CBank.cpp 7.8 KB

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  1. /*
  2. * CBank.cpp, part of VCMI engine
  3. *
  4. * Authors: listed in file AUTHORS in main folder
  5. *
  6. * License: GNU General Public License v2.0 or later
  7. * Full text of license available in license.txt file, in main folder
  8. *
  9. */
  10. #include "StdInc.h"
  11. #include "CBank.h"
  12. #include "../NetPacks.h"
  13. #include "../CGeneralTextHandler.h"
  14. #include "../CSoundBase.h"
  15. #include "CommonConstructors.h"
  16. #include "../CSpellHandler.h"
  17. #include "../IGameCallback.h"
  18. #include "../CGameState.h"
  19. ///helpers
  20. static std::string & visitedTxt(const bool visited)
  21. {
  22. int id = visited ? 352 : 353;
  23. return VLC->generaltexth->allTexts[id];
  24. }
  25. CBank::CBank()
  26. {
  27. }
  28. CBank::~CBank()
  29. {
  30. }
  31. void CBank::initObj()
  32. {
  33. daycounter = 0;
  34. resetDuration = 0;
  35. VLC->objtypeh->getHandlerFor(ID, subID)->configureObject(this, cb->gameState()->getRandomGenerator());
  36. }
  37. std::string CBank::getHoverText(PlayerColor player) const
  38. {
  39. // TODO: record visited players
  40. return getObjectName() + " " + visitedTxt(bc == nullptr);
  41. }
  42. void CBank::setConfig(const BankConfig & config)
  43. {
  44. bc.reset(new BankConfig(config));
  45. clear(); // remove all stacks, if any
  46. for (auto & stack : config.guards)
  47. setCreature (SlotID(stacksCount()), stack.type->idNumber, stack.count);
  48. }
  49. void CBank::setPropertyDer (ui8 what, ui32 val)
  50. {
  51. switch (what)
  52. {
  53. case ObjProperty::BANK_DAYCOUNTER: //daycounter
  54. daycounter+=val;
  55. break;
  56. case ObjProperty::BANK_RESET:
  57. initObj();
  58. daycounter = 1; //yes, 1 since "today" daycounter won't be incremented
  59. break;
  60. case ObjProperty::BANK_CLEAR:
  61. bc.reset();
  62. break;
  63. }
  64. }
  65. void CBank::newTurn() const
  66. {
  67. if (bc == nullptr)
  68. {
  69. if (resetDuration != 0)
  70. {
  71. if (daycounter >= resetDuration)
  72. cb->setObjProperty (id, ObjProperty::BANK_RESET, 0); //daycounter 0
  73. else
  74. cb->setObjProperty (id, ObjProperty::BANK_DAYCOUNTER, 1); //daycounter++
  75. }
  76. }
  77. }
  78. bool CBank::wasVisited (PlayerColor player) const
  79. {
  80. return !bc; //FIXME: player A should not know about visit done by player B
  81. }
  82. void CBank::onHeroVisit (const CGHeroInstance * h) const
  83. {
  84. if (bc)
  85. {
  86. int banktext = 0;
  87. ui16 soundID = soundBase::ROGUE;
  88. switch (ID)
  89. {
  90. case Obj::CREATURE_BANK:
  91. banktext = 32;
  92. break;
  93. case Obj::DERELICT_SHIP:
  94. banktext = 41;
  95. break;
  96. case Obj::DRAGON_UTOPIA:
  97. banktext = 47;
  98. break;
  99. case Obj::CRYPT:
  100. banktext = 119;
  101. break;
  102. case Obj::SHIPWRECK:
  103. banktext = 122;
  104. break;
  105. case Obj::PYRAMID:
  106. soundID = soundBase::MYSTERY;
  107. banktext = 105;
  108. break;
  109. }
  110. BlockingDialog bd (true, false);
  111. bd.player = h->getOwner();
  112. bd.soundID = soundID;
  113. bd.text.addTxt(MetaString::ADVOB_TXT, banktext);
  114. if (ID == Obj::CREATURE_BANK)
  115. bd.text.addReplacement(getObjectName());
  116. cb->showBlockingDialog (&bd);
  117. }
  118. else
  119. {
  120. InfoWindow iw;
  121. iw.soundID = soundBase::GRAVEYARD;
  122. iw.player = h->getOwner();
  123. if (ID == Obj::PYRAMID) // You come upon the pyramid ... pyramid is completely empty.
