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vcmi/lib/mapObjects/TownBuildingInstance.cpp
Ivan Savenko 3dd4fa2528 Reduce usage of pointers to VLC entities
Final goal (of multiple PR's) is to remove all remaining pointers from
serializeable game state, and replace them with either identifiers or
with shared/unique pointers.

CGTownInstance::town and CGHeroInstance::type members have been removed.
Now this data is computed dynamically using subID member.

VLC entity of a town can now be accessed via following methods:
- getFactionID() returns ID of a faction
- getFaction() returns pointer to a faction
- getTown() returns pointer to a town

VLC entity of a hero can now be accessed via following methods:
- getHeroTypeID() returns ID of a hero
- getHeroClassID() returns ID of a hero class
- getHeroType() returns pointer to a hero
- getHeroClass() returns pointer to a hero class
2024-10-10 12:28:08 +00:00

233 lines
5.9 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 "../IGameCallback.h"
#include "../mapObjects/CGHeroInstance.h"
#include "../entities/building/CBuilding.h"
#include <vstd/RNG.h>
VCMI_LIB_NAMESPACE_BEGIN
TownBuildingInstance::TownBuildingInstance(IGameCallback * 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(IGameCallback *cb)
: TownBuildingInstance(cb)
{}
TownRewardableBuildingInstance::TownRewardableBuildingInstance(CGTownInstance * town, const BuildingID & index, vstd::RNG & rand)
: TownBuildingInstance(town, index)
{
initObj(rand);
}
void TownRewardableBuildingInstance::initObj(vstd::RNG & rand)
{
assert(town && town->getTown());
configuration = generateConfiguration(rand);
}
Rewardable::Configuration TownRewardableBuildingInstance::generateConfiguration(vstd::RNG & rand) const
{
Rewardable::Configuration result;
auto building = town->getTown()->buildings.at(getBuildingType());
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 TownRewardableBuildingInstance::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, getBuildingType(), newConfiguration);
if(configuration.resetParameters.visitors)
{
cb->setObjPropertyValue(town->id, ObjProperty::STRUCTURE_CLEAR_VISITORS, getBuildingType());
}
}
}
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(const CGHeroInstance *hero) const
{
grantRewardAfterLevelup(configuration.info.at(selectedReward), town, hero);
}
void TownRewardableBuildingInstance::blockingDialogAnswered(const CGHeroInstance *hero, int32_t 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 TownRewardableBuildingInstance::grantReward(ui32 rewardID, const CGHeroInstance * hero) const
{
grantRewardBeforeLevelup(configuration.info.at(rewardID), hero);
// hero is not blocked by levelup dialog - grant remainder immediately
if(!cb->isVisitCoveredByAnotherQuery(town, hero))
{
grantRewardAfterLevelup(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:
return false; //not supported
case Rewardable::VISIT_BONUS:
{
const auto building = town->getTown()->buildings.at(getBuildingType());
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(const CGHeroInstance *h) const
{
assert(town->hasBuilt(getBuildingType()));
if(town->hasBuilt(getBuildingType()))
doHeroVisit(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:
return false;
case Rewardable::VISIT_ONCE:
case Rewardable::VISIT_PLAYER:
return !visitors.empty();
default:
return false;
}
}
void TownRewardableBuildingInstance::markAsVisited(const CGHeroInstance * hero) const
{
town->addHeroToStructureVisitors(hero, getBuildingType());
}
void TownRewardableBuildingInstance::markAsScouted(const CGHeroInstance * hero) const
{
// no-op - town building is always 'scouted' by owner
}
VCMI_LIB_NAMESPACE_END