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mirror of https://github.com/vcmi/vcmi.git synced 2024-12-24 22:14:36 +02:00

Next part of town configuration:

- town screen is mostly implemented, has some minor issues
- factions are now separate from towns, neutrals have faction with id=9
- more constants to GameConstants: town-specific buildings, strings for terrains and resources
- replaced most access to builtBuildings with isBuilt() method
- replaced id's with enums for town subtype and buildings id's
This commit is contained in:
Ivan Savenko 2012-09-05 12:49:23 +00:00
parent 44cc848edc
commit 0ca9f64573
36 changed files with 1475 additions and 1471 deletions

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@ -1241,7 +1241,7 @@ bool VCAI::tryBuildStructure(const CGTownInstance * t, int building, unsigned in
//erase all already built buildings
for (auto buildIter = toBuild.begin(); buildIter != toBuild.end();)
{
if (vstd::contains(t->builtBuildings, *buildIter))
if (t->hasBuilt(*buildIter))
toBuild.erase(buildIter++);
else
buildIter++;
@ -1991,7 +1991,7 @@ void VCAI::tryRealize(CGoal g)
const CGTownInstance * VCAI::findTownWithTavern() const
{
BOOST_FOREACH(const CGTownInstance *t, cb->getTownsInfo())
if(vstd::contains(t->builtBuildings, EBuilding::TAVERN) && !t->visitingHero)
if(t->hasBuilt(EBuilding::TAVERN) && !t->visitingHero)
return t;
return NULL;

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@ -165,17 +165,11 @@ bool CCallback::assembleArtifacts (const CGHeroInstance * hero, ui16 artifactSlo
bool CCallback::buildBuilding(const CGTownInstance *town, si32 buildingID)
{
//CGTownInstance * t = const_cast<CGTownInstance *>(town);
if(town->tempOwner!=player)
return false;
if(!canBuildStructure(town, buildingID))
return false;
// const CBuilding *b = CGI->buildh->buildings[t->subID][buildingID];
// for(int i=0;i<b->resources.size();i++)
// if(b->resources[i] > gs->players[player].resources[i])
// return false; //lack of resources
BuildStructure pack(town->id,buildingID);
sendRequest(&pack);

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@ -5,6 +5,7 @@
#include "../lib/JsonNode.h"
#include "../lib/Filesystem/CResourceLoader.h"
#include "../lib/map.h"
#include "../lib/CModHandler.h"
#include "../lib/CObjectHandler.h"
#include "../lib/CGameState.h"
#include "../lib/CGeneralTextHandler.h"
@ -294,7 +295,7 @@ void CTownList::CTownItem::update()
if (!town->hasFort())
iconIndex += GameConstants::F_NUMBER*2;
if(town->builded >= GameConstants::MAX_BUILDING_PER_TURN)
if(town->builded >= CGI->modh->settings.MAX_BUILDING_PER_TURN)
iconIndex++;
picture->setFrame(iconIndex + 2);

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@ -760,7 +760,8 @@ void CAdvMapInt::show(SDL_Surface * to)
void CAdvMapInt::selectionChanged()
{
const CGTownInstance *to = LOCPLINT->towns[townList.getSelectedIndex()];
select(to);
if (selection != to)
select(to);
}
void CAdvMapInt::centerOn(int3 on)
{
@ -877,7 +878,7 @@ void CAdvMapInt::keyPressed(const SDL_KeyboardEvent & key)
const CGTownInstance *townWithMarket = NULL;
BOOST_FOREACH(const CGTownInstance *t, LOCPLINT->cb->getTownsInfo())
{
if(vstd::contains(t->builtBuildings, 14))
if(t->hasBuilt(EBuilding::MARKETPLACE))
{
townWithMarket = t;
break;

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@ -6,6 +6,7 @@
#include "../lib/CBuildingHandler.h"
#include "../lib/CCreatureHandler.h"
#include "../lib/CGeneralTextHandler.h"
#include "../lib/CModHandler.h"
#include "../lib/CObjectHandler.h"
#include "../lib/CSpellHandler.h"
#include "../lib/CTownHandler.h"
@ -36,19 +37,6 @@ using namespace boost::assign;
*
*/
int hordeToDwellingID(int bid)//helper, converts horde buiding ID into corresponding dwelling ID
{
const CGTownInstance * t = LOCPLINT->castleInt->town;
switch (bid)
{
case 18: return t->town->hordeLvl[0] + 30;
case 19: return t->town->hordeLvl[0] + 37;
case 24: return t->town->hordeLvl[1] + 30;
case 25: return t->town->hordeLvl[1] + 37;
default: return bid;
}
}
CBuildingRect::CBuildingRect(CCastleBuildings * Par, const CGTownInstance *Town, const CStructure *Str)
:CShowableAnim(0, 0, Str->defName, CShowableAnim::BASE | CShowableAnim::USE_RLE),
parent(Par),
@ -80,10 +68,8 @@ CBuildingRect::~CBuildingRect()
bool CBuildingRect::operator<(const CBuildingRect & p2) const
{
if(str->pos.z != p2.str->pos.z)
return (str->pos.z) < (p2.str->pos.z);
else
return (str->ID) < (p2.str->ID);
return (str->pos.z) < (p2.str->pos.z);
}
void CBuildingRect::hover(bool on)
@ -108,18 +94,18 @@ void CBuildingRect::hover(bool on)
void CBuildingRect::clickLeft(tribool down, bool previousState)
{
if( previousState && !down && area && (parent->selectedBuilding==this) )
if( previousState && !down && area && (parent->selectedBuilding==this) && str->building )
if (!CSDL_Ext::isTransparent(area, GH.current->motion.x-pos.x, GH.current->motion.y-pos.y) ) //inside building image
parent->buildingClicked(str->ID);
parent->buildingClicked(str->building->bid);
}
void CBuildingRect::clickRight(tribool down, bool previousState)
{
if((!area) || (!((bool)down)) || (this!=parent->selectedBuilding))
if((!area) || (!((bool)down)) || (this!=parent->selectedBuilding) || str->building == nullptr)
return;
if( !CSDL_Ext::isTransparent(area, GH.current->motion.x-pos.x, GH.current->motion.y-pos.y) ) //inside building image
{
int bid = hordeToDwellingID(str->ID);
int bid = str->building->bid;
const CBuilding *bld = town->town->buildings[bid];
if (bid < EBuilding::DWELL_FIRST)
{
@ -208,13 +194,16 @@ void CBuildingRect::showAll(SDL_Surface * to)
blitAtLoc(border,0,0,to);
}
std::string getBuildingSubtitle(int tid, int bid)//hover text for building
std::string getBuildingSubtitle(const CStructure * structure)//hover text for building
{
const CGTownInstance * t = LOCPLINT->castleInt->town;
bid = hordeToDwellingID(bid);
if (!structure->building)
return "";
int bid = structure->building->bid;
if (bid<30)//non-dwellings - only buiding name
return CGI->townh->towns[tid].buildings[bid]->Name();
return t->town->buildings[structure->building->bid]->Name();
else//dwellings - recruit %creature%
{
int creaID = t->creatures[(bid-30)%GameConstants::CREATURES_PER_TOWN].second.back();//taking last of available creatures
@ -240,7 +229,7 @@ void CBuildingRect::mouseMoved (const SDL_MouseMotionEvent & sEvent)
|| (*parent->selectedBuilding)<(*this)) //or we are on top
{
parent->selectedBuilding = this;
GH.statusbar->print(getBuildingSubtitle(str->townID, str->ID));
GH.statusbar->print(getBuildingSubtitle(str));
}
}
}
@ -453,177 +442,113 @@ CCastleBuildings::CCastleBuildings(const CGTownInstance* Town):
{
OBJ_CONSTRUCTION_CAPTURING_ALL;
background = new CPicture(graphics->townBgs[town->subID]);
background = new CPicture(town->town->clientInfo.townBackground);
pos.w = background->pos.w;
pos.h = background->pos.h;
recreate();
}
void CCastleBuildings::recreate()
{
selectedBuilding = nullptr;
OBJ_CONSTRUCTION_CAPTURING_ALL;
//clear existing buildings
BOOST_FOREACH(auto build, buildings)
delete build;
buildings.clear();
groups.clear();
//Generate buildings list
for (std::set<si32>::const_iterator building=town->builtBuildings.begin(); building!=town->builtBuildings.end(); building++)
{
auto structure = town->town->clientInfo.structures.find(*building);
if(structure != town->town->clientInfo.structures.end() && structure->second)
{
if(structure->second->group<0) // no group - just add it
buildings.push_back(new CBuildingRect(this, town, structure->second));
else // generate list for each group
groups[structure->second->group].push_back(structure->second);
}
}
auto buildingsCopy = town->builtBuildings;// a bit modified copy of built buildings
CStructure * shipyard = town->town->clientInfo.structures[6];
//ship in shipyard
if(shipyard && vstd::contains(groups, shipyard->group))
if(vstd::contains(town->builtBuildings, EBuilding::SHIPYARD))
{
std::vector <const CGObjectInstance *> vobjs = LOCPLINT->cb->getVisitableObjs(town->bestLocation());
if(!vobjs.empty() && (vobjs.front()->ID == 8 || vobjs.front()->ID == GameConstants::HEROI_TYPE)) //there is visitable obj at shipyard output tile and it's a boat or hero (on boat)
//there is visitable obj at shipyard output tile and it's a boat or hero (on boat)
if(!vobjs.empty() && (vobjs.front()->ID == 8 || vobjs.front()->ID == GameConstants::HEROI_TYPE))
{
groups[shipyard->group].push_back(town->town->clientInfo.structures[20]);
buildingsCopy.insert(EBuilding::SHIP);
}
}
//Create building for each group
for (std::map< int, std::vector<const CStructure*> >::iterator group = groups.begin(); group != groups.end(); group++)
BOOST_FOREACH(const CStructure * structure, town->town->clientInfo.structures)
{
std::sort(group->second.begin(), group->second.end(), structSorter);
buildings.push_back(new CBuildingRect(this, town, group->second.back()));
if (!structure->building)
{
buildings.push_back(new CBuildingRect(this, town, structure));
continue;
}
if (vstd::contains(buildingsCopy, structure->building->bid))
{
groups[structure->building->getBase()].push_back(structure);
}
}
std::sort(buildings.begin(),buildings.end(),buildSorter);
checkRules();
BOOST_FOREACH(auto & entry, groups)
{
const CBuilding * build = town->town->buildings[entry.first];
const CStructure * toAdd = *boost::max_element(entry.second, [=](const CStructure * a, const CStructure * b)
{
return build->getDistance(a->building->bid)
< build->getDistance(b->building->bid);
});
buildings.push_back(new CBuildingRect(this, town, toAdd));
}
boost::sort(buildings, [] (const CBuildingRect * a, const CBuildingRect * b)
{
return *a < *b;
});
}
CCastleBuildings::~CCastleBuildings()
{
}
void CCastleBuildings::checkRules()
{
//if town tonwID have building toCheck
//then set animation of building buildID to firstA..lastA
//else set to firstB..lastB
struct AnimRule
{
int townID, buildID;
int toCheck;
size_t firstA, lastA;
size_t firstB, lastB;
};
static const AnimRule animRule[2] =
{
{5, 21, 4, 10, size_t(-1), 0, 10}, //Mana Vortex, Dungeon
{0, 6, 8, 1, size_t(-1), 0, 1} //Shipyard, Castle
};
for (size_t i=0; i<2; i++)
{
if ( town->subID != animRule[i].townID ) //wrong town
continue;
int buildingID = animRule[i].buildID;
//check if this building have been upgraded (Ship is upgrade of Shipyard)
int groupID = town->town->clientInfo.structures[animRule[i].buildID]->group;
if (groupID != -1)
{
std::map< int, std::vector<const CStructure*> >::const_iterator git= groups.find(groupID);
if ( git == groups.end() || git->second.empty() )
continue;
buildingID = git->second.back()->ID;
}
BOOST_FOREACH(CBuildingRect* rect, buildings)
{
if ( rect->str->ID == buildingID )
{
if (vstd::contains(town->builtBuildings, animRule[i].toCheck))
rect->set(0,animRule[i].firstA, animRule[i].lastA);
else
rect->set(0,animRule[i].firstB, animRule[i].lastB);
break;
}
}
}
}
void CCastleBuildings::addBuilding(int building)
{
OBJ_CONSTRUCTION_CAPTURING_ALL;
auto structure = town->town->clientInfo.structures.find(building);
//FIXME: implement faster method without complete recreation of town
int base = town->town->buildings[building]->getBase();
if(structure != town->town->clientInfo.structures.end()) //we have info about that structure
recreate();
auto & structures = groups[base];
BOOST_FOREACH(CBuildingRect * rect, buildings)
{
if(structure->second->group<0) //no group - just add it
if (vstd::contains(structures, rect->str))
{
buildings.push_back(new CBuildingRect(this, town, structure->second));
buildings.back()->stateCounter = 0;
}
else
{
//find last building in this group and replace it with new building if needed
groups[structure->second->group].push_back(structure->second);
int newBuilding = groups[structure->second->group].back()->ID;
if (newBuilding == building)
{
for (std::vector< CBuildingRect* >::iterator it=buildings.begin() ; it !=buildings.end(); it++ )
{
if ((*it)->str->ID == newBuilding)
{
delete *it;
buildings.erase(it);
break;
}
}
buildings.push_back(new CBuildingRect(this, town, structure->second));
buildings.back()->stateCounter = 0;
}
//reset animation
if (structures.size() == 1)
rect->stateCounter = 0; // transparency -> fully visible stage
else
rect->stateCounter = 16; // already in fully visible stage
break;
}
}
std::sort(buildings.begin(),buildings.end(),buildSorter);
checkRules();
}
void CCastleBuildings::removeBuilding(int building)
{
OBJ_CONSTRUCTION_CAPTURING_ALL;
auto structure = town->town->clientInfo.structures.find(building);
if(structure != town->town->clientInfo.structures.end()) //we have info about that structure
{
if(structure->second->group<0) //no group - just add it
{
for (std::vector< CBuildingRect* >::iterator it=buildings.begin() ; it !=buildings.end(); it++ )
{
if ((*it)->str->ID == building)
{
delete *it;
buildings.erase(it);
break;
}
}
}
else
{
groups[structure->second->group].pop_back();
delete buildings[building];
if (!groups[structure->second->group].empty())
buildings.push_back(new CBuildingRect(this, town, structure->second));
}
}
std::sort(buildings.begin(),buildings.end(),buildSorter);
checkRules();
//FIXME: implement faster method without complete recreation of town
recreate();
}
void CCastleBuildings::show(SDL_Surface * to)
{
CIntObject::show(to);
for (std::vector< CBuildingRect* >::const_iterator it=buildings.begin() ; it !=buildings.end(); it++ )
(*it)->show(to);
BOOST_FOREACH(CBuildingRect * str, buildings)
str->show(to);
}
void CCastleBuildings::showAll(SDL_Surface * to)
{
CIntObject::showAll(to);
for (std::vector< CBuildingRect* >::const_iterator it=buildings.begin() ; it !=buildings.end(); it++ )
(*it)->showAll(to);
BOOST_FOREACH(CBuildingRect * str, buildings)
str->showAll(to);
}
const CGHeroInstance* CCastleBuildings::getHero()
@ -638,7 +563,6 @@ const CGHeroInstance* CCastleBuildings::getHero()
void CCastleBuildings::buildingClicked(int building)
{
tlog5<<"You've clicked on "<<building<<std::endl;
building = hordeToDwellingID(building);
const CBuilding *b = town->town->buildings.find(building)->second;
if(building >= EBuilding::DWELL_FIRST)
@ -689,11 +613,13 @@ void CCastleBuildings::buildingClicked(int building)
case EBuilding::SPECIAL_1:
switch(town->subID)
{
case 1://Mystic Pond
case ETownType::RAMPART://Mystic Pond
enterFountain(building);
break;
case 2: case 5: case 8://Artifact Merchant
case ETownType::TOWER:
case ETownType::DUNGEON://Artifact Merchant
case ETownType::CONFLUX:
if(town->visitingHero)
GH.pushInt(new CMarketplaceWindow(town, town->visitingHero, EMarketMode::RESOURCE_ARTIFACT));
else
@ -713,18 +639,18 @@ void CCastleBuildings::buildingClicked(int building)
case EBuilding::SPECIAL_2:
switch(town->subID)
{
case 1: //Fountain of Fortune
case ETownType::RAMPART: //Fountain of Fortune
enterFountain(building);
break;
case 6: //Freelancer's Guild
case ETownType::STRONGHOLD: //Freelancer's Guild
if(getHero())
GH.pushInt(new CMarketplaceWindow(town, getHero(), EMarketMode::CREATURE_RESOURCE));
else
LOCPLINT->showInfoDialog(boost::str(boost::format(CGI->generaltexth->allTexts[273]) % b->Name())); //Only visiting heroes may use the %s.
break;
case 8: //Magic University
case ETownType::CONFLUX: //Magic University
if (getHero())
GH.pushInt(new CUniversityWindow(getHero(), town));
else
@ -740,26 +666,26 @@ void CCastleBuildings::buildingClicked(int building)
case EBuilding::SPECIAL_3:
switch(town->subID)
{
case 0: //Brotherhood of sword
case ETownType::CASTLE: //Brotherhood of sword
LOCPLINT->showTavernWindow(town);
break;
case 3: //Castle Gate
case ETownType::INFERNO: //Castle Gate
enterCastleGate();
break;
case 4: //Skeleton Transformer
case ETownType::NECROPOLIS: //Skeleton Transformer
GH.pushInt( new CTransformerWindow(getHero(), town) );
break;
case 5: //Portal of Summoning
case ETownType::DUNGEON: //Portal of Summoning
if (town->creatures[GameConstants::CREATURES_PER_TOWN].second.empty())//No creatures
LOCPLINT->showInfoDialog(CGI->generaltexth->tcommands[30]);
else
enterDwelling(GameConstants::CREATURES_PER_TOWN);
break;
case 6: //Ballista Yard
case ETownType::STRONGHOLD: //Ballista Yard
enterBlacksmith(4);
break;
@ -810,12 +736,12 @@ void CCastleBuildings::enterCastleGate()
{
const CGTownInstance *t = Towns[i];
if (t->id != this->town->id && t->visitingHero == NULL && //another town, empty and this is
t->subID == 3 && vstd::contains(t->builtBuildings, 22))//inferno with castle gate
t->hasBuilt(EBuilding::CASTLE_GATE, ETownType::INFERNO))
{
availableTowns.push_back(t->id);//add to the list
}
}
CPicture *titlePic = new CPicture (LOCPLINT->castleInt->bicons->ourImages[22].bitmap, 0,0, false);//will be deleted by selection window
CPicture *titlePic = new CPicture (LOCPLINT->castleInt->bicons->ourImages[EBuilding::CASTLE_GATE].bitmap, 0,0, false);//will be deleted by selection window
GH.pushInt (new CObjectListWindow(availableTowns, titlePic, CGI->generaltexth->jktexts[40],
CGI->generaltexth->jktexts[41], boost::bind (&CCastleInterface::castleTeleport, LOCPLINT->castleInt, _1)));
}
@ -831,8 +757,10 @@ void CCastleBuildings::enterFountain(int building)
std::vector<CComponent*> comps(1, new CComponent(CComponent::building,town->subID,building));
std::string descr = town->town->buildings.find(building)->second->Description();
if ( building == 21)//we need description for mystic pond as well
descr += "\n\n"+town->town->buildings.find(17)->second->Description();
if ( building == EBuilding::FOUNTAIN_OF_FORTUNE)
descr += "\n\n"+town->town->buildings.find(EBuilding::MYSTIC_POND)->second->Description();
if (town->bonusValue.first == 0)//fountain was builded this week
descr += "\n\n"+ CGI->generaltexth->allTexts[677];
else//fountain produced something;
@ -948,9 +876,9 @@ CCastleInterface::CCastleInterface(const CGTownInstance * Town, const CGTownInst
townlist->onSelect = boost::bind(&CCastleInterface::townChange, this);
recreateIcons();
CCS->musich->playMusicFromSet("town-theme", town->subID, true);
CCS->musich->playMusic(town->town->clientInfo.musicTheme, true);
bicons = CDefHandler::giveDefEss(graphics->buildingPics[town->subID]);
bicons = CDefHandler::giveDefEss(town->town->clientInfo.buildingsIcons);
}
CCastleInterface::~CCastleInterface()
@ -1013,7 +941,7 @@ void CCastleInterface::recreateIcons()
if (!town->hasFort())
iconIndex += GameConstants::F_NUMBER*2;
if(town->builded >= GameConstants::MAX_BUILDING_PER_TURN)
if(town->builded >= CGI->modh->settings.MAX_BUILDING_PER_TURN)
iconIndex++;
icon->setFrame(iconIndex);
@ -1319,7 +1247,7 @@ CHallInterface::CBuildingBox::CBuildingBox(int x, int y, const CGTownInstance *
static int panelIndex[9] = { 3, 3, 3, 0, 0, 2, 2, 1, 2};
static int iconIndex[9] = {-1, -1, -1, 0, 0, 1, 2, -1, 1};
picture = new CAnimImage(graphics->buildingPics[town->subID], building->bid, 0, 2, 2);
picture = new CAnimImage(town->town->clientInfo.buildingsIcons, building->bid, 0, 2, 2);
panel = new CAnimImage("TPTHBAR", panelIndex[state], 0, 1, 73);
if ( iconIndex[state] >=0 )
icon = new CAnimImage("TPTHCHK", iconIndex[state], 0, 136, 56);
@ -1355,18 +1283,8 @@ CHallInterface::CHallInterface(const CGTownInstance *Town):
int buildingID = boxList[row][col][item];
building = town->town->buildings[buildingID];
if (buildingID == 18 || buildingID == 24)
{
if ( (buildingID == 18 && !vstd::contains(town->builtBuildings, town->town->hordeLvl[0]+37))
|| (buildingID == 24 && !vstd::contains(town->builtBuildings, town->town->hordeLvl[1]+37)) )
break; // horde present, no upgraded dwelling -> select 18 or 24
else
continue; //upgraded dwelling, no horde -> select 19 or 25
}
if(vstd::contains(town->builtBuildings,buildingID))
continue;
break;
if(!vstd::contains(town->builtBuildings,buildingID))
break;
}
int posX = pos.w/2 - boxList[row].size()*154/2 - (boxList[row].size()-1)*20 + 194*col,
posY = 35 + 104*row;
@ -1419,7 +1337,7 @@ CBuildWindow::CBuildWindow(const CGTownInstance *Town, const CBuilding * Buildin
{
OBJ_CONSTRUCTION_CAPTURING_ALL;
new CAnimImage(graphics->buildingPics[town->subID], building->bid, 0, 125, 50);
new CAnimImage(town->town->clientInfo.buildingsIcons, building->bid, 0, 125, 50);
new CGStatusBar(new CPicture(*background, Rect(8, pos.h - 26, pos.w - 16, 19), 8, pos.h - 26));
new CLabel(197, 30, FONT_MEDIUM, CENTER, Colors::Cornsilk,
@ -1581,7 +1499,7 @@ CFortScreen::RecruitArea::RecruitArea(int posX, int posY, const CGTownInstance *
addUsedEvents(LCLICK | RCLICK | HOVER);//Activate only if dwelling is present
icons = new CPicture("ZPCAINFO", 261, 3);
buildingPic = new CAnimImage(graphics->buildingPics[town->subID], buildingID, 0, 4, 21);
buildingPic = new CAnimImage(town->town->clientInfo.buildingsIcons, buildingID, 0, 4, 21);
const CCreature* creature = NULL;
@ -1651,7 +1569,7 @@ CMageGuildScreen::CMageGuildScreen(CCastleInterface * owner):
{
OBJ_CONSTRUCTION_CAPTURING_ALL;
window = new CPicture(graphics->guildBgs[owner->town->subID], 332, 76);
window = new CPicture(owner->town->town->clientInfo.guildWindow , 332, 76);
resdatabar = new CMinorResDataBar;
resdatabar->pos.x += pos.x;

