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

Merge commit '3c844002626f48007a888d4dd8b0b45ec867fc9a' into feature/VCMIMapFormat1

Conflicts:
	lib/mapObjects/CGHeroInstance.cpp
This commit is contained in:
AlexVinS 2016-02-03 05:04:44 +03:00
commit 1bc41b3ba3
24 changed files with 411 additions and 217 deletions

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@ -1017,7 +1017,7 @@ void CBattleInterface::stackRemoved(int stackID)
setActiveStack(nullptr);
}
}
delete creAnims[stackID];
creAnims.erase(stackID);
creDir.erase(stackID);
@ -1201,18 +1201,18 @@ void CBattleInterface::stackIsCatapulting(const CatapultAttack & ca)
for(auto attackInfo : ca.attackedParts)
{
addNewAnim(new CShootingAnimation(this, stack, attackInfo.destinationTile, nullptr, true, attackInfo.damageDealt));
}
}
}
else
{
//no attacker stack, assume spell-related (earthquake) - only hit animation
//no attacker stack, assume spell-related (earthquake) - only hit animation
for(auto attackInfo : ca.attackedParts)
{
Point destPos = CClickableHex::getXYUnitAnim(attackInfo.destinationTile, nullptr, this) + Point(99, 120);
addNewAnim(new CSpellEffectAnimation(this, "SGEXPL.DEF", destPos.x, destPos.y));
}
}
}
waitForAnims();
@ -1323,9 +1323,9 @@ void CBattleInterface::spellCast( const BattleSpellCast * sc )
//displaying message in console
std::vector<std::string> logLines;
spell.prepareBattleLog(curInt->cb.get(), sc, logLines);
for(auto line : logLines)
console->addText(line);
@ -1427,15 +1427,15 @@ void CBattleInterface::displayEffect(ui32 effect, int destTile, bool areaEffect)
}
void CBattleInterface::displaySpellAnimation(const CSpell::TAnimation & animation, BattleHex destinationTile, bool areaEffect)
{
{
if(animation.pause > 0)
{
addNewAnim(new CDummyAnimation(this, animation.pause));
addNewAnim(new CDummyAnimation(this, animation.pause));
}
else
{
addNewAnim(new CSpellEffectAnimation(this, animation.resourceName, destinationTile, false, animation.verticalPosition == VerticalPosition::BOTTOM));
}
addNewAnim(new CSpellEffectAnimation(this, animation.resourceName, destinationTile, false, animation.verticalPosition == VerticalPosition::BOTTOM));
}
}
void CBattleInterface::displaySpellCast(SpellID spellID, BattleHex destinationTile, bool areaEffect)
@ -1444,11 +1444,11 @@ void CBattleInterface::displaySpellCast(SpellID spellID, BattleHex destinationTi
if(spell == nullptr)
return;
for(const CSpell::TAnimation & animation : spell->animationInfo.cast)
{
displaySpellAnimation(animation, destinationTile, areaEffect);
}
}
}
void CBattleInterface::displaySpellEffect(SpellID spellID, BattleHex destinationTile, bool areaEffect)
@ -1933,7 +1933,7 @@ void CBattleInterface::bTacticNextStack(const CStack *current /*= nullptr*/)
waitForAnims();
TStacks stacksOfMine = tacticianInterface->cb->battleGetStacks(CBattleCallback::ONLY_MINE);
stacksOfMine.erase(std::remove_if(stacksOfMine.begin(), stacksOfMine.end(), &immobile), stacksOfMine.end());
vstd::erase_if(stacksOfMine, &immobile);
auto it = vstd::find(stacksOfMine, current);
if(it != stacksOfMine.end() && ++it != stacksOfMine.end())
stackActivated(*it);
@ -2072,7 +2072,7 @@ void CBattleInterface::handleHex(BattleHex myNumber, int eventType)
case ANY_CREATURE:
if (shere && shere->alive() && isCastingPossibleHere (sactive, shere, myNumber))
legalAction = true;
break;
break;
case HOSTILE_CREATURE_SPELL:
if (shere && shere->alive() && !ourStack && isCastingPossibleHere (sactive, shere, myNumber))
legalAction = true;

