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basic 8th creature support

This commit is contained in:
Laserlicht 2024-08-05 21:15:47 +02:00
parent c1c04b3eb4
commit 1a06a2cc44
9 changed files with 41 additions and 34 deletions

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@ -143,9 +143,9 @@ static const std::vector<BuildingID> basicGoldSource = { BuildingID::TOWN_HALL,
static const std::vector<BuildingID> defence = { BuildingID::FORT, BuildingID::CITADEL, BuildingID::CASTLE }; static const std::vector<BuildingID> defence = { BuildingID::FORT, BuildingID::CITADEL, BuildingID::CASTLE };
static const std::vector<BuildingID> capitolAndRequirements = { BuildingID::FORT, BuildingID::CITADEL, BuildingID::CASTLE, BuildingID::CAPITOL }; static const std::vector<BuildingID> capitolAndRequirements = { BuildingID::FORT, BuildingID::CITADEL, BuildingID::CASTLE, BuildingID::CAPITOL };
static const std::vector<BuildingID> unitsSource = { BuildingID::DWELL_LVL_1, BuildingID::DWELL_LVL_2, BuildingID::DWELL_LVL_3, static const std::vector<BuildingID> unitsSource = { BuildingID::DWELL_LVL_1, BuildingID::DWELL_LVL_2, BuildingID::DWELL_LVL_3,
BuildingID::DWELL_LVL_4, BuildingID::DWELL_LVL_5, BuildingID::DWELL_LVL_6, BuildingID::DWELL_LVL_7 }; BuildingID::DWELL_LVL_4, BuildingID::DWELL_LVL_5, BuildingID::DWELL_LVL_6, BuildingID::DWELL_LVL_7, BuildingID::DWELL_LVL_8 };
static const std::vector<BuildingID> unitsUpgrade = { BuildingID::DWELL_LVL_1_UP, BuildingID::DWELL_LVL_2_UP, BuildingID::DWELL_LVL_3_UP, static const std::vector<BuildingID> unitsUpgrade = { BuildingID::DWELL_LVL_1_UP, BuildingID::DWELL_LVL_2_UP, BuildingID::DWELL_LVL_3_UP,
BuildingID::DWELL_LVL_4_UP, BuildingID::DWELL_LVL_5_UP, BuildingID::DWELL_LVL_6_UP, BuildingID::DWELL_LVL_7_UP }; BuildingID::DWELL_LVL_4_UP, BuildingID::DWELL_LVL_5_UP, BuildingID::DWELL_LVL_6_UP, BuildingID::DWELL_LVL_7_UP, BuildingID::DWELL_LVL_8_UP };
static const std::vector<BuildingID> unitGrowth = { BuildingID::HORDE_1, BuildingID::HORDE_1_UPGR, BuildingID::HORDE_2, BuildingID::HORDE_2_UPGR }; static const std::vector<BuildingID> unitGrowth = { BuildingID::HORDE_1, BuildingID::HORDE_1_UPGR, BuildingID::HORDE_2, BuildingID::HORDE_2_UPGR };
static const std::vector<BuildingID> _spells = { BuildingID::MAGES_GUILD_1, BuildingID::MAGES_GUILD_2, BuildingID::MAGES_GUILD_3, static const std::vector<BuildingID> _spells = { BuildingID::MAGES_GUILD_1, BuildingID::MAGES_GUILD_2, BuildingID::MAGES_GUILD_3,
BuildingID::MAGES_GUILD_4, BuildingID::MAGES_GUILD_5 }; BuildingID::MAGES_GUILD_4, BuildingID::MAGES_GUILD_5 };

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@ -163,7 +163,7 @@ void CBuildingRect::showPopupWindow(const Point & cursorPosition)
} }
else else
{ {
int level = ( bid - BuildingID::DWELL_FIRST ) % GameConstants::CREATURES_PER_TOWN; int level = ( bid - BuildingID::DWELL_FIRST ) % bld->town->creatures.size();
