FlaggableMapObject.cpp 3.0 KB

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  1. /*
  2. * FlaggableMapObject.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 "FlaggableMapObject.h"
  12. #include "CGHeroInstance.h"
  13. #include "../callback/CPrivilegedInfoCallback.h"
  14. #include "../callback/IGameEventCallback.h"
  15. #include "../networkPacks/PacksForClient.h"
  16. #include "../mapObjectConstructors/FlaggableInstanceConstructor.h"
  17. #include "../gameState/GameStatePackVisitor.h"
  18. VCMI_LIB_NAMESPACE_BEGIN
  19. const IOwnableObject * FlaggableMapObject::asOwnable() const
  20. {
  21. return this;
  22. }
  23. ResourceSet FlaggableMapObject::dailyIncome() const
  24. {
  25. return getFlaggableHandler()->getDailyIncome();
  26. }
  27. std::vector<CreatureID> FlaggableMapObject::providedCreatures() const
  28. {
  29. return {};
  30. }
  31. void FlaggableMapObject::onHeroVisit(IGameEventCallback & gameEvents, const CGHeroInstance * h) const
  32. {
  33. if (cb->getPlayerRelations(h->getOwner(), getOwner()) != PlayerRelations::ENEMIES)
  34. return; // H3 behavior - revisiting owned Lighthouse is a no-op
  35. if (getOwner().isValidPlayer())
  36. takeBonusFrom(gameEvents, getOwner());
  37. gameEvents.setOwner(this, h->getOwner()); //not ours? flag it!
  38. InfoWindow iw;
  39. iw.player = h->getOwner();
  40. iw.text.appendTextID(getFlaggableHandler()->getVisitMessageTextID());
  41. gameEvents.showInfoDialog(&iw);
  42. giveBonusTo(gameEvents, h->getOwner());
  43. }
  44. void FlaggableMapObject::markAsDeleted() const
  45. {
  46. // if(getOwner().isValidPlayer())
  47. // takeBonusFrom(gameEvents, getOwner());
  48. }
  49. void FlaggableMapObject::initObj(vstd::RNG & rand)
  50. {
  51. // if(getOwner().isValidPlayer())
  52. // {
  53. // // FIXME: This is dirty hack
  54. // giveBonusTo(gameEvents, getOwner(), true);
  55. // }
  56. }
  57. std::shared_ptr<FlaggableInstanceConstructor> FlaggableMapObject::getFlaggableHandler() const
  58. {
  59. return std::dynamic_pointer_cast<FlaggableInstanceConstructor>(getObjectHandler());
  60. }
  61. void FlaggableMapObject::giveBonusTo(IGameEventCallback & gameEvents, const PlayerColor & player, bool onInit) const
  62. {
  63. for (auto const & bonus : getFlaggableHandler()->getProvidedBonuses())
  64. {
  65. GiveBonus gb(GiveBonus::ETarget::PLAYER);
  66. gb.id = player;
  67. gb.bonus = *bonus;
  68. // FIXME: better place for this code?
  69. gb.bonus.duration = BonusDuration::PERMANENT;
  70. gb.bonus.source = BonusSource::OBJECT_INSTANCE;
  71. gb.bonus.sid = BonusSourceID(id);
  72. // FIXME: This is really dirty hack
  73. // Proper fix would be to make FlaggableMapObject into bonus system node
  74. // Unfortunately this will cause saves breakage
  75. if(onInit)
  76. {
  77. GameStatePackVisitor visitor(cb->gameState());
  78. gb.visit(visitor);
  79. }
  80. else
  81. gameEvents.sendAndApply(gb);
  82. }
  83. }
  84. void FlaggableMapObject::takeBonusFrom(IGameEventCallback & gameEvents, const PlayerColor & player) const
  85. {
  86. RemoveBonus rb(GiveBonus::ETarget::PLAYER);
  87. rb.whoID = player;
  88. rb.source = BonusSource::OBJECT_INSTANCE;
  89. rb.id = BonusSourceID(id);
  90. gameEvents.sendAndApply(rb);
  91. }
  92. void FlaggableMapObject::serializeJsonOptions(JsonSerializeFormat& handler)
  93. {
  94. serializeJsonOwner(handler);
  95. }
  96. VCMI_LIB_NAMESPACE_END