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vcmi/lib/mapObjects/CGMarket.cpp
Ivan Savenko 8225eb454e Added GameSettings to gamestate, potentially allowing to define game
settings per map (or in random map template)
2024-09-05 15:16:27 +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 "../IGameSettings.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 = cb->getSettings().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