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mirror of https://github.com/vcmi/vcmi.git synced 2025-05-31 22:59:54 +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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@ -1933,7 +1933,7 @@ void CBattleInterface::bTacticNextStack(const CStack *current /*= nullptr*/)
waitForAnims(); waitForAnims();
TStacks stacksOfMine = tacticianInterface->cb->battleGetStacks(CBattleCallback::ONLY_MINE); 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); auto it = vstd::find(stacksOfMine, current);
if(it != stacksOfMine.end() && ++it != stacksOfMine.end()) if(it != stacksOfMine.end() && ++it != stacksOfMine.end())
stackActivated(*it); stackActivated(*it);

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@ -32,7 +32,7 @@
*/ */
CArtPlace::CArtPlace(Point position, const CArtifactInstance * Art): 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 += position;
pos.w = pos.h = 44; pos.w = pos.h = 44;
@ -180,7 +180,7 @@ void CArtPlace::clickLeft(tribool down, bool previousState)
if(srcInBackpack && srcInSameHero) 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 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); vstd::advance(ourOwner->commonInfo->dst.slotID, -1);
} }
if(srcInSameHero && ourOwner->commonInfo->dst.slotID == ourOwner->commonInfo->src.slotID) //we came to src == dst 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(); image->disable();
text = std::string(); text = std::string();
hoverText = CGI->generaltexth->allTexts[507]; 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 else
{ {
image->enable(); baseType = CComponent::artifact;
image->setFrame(locked ? ArtifactID::ART_LOCK : art->artType->iconIndex); type = art->artType->id;
bonusValue = 0;
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());
} }
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() void CArtifactsOfHero::SCommonPart::reset()
@ -811,7 +777,7 @@ void CArtifactsOfHero::artifactMoved(const ArtifactLocation &src, const Artifact
} }
else if(src.slot >= GameConstants::BACKPACK_START && else if(src.slot >= GameConstants::BACKPACK_START &&
src.slot < commonInfo->src.slotID && 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); //int fixedSlot = src.hero->getArtPos(commonInfo->src.art);
vstd::advance(commonInfo->src.slotID, -1); vstd::advance(commonInfo->src.slotID, -1);
@ -825,14 +791,14 @@ void CArtifactsOfHero::artifactMoved(const ArtifactLocation &src, const Artifact
} }
updateParentWindow(); updateParentWindow();
int shift = 0; int shift = 0;
// if(dst.slot >= Arts::BACKPACK_START && dst.slot - Arts::BACKPACK_START < backpackPos) // if(dst.slot >= Arts::BACKPACK_START && dst.slot - Arts::BACKPACK_START < backpackPos)
// shift++; // 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++; shift++;
if(dst.slot < GameConstants::BACKPACK_START && src.slot - GameConstants::BACKPACK_START < backpackPos) if(dst.slot < GameConstants::BACKPACK_START && src.slot - GameConstants::BACKPACK_START < backpackPos)
shift--; shift--;
if( (isCurHeroSrc && src.slot >= GameConstants::BACKPