mirror of
https://github.com/vcmi/vcmi.git
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Merge commit '3c844002626f48007a888d4dd8b0b45ec867fc9a' into feature/VCMIMapFormat1
Conflicts: lib/mapObjects/CGHeroInstance.cpp
This commit is contained in:
commit
1bc41b3ba3
@ -1017,7 +1017,7 @@ void CBattleInterface::stackRemoved(int stackID)
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setActiveStack(nullptr);
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}
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}
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delete creAnims[stackID];
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creAnims.erase(stackID);
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creDir.erase(stackID);
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@ -1201,18 +1201,18 @@ void CBattleInterface::stackIsCatapulting(const CatapultAttack & ca)
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for(auto attackInfo : ca.attackedParts)
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{
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addNewAnim(new CShootingAnimation(this, stack, attackInfo.destinationTile, nullptr, true, attackInfo.damageDealt));
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}
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}
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}
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else
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{
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//no attacker stack, assume spell-related (earthquake) - only hit animation
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//no attacker stack, assume spell-related (earthquake) - only hit animation
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for(auto attackInfo : ca.attackedParts)
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{
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Point destPos = CClickableHex::getXYUnitAnim(attackInfo.destinationTile, nullptr, this) + Point(99, 120);
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addNewAnim(new CSpellEffectAnimation(this, "SGEXPL.DEF", destPos.x, destPos.y));
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}
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}
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}
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waitForAnims();
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@ -1323,9 +1323,9 @@ void CBattleInterface::spellCast( const BattleSpellCast * sc )
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//displaying message in console
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std::vector<std::string> logLines;
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spell.prepareBattleLog(curInt->cb.get(), sc, logLines);
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for(auto line : logLines)
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console->addText(line);
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@ -1427,15 +1427,15 @@ void CBattleInterface::displayEffect(ui32 effect, int destTile, bool areaEffect)
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}
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void CBattleInterface::displaySpellAnimation(const CSpell::TAnimation & animation, BattleHex destinationTile, bool areaEffect)
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{
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{
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if(animation.pause > 0)
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{
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addNewAnim(new CDummyAnimation(this, animation.pause));
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addNewAnim(new CDummyAnimation(this, animation.pause));
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}
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else
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{
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addNewAnim(new CSpellEffectAnimation(this, animation.resourceName, destinationTile, false, animation.verticalPosition == VerticalPosition::BOTTOM));
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}
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addNewAnim(new CSpellEffectAnimation(this, animation.resourceName, destinationTile, false, animation.verticalPosition == VerticalPosition::BOTTOM));
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}
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}
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void CBattleInterface::displaySpellCast(SpellID spellID, BattleHex destinationTile, bool areaEffect)
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@ -1444,11 +1444,11 @@ void CBattleInterface::displaySpellCast(SpellID spellID, BattleHex destinationTi
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if(spell == nullptr)
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return;
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for(const CSpell::TAnimation & animation : spell->animationInfo.cast)
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{
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displaySpellAnimation(animation, destinationTile, areaEffect);
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}
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}
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}
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void CBattleInterface::displaySpellEffect(SpellID spellID, BattleHex destinationTile, bool areaEffect)
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@ -1933,7 +1933,7 @@ void CBattleInterface::bTacticNextStack(const CStack *current /*= nullptr*/)
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waitForAnims();
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TStacks stacksOfMine = tacticianInterface->cb->battleGetStacks(CBattleCallback::ONLY_MINE);
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stacksOfMine.erase(std::remove_if(stacksOfMine.begin(), stacksOfMine.end(), &immobile), stacksOfMine.end());
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vstd::erase_if(stacksOfMine, &immobile);
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auto it = vstd::find(stacksOfMine, current);
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if(it != stacksOfMine.end() && ++it != stacksOfMine.end())
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stackActivated(*it);
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@ -2072,7 +2072,7 @@ void CBattleInterface::handleHex(BattleHex myNumber, int eventType)
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case ANY_CREATURE:
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if (shere && shere->alive() && isCastingPossibleHere (sactive, shere, myNumber))
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legalAction = true;
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break;
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break;
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case HOSTILE_CREATURE_SPELL:
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if (shere && shere->alive() && !ourStack && isCastingPossibleHere (sactive, shere, myNumber))
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legalAction = true;
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@ -32,7 +32,7 @@
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*/
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CArtPlace::CArtPlace(Point position, const CArtifactInstance * Art):
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locked(false), picked(false), marked(false), ourArt(Art)
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locked(false), picked(false), marked(false), ourArt(Art)
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{
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pos += position;
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pos.w = pos.h = 44;
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@ -180,7 +180,7 @@ void CArtPlace::clickLeft(tribool down, bool previousState)
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if(srcInBackpack && srcInSameHero)
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{
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if(!ourArt //cannot move from backpack to AFTER backpack -> combined with vstd::amin above it will guarantee that dest is at most the last artifact
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|| ourOwner->commonInfo->src.slotID < ourOwner->commonInfo->dst.slotID) //rearranging arts in backpack after taking src artifact, the dest id will be shifted
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|| ourOwner->commonInfo->src.slotID < ourOwner->commonInfo->dst.slotID) //rearranging arts in backpack after taking src artifact, the dest id will be shifted
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vstd::advance(ourOwner->commonInfo->dst.slotID, -1);
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}
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if(srcInSameHero && ourOwner->commonInfo->dst.slotID == ourOwner->commonInfo->src.slotID) //we came to src == dst
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@ -386,70 +386,36 @@ void CArtPlace::setArtifact(const CArtifactInstance *art)
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image->disable();
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text = std::string();
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hoverText = CGI->generaltexth->allTexts[507];
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return;
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}
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image->enable();
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image->setFrame(locked ? ArtifactID::ART_LOCK : art->artType->iconIndex);
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text = art->getEffectiveDescription(ourOwner->curHero);
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if(art->artType->id == ArtifactID::SPELL_SCROLL)
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{
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int spellID = art->getGivenSpellID();
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if(spellID >= 0)
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{
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//add spell component info (used to provide a pic in r-click popup)
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baseType = CComponent::spell;
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type = spellID;
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bonusValue = 0;
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}
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}
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else
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{
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image->enable();
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image->setFrame(locked ? ArtifactID::ART_LOCK : art->artType->iconIndex);
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std::string artDesc = ourArt->artType->Description();
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if (vstd::contains (artDesc, '{'))
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text = artDesc;
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else
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text = '{' + ourArt->artType->Name() + "}\n\n" + artDesc; //workaround for new artifacts with single name, turns it to H3-style
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if(art->artType->id == ArtifactID::SPELL_SCROLL)
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{
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// we expect scroll description to be like this: This scroll contains the [spell name] spell which is added into your spell book for as long as you carry the scroll.
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// so we want to replace text in [...] with a spell name
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// however other language versions don't have name placeholder at all, so we have to be careful
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int spellID = art->getGivenSpellID();
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size_t nameStart = text.find_first_of('[');
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size_t nameEnd = text.find_first_of(']', nameStart);
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if(spellID >= 0)
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{
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if(nameStart != std::string::npos && nameEnd != std::string::npos)
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text = text.replace(nameStart, nameEnd - nameStart + 1, CGI->spellh->objects[spellID]->name);
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//add spell component info (used to provide a pic in r-click popup)
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baseType = CComponent::spell;
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type = spellID;
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bonusValue = 0;
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}
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}
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else
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{
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baseType = CComponent::artifact;
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type = art->artType->id;
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bonusValue = 0;
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}
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if (art->artType->constituents) //display info about components of combined artifact
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{
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//TODO
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}
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else if (art->artType->constituentOf.size()) //display info about set
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{
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std::string artList;
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auto combinedArt = art->artType->constituentOf[0];
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text += "\n\n";
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text += "{" + combinedArt->Name() + "}";
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int wornArtifacts = 0;
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for (auto a : *combinedArt->constituents) //TODO: can the artifact be a part of more than one set?
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{
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artList += "\n" + a->Name();
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if (ourOwner->curHero->hasArt(a->id, true))
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wornArtifacts++;
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}
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text += " (" + boost::str(boost::format("%d") % wornArtifacts) + " / " +
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boost::str(boost::format("%d") % combinedArt->constituents->size()) + ")" + artList;
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//TODO: fancy colors and fonts for this text
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}
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if (locked) // Locks should appear as empty.
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hoverText = CGI->generaltexth->allTexts[507];
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else
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hoverText = boost::str(boost::format(CGI->generaltexth->heroscrn[1]) % ourArt->artType->Name());
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baseType = CComponent::artifact;
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type = art->artType->id;
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bonusValue = 0;
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}
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if (locked) // Locks should appear as empty.