GH.windows().createAndPushWindow<CDwellingInfoBox>(parent->pos.x+parent->pos.w / 2, parent->pos.y+parent->pos.h /2, town, level); GH.windows().createAndPushWindow<CDwellingInfoBox>(parent->pos.x+parent->pos.w / 2, parent->pos.y+parent->pos.h /2, town, level);
} }
} }
@ -1740,7 +1740,7 @@ CFortScreen::CFortScreen(const CGTownInstance * town):
{ {
OBJECT_CONSTRUCTION_CAPTURING(255-DISPOSE); OBJECT_CONSTRUCTION_CAPTURING(255-DISPOSE);
ui32 fortSize = static_cast<ui32>(town->creatures.size()); ui32 fortSize = static_cast<ui32>(town->creatures.size());
if(fortSize > GameConstants::CREATURES_PER_TOWN && town->creatures.back().second.empty()) if(fortSize > town->town->creatures.size() && town->creatures.back().second.empty())
fortSize--; fortSize--;
const CBuilding * fortBuilding = town->town->buildings.at(BuildingID(town->fortLevel()+6)); const CBuilding * fortBuilding = town->town->buildings.at(BuildingID(town->fortLevel()+6));
@ -1758,18 +1758,18 @@ CFortScreen::CFortScreen(const CGTownInstance * town):
if(fortSize == GameConstants::CREATURES_PER_TOWN) if(fortSize == GameConstants::CREATURES_PER_TOWN)
{ {
positions.push_back(Point(206,421)); positions.push_back(Point(10, 421));
positions.push_back(Point(404,421));
} }
else else
{ {
positions.push_back(Point(10, 421)); positions.push_back(Point(206,421));
positions.push_back(Point(404,421));
} }
for(ui32 i=0; i<fortSize; i++) for(ui32 i=0; i<fortSize; i++)
{ {
BuildingID buildingID; BuildingID buildingID;
if(fortSize == GameConstants::CREATURES_PER_TOWN) if(fortSize == town->town->creatures.size())
{ {
BuildingID dwelling = BuildingID::DWELL_UP_FIRST+i; BuildingID dwelling = BuildingID::DWELL_UP_FIRST+i;
@ -1798,13 +1798,13 @@ CFortScreen::CFortScreen(const CGTownInstance * town):
ImagePath CFortScreen::getBgName(const CGTownInstance * town) ImagePath CFortScreen::getBgName(const CGTownInstance * town)
{ {
ui32 fortSize = static_cast<ui32>(town->creatures.size()); ui32 fortSize = static_cast<ui32>(town->creatures.size());
if(fortSize > GameConstants::CREATURES_PER_TOWN && town->creatures.back().second.empty()) if(fortSize > town->town->creatures.size() && town->creatures.back().second.empty())
fortSize--; fortSize--;
if(fortSize == GameConstants::CREATURES_PER_TOWN) if(fortSize == GameConstants::CREATURES_PER_TOWN)
return ImagePath::builtin("TPCASTL7");
else
return ImagePath::builtin("TPCASTL8"); return ImagePath::builtin("TPCASTL8");
else
return ImagePath::builtin("TPCASTL7");
} }
void CFortScreen::creaturesChangedEventHandler() void CFortScreen::creaturesChangedEventHandler()

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@ -280,6 +280,7 @@ public:
enum Type enum Type
{ {
DEFAULT = -50, DEFAULT = -50,
HORDE_PLACEHOLDER8 = -37,
HORDE_PLACEHOLDER7 = -36, HORDE_PLACEHOLDER7 = -36,
HORDE_PLACEHOLDER6 = -35, HORDE_PLACEHOLDER6 = -35,
HORDE_PLACEHOLDER5 = -34, HORDE_PLACEHOLDER5 = -34,
@ -295,16 +296,16 @@ public:
