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+/*
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+ * FlaggableMapObject.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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+
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+#include "StdInc.h"
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+#include "FlaggableMapObject.h"
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+
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+#include "../IGameCallback.h"
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+#include "CGHeroInstance.h"
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+#include "../networkPacks/PacksForClient.h"
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+#include "../mapObjectConstructors/FlaggableInstanceConstructor.h"
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+
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+VCMI_LIB_NAMESPACE_BEGIN
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+
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+const IOwnableObject * FlaggableMapObject::asOwnable() const
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+{
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+ return this;
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+}
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+
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+ResourceSet FlaggableMapObject::dailyIncome() const
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+{
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+ return {};
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+}
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+
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+std::vector<CreatureID> FlaggableMapObject::providedCreatures() const
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+{
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+ return {};
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+}
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+
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+void FlaggableMapObject::onHeroVisit( const CGHeroInstance * h ) const
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+{
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+ if (cb->getPlayerRelations(h->getOwner(), getOwner()) != PlayerRelations::ENEMIES)
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+ return; // H3 behavior - revisiting owned Lighthouse is a no-op
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+
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+ if (getOwner().isValidPlayer())
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+ takeBonusFrom(getOwner());
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+
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+ cb->setOwner(this, h->getOwner()); //not ours? flag it!
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+
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+ InfoWindow iw;
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+ iw.player = h->getOwner();
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+ iw.text.appendTextID(getFlaggableHandler()->getVisitMessageTextID());
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+ cb->showInfoDialog(&iw);
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+
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+ giveBonusTo(h->getOwner());
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+}
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+
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+void FlaggableMapObject::initObj(vstd::RNG & rand)
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+{
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+ if(getOwner().isValidPlayer())
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+ {
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+ // FIXME: This is dirty hack
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+ giveBonusTo(getOwner(), true);
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+ }
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+}
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+
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+std::shared_ptr<FlaggableInstanceConstructor> FlaggableMapObject::getFlaggableHandler() const
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+{
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+ return std::dynamic_pointer_cast<FlaggableInstanceConstructor>(getObjectHandler());
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+}
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+
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+void FlaggableMapObject::giveBonusTo(const PlayerColor & player, bool onInit) const
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+{
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+ for (auto const & bonus : getFlaggableHandler()->getProvidedBonuses())
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+ {
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+ GiveBonus gb(GiveBonus::ETarget::PLAYER);
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+ gb.id = player;
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+ gb.bonus = *bonus;
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+
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+ // FIXME: better place for this code?
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+ gb.bonus.duration = BonusDuration::PERMANENT;
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+ gb.bonus.source = BonusSource::OBJECT_INSTANCE;
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+ gb.bonus.sid = BonusSourceID(id);
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+
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+ // FIXME: This is really dirty hack
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+ // Proper fix would be to make FlaggableMapObject into bonus system node
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+ // Unfortunately this will cause saves breakage
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+ if(onInit)
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+ gb.applyGs(cb->gameState());
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+ else
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+ cb->sendAndApply(gb);
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+ }
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+}
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+
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+void FlaggableMapObject::takeBonusFrom(const PlayerColor & player) const
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+{
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+ RemoveBonus rb(GiveBonus::ETarget::PLAYER);
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+ rb.whoID = player;
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+ rb.source = BonusSource::OBJECT_INSTANCE;
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+ rb.id = BonusSourceID(id);
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+ cb->sendAndApply(rb);
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+}
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+
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+void FlaggableMapObject::serializeJsonOptions(JsonSerializeFormat& handler)
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+{
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+ serializeJsonOwner(handler);
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+}
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+
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+VCMI_LIB_NAMESPACE_END
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