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hoverText = CGI->generaltexth->allTexts[507];
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else
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hoverText = boost::str(boost::format(CGI->generaltexth->heroscrn[1]) % ourArt->artType->Name());
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}
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void CArtifactsOfHero::SCommonPart::reset()
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@ -811,7 +777,7 @@ void CArtifactsOfHero::artifactMoved(const ArtifactLocation &src, const Artifact
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}
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else if(src.slot >= GameConstants::BACKPACK_START &&
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src.slot < commonInfo->src.slotID &&
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src.isHolder(commonInfo->src.AOH->curHero)) //artifact taken from before currently picked one
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src.isHolder(commonInfo->src.AOH->curHero)) //artifact taken from before currently picked one
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{
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//int fixedSlot = src.hero->getArtPos(commonInfo->src.art);
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vstd::advance(commonInfo->src.slotID, -1);
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@ -825,14 +791,14 @@ void CArtifactsOfHero::artifactMoved(const ArtifactLocation &src, const Artifact
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}
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updateParentWindow();
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int shift = 0;
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int shift = 0;
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// if(dst.slot >= Arts::BACKPACK_START && dst.slot - Arts::BACKPACK_START < backpackPos)
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// shift++;
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//
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if(src.slot < GameConstants::BACKPACK_START && dst.slot - GameConstants::BACKPACK_START < backpackPos)
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if(src.slot < GameConstants::BACKPACK_START && dst.slot - GameConstants::BACKPACK_START < backpackPos)
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shift++;
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if(dst.slot < GameConstants::BACKPACK_START && src.slot - GameConstants::BACKPACK_START < backpackPos)
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shift--;
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shift--;
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if( (isCurHeroSrc && src.slot >= GameConstants::BACKPACK_START)
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|| (isCurHeroDst && dst.slot >= GameConstants::BACKPACK_START) )
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@ -7,6 +7,7 @@
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#include "../CMessage.h"
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#include "../CGameInfo.h"
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#include "../widgets/Images.h"
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#include "../widgets/CArtifactHolder.h"
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#include "../windows/CAdvmapInterface.h"
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#include "../../lib/CArtHandler.h"
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@ -144,14 +145,26 @@ size_t CComponent::getIndex()
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std::string CComponent::getDescription()
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{
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switch (compType)
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switch(compType)
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{
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case primskill: return (subtype < 4)? CGI->generaltexth->arraytxt[2+subtype] //Primary skill
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: CGI->generaltexth->allTexts[149]; //mana
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case secskill: return CGI->generaltexth->skillInfoTexts[subtype][val-1];
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case resource: return CGI->generaltexth->allTexts[242];
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case creature: return "";
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case artifact: return CGI->arth->artifacts[subtype]->Description();
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case artifact:
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{
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std::unique_ptr<CArtifactInstance> art;
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if (subtype != ArtifactID::SPELL_SCROLL)
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{
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art.reset(CArtifactInstance::createNewArtifactInstance(subtype));
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}
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else
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{
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art.reset(CArtifactInstance::createScroll(static_cast<SpellID>(val)));
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}
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return art->getEffectiveDescription();
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}
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case experience: return CGI->generaltexth->allTexts[241];
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case spell: return CGI->spellh->objects[subtype]->getLevelInfo(val).description;
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case morale: return CGI->generaltexth->heroscrn[ 4 - (val>0) + (val<0)];
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@ -166,7 +179,7 @@ std::string CComponent::getDescription()
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std::string CComponent::getSubtitle()
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{
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if (!perDay)
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if(!perDay)
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return getSubtitleInternal();
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std::string ret = CGI->generaltexth->allTexts[3];
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|
@ -28,6 +28,7 @@
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#include "../lib/CHeroHandler.h"
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#include "../lib/mapObjects/CGHeroInstance.h"
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#include "../lib/NetPacksBase.h"
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#include "../mapHandler.h"
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/*
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* CHeroWindow.cpp, part of VCMI engine
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@ -275,6 +276,9 @@ void CHeroWindow::update(const CGHeroInstance * hero, bool redrawNeeded /*= fals
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if(!LOCPLINT->cb->howManyTowns() && LOCPLINT->cb->howManyHeroes() == 1)
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noDismiss = true;
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if(curHero->isMissionCritical())
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noDismiss = true;
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dismissButton->block(!!curHero->visitedTown || noDismiss);
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if(curHero->getSecSkillLevel(SecondarySkill::TACTICS) == 0)
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@ -343,10 +347,10 @@ void CHeroWindow::commanderWindow()
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void CHeroWindow::showAll(SDL_Surface * to)
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{
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CIntObject::showAll(to);
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//printing hero's name
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printAtMiddleLoc(curHero->name, 190, 38, FONT_BIG, Colors::YELLOW, to);
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//printing hero's level
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std::string secondLine= CGI->generaltexth->allTexts[342];
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boost::algorithm::replace_first(secondLine,"%d",boost::lexical_cast<std::string>(curHero->level));
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@ -360,14 +364,14 @@ void CHeroWindow::showAll(SDL_Surface * to)
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primarySkill << primSkillAreas[m]->bonusValue;
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printAtMiddleLoc(primarySkill.str(), 53 + 70 * m, 166, FONT_SMALL, Colors::WHITE, to);
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}
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//secondary skills
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for(size_t v=0; v<std::min(secSkillAreas.size(), curHero->secSkills.size()); ++v)
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{
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printAtLoc(CGI->generaltexth->levels[curHero->secSkills[v].second-1], (v%2) ? 212 : 68, 280 + 48 * (v/2), FONT_SMALL, Colors::WHITE, to);
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printAtLoc(CGI->generaltexth->skillName[curHero->secSkills[v].first], (v%2) ? 212 : 68, 300 + 48 * (v/2), FONT_SMALL, Colors::WHITE, to);
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}
|
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|
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|
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//printing special ability
|
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printAtLoc(curHero->type->specName, 69, 205, FONT_SMALL, Colors::WHITE, to);
|
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std::ostringstream expstr;
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||||
|
@ -269,7 +269,7 @@ void CTradeWindow::CTradeableItem::clickRight(tribool down, bool previousState)
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case ARTIFACT_TYPE:
|
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case ARTIFACT_PLACEHOLDER:
|
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if(id >= 0)
|
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adventureInt->handleRightClick(CGI->arth->artifacts[id]->Description(), down);
|
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adventureInt->handleRightClick(hlp->getEffectiveDescription(), down);
|
||||
break;
|
||||
}
|
||||
}
|
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@ -500,14 +500,14 @@ void CTradeWindow::getPositionsFor(std::vector<Rect> &poss, bool Left, EType typ
|
||||
int h, w, x, y, dx, dy;
|
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int leftToRightOffset;
|
||||
getBaseForPositions(type, dx, dy, x, y, h, w, !Left, leftToRightOffset);
|
||||
|
||||
const std::vector<Rect> tmp =
|
||||
|
||||
const std::vector<Rect> tmp =
|
||||
{
|
||||
genRect(h, w, x, y), genRect(h, w, x + dx, y), genRect(h, w, x + 2*dx, y),
|
||||
genRect(h, w, x, y + dy), genRect(h, w, x + dx, y + dy), genRect(h, w, x + 2*dx, y + dy),
|
||||
genRect(h, w, x + dx, y + 2*dy)
|
||||
genRect(h, w, x + dx, y + 2*dy)
|
||||
};
|
||||
|
||||
|
||||
vstd::concatenate(poss, tmp);
|
||||
|
||||
if(!Left)
|
||||
|
@ -23,7 +23,8 @@
|
||||
"ALL_CREATURES_GET_DOUBLE_MONTHS" : false,
|
||||
"NEGATIVE_LUCK" : false,
|
||||
"MAX_HEROES_AVAILABLE_PER_PLAYER" : 16,
|
||||
"MAX_HEROES_ON_MAP_PER_PLAYER" : 8
|
||||
"MAX_HEROES_ON_MAP_PER_PLAYER" : 8,
|
||||
"WINNING_HERO_WITH_NO_TROOPS_RETREATS": true
|
||||
|
||||
},
|
||||
"modules":
|
||||
|
@ -764,9 +764,14 @@ std::string CArtifactInstance::nodeName() const
|
||||
}
|
||||
|
||||
CArtifactInstance * CArtifactInstance::createScroll( const CSpell *s)
|
||||
{
|
||||
return createScroll(s->id);
|
||||
}
|
||||
|
||||
CArtifactInstance *CArtifactInstance::createScroll(SpellID sid)
|
||||
{
|
||||
auto ret = new CArtifactInstance(VLC->arth->artifacts[ArtifactID::SPELL_SCROLL]);
|
||||
auto b = new Bonus(Bonus::PERMANENT, Bonus::SPELL, Bonus::ARTIFACT_INSTANCE, -1, ArtifactID::SPELL_SCROLL, s->id);
|
||||
auto b = new Bonus(Bonus::PERMANENT, Bonus::SPELL, Bonus::ARTIFACT_INSTANCE, -1, ArtifactID::SPELL_SCROLL, sid);
|
||||
ret->addNewBonus(b);
|
||||
return ret;
|
||||
}
|
||||
@ -778,6 +783,48 @@ void CArtifactInstance::init()
|
||||
setNodeType(ARTIFACT_INSTANCE);
|
||||
}
|
||||
|
||||
std::string CArtifactInstance::getEffectiveDescription(
|
||||
const CGHeroInstance *hero) const
|
||||
{
|
||||
std::string text = artType->Description();
|
||||
if (!vstd::contains(text, '{'))
|
||||
text = '{' + artType->Name() + "}\n\n" + text; //workaround for new artifacts with single name, turns it to H3-style
|
||||
|
||||
if(artType->id == ArtifactID::SPELL_SCROLL)
|
||||
{
|
||||
// we expect scroll description to be like this: This scroll contains the [spell name] spell which is added into your spell book for as long as you carry the scroll.