RESOURCE_SILO, BLACKSMITH, SPECIAL_1, HORDE_1, HORDE_1_UPGR, RESOURCE_SILO, BLACKSMITH, SPECIAL_1, HORDE_1, HORDE_1_UPGR,
SHIP, SPECIAL_2, SPECIAL_3, SPECIAL_4, HORDE_2, SHIP, SPECIAL_2, SPECIAL_3, SPECIAL_4, HORDE_2,
HORDE_2_UPGR, GRAIL, EXTRA_TOWN_HALL, EXTRA_CITY_HALL, EXTRA_CAPITOL, HORDE_2_UPGR, GRAIL, EXTRA_TOWN_HALL, EXTRA_CITY_HALL, EXTRA_CAPITOL,
DWELL_FIRST=30, DWELL_LVL_2, DWELL_LVL_3, DWELL_LVL_4, DWELL_LVL_5, DWELL_LVL_6, DWELL_LAST=36, DWELL_FIRST=30, DWELL_LVL_2, DWELL_LVL_3, DWELL_LVL_4, DWELL_LVL_5, DWELL_LVL_6, DWELL_LVL_7, DWELL_LAST=37,
DWELL_UP_FIRST=37, DWELL_LVL_2_UP, DWELL_LVL_3_UP, DWELL_LVL_4_UP, DWELL_LVL_5_UP, DWELL_UP_FIRST=38, DWELL_LVL_2_UP, DWELL_LVL_3_UP, DWELL_LVL_4_UP, DWELL_LVL_5_UP,
DWELL_LVL_6_UP, DWELL_UP_LAST=43, DWELL_LVL_6_UP, DWELL_LVL_7_UP, DWELL_UP_LAST=45,
DWELL_LVL_1 = DWELL_FIRST, DWELL_LVL_1 = DWELL_FIRST,
DWELL_LVL_7 = DWELL_LAST, DWELL_LVL_8 = DWELL_LAST,
DWELL_LVL_1_UP = DWELL_UP_FIRST, DWELL_LVL_1_UP = DWELL_UP_FIRST,
DWELL_LVL_7_UP = DWELL_UP_LAST, DWELL_LVL_8_UP = DWELL_UP_LAST,
DWELL_UP2_FIRST = DWELL_LVL_7_UP + 1, DWELL_UP2_FIRST = DWELL_LVL_8_UP + 1,
// //Special buildings for towns. // //Special buildings for towns.
CASTLE_GATE = SPECIAL_3, //Inferno CASTLE_GATE = SPECIAL_3, //Inferno

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@ -22,7 +22,7 @@ namespace GameConstants
constexpr int ALL_PLAYERS = 255; //bitfield constexpr int ALL_PLAYERS = 255; //bitfield
constexpr int CREATURES_PER_TOWN = 7; //without upgrades constexpr int CREATURES_PER_TOWN = 8; //without upgrades
constexpr int SPELL_LEVELS = 5; constexpr int SPELL_LEVELS = 5;
constexpr int SPELL_SCHOOL_LEVELS = 4; constexpr int SPELL_SCHOOL_LEVELS = 4;
constexpr int DEFAULT_SCHOOLS = 4; constexpr int DEFAULT_SCHOOLS = 4;

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@ -56,7 +56,7 @@ namespace NSecondarySkill
namespace EBuildingType namespace EBuildingType
{ {
const std::string names [44] = const std::string names [46] =
{ {
"mageGuild1", "mageGuild2", "mageGuild3", "mageGuild4", "mageGuild5", // 5 "mageGuild1", "mageGuild2", "mageGuild3", "mageGuild4", "mageGuild5", // 5
"tavern", "shipyard", "fort", "citadel", "castle", // 10 "tavern", "shipyard", "fort", "citadel", "castle", // 10
@ -66,7 +66,8 @@ namespace EBuildingType
"horde2Upgr", "grail", "extraTownHall", "extraCityHall", "extraCapitol", // 30 "horde2Upgr", "grail", "extraTownHall", "extraCityHall", "extraCapitol", // 30
"dwellingLvl1", "dwellingLvl2", "dwellingLvl3", "dwellingLvl4", "dwellingLvl5", // 35 "dwellingLvl1", "dwellingLvl2", "dwellingLvl3", "dwellingLvl4", "dwellingLvl5", // 35
"dwellingLvl6", "dwellingLvl7", "dwellingUpLvl1", "dwellingUpLvl2", "dwellingUpLvl3", // 40 "dwellingLvl6", "dwellingLvl7", "dwellingUpLvl1", "dwellingUpLvl2", "dwellingUpLvl3", // 40
"dwellingUpLvl4", "dwellingUpLvl5", "dwellingUpLvl6", "dwellingUpLvl7" "dwellingUpLvl4", "dwellingUpLvl5", "dwellingUpLvl6", "dwellingUpLvl7", "dwellingLvl8",