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@ -114,15 +114,14 @@ public:
class CCastleBuildings : public CIntObject
{
CPicture *background;
//List of buildings for each group
std::map< int, std::vector<const CStructure*> > groups;
//Vector with all blittable buildings
std::vector<CBuildingRect*> buildings;
//List of buildings and structures that can represent them
std::map< si32, std::vector<const CStructure*> > groups;
// actual IntObject's visible on screen
std::vector< CBuildingRect * > buildings;
const CGTownInstance * town;
const CGHeroInstance* getHero();//Select hero for buildings usage
void checkRules();//Check animation rules (special anims for Shipyard and Mana Vortex)
void enterBlacksmith(int ArtifactID);//support for blacksmith + ballista yard
void enterBuilding(int building);//for buildings with simple description + pic left-click messages
@ -134,6 +133,7 @@ class CCastleBuildings : public CIntObject
void openMagesGuild();
void openTownHall();
void recreate();
public:
CBuildingRect * selectedBuilding;

View File

@ -4,6 +4,7 @@
#include "../CCallback.h"
#include "../lib/CCreatureHandler.h" //creatures name for objects list
#include "../lib/CGeneralTextHandler.h"
#include "../lib/CModHandler.h" //for buildings per turn
#include "../lib/CObjectHandler.h" //Hero/Town objects
#include "../lib/CHeroHandler.h" // only for calculating required xp? worth it?
#include "CAnimation.h" //CAnimImage
@ -797,7 +798,7 @@ CTownItem::CTownItem(const CGTownInstance* Town):
if (!town->hasFort())
iconIndex += GameConstants::F_NUMBER*2;
if(town->builded >= GameConstants::MAX_BUILDING_PER_TURN)
if(town->builded >= CGI->modh->settings.MAX_BUILDING_PER_TURN)
iconIndex++;
picture = new CAnimImage("ITPT", iconIndex, 0, 5, 6);

View File

@ -329,8 +329,6 @@ CMusicHandler::CMusicHandler():
const std::string setEnemy[] = {"AITheme0", "AITheme1", "AITheme2"};
const std::string setBattle[] = {"Combat01", "Combat02", "Combat03", "Combat04"};
const std::string setTerrain[] = {"Dirt", "Sand", "Grass", "Snow", "Swamp", "Rough", "Underground", "Lava", "Water"};
const std::string setTowns[] = {"CstleTown", "Rampart", "TowerTown", "InfernoTown",
"NecroTown", "Dungeon", "Stronghold", "FortressTown", "ElemTown"};
auto fillSet = [=](std::string setName, const std::string list[], size_t amount)
{
@ -340,7 +338,6 @@ CMusicHandler::CMusicHandler():
fillSet("enemy-turn", setEnemy, ARRAY_COUNT(setEnemy));
fillSet("battle", setBattle, ARRAY_COUNT(setBattle));
fillSet("terrain", setTerrain, ARRAY_COUNT(setTerrain));
fillSet("town-theme", setTowns, ARRAY_COUNT(setTowns));
}
void CMusicHandler::addEntryToSet(std::string set, int musicID, std::string musicURI)

View File

@ -22,6 +22,7 @@
#include "../lib/CBuildingHandler.h"
#include "../lib/CGeneralTextHandler.h"
#include "../lib/CHeroHandler.h"
#include "../lib/CModHandler.h"
#include "../lib/CObjectHandler.h"
#include "../lib/CSpellHandler.h"
#include "../lib/CTownHandler.h"
@ -162,7 +163,7 @@ void CTownTooltip::init(const InfoAboutTown &town)
size_t imageIndex = town.tType->typeID * 2;
if (town.fortLevel == 0)
imageIndex += GameConstants::F_NUMBER * 2;
if (town.built >= GameConstants::MAX_BUILDING_PER_TURN)
if (town.built >= CGI->modh->settings.MAX_BUILDING_PER_TURN)
imageIndex++;
new CAnimImage("itpt", imageIndex, 0, 3, 2);
@ -861,7 +862,7 @@ const std::vector<std::string> CComponent::getFileName()
case spell: return gen(spellsArr);
case morale: return gen(moraleArr);
case luck: return gen(luckArr);
case building: return std::vector<std::string>(4, graphics->buildingPics[subtype]);
case building: return std::vector<std::string>(4, CGI->townh->towns[subtype].clientInfo.buildingsIcons);
case hero: return gen(heroArr);
case flag: return gen(flagArr);
}
@ -1244,18 +1245,17 @@ void CSelWindow::madeChoice()
LOCPLINT->cb->selectionMade(ret+1,ID);
}
CCreaturePic::CCreaturePic(int x, int y, const CCreature *cre, bool Big, bool Animated)
{
OBJ_CONSTRUCTION_CAPTURING_ALL;
pos.x+=x;
pos.y+=y;
assert(vstd::contains(CGI->townh->factions, cre->faction));
if(Big)
bg = new CPicture(graphics->backgrounds[cre->faction],0,0,false);
bg = new CPicture(CGI->townh->factions[cre->faction].creatureBg130);
else
bg = new CPicture(graphics->backgroundsm[cre->faction],0,0,false);
bg = new CPicture(CGI->townh->factions[cre->faction].creatureBg120);
bg->needRefresh = true;
anim = new CCreatureAnim(0, 0, cre->animDefName, Rect());
anim->clipRect(cre->isDoubleWide()?170:150, 155, bg->pos.w, bg->pos.h);
@ -2437,10 +2437,17 @@ CMarketplaceWindow::CMarketplaceWindow(const IMarket *Market, const CGHeroInstan
{
switch (mode)
{
break; case EMarketMode::CREATURE_RESOURCE: title = CGI->townh->towns[6].buildings[21]->Name();
break; case EMarketMode::RESOURCE_ARTIFACT: title = CGI->townh->towns[market->o->subID].buildings[17]->Name();
break; case EMarketMode::ARTIFACT_RESOURCE: title = CGI->townh->towns[market->o->subID].buildings[17]->Name();
break; default: title = CGI->generaltexth->allTexts[158];
break; case EMarketMode::CREATURE_RESOURCE:
title = CGI->townh->towns[ETownType::STRONGHOLD].buildings[EBuilding::FREELANCERS_GUILD]->Name();
break; case EMarketMode::RESOURCE_ARTIFACT:
title = CGI->townh->towns[market->o->subID].buildings[EBuilding::ARTIFACT_MERCHANT]->Name();
break; case EMarketMode::ARTIFACT_RESOURCE:
title = CGI->townh->towns[market->o->subID].buildings[EBuilding::ARTIFACT_MERCHANT]->Name();
break; default:
title = CGI->generaltexth->allTexts[158];
}
}
else
@ -5253,7 +5260,7 @@ CUniversityWindow::CUniversityWindow(const CGHeroInstance * _hero, const IMarket
titlePic = new CPicture("UNIVBLDG");
else
if (market->o->ID == GameConstants::TOWNI_TYPE)
titlePic = new CAnimImage(graphics->buildingPics[market->o->subID], 21);
titlePic = new CAnimImage(CGI->townh->towns[ETownType::CONFLUX].clientInfo.buildingsIcons, EBuilding::MAGIC_UNIVERSITY);
else
tlog0<<"Error: Image for university was not found!\n";//This should not happen

View File

@ -87,13 +87,6 @@ void Graphics::loadPaletteAndColors()
playerColors[i].unused = 255;
}
neutralColor->r = 0x84; neutralColor->g = 0x84; neutralColor->b = 0x84; neutralColor->unused = 255;//gray
const JsonNode config(ResourceID("config/town_pictures.json"));
BOOST_FOREACH(const JsonNode &p, config["town_pictures"].Vector()) {
townBgs.push_back(p["town_background"].String());
guildBgs.push_back(p["guild_background"].String());
buildingPics.push_back(p["building_picture"].String());
}
}
void Graphics::initializeBattleGraphics()
@ -158,13 +151,6 @@ Graphics::Graphics()
tasks += GET_DEF_ESS(spellscr,"SPELLSCR.DEF");
tasks += GET_DEF_ESS(heroMoveArrows,"ADAG.DEF");
const JsonNode config(ResourceID("config/creature_backgrounds.json"));
BOOST_FOREACH(const JsonNode &b, config["backgrounds"].Vector()) {
const int id = b["id"].Float();
tasks += GET_SURFACE(backgrounds[id], b["bg130"].String());
tasks += GET_SURFACE(backgroundsm[id], b["bg120"].String());
}
CThreadHelper th(&tasks,std::max((ui32)1,boost::thread::hardware_concurrency()));
th.run();