|
||||
// so we want to replace text in [...] with a spell name
|
||||
// however other language versions don't have name placeholder at all, so we have to be careful
|
||||
int spellID = getGivenSpellID();
|
||||
size_t nameStart = text.find_first_of('[');
|
||||
size_t nameEnd = text.find_first_of(']', nameStart);
|
||||
if(spellID >= 0)
|
||||
{
|
||||
if(nameStart != std::string::npos && nameEnd != std::string::npos)
|
||||
text = text.replace(nameStart, nameEnd - nameStart + 1, VLC->spellh->objects[spellID]->name);
|
||||
}
|
||||
}
|
||||
else if (hero && artType->constituentOf.size()) //display info about set
|
||||
{
|
||||
std::string artList;
|
||||
auto combinedArt = artType->constituentOf[0];
|
||||
text += "\n\n";
|
||||
text += "{" + combinedArt->Name() + "}";
|
||||
int wornArtifacts = 0;
|
||||
for (auto a : *combinedArt->constituents) //TODO: can the artifact be a part of more than one set?
|
||||
{
|
||||
artList += "\n" + a->Name();
|
||||
if (hero->hasArt(a->id, true))
|
||||
wornArtifacts++;
|
||||
}
|
||||
text += " (" + boost::str(boost::format("%d") % wornArtifacts) + " / " +
|
||||
boost::str(boost::format("%d") % combinedArt->constituents->size()) + ")" + artList;
|
||||
//TODO: fancy colors and fonts for this text
|
||||
}
|
||||
|
||||
return text;
|
||||
}
|
||||
|
||||
ArtifactPosition CArtifactInstance::firstAvailableSlot(const CArtifactSet *h) const
|
||||
{
|
||||
for(auto slot : artType->possibleSlots.at(h->bearerType()))
|
||||
@ -926,7 +973,7 @@ SpellID CArtifactInstance::getGivenSpellID() const
|
||||
const Bonus * b = getBonusLocalFirst(Selector::type(Bonus::SPELL));
|
||||
if(!b)
|
||||
{
|
||||
logGlobal->warnStream() << "Warning: " << nodeName() << " doesn't bear any spell!";
|
||||
logGlobal->warnStream() << "Warning: " << nodeName() << " doesn't bear any spell!";
|
||||
return SpellID::NONE;
|
||||
}
|
||||
return SpellID(b->subtype);
|
||||
|
@ -124,6 +124,7 @@ public:
|
||||
void deserializationFix();
|
||||
void setType(CArtifact *Art);
|
||||
|
||||
std::string getEffectiveDescription(const CGHeroInstance *hero = nullptr) const;
|
||||
ArtifactPosition firstAvailableSlot(const CArtifactSet *h) const;
|
||||
ArtifactPosition firstBackpackSlot(const CArtifactSet *h) const;
|
||||
SpellID getGivenSpellID() const; //to be used with scrolls (and similar arts), -1 if none
|
||||
@ -148,6 +149,7 @@ public:
|
||||
}
|
||||
|
||||
static CArtifactInstance *createScroll(const CSpell *s);
|
||||
static CArtifactInstance *createScroll(SpellID sid);
|
||||
static CArtifactInstance *createNewArtifactInstance(CArtifact *Art);
|
||||
static CArtifactInstance *createNewArtifactInstance(int aid);
|
||||
};
|
||||
|
@ -66,6 +66,10 @@ const PlayerState * CGameInfoCallback::getPlayer(PlayerColor color, bool verbose
|
||||
{
|
||||
//funtion written from scratch since it's accessed A LOT by AI
|
||||
|
||||
if(!color.isValidPlayer())
|
||||
{
|
||||
return nullptr;
|
||||
}
|
||||
auto player = gs->players.find(color);
|
||||
if (player != gs->players.end())
|
||||
{
|
||||
@ -229,13 +233,13 @@ bool CGameInfoCallback::getTownInfo(const CGObjectInstance * town, InfoAboutTown
|
||||
{
|
||||
if(!detailed && nullptr != selectedObject)
|
||||
{
|
||||
const CGHeroInstance * selectedHero = dynamic_cast<const CGHeroInstance *>(selectedObject);
|
||||
const CGHeroInstance * selectedHero = dynamic_cast<const CGHeroInstance *>(selectedObject);
|
||||
if(nullptr != selectedHero)
|
||||
detailed = selectedHero->hasVisions(town, 1);
|
||||
detailed = selectedHero->hasVisions(town, 1);
|
||||
}
|
||||
|
||||
|
||||
dest.initFromTown(static_cast<const CGTownInstance *>(town), detailed);
|
||||
}
|
||||
}
|
||||
else if(town->ID == Obj::GARRISON || town->ID == Obj::GARRISON2)
|
||||
dest.initFromArmy(static_cast<const CArmedInstance *>(town), detailed);
|
||||
else
|
||||
@ -268,28 +272,28 @@ bool CGameInfoCallback::getHeroInfo(const CGObjectInstance * hero, InfoAboutHero
|
||||
ERROR_RET_VAL_IF(!isVisible(h->getPosition(false)), "That hero is not visible!", false);
|
||||
|
||||
bool accessFlag = hasAccess(h->tempOwner);
|
||||
|
||||
|
||||
if(!accessFlag && nullptr != selectedObject)
|
||||
{
|
||||
const CGHeroInstance * selectedHero = dynamic_cast<const CGHeroInstance *>(selectedObject);
|
||||
const CGHeroInstance * selectedHero = dynamic_cast<const CGHeroInstance *>(selectedObject);
|
||||
if(nullptr != selectedHero)
|
||||
accessFlag = selectedHero->hasVisions(hero, 1);
|
||||
accessFlag = selectedHero->hasVisions(hero, 1);
|
||||
}
|
||||
|
||||
|
||||
dest.initFromHero(h, accessFlag);
|
||||
|
||||
|
||||
//DISGUISED bonus implementation
|
||||
|
||||
|
||||
if(getPlayerRelations(getLocalPlayer(), hero->tempOwner) == PlayerRelations::ENEMIES)
|
||||
{
|
||||
//todo: bonus cashing
|
||||
//todo: bonus cashing
|
||||
int disguiseLevel = h->valOfBonuses(Selector::typeSubtype(Bonus::DISGUISED, 0));
|
||||
|
||||
auto doBasicDisguise = [disguiseLevel](InfoAboutHero & info)
|
||||
|
||||
auto doBasicDisguise = [disguiseLevel](InfoAboutHero & info)
|
||||
{
|
||||
int maxAIValue = 0;
|
||||
const CCreature * mostStrong = nullptr;
|
||||
|
||||
|
||||
for(auto & elem : info.army)
|
||||
{
|
||||
if(elem.second.type->AIValue > maxAIValue)
|
||||
@ -298,7 +302,7 @@ bool CGameInfoCallback::getHeroInfo(const CGObjectInstance * hero, InfoAboutHero
|
||||
mostStrong = elem.second.type;
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
if(nullptr == mostStrong)//just in case
|
||||
logGlobal->errorStream() << "CGameInfoCallback::getHeroInfo: Unable to select most strong stack" << disguiseLevel;
|
||||
else
|
||||
@ -307,25 +311,25 @@ bool CGameInfoCallback::getHeroInfo(const CGObjectInstance * hero, InfoAboutHero
|
||||
elem.second.type = mostStrong;
|
||||
}
|
||||
};
|
||||
|
||||
auto doAdvancedDisguise = [accessFlag, &doBasicDisguise](InfoAboutHero & info)
|
||||
|
||||
auto doAdvancedDisguise = [accessFlag, &doBasicDisguise](InfoAboutHero & info)
|
||||
{
|
||||
doBasicDisguise(info);
|
||||
|
||||
|
||||
for(auto & elem : info.army)
|
||||
elem.second.count = 0;
|
||||
};
|
||||
|
||||
auto doExpertDisguise = [this,h](InfoAboutHero & info)
|
||||
|
||||
auto doExpertDisguise = [this,h](InfoAboutHero & info)
|
||||
{
|
||||
for(auto & elem : info.army)
|
||||
elem.second.count = 0;
|
||||
|
||||
|
||||
const auto factionIndex = getStartInfo(false)->playerInfos.at(h->tempOwner).castle;
|
||||
|
||||
|
||||
int maxAIValue = 0;
|
||||
const CCreature * mostStrong = nullptr;
|
||||
|
||||
|
||||
for(auto creature : VLC->creh->creatures)
|
||||
{
|
||||
if(creature->faction == factionIndex && creature->AIValue > maxAIValue)
|
||||
@ -334,35 +338,35 @@ bool CGameInfoCallback::getHeroInfo(const CGObjectInstance * hero, InfoAboutHero
|
||||
mostStrong = creature;
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
if(nullptr != mostStrong) //possible, faction may have no creatures at all
|
||||
for(auto & elem : info.army)
|
||||
elem.second.type = mostStrong;
|
||||
};
|
||||
|
||||
|
||||
};
|
||||
|
