1
0
mirror of https://github.com/vcmi/vcmi.git synced 2025-05-27 22:47:48 +02:00
vcmi/lib/mapObjects/TownBuildingInstance.cpp
Ivan Savenko 716da918f8 Completely remove IGameCallback class
- CClient now inherits directly from CPrivilegedInfoCallback, like
IGameCallback did before. However CClient no longer needs dummy
implementation of IGameEventCallback
- CGObjectInstance hierarchy now uses CPrivilegedInfoCallback for
callback. Actual events can only be emitted in calls that receive
IGameEventCallback pointer, e.g. heroVisit
- CGameHandler now inherits directly from both CPrivilegedInfoCallback
and IGameEventCallback as it did before via IGameCallback
2025-05-14 13:39:41 +03:00

239 lines
6.7 KiB
C++

/*
* TownBuildingInstance.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 "TownBuildingInstance.h"
#include "CGTownInstance.h"
#include "../callback/CPrivilegedInfoCallback.h"
#include "../callback/IGameEventCallback.h"
#include "../mapObjects/CGHeroInstance.h"
#include "../entities/building/CBuilding.h"
#include <vstd/RNG.h>
VCMI_LIB_NAMESPACE_BEGIN
TownBuildingInstance::TownBuildingInstance(CPrivilegedInfoCallback * cb)
: IObjectInterface(cb)
, town(nullptr)
{}
TownBuildingInstance::TownBuildingInstance(CGTownInstance * town, const BuildingID & index)
: IObjectInterface(town->cb)
, town(town)
, bID(index)
{}
PlayerColor TownBuildingInstance::getOwner() const
{
return town->getOwner();
}
MapObjectID TownBuildingInstance::getObjGroupIndex() const
{
return -1;
}
MapObjectSubID TownBuildingInstance::getObjTypeIndex() const
{
return 0;
}
const IOwnableObject * TownBuildingInstance::asOwnable() const
{
return nullptr;
}
int3 TownBuildingInstance::visitablePos() const
{
return town->visitablePos();
}
int3 TownBuildingInstance::anchorPos() const
{
return town->anchorPos();
}
TownRewardableBuildingInstance::TownRewardableBuildingInstance(CPrivilegedInfoCallback *cb)
: TownBuildingInstance(cb)
{}
TownRewardableBuildingInstance::TownRewardableBuildingInstance(CGTownInstance * town, const BuildingID & index, vstd::RNG & rand)
: TownBuildingInstance(town, index)
{
assert(town && town->getTown());
configuration = generateConfiguration(rand);
}
void TownRewardableBuildingInstance::assignBonuses(std::vector<Bonus> & bonuses) const
{
const auto & building = town->getTown()->buildings.at(getBuildingType());
for (auto & bonus : bonuses)
{
if (building->mapObjectLikeBonuses.hasValue())
{
bonus.source = BonusSource::OBJECT_TYPE;
bonus.sid = BonusSourceID(building->mapObjectLikeBonuses);
}
else
{
bonus.source = BonusSource::TOWN_STRUCTURE;
bonus.sid = BonusSourceID(building->getUniqueTypeID());
}
}
}
Rewardable::Configuration TownRewardableBuildingInstance::generateConfiguration(vstd::RNG & rand) const
{
Rewardable::Configuration result;
const auto & building = town->getTown()->buildings.at(getBuildingType());
// force modal info window instead of displaying in inactive info box on adventure map
result.infoWindowType = EInfoWindowMode::MODAL;
building->rewardableObjectInfo.configureObject(result, rand, cb);
for(auto & rewardInfo : result.info)
{
assignBonuses(rewardInfo.reward.heroBonuses);
assignBonuses(rewardInfo.reward.commanderBonuses);
assignBonuses(rewardInfo.reward.playerBonuses);
}
return result;
}
void TownRewardableBuildingInstance::newTurn(IGameEventCallback & gameEvents) const
{
if (configuration.resetParameters.period != 0 && cb->getDate(Date::DAY) > 1 && ((cb->getDate(Date::DAY)-1) % configuration.resetParameters.period) == 0)
{
auto newConfiguration = generateConfiguration(gameEvents.getRandomGenerator());
gameEvents.setRewardableObjectConfiguration(town->id, getBuildingType(), newConfiguration);
if(configuration.resetParameters.visitors)
{
gameEvents.setObjPropertyValue(town->id, ObjProperty::STRUCTURE_CLEAR_VISITORS, getBuildingType().getNum());
}
}
}
void TownRewardableBuildingInstance::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 TownRewardableBuildingInstance::heroLevelUpDone(IGameEventCallback & gameEvents, const CGHeroInstance *hero) const
{
grantRewardAfterLevelup(gameEvents, configuration.info.at(selectedReward), town, hero);
}
void TownRewardableBuildingInstance::blockingDialogAnswered(IGameEventCallback & gameEvents, const CGHeroInstance *hero, int32_t answer) const
{
onBlockingDialogAnswered(gameEvents, hero, answer);
}
void TownRewardableBuildingInstance::grantReward(IGameEventCallback & gameEvents, ui32 rewardID, const CGHeroInstance * hero) const
{
grantRewardBeforeLevelup(gameEvents, configuration.info.at(rewardID), hero);
// hero is not blocked by levelup dialog - grant remainder immediately
if(!gameEvents.isVisitCoveredByAnotherQuery(town, hero))
{
grantRewardAfterLevelup(gameEvents, configuration.info.at(rewardID), town, hero);
}
}
bool TownRewardableBuildingInstance::wasVisited(const CGHeroInstance * contextHero) const
{
return wasVisitedBefore(contextHero);
}
bool TownRewardableBuildingInstance::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:
case Rewardable::VISIT_PLAYER_GLOBAL:
return false; //not supported
case Rewardable::VISIT_BONUS:
{
const auto & building = town->getTown()->buildings.at(getBuildingType());
if (building->mapObjectLikeBonuses.hasValue())
return contextHero->hasBonusFrom(BonusSource::OBJECT_TYPE, BonusSourceID(building->mapObjectLikeBonuses));
else
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 TownRewardableBuildingInstance::onHeroVisit(IGameEventCallback & gameEvents, const CGHeroInstance * h) const
{
assert(town->hasBuilt(getBuildingType()));
if(town->hasBuilt(getBuildingType()))
doHeroVisit(gameEvents, h);
}
const IObjectInterface * TownRewardableBuildingInstance::getObject() const
{
return this;
}
bool TownRewardableBuildingInstance::wasVisited(PlayerColor player) const
{
switch (configuration.visitMode)
{
case Rewardable::VISIT_UNLIMITED:
case Rewardable::VISIT_BONUS:
case Rewardable::VISIT_HERO:
case Rewardable::VISIT_LIMITER:
case Rewardable::VISIT_PLAYER_GLOBAL:
return false;
case Rewardable::VISIT_ONCE:
case Rewardable::VISIT_PLAYER:
return !visitors.empty();
default:
return false;
}
}
void TownRewardableBuildingInstance::markAsVisited(IGameEventCallback & gameEvents, const CGHeroInstance * hero) const
{
town->addHeroToStructureVisitors(gameEvents, hero, getBuildingType().getNum());
}
void TownRewardableBuildingInstance::markAsScouted(IGameEventCallback & gameEvents, const CGHeroInstance * hero) const
{
// no-op - town building is always 'scouted' by owner
}
VCMI_LIB_NAMESPACE_END