"dwellingUpLvl8"
}; };
} }
@ -163,6 +164,7 @@ namespace MappedKeys
{ "dwellingLvl5", BuildingID::DWELL_LVL_5 }, { "dwellingLvl5", BuildingID::DWELL_LVL_5 },
{ "dwellingLvl6", BuildingID::DWELL_LVL_6 }, { "dwellingLvl6", BuildingID::DWELL_LVL_6 },
{ "dwellingLvl7", BuildingID::DWELL_LVL_7 }, { "dwellingLvl7", BuildingID::DWELL_LVL_7 },
{ "dwellingLvl8", BuildingID::DWELL_LVL_8 },
{ "dwellingUpLvl1", BuildingID::DWELL_LVL_1_UP }, { "dwellingUpLvl1", BuildingID::DWELL_LVL_1_UP },
{ "dwellingUpLvl2", BuildingID::DWELL_LVL_2_UP }, { "dwellingUpLvl2", BuildingID::DWELL_LVL_2_UP },
{ "dwellingUpLvl3", BuildingID::DWELL_LVL_3_UP }, { "dwellingUpLvl3", BuildingID::DWELL_LVL_3_UP },
@ -170,6 +172,7 @@ namespace MappedKeys
{ "dwellingUpLvl5", BuildingID::DWELL_LVL_5_UP }, { "dwellingUpLvl5", BuildingID::DWELL_LVL_5_UP },
{ "dwellingUpLvl6", BuildingID::DWELL_LVL_6_UP }, { "dwellingUpLvl6", BuildingID::DWELL_LVL_6_UP },
{ "dwellingUpLvl7", BuildingID::DWELL_LVL_7_UP }, { "dwellingUpLvl7", BuildingID::DWELL_LVL_7_UP },
{ "dwellingUpLvl8", BuildingID::DWELL_LVL_8_UP },
}; };
static const std::map<std::string, BuildingSubID::EBuildingSubID> SPECIAL_BUILDINGS = static const std::map<std::string, BuildingSubID::EBuildingSubID> SPECIAL_BUILDINGS =

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@ -795,10 +795,11 @@ void CGameState::initTowns()
for (auto & vti : map->towns) for (auto & vti : map->towns)
{ {
assert(vti->town); assert(vti->town);
assert(vti->town->creatures.size() <= GameConstants::CREATURES_PER_TOWN);
constexpr std::array basicDwellings = { BuildingID::DWELL_FIRST, BuildingID::DWELL_LVL_2, BuildingID::DWELL_LVL_3, BuildingID::DWELL_LVL_4, BuildingID::DWELL_LVL_5, BuildingID::DWELL_LVL_6, BuildingID::DWELL_LVL_7 }; constexpr std::array basicDwellings = { BuildingID::DWELL_FIRST, BuildingID::DWELL_LVL_2, BuildingID::DWELL_LVL_3, BuildingID::DWELL_LVL_4, BuildingID::DWELL_LVL_5, BuildingID::DWELL_LVL_6, BuildingID::DWELL_LVL_7, BuildingID::DWELL_LVL_8 };
constexpr std::array upgradedDwellings = { BuildingID::DWELL_UP_FIRST, BuildingID::DWELL_LVL_2_UP, BuildingID::DWELL_LVL_3_UP, BuildingID::DWELL_LVL_4_UP, BuildingID::DWELL_LVL_5_UP, BuildingID::DWELL_LVL_6_UP, BuildingID::DWELL_LVL_7_UP }; constexpr std::array upgradedDwellings = { BuildingID::DWELL_UP_FIRST, BuildingID::DWELL_LVL_2_UP, BuildingID::DWELL_LVL_3_UP, BuildingID::DWELL_LVL_4_UP, BuildingID::DWELL_LVL_5_UP, BuildingID::DWELL_LVL_6_UP, BuildingID::DWELL_LVL_7_UP, BuildingID::DWELL_LVL_8_UP };
constexpr std::array hordes = { BuildingID::HORDE_PLACEHOLDER1, BuildingID::HORDE_PLACEHOLDER2, BuildingID::HORDE_PLACEHOLDER3, BuildingID::HORDE_PLACEHOLDER4, BuildingID::HORDE_PLACEHOLDER5, BuildingID::HORDE_PLACEHOLDER6, BuildingID::HORDE_PLACEHOLDER7 }; constexpr std::array hordes = { BuildingID::HORDE_PLACEHOLDER1, BuildingID::HORDE_PLACEHOLDER2, BuildingID::HORDE_PLACEHOLDER3, BuildingID::HORDE_PLACEHOLDER4, BuildingID::HORDE_PLACEHOLDER5, BuildingID::HORDE_PLACEHOLDER6, BuildingID::HORDE_PLACEHOLDER7, BuildingID::HORDE_PLACEHOLDER8 };