  124. {
  125. iw.text << VLC->generaltexth->advobtxt[107];
  126. iw.components.push_back (Component (Component::LUCK, 0 , -2, 0));
  127. GiveBonus gb;
  128. gb.bonus = Bonus(Bonus::ONE_BATTLE,Bonus::LUCK,Bonus::OBJECT,-2,id.getNum(),VLC->generaltexth->arraytxt[70]);
  129. gb.id = h->id.getNum();
  130. cb->giveHeroBonus(&gb);
  131. }
  132. else
  133. {
  134. iw.text << VLC->generaltexth->advobtxt[33];// This was X, now is completely empty
  135. iw.text.addReplacement(getObjectName());
  136. }
  137. cb->showInfoDialog(&iw);
  138. }
  139. }
  140. void CBank::doVisit(const CGHeroInstance * hero) const
  141. {
  142. int textID = -1;
  143. InfoWindow iw;
  144. iw.player = hero->getOwner();
  145. MetaString loot;
  146. switch (ID)
  147. {
  148. case Obj::CREATURE_BANK:
  149. case Obj::DRAGON_UTOPIA:
  150. textID = 34;
  151. break;
  152. case Obj::DERELICT_SHIP:
  153. if (!bc)
  154. textID = 43;
  155. else
  156. {
  157. GiveBonus gbonus;
  158. gbonus.id = hero->id.getNum();
  159. gbonus.bonus.duration = Bonus::ONE_BATTLE;
  160. gbonus.bonus.source = Bonus::OBJECT;
  161. gbonus.bonus.sid = ID;
  162. gbonus.bdescr << "\n" << VLC->generaltexth->arraytxt[101];
  163. gbonus.bonus.type = Bonus::MORALE;
  164. gbonus.bonus.val = -1;
  165. cb->giveHeroBonus(&gbonus);
  166. textID = 42;
  167. iw.components.push_back (Component (Component::MORALE, 0 , -1, 0));
  168. }
  169. break;
  170. case Obj::CRYPT:
  171. if (bc)
  172. textID = 121;
  173. else
  174. {
  175. iw.components.push_back (Component (Component::MORALE, 0 , -1, 0));
  176. GiveBonus gbonus;
  177. gbonus.id = hero->id.getNum();
  178. gbonus.bonus.duration = Bonus::ONE_BATTLE;
  179. gbonus.bonus.source = Bonus::OBJECT;
  180. gbonus.bonus.sid = ID;
  181. gbonus.bdescr << "\n" << VLC->generaltexth->arraytxt[ID];
  182. gbonus.bonus.type = Bonus::MORALE;
  183. gbonus.bonus.val = -1;
  184. cb->giveHeroBonus(&gbonus);
  185. textID = 120;
  186. iw.components.push_back (Component (Component::MORALE, 0 , -1, 0));
  187. }
  188. break;
  189. case Obj::SHIPWRECK:
  190. if (bc)
  191. textID = 124;
  192. else
  193. textID = 123;
  194. break;
  195. case Obj::PYRAMID:
  196. textID = 106;
  197. }
  198. //grant resources
  199. if (bc)
  200. {
  201. for (int it = 0; it < bc->resources.size(); it++)
  202. {
  203. if (bc->resources[it] != 0)
  204. {
  205. iw.components.push_back (Component (Component::RESOURCE, it, bc->resources[it], 0));
  206. loot << "%d %s";
  207. loot.addReplacement(iw.components.back().val);
  208. loot.addReplacement(MetaString::RES_NAMES, iw.components.back().subtype);
  209. cb->giveResource (hero->getOwner(), static_cast<Res::ERes>(it), bc->resources[it]);
  210. }
  211. }
  212. //grant artifacts
  213. for (auto & elem : bc->artifacts)
  214. {
  215. iw.components.push_back (Component (Component::ARTIFACT, elem, 0, 0));
  216. loot << "%s";