View File

@ -64,12 +64,7 @@ public:
//creatures
std::map<int,SDL_Surface*> smallImgs; //creature ID -> small 32x32 img of creature; //ID=-2 is for blank (black) img; -1 for the border
std::map<int,SDL_Surface*> bigImgs; //creature ID -> big 58x64 img of creature; //ID=-2 is for blank (black) img; -1 for the border
std::map<int,SDL_Surface*> backgrounds; //castle ID -> 100x130 background creature image // -1 is for neutral
std::map<int,SDL_Surface*> backgroundsm; //castle ID -> 100x120 background creature image // -1 is for neutral
//towns
std::vector< std::string > buildingPics;//filenames of def with building images (used rarely, too big to keep them loaded)
std::vector< std::string > townBgs;//backgrounds of town
std::vector< std::string > guildBgs;// name of bitmaps with imgs for mage guild screen
std::map<int, std::string> ERMUtoPicture[GameConstants::F_NUMBER]; //maps building ID to it's picture's name for each town type
//for battles
std::vector< std::vector< std::string > > battleBacks; //battleBacks[terType] - vector of possible names for certain terrain type

View File

@ -401,11 +401,11 @@ void NewStructures::applyCl( CClient *cl )
CGTownInstance *town = GS(cl)->getTown(tid);
BOOST_FOREACH(si32 id, bid)
{
if(id==13) //fort or capitol
if(id== EBuilding::CAPITOL) //fort or capitol
{
town->defInfo = GS(cl)->capitols[town->subID];
}
if(id ==7)
if(id == EBuilding::FORT)
{
town->defInfo = GS(cl)->forts[town->subID];
}

File diff suppressed because it is too large Load Diff

View File

@ -1,19 +0,0 @@
{
// Backgrounds for creatures.
// id: town ID (0 to 8, -1 is neutral)
// bg120: 100x120 background creature image
// bg130: 100x130 background creature image
"backgrounds": [
{ "id": -1, "bg120": "TPCASNEU.bmp", "bg130": "CRBKGNEU.bmp" },
{ "id": 0, "bg120": "TPCASCAS.bmp", "bg130": "CRBKGCAS.bmp" },
{ "id": 1, "bg120": "TPCASRAM.bmp", "bg130": "CRBKGRAM.bmp" },
{ "id": 2, "bg120": "TPCASTOW.bmp", "bg130": "CRBKGTOW.bmp" },
{ "id": 3, "bg120": "TPCASINF.bmp", "bg130": "CRBKGINF.bmp" },
{ "id": 4, "bg120": "TPCASNEC.bmp", "bg130": "CRBKGNEC.bmp" },
{ "id": 5, "bg120": "TPCASDUN.bmp", "bg130": "CRBKGDUN.bmp" },
{ "id": 6, "bg120": "TPCASSTR.bmp", "bg130": "CRBKGSTR.bmp" },
{ "id": 7, "bg120": "TPCASFOR.bmp", "bg130": "CRBKGFOR.bmp" },
{ "id": 8, "bg120": "TPCASELE.bmp", "bg130": "CRBKGELE.bmp" }
]
}

View File

@ -1225,7 +1225,7 @@
"id": 116,
"level": 4,
"name": [ "GoldGolem" ],
"faction": -1,
"faction": 9,
"ability_add": [ [ "SPELL_DAMAGE_REDUCTION", 85, -1, 0 ], //gold golems reduce dmg from spells
[ "NON_LIVING", 0, 0, 0 ] ], //diamond golems are non-living
"defname": "CGGOLE.DEF"
@ -1235,7 +1235,7 @@
"id": 117,
"level": 5,
"name": [ "DiamondGolem" ],
"faction": -1,
"faction": 9,
"ability_add": [ [ "SPELL_DAMAGE_REDUCTION", 95, -1, 0 ], //diamond golems reduce dmg from spells
[ "NON_LIVING", 0, 0, 0 ] ], //psychic elementals shouldn't get morale
"defname": "CDGOLE.DEF"
@ -1357,7 +1357,7 @@
"id": 132,
"level": 10,
"name": [ "AzureDragon" ],
"faction": -1,
"faction": 9,
"ability_add": [ [ "DRAGON_NATURE", 0, 0, 0 ],
[ "TWO_HEX_ATTACK_BREATH", 0, 0, 0 ], //azure dragon's breath
[ "FEARLESS", 0, 0, 0 ], //azure dragon is immune to fear
@ -1370,7 +1370,7 @@
"id": 133,
"level": 10,
"name": [ "CrystalDragon" ],
"faction": -1,
"faction": 9,
"ability_add": [ [ "DRAGON_NATURE", 0, 0, 0 ] ], //crystal dragon is a dragon
"ability_remove": [ "FLYING" ],
"defname": "CCDRGN.DEF"
@ -1380,7 +1380,7 @@
"id": 134,
"level": 8,
"name": [ "FairieDragon" ],
"faction": -1,
"faction": 9,
"ability_add": [ [ "DRAGON_NATURE", 0, 0, 0 ], //faerie dragon is a dragon
[ "CASTS", 5, 0, 0 ],
[ "CREATURE_SPELL_POWER", 500, 0, 0], //5 spell power per dragon
@ -1399,7 +1399,7 @@
"id": 135,
"level": 10,
"name": [ "RustDragon" ],
"faction": -1,
"faction": 9,
"ability_add": [ [ "SPELL_AFTER_ATTACK", 100, 80, 0 ], //always reduce defense
[ "ACID_BREATH", 25, 0, 20 ], //20% chance to do 25 damage
[ "DRAGON_NATURE", 0, 0, 0 ] ], //rust dragon is a dragon
@ -1410,7 +1410,7 @@
"id": 136,
"level": 6,
"name": [ "Enchanter" ],
"faction": -1,
"faction": 9,
"ability_add": [ [ "NO_WALL_PENALTY", 0, 0, 0 ],
[ "ENCHANTER", 3, 28, 3], //air shield
[ "ENCHANTER", 3, 41, 3], //bless
@ -1428,7 +1428,7 @@
"id": 137,
"level": 4,
"name": [ "Sharpshooter" ],
"faction": -1,
"faction": 9,
"ability_add": [ [ "NO_WALL_PENALTY", 0, 0, 0 ],
[ "NO_DISTANCE_PENALTY", 0, 0, 0 ] ], //Sharpshooter
"defname": "CSHARP.DEF",
@ -1440,7 +1440,7 @@
"id": 138,
"level": 1,
"name": [ "Halfling" ],
"faction": -1,
"faction": 9,
"defname": "CHALF.DEF",
"projectile_defname": "PHALF.DEF",
"projectile_spin": true
@ -1450,7 +1450,7 @@
"id": 139,
"level": 1,
"name": [ "Peasant" ],
"faction": -1,
"faction": 9,
"defname": "CPEAS.DEF"
},
@ -1458,7 +1458,7 @@
"id": 140,
"level": 2,
"name": [ "Boar" ],
"faction": -1,
"faction": 9,
"ability_add": [ [ "DOUBLE_WIDE", 0, 0, 0 ] ], //boar should be treated as double-wide
"defname": "CBOAR.DEF"
},
@ -1467,7 +1467,7 @@
"id": 141,
"level": 3,
"name": [ "Mummy" ],
"faction": -1,
"faction": 9,
"ability_add": [ [ "UNDEAD", 0, 0, 0 ] ],
"defname": "CMUMMY.DEF"
},
@ -1476,7 +1476,7 @@
"id": 142,
"level": 3,
"name": [ "warrior" ],
"faction": -1,
"faction": 9,
"ability_add": [ [ "DOUBLE_WIDE", 0, 0, 0 ] ], //nomads should be treated as double-wide
"defname": "CNOMAD.DEF"
},
@ -1485,7 +1485,7 @@
"id": 143,
"level": 2,
"name": [ "Rogue" ],
"faction": -1,
"faction": 9,
"defname": "CROGUE.DEF"
},
@ -1493,7 +1493,7 @@
"id": 144,
"level": 5,
"name": [ "OgreShaman" ],
"faction": -1,
"faction": 9,
"ability_add": [ [ "FULL_HP_REGENERATION", 0, 0, 0 ] ], //troll
"defname": "CTROLL.DEF"
},
@ -1502,7 +1502,7 @@
"id": 145,
"level": 0,
"name": [ "Catapult" ],
"faction": -1,
"faction": 9,
"defname": "SMCATA.DEF",
"projectile_defname": "SMCATX.DEF",
"projectile_spin": true
@ -1512,7 +1512,7 @@
"id": 146,
"level": 0,
"name": [ "Ballista" ],
"faction": -1,
"faction": 9,
"defname": "SMBAL.DEF",
"projectile_defname": "SMBALX.DEF",
"projectile_spin": false
@ -1522,7 +1522,7 @@
"id": 147,
"level": 0,
"name": [ "FirstAidTent" ],
"faction": -1,
"faction": 9,
"ability_add": [ [ "HEALER", 0, 0, 0 ] ], //Gorynyches fly
"defname": "SMTENT.DEF"
},
@ -1531,7 +1531,7 @@
"id": 148,
"level": 0,
"name": [ "AmmoCart" ],
"faction": -1,
"faction": 9,
"ability_add": [ [ "NOT_ACTIVE", 0, 0, 0 ] ], //hell hound doesn't fly
"defname": "SMCART.DEF"
},
@ -1540,7 +1540,7 @@
"id": 149,
"level": 0,
"name": [ "ArrowTower" ],
"faction": -1,
"faction": 9,
"ability_add": [ [ "SHOOTER", 0, 0, 0 ] ], //cerberus doesn't fly
"defname": "x"
},
@ -1627,7 +1627,7 @@
"id": 159,
"level": 0,
"name": [ "Ghost" ],
"faction": -1,
"faction": 9,
"defname": "ZM159G.DEF"
},
@ -1635,7 +1635,7 @@
"id": 160,
"level": 0,
"name": [ "God1War" ],
"faction": -1,
"faction": 9,
"defname": "ZM160G.DEF"
},
@ -1643,7 +1643,7 @@
"id": 161,
"level": 0,
"name": [ "God2Peace" ],
"faction": -1,
"faction": 9,
"defname": "ZM161G.DEF"
},
@ -1651,7 +1651,7 @@
"id": 162,
"level": 0,
"name": [ "God3Mana" ],
"faction": -1,
"faction": 9,
"defname": "ZM162G.DEF"
},
@ -1659,7 +1659,7 @@
"id": 163,
"level": 0,
"name": [ "God4Lore" ],
"faction": -1,
"faction": 9,
"defname": "ZM163G.DEF"
},
@ -1667,7 +1667,7 @@
"id": 164,
"level": 0,
"name": [ "MinotaurKing" ],
"faction": -1,
"faction": 9,
"defname": "ZM164GD.DEF"
},
@ -1675,7 +1675,7 @@
"id": 165,
"level": 0,
"name": [ "MineralElemental" ],
"faction": -1,
"faction": 9,
"defname": "ZM165GD.DEF"
},
@ -1683,7 +1683,7 @@
"id": 166,
"level": 0,
"name": [ "ElectricityElemental" ],
"faction": -1,
"faction": 9,
"defname": "ZM166GD.DEF"
},
@ -1691,7 +1691,7 @@
"id": 167,
"level": 0,
"name": [ "AncientBasilisk" ],
"faction": -1,
"faction": 9,
"defname": "ZM167GD.DEF"
},
@ -1699,7 +1699,7 @@
"id": 168,
"level": 0,
"name": [ "Gorynych" ],
"faction": -1,
"faction": 9,
"ability_add": [ [ "FLYING", 0, 0, 0 ] ],
"defname": "ZM168DG.DEF"
},
@ -1708,7 +1708,7 @@
"id": 169,
"level": 0,
"name": [ "WarZealot" ],
"faction": -1,
"faction": 9,
"defname": "ZM169ZL.DEF",
"projectile_defname": "CPRZEAX.DEF",
"projectile_spin": false
@ -1718,7 +1718,7 @@
"id": 170,
"level": 0,
"name": [ "Myriad" ],
"faction": -1,
"faction": 9,
"defname": "ZM170SW.DEF",
"projectile_defname": "PLCBOWX.DEF",
"projectile_spin": false
@ -1728,7 +1728,7 @@
"id": 171,
"level": 0,
"name": [ "MedusaMatriarch" ],
"faction": -1,
"faction": 9,
"defname": "ZM171SR.DEF",
"projectile_defname": "PLCBOWX.DEF",
"projectile_spin": false
@ -1738,7 +1738,7 @@
"id": 172,
"level": 0,
"name": [ "Nightmare" ],
"faction": -1,
"faction": 9,
"defname": "ZM172N.DEF"
},
@ -1746,7 +1746,7 @@
"id": 173,
"level": 0,
"name": [ "SantaGremlin" ],
"faction": -1,
"faction": 9,
"defname": "ZM173M.DEF",
"projectile_defname": "CPRGRE.DEF",
"projectile_spin": true
@ -1756,7 +1756,7 @@
"id": 174,
"level": 0,
"name": [ "Paladin1" ],
"faction": -1,
"faction": 9,
"ability_add": [ [ "MAGIC_RESISTANCE", 5, 0, 0 ],
[ "CASTS", 1, 0, 0 ] ,
[ "CREATURE_ENCHANT_POWER", 1, 0, 0 ] ,
@ -1769,7 +1769,7 @@
"id": 175,
"level": 0,
"name": [ "Hierophant1" ],
"faction": -1,
"faction": 9,
"ability_add": [ [ "MAGIC_RESISTANCE", 5, 0, 0 ],
[ "CASTS", 1, 0, 0 ] ,
[ "CREATURE_ENCHANT_POWER", 1, 0, 0 ] ,
@ -1782,7 +1782,7 @@
"id": 176,
"level": 0,
"name": [ "TempleGuardian1" ],
"faction": -1,
"faction": 9,
"ability_add": [ [ "MAGIC_RESISTANCE", 5, 0, 0 ],
[ "CASTS", 1, 0, 0 ] ,
[ "CREATURE_ENCHANT_POWER", 1, 0, 0 ] ,
@ -1795,7 +1795,7 @@
"id": 177,
"level": 0,
"name": [ "Succubus1" ],
"faction": -1,
"faction": 9,
"ability_add": [ [ "MAGIC_RESISTANCE", 5, 0, 0 ],
[ "CASTS", 1, 0, 0 ] ,
[ "CREATURE_ENCHANT_POWER", 1, 0, 0 ] ,
@ -1808,7 +1808,7 @@
"id": 178,
"level": 0,
"name": [ "SoulEater1" ],
"faction": -1,
"faction": 9,
"ability_add": [ [ "MAGIC_RESISTANCE", 5, 0, 0 ],
[ "CASTS", 1, 0, 0 ] ,
[ "CREATURE_ENCHANT_POWER", 1, 0, 0 ] ,
@ -1821,7 +1821,7 @@
"id": 179,
"level": 0,
"name": [ "Brute1" ],
"faction": -1,
"faction": 9,
"ability_add": [ [ "MAGIC_RESISTANCE", 5, 0, 0 ],
[ "CASTS", 1, 0, 0 ] ,
[ "CREATURE_ENCHANT_POWER", 1, 0, 0 ] ,
@ -1834,7 +1834,7 @@
"id": 180,
"level": 0,
"name": [ "OgreLeader1" ],
"faction": -1,
"faction": 9,
"ability_add": [ [ "MAGIC_RESISTANCE", 5, 0, 0 ],
[ "CASTS", 1, 0, 0 ] ,
[ "CREATURE_ENCHANT_POWER", 1, 0, 0 ] ,
@ -1847,7 +1847,7 @@
"id": 181,
"level": 0,
"name": [ "Shaman1" ],
"faction": -1,
"faction": 9,
"ability_add": [ [ "MAGIC_RESISTANCE", 5, 0, 0 ],
[ "CASTS", 1, 0, 0 ] ,
[ "CREATURE_ENCHANT_POWER", 1, 0, 0 ] ,
@ -1860,7 +1860,7 @@
"id": 182,
"level": 0,
"name": [ "AstralSpirit1" ],
"faction": -1,
"faction": 9,
"ability_add": [ [ "MAGIC_RESISTANCE", 5, 0, 0 ],
[ "CASTS", 1, 0, 0 ] ,
[ "CREATURE_ENCHANT_POWER", 1, 0, 0 ] ,
@ -1873,7 +1873,7 @@
"id": 183,
"level": 0,
"name": [ "Paladin2" ],
"faction": -1,
"faction": 9,
"defname": "ZM174NPC.DEF"
},
@ -1881,7 +1881,7 @@
"id": 184,
"level": 0,
"name": [ "Hierophant2" ],
"faction": -1,
"faction": 9,
"defname": "ZM175NPC.DEF"
},
@ -1889,7 +1889,7 @@
"id": 185,
"level": 0,
"name": [ "TempleGuardian2" ],
"faction": -1,
"faction": 9,
"defname": "ZM176NPC.DEF"
},
@ -1897,7 +1897,7 @@
"id": 186,
"level": 0,
"name": [ "Succubus2" ],
"faction": -1,
"faction": 9,
"defname": "ZM177NPC.DEF"
},
@ -1905,7 +1905,7 @@
"id": 187,
"level": 0,
"name": [ "SoulEater2" ],
"faction": -1,
"faction": 9,
"defname": "ZM178NPC.DEF"
},
@ -1913,7 +1913,7 @@
"id": 188,
"level": 0,
"name": [ "Brute2" ],
"faction": -1,
"faction": 9,
"defname": "ZM179NPC.DEF"
},
@ -1921,7 +1921,7 @@
"id": 189,
"level": 0,
"name": [ "OgreLeader2" ],
"faction": -1,
"faction": 9,
"defname": "ZM180NPC.DEF"
},
@ -1929,7 +1929,7 @@
"id": 190,
"level": 0,
"name": [ "Shaman2" ],
"faction": -1,
"faction": 9,
"defname": "ZM181NPC.DEF"
},
@ -1937,7 +1937,7 @@
"id": 191,
"level": 0,
"name": [ "AstralSpirit2" ],
"faction": -1,
"faction": 9,
"defname": "ZM182NPC.DEF"
},
@ -1945,7 +1945,7 @@
"id": 192,
"level": 0,
"name": [ "SylvanCentaur" ],
"faction": -1,
"faction": 9,
"defname": "ZM192Z.DEF",
"projectile_defname": "PELFX.DEF",
"projectile_spin": false
@ -1955,7 +1955,7 @@
"id": 193,
"level": 0,
"name": [ "Sorceress" ],
"faction": -1,
"faction": 9,
"defname": "ZM193Z.DEF",
"projectile_defname": "CPRZEAX.DEF",
"projectile_spin": false
@ -1965,7 +1965,7 @@
"id": 194,
"level": 0,
"name": [ "Werewolf" ],
"faction": -1,
"faction": 9,
"defname": "ZM194Z.DEF"
},
@ -1973,7 +1973,7 @@
"id": 195,
"level": 0,
"name": [ "HellSteed" ],
"faction": -1,
"faction": 9,
"defname": "ZM195Z.DEF"
},
@ -1981,7 +1981,7 @@
"id": 196,
"level": 0,
"name": [ "Dracolich" ],
"faction": -1,
"faction": 9,
"defname": "ZM196Z.DEF",
"projectile_defname": "SMBALX.DEF",
"projectile_spin": false