//init buildings //init buildings
if(vstd::contains(vti->builtBuildings, BuildingID::DEFAULT)) //give standard set of buildings if(vstd::contains(vti->builtBuildings, BuildingID::DEFAULT)) //give standard set of buildings
@ -823,7 +824,7 @@ void CGameState::initTowns()
vti->builtBuildings.insert(BuildingID::VILLAGE_HALL); vti->builtBuildings.insert(BuildingID::VILLAGE_HALL);
//init hordes //init hordes
for (int i = 0; i < GameConstants::CREATURES_PER_TOWN; i++) for (int i = 0; i < vti->town->creatures.size(); i++)
{ {
if (vstd::contains(vti->builtBuildings, hordes[i])) //if we have horde for this level if (vstd::contains(vti->builtBuildings, hordes[i])) //if we have horde for this level
{ {

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@ -514,16 +514,16 @@ void CGTownInstance::initObj(vstd::RNG & rand) ///initialize town structures
blockVisit = true; blockVisit = true;
if(townEnvisagesBuilding(BuildingSubID::PORTAL_OF_SUMMONING)) //Dungeon for example if(townEnvisagesBuilding(BuildingSubID::PORTAL_OF_SUMMONING)) //Dungeon for example
creatures.resize(GameConstants::CREATURES_PER_TOWN + 1); creatures.resize(town->creatures.size() + 1);
else else
creatures.resize(GameConstants::CREATURES_PER_TOWN); creatures.resize(town->creatures.size());
for (int level = 0; level < GameConstants::CREATURES_PER_TOWN; level++) for (int level = 0; level < town->creatures.size(); level++)
{ {
BuildingID buildID = BuildingID(BuildingID::DWELL_FIRST + level); BuildingID buildID = BuildingID(BuildingID::DWELL_FIRST + level);
int upgradeNum = 0; int upgradeNum = 0;
for (; town->buildings.count(buildID); upgradeNum++, buildID.advance(GameConstants::CREATURES_PER_TOWN)) for (; town->buildings.count(buildID); upgradeNum++, buildID.advance(town->creatures.size()))
{ {
if (hasBuilt(buildID) && town->creatures.at(level).size() > upgradeNum) if (hasBuilt(buildID) && town->creatures.at(level).size() > upgradeNum)
creatures[level].second.push_back(town->creatures[level][upgradeNum]); creatures[level].second.push_back(town->creatures[level][upgradeNum]);

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@ -56,6 +56,7 @@ std::string defaultBuildingIdConversion(BuildingID bId)
case BuildingID::DWELL_LVL_5: return "DWELL_LVL_5"; case BuildingID::DWELL_LVL_5: return "DWELL_LVL_5";
case BuildingID::DWELL_LVL_6: return "DWELL_LVL_6"; case BuildingID::DWELL_LVL_6: return "DWELL_LVL_6";
case BuildingID::DWELL_LVL_7: return "DWELL_LVL_7"; case BuildingID::DWELL_LVL_7: return "DWELL_LVL_7";
case BuildingID::DWELL_LVL_8: return "DWELL_LVL_8";
case BuildingID::DWELL_LVL_1_UP: return "DWELL_LVL_1_UP"; case BuildingID::DWELL_LVL_1_UP: return "DWELL_LVL_1_UP";
