artifacts[elem],ArtifactPosition::FIRST_AVAILABLE);
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iw.components.clear();
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iw.text.clear();
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if(creatures.stacksCount())
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{ //this part is taken straight from creature bank
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MetaString loot;
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for(auto & elem : creatures.Slots())
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{ //build list of joined creatures
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iw.components.push_back(Component(*elem.second));
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loot << "%s";
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loot.addReplacement(*elem.second);
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}
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if(creatures.stacksCount() == 1 && creatures.Slots().begin()->second->count == 1)
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iw.text.addTxt(MetaString::ADVOB_TXT, 185);
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else
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iw.text.addTxt(MetaString::ADVOB_TXT, 186);
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iw.text.addReplacement(loot.buildList());
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iw.text.addReplacement(h->name);
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cb->showInfoDialog(&iw);
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cb->giveCreatures(this, h, creatures, false);
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}
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if(!hasGuardians && msg.size())
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{
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iw.text << msg;
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cb->showInfoDialog(&iw);
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}
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}
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void CGPandoraBox::getText( InfoWindow &iw, bool &afterBattle, int text, const CGHeroInstance * h ) const
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{
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if(afterBattle || !message.size())
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{
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iw.text.addTxt(MetaString::ADVOB_TXT,text);//%s has lost treasure.
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iw.text.addReplacement(h->name);
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}
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else
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{
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iw.text << message;
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afterBattle = true;
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}
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}
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void CGPandoraBox::getText( InfoWindow &iw, bool &afterBattle, int val, int negative, int positive, const CGHeroInstance * h ) const
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{
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iw.components.clear();
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iw.text.clear();
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if(afterBattle || !message.size())
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{
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iw.text.addTxt(MetaString::ADVOB_TXT,val < 0 ? negative : positive); //%s's luck takes a turn for the worse / %s's luck increases
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iw.text.addReplacement(h->name);
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}
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else
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{
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iw.text << message;
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afterBattle = true;
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}
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}
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void CGPandoraBox::battleFinished(const CGHeroInstance *hero, const BattleResult &result) const
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{
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if(result.winner == 0)
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{
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giveContentsUpToExp(hero);
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}
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}
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void CGPandoraBox::blockingDialogAnswered(const CGHeroInstance *hero, ui32 answer) const
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{
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if(answer)
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{
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if(stacksCount() > 0) //if pandora's box is protected by army
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{
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showInfoDialog(hero,16,0);
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cb->startBattleI(hero, this); //grants things after battle
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}
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else if(message.size() == 0 && resources.size() == 0
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&& primskills.size() == 0 && abilities.size() == 0
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&& abilityLevels.size() == 0 && artifacts.size() == 0
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&& spells.size() == 0 && creatures.stacksCount() > 0
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&& gainedExp == 0 && manaDiff == 0 && moraleDiff == 0 && luckDiff == 0) //if it gives nothing without battle
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{
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showInfoDialog(hero,15,0);
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cb->removeObject(this);
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}
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else //if it gives something without battle
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{
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giveContentsUpToExp(hero);
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}
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}
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}
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void CGPandoraBox::heroLevelUpDone(const CGHeroInstance *hero) const
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{
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giveContentsAfterExp(hero);
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}
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void CGPandoraBox::afterSuccessfulVisit() const
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{
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cb->removeAfterVisit(this);
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}
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CGEvent::CGEvent()
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: CGPandoraBox(), removeAfterVisit(false), availableFor(0), computerActivate(false), humanActivate(false)
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{
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}
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void CGPandoraBox::serializeJsonOptions(JsonSerializeFormat & handler)
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{
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CCreatureSet::serializeJson(handler, "guards", 7);
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handler.serializeString("guardMessage", message);
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handler.serializeInt("experience", gainedExp, 0);
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handler.serializeInt("mana", manaDiff, 0);
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handler.serializeInt("morale", moraleDiff, 0);
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handler.serializeInt("luck", luckDiff, 0);
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resources.serializeJson(handler, "resources");