View File

@ -6,6 +6,7 @@
"CREEP_SIZE": 4000,
"WEEKLY_GROWTH_PERCENT" : 10,
"NEUTRAL_STACK_EXP_DAILY" : 500,
"MAX_BUILDING_PER_TURN" : 1,
"DWELLINGS_ACCUMULATE_CREATURES" : true,
"ALL_CREATURES_GET_DOUBLE_MONTHS" : false
},
@ -16,4 +17,4 @@
"COMMANDERS": true,
"MITHRIL": false //so far unused
}
}
}

View File

@ -1,52 +1,13 @@
{
// Terrains properties related to heroes - ordered by faction (0 to 8)
// cost: ??
// native: native terrain for the faction
"terrains": [
{
"costs": [ 100, 150, 100, 150, 175, 125, 100, 100, 100, -1 ],
"native": 2
},
{
"costs": [ 100, 150, 100, 150, 175, 125, 100, 100, 100, -1 ],
"native": 2
},
{
"costs": [ 100, 150, 100, 100, 175, 125, 100, 100, 100, -1 ],
"native": 3
},
{
"costs": [ 100, 150, 100, 150, 175, 125, 100, 100, 100, -1 ],
"native": 7
},
{
"costs": [ 100, 150, 100, 150, 175, 125, 100, 100, 100, -1 ],
"native": 0
},
{
"costs": [ 100, 150, 100, 150, 175, 125, 100, 100, 100, -1 ],
"native": 6
},
{
"costs": [ 100, 150, 100, 150, 175, 100, 100, 100, 100, -1 ],
"native": 5
},
{
"costs": [ 100, 150, 100, 150, 100, 125, 100, 100, 100, -1 ],
"native": 4
},
{
"costs": [ 100, 150, 100, 150, 175, 125, 100, 100, 100, -1 ],
"native": 2
}
]
// Movement costs on different terrains
"dirt" : 100,
"sand" : 150,
"grass" : 100,
"snow" : 150,
"swamp" : 175,
"rough" : 125,
"subterra" : 100,
"lava" : 100,
"water" : 100,
"rock" : -1,
}

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@ -1,17 +0,0 @@
{
// Some town pictures, ordered by the town number (0 to 8)
// town_background: background inside the town
// guild_background: background inside the mage guild
// building_picture: picture inside the city hall
"town_pictures": [
{ "town_background": "TBCSBACK.bmp", "guild_background": "TPMAGECS.bmp", "building_picture": "HALLCSTL.DEF" },
{ "town_background": "TBRMBACK.bmp", "guild_background": "TPMAGERM.bmp", "building_picture": "HALLRAMP.DEF" },
{ "town_background": "TBTWBACK.bmp", "guild_background": "TPMAGETW.bmp", "building_picture": "HALLTOWR.DEF" },
{ "town_background": "TBINBACK.bmp", "guild_background": "TPMAGEIN.bmp", "building_picture": "HALLINFR.DEF" },
{ "town_background": "TBNCBACK.bmp", "guild_background": "TPMAGENC.bmp", "building_picture": "HALLNECR.DEF" },
{ "town_background": "TBDNBACK.bmp", "guild_background": "TPMAGEDN.bmp", "building_picture": "HALLDUNG.DEF" },
{ "town_background": "TBSTBACK.bmp", "guild_background": "TPMAGEST.bmp", "building_picture": "HALLSTRN.DEF" },
{ "town_background": "TBFRBACK.bmp", "guild_background": "TPMAGEFR.bmp", "building_picture": "HALLFORT.DEF" },
{ "town_background": "TBELBACK.bmp", "guild_background": "TPMAGEEL.bmp", "building_picture": "HALLELEM.DEF" }
]
}

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@ -596,7 +596,7 @@ BattleInfo * BattleInfo::setupBattle( int3 tile, int terrain, int battlefieldTyp
{
curB->town = town;
curB->siege = town->fortLevel();
curB->terrainType = VLC->heroh->nativeTerrains[town->town->typeID];
curB->terrainType = VLC->townh->factions[town->town->typeID].nativeTerrain;
}
else
{

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@ -321,7 +321,7 @@ bool CBattleInfoEssentials::battleCanFlee(int player) const
if(mySide == BattleSide::DEFENDER && battleGetSiegeLevel())
{
auto town = battleGetDefendedTown();
if(!(town->subID == 6 && town->hasBuilt(EBuilding::SPECIAL_1))) //not a stronghold with escape tunnel
if(!town->hasBuilt(EBuilding::ESCAPE_TUNNEL, ETownType::STRONGHOLD))
return false;
}

View File

@ -5,7 +5,7 @@
#include "Filesystem/CResourceLoader.h"
#include "VCMI_Lib.h"
#include "CGameState.h"
#include "CHeroHandler.h"
#include "CTownHandler.h"
#include "CModHandler.h"
using namespace boost::assign;
@ -148,11 +148,9 @@ std::string CCreature::nodeName() const
bool CCreature::isItNativeTerrain(int terrain) const
{
if(!vstd::iswithin(faction, 0, 9))
return false;
assert(vstd::contains(VLC->townh->factions, faction));
//not good handler dependency
return VLC->heroh->nativeTerrains[faction] == terrain;
return VLC->townh->factions[faction].nativeTerrain == terrain;
}
int readNumber(int & befi, int & i, int andame, std::string & buf) //helper function for void CCreatureHandler::loadCreatures() and loadUnitAnimInfo()

View File

@ -528,7 +528,12 @@ std::pair<int,int> CGameState::pickObject (CGObjectInstance *obj)
{
f = scenarioOps->getIthPlayersSettings(align).castle;
}
if(f<0) f = ran()%VLC->townh->towns.size();
if(f<0)
{
auto iter = VLC->townh->towns.begin();
std::advance(iter, ran()%VLC->townh->towns.size());
f = iter->first;
}
return std::pair<int,int>(GameConstants::TOWNI_TYPE,f);
}
case 162: //random monster lvl5
@ -1290,15 +1295,15 @@ void CGameState::init(StartInfo * si)
if(vti->builtBuildings.find(-50)!=vti->builtBuildings.end()) //give standard set of buildings
{
vti->builtBuildings.erase(-50);
vti->builtBuildings.insert(10);
vti->builtBuildings.insert(5);
vti->builtBuildings.insert(30);
vti->builtBuildings.insert(EBuilding::VILLAGE_HALL);
vti->builtBuildings.insert(EBuilding::TAVERN);
vti->builtBuildings.insert(EBuilding::DWELL_FIRST);
if(ran()%2)
vti->builtBuildings.insert(31);
vti->builtBuildings.insert(EBuilding::DWELL_FIRST+1);
}
if (vstd::contains(vti->builtBuildings,(6)) && vti->state()==2)
vti->builtBuildings.erase(6);//if we have harbor without water - erase it (this is H3 behaviour)
if (vstd::contains(vti->builtBuildings, EBuilding::SHIPYARD) && vti->state()==2)
vti->builtBuildings.erase(EBuilding::SHIPYARD);//if we have harbor without water - erase it (this is H3 behaviour)
//init hordes
for (int i = 0; i<GameConstants::CREATURES_PER_TOWN; i++)
@ -1307,15 +1312,15 @@ void CGameState::init(StartInfo * si)
vti->builtBuildings.erase(-31-i);//remove old ID
if (vti->town->hordeLvl[0] == i)//if town first horde is this one
{
vti->builtBuildings.insert(18);//add it
if (vstd::contains(vti->builtBuildings,(37+i)))//if we have upgraded dwelling as well
vti->builtBuildings.insert(19);//add it as well
vti->builtBuildings.insert(EBuilding::HORDE_1);//add it
if (vstd::contains(vti->builtBuildings,(EBuilding::DWELL_UP_FIRST+i)))//if we have upgraded dwelling as well
vti->builtBuildings.insert(EBuilding::HORDE_1_UPGR);//add it as well
}
if (vti->town->hordeLvl[1] == i)//if town second horde is this one
{
vti->builtBuildings.insert(24);
if (vstd::contains(vti->builtBuildings,(37+i)))
vti->builtBuildings.insert(25);
vti->builtBuildings.insert(EBuilding::HORDE_2);
if (vstd::contains(vti->builtBuildings,(EBuilding::DWELL_UP_FIRST+i)))
vti->builtBuildings.insert(EBuilding::HORDE_2_UPGR);
}
}
@ -1327,9 +1332,9 @@ void CGameState::init(StartInfo * si)
{
ev->buildings.erase(-31-i);
if (vti->town->hordeLvl[0] == i)
ev->buildings.insert(18);
ev->buildings.insert(EBuilding::HORDE_1);
if (vti->town->hordeLvl[1] == i)
ev->buildings.insert(24);
ev->buildings.insert(EBuilding::HORDE_2);
}
}
//init spells
@ -2058,7 +2063,7 @@ int CGameState::victoryCheck( ui8 player ) const
BOOST_FOREACH(const CGTownInstance *t, map->towns)
if((t == map->victoryCondition.obj || !map->victoryCondition.obj)
&& t->tempOwner == player
&& vstd::contains(t->builtBuildings, EBuilding::GRAIL))
&& t->hasBuilt(EBuilding::GRAIL))
return 1;
break;
@ -2687,7 +2692,7 @@ void InfoAboutTown::initFromTown(const CGTownInstance *t, bool detailed)
//include details about hero
details = new Details;
details->goldIncome = t->dailyIncome();
details->customRes = vstd::contains(t->builtBuildings, 15);
details->customRes = t->hasBuilt(EBuilding::RESOURCE_SILO);
details->hallLevel = t->hallLevel();
details->garrisonedHero = t->garrisonHero;
}

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@ -356,26 +356,11 @@ ui64 CHeroHandler::reqExp (ui32 level) const
void CHeroHandler::loadTerrains()
{
int faction = 0;
const JsonNode config(ResourceID("config/terrains.json"));
nativeTerrains.resize(GameConstants::F_NUMBER);
BOOST_FOREACH(const JsonNode &terrain, config["terrains"].Vector()) {
BOOST_FOREACH(const JsonNode &cost, terrain["costs"].Vector()) {
int curCost = cost.Float();
heroClasses[2*faction]->terrCosts.push_back(curCost);
heroClasses[2*faction+1]->terrCosts.push_back(curCost);
}
nativeTerrains[faction] = terrain["native"].Float();
faction ++;
}
assert(faction == GameConstants::F_NUMBER);
terrCosts.reserve(GameConstants::TERRAIN_TYPES);
BOOST_FOREACH(const std::string & name, GameConstants::TERRAIN_NAMES)
terrCosts.push_back(config[name].Float());
}
CHero::CHero()

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@ -69,7 +69,6 @@ public:
std::vector<std::pair<int,int> > primChance;//primChance[PRIMARY_SKILL_ID] - first is for levels 2 - 9, second for 10+;;; probability (%) of getting point of primary skill when getting new level
std::vector<int> proSec; //probabilities of gaining secondary skills (out of 112), in id order
int selectionProbability[9]; //probability of selection in towns
std::vector<int> terrCosts; //default costs of going through terrains: dirt, sand, grass, snow, swamp, rough, subterranean, lava, water, rock; -1 means terrain is imapassable
int chooseSecSkill(const std::set<int> & possibles) const; //picks secondary skill out from given possibilities
CHeroClass(); //c-tor
@ -78,7 +77,7 @@ public:
template <typename Handler> void serialize(Handler &h, const int version)
{
h & skillLimit & name & aggression & initialAttack & initialDefence & initialPower & initialKnowledge & primChance
& proSec & selectionProbability & terrCosts & alignment;
& proSec & selectionProbability & alignment;
}
EAlignment::EAlignment getAlignment();
};
@ -125,6 +124,9 @@ public:
std::vector< ConstTransitivePtr<CHero> > heroes; //changed from nodrze
std::vector<CHeroClass *> heroClasses;
std::vector<ui64> expPerLevel; //expPerLEvel[i] is amount of exp needed to reach level i; if it is not in this vector, multiplicate last value by 1,2 to get next value
//default costs of going through terrains: dirt, sand, grass, snow, swamp, rough, subterranean, lava, water, rock; -1 means terrain is imapassable
std::vector<int> terrCosts;
struct SBallisticsLevelInfo
{
@ -142,8 +144,6 @@ public:
std::map<int, CObstacleInfo> obstacles; //info about obstacles that may be placed on battlefield
std::map<int, CObstacleInfo> absoluteObstacles; //info about obstacles that may be placed on battlefield
std::vector<int> nativeTerrains; //info about native terrains of different factions
void loadObstacles(); //loads info about obstacles
std::vector<SPuzzleInfo> puzzleInfo[GameConstants::F_NUMBER]; //descriptions of puzzles
@ -161,7 +161,7 @@ public:
template <typename Handler> void serialize(Handler &h, const int version)
{
h & heroClasses & heroes & expPerLevel & ballistics & nativeTerrains & puzzleInfo;
h & heroClasses & heroes & expPerLevel & ballistics & terrCosts & puzzleInfo;
h & obstacles & absoluteObstacles;
if(!h.saving)
{