case BuildingID::DWELL_LVL_2_UP: return "DWELL_LVL_2_UP"; case BuildingID::DWELL_LVL_2_UP: return "DWELL_LVL_2_UP";
case BuildingID::DWELL_LVL_3_UP: return "DWELL_LVL_3_UP"; case BuildingID::DWELL_LVL_3_UP: return "DWELL_LVL_3_UP";
@ -63,6 +64,7 @@ std::string defaultBuildingIdConversion(BuildingID bId)
case BuildingID::DWELL_LVL_5_UP: return "DWELL_LVL_5_UP"; case BuildingID::DWELL_LVL_5_UP: return "DWELL_LVL_5_UP";
case BuildingID::DWELL_LVL_6_UP: return "DWELL_LVL_6_UP"; case BuildingID::DWELL_LVL_6_UP: return "DWELL_LVL_6_UP";
case BuildingID::DWELL_LVL_7_UP: return "DWELL_LVL_7_UP"; case BuildingID::DWELL_LVL_7_UP: return "DWELL_LVL_7_UP";
case BuildingID::DWELL_LVL_8_UP: return "DWELL_LVL_8_UP";
default: default:
return "UNKNOWN"; return "UNKNOWN";
} }

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@ -599,12 +599,12 @@ void CGameHandler::setPortalDwelling(const CGTownInstance * town, bool forced=fa
return; return;
} }
if (forced || town->creatures.at(GameConstants::CREATURES_PER_TOWN).second.empty())//we need to change creature if (forced || town->creatures.at(town->town->creatures.size()).second.empty())//we need to change creature
{ {
SetAvailableCreatures ssi; SetAvailableCreatures ssi;
ssi.tid = town->id; ssi.tid = town->id;
ssi.creatures = town->creatures; ssi.creatures = town->creatures;
ssi.creatures[GameConstants::CREATURES_PER_TOWN].second.clear();//remove old one ssi.creatures[town->town->creatures.size()].second.clear();//remove old one
const std::vector<ConstTransitivePtr<CGDwelling> > &dwellings = p->dwellings; const std::vector<ConstTransitivePtr<CGDwelling> > &dwellings = p->dwellings;
if (dwellings.empty())//no dwellings - just remove if (dwellings.empty())//no dwellings - just remove
@ -620,13 +620,13 @@ void CGameHandler::setPortalDwelling(const CGTownInstance * town, bool forced=fa
if (clear) if (clear)
{ {
ssi.creatures[GameConstants::CREATURES_PER_TOWN].first = std::max(1, (VLC->creh->objects.at(creatureId)->getGrowth())/2); ssi.creatures[town->town->creatures.size()].first = std::max(1, (VLC->creh->objects.at(creatureId)->getGrowth())/2);
} }
else else
{ {
ssi.creatures[GameConstants::CREATURES_PER_TOWN].first = VLC->creh->objects.at(creatureId)->getGrowth(); ssi.creatures[town->town->creatures.size()].first = VLC->creh->objects.at(creatureId)->getGrowth();
} }
ssi.creatures[GameConstants::CREATURES_PER_TOWN].second.push_back(creatureId); ssi.creatures[town->town->creatures.size()].second.push_back(creatureId);
sendAndApply(&ssi); sendAndApply(&ssi);
} }
} }
@ -864,7 +864,7 @@ void CGameHandler::onNewTurn()
} }
auto & sac = n.cres.at(t->id); auto & sac = n.cres.at(t->id);
for (int k=0; k < GameConstants::CREATURES_PER_TOWN; k++) //creature growths for (int k=0; k < t->town->creatures.size(); k++) //creature growths
{ {
if (!t->creatures.at(k).second.empty()) // there are creatures at this level if (!t->creatures.at(k).second.empty()) // there are creatures at this level
{ {