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@ -32,7 +32,7 @@
*/
CArtPlace::CArtPlace(Point position, const CArtifactInstance * Art):
locked(false), picked(false), marked(false), ourArt(Art)
locked(false), picked(false), marked(false), ourArt(Art)
{
pos += position;
pos.w = pos.h = 44;
@ -180,7 +180,7 @@ void CArtPlace::clickLeft(tribool down, bool previousState)
if(srcInBackpack && srcInSameHero)
{
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
|| ourOwner->commonInfo->src.slotID < ourOwner->commonInfo->dst.slotID) //rearranging arts in backpack after taking src artifact, the dest id will be shifted
|| ourOwner->commonInfo->src.slotID < ourOwner->commonInfo->dst.slotID) //rearranging arts in backpack after taking src artifact, the dest id will be shifted
vstd::advance(ourOwner->commonInfo->dst.slotID, -1);
}
if(srcInSameHero && ourOwner->commonInfo->dst.slotID == ourOwner->commonInfo->src.slotID) //we came to src == dst
@ -386,70 +386,36 @@ void CArtPlace::setArtifact(const CArtifactInstance *art)
image->disable();
text = std::string();
hoverText = CGI->generaltexth->allTexts[507];
return;
}
image->enable();
image->setFrame(locked ? ArtifactID::ART_LOCK : art->artType->iconIndex);
text = art->getEffectiveDescription(ourOwner->curHero);
if(art->artType->id == ArtifactID::SPELL_SCROLL)
{
int spellID = art->getGivenSpellID();
if(spellID >= 0)
{
//add spell component info (used to provide a pic in r-click popup)
baseType = CComponent::spell;
type = spellID;
bonusValue = 0;
}
}
else
{
image->enable();
image->setFrame(locked ? ArtifactID::ART_LOCK : art->artType->iconIndex);
std::string artDesc = ourArt->artType->Description();
if (vstd::contains (artDesc, '{'))
text = artDesc;
else
text = '{' + ourArt->artType->Name() + "}\n\n" + artDesc; //workaround for new artifacts with single name, turns it to H3-style
if(art->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 = art->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, CGI->spellh->objects[spellID]->name);
//add spell component info (used to provide a pic in r-click popup)
baseType = CComponent::spell;
type = spellID;
bonusValue = 0;
}
}
else
{
baseType = CComponent::artifact;
type = art->artType->id;
bonusValue = 0;
}
if (art->artType->constituents) //display info about components of combined artifact
{
//TODO
}
else if (art->artType->constituentOf.size()) //display info about set
{
std::string artList;
auto combinedArt = art->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 (ourOwner->curHero->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
}
if (locked) // Locks should appear as empty.
hoverText = CGI->generaltexth->allTexts[507];
else
hoverText = boost::str(boost::format(CGI->generaltexth->heroscrn[1]) % ourArt->artType->Name());
baseType = CComponent::artifact;
type = art->artType->id;
bonusValue = 0;
}
if (locked) // Locks should appear as empty.
hoverText = CGI->generaltexth->allTexts[507];
else
hoverText = boost::str(boost::format(CGI->generaltexth->heroscrn[1]) % ourArt->artType->Name());
}
void CArtifactsOfHero::SCommonPart::reset()
@ -811,7 +777,7 @@ void CArtifactsOfHero::artifactMoved(const ArtifactLocation &src, const Artifact
}
else if(src.slot >= GameConstants::BACKPACK_START &&
src.slot < commonInfo->src.slotID &&
src.isHolder(commonInfo->src.AOH->curHero)) //artifact taken from before currently picked one
src.isHolder(commonInfo->src.AOH->curHero)) //artifact taken from before currently picked one
{
//int fixedSlot = src.hero->getArtPos(commonInfo->src.art);
vstd::advance(commonInfo->src.slotID, -1);
@ -825,14 +791,14 @@ void CArtifactsOfHero::artifactMoved(const ArtifactLocation &src, const Artifact
}
updateParentWindow();
int shift = 0;
int shift = 0;
// if(dst.slot >= Arts::BACKPACK_START && dst.slot - Arts::BACKPACK_START < backpackPos)
// shift++;
//
if(src.slot < GameConstants::BACKPACK_START && dst.slot - GameConstants::BACKPACK_START < backpackPos)
if(src.slot < GameConstants::BACKPACK_START && dst.slot - GameConstants::BACKPACK_START < backpackPos)
shift++;
if(dst.slot < GameConstants::BACKPACK_START && src.slot - GameConstants::BACKPACK_START < backpackPos)
shift--;
shift--;
if( (isCurHeroSrc && src.slot >= GameConstants::BACKPACK_START)
|| (isCurHeroDst && dst.slot >= GameConstants::BACKPACK_START) )