View File

@ -53,6 +53,7 @@ void CModHandler::loadConfigFromFile (std::string name)
settings.CREEP_SIZE = hardcodedFeatures["CREEP_SIZE"].Float();
settings.WEEKLY_GROWTH = hardcodedFeatures["WEEKLY_GROWTH_PERCENT"].Float();
settings.NEUTRAL_STACK_EXP = hardcodedFeatures["NEUTRAL_STACK_EXP_DAILY"].Float();
settings.MAX_BUILDING_PER_TURN = hardcodedFeatures["MAX_BUILDING_PER_TURN"].Float();
settings.DWELLINGS_ACCUMULATE_CREATURES = hardcodedFeatures["DWELLINGS_ACCUMULATE_CREATURES"].Bool();
settings.ALL_CREATURES_GET_DOUBLE_MONTHS = hardcodedFeatures["ALL_CREATURES_GET_DOUBLE_MONTHS"].Bool();
@ -125,11 +126,7 @@ CCreature * CModHandler::loadCreature (const JsonNode &node)
if (!value->isNull())
cre->addBonus(value->Float(), Bonus::CASTS);
value = &node["doubleWide"];
if (!value->isNull())
cre->doubleWide = value->Bool();
else
cre->doubleWide = false;
cre->doubleWide = value->Bool();
value = &node["abilities"];
if (!value->isNull())
@ -191,7 +188,7 @@ void CModHandler::recreateHandlers()
{
//TODO: consider some template magic to unify all handlers?
VLC->arth->artifacts.clear();
VLC->arth->artifacts.clear();
VLC->creh->creatures.clear(); //TODO: what about items from original game?
BOOST_FOREACH (auto mod, activeMods)
@ -213,4 +210,4 @@ void CModHandler::recreateHandlers()
CModHandler::~CModHandler()
{
}
}

View File

@ -83,6 +83,7 @@ public:
int CREEP_SIZE; // neutral stacks won't grow beyond this number
int WEEKLY_GROWTH; //percent
int NEUTRAL_STACK_EXP;
int MAX_BUILDING_PER_TURN;
bool DWELLINGS_ACCUMULATE_CREATURES;
bool ALL_CREATURES_GET_DOUBLE_MONTHS;

View File

@ -553,7 +553,10 @@ ui32 CGHeroInstance::getTileCost(const TerrainTile &dest, const TerrainTile &fro
}
else
{
ret = type->heroClass->terrCosts[from.tertype];
assert(vstd::contains(VLC->townh->factions, type->heroType / 2));
if (VLC->townh->factions[type->heroType / 2].nativeTerrain != from.tertype) //non-native terrain
ret = VLC->heroh->terrCosts[from.tertype];
ret = std::max(ret - 25*unsigned(getSecSkillLevel(CGHeroInstance::PATHFINDING)), 100u); //reduce 25% of terrain penalty for each pathfinding level
}
return ret;
@ -1820,11 +1823,11 @@ void CGDwelling::fightOver(const CGHeroInstance *h, BattleResult *result) const
int CGTownInstance::getSightRadious() const //returns sight distance
{
if (subID == 2) //tower
if (subID == ETownType::TOWER)
{
if ((builtBuildings.find(26)) != builtBuildings.end()) //skyship
if (hasBuilt(EBuilding::GRAIL)) //skyship
return -1; //entire map
else if ((builtBuildings.find(21)) != builtBuildings.end()) //lookout tower
else if (hasBuilt(EBuilding::LOOKOUT_TOWER)) //lookout tower
return 20;
}
return 5;
@ -1854,38 +1857,38 @@ void CGTownInstance::setPropertyDer(ui8 what, ui32 val)
}
CGTownInstance::EFortLevel CGTownInstance::fortLevel() const //0 - none, 1 - fort, 2 - citadel, 3 - castle
{
if((builtBuildings.find(9))!=builtBuildings.end())
if (hasBuilt(EBuilding::CASTLE))
return CASTLE;
if((builtBuildings.find(8))!=builtBuildings.end())
if (hasBuilt(EBuilding::CITADEL))
return CITADEL;
if((builtBuildings.find(7))!=builtBuildings.end())
if (hasBuilt(EBuilding::FORT))
return FORT;
return NONE;
}
int CGTownInstance::hallLevel() const // -1 - none, 0 - village, 1 - town, 2 - city, 3 - capitol
{
if ((builtBuildings.find(13))!=builtBuildings.end())
if (hasBuilt(EBuilding::CAPITOL))
return 3;
if ((builtBuildings.find(12))!=builtBuildings.end())
if (hasBuilt(EBuilding::CITY_HALL))
return 2;
if ((builtBuildings.find(11))!=builtBuildings.end())
if (hasBuilt(EBuilding::TOWN_HALL))
return 1;
if ((builtBuildings.find(10))!=builtBuildings.end())
if (hasBuilt(EBuilding::VILLAGE_HALL))
return 0;
return -1;
}
int CGTownInstance::mageGuildLevel() const
{
if ((builtBuildings.find(4))!=builtBuildings.end())
if (hasBuilt(EBuilding::MAGES_GUILD_5))
return 5;
if ((builtBuildings.find(3))!=builtBuildings.end())
if (hasBuilt(EBuilding::MAGES_GUILD_4))
return 4;
if ((builtBuildings.find(2))!=builtBuildings.end())
if (hasBuilt(EBuilding::MAGES_GUILD_3))
return 3;
if ((builtBuildings.find(1))!=builtBuildings.end())
if (hasBuilt(EBuilding::MAGES_GUILD_2))
return 2;
if ((builtBuildings.find(0))!=builtBuildings.end())
if (hasBuilt(EBuilding::MAGES_GUILD_1))
return 1;
return 0;
}
@ -1896,7 +1899,7 @@ int CGTownInstance::creatureDwellingLevel(int dwelling) const
return -1;
for (int i=0; ; i++)
{
if (!vstd::contains(builtBuildings, 30+dwelling+i*GameConstants::CREATURES_PER_TOWN))
if (!hasBuilt(EBuilding::DWELL_FIRST+dwelling+i*GameConstants::CREATURES_PER_TOWN))
return i-1;
}
}
@ -1915,7 +1918,7 @@ GrowthInfo CGTownInstance::getGrowthInfo(int level) const
if (level<0 || level >=GameConstants::CREATURES_PER_TOWN)
return ret;
if (!vstd::contains(builtBuildings, EBuilding::DWELL_FIRST+level))
if (!hasBuilt(EBuilding::DWELL_FIRST+level))
return ret; //no dwelling
const CCreature *creature = VLC->creh->creatures[creatures[level].second.back()];
@ -1924,17 +1927,17 @@ GrowthInfo CGTownInstance::getGrowthInfo(int level) const
ret.entries.push_back(GrowthInfo::Entry(VLC->generaltexth->allTexts[590], base));// \n\nBasic growth %d"
if ( vstd::contains(builtBuildings, EBuilding::CASTLE))
if (hasBuilt(EBuilding::CASTLE))
ret.entries.push_back(GrowthInfo::Entry(subID, EBuilding::CASTLE, castleBonus = base));
else if ( vstd::contains(builtBuildings, EBuilding::CITADEL))
else if (hasBuilt(EBuilding::CITADEL))
ret.entries.push_back(GrowthInfo::Entry(subID, EBuilding::CITADEL, castleBonus = base / 2));
if(town->hordeLvl[0] == level)//horde 1
if( vstd::contains(builtBuildings, EBuilding::HORDE_1) || vstd::contains(builtBuildings, EBuilding::HORDE_1_UPGR))
if(hasBuilt(EBuilding::HORDE_1))
ret.entries.push_back(GrowthInfo::Entry(subID, EBuilding::HORDE_1, creature->hordeGrowth));
if(town->hordeLvl[1] == level)//horde 2
if(vstd::contains(builtBuildings, EBuilding::HORDE_2) || vstd::contains(builtBuildings, EBuilding::HORDE_2_UPGR))
if(hasBuilt(EBuilding::HORDE_2))
ret.entries.push_back(GrowthInfo::Entry(subID, EBuilding::HORDE_2, creature->hordeGrowth));
int dwellingBonus = 0;
@ -1958,7 +1961,7 @@ GrowthInfo CGTownInstance::getGrowthInfo(int level) const
BOOST_FOREACH(const Bonus *b, *bonuses2)
ret.entries.push_back(GrowthInfo::Entry(b->Description() + " %+d", b->val * (base + castleBonus) / 100));
if(vstd::contains(builtBuildings, EBuilding::GRAIL)) //grail - +50% to ALL (so far added) growth
if(hasBuilt(EBuilding::GRAIL)) //grail - +50% to ALL (so far added) growth
ret.entries.push_back(GrowthInfo::Entry(subID, EBuilding::GRAIL, ret.totalGrowth() / 2));
return ret;
@ -1967,25 +1970,26 @@ GrowthInfo CGTownInstance::getGrowthInfo(int level) const
int CGTownInstance::dailyIncome() const
{
int ret = 0;
if ((builtBuildings.find(26))!=builtBuildings.end())
if (hasBuilt(EBuilding::GRAIL))
ret+=5000;
if ((builtBuildings.find(13))!=builtBuildings.end())
if (hasBuilt(EBuilding::CAPITOL))
ret+=4000;
else if ((builtBuildings.find(12))!=builtBuildings.end())
else if (hasBuilt(EBuilding::CITY_HALL))
ret+=2000;
else if ((builtBuildings.find(11))!=builtBuildings.end())
else if (hasBuilt(EBuilding::TOWN_HALL))
ret+=1000;
else if ((builtBuildings.find(10))!=builtBuildings.end())
else if (hasBuilt(EBuilding::VILLAGE_HALL))
ret+=500;
return ret;
}
bool CGTownInstance::hasFort() const
{
return (builtBuildings.find(7))!=builtBuildings.end();
return hasBuilt(EBuilding::FORT);
}
bool CGTownInstance::hasCapitol() const
{
return (builtBuildings.find(13))!=builtBuildings.end();
return hasBuilt(EBuilding::CAPITOL);
}
CGTownInstance::CGTownInstance()
:IShipyard(this), IMarket(this)
@ -2006,8 +2010,10 @@ int CGTownInstance::spellsAtLevel(int level, bool checkGuild) const
if(checkGuild && mageGuildLevel() < level)
return 0;
int ret = 6 - level; //how many spells are available at this level
if(subID == 2 && vstd::contains(builtBuildings,22)) //magic library in Tower
if (hasBuilt(EBuilding::LIBRARY, ETownType::TOWER))
ret++;
return ret;
}
@ -2074,7 +2080,7 @@ void CGTownInstance::initObj()
blockVisit = true;
hoverName = name + ", " + town->Name();
if (subID == 5)
if (subID == ETownType::DUNGEON)
creatures.resize(GameConstants::CREATURES_PER_TOWN+1);//extra dwelling for Dungeon
else
creatures.resize(GameConstants::CREATURES_PER_TOWN);
@ -2109,7 +2115,9 @@ void CGTownInstance::newTurn() const
{
if (cb->getDate(1) == 1) //reset on new week
{
if (vstd::contains(builtBuildings,17) && subID == 1 && cb->getDate(0) != 1 && (tempOwner < GameConstants::PLAYER_LIMIT) )//give resources for Rampart, Mystic Pond
//give resources for Rampart, Mystic Pond
if (hasBuilt(EBuilding::MYSTIC_POND, ETownType::RAMPART)
&& cb->getDate(0) != 1 && (tempOwner < GameConstants::PLAYER_LIMIT))
{
int resID = rand()%4+2;//bonus to random rare resource
resID = (resID==2)?1:resID;
@ -2119,10 +2127,10 @@ void CGTownInstance::newTurn() const
cb->setObjProperty (id, 15, resVal);
}
if ( subID == 5 )
if ( subID == ETownType::DUNGEON )
for (std::vector<CGTownBuilding*>::const_iterator i = bonusingBuildings.begin(); i!=bonusingBuildings.end(); i++)
{
if ((*i)->ID == 21)
if ((*i)->ID == EBuilding::MANA_VORTEX)
cb->setObjProperty (id, 12, (*i)->id); //reset visitors for Mana Vortex
}
@ -2249,7 +2257,7 @@ int CGTownInstance::getBoatType() const
int CGTownInstance::getMarketEfficiency() const
{
if(!vstd::contains(builtBuildings, 14))
if (!hasBuilt(EBuilding::MARKETPLACE))
return 0;
const PlayerState *p = cb->getPlayer(tempOwner);
@ -2257,7 +2265,7 @@ int CGTownInstance::getMarketEfficiency() const
int marketCount = 0;
BOOST_FOREACH(const CGTownInstance *t, p->towns)
if(vstd::contains(t->builtBuildings, 14))
if(t->hasBuilt(EBuilding::MARKETPLACE))
marketCount++;
return marketCount;
@ -2269,16 +2277,22 @@ bool CGTownInstance::allowsTrade(EMarketMode::EMarketMode mode) const
{
case EMarketMode::RESOURCE_RESOURCE:
case EMarketMode::RESOURCE_PLAYER:
return vstd::contains(builtBuildings, 14); // marketplace
return hasBuilt(EBuilding::MARKETPLACE);
case EMarketMode::ARTIFACT_RESOURCE:
case EMarketMode::RESOURCE_ARTIFACT:
return (subID == 2 || subID == 5 || subID == 8) && vstd::contains(builtBuildings, 17);//artifact merchants
return hasBuilt(EBuilding::ARTIFACT_MERCHANT, ETownType::TOWER)
|| hasBuilt(EBuilding::ARTIFACT_MERCHANT, ETownType::DUNGEON)
|| hasBuilt(EBuilding::ARTIFACT_MERCHANT, ETownType::CONFLUX);
case EMarketMode::CREATURE_RESOURCE:
return subID == 6 && vstd::contains(builtBuildings, 21); //Freelancer's guild
return hasBuilt(EBuilding::FREELANCERS_GUILD, ETownType::STRONGHOLD);
case EMarketMode::CREATURE_UNDEAD:
return subID == 4 && vstd::contains(builtBuildings, 22);//Skeleton transformer
return hasBuilt(EBuilding::SKELETON_TRANSFORMER, ETownType::NECROPOLIS);
case EMarketMode::RESOURCE_SKILL:
return subID == 8 && vstd::contains(builtBuildings, 21);//Magic University
return hasBuilt(EBuilding::MAGIC_UNIVERSITY, ETownType::CONFLUX);
default:
assert(0);
return false;
@ -2326,50 +2340,50 @@ void CGTownInstance::recreateBuildingsBonuses()
BOOST_FOREACH(Bonus *b, bl)
removeBonus(b);
//tricky! -> checks tavern only if no bratherhood of sword or not a castle
if(subID != ETownType::CASTLE || !addBonusIfBuilt(EBuilding::BROTHERHOOD, Bonus::MORALE, +2))
addBonusIfBuilt(EBuilding::TAVERN, Bonus::MORALE, +1);
if(subID != 0 || !addBonusIfBuilt(22, Bonus::MORALE, +2)) //tricky! -> checks tavern only if no bratherhood of sword or not a castle
addBonusIfBuilt(5, Bonus::MORALE, +1);
if(subID == 0) //castle
if(subID == ETownType::CASTLE) //castle
{
addBonusIfBuilt(17, Bonus::SEA_MOVEMENT, +500, make_shared<CPropagatorNodeType>(PLAYER)); //lighthouses
addBonusIfBuilt(26, Bonus::MORALE, +2, make_shared<CPropagatorNodeType>(PLAYER)); //colossus
addBonusIfBuilt(EBuilding::LIGHTHOUSE, Bonus::SEA_MOVEMENT, +500, make_shared<CPropagatorNodeType>(PLAYER));
addBonusIfBuilt(EBuilding::GRAIL, Bonus::MORALE, +2, make_shared<CPropagatorNodeType>(PLAYER)); //colossus
}
else if(subID == 1) //rampart
else if(subID == ETownType::RAMPART) //rampart
{
addBonusIfBuilt(21, Bonus::LUCK, +2); //fountain of fortune
addBonusIfBuilt(21, Bonus::LUCK, +2, make_shared<CPropagatorNodeType>(PLAYER)); //guardian spirit
addBonusIfBuilt(EBuilding::FOUNTAIN_OF_FORTUNE, Bonus::LUCK, +2); //fountain of fortune
addBonusIfBuilt(EBuilding::GRAIL, Bonus::LUCK, +2, make_shared<CPropagatorNodeType>(PLAYER)); //guardian spirit
}
else if(subID == 2) //tower
else if(subID == ETownType::RAMPART) //tower
{
addBonusIfBuilt(26, Bonus::PRIMARY_SKILL, +15, PrimarySkill::KNOWLEDGE); //grail
addBonusIfBuilt(EBuilding::GRAIL, Bonus::PRIMARY_SKILL, +15, PrimarySkill::KNOWLEDGE); //grail
}
else if(subID == 3) //Inferno
else if(subID == ETownType::TOWER) //Inferno
{
addBonusIfBuilt(21, Bonus::PRIMARY_SKILL, +2, PrimarySkill::SPELL_POWER); //Brimstone Clouds
addBonusIfBuilt(EBuilding::STORMCLOUDS, Bonus::PRIMARY_SKILL, +2, PrimarySkill::SPELL_POWER); //Brimstone Clouds
}
else if(subID == 4) //necropolis
else if(subID == ETownType::NECROPOLIS) //necropolis
{
addBonusIfBuilt(17, Bonus::DARKNESS, +20);
addBonusIfBuilt(21, Bonus::SECONDARY_SKILL_PREMY, +10, make_shared<CPropagatorNodeType>(PLAYER), CGHeroInstance::NECROMANCY); //necromancy amplifier
addBonusIfBuilt(26, Bonus::SECONDARY_SKILL_PREMY, +20, make_shared<CPropagatorNodeType>(PLAYER), CGHeroInstance::NECROMANCY); //Soul prison
addBonusIfBuilt(EBuilding::COVER_OF_DARKNESS, Bonus::DARKNESS, +20);
addBonusIfBuilt(EBuilding::NECROMANCY_AMPLIFIER, Bonus::SECONDARY_SKILL_PREMY, +10, make_shared<CPropagatorNodeType>(PLAYER), CGHeroInstance::NECROMANCY); //necromancy amplifier
addBonusIfBuilt(EBuilding::GRAIL, Bonus::SECONDARY_SKILL_PREMY, +20, make_shared<CPropagatorNodeType>(PLAYER), CGHeroInstance::NECROMANCY); //Soul prison
}
else if(subID == 5) //Dungeon
else if(subID == ETownType::DUNGEON) //Dungeon
{
addBonusIfBuilt(26, Bonus::PRIMARY_SKILL, +12, PrimarySkill::SPELL_POWER); //grail
addBonusIfBuilt(EBuilding::GRAIL, Bonus::PRIMARY_SKILL, +12, PrimarySkill::SPELL_POWER); //grail
}
else if(subID == 6) //Stronghold
else if(subID == ETownType::STRONGHOLD) //Stronghold
{
addBonusIfBuilt(26, Bonus::PRIMARY_SKILL, +20, PrimarySkill::ATTACK); //grail
addBonusIfBuilt(EBuilding::GRAIL, Bonus::PRIMARY_SKILL, +20, PrimarySkill::ATTACK); //grail
}
else if(subID == 7) //Fortress
else if(subID == ETownType::FORTRESS) //Fortress
{
addBonusIfBuilt(21, Bonus::PRIMARY_SKILL, +2, PrimarySkill::DEFENSE); //Glyphs of Fear
addBonusIfBuilt(22, Bonus::PRIMARY_SKILL, +2, PrimarySkill::ATTACK); //Blood Obelisk
addBonusIfBuilt(26, Bonus::PRIMARY_SKILL, +10, PrimarySkill::ATTACK); //grail
addBonusIfBuilt(26, Bonus::PRIMARY_SKILL, +10, PrimarySkill::DEFENSE); //grail
addBonusIfBuilt(EBuilding::GLYPHS_OF_FEAR, Bonus::PRIMARY_SKILL, +2, PrimarySkill::DEFENSE); //Glyphs of Fear
addBonusIfBuilt(EBuilding::BLOOD_OBELISK, Bonus::PRIMARY_SKILL, +2, PrimarySkill::ATTACK); //Blood Obelisk
addBonusIfBuilt(EBuilding::GRAIL, Bonus::PRIMARY_SKILL, +10, PrimarySkill::ATTACK); //grail
addBonusIfBuilt(EBuilding::GRAIL, Bonus::PRIMARY_SKILL, +10, PrimarySkill::DEFENSE); //grail
}
else if(subID == 8)
else if(subID == ETownType::CONFLUX)
{
}
@ -2382,7 +2396,7 @@ bool CGTownInstance::addBonusIfBuilt(int building, int type, int val, int subtyp
bool CGTownInstance::addBonusIfBuilt(int building, int type, int val, TPropagatorPtr prop, int subtype /*= -1*/)
{
if(vstd::contains(builtBuildings, building))
if(hasBuilt(building))
{
std::ostringstream descr;
descr << VLC->generaltexth->buildings[subID][building].first << " ";
@ -2466,11 +2480,19 @@ const CArmedInstance * CGTownInstance::getUpperArmy() const
return this;
}
bool CGTownInstance::hasBuilt(int buildingID, int townID) const
{
if (townID == town->typeID || townID == ETownType::ANY)
return hasBuilt(buildingID);
return false;
}
bool CGTownInstance::hasBuilt(int buildingID) const
{
return vstd::contains(builtBuildings, buildingID);
}
bool CGVisitableOPH::wasVisited (const CGHeroInstance * h) const
{
return vstd::contains(visitors, h->id);
@ -2828,13 +2850,13 @@ void COPWBonus::setProperty(ui8 what, ui32 val)
void COPWBonus::onHeroVisit (const CGHeroInstance * h) const
{
int heroID = h->id;
if (town->builtBuildings.find(ID) != town->builtBuildings.end())
if (town->hasBuilt(ID))
{
InfoWindow iw;
iw.player = h->tempOwner;
switch (town->subID)
{
case 0: //Stables
case ETownType::CASTLE: //Stables
if (!h->hasBonusFrom(Bonus::OBJECT, 94)) //does not stack with advMap Stables
{
GiveBonus gb;
@ -2845,7 +2867,7 @@ void COPWBonus::onHeroVisit (const CGHeroInstance * h) const
cb->showInfoDialog(&iw);
}
break;
case 5: //Mana Vortex
case ETownType::DUNGEON: //Mana Vortex
if (visitors.empty() && h->mana <= h->manaLimit() * 2)
{
cb->setManaPoints (heroID, 2 * h->manaLimit());
@ -2872,34 +2894,34 @@ void CTownBonus::setProperty (ui8 what, ui32 val)
void CTownBonus::onHeroVisit (const CGHeroInstance * h) const
{
int heroID = h->id;
if ((town->builtBuildings.find(ID) != town->builtBuildings.end()) && (visitors.find(heroID) == visitors.end()))
if (town->hasBuilt(ID) && visitors.find(heroID) == visitors.end())
{
InfoWindow iw;
int what=0, val=0, mid=0;
switch (ID)
{
case 23:
case EBuilding::SPECIAL_4:
switch(town->subID)
{
case 2: //wall
case ETownType::TOWER: //wall
what = 3;
val = 1;
mid = 581;
iw.components.push_back (Component(Component::PRIM_SKILL, 3, 1, 0));
break;
case 3: //order of fire
case ETownType::INFERNO: //order of fire
what = 2;
val = 1;
mid = 582;
iw.components.push_back (Component(Component::PRIM_SKILL, 2, 1, 0));
break;
case 6://hall of valhalla
case ETownType::STRONGHOLD://hall of valhalla
what = 0;
val = 1;
mid = 584;
iw.components.push_back (Component(Component::PRIM_SKILL, 0, 1, 0));
break;
case 5://academy of battle scholars
case ETownType::DUNGEON://academy of battle scholars
what = 4;
val = 1000*(100+h->getSecSkillLevel(CGHeroInstance::LEARNING)*5)/100.0;
mid = 583;
@ -2907,10 +2929,10 @@ void CTownBonus::onHeroVisit (const CGHeroInstance * h) const
break;
}
break;
case 17:
case EBuilding::SPECIAL_1:
switch(town->subID)
{
case 7: //cage of warlords
case ETownType::FORTRESS: //cage of warlords
what = 1;
val = 1;
mid = 585;
@ -6919,7 +6941,7 @@ void CArmedInstance::updateMoraleBonusFromArmy()
//-1 modifier for any Necropolis unit in army
const ui8 UNDEAD_MODIFIER_ID = -2;
Bonus *undeadModifier = getBonusList().getFirst(Selector::source(Bonus::ARMY, UNDEAD_MODIFIER_ID));
if(vstd::contains(factions,4))
if(vstd::contains(factions, ETownType::NECROPOLIS))
{
if(!undeadModifier)
addNewBonus(new Bonus(Bonus::PERMANENT, Bonus::MORALE, Bonus::ARMY, -1, UNDEAD_MODIFIER_ID, VLC->generaltexth->arraytxt[116]));