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{
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bool haveSkills = false;
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if(handler.saving)
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{
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for(int idx = 0; idx < primskills.size(); idx ++)
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if(primskills[idx] != 0)
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haveSkills = true;
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}
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else
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{
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primskills.resize(GameConstants::PRIMARY_SKILLS,0);
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haveSkills = true;
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}
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if(haveSkills)
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{
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auto s = handler.enterStruct("primarySkills");
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for(int idx = 0; idx < primskills.size(); idx ++)
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handler.serializeInt(PrimarySkill::names[idx], primskills[idx], 0);
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}
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}
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if(handler.saving)
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{
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if(!abilities.empty())
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{
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auto s = handler.enterStruct("secondarySkills");
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for(size_t idx = 0; idx < abilities.size(); idx++)
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{
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handler.serializeEnum(CSkillHandler::encodeSkill(abilities[idx]), abilityLevels[idx], NSecondarySkill::levels);
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}
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}
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}
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else
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{
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auto s = handler.enterStruct("secondarySkills");
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const JsonNode & skillMap = handler.getCurrent();
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abilities.clear();
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abilityLevels.clear();
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for(const auto & p : skillMap.Struct())
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{
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const std::string skillName = p.first;
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const std::string levelId = p.second.String();
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const int rawId = CSkillHandler::decodeSkill(skillName);
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if(rawId < 0)
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{
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logGlobal->error("Invalid secondary skill %s", skillName);
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continue;
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}
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const int level = vstd::find_pos(NSecondarySkill::levels, levelId);
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if(level < 0)
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{
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logGlobal->error("Invalid secondary skill level %s", levelId);
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continue;
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}
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abilities.push_back(SecondarySkill(rawId));
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abilityLevels.push_back(level);
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}
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}
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handler.serializeIdArray("artifacts", artifacts);
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handler.serializeIdArray("spells", spells);
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creatures.serializeJson(handler, "creatures");
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}
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void CGEvent::onHeroVisit( const CGHeroInstance * h ) const
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{
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if(!(availableFor & (1 << h->tempOwner.getNum())))
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return;
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if(cb->getPlayerSettings(h->tempOwner)->isControlledByHuman())
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{
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if(humanActivate)
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activated(h);
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}
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else if(computerActivate)
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activated(h);
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}
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void CGEvent::activated( const CGHeroInstance * h ) const
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{
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if(stacksCount() > 0)
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{
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InfoWindow iw;
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iw.player = h->tempOwner;
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if(message.size())
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iw.text << message;
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else
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iw.text.addTxt(MetaString::ADVOB_TXT, 16);
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cb->showInfoDialog(&iw);
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cb->startBattleI(h, this);
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}
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else
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{
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giveContentsUpToExp(h);
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}
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}
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void CGEvent::afterSuccessfulVisit() const
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{
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if(removeAfterVisit)
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{
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cb->removeAfterVisit(this);
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}
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else if(hasGuardians)
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hasGuardians = false;
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}
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void CGEvent::serializeJsonOptions(JsonSerializeFormat & handler)
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{
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CGPandoraBox::serializeJsonOptions(handler);
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handler.serializeBool<bool>("aIActivable", computerActivate, true, false, false);
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handler.serializeBool<bool>("humanActivable", humanActivate, true, false, true);
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handler.serializeBool<bool>("removeAfterVisit", removeAfterVisit, true, false, false);
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{
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auto decodePlayer = [](const std::string & id)->si32
|
|
{
|
|
return vstd::find_pos(GameConstants::PLAYER_COLOR_NAMES, id);
|
|
};
|
|
|
|
auto encodePlayer = [](si32 idx)->std::string
|
|
{
|
|
return GameConstants::PLAYER_COLOR_NAMES[idx];
|
|
};
|
|
|
|
handler.serializeIdArray<ui8, PlayerColor::PLAYER_LIMIT_I>("availableFor", availableFor, GameConstants::ALL_PLAYERS, decodePlayer, encodePlayer);
|
|
}
|
|
}
|