CBank.cpp 9.6 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 <vcmi/spells/Spell.h>
  13. #include <vcmi/spells/Service.h>
  14. #include "../CGeneralTextHandler.h"
  15. #include "../CSoundBase.h"
  16. #include "../GameSettings.h"
  17. #include "../CPlayerState.h"
  18. #include "../mapObjectConstructors/CObjectClassesHandler.h"
  19. #include "../mapObjectConstructors/CBankInstanceConstructor.h"
  20. #include "../mapObjects/CGHeroInstance.h"
  21. #include "../networkPacks/Component.h"
  22. #include "../networkPacks/PacksForClient.h"
  23. #include "../networkPacks/PacksForClientBattle.h"
  24. #include "../MetaString.h"
  25. #include "../IGameCallback.h"
  26. #include "../gameState/CGameState.h"
  27. VCMI_LIB_NAMESPACE_BEGIN
  28. ///helpers
  29. static std::string visitedTxt(const bool visited)
  30. {
  31. int id = visited ? 352 : 353;
  32. return VLC->generaltexth->allTexts[id];
  33. }
  34. CBank::CBank(IGameCallback *cb)
  35. : CArmedInstance(cb)
  36. {}
  37. //must be instantiated in .cpp file for access to complete types of all member fields
  38. CBank::~CBank() = default;
  39. void CBank::initObj(CRandomGenerator & rand)
  40. {
  41. daycounter = 0;
  42. resetDuration = 0;
  43. getObjectHandler()->configureObject(this, rand);
  44. }
  45. bool CBank::isCoastVisitable() const
  46. {
  47. return coastVisitable;
  48. }
  49. std::string CBank::getHoverText(PlayerColor player) const
  50. {
  51. if (!wasVisited(player))
  52. return getObjectName();
  53. return getObjectName() + "\n" + visitedTxt(bc == nullptr);
  54. }
  55. std::vector<Component> CBank::getPopupComponents(PlayerColor player) const
  56. {
  57. if (!wasVisited(player))
  58. return {};
  59. if (!VLC->settings()->getBoolean(EGameSettings::BANKS_SHOW_GUARDS_COMPOSITION))
  60. return {};
  61. if (bc == nullptr)
  62. return {};
  63. std::map<CreatureID, int> guardsAmounts;
  64. std::vector<Component> result;
  65. for (auto const & slot : Slots())
  66. if (slot.second)
  67. guardsAmounts[slot.second->getCreatureID()] += slot.second->getCount();
  68. for (auto const & guard : guardsAmounts)
  69. {
  70. Component comp(ComponentType::CREATURE, guard.first, guard.second);
  71. result.push_back(comp);
  72. }
  73. return result;
  74. }
  75. void CBank::setConfig(const BankConfig & config)
  76. {
  77. bc = std::make_unique<BankConfig>(config);
  78. clearSlots(); // remove all stacks, if any
  79. for(const auto & stack : config.guards)
  80. setCreature (SlotID(stacksCount()), stack.type->getId(), stack.count);
  81. }
  82. void CBank::setPropertyDer (ObjProperty what, ObjPropertyID identifier)
  83. {
  84. switch (what)
  85. {
  86. case ObjProperty::BANK_DAYCOUNTER: //daycounter
  87. daycounter+= identifier.getNum();
  88. break;
  89. case ObjProperty::BANK_RESET:
  90. // FIXME: Object reset must be done by separate netpack from server
  91. initObj(cb->gameState()->getRandomGenerator());
  92. daycounter = 1; //yes, 1 since "today" daycounter won't be incremented
  93. break;
  94. case ObjProperty::BANK_CLEAR:
  95. bc.reset();
  96. break;
  97. }
  98. }
  99. void CBank::newTurn(CRandomGenerator & rand) const
  100. {
  101. if (bc == nullptr)
  102. {
  103. if (resetDuration != 0)
  104. {
  105. if (daycounter >= resetDuration)
  106. cb->setObjPropertyValue(id, ObjProperty::BANK_RESET); //daycounter 0
  107. else
  108. cb->setObjPropertyValue(id, ObjProperty::BANK_DAYCOUNTER, 1); //daycounter++
  109. }
  110. }
  111. }
  112. bool CBank::wasVisited (PlayerColor player) const
  113. {
  114. return vstd::contains(cb->getPlayerState(player)->visitedObjects, ObjectInstanceID(id));
  115. }
  116. void CBank::onHeroVisit(const CGHeroInstance * h) const
