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@@ -308,9 +308,44 @@ void CTownRewardableBuilding::setProperty(ui8 what, ui32 val)
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}
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}
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+void CTownRewardableBuilding::heroLevelUpDone(const CGHeroInstance *hero) const
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+{
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+ grantRewardAfterLevelup(cb, configuration.info.at(selectedReward), town, hero);
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+}
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+
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+void CTownRewardableBuilding::blockingDialogAnswered(const CGHeroInstance *hero, ui32 answer) const
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+{
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+ if(answer == 0)
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+ return; // player refused
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+
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+ if(answer > 0 && answer-1 < configuration.info.size())
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+ {
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+ auto list = getAvailableRewards(hero, Rewardable::EEventType::EVENT_FIRST_VISIT);
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+ //markAsVisited(hero);
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+ grantReward(list[answer - 1], hero);
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+ }
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+ else
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+ {
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+ throw std::runtime_error("Unhandled choice");
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+ }
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+}
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+
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+void CTownRewardableBuilding::grantReward(ui32 rewardID, const CGHeroInstance * hero) const
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+{
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+ //cb->setObjProperty(town->id, ObjProperty::REWARD_SELECT, manaVortex->indexOnTV); //reset visitors for Mana Vortex
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+ //cb->setObjProperty(ObjectInstanceID(indexOnTV), ObjProperty::REWARD_SELECT, rewardID);
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+ grantRewardBeforeLevelup(cb, configuration.info.at(rewardID), hero);
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+
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+ // hero is not blocked by levelup dialog - grant remainer immediately
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+ if(!cb->isVisitCoveredByAnotherQuery(town, hero))
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+ {
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+ grantRewardAfterLevelup(cb, configuration.info.at(rewardID), town, hero);
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+ }
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+}
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+
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bool CTownRewardableBuilding::wasVisitedBefore(const CGHeroInstance * contextHero) const
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{
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- switch (getConfiguration().visitMode)
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+ switch (configuration.visitMode)
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{
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case Rewardable::VISIT_UNLIMITED:
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return false;
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@@ -331,14 +366,14 @@ void CTownRewardableBuilding::onHeroVisit(const CGHeroInstance *h) const
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{
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auto grantRewardWithMessage = [&](int index) -> void
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{
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- auto vi = getConfiguration().info.at(index);
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+ auto vi = configuration.info.at(index);
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logGlobal->debug("Granting reward %d. Message says: %s", index, vi.message.toString());
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InfoWindow iw;
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iw.player = h->tempOwner;
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iw.text = vi.message;
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vi.reward.loadComponents(iw.components, h);
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- iw.type = getConfiguration().infoWindowType;
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+ iw.type = configuration.infoWindowType;
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if(!iw.components.empty() || !iw.text.toString().empty())
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cb->showInfoDialog(&iw);
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@@ -346,16 +381,16 @@ void CTownRewardableBuilding::onHeroVisit(const CGHeroInstance *h) const
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};
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auto selectRewardsMessage = [&](const std::vector<ui32> & rewards, const MetaString & dialog) -> void
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{
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- BlockingDialog sd(getConfiguration().canRefuse, rewards.size() > 1);
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+ BlockingDialog sd(configuration.canRefuse, rewards.size() > 1);
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sd.player = h->tempOwner;
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sd.text = dialog;
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if (rewards.size() > 1)
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for (auto index : rewards)
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- sd.components.push_back(getConfiguration().info.at(index).reward.getDisplayedComponent(h));
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+ sd.components.push_back(configuration.info.at(index).reward.getDisplayedComponent(h));
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if (rewards.size() == 1)
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- getConfiguration().info.at(rewards.front()).reward.loadComponents(sd.components, h);
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+ configuration.info.at(rewards.front()).reward.loadComponents(sd.components, h);
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cb->showBlockingDialog(&sd);
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};
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@@ -367,14 +402,14 @@ void CTownRewardableBuilding::onHeroVisit(const CGHeroInstance *h) const
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{
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town->addHeroToStructureVisitors(h, indexOnTV);
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- auto rewards = getAvailableRewards(h, CRewardVisitInfo::EVENT_FIRST_VISIT);
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+ auto rewards = getAvailableRewards(h, Rewardable::EEventType::EVENT_FIRST_VISIT);
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logGlobal->debug("Visiting object with %d possible rewards", rewards.size());
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switch (rewards.size())
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{
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case 0: // no available rewards, e.g. visiting School of War without gold
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{
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- auto emptyRewards = getAvailableRewards(h, CRewardVisitInfo::EVENT_NOT_AVAILABLE);
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+ auto emptyRewards = getAvailableRewards(h, Rewardable::EEventType::EVENT_NOT_AVAILABLE);
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if (!emptyRewards.empty())
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grantRewardWithMessage(emptyRewards[0]);
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else
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@@ -383,17 +418,17 @@ void CTownRewardableBuilding::onHeroVisit(const CGHeroInstance *h) const
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}
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case 1: // one reward. Just give it with message
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{
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- if (getConfiguration().canRefuse)
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- selectRewardsMessage(rewards, getConfiguration().info.at(rewards.front()).message);
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+ if (configuration.canRefuse)
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+ selectRewardsMessage(rewards, configuration.info.at(rewards.front()).message);
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else
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grantRewardWithMessage(rewards.front());
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break;
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}
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default: // multiple rewards. Act according to select mode
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{
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- switch (getConfiguration().selectMode) {
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+ switch (configuration.selectMode) {
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case Rewardable::SELECT_PLAYER: // player must select
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- selectRewardsMessage(rewards, getConfiguration().onSelect);
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+ selectRewardsMessage(rewards, configuration.onSelect);
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break;
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case Rewardable::SELECT_FIRST: // give first available
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grantRewardWithMessage(rewards.front());
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@@ -407,7 +442,7 @@ void CTownRewardableBuilding::onHeroVisit(const CGHeroInstance *h) const
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}
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}
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- if(getAvailableRewards(h, CRewardVisitInfo::EVENT_FIRST_VISIT).empty())
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+ if(getAvailableRewards(h, Rewardable::EEventType::EVENT_FIRST_VISIT).empty())
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{
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//ChangeObjectVisitors cov(ChangeObjectVisitors::VISITOR_ADD_TEAM, id, h->id);
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//cb->sendAndApply(&cov);
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@@ -417,7 +452,7 @@ void CTownRewardableBuilding::onHeroVisit(const CGHeroInstance *h) const
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{
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logGlobal->debug("Revisiting already visited object");
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- auto visitedRewards = getAvailableRewards(h, CRewardVisitInfo::EVENT_ALREADY_VISITED);
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+ auto visitedRewards = getAvailableRewards(h, Rewardable::EEventType::EVENT_ALREADY_VISITED);
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if (!visitedRewards.empty())
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grantRewardWithMessage(visitedRewards[0]);
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else
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