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@ -7,6 +7,7 @@
#include "../CMessage.h"
#include "../CGameInfo.h"
#include "../widgets/Images.h"
#include "../widgets/CArtifactHolder.h"
#include "../windows/CAdvmapInterface.h"
#include "../../lib/CArtHandler.h"
@ -144,14 +145,26 @@ size_t CComponent::getIndex()
std::string CComponent::getDescription()
{
switch (compType)
switch(compType)
{
case primskill: return (subtype < 4)? CGI->generaltexth->arraytxt[2+subtype] //Primary skill
: CGI->generaltexth->allTexts[149]; //mana
case secskill: return CGI->generaltexth->skillInfoTexts[subtype][val-1];
case resource: return CGI->generaltexth->allTexts[242];
case creature: return "";
case artifact: return CGI->arth->artifacts[subtype]->Description();
case artifact:
{
std::unique_ptr<CArtifactInstance> art;
if (subtype != ArtifactID::SPELL_SCROLL)
{
art.reset(CArtifactInstance::createNewArtifactInstance(subtype));
}
else
{
art.reset(CArtifactInstance::createScroll(static_cast<SpellID>(val)));
}
return art->getEffectiveDescription();
}
case experience: return CGI->generaltexth->allTexts[241];
case spell: return CGI->spellh->objects[subtype]->getLevelInfo(val).description;
case morale: return CGI->generaltexth->heroscrn[ 4 - (val>0) + (val<0)];
@ -166,7 +179,7 @@ std::string CComponent::getDescription()
std::string CComponent::getSubtitle()
{
if (!perDay)
if(!perDay)
return getSubtitleInternal();
std::string ret = CGI->generaltexth->allTexts[3];

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@ -28,6 +28,7 @@
#include "../lib/CHeroHandler.h"
#include "../lib/mapObjects/CGHeroInstance.h"
#include "../lib/NetPacksBase.h"
#include "../mapHandler.h"
/*
* CHeroWindow.cpp, part of VCMI engine
@ -275,6 +276,9 @@ void CHeroWindow::update(const CGHeroInstance * hero, bool redrawNeeded /*= fals
if(!LOCPLINT->cb->howManyTowns() && LOCPLINT->cb->howManyHeroes() == 1)
noDismiss = true;
if(curHero->isMissionCritical())
noDismiss = true;
dismissButton->block(!!curHero->visitedTown || noDismiss);
if(curHero->getSecSkillLevel(SecondarySkill::TACTICS) == 0)
@ -343,10 +347,10 @@ void CHeroWindow::commanderWindow()
void CHeroWindow::showAll(SDL_Surface * to)
{
CIntObject::showAll(to);
//printing hero's name
printAtMiddleLoc(curHero->name, 190, 38, FONT_BIG, Colors::YELLOW, to);
//printing hero's level
std::string secondLine= CGI->generaltexth->allTexts[342];
boost::algorithm::replace_first(secondLine,"%d",boost::lexical_cast<std::string>(curHero->level));
@ -360,14 +364,14 @@ void CHeroWindow::showAll(SDL_Surface * to)
primarySkill << primSkillAreas[m]->bonusValue;
printAtMiddleLoc(primarySkill.str(), 53 + 70 * m, 166, FONT_SMALL, Colors::WHITE, to);
}
//secondary skills
for(size_t v=0; v<std::min(secSkillAreas.size(), curHero->secSkills.size()); ++v)
{
printAtLoc(CGI->generaltexth->levels[curHero->secSkills[v].second-1], (v%2) ? 212 : 68, 280 + 48 * (v/2), FONT_SMALL, Colors::WHITE, to);
printAtLoc(CGI->generaltexth->skillName[curHero->secSkills[v].first], (v%2) ? 212 : 68, 300 + 48 * (v/2), FONT_SMALL, Colors::WHITE, to);
}
//printing special ability
printAtLoc(curHero->type->specName, 69, 205, FONT_SMALL, Colors::WHITE, to);
std::ostringstream expstr;

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@ -269,7 +269,7 @@ void CTradeWindow::CTradeableItem::clickRight(tribool down, bool previousState)
case ARTIFACT_TYPE:
case ARTIFACT_PLACEHOLDER:
if(id >= 0)
adventureInt->handleRightClick(CGI->arth->artifacts[id]->Description(), down);
adventureInt->handleRightClick(hlp->getEffectiveDescription(), down);
break;
}
}
@ -500,14 +500,14 @@ void CTradeWindow::getPositionsFor(std::vector<Rect> &poss, bool Left, EType typ
int h, w, x, y, dx, dy;
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)

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@ -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":

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@ -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);

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@ -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);
};

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@ -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);
}

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@ -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)

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@ -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

View File

@ -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;

View File

@ -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;
}

View File

@ -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 &copy);
@ -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);
}
};

View File

@ -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)

View File

@ -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;

View File

@ -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;

View File

@ -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
*

View File

@ -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;
}

View File

@ -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();

View File

@ -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

View File

@ -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));
}

View File

@ -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

View File

@ -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 )