||||
|
||||
switch (disguiseLevel)
|
||||
{
|
||||
case 0:
|
||||
//no bonus at all - do nothing
|
||||
break;
|
||||
break;
|
||||
case 1:
|
||||
doBasicDisguise(dest);
|
||||
break;
|
||||
break;
|
||||
case 2:
|
||||
doAdvancedDisguise(dest);
|
||||
break;
|
||||
break;
|
||||
case 3:
|
||||
doExpertDisguise(dest);
|
||||
break;
|
||||
break;
|
||||
default:
|
||||
//invalid value
|
||||
logGlobal->errorStream() << "CGameInfoCallback::getHeroInfo: Invalid DISGUISED bonus value " << disguiseLevel;
|
||||
break;
|
||||
}
|
||||
|
||||
|
||||
}
|
||||
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
@ -486,7 +490,7 @@ std::shared_ptr<boost::multi_array<TerrainTile*, 3>> CGameInfoCallback::getAllVi
|
||||
|
||||
|
||||
boost::multi_array<TerrainTile*, 3> tileArray(boost::extents[width][height][levels]);
|
||||
|
||||
|
||||
for (size_t x = 0; x < width; x++)
|
||||
for (size_t y = 0; y < height; y++)
|
||||
for (size_t z = 0; z < levels; z++)
|
||||
@ -964,4 +968,3 @@ void IGameEventRealizer::setObjProperty(ObjectInstanceID objid, int prop, si64 v
|
||||
sob.val = static_cast<ui32>(val);
|
||||
commitPackage(&sob);
|
||||
}
|
||||
|
||||
|
@ -1219,8 +1219,8 @@ CGameState::CrossoverHeroesList CGameState::getCrossoverHeroesFromPreviousScenar
|
||||
// remove heroes which didn't reached the end of the scenario, but were available at the start
|
||||
for(auto hero : lostCrossoverHeroes)
|
||||
{
|
||||
crossoverHeroes.heroesFromAnyPreviousScenarios.erase(range::remove_if(crossoverHeroes.heroesFromAnyPreviousScenarios,
|
||||
CGObjectInstanceBySubIdFinder(hero)), crossoverHeroes.heroesFromAnyPreviousScenarios.end());
|
||||
vstd::erase_if(crossoverHeroes.heroesFromAnyPreviousScenarios,
|
||||
CGObjectInstanceBySubIdFinder(hero));
|
||||
}
|
||||
|
||||
// now add heroes which completed the scenario
|
||||
@ -2268,7 +2268,7 @@ EVictoryLossCheckResult CGameState::checkForVictoryAndLoss(PlayerColor player) c
|
||||
|
||||
for (const TriggeredEvent & event : map->triggeredEvents)
|
||||
{
|
||||
if ((event.trigger.test(evaluateEvent)))
|
||||
if (event.trigger.test(evaluateEvent))
|
||||
{
|
||||
if (event.effect.type == EventEffect::VICTORY)
|
||||
return EVictoryLossCheckResult::victory(event.onFulfill, event.effect.toOtherMessage);
|
||||
@ -2285,7 +2285,7 @@ EVictoryLossCheckResult CGameState::checkForVictoryAndLoss(PlayerColor player) c
|
||||
return EVictoryLossCheckResult();
|
||||
}
|
||||
|
||||
bool CGameState::checkForVictory( PlayerColor player, const EventCondition & condition ) const
|
||||
bool CGameState::checkForVictory(PlayerColor player, const EventCondition & condition) const
|
||||
{
|
||||
const PlayerState *p = CGameInfoCallback::getPlayer(player);
|
||||
switch (condition.condition)
|
||||
|
@ -551,21 +551,42 @@ CModHandler::CModHandler()
|
||||
|
||||
void CModHandler::loadConfigFromFile (std::string name)
|
||||
{
|
||||
std::string paths;
|
||||
for(auto& p : CResourceHandler::get()->getResourceNames(ResourceID("config/" + name)))
|
||||
{
|
||||
paths += p + ", ";
|
||||
}
|
||||
paths = paths.substr(0, paths.size() - 2);
|
||||
logGlobal->debugStream() << "Loading hardcoded features settings from [" << paths << "], result:";
|
||||
settings.data = JsonUtils::assembleFromFiles("config/" + name);
|
||||
const JsonNode & hardcodedFeatures = settings.data["hardcodedFeatures"];
|
||||
settings.MAX_HEROES_AVAILABLE_PER_PLAYER = hardcodedFeatures["MAX_HEROES_AVAILABLE_PER_PLAYER"].Float();
|
||||
logGlobal->debugStream() << "\tMAX_HEROES_AVAILABLE_PER_PLAYER\t" << settings.MAX_HEROES_AVAILABLE_PER_PLAYER;
|
||||
settings.MAX_HEROES_ON_MAP_PER_PLAYER = hardcodedFeatures["MAX_HEROES_ON_MAP_PER_PLAYER"].Float();
|
||||
logGlobal->debugStream() << "\tMAX_HEROES_ON_MAP_PER_PLAYER\t" << settings.MAX_HEROES_ON_MAP_PER_PLAYER;
|
||||
settings.CREEP_SIZE = hardcodedFeatures["CREEP_SIZE"].Float();
|
||||
logGlobal->debugStream() << "\tCREEP_SIZE\t" << settings.CREEP_SIZE;
|
||||
settings.WEEKLY_GROWTH = hardcodedFeatures["WEEKLY_GROWTH_PERCENT"].Float();
|
||||
logGlobal->debugStream() << "\tWEEKLY_GROWTH\t" << settings.WEEKLY_GROWTH;
|
||||
settings.NEUTRAL_STACK_EXP = hardcodedFeatures["NEUTRAL_STACK_EXP_DAILY"].Float();
|
||||
logGlobal->debugStream() << "\tNEUTRAL_STACK_EXP\t" << settings.NEUTRAL_STACK_EXP;
|
||||
settings.MAX_BUILDING_PER_TURN = hardcodedFeatures["MAX_BUILDING_PER_TURN"].Float();
|
||||
logGlobal->debugStream() << "\tMAX_BUILDING_PER_TURN\t" << settings.MAX_BUILDING_PER_TURN;
|
||||
settings.DWELLINGS_ACCUMULATE_CREATURES = hardcodedFeatures["DWELLINGS_ACCUMULATE_CREATURES"].Bool();
|
||||
logGlobal->debugStream() << "\tDWELLINGS_ACCUMULATE_CREATURES\t" << settings.DWELLINGS_ACCUMULATE_CREATURES;
|
||||
settings.ALL_CREATURES_GET_DOUBLE_MONTHS = hardcodedFeatures["ALL_CREATURES_GET_DOUBLE_MONTHS"].Bool();
|
||||
logGlobal->debugStream() << "\tALL_CREATURES_GET_DOUBLE_MONTHS\t" << settings.ALL_CREATURES_GET_DOUBLE_MONTHS;
|
||||
settings.WINNING_HERO_WITH_NO_TROOPS_RETREATS = hardcodedFeatures["WINNING_HERO_WITH_NO_TROOPS_RETREATS"].Bool();
|
||||
logGlobal->debugStream() << "\tWINNING_HERO_WITH_NO_TROOPS_RETREATS\t" << settings.WINNING_HERO_WITH_NO_TROOPS_RETREATS;
|
||||
const JsonNode & gameModules = settings.data["modules"];
|
||||
modules.STACK_EXP = gameModules["STACK_EXPERIENCE"].Bool();
|
||||
logGlobal->debugStream() << "\tSTACK_EXP\t" << modules.STACK_EXP;
|
||||
modules.STACK_ARTIFACT = gameModules["STACK_ARTIFACTS"].Bool();
|
||||
logGlobal->debugStream() << "\tSTACK_ARTIFACT\t" << modules.STACK_ARTIFACT;
|
||||
modules.COMMANDERS = gameModules["COMMANDERS"].Bool();
|
||||
logGlobal->debugStream() << "\tCOMMANDERS\t" << modules.COMMANDERS;
|
||||
modules.MITHRIL = gameModules["MITHRIL"].Bool();
|
||||
logGlobal->debugStream() << "\tMITHRIL\t" << modules.MITHRIL;
|
||||
}
|
||||
|
||||
// currentList is passed by value to get current list of depending mods
|
||||
|
@ -259,11 +259,21 @@ public:
|
||||
bool ALL_CREATURES_GET_DOUBLE_MONTHS;
|
||||
int MAX_HEROES_AVAILABLE_PER_PLAYER;
|
||||
int MAX_HEROES_ON_MAP_PER_PLAYER;
|
||||
bool WINNING_HERO_WITH_NO_TROOPS_RETREATS;
|
||||
|
||||
template <typename Handler> void serialize(Handler &h, const int version)
|
||||
{
|
||||
h & data & CREEP_SIZE & WEEKLY_GROWTH & NEUTRAL_STACK_EXP & MAX_BUILDING_PER_TURN;
|
||||
h & DWELLINGS_ACCUMULATE_CREATURES & ALL_CREATURES_GET_DOUBLE_MONTHS & MAX_HEROES_AVAILABLE_PER_PLAYER & MAX_HEROES_ON_MAP_PER_PLAYER;
|
||||
h & DWELLINGS_ACCUMULATE_CREATURES & ALL_CREATURES_GET_DOUBLE_MONTHS &
|
||||
MAX_HEROES_AVAILABLE_PER_PLAYER & MAX_HEROES_ON_MAP_PER_PLAYER;
|
||||
if(version >= 756)
|
||||
{
|
||||
h & WINNING_HERO_WITH_NO_TROOPS_RETREATS;
|
||||
}
|
||||
else if(!h.saving)
|
||||
{
|
||||
WINNING_HERO_WITH_NO_TROOPS_RETREATS = true;
|
||||
}
|
||||
}
|
||||
} settings;
|
||||
|
||||
|
@ -56,6 +56,15 @@ JsonNode::JsonNode(ResourceID && fileURI):
|
||||
*this = parser.parse(fileURI.getName());
|
||||
}
|
||||
|
||||
JsonNode::JsonNode(const ResourceID & fileURI):
|
||||
type(DATA_NULL)
|
||||
