CBank.cpp 7.9 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 "../spells/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(CRandomGenerator & rand)
  32. {
  33. daycounter = 0;
  34. resetDuration = 0;
  35. VLC->objtypeh->getHandlerFor(ID, subID)->configureObject(this, rand);
  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. // FIXME: Object reset must be done by separate netpack from server
  58. initObj(cb->gameState()->getRandomGenerator());
  59. daycounter = 1; //yes, 1 since "today" daycounter won't be incremented
  60. break;
  61. case ObjProperty::BANK_CLEAR:
  62. bc.reset();
  63. break;
  64. }
  65. }
  66. void CBank::newTurn(CRandomGenerator & rand) const
  67. {
  68. if (bc == nullptr)
  69. {
  70. if (resetDuration != 0)
  71. {
  72. if (daycounter >= resetDuration)
  73. cb->setObjProperty (id, ObjProperty::BANK_RESET, 0); //daycounter 0
  74. else
  75. cb->setObjProperty (id, ObjProperty::BANK_DAYCOUNTER, 1); //daycounter++
  76. }
  77. }
  78. }
  79. bool CBank::wasVisited (PlayerColor player) const
  80. {
  81. return !bc; //FIXME: player A should not know about visit done by player B
  82. }
  83. void CBank::onHeroVisit (const CGHeroInstance * h) const
  84. {
  85. if (bc)
  86. {
  87. int banktext = 0;
  88. ui16 soundID = soundBase::ROGUE;
  89. switch (ID)
  90. {
  91. case Obj::CREATURE_BANK:
  92. banktext = 32;
  93. break;
  94. case Obj::DERELICT_SHIP:
  95. banktext = 41;
  96. break;
  97. case Obj::DRAGON_UTOPIA:
  98. banktext = 47;
  99. break;
  100. case Obj::CRYPT:
  101. banktext = 119;
  102. break;
  103. case Obj::SHIPWRECK:
  104. banktext = 122;
  105. break;
  106. case Obj::PYRAMID:
  107. soundID = soundBase::MYSTERY;
  108. banktext = 105;
  109. break;
  110. }
  111. BlockingDialog bd (true, false);
  112. bd.player = h->getOwner();
  113. bd.soundID = soundID;
  114. bd.text.addTxt(MetaString::ADVOB_TXT, banktext);
  115. if (ID == Obj::CREATURE_BANK)
  116. bd.text.addReplacement(getObjectName());
  117. cb->showBlockingDialog (&bd);
  118. }
  119. else
  120. {
  121. InfoWindow iw;
  122. iw.soundID = soundBase::GRAVEYARD;
  123. iw.player = h->getOwner();
  124. if (ID == Obj::PYRAMID) // You come upon the pyramid ... pyramid is completely empty.
  125. {
  126. iw.text << VLC->generaltexth->advobtxt[107];
  127. iw.components.push_back (Component (Component::LUCK, 0 , -2, 0));
  128. GiveBonus gb;
  129. gb.bonus = Bonus(Bonus::ONE_BATTLE,Bonus::LUCK,Bonus::OBJECT,-2,id.getNum(),VLC->generaltexth->arraytxt[70]);
  130. gb.id = h->id.getNum();
  131. cb->giveHeroBonus(&gb);
  132. }
  133. else
  134. {
  135. iw.text << VLC->generaltexth->advobtxt[33];// This was X, now is completely empty
  136. iw.text.addReplacement(getObjectName());
  137. }
  138. cb->showInfoDialog(&iw);
  139. }
  140. }
  141. void CBank::doVisit(const CGHeroInstance * hero) const
  142. {
  143. int textID = -1;
  144. InfoWindow iw;
  145. iw.player = hero->getOwner();
  146. MetaString loot;
  147. switch (ID)
  148. {
  149. case Obj::CREATURE_BANK:
  150. case Obj::DRAGON_UTOPIA:
  151. textID = 34;
  152. break;
  153. case Obj::DERELICT_SHIP:
  154. if (!bc)
  155. textID = 43;
  156. else
  157. {
  158. GiveBonus gbonus;
  159. gbonus.id = hero->id.getNum();
  160. gbonus.bonus.duration = Bonus::ONE_BATTLE;
  161. gbonus.bonus.source = Bonus::OBJECT;
  162. gbonus.bonus.sid = ID;
  163. gbonus.bdescr << "\n" << VLC->generaltexth->arraytxt[101];
  164. gbonus.bonus.type = Bonus::MORALE;
  165. gbonus.bonus.val = -1;
  166. cb->giveHeroBonus(&gbonus);
  167. textID = 42;
  168. iw.components.push_back (Component (Component::MORALE, 0 , -1, 0));
  169. }
  170. break;
  171. case Obj::CRYPT:
  172. if (bc)
  173. textID = 121;
  174. else
  175. {
  176. iw.components.push_back (Component (Component::MORALE, 0 , -1, 0));
  177. GiveBonus gbonus;
  178. gbonus.id = hero->id.getNum();
  179. gbonus.bonus.duration = Bonus::ONE_BATTLE;
  180. gbonus.bonus.source = Bonus::OBJECT;
  181. gbonus.bonus.sid = ID;