  117. {
  118. ChangeObjectVisitors cov(ChangeObjectVisitors::VISITOR_ADD_TEAM, id, h->id);
  119. cb->sendAndApply(&cov);
  120. int banktext = 0;
  121. switch (ID.toEnum())
  122. {
  123. case Obj::DERELICT_SHIP:
  124. banktext = 41;
  125. break;
  126. case Obj::DRAGON_UTOPIA:
  127. banktext = 47;
  128. break;
  129. case Obj::CRYPT:
  130. banktext = 119;
  131. break;
  132. case Obj::SHIPWRECK:
  133. banktext = 122;
  134. break;
  135. case Obj::PYRAMID:
  136. banktext = 105;
  137. break;
  138. case Obj::CREATURE_BANK:
  139. default:
  140. banktext = 32;
  141. break;
  142. }
  143. BlockingDialog bd(true, false);
  144. bd.player = h->getOwner();
  145. bd.soundID = soundBase::invalid; // Sound is handled in json files, else two sounds are played
  146. bd.text.appendLocalString(EMetaText::ADVOB_TXT, banktext);
  147. bd.components = getPopupComponents(h->getOwner());
  148. if (banktext == 32)
  149. bd.text.replaceRawString(getObjectName());
  150. cb->showBlockingDialog(&bd);
  151. }
  152. void CBank::doVisit(const CGHeroInstance * hero) const
  153. {
  154. int textID = -1;
  155. InfoWindow iw;
  156. iw.type = EInfoWindowMode::AUTO;
  157. iw.player = hero->getOwner();
  158. MetaString loot;
  159. if (bc)
  160. {
  161. switch (ID.toEnum())
  162. {
  163. case Obj::DERELICT_SHIP:
  164. textID = 43;
  165. break;
  166. case Obj::CRYPT:
  167. textID = 121;
  168. break;
  169. case Obj::SHIPWRECK:
  170. textID = 124;
  171. break;
  172. case Obj::PYRAMID:
  173. textID = 106;
  174. break;
  175. case Obj::CREATURE_BANK:
  176. case Obj::DRAGON_UTOPIA:
  177. default:
  178. textID = 34;
  179. break;
  180. }
  181. }
  182. else
  183. {
  184. switch (ID.toEnum())
  185. {
  186. case Obj::SHIPWRECK:
  187. case Obj::DERELICT_SHIP:
  188. case Obj::CRYPT:
  189. {
  190. GiveBonus gbonus;
  191. gbonus.id = hero->id;
  192. gbonus.bonus.duration = BonusDuration::ONE_BATTLE;
  193. gbonus.bonus.source = BonusSource::OBJECT_TYPE;
  194. gbonus.bonus.sid = BonusSourceID(ID);
  195. gbonus.bonus.type = BonusType::MORALE;
  196. gbonus.bonus.val = -1;
  197. switch (ID.toEnum())
  198. {
  199. case Obj::SHIPWRECK:
  200. textID = 123;
  201. gbonus.bdescr.appendRawString(VLC->generaltexth->arraytxt[99]);
  202. break;
  203. case Obj::DERELICT_SHIP:
  204. textID = 42;
  205. gbonus.bdescr.appendRawString(VLC->generaltexth->arraytxt[101]);
  206. break;
  207. case Obj::CRYPT:
  208. textID = 120;
  209. gbonus.bdescr.appendRawString(VLC->generaltexth->arraytxt[98]);
  210. break;
  211. }
  212. cb->giveHeroBonus(&gbonus);
  213. iw.components.emplace_back(ComponentType::MORALE, -1);
  214. iw.soundID = soundBase::GRAVEYARD;
  215. break;
  216. }
  217. case Obj::PYRAMID:
  218. {
  219. GiveBonus gb;
  220. gb.bonus = Bonus(BonusDuration::ONE_BATTLE, BonusType::LUCK, BonusSource::OBJECT_INSTANCE, -2, BonusSourceID(id), VLC->generaltexth->arraytxt[70]);
  221. gb.id = hero->id;
  222. cb->giveHeroBonus(&gb);
  223. textID = 107;
  224. iw.components.emplace_back(ComponentType::LUCK, -2);
  225. break;
  226. }
  227. case Obj::CREATURE_BANK:
  228. case Obj::DRAGON_UTOPIA:
  229. default:
  230. iw.text.appendRawString(VLC->generaltexth->advobtxt[33]);// This was X, now is completely empty
  231. iw.text.replaceRawString(getObjectName());
  232. }
  233. if(textID != -1)
  234. {
  235. iw.text.appendLocalString(EMetaText::ADVOB_TXT, textID);
  236. }
  237. cb->showInfoDialog(&iw);
  238. }
  239. //grant resources
  240. if (bc)
  241. {
  242. for (GameResID it : GameResID::ALL_RESOURCES())
  243. {
  244. if (bc->resources[it] != 0)
  245. {
  246. iw.components.emplace_back(ComponentType::RESOURCE, it, bc->resources[it]);