View File

@ -1,11 +1,5 @@
#pragma once
#ifndef _MSC_VER
#include "CHeroHandler.h"
#include "CTownHandler.h"
#include "../lib/VCMI_Lib.h"
#endif
#include "../lib/CCreatureSet.h"
#include "CArtHandler.h"
#include "../lib/ConstTransitivePtr.h"
@ -636,7 +630,9 @@ public:
GrowthInfo getGrowthInfo(int level) const;
bool hasFort() const;
bool hasCapitol() const;
//checks if building is constructed and town has same subID
bool hasBuilt(int buildingID) const;
bool hasBuilt(int buildingID, int townID) const;
int dailyIncome() const; //calculates daily income of this town
int spellsAtLevel(int level, bool checkGuild) const; //levels are counted from 1 (1 - 5)
void removeCapitols (ui8 owner) const;

View File

@ -17,8 +17,6 @@
*
*/
static std::string emptyStr = "";
const std::string & CBuilding::Name() const
{
if(name.length())
@ -26,7 +24,7 @@ const std::string & CBuilding::Name() const
else if(vstd::contains(VLC->generaltexth->buildings,tid) && vstd::contains(VLC->generaltexth->buildings[tid],bid))
return VLC->generaltexth->buildings[tid][bid].first;
tlog2 << "Warning: Cannot find name text for building " << bid << "for " << tid << "town.\n";
return emptyStr;
return name;
}
const std::string & CBuilding::Description() const
@ -36,7 +34,30 @@ const std::string & CBuilding::Description() const
else if(vstd::contains(VLC->generaltexth->buildings,tid) && vstd::contains(VLC->generaltexth->buildings[tid],bid))
return VLC->generaltexth->buildings[tid][bid].second;
tlog2 << "Warning: Cannot find description text for building " << bid << "for " << tid << "town.\n";
return emptyStr;
return description;
}
CBuilding::BuildingType CBuilding::getBase() const
{
const CBuilding * build = this;
while (build->upgrade >= 0)
build = VLC->townh->towns[build->tid].buildings[build->upgrade];
return build->bid;
}
si32 CBuilding::getDistance(CBuilding::BuildingType buildID) const
{
const CBuilding * build = VLC->townh->towns[tid].buildings[buildID];
int distance = 0;
while (build->upgrade >= 0 && build != this)
{
build = VLC->townh->towns[build->tid].buildings[build->upgrade];
distance++;
}
if (build == this)
return distance;
return -1;
}
const std::string & CTown::Name() const
@ -65,9 +86,8 @@ JsonNode readBuilding(CLegacyConfigParser & parser)
JsonNode ret;
JsonNode & cost = ret["cost"];
const std::string resources [] = {"wood", "mercury", "ore", "sulfur", "crystal", "gems", "gold"};
BOOST_FOREACH(const std::string & resID, resources)
//note: this code will try to parse mithril as well but wil always return 0 for it
BOOST_FOREACH(const std::string & resID, GameConstants::RESOURCE_NAMES)
cost[resID].Float() = parser.readNumber();
parser.endLine();
@ -139,17 +159,27 @@ void CTownHandler::loadBuilding(CTown &town, const JsonNode & source)
{
CBuilding * ret = new CBuilding;
ret->name = source["name"].String();
ret->description = source["description"].String();
static const std::string modes [] = {"normal", "auto", "special", "grail"};
ret->mode = boost::find(modes, source["mode"].String()) - modes;
ret->tid = town.typeID;
ret->bid = source["id"].Float();
ret->name = source["name"].String();
ret->description = source["description"].String();
ret->resources = TResources(source["cost"]);
BOOST_FOREACH(const JsonNode &building, source["requires"].Vector())
ret->requirements.insert(building.Float());
if (!source["upgrades"].isNull())
{
ret->requirements.insert(source["upgrades"].Float());
ret->upgrade = source["upgrades"].Float();
}
else
ret->upgrade = -1;
town.buildings[ret->bid] = ret;
}
@ -165,57 +195,39 @@ void CTownHandler::loadStructure(CTown &town, const JsonNode & source)
{
CStructure * ret = new CStructure;
ret->ID = source["id"].Float();
if (source["id"].isNull())
{
ret->building = nullptr;
ret->buildable = nullptr;
}
else
{
ret->building = town.buildings[source["id"].Float()];
if (source["builds"].isNull())
ret->buildable = ret->building;
else
ret->buildable = town.buildings[source["builds"].Float()];
}
ret->pos.x = source["x"].Float();
ret->pos.y = source["y"].Float();
ret->pos.z = 0;
ret->pos.z = source["z"].Float();
ret->defName = source["defname"].String();
ret->hiddenUpgrade = source["hidden"].Bool();
ret->defName = source["animation"].String();
ret->borderName = source["border"].String();
ret->areaName = source["area"].String();
ret->group = -1;
ret->townID = town.typeID;
town.clientInfo.structures[ret->ID] = ret;
town.clientInfo.structures.push_back(ret);
}
void CTownHandler::loadStructures(CTown &town, const JsonNode & source)
{
BOOST_FOREACH(const JsonNode &node, source["structures"].Vector())
BOOST_FOREACH(const JsonNode &node, source.Vector())
{
loadStructure(town, node);
}
// Read buildings blit order for that city
int itr = 1;
BOOST_FOREACH(const JsonNode &node, source["blit_order"].Vector())
{
int buildingID = node.Float();
/* Find the building and set its order. */
auto i2 = town.clientInfo.structures.find(buildingID);
if (i2 != (town.clientInfo.structures.end()))
i2->second->pos.z = itr++;
}
// Iterate for each group for that city
int groupID = 0;
BOOST_FOREACH(const JsonNode &group, source["groups"].Vector())
{
groupID++;
// Iterate for each bulding value in the group
BOOST_FOREACH(const JsonNode &value, group.Vector())
{
auto buildingIter = town.clientInfo.structures.find(value.Float());
if (buildingIter != town.clientInfo.structures.end())
{
buildingIter->second->group = groupID;
}
}
}
}
void CTownHandler::loadTownHall(CTown &town, const JsonNode & source)
@ -238,23 +250,27 @@ void CTownHandler::loadTownHall(CTown &town, const JsonNode & source)
}
}
void CTownHandler::loadTown(std::vector<CTown> &towns, const JsonNode & source)
void CTownHandler::loadClientData(CTown &town, const JsonNode & source)
{
towns.push_back(CTown());
CTown & town = towns.back();
town.clientInfo.hallBackground = source["hallBackground"].String();
town.clientInfo.musicTheme = source["musicTheme"].String();
town.clientInfo.townBackground = source["townBackground"].String();
town.clientInfo.guildWindow = source["guildWindow"].String();
town.clientInfo.buildingsIcons = source["buildingsIcons"].String();
//TODO: allow loading name and names vector from json and from h3 txt's
town.typeID = towns.size() - 1;
loadTownHall(town, source["hallSlots"]);
loadStructures(town, source["structures"]);
}
void CTownHandler::loadTown(CTown &town, const JsonNode & source)
{
town.bonus = town.typeID;
if (town.bonus==8)
town.bonus=3;
town.clientInfo.hallBackground = source["hallBackground"].String();
town.mageLevel = source["mage_guild"].Float();
town.primaryRes = source["primary_resource"].Float();
town.warMachine = source["war_machine"].Float();
town.mageLevel = source["mageGuild"].Float();
town.primaryRes = source["primaryResource"].Float();
town.warMachine = source["warMachine"].Float();
// Horde building creature level
BOOST_FOREACH(const JsonNode &node, source["horde"].Vector())
@ -272,20 +288,37 @@ void CTownHandler::loadTown(std::vector<CTown> &towns, const JsonNode & source)
town.creatures.push_back(level);
}
loadTownHall(town, source["hallSlots"]);
loadBuildings(town, source["buildings"]);
loadStructures(town, source);
loadBuildings(town, source["buildings"]);
loadClientData(town,source);
}
void CTownHandler::loadTowns(std::vector<CTown> &towns, const JsonNode & source)
void CTownHandler::loadFactions(const JsonNode &source)
{
BOOST_FOREACH(const JsonNode & node, source.Vector())
BOOST_FOREACH(auto & node, source.Struct())
{
loadTown(towns, node);
}
int id = node.second["index"].Float();
CFaction & faction = factions[id];
// ensure that correct number of town have been loaded. Safe to remove
assert(towns.size() == GameConstants::F_NUMBER);
faction.factionID = id;
faction.name = node.first;
faction.creatureBg120 = node.second["creatureBackground"]["120px"].String();
faction.creatureBg130 = node.second["creatureBackground"]["130px"].String();
if (!node.second["nativeTerrain"].isNull())
{
//get terrain as string and converto to numeric ID
faction.nativeTerrain = boost::find(GameConstants::TERRAIN_NAMES, node.second["nativeTerrain"].String()) - GameConstants::TERRAIN_NAMES;
}
else
faction.nativeTerrain = -1;
if (!node.second["town"].isNull())
{
towns[id].typeID = id;
loadTown(towns[id], node.second["town"]);
}
}
}
void CTownHandler::load()
@ -295,23 +328,33 @@ void CTownHandler::load()
JsonNode legacyConfig;
loadLegacyData(legacyConfig);
//hardocoded list of H3 factions. Should be only used to convert H3 configs
static const std::string factionName [GameConstants::F_NUMBER] =
{
"castle", "rampart", "tower",
"inferno", "necropolis", "dungeon",
"stronghold", "fortress", "conflux"
};
// semi-manually merge legacy config with towns json
// legacy config have only one item: town buildings stored in 2d vector
size_t townsToMerge = std::min(buildingsConf["towns"].Vector().size(), legacyConfig.Vector().size());
for (size_t i=0; i< townsToMerge; i++)
for (size_t i=0; i< legacyConfig.Vector().size(); i++)
{
JsonNode & buildings = buildingsConf["towns"].Vector()[i]["buildings"];
JsonNode & buildings = buildingsConf[factionName[i]]["town"]["buildings"];
BOOST_FOREACH(JsonNode & building, buildings.Vector())
{
JsonNode & legacyFaction = legacyConfig.Vector()[i];
if (vstd::contains(building.Struct(), "id"))
{
JsonNode & legacyBuilding = legacyConfig.Vector()[i].Vector()[building["id"].Float()];
//find same buildings in legacy and json configs
JsonNode & legacyBuilding = legacyFaction.Vector()[building["id"].Float()];
if (!legacyBuilding.isNull())
if (!legacyBuilding.isNull()) //merge if h3 config was found for this building
JsonNode::merge(building, legacyBuilding);
}
}
}
loadTowns(towns, buildingsConf["towns"]);
loadFactions(buildingsConf);
}