{
|
||||
auto file = CResourceHandler::get()->load(fileURI)->readAll();
|
||||
|
||||
JsonParser parser(reinterpret_cast<char*>(file.first.get()), file.second);
|
||||
*this = parser.parse(fileURI.getName());
|
||||
}
|
||||
|
||||
JsonNode::JsonNode(ResourceID && fileURI, bool &isValidSyntax):
|
||||
type(DATA_NULL)
|
||||
{
|
||||
@ -328,7 +337,7 @@ void JsonUtils::parseTypedBonusShort(const JsonVector& source, Bonus *dest)
|
||||
resolveIdentifier(source[2],dest->subtype);
|
||||
dest->additionalInfo = source[3].Float();
|
||||
dest->duration = Bonus::PERMANENT; //TODO: handle flags (as integer)
|
||||
dest->turnsRemain = 0;
|
||||
dest->turnsRemain = 0;
|
||||
}
|
||||
|
||||
|
||||
@ -343,7 +352,7 @@ Bonus * JsonUtils::parseBonus (const JsonVector &ability_vec) //TODO: merge with
|
||||
return b;
|
||||
}
|
||||
b->type = it->second;
|
||||
|
||||
|
||||
parseTypedBonusShort(ability_vec, b);
|
||||
return b;
|
||||
}
|
||||
|
@ -7,7 +7,7 @@
|
||||
* Full text of license available in license.txt file, in main folder
|
||||
*
|
||||
*/
|
||||
|
||||
|
||||
#pragma once
|
||||
|
||||
class JsonNode;
|
||||
@ -55,6 +55,7 @@ public:
|
||||
explicit JsonNode(const char * data, size_t datasize);
|
||||
//Create tree from JSON file
|
||||
explicit JsonNode(ResourceID && fileURI);
|
||||
explicit JsonNode(const ResourceID & fileURI);
|
||||
explicit JsonNode(ResourceID && fileURI, bool & isValidSyntax);
|
||||
//Copy c-tor
|
||||
JsonNode(const JsonNode ©);
|
||||
@ -125,9 +126,9 @@ namespace JsonUtils
|
||||
/**
|
||||
* @brief parse short bonus format, excluding type
|
||||
* @note sets duration to Permament
|
||||
*/
|
||||
*/
|
||||
DLL_LINKAGE void parseTypedBonusShort(const JsonVector &source, Bonus *dest);
|
||||
|
||||
|
||||
///
|
||||
DLL_LINKAGE Bonus * parseBonus (const JsonVector &ability_vec);
|
||||
DLL_LINKAGE Bonus * parseBonus (const JsonNode &bonus);
|
||||
@ -144,7 +145,7 @@ namespace JsonUtils
|
||||
* @note this function will destroy data in source
|
||||
*/
|
||||
DLL_LINKAGE void merge(JsonNode & dest, JsonNode & source);
|
||||
|
||||
|
||||
/**
|
||||
* @brief recursively merges source into dest, replacing identical fields
|
||||
* struct : recursively calls this function
|
||||
@ -152,12 +153,12 @@ namespace JsonUtils
|
||||
* values : value in source will replace value in dest
|
||||
* null : if value in source is present but set to null it will delete entry in dest
|
||||
* @note this function will preserve data stored in source by creating copy
|
||||
*/
|
||||
*/
|
||||
DLL_LINKAGE void mergeCopy(JsonNode & dest, JsonNode source);
|
||||
|
||||
|
||||
/** @brief recursively merges descendant into copy of base node
|
||||
* Result emulates inheritance semantic
|
||||
*
|
||||
*
|
||||
*
|
||||
*/
|
||||
DLL_LINKAGE void inherit(JsonNode & descendant, const JsonNode & base);
|
||||
@ -200,7 +201,7 @@ namespace JsonDetail
|
||||
{
|
||||
// conversion helpers for JsonNode::convertTo (partial template function instantiation is illegal in c++)
|
||||
|
||||
template <typename T, int arithm>
|
||||
template <typename T, int arithm>
|
||||
struct JsonConvImpl;
|
||||
|
||||
template <typename T>
|
||||
@ -229,7 +230,7 @@ namespace JsonDetail
|
||||
///this should be triggered only for numeric types and enums
|
||||
static_assert(boost::mpl::or_<std::is_arithmetic<Type>, std::is_enum<Type>, boost::is_class<Type> >::value, "Unsupported type for JsonNode::convertTo()!");
|
||||
return JsonConvImpl<Type, boost::mpl::or_<std::is_enum<Type>, boost::is_class<Type> >::value >::convertImpl(node);
|
||||
|
||||
|
||||
}
|
||||
};
|
||||
|
||||
|
@ -362,6 +362,10 @@ DLL_LINKAGE void RemoveObject::applyGs( CGameState *gs )
|
||||
p->heroes -= h;
|
||||
h->detachFrom(h->whereShouldBeAttached(gs));
|
||||
h->tempOwner = PlayerColor::NEUTRAL; //no one owns beaten hero
|
||||
vstd::erase_if(h->artifactsInBackpack, [](const ArtSlotInfo& asi)
|
||||
{
|
||||
return asi.artifact->artType->id == ArtifactID::GRAIL;
|
||||
});
|
||||
|
||||
if(h->visitedTown)
|
||||
{
|
||||
@ -590,7 +594,11 @@ DLL_LINKAGE void HeroRecruited::applyGs( CGameState *gs )
|
||||
|
||||
h->setOwner(player);
|
||||
h->pos = tile;
|
||||
h->movement = h->maxMovePoints(true);
|
||||
bool fresh = !h->isInitialized();
|
||||
if(fresh)
|
||||
{ // this is a fresh hero who hasn't appeared yet
|
||||
h->movement = h->maxMovePoints(true);
|
||||
}
|
||||
|
||||
gs->hpool.heroesPool.erase(hid);
|
||||
if(h->id == ObjectInstanceID())
|
||||
@ -604,7 +612,10 @@ DLL_LINKAGE void HeroRecruited::applyGs( CGameState *gs )
|
||||
gs->map->heroesOnMap.push_back(h);
|
||||
p->heroes.push_back(h);
|
||||
h->attachTo(p);
|
||||
h->initObj();
|
||||
if(fresh)
|
||||
{
|
||||
h->initObj();
|
||||
}
|
||||
gs->map->addBlockVisTiles(h);
|
||||
|
||||
if(t)
|
||||
|
@ -87,6 +87,20 @@ boost::optional<std::string> CFilesystemList::getResourceName(const ResourceID &
|
||||
return boost::optional<std::string>();
|
||||
}
|
||||
|
||||
std::set<std::string> CFilesystemList::getResourceNames(const ResourceID & resourceName) const
|
||||
{
|
||||
std::set<std::string> paths;
|
||||
for(auto& loader : getResourcesWithName(resourceName))
|
||||
{
|
||||
auto rn = loader->getResourceName(resourceName);
|
||||
if(rn)
|
||||
{
|
||||
paths.insert(*rn);
|
||||
}
|
||||
}
|
||||
return std::move(paths);
|
||||
}
|
||||
|
||||
std::unordered_set<ResourceID> CFilesystemList::getFilteredFiles(std::function<bool(const ResourceID &)> filter) const
|
||||
{
|
||||
std::unordered_set<ResourceID> ret;
|
||||
|
@ -59,16 +59,9 @@ class DLL_LINKAGE CFilesystemList : public ISimpleResourceLoader
|
||||
std::set<ISimpleResourceLoader *> writeableLoaders;
|
||||
|
||||
//FIXME: this is only compile fix, should be removed in the end
|
||||
CFilesystemList(CFilesystemList &)
|
||||
{
|
||||
//class is not copyable
|
||||
}
|
||||
CFilesystemList &operator=(CFilesystemList &)
|
||||
{
|
||||
//class is not copyable
|
||||
return *this;
|
||||
}
|
||||
|
||||
CFilesystemList(CFilesystemList &) = delete;
|
||||
CFilesystemList &operator=(CFilesystemList &) = delete;
|
||||
|
||||
public:
|
||||
CFilesystemList();
|
||||
~CFilesystemList();
|
||||
@ -78,6 +71,7 @@ public:
|
||||
bool existsResource(const ResourceID & resourceName) const override;
|
||||
std::string getMountPoint() const override;
|
||||
boost::optional<std::string> getResourceName(const ResourceID & resourceName) const override;
|
||||
std::set<std::string> getResourceNames(const ResourceID & resourceName) const override;
|
||||
std::unordered_set<ResourceID> getFilteredFiles(std::function<bool(const ResourceID &)> filter) const override;
|
||||
bool createResource(std::string filename, bool update = false) override;
|
||||
std::vector<const ISimpleResourceLoader *> getResourcesWithName(const ResourceID & resourceName) const override;
|
||||
|
@ -53,6 +53,22 @@ public:
|
||||
return boost::optional<std::string>();
|
||||
}
|
||||
|
||||
/**
|
||||
* Gets all full names of matching resources, e.g. names of files in filesystem.
