1
0
mirror of https://github.com/vcmi/vcmi.git synced 2024-12-24 22:14:36 +02:00
vcmi/lib/mapObjects/CBank.cpp
AlexVinS ecaa9f5d0b Entities redesign and a few ERM features
* Made most Handlers derived from CHandlerBase and moved service API there.
* Declared existing Entity APIs.
* Added basic script context caching
* Started Lua script module
* Started Lua spell effect API
* Started script state persistence
* Started battle info callback binding
* CommitPackage removed
* Extracted spells::Caster to own header; Expanded Spell API.
* implemented !!MC:S, !!FU:E, !!FU:P, !!MA, !!VR:H, !!VR:C
* !!BU:C, !!BU:E, !!BU:G, !!BU:M implemented
* Allow use of "MC:S@varName@" to declare normal variable (technically v-variable with string key)
* Re-enabled VERM macros.
* !?GM0 added
* !?TM implemented
* Added !!MF:N
* Started !?OB, !!BM, !!HE, !!OW, !!UN
* Added basic support of w-variables
* Added support for ERM indirect variables
* Made !?FU regular trigger
* !!re (ERA loop receiver) implemented
* Fixed ERM receivers with zero args.
2021-02-14 19:05:43 +03:00

354 lines
8.0 KiB
C++

/*
* CBank.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 "CBank.h"
#include <vcmi/spells/Spell.h>
#include <vcmi/spells/Service.h>
#include "../NetPacks.h"
#include "../CGeneralTextHandler.h"
#include "../CSoundBase.h"
#include "CommonConstructors.h"
#include "../IGameCallback.h"
#include "../CGameState.h"
///helpers
static std::string & visitedTxt(const bool visited)
{
int id = visited ? 352 : 353;
return VLC->generaltexth->allTexts[id];
}
CBank::CBank()
{
daycounter = 0;
resetDuration = 0;
}
CBank::~CBank()
{
}
void CBank::initObj(CRandomGenerator & rand)
{
daycounter = 0;
resetDuration = 0;
VLC->objtypeh->getHandlerFor(ID, subID)->configureObject(this, rand);
}
std::string CBank::getHoverText(PlayerColor player) const
{
// TODO: record visited players
return getObjectName() + " " + visitedTxt(bc == nullptr);
}
void CBank::setConfig(const BankConfig & config)
{
bc.reset(new BankConfig(config));
clear(); // remove all stacks, if any
for (auto & stack : config.guards)
setCreature (SlotID(stacksCount()), stack.type->idNumber, stack.count);
}
void CBank::setPropertyDer (ui8 what, ui32 val)
{
switch (what)
{
case ObjProperty::BANK_DAYCOUNTER: //daycounter
daycounter+=val;
break;
case ObjProperty::BANK_RESET:
// FIXME: Object reset must be done by separate netpack from server
initObj(cb->gameState()->getRandomGenerator());
daycounter = 1; //yes, 1 since "today" daycounter won't be incremented
break;
case ObjProperty::BANK_CLEAR:
bc.reset();
break;
}
}
void CBank::newTurn(CRandomGenerator & rand) const
{
if (bc == nullptr)
{
if (resetDuration != 0)
{
if (daycounter >= resetDuration)
cb->setObjProperty (id, ObjProperty::BANK_RESET, 0); //daycounter 0
else
cb->setObjProperty (id, ObjProperty::BANK_DAYCOUNTER, 1); //daycounter++
}
}
}
bool CBank::wasVisited (PlayerColor player) const
{
return !bc; //FIXME: player A should not know about visit done by player B
}
void CBank::onHeroVisit(const CGHeroInstance * h) const
{
int banktext = 0;
switch (ID)
{
case Obj::DERELICT_SHIP:
banktext = 41;
break;
case Obj::DRAGON_UTOPIA:
banktext = 47;
break;
case Obj::CRYPT:
banktext = 119;
break;
case Obj::SHIPWRECK:
banktext = 122;
break;
case Obj::PYRAMID:
banktext = 105;
break;
case Obj::CREATURE_BANK:
default:
banktext = 32;
break;
}
BlockingDialog bd(true, false);
bd.player = h->getOwner();
bd.soundID = soundBase::invalid; // Sound is handled in json files, else two sounds are played
bd.text.addTxt(MetaString::ADVOB_TXT, banktext);
if (banktext == 32)
bd.text.addReplacement(getObjectName());
cb->showBlockingDialog(&bd);
}
void CBank::doVisit(const CGHeroInstance * hero) const
{
int textID = -1;
InfoWindow iw;
iw.player = hero->getOwner();
MetaString loot;
if (bc)
{
switch (ID)
{
case Obj::DERELICT_SHIP:
textID = 43;
break;
case Obj::CRYPT:
textID = 121;
break;
case Obj::SHIPWRECK:
textID = 124;
break;
case Obj::PYRAMID:
textID = 106;
break;
case Obj::CREATURE_BANK:
case Obj::DRAGON_UTOPIA:
default:
textID = 34;
break;
}
}
else
{
switch (ID)
{
case Obj::SHIPWRECK:
case Obj::DERELICT_SHIP:
case Obj::CRYPT:
{
GiveBonus gbonus;
gbonus.id = hero->id.getNum();
gbonus.bonus.duration = Bonus::ONE_BATTLE;