  182. gbonus.bdescr << "\n" << VLC->generaltexth->arraytxt[ID];
  183. gbonus.bonus.type = Bonus::MORALE;
  184. gbonus.bonus.val = -1;
  185. cb->giveHeroBonus(&gbonus);
  186. textID = 120;
  187. iw.components.push_back (Component (Component::MORALE, 0 , -1, 0));
  188. }
  189. break;
  190. case Obj::SHIPWRECK:
  191. if (bc)
  192. textID = 124;
  193. else
  194. textID = 123;
  195. break;
  196. case Obj::PYRAMID:
  197. textID = 106;
  198. }
  199. //grant resources
  200. if (bc)
  201. {
  202. for (int it = 0; it < bc->resources.size(); it++)
  203. {
  204. if (bc->resources[it] != 0)
  205. {
  206. iw.components.push_back (Component (Component::RESOURCE, it, bc->resources[it], 0));
  207. loot << "%d %s";
  208. loot.addReplacement(iw.components.back().val);
  209. loot.addReplacement(MetaString::RES_NAMES, iw.components.back().subtype);
  210. cb->giveResource (hero->getOwner(), static_cast<Res::ERes>(it), bc->resources[it]);
  211. }
  212. }
  213. //grant artifacts
  214. for (auto & elem : bc->artifacts)
  215. {
  216. iw.components.push_back (Component (Component::ARTIFACT, elem, 0, 0));
  217. loot << "%s";
  218. loot.addReplacement(MetaString::ART_NAMES, elem);
  219. cb->giveHeroNewArtifact (hero, VLC->arth->artifacts[elem], ArtifactPosition::FIRST_AVAILABLE);
  220. }
  221. //display loot
  222. if (!iw.components.empty())
  223. {
  224. iw.text.addTxt (MetaString::ADVOB_TXT, textID);
  225. if (textID == 34)
  226. {
  227. const CCreature * strongest = boost::range::max_element(bc->guards, [](const CStackBasicDescriptor & a, const CStackBasicDescriptor & b)
  228. {
  229. return a.type->fightValue < b.type->fightValue;
  230. })->type;
  231. iw.text.addReplacement(MetaString::CRE_PL_NAMES, strongest->idNumber);
  232. iw.text.addReplacement(loot.buildList());
  233. }
  234. cb->showInfoDialog(&iw);
  235. }
  236. if (!bc->spells.empty())
  237. {
  238. std::set<SpellID> spells;
  239. bool noWisdom = false;
  240. for (SpellID spell : bc->spells)
  241. {
  242. iw.text.addTxt (MetaString::SPELL_NAME, spell);
  243. if (VLC->spellh->objects[spell]->level <= hero->getSecSkillLevel(SecondarySkill::WISDOM) + 2)
  244. {
  245. spells.insert(spell);
  246. iw.components.push_back(Component (Component::SPELL, spell, 0, 0));
  247. }
  248. else
  249. noWisdom = true;
  250. }
  251. if (!hero->getArt(ArtifactPosition::SPELLBOOK))
  252. iw.text.addTxt (MetaString::ADVOB_TXT, 109); //no spellbook
  253. else if (noWisdom)
  254. iw.text.addTxt (MetaString::ADVOB_TXT, 108); //no expert Wisdom
  255. if (spells.empty())
  256. cb->changeSpells (hero, true, spells);
  257. }
  258. loot.clear();
  259. iw.components.clear();
  260. iw.text.clear();
  261. //grant creatures
  262. CCreatureSet ourArmy;
  263. for (auto slot : bc->creatures)
  264. {
  265. ourArmy.addToSlot(ourArmy.getSlotFor(slot.type->idNumber), slot.type->idNumber, slot.count);
  266. }
  267. for (auto & elem : ourArmy.Slots())
  268. {
  269. iw.components.push_back(Component(*elem.second));
  270. loot << "%s";
  271. loot.addReplacement(*elem.second);
  272. }
  273. if(ourArmy.stacksCount())
  274. {
  275. if(ourArmy.stacksCount() == 1 && ourArmy.Slots().begin()->second->count == 1)
  276. iw.text.addTxt (MetaString::ADVOB_TXT, 185);
  277. else
  278. iw.text.addTxt (MetaString::ADVOB_TXT, 186);
  279. iw.text.addReplacement(loot.buildList());
  280. iw.text.addReplacement(hero->name);
  281. cb->showInfoDialog(&iw);
  282. cb->giveCreatures(this, hero, ourArmy, false);
  283. }
  284. cb->setObjProperty (id, ObjProperty::BANK_CLEAR, 0); //bc = nullptr
  285. }
  286. }
  287. void CBank::battleFinished(const CGHeroInstance *hero, const BattleResult &result) const
  288. {
  289. if (result.winner == 0)
  290. {
  291. doVisit(hero);
  292. }
  293. }
  294. void CBank::blockingDialogAnswered(const CGHeroInstance *hero, ui32 answer) const
  295. {
  296. if (answer)
  297. {
  298. if (bc) // not looted bank
  299. cb->startBattleI(hero, this, true);
  300. else
  301. doVisit(hero);
  302. }
  303. }