|
||||
*
|
||||
* @return std::set with names.
|
||||
*/
|
||||
virtual std::set<std::string> getResourceNames(const ResourceID & resourceName) const
|
||||
{
|
||||
std::set<std::string> result;
|
||||
auto rn = getResourceName(resourceName);
|
||||
if(rn)
|
||||
{
|
||||
result.insert(*rn);
|
||||
}
|
||||
return result;
|
||||
}
|
||||
|
||||
/**
|
||||
* Get list of files that matches filter function
|
||||
*
|
||||
|
@ -23,6 +23,7 @@
|
||||
#include "../CCreatureHandler.h"
|
||||
#include "../BattleState.h"
|
||||
#include "../CTownHandler.h"
|
||||
#include "../mapping/CMap.h"
|
||||
#include "CGTownInstance.h"
|
||||
|
||||
///helpers
|
||||
@ -220,7 +221,9 @@ CGHeroInstance::CGHeroInstance()
|
||||
setNodeType(HERO);
|
||||
ID = Obj::HERO;
|
||||
tacticFormationEnabled = inTownGarrison = false;
|
||||
mana = movement = portrait = -1;
|
||||
mana = UNINITIALIZED_MANA;
|
||||
movement = UNINITIALIZED_MOVEMENT;
|
||||
portrait = UNINITIALIZED_PORTRAIT;
|
||||
isStanding = true;
|
||||
moveDir = 4;
|
||||
level = 1;
|
||||
@ -1466,3 +1469,26 @@ void CGHeroInstance::readJsonOptions(const JsonNode& json)
|
||||
CGObjectInstance::readOwner(json);
|
||||
CArtifactSet::readJson(json["artifacts"]);
|
||||
}
|
||||
bool CGHeroInstance::isMissionCritical() const
|
||||
{
|
||||
for(const TriggeredEvent & event : IObjectInterface::cb->getMapHeader()->triggeredEvents)
|
||||
{
|
||||
if(event.trigger.test([&](const EventCondition & condition)
|
||||
{
|
||||
if (condition.condition == EventCondition::CONTROL && condition.object)
|
||||
{
|
||||
auto hero = dynamic_cast<const CGHeroInstance*>(condition.object);
|
||||
return (hero != this);
|
||||
}
|
||||
else if(condition.condition == EventCondition::IS_HUMAN)
|
||||
{
|
||||
return true;
|
||||
}
|
||||
return false;
|
||||
}))
|
||||
{
|
||||
return true;
|
||||
}
|
||||
}
|
||||
return false;
|
||||
}
|
||||
|
@ -20,6 +20,7 @@
|
||||
class CHero;
|
||||
class CGBoat;
|
||||
class CGTownInstance;
|
||||
class CMap;
|
||||
struct TerrainTile;
|
||||
struct TurnInfo;
|
||||
|
||||
@ -64,6 +65,9 @@ public:
|
||||
ConstTransitivePtr<CCommanderInstance> commander;
|
||||
const CGBoat *boat; //set to CGBoat when sailing
|
||||
|
||||
static const ui32 UNINITIALIZED_PORTRAIT = -1;
|
||||
static const ui32 UNINITIALIZED_MANA = -1;
|
||||
static const ui32 UNINITIALIZED_MOVEMENT = -1;
|
||||
|
||||
//std::vector<const CArtifact*> artifacts; //hero's artifacts from bag
|
||||
//std::map<ui16, const CArtifact*> artifWorn; //map<position,artifact_id>; positions: 0 - head; 1 - shoulders; 2 - neck; 3 - right hand; 4 - left hand; 5 - torso; 6 - right ring; 7 - left ring; 8 - feet; 9 - misc1; 10 - misc2; 11 - misc3; 12 - misc4; 13 - mach1; 14 - mach2; 15 - mach3; 16 - mach4; 17 - spellbook; 18 - misc5
|
||||
@ -124,6 +128,11 @@ public:
|
||||
}
|
||||
} skillsInfo;
|
||||
|
||||
inline bool isInitialized() const
|
||||
{ // has this hero been on the map at least once?