gbonus.bonus.source = Bonus::OBJECT;
gbonus.bonus.sid = ID;
gbonus.bonus.type = Bonus::MORALE;
gbonus.bonus.val = -1;
switch (ID)
{
case Obj::SHIPWRECK:
textID = 123;
gbonus.bdescr << VLC->generaltexth->arraytxt[99];
break;
case Obj::DERELICT_SHIP:
textID = 42;
gbonus.bdescr << VLC->generaltexth->arraytxt[101];
break;
case Obj::CRYPT:
textID = 120;
gbonus.bdescr << VLC->generaltexth->arraytxt[98];
break;
}
cb->giveHeroBonus(&gbonus);
iw.components.push_back(Component(Component::MORALE, 0, -1, 0));
iw.soundID = soundBase::GRAVEYARD;
break;
}
case Obj::PYRAMID:
{
GiveBonus gb;
gb.bonus = Bonus(Bonus::ONE_BATTLE, Bonus::LUCK, Bonus::OBJECT, -2, id.getNum(), VLC->generaltexth->arraytxt[70]);
gb.id = hero->id.getNum();
cb->giveHeroBonus(&gb);
textID = 107;
iw.components.push_back(Component(Component::LUCK, 0, -2, 0));
break;
}
case Obj::CREATURE_BANK:
case Obj::DRAGON_UTOPIA:
default:
iw.text << VLC->generaltexth->advobtxt[33];// This was X, now is completely empty
iw.text.addReplacement(getObjectName());
}
if(textID != -1)
{
iw.text.addTxt(MetaString::ADVOB_TXT, textID);
}
cb->showInfoDialog(&iw);
}
//grant resources
if (bc)
{
for (int it = 0; it < bc->resources.size(); it++)
{
if (bc->resources[it] != 0)
{
iw.components.push_back(Component(Component::RESOURCE, it, bc->resources[it], 0));
loot << "%d %s";
loot.addReplacement(iw.components.back().val);
loot.addReplacement(MetaString::RES_NAMES, iw.components.back().subtype);
cb->giveResource(hero->getOwner(), static_cast<Res::ERes>(it), bc->resources[it]);
}
}
//grant artifacts
for (auto & elem : bc->artifacts)
{
iw.components.push_back(Component(Component::ARTIFACT, elem, 0, 0));
loot << "%s";
loot.addReplacement(MetaString::ART_NAMES, elem);
cb->giveHeroNewArtifact(hero, VLC->arth->objects[elem], ArtifactPosition::FIRST_AVAILABLE);
}
//display loot
if (!iw.components.empty())
{
iw.text.addTxt(MetaString::ADVOB_TXT, textID);
if (textID == 34)
{
const CCreature * strongest = boost::range::max_element(bc->guards, [](const CStackBasicDescriptor & a, const CStackBasicDescriptor & b)
{
return a.type->fightValue < b.type->fightValue;
})->type;
iw.text.addReplacement(MetaString::CRE_PL_NAMES, strongest->idNumber);
iw.text.addReplacement(loot.buildList());
}
cb->showInfoDialog(&iw);
}
loot.clear();
iw.components.clear();
iw.text.clear();
if (!bc->spells.empty())
{
std::set<SpellID> spells;
bool noWisdom = false;
if(textID == 106)
{
iw.text.addTxt(MetaString::ADVOB_TXT, textID); //pyramid
}
for(const SpellID & spellId : bc->spells)
{
auto spell = spellId.toSpell(VLC->spells());
iw.text.addTxt(MetaString::SPELL_NAME, spellId);
if(spell->getLevel() <= hero->maxSpellLevel())
{
if(hero->canLearnSpell(spell))
{
spells.insert(spellId);
iw.components.push_back(Component(Component::SPELL, spellId, 0, 0));
}
}
else
noWisdom = true;
}
if (!hero->getArt(ArtifactPosition::SPELLBOOK))
iw.text.addTxt(MetaString::ADVOB_TXT, 109); //no spellbook
else if(noWisdom)
iw.text.addTxt(MetaString::ADVOB_TXT, 108); //no expert Wisdom
if(!iw.components.empty() || !iw.text.toString().empty())
cb->showInfoDialog(&iw);
if(!spells.empty())
cb->changeSpells(hero, true, spells);
}
iw.components.clear();
iw.text.clear();
//grant creatures
CCreatureSet ourArmy;
for (auto slot : bc->creatures)
{
ourArmy.addToSlot(ourArmy.getSlotFor(slot.type->idNumber), slot.type->idNumber, slot.count);
}
for (auto & elem : ourArmy.Slots())
{
iw.components.push_back(Component(*elem.second));
loot << "%s";
loot.addReplacement(*elem.second);
}
if(ourArmy.stacksCount())
{
if(ourArmy.stacksCount() == 1 && ourArmy.Slots().begin()->second->count == 1)
iw.text.addTxt(MetaString::ADVOB_TXT, 185);
else
iw.text.addTxt(MetaString::ADVOB_TXT, 186);
iw.text.addReplacement(loot.buildList());
iw.text.addReplacement(hero->name);
cb->showInfoDialog(&iw);
cb->giveCreatures(this, hero, ourArmy, false);
}
cb->setObjProperty(id, ObjProperty::BANK_CLEAR, 0); //bc = nullptr
}
}
void CBank::battleFinished(const CGHeroInstance *hero, const BattleResult &result) const
{
if (result.winner == 0)
{
doVisit(hero);
}
}
void CBank::blockingDialogAnswered(const CGHeroInstance *hero, ui32 answer) const
{
if (answer)
{
if (bc) // not looted bank
cb->startBattleI(hero, this, true);
else
doVisit(hero);
}
}