  217. loot.addReplacement(MetaString::ART_NAMES, elem);
  218. cb->giveHeroNewArtifact (hero, VLC->arth->artifacts[elem], ArtifactPosition::FIRST_AVAILABLE);
  219. }
  220. //display loot
  221. if (!iw.components.empty())
  222. {
  223. iw.text.addTxt (MetaString::ADVOB_TXT, textID);
  224. if (textID == 34)
  225. {
  226. const CCreature * strongest = boost::range::max_element(bc->guards, [](const CStackBasicDescriptor & a, const CStackBasicDescriptor & b)
  227. {
  228. return a.type->fightValue < b.type->fightValue;
  229. })->type;
  230. iw.text.addReplacement(MetaString::CRE_PL_NAMES, strongest->idNumber);
  231. iw.text.addReplacement(loot.buildList());
  232. }
  233. cb->showInfoDialog(&iw);
  234. }
  235. if (!bc->spells.empty())
  236. {
  237. std::set<SpellID> spells;
  238. bool noWisdom = false;
  239. for (SpellID spell : bc->spells)
  240. {
  241. iw.text.addTxt (MetaString::SPELL_NAME, spell);
  242. if (VLC->spellh->objects[spell]->level <= hero->getSecSkillLevel(SecondarySkill::WISDOM) + 2)
  243. {
  244. spells.insert(spell);
  245. iw.components.push_back(Component (Component::SPELL, spell, 0, 0));
  246. }
  247. else
  248. noWisdom = true;
  249. }
  250. if (!hero->getArt(ArtifactPosition::SPELLBOOK))
  251. iw.text.addTxt (MetaString::ADVOB_TXT, 109); //no spellbook
  252. else if (noWisdom)
  253. iw.text.addTxt (MetaString::ADVOB_TXT, 108); //no expert Wisdom
  254. if (spells.empty())
  255. cb->changeSpells (hero, true, spells);
  256. }
  257. loot.clear();
  258. iw.components.clear();
  259. iw.text.clear();
  260. //grant creatures
  261. CCreatureSet ourArmy;
  262. for (auto slot : bc->creatures)
  263. {
  264. ourArmy.addToSlot(ourArmy.getSlotFor(slot.type->idNumber), slot.type->idNumber, slot.count);
  265. }
  266. for (auto & elem : ourArmy.Slots())
  267. {
  268. iw.components.push_back(Component(*elem.second));
  269. loot << "%s";
  270. loot.addReplacement(*elem.second);
  271. }
  272. if (ourArmy.Slots().size())
  273. {
  274. if (ourArmy.Slots().size() == 1 && ourArmy.Slots().begin()->second->count == 1)
  275. iw.text.addTxt (MetaString::ADVOB_TXT, 185);
  276. else
  277. iw.text.addTxt (MetaString::ADVOB_TXT, 186);
  278. iw.text.addReplacement(loot.buildList());
  279. iw.text.addReplacement(hero->name);
  280. cb->showInfoDialog(&iw);
  281. cb->giveCreatures(this, hero, ourArmy, false);
  282. }
  283. cb->setObjProperty (id, ObjProperty::BANK_CLEAR, 0); //bc = nullptr
  284. }
  285. }
  286. void CBank::battleFinished(const CGHeroInstance *hero, const BattleResult &result) const
  287. {
  288. if (result.winner == 0)
  289. {
  290. doVisit(hero);
  291. }
  292. }
  293. void CBank::blockingDialogAnswered(const CGHeroInstance *hero, ui32 answer) const
  294. {
  295. if (answer)
  296. {
  297. if (bc) // not looted bank
  298. cb->startBattleI(hero, this, true);
  299. else
  300. doVisit(hero);
  301. }
  302. }