|
||||
return movement != UNINITIALIZED_MOVEMENT && mana != UNINITIALIZED_MANA;
|
||||
}
|
||||
|
||||
//int3 getSightCenter() const; //"center" tile from which the sight distance is calculated
|
||||
int getSightRadious() const override; //sight distance (should be used if player-owned structure)
|
||||
//////////////////////////////////////////////////////////////////////////
|
||||
@ -203,6 +212,8 @@ public:
|
||||
void updateSkill(SecondarySkill which, int val);
|
||||
|
||||
bool hasVisions(const CGObjectInstance * target, const int subtype) const;
|
||||
/// If this hero perishes, the scenario is failed
|
||||
bool isMissionCritical() const;
|
||||
|
||||
CGHeroInstance();
|
||||
virtual ~CGHeroInstance();
|
||||
|
@ -295,10 +295,10 @@ void CGPandoraBox::getText( InfoWindow &iw, bool &afterBattle, int val, int nega
|
||||
|
||||
void CGPandoraBox::battleFinished(const CGHeroInstance *hero, const BattleResult &result) const
|
||||
{
|
||||
if(result.winner)
|
||||
return;
|
||||
|
||||
giveContentsUpToExp(hero);
|
||||
if(result.winner == 0)
|
||||
{
|
||||
giveContentsUpToExp(hero);
|
||||
}
|
||||
}
|
||||
|
||||
void CGPandoraBox::blockingDialogAnswered(const CGHeroInstance *hero, ui32 answer) const
|
||||
|
@ -133,10 +133,10 @@ namespace JsonRandom
|
||||
if (value["type"].getType() == JsonNode::DATA_STRING)
|
||||
return SpellID(VLC->modh->identifiers.getIdentifier("spell", value["type"]).get());
|
||||
|
||||
spells.erase(std::remove_if(spells.begin(), spells.end(), [=](SpellID spell)
|
||||
vstd::erase_if(spells, [=](SpellID spell)
|
||||
{
|
||||
return VLC->spellh->objects[spell]->level != si32(value["level"].Float());
|
||||
}), spells.end());
|
||||
});
|
||||
|
||||
return SpellID(*RandomGeneratorUtil::nextItem(spells, rng));
|
||||
}
|
||||
|
@ -454,22 +454,26 @@ void CGCreature::flee( const CGHeroInstance * h ) const
|
||||
|
||||
void CGCreature::battleFinished(const CGHeroInstance *hero, const BattleResult &result) const
|
||||
{
|
||||
|
||||
if(result.winner==0)
|
||||
if(result.winner == 0)
|
||||
{
|
||||
giveReward(hero);
|
||||
cb->removeObject(this);
|
||||
}
|
||||
else if(result.winner > 1) // draw
|
||||
{
|
||||
// guarded reward is lost forever on draw
|
||||
cb->removeObject(this);
|
||||
}
|
||||
else
|
||||
{
|
||||
//merge stacks into one
|
||||
TSlots::const_iterator i;
|
||||
CCreature * cre = VLC->creh->creatures[formation.basicType];
|
||||
for (i = stacks.begin(); i != stacks.end(); i++)
|
||||
for(i = stacks.begin(); i != stacks.end(); i++)
|
||||
{
|
||||
if (cre->isMyUpgrade(i->second->type))
|
||||
if(cre->isMyUpgrade(i->second->type))
|
||||
{
|
||||
cb->changeStackType (StackLocation(this, i->first), cre); //un-upgrade creatures
|
||||
cb->changeStackType(StackLocation(this, i->first), cre); //un-upgrade creatures
|
||||
}
|
||||
}
|
||||
|
||||
@ -477,16 +481,16 @@ void CGCreature::battleFinished(const CGHeroInstance *hero, const BattleResult &
|
||||
if(!hasStackAtSlot(SlotID(0)))
|
||||
cb->moveStack(StackLocation(this, stacks.begin()->first), StackLocation(this, SlotID(0)), stacks.begin()->second->count);
|
||||
|
||||
while (stacks.size() > 1) //hopefully that's enough
|
||||
while(stacks.size() > 1) //hopefully that's enough
|
||||
{
|
||||
// TODO it's either overcomplicated (if we assume there'll be only one stack) or buggy (if we allow multiple stacks... but that'll also cause troubles elsewhere)
|
||||
i = stacks.end();
|
||||
i--;
|
||||
SlotID slot = getSlotFor(i->second->type);
|
||||
if (slot == i->first) //no reason to move stack to its own slot
|
||||
if(slot == i->first) //no reason to move stack to its own slot
|
||||
break;
|
||||
else
|
||||
cb->moveStack (StackLocation(this, i->first), StackLocation(this, slot), i->second->count);
|
||||
cb->moveStack(StackLocation(this, i->first), StackLocation(this, slot), i->second->count);
|
||||
}
|
||||
|
||||
cb->setObjProperty(id, ObjProperty::MONSTER_POWER, stacks.begin()->second->count * 1000); //remember casualties
|
||||
|
@ -124,6 +124,11 @@ static inline double distance(int3 a, int3 b)
|
||||
}
|
||||
static void giveExp(BattleResult &r)
|
||||
{
|
||||
if(r.winner > 1)
|
||||
{
|
||||
// draw
|
||||
return;
|
||||
}
|
||||
r.exp[0] = 0;
|
||||
r.exp[1] = 0;
|
||||
for(auto i = r.casualties[!r.winner].begin(); i!=r.casualties[!r.winner].end(); i++)
|
||||
@ -471,7 +476,7 @@ void CGameHandler::endBattle(int3 tile, const CGHeroInstance *hero1, const CGHer
|
||||
const CArmedInstance *bEndArmy2 = gs->curB->sides.at(1).armyObject;
|
||||
const BattleResult::EResult result = battleResult.get()->result;
|
||||
|
||||
auto findBattleQuery = [this] () -> std::shared_ptr<CBattleQuery>
|
||||
auto findBattleQuery = [this]() -> std::shared_ptr<CBattleQuery>
|
||||
{
|
||||
for(auto &q : queries.allQueries())
|
||||
{
|
||||
@ -526,66 +531,70 @@ void CGameHandler::endBattle(int3 tile, const CGHeroInstance *hero1, const CGHer
|
||||
}
|
||||
|
||||
|
||||
std::vector<ui32> arts; //display them in window
|
||||
std::vector<const CArtifactInstance *> arts; //display them in window
|
||||
|
||||
if (result == BattleResult::NORMAL && finishingBattle->winnerHero)
|
||||
if(result == BattleResult::NORMAL && finishingBattle->winnerHero)
|
||||
{
|
||||
if (finishingBattle->loserHero)
|
||||
auto sendMoveArtifact = [&](const CArtifactInstance *art, MoveArtifact *ma)
|
||||
{
|
||||
auto artifactsWorn = finishingBattle->loserHero->artifactsWorn; //TODO: wrap it into a function, somehow (boost::variant -_-)
|
||||
arts.push_back(art);
|
||||
ma->dst = ArtifactLocation(finishingBattle->winnerHero, art->firstAvailableSlot(finishingBattle->winnerHero));
|
||||
sendAndApply(ma);
|
||||
};
|
||||
if(finishingBattle->loserHero)
|
||||
{
|
||||
//TODO: wrap it into a function, somehow (boost::variant -_-)
|
||||
auto artifactsWorn = finishingBattle->loserHero->artifactsWorn;
|
||||
for (auto artSlot : artifactsWorn)
|
||||
{
|
||||
MoveArtifact ma;
|
||||
ma.src = ArtifactLocation (finishingBattle->loserHero, artSlot.first);
|
||||
ma.src = ArtifactLocation(finishingBattle->loserHero, artSlot.first);
|
||||
const CArtifactInstance * art = ma.src.getArt();
|
||||
if (art && !art->artType->isBig() && art->artType->id != ArtifactID::SPELLBOOK) // don't move war machines or locked arts (spellbook)
|
||||
if(art && !art->artType->isBig() &&
|
||||
art->artType->id != ArtifactID::SPELLBOOK)
|
||||
// don't move war machines or locked arts (spellbook)
|
||||
{
|
||||
arts.push_back (art->artType->id);
|
||||
ma.dst = ArtifactLocation (finishingBattle->winnerHero, art->firstAvailableSlot(finishingBattle->winnerHero));
|
||||
sendAndApply(&ma);
|
||||
sendMoveArtifact(art, &ma);
|
||||
}
|
||||
}
|
||||
while (!finishingBattle->loserHero->artifactsInBackpack.empty())
|
||||
while(!finishingBattle->loserHero->artifactsInBackpack.empty())
|
||||
{
|
||||
//we assume that no big artifacts can be found
|
||||
MoveArtifact ma;
|
||||
ma.src = ArtifactLocation (finishingBattle->loserHero,
|
||||
ma.src = ArtifactLocation(finishingBattle->loserHero,
|
||||
ArtifactPosition(GameConstants::BACKPACK_START)); //backpack automatically shifts arts to beginning
|
||||
const CArtifactInstance * art = ma.src.getArt();
|
||||
arts.push_back (art->artType->id);
|
||||
ma.dst = ArtifactLocation (finishingBattle->winnerHero, art->firstAvailableSlot(finishingBattle->winnerHero));
|
||||
sendAndApply(&ma);
|
||||
if(art->artType->id != ArtifactID::GRAIL) //grail may not be won
|
||||
{
|
||||
sendMoveArtifact(art, &ma);
|
||||
}
|
||||
}
|
||||
if (finishingBattle->loserHero->commander) //TODO: what if commanders belong to no hero?
|
||||
if(finishingBattle->loserHero->commander) //TODO: what if commanders belong to no hero?
|
||||
{
|
||||
artifactsWorn = finishingBattle->loserHero->commander->artifactsWorn;
|
||||
for (auto artSlot : artifactsWorn)
|
||||
for(auto artSlot : artifactsWorn)
|
||||
{
|
||||
MoveArtifact ma;
|
||||
ma.src = ArtifactLocation (finishingBattle->loserHero->commander.get(), artSlot.first);
|
||||
ma.src = ArtifactLocation(finishingBattle->loserHero->commander.get(), artSlot.first);
|
||||
const CArtifactInstance * art = ma.src.getArt();
|
||||
if (art && !art->artType->isBig())
|
||||
{
|
||||
arts.push_back (art->artType->id);
|
||||
ma.dst = ArtifactLocation (finishingBattle->winnerHero, art->firstAvailableSlot(finishingBattle->winnerHero));
|
||||
sendAndApply(&ma);
|
||||
sendMoveArtifact(art, &ma);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
for (auto armySlot : gs->curB->battleGetArmyObject(!battleResult.data->winner)->stacks)
|
||||
for(auto armySlot : gs->curB->battleGetArmyObject(!battleResult.data->winner)->stacks)
|
||||
{
|
||||
auto artifactsWorn = armySlot.second->artifactsWorn;
|
||||
for (auto artSlot : artifactsWorn)
|
||||
{
|
||||
MoveArtifact ma;
|
||||
ma.src = ArtifactLocation (armySlot.second, artSlot.first);
|
||||
ma.src = ArtifactLocation(armySlot.second, artSlot.first);
|
||||
const CArtifactInstance * art = ma.src.getArt();
|
||||
if (art && !art->artType->isBig())
|
||||
{
|
||||
arts.push_back (art->artType->id);
|
||||
ma.dst = ArtifactLocation (finishingBattle->winnerHero, art->firstAvailableSlot(finishingBattle->winnerHero));
|
||||
sendAndApply(&ma);
|
||||
sendMoveArtifact(art, &ma);
|
||||
}
|
||||
}
|
||||
}
|
||||
@ -593,23 +602,25 @@ void CGameHandler::endBattle(int3 tile, const CGHeroInstance *hero1, const CGHer
|
||||
|
||||
sendAndApply(battleResult.data); //after this point casualties objects are destroyed
|
||||
|
||||
if (arts.size()) //display loot
|
||||
if(arts.size()) //display loot
|
||||
{
|
||||
InfoWindow iw;
|
||||
iw.player = finishingBattle->winnerHero->tempOwner;
|
||||
|
||||
iw.text.addTxt (MetaString::GENERAL_TXT, 30); //You have captured enemy artifact
|
||||
|
||||
for (auto id : arts) //TODO; separate function to display loot for various ojects?