  247. loot.appendRawString("%d %s");
  248. loot.replaceNumber(bc->resources[it]);
  249. loot.replaceName(it);
  250. cb->giveResource(hero->getOwner(), it, bc->resources[it]);
  251. }
  252. }
  253. //grant artifacts
  254. for (auto & elem : bc->artifacts)
  255. {
  256. iw.components.emplace_back(ComponentType::ARTIFACT, elem);
  257. loot.appendRawString("%s");
  258. loot.replaceName(elem);
  259. cb->giveHeroNewArtifact(hero, elem.toArtifact(), ArtifactPosition::FIRST_AVAILABLE);
  260. }
  261. //display loot
  262. if (!iw.components.empty())
  263. {
  264. iw.text.appendLocalString(EMetaText::ADVOB_TXT, textID);
  265. if (textID == 34)
  266. {
  267. const auto * strongest = boost::range::max_element(bc->guards, [](const CStackBasicDescriptor & a, const CStackBasicDescriptor & b)
  268. {
  269. return a.type->getFightValue() < b.type->getFightValue();
  270. })->type;
  271. iw.text.replaceNamePlural(strongest->getId());
  272. iw.text.replaceRawString(loot.buildList());
  273. }
  274. cb->showInfoDialog(&iw);
  275. }
  276. loot.clear();
  277. iw.components.clear();
  278. iw.text.clear();
  279. if (!bc->spells.empty())
  280. {
  281. std::set<SpellID> spells;
  282. bool noWisdom = false;
  283. if(textID == 106)
  284. {
  285. iw.text.appendLocalString(EMetaText::ADVOB_TXT, textID); //pyramid
  286. }
  287. for(const SpellID & spellId : bc->spells)
  288. {
  289. const auto * spell = spellId.toEntity(VLC);
  290. iw.text.appendName(spellId);
  291. if(spell->getLevel() <= hero->maxSpellLevel())
  292. {
  293. if(hero->canLearnSpell(spell))
  294. {
  295. spells.insert(spellId);
  296. iw.components.emplace_back(ComponentType::SPELL, spellId);
  297. }
  298. }
  299. else
  300. noWisdom = true;
  301. }
  302. if (!hero->getArt(ArtifactPosition::SPELLBOOK))
  303. iw.text.appendLocalString(EMetaText::ADVOB_TXT, 109); //no spellbook
  304. else if(noWisdom)
  305. iw.text.appendLocalString(EMetaText::ADVOB_TXT, 108); //no expert Wisdom
  306. if(!iw.components.empty() || !iw.text.toString().empty())
  307. cb->showInfoDialog(&iw);
  308. if(!spells.empty())
  309. cb->changeSpells(hero, true, spells);
  310. }
  311. iw.components.clear();
  312. iw.text.clear();
  313. //grant creatures
  314. CCreatureSet ourArmy;
  315. for(const auto & slot : bc->creatures)
  316. {
  317. ourArmy.addToSlot(ourArmy.getSlotFor(slot.type->getId()), slot.type->getId(), slot.count);
  318. }
  319. for(const auto & elem : ourArmy.Slots())
  320. {
  321. iw.components.emplace_back(ComponentType::CREATURE, elem.second->getId(), elem.second->getCount());
  322. loot.appendRawString("%s");
  323. loot.replaceName(*elem.second);
  324. }
  325. if(ourArmy.stacksCount())
  326. {
  327. if(ourArmy.stacksCount() == 1 && ourArmy.Slots().begin()->second->count == 1)
  328. iw.text.appendLocalString(EMetaText::ADVOB_TXT, 185);
  329. else
  330. iw.text.appendLocalString(EMetaText::ADVOB_TXT, 186);
  331. iw.text.replaceRawString(loot.buildList());
  332. iw.text.replaceRawString(hero->getNameTranslated());
  333. cb->showInfoDialog(&iw);
  334. cb->giveCreatures(this, hero, ourArmy, false);
  335. }
  336. cb->setObjPropertyValue(id, ObjProperty::BANK_CLEAR); //bc = nullptr
  337. }
  338. }
  339. void CBank::battleFinished(const CGHeroInstance *hero, const BattleResult &result) const
  340. {
  341. if (result.winner == 0)
  342. {
  343. doVisit(hero);
  344. }
  345. }
  346. void CBank::blockingDialogAnswered(const CGHeroInstance *hero, ui32 answer) const
  347. {
  348. if (answer)
  349. {
  350. if (bc) // not looted bank
  351. cb->startBattleI(hero, this, true);
  352. else
  353. doVisit(hero);
  354. }
  355. }
  356. VCMI_LIB_NAMESPACE_END