View File

@ -3,6 +3,7 @@
#include "ConstTransitivePtr.h"
#include "ResourceSet.h"
#include "int3.h"
//#include "GameConstants.h"
/*
* CTownHandler.h, part of VCMI engine
@ -22,20 +23,39 @@ class JsonNode;
/// contains all mechanics-related data about town structures
class DLL_LINKAGE CBuilding
{
typedef si32 BuildingType;//TODO: replace int with pointer?
std::string name;
std::string description;
public:
si32 tid, bid; //town ID and structure ID
TResources resources;
std::set<int> requirements; //set of required buildings
std::set<BuildingType> requirements; /// set of required buildings, includes upgradeOf;
BuildingType upgrade; /// indicates that building "upgrade" can be improved by this, -1 = empty
enum EBuildMode
{
BUILD_NORMAL, // 0 - normal, default
BUILD_AUTO, // 1 - auto - building appears when all requirements are built
BUILD_SPECIAL, // 2 - special - building can not be built normally
BUILD_GRAIL // 3 - grail - building reqires grail to be built
};
ui32 mode;
const std::string &Name() const;
const std::string &Description() const;
//return base of upgrade(s) or this
BuildingType getBase() const;
// returns how many times build has to be upgraded to become build
si32 getDistance(BuildingType build) const;
template <typename Handler> void serialize(Handler &h, const int version)
{
h & tid & bid & resources & name & description & requirements;
h & tid & bid & resources & name & description & requirements & upgrade & mode;
}
friend class CTownHandler;
@ -43,38 +63,35 @@ public:
/// This is structure used only by client
/// Consists of all gui-related data about town structures
/// Should be mode from lib to client
/// Should be moved from lib to client
struct DLL_LINKAGE CStructure
{
int ID;
CBuilding * building; // base building. If null - this structure will be always present on screen
CBuilding * buildable; // building that will be used to determine built building and visible cost. Usually same as "building"
bool hiddenUpgrade; // used only if "building" is upgrade, if true - structure on town screen will behave exactly like parent (mouse clicks, hover texts, etc)
int3 pos;
std::string defName, borderName, areaName;
int townID, group;
bool operator<(const CStructure & p2) const
{
if(pos.z != p2.pos.z)
return (pos.z) < (p2.pos.z);
else
return (ID) < (p2.ID);
}
template <typename Handler> void serialize(Handler &h, const int version)
{
h & ID & pos & defName & borderName & areaName & townID & group;
h & pos & defName & borderName & areaName & building & buildable;
}
};
class DLL_LINKAGE CTown
{
std::string name; //name of type
std::string name;
std::string description;
std::vector<std::string> names; //names of the town instances
public:
ui32 typeID;
ui32 typeID;//also works as factionID
/// level -> list of creatures on this tier
/// TODO: replace with pointers to CCreature?
// TODO: replace with pointers to CCreature
std::vector<std::vector<si32> > creatures;
bmap<int, ConstTransitivePtr<CBuilding> > buildings;
@ -88,13 +105,21 @@ public:
// Client-only data. Should be moved away from lib
struct ClientInfo
{
std::string musicTheme;
std::string townBackground;
std::string guildWindow;
std::string buildingsIcons;
std::string hallBackground;
std::vector< std::vector< std::vector<int> > > hallSlots; /// vector[row][column] = list of buildings in this slot
bmap<int, ConstTransitivePtr<CStructure> > structures;
/// vector[row][column] = list of buildings in this slot
std::vector< std::vector< std::vector<int> > > hallSlots;
/// list of town screen structures.
/// NOTE: index in vector is meaningless. Vector used instead of list for a bit faster access
std::vector<ConstTransitivePtr<CStructure> > structures;
template <typename Handler> void serialize(Handler &h, const int version)
{
h & hallBackground & hallSlots & structures;
h & musicTheme & townBackground & guildWindow & buildingsIcons & hallBackground & hallSlots & structures;
}
} clientInfo;
@ -110,6 +135,23 @@ public:
friend class CTownHandler;
};
class CFaction
{
public:
std::string name; //reference name, usually lower case
ui32 factionID;
ui32 nativeTerrain;
std::string creatureBg120;
std::string creatureBg130;
template <typename Handler> void serialize(Handler &h, const int version)
{
h & name & factionID & nativeTerrain & creatureBg120 & creatureBg130;
}
};
class DLL_LINKAGE CTownHandler
{
/// loads CBuilding's into town
@ -123,28 +165,32 @@ class DLL_LINKAGE CTownHandler
/// loads town hall vector (hallSlots)
void loadTownHall(CTown &town, const JsonNode & source);
/// load town and insert it into towns vector
void loadTown(std::vector<CTown> &towns, const JsonNode & source);
void loadClientData(CTown &town, const JsonNode & source);
void loadTown(CTown &town, const JsonNode & source);
/// main loading function, accepts merged JSON source and add all entries from it into game
/// all entries in JSON should be checked for validness before using this function
void loadTowns(std::vector<CTown> &towns, const JsonNode & source);
void loadFactions(const JsonNode & source);
/// load all available data from h3 txt(s) into json structure using format similar to vcmi configs
/// returns 2d array [townID] [buildID] of buildings
void loadLegacyData(JsonNode & dest);
public:
std::vector<CTown> towns;
std::map<ui32, CTown> towns;
std::map<ui32, CFaction> factions;
CTownHandler(); //c-tor, set pointer in VLC to this
/// "entry point" for towns loading.
/// reads legacy txt's from H3 + vcmi json, merges them
/// and loads resulting structure to game using loadTowns method
/// in future may require loaded Creature Handler
void load();
template <typename Handler> void serialize(Handler &h, const int version)
{
h & towns;
h & towns & factions;
}
};

View File

@ -72,19 +72,26 @@ namespace GameConstants
const int ARTIFACTS_QUANTITY=171;
const int HEROES_QUANTITY=156;
const int SPELLS_QUANTITY=70;
const int RESOURCE_QUANTITY=8;
const int TERRAIN_TYPES=10;
const int PRIMARY_SKILLS=4;
const int NEUTRAL_PLAYER=255;
const int NAMES_PER_TOWN=16;
const int CREATURES_PER_TOWN = 7; //without upgrades
const int MAX_BUILDING_PER_TURN = 1;
const int SPELL_LEVELS = 5;
const int AVAILABLE_HEROES_PER_PLAYER = 2;
const int SPELLBOOK_GOLD_COST = 500;
const ui16 BACKPACK_START = 19;
const int ID_CATAPULT = 3, ID_LOCK = 145;
const int TERRAIN_TYPES=10;
const std::string TERRAIN_NAMES [TERRAIN_TYPES] = {
"dirt", "sand", "grass", "snow", "swamp", "rough", "subterra", "lava", "water", "rock"
};
const int RESOURCE_QUANTITY=8;
const std::string RESOURCE_NAMES [RESOURCE_QUANTITY] = {
"wood", "mercury", "ore", "sulfur", "crystal", "gems", "gold", "mithril"
};
}
// Enum declarations
@ -109,18 +116,67 @@ namespace EAlignment
enum EAlignment { GOOD, EVIL, NEUTRAL };
}
namespace ETownType
{
enum ETownType
{
ANY = -1,
CASTLE, RAMPART, TOWER, INFERNO, NECROPOLIS, DUNGEON, STRONGHOLD, FORTRESS, CONFLUX
};
}
namespace EBuilding
{
//Quite useful as long as most of building mechanics hardcoded
// NOTE: all building with completely configurable mechanics will be removed from list
enum EBuilding
{
MAGES_GUILD_1, MAGES_GUILD_2, MAGES_GUILD_3, MAGES_GUILD_4, MAGES_GUILD_5,
MAGES_GUILD_1, MAGES_GUILD_2, MAGES_GUILD_3, MAGES_GUILD_4, MAGES_GUILD_5,
TAVERN, SHIPYARD, FORT, CITADEL, CASTLE,
VILLAGE_HALL, TOWN_HALL, CITY_HALL, CAPITOL, MARKETPLACE,
RESOURCE_SILO, BLACKSMITH, SPECIAL_1, HORDE_1, HORDE_1_UPGR,
SHIP, SPECIAL_2, SPECIAL_3, SPECIAL_4, HORDE_2,
HORDE_2_UPGR, GRAIL, EXTRA_CITY_HALL, EXTRA_TOWN_HALL, EXTRA_CAPITOL,
DWELL_FIRST=30, DWELL_LAST=36, DWELL_UP_FIRST=37, DWELL_UP_LAST=43
HORDE_2_UPGR, GRAIL, EXTRA_TOWN_HALL, EXTRA_CITY_HALL, EXTRA_CAPITOL,
DWELL_FIRST=30, DWELL_LAST=36, DWELL_UP_FIRST=37, DWELL_UP_LAST=43,
//Special buildings for towns.
LIGHTHOUSE = SPECIAL_1,
STABLES = SPECIAL_2, //Castle
BROTHERHOOD = SPECIAL_3,
MYSTIC_POND = SPECIAL_1,
FOUNTAIN_OF_FORTUNE = SPECIAL_3, //Rampart
TREASURY = SPECIAL_4,
ARTIFACT_MERCHANT = SPECIAL_1,
LOOKOUT_TOWER = SPECIAL_2, //Tower
LIBRARY = SPECIAL_3,
WALL_OF_KNOWLEDGE = SPECIAL_4,
STORMCLOUDS = SPECIAL_2,
CASTLE_GATE = SPECIAL_3, //Inferno
ORDER_OF_FIRE = SPECIAL_4,
COVER_OF_DARKNESS = SPECIAL_1,
NECROMANCY_AMPLIFIER = SPECIAL_2, //Necropolis
SKELETON_TRANSFORMER = SPECIAL_3,
//ARTIFACT_MERCHANT - same ID as in tower
MANA_VORTEX = SPECIAL_2,
PORTAL_OF_SUMMON = SPECIAL_3, //Dungeon
BATTLE_ACADEMY = SPECIAL_4,
ESCAPE_TUNNEL = SPECIAL_1,
FREELANCERS_GUILD = SPECIAL_2, //Stronghold
BALLISTA_YARD = SPECIAL_3,
HALL_OF_VALHALLA = SPECIAL_4,
CAGE_OF_WARLORDS = SPECIAL_1,
GLYPHS_OF_FEAR = SPECIAL_2, // Fortress
BLOOD_OBELISK = SPECIAL_3,
//ARTIFACT_MERCHANT - same ID as in tower
MAGIC_UNIVERSITY = SPECIAL_2, // Conflux
};
}

View File

@ -1,20 +1,22 @@
#include "StdInc.h"
#include "IGameCallback.h"
#include "../lib/CGameState.h"
#include "../lib/map.h"
#include <boost/random/linear_congruential.hpp>
#include "CGameState.h"
#include "map.h"
#include "CObjectHandler.h"
#include "CHeroHandler.h"
#include "StartInfo.h"
#include "CArtHandler.h"
#include "CSpellHandler.h"
#include "../lib/VCMI_Lib.h"
#include <boost/random/linear_congruential.hpp>
#include "VCMI_Lib.h"
#include "CTownHandler.h"
#include "BattleState.h"
#include "NetPacks.h"
#include "CBuildingHandler.h"
#include "GameConstants.h"
#include "CModHandler.h"
/*
* IGameCallback.cpp, part of VCMI engine
@ -544,7 +546,7 @@ int CGameInfoCallback::canBuildStructure( const CGTownInstance *t, int ID )
ERROR_RET_VAL_IF(!canGetFullInfo(t), "Town is not owned!", -1);
int ret = EBuildingState::ALLOWED;
if(t->builded >= GameConstants::MAX_BUILDING_PER_TURN)
if(t->builded >= VLC->modh->settings.MAX_BUILDING_PER_TURN)
ret = EBuildingState::CANT_BUILD_TODAY; //building limit
CBuilding * pom = t->town->buildings[ID];
@ -561,7 +563,7 @@ int CGameInfoCallback::canBuildStructure( const CGTownInstance *t, int ID )
for( std::set<int>::iterator ri = reqs.begin(); ri != reqs.end(); ri++ )
{
if(t->builtBuildings.find(*ri)==t->builtBuildings.end())
if(!t->hasBuilt(*ri))
ret = EBuildingState::PREREQUIRES; //lack of requirements - cannot build
}
@ -576,7 +578,7 @@ int CGameInfoCallback::canBuildStructure( const CGTownInstance *t, int ID )
{
BOOST_FOREACH(const CGTownInstance *t, ps->towns)
{
if(vstd::contains(t->builtBuildings, 13))
if(t->hasBuilt(EBuilding::CAPITOL))
{
ret = EBuildingState::HAVE_CAPITAL; //no more than one capitol
break;
@ -592,7 +594,7 @@ int CGameInfoCallback::canBuildStructure( const CGTownInstance *t, int ID )
ret = EBuildingState::NO_WATER; //lack of water
}
if(t->builtBuildings.find(ID)!=t->builtBuildings.end()) //already built
if(t->hasBuilt(ID)) //already built
ret = EBuildingState::ALREADY_PRESENT;
return ret;
}
@ -603,32 +605,27 @@ std::set<int> CGameInfoCallback::getBuildingRequiments( const CGTownInstance *t,
std::set<int> used;
used.insert(ID);
std::set<int> reqs = t->town->buildings[ID]->requirements;
auto reqs = t->town->buildings[ID]->requirements;
while(true)
bool found;
do
{
size_t noloop=0;
for(std::set<int>::iterator i=reqs.begin();i!=reqs.end();i++)
found = false;
for(auto i=reqs.begin();i!=reqs.end();i++)
{
if(used.find(*i)==used.end()) //we haven't added requirements for this building
{
found = true;
auto & requires = t->town->buildings[*i]->requirements;
used.insert(*i);
for(
std::set<int>::iterator j= t->town->buildings[*i]->requirements.begin();
j!= t->town->buildings[*i]->requirements.end();
j++)
{
for(auto j = requires.begin(); j!= requires.end(); j++)
reqs.insert(*j);//creating full list of requirements
}
}
else
{
noloop++;
}
}
if(noloop==reqs.size())
break;
}
while (found);
return reqs;
}

View File

@ -501,7 +501,7 @@ bool JsonParser::extractString(std::string &str)
str.append( &input[first], pos-first);
return error("Closing quote not found!", true);
}
if (input[pos] < ' ') // control character
if ((unsigned char)(input[pos]) < ' ') // control character
{
str.append( &input[first], pos-first);
first = pos+1;