|
||||
for(auto art : arts) //TODO; separate function to display loot for various ojects?
|
||||
{
|
||||
iw.components.push_back (Component (Component::ARTIFACT, id, 0, 0));
|
||||
iw.components.push_back(Component(
|
||||
Component::ARTIFACT, art->artType->id,
|
||||
art->artType->id == ArtifactID::SPELL_SCROLL? art->getGivenSpellID() : 0, 0));
|
||||
if(iw.components.size() >= 14)
|
||||
{
|
||||
sendAndApply(&iw);
|
||||
iw.components.clear();
|
||||
}
|
||||
}
|
||||
if (iw.components.size())
|
||||
if(iw.components.size())
|
||||
{
|
||||
sendAndApply(&iw);
|
||||
}
|
||||
@ -712,7 +723,7 @@ void CGameHandler::battleAfterLevelUp( const BattleResult &result )
|
||||
|
||||
setBattle(nullptr);
|
||||
|
||||
if(visitObjectAfterVictory && result.winner==0)
|
||||
if(visitObjectAfterVictory && result.winner==0 && !finishingBattle->winnerHero->stacks.empty())
|
||||
{
|
||||
logGlobal->traceStream() << "post-victory visit";
|
||||
visitObjectOnTile(*getTile(finishingBattle->winnerHero->getPosition()), finishingBattle->winnerHero);
|
||||
@ -734,13 +745,34 @@ void CGameHandler::battleAfterLevelUp( const BattleResult &result )
|
||||
sah.army[0].setCreature(SlotID(0), finishingBattle->loserHero->type->initialArmy.at(0).creature, 1);
|
||||
}
|
||||
|
||||
if(const CGHeroInstance *another = getPlayer(finishingBattle->loser)->availableHeroes.at(1))
|
||||
if(const CGHeroInstance *another = getPlayer(finishingBattle->loser)->availableHeroes.at(0))
|
||||
sah.hid[1] = another->subID;
|
||||
else
|
||||
sah.hid[1] = -1;
|
||||
|
||||
sendAndApply(&sah);
|
||||
}
|
||||
if(result.winner != 2 && finishingBattle->winnerHero && finishingBattle->winnerHero->stacks.empty())
|
||||
{
|
||||
RemoveObject ro(finishingBattle->winnerHero->id);
|
||||
sendAndApply(&ro);
|
||||
|
||||
if (VLC->modh->settings.WINNING_HERO_WITH_NO_TROOPS_RETREATS)
|
||||
{
|
||||
SetAvailableHeroes sah;
|
||||
sah.player = finishingBattle->victor;
|
||||
sah.hid[0] = finishingBattle->winnerHero->subID;
|
||||
sah.army[0].clear();
|
||||
sah.army[0].setCreature(SlotID(0), finishingBattle->winnerHero->type->initialArmy.at(0).creature, 1);
|
||||
|
||||
if(const CGHeroInstance *another = getPlayer(finishingBattle->victor)->availableHeroes.at(0))
|
||||
sah.hid[1] = another->subID;
|
||||
else
|
||||
sah.hid[1] = -1;
|
||||
|
||||
sendAndApply(&sah);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void CGameHandler::prepareAttack(BattleAttack &bat, const CStack *att, const CStack *def, int distance, int targetHex)
|
||||
@ -3322,23 +3354,27 @@ bool CGameHandler::hireHero(const CGObjectInstance *obj, ui8 hid, PlayerColor pl
|
||||
// || (getHeroCount(player, false) >= GameConstants::MAX_HEROES_PER_PLAYER && complain("Cannot hire hero, only 8 wandering heroes are allowed!")))
|
||||
if((p->resources.at(Res::GOLD) < GameConstants::HERO_GOLD_COST && complain("Not enough gold for buying hero!"))
|
||||
|| ((!t) && (getHeroCount(player, false) >= VLC->modh->settings.MAX_HEROES_ON_MAP_PER_PLAYER && complain("Cannot hire hero, too many wandering heroes already!")))
|
||||
|| ((t) && (getHeroCount(player, true) >= VLC->modh->settings.MAX_HEROES_AVAILABLE_PER_PLAYER && complain("Cannot hire hero, too many heroes garrizoned and wandering already!"))) )
|
||||
|
||||
return false;
|
||||
|| ((t) && (getHeroCount(player, true) >= VLC->modh->settings.MAX_HEROES_AVAILABLE_PER_PLAYER && complain("Cannot hire hero, too many heroes garrizoned and wandering already!"))) )
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
if(t) //tavern in town
|
||||
{
|
||||
if( (!t->hasBuilt(BuildingID::TAVERN) && complain("No tavern!"))
|
||||
|| (t->visitingHero && complain("There is visiting hero - no place!")))
|
||||
if((!t->hasBuilt(BuildingID::TAVERN) && complain("No tavern!"))
|
||||
|| (t->visitingHero && complain("There is visiting hero - no place!")))
|
||||
{
|
||||
return false;
|
||||
}
|
||||
}
|
||||
else if(obj->ID == Obj::TAVERN)
|
||||
{
|
||||
if(getTile(obj->visitablePos())->visitableObjects.back() != obj && complain("Tavern entry must be unoccupied!"))
|
||||
if(getTile(obj->visitablePos())->visitableObjects.back() != obj && complain("Tavern entry must be unoccupied!"))
|
||||
{
|
||||
return false;
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
const CGHeroInstance *nh = p->availableHeroes.at(hid);
|
||||
if (!nh)
|
||||
{
|
||||
@ -3353,13 +3389,14 @@ bool CGameHandler::hireHero(const CGObjectInstance *obj, ui8 hid, PlayerColor pl
|
||||
hr.tile = obj->visitablePos() + nh->getVisitableOffset();
|
||||
sendAndApply(&hr);
|
||||
|
||||
|
||||
std::map<ui32, ConstTransitivePtr<CGHeroInstance> > pool = gs->unusedHeroesFromPool();
|
||||
|
||||
const CGHeroInstance *theOtherHero = p->availableHeroes.at(!hid);
|
||||
const CGHeroInstance *newHero = nullptr;
|
||||
if (theOtherHero) //on XXL maps all heroes can be imprisoned :(
|
||||
{
|
||||
newHero = gs->hpool.pickHeroFor(false, player, getNativeTown(player), pool, gs->getRandomGenerator(), theOtherHero->type->heroClass);
|
||||
}
|
||||
|
||||
SetAvailableHeroes sah;
|
||||
sah.player = player;
|
||||
@ -3371,7 +3408,9 @@ bool CGameHandler::hireHero(const CGObjectInstance *obj, ui8 hid, PlayerColor pl
|
||||
sah.army[hid].setCreature(SlotID(0), newHero->type->initialArmy[0].creature, 1);
|
||||
}
|
||||
else
|
||||
{
|
||||
sah.hid[hid] = -1;
|
||||
}
|
||||
|
||||
sah.hid[!hid] = theOtherHero ? theOtherHero->subID : -1;
|
||||
sendAndApply(&sah);
|
||||
@ -5663,16 +5702,18 @@ void CGameHandler::giveHeroNewArtifact(const CGHeroInstance *h, const CArtifact
|
||||
|
||||
void CGameHandler::setBattleResult(BattleResult::EResult resultType, int victoriusSide)
|
||||
{
|
||||
if(battleResult.get())
|
||||
boost::unique_lock<boost::mutex> guard(battleResult.mx);
|
||||
if(battleResult.data)
|
||||
{
|
||||
complain("There is already set result?");
|
||||
complain((boost::format("The battle result has been already set (to %d, asked to %d)")
|
||||
% battleResult.data->result % resultType).str());
|
||||
return;
|
||||
}
|
||||
auto br = new BattleResult;
|
||||
br->result = resultType;
|
||||
br->winner = victoriusSide; //surrendering side loses
|
||||
gs->curB->calculateCasualties(br->casualties);
|
||||
battleResult.set(br);
|
||||
battleResult.data = br;
|
||||
}
|
||||
|
||||
void CGameHandler::commitPackage( CPackForClient *pack )
|
||||
|
Loading…
Reference in New Issue
Block a user