View File

@ -2,23 +2,17 @@
#include "ResourceSet.h"
#include "GameConstants.h"
#include "JsonNode.h"
Res::ResourceSet::ResourceSet()
{
resize(GameConstants::RESOURCE_QUANTITY, 0);
}
}
Res::ResourceSet::ResourceSet(const JsonNode & node)
{
resize(GameConstants::RESOURCE_QUANTITY, 0);
at(0) = node["wood"].Float();
at(1) = node["mercury"].Float();
at(2) = node["ore"].Float();
at(3) = node["sulfur"].Float();
at(4) = node["crystal"].Float();
at(5) = node["gems"].Float();
at(6) = node["gold"].Float();
at(7) = node["mithril"].Float();
{
reserve(GameConstants::RESOURCE_QUANTITY);
BOOST_FOREACH(std::string name, GameConstants::RESOURCE_NAMES)
push_back(node[name].Float());
}
bool Res::ResourceSet::nonZero() const

View File

@ -57,18 +57,14 @@ static std::set<si32> convertBuildings(const std::set<si32> h3m, int castleID, b
}
if(addAuxiliary)
{
ret.insert(10); //village hall is always present
ret.insert(-1); //houses near v.hall / eyecandies
ret.insert(-2); //terrain eyecandy, if -1 is used
}
ret.insert(EBuilding::VILLAGE_HALL); //village hall is always present
if(ret.find(11)!=ret.end())
ret.insert(27);
if(ret.find(12)!=ret.end())
ret.insert(28);
if(ret.find(13)!=ret.end())
ret.insert(29);
if(ret.find(EBuilding::CITY_HALL)!=ret.end())
ret.insert(EBuilding::EXTRA_CITY_HALL);
if(ret.find(EBuilding::TOWN_HALL)!=ret.end())
ret.insert(EBuilding::EXTRA_TOWN_HALL);
if(ret.find(EBuilding::CAPITOL)!=ret.end())
ret.insert(EBuilding::EXTRA_CAPITOL);
return ret;
}
@ -711,7 +707,7 @@ void Mapa::loadTown( CGObjectInstance * &nobj, const ui8 * bufor, int &i, int su
else //standard buildings
{
if(readChar(bufor,i)) //has fort
nt->builtBuildings.insert(7);
nt->builtBuildings.insert(EBuilding::FORT);
nt->builtBuildings.insert(-50); //means that set of standard building should be included
}

View File

@ -1138,7 +1138,7 @@ void CGameHandler::newTurn()
bool deityOfFireBuilt = false;
BOOST_FOREACH(const CGTownInstance *t, gs->map->towns)
{
if(t->subID == 3 && vstd::contains(t->builtBuildings, EBuilding::GRAIL))
if(t->hasBuilt(EBuilding::GRAIL, ETownType::INFERNO))
{
deityOfFireBuilt = true;
break;
@ -1231,7 +1231,7 @@ void CGameHandler::newTurn()
hth.id = h->id;
hth.move = h->maxMovePoints(gs->map->getTile(h->getPosition(false)).tertype != TerrainTile::water);
if(h->visitedTown && vstd::contains(h->visitedTown->builtBuildings,0)) //if hero starts turn in town with mage guild
if(h->visitedTown && h->visitedTown->hasBuilt(EBuilding::MAGES_GUILD_1)) //if hero starts turn in town with mage guild
hth.mana = std::max(h->mana, h->manaLimit()); //restore all mana
else
hth.mana = std::max((si32)(0), std::max(h->mana, std::min((si32)(h->mana + h->manaRegain()), h->manaLimit())));
@ -1258,11 +1258,11 @@ void CGameHandler::newTurn()
handleTownEvents(t, n, newCreas);
if(newWeek) //first day of week
{
if(t->subID == 5 && vstd::contains(t->builtBuildings, EBuilding::SPECIAL_3))
if(t->hasBuilt(EBuilding::PORTAL_OF_SUMMON, ETownType::DUNGEON))
setPortalDwelling(t, true, (n.specialWeek == NewTurn::PLAGUE ? true : false)); //set creatures for Portal of Summoning
if(!firstTurn)
if (t->subID == 1 && player < GameConstants::PLAYER_LIMIT && vstd::contains(t->builtBuildings, EBuilding::SPECIAL_3))//dwarven treasury
if (t->hasBuilt(EBuilding::TREASURY, ETownType::RAMPART) && player < GameConstants::PLAYER_LIMIT)
n.res[player][Res::GOLD] += hadGold[player]/10; //give 10% of starting gold
SetAvailableCreatures sac;
@ -1307,7 +1307,7 @@ void CGameHandler::newTurn()
}
if(!firstTurn && player < GameConstants::PLAYER_LIMIT)//not the first day and town not neutral
{
if(vstd::contains(t->builtBuildings, EBuilding::RESOURCE_SILO)) //there is resource silo
if(t->hasBuilt(EBuilding::RESOURCE_SILO)) //there is resource silo
{
if(t->town->primaryRes == 127) //we'll give wood and ore
{
@ -1322,7 +1322,7 @@ void CGameHandler::newTurn()
n.res[player][Res::GOLD] += t->dailyIncome();
}
if(vstd::contains(t->builtBuildings, EBuilding::GRAIL) && t->subID == 2)
if(t->hasBuilt(EBuilding::GRAIL, ETownType::TOWER))
{
// Skyship, probably easier to handle same as Veil of darkness
//do it every new day after veils apply
@ -1579,7 +1579,7 @@ void CGameHandler::giveSpells( const CGTownInstance *t, const CGHeroInstance *h
cs.learn = true;
for(int i=0; i<std::min(t->mageGuildLevel(),h->getSecSkillLevel(CGHeroInstance::WISDOM)+2);i++)
{
if (t->subID == 8 && vstd::contains(t->builtBuildings, EBuilding::GRAIL)) //Aurora Borealis
if (t->hasBuilt(EBuilding::GRAIL, ETownType::CONFLUX)) //Aurora Borealis
{
std::vector<ui16> spells;
getAllowedSpells(spells, i);
@ -1795,9 +1795,9 @@ bool CGameHandler::teleportHero(si32 hid, si32 dstid, ui8 source, ui8 asker/* =
const CGTownInstance *from = h->visitedTown;
if(((h->getOwner() != t->getOwner())
&& complain("Cannot teleport hero to another player"))
|| ((!from || from->subID!=3 || !vstd::contains(from->builtBuildings, EBuilding::SPECIAL_3))
|| ((!from || from->hasBuilt(EBuilding::CASTLE_GATE, ETownType::INFERNO))
&& complain("Hero must be in town with Castle gate for teleporting"))
|| ((t->subID!=3 || !vstd::contains(t->builtBuildings, EBuilding::SPECIAL_3))
|| (t->hasBuilt(EBuilding::CASTLE_GATE, ETownType::INFERNO)
&& complain("Cannot teleport hero to town without Castle gate in it")))
return false;
int3 pos = t->visitablePos();
@ -1818,7 +1818,7 @@ void CGameHandler::setOwner(int objid, ui8 owner)
if(owner < GameConstants::PLAYER_LIMIT && getTown(objid)) //town captured
{
const CGTownInstance * town = getTown(objid);
if (town->subID == 5 && vstd::contains(town->builtBuildings, 22))
if (town->hasBuilt(EBuilding::PORTAL_OF_SUMMON, ETownType::DUNGEON))
setPortalDwelling(town, true, false);
if (!gs->getPlayer(owner)->towns.size())//player lost last town
@ -1837,7 +1837,7 @@ void CGameHandler::setOwner(int objid, ui8 owner)
{
BOOST_FOREACH(const CGTownInstance *t, gs->getPlayer(owner)->towns)
{
if (t->subID == 5 && vstd::contains(t->builtBuildings, 22))
if (t->hasBuilt(EBuilding::PORTAL_OF_SUMMON, ETownType::DUNGEON))
setPortalDwelling(t);//set initial creatures for all portals of summoning
}
}
@ -2421,27 +2421,34 @@ bool CGameHandler::buildStructure( si32 tid, si32 bid, bool force /*=false*/ )
if(!force)
{
if (gs->canBuildStructure(t,bid) != 7)
COMPLAIN_RET("Cannot build that building!");
if(bid == 26) //grail
switch (b->mode)
{
if(!t->visitingHero || !t->visitingHero->hasArt(2))
COMPLAIN_RET("Cannot build grail - hero doesn't have it")
else
removeArtifact(ArtifactLocation(t->visitingHero, t->visitingHero->getArtPos(2, false)));
case CBuilding::BUILD_NORMAL :
case CBuilding::BUILD_AUTO :
if (gs->canBuildStructure(t,bid) != EBuildingState::ALLOWED)
COMPLAIN_RET("Cannot build that building!");
break;
case CBuilding::BUILD_SPECIAL:
COMPLAIN_RET("This building can not be constructed!");
break;
case CBuilding::BUILD_GRAIL :
if(b->mode == CBuilding::BUILD_GRAIL) //needs grail
{
if(!t->visitingHero || !t->visitingHero->hasArt(2))
COMPLAIN_RET("Cannot build this without grail!")
else
removeArtifact(ArtifactLocation(t->visitingHero, t->visitingHero->getArtPos(2, false)));
}
break;
}
}
NewStructures ns;
ns.tid = tid;
//we have upgr. dwelling, upgr. horde will be builded as well
if ( (bid == 18) && (vstd::contains(t->builtBuildings,(t->town->hordeLvl[0]+37))) )
ns.bid.insert(19);
else if ( (bid == 24) && (vstd::contains(t->builtBuildings,(t->town->hordeLvl[1]+37))) )
ns.bid.insert(25);
else if(bid >= EBuilding::DWELL_FIRST) //dwelling
if(bid >= EBuilding::DWELL_FIRST) //dwelling
{
int level = (bid - EBuilding::DWELL_FIRST) % GameConstants::CREATURES_PER_TOWN;
int upgradeNumber = (bid - EBuilding::DWELL_FIRST) / GameConstants::CREATURES_PER_TOWN;
@ -2451,14 +2458,6 @@ bool CGameHandler::buildStructure( si32 tid, si32 bid, bool force /*=false*/ )
CCreature * crea = VLC->creh->creatures[t->town->creatures[level][upgradeNumber]];
if (vstd::iswithin(bid, EBuilding::DWELL_UP_FIRST, EBuilding::DWELL_UP_LAST))
{
if ( (bid-37 == t->town->hordeLvl[0]) && (vstd::contains(t->builtBuildings,18)) )
ns.bid.insert(19);//we have horde, will be upgraded as well as dwelling
if ( (bid-37 == t->town->hordeLvl[1]) && (vstd::contains(t->builtBuildings,24)) )
ns.bid.insert(25);
}
SetAvailableCreatures ssi;
ssi.tid = tid;
ssi.creatures = t->creatures;
@ -2467,19 +2466,34 @@ bool CGameHandler::buildStructure( si32 tid, si32 bid, bool force /*=false*/ )
ssi.creatures[level].second.push_back(crea->idNumber);
sendAndApply(&ssi);
}
else if(bid == 11)
ns.bid.insert(27);
else if(bid == 12)
ns.bid.insert(28);
else if(bid == 13)
ns.bid.insert(29);
else if ( t->subID == 5 && bid == 22 )
else if ( t->subID == ETownType::DUNGEON && bid == EBuilding::MANA_VORTEX )
{
setPortalDwelling(t);
}
ns.bid.insert(bid);
ns.builded = force?t->builded:(t->builded+1);
BOOST_FOREACH(auto & build, t->town->buildings)
{
if (build.second->mode == CBuilding::BUILD_AUTO
&& !vstd::contains(t->builtBuildings, build.second->bid))
{
bool canBuild = true;
BOOST_FOREACH(int requires, build.second->requirements)
{
if (!vstd::contains(t->builtBuildings, requires)
&& !vstd::contains(ns.bid, requires))
{
canBuild = false;
break;
}
}
if (canBuild)
ns.bid.insert(build.second->bid);
}
}
sendAndApply(&ns);
//reveal ground for lookout tower
@ -2866,7 +2880,7 @@ bool CGameHandler::buyArtifact( ui32 hid, si32 aid )
CGTownInstance *town = hero->visitedTown;
if(aid==0) //spellbook
{
if((!vstd::contains(town->builtBuildings,si32(EBuilding::MAGES_GUILD_1)) && complain("Cannot buy a spellbook, no mage guild in the town!"))
if((!town->hasBuilt(EBuilding::MAGES_GUILD_1) && complain("Cannot buy a spellbook, no mage guild in the town!"))
|| (getResource(hero->getOwner(), Res::GOLD) < GameConstants::SPELLBOOK_GOLD_COST && complain("Cannot buy a spellbook, not enough gold!") )
|| (hero->getArt(ArtifactPosition::SPELLBOOK) && complain("Cannot buy a spellbook, hero already has a one!"))
)
@ -2881,18 +2895,21 @@ bool CGameHandler::buyArtifact( ui32 hid, si32 aid )
else if(aid < 7 && aid > 3) //war machine
{
int price = VLC->arth->artifacts[aid]->price;
if((hero->getArt(9+aid) && complain("Hero already has this machine!"))
|| (!vstd::contains(town->builtBuildings,si32(EBuilding::BLACKSMITH)) && complain("No blackismith!"))
|| (gs->getPlayer(hero->getOwner())->resources[Res::GOLD] < price && complain("Not enough gold!")) //no gold
|| ((!(town->subID == 6 && vstd::contains(town->builtBuildings,si32(EBuilding::SPECIAL_3) ) )
&& town->town->warMachine!= aid ) && complain("This machine is unavailable here!")))
if(( hero->getArt(9+aid) && complain("Hero already has this machine!"))
|| (gs->getPlayer(hero->getOwner())->resources[Res::GOLD] < price && complain("Not enough gold!")))
{
return false;
}
giveResource(hero->getOwner(),Res::GOLD,-price);
giveHeroNewArtifact(hero, VLC->arth->artifacts[aid], 9+aid);
return true;
if ((town->hasBuilt(EBuilding::BLACKSMITH) && town->town->warMachine == aid )
|| ((town->hasBuilt(EBuilding::BALLISTA_YARD, ETownType::STRONGHOLD)) && aid == 4))
{
giveResource(hero->getOwner(),Res::GOLD,-price);
giveHeroNewArtifact(hero, VLC->arth->artifacts[aid], 9+aid);
return true;
}
else
COMPLAIN_RET("This machine is unavailable here!");
}
return false;
}
@ -3136,7 +3153,7 @@ bool CGameHandler::hireHero(const CGObjectInstance *obj, ui8 hid, ui8 player)
if(t) //tavern in town
{
if( (!vstd::contains(t->builtBuildings,EBuilding::TAVERN) && complain("No tavern!"))
if( (!t->hasBuilt(EBuilding::TAVERN) && complain("No tavern!"))
|| (t->visitingHero && complain("There is visiting hero - no place!")))
return false;
}
@ -3731,8 +3748,7 @@ void CGameHandler::playerMessage( ui8 player, const std::string &message )
{
BOOST_FOREACH (auto & build, town->town->buildings)
{
if (!vstd::contains(town->builtBuildings, build.first)
&& !build.second->Name().empty())
if (!town->hasBuilt(build.first) && !build.second->Name().empty())
{
buildStructure(town->id, build.first, true);
}
@ -4739,7 +4755,7 @@ void CGameHandler::handleTownEvents(CGTownInstance * town, NewTurn &n, std::map<
}
for(std::set<si32>::iterator i = ev->buildings.begin(); i!=ev->buildings.end();i++)
if ( !vstd::contains(town->builtBuildings, *i))
if ( town->hasBuilt(*i))
{
buildStructure(town->id, *i, true);
iw.components.push_back(Component(Component::BUILDING, town->subID, *i, 0));
@ -4902,14 +4918,14 @@ bool CGameHandler::buildBoat( ui32 objid )
return false;
}
else if(obj->o->ID == GameConstants::TOWNI_TYPE
&& !vstd::contains((static_cast<const CGTownInstance*>(obj))->builtBuildings,6))
&& !static_cast<const CGTownInstance*>(obj)->hasBuilt(EBuilding::SHIPYARD))
{
complain("Cannot build boat in the town - no shipyard!");
return false;
}
//TODO use "real" cost via obj->getBoatCost
if(getResource(obj->o->tempOwner, 6) < 1000 || getResource(obj->o->tempOwner, 0) < 10)
if(getResource(obj->o->tempOwner, Res::GOLD) < 1000 || getResource(obj->o->tempOwner, Res::WOOD) < 10)
{
complain("Not enough resources to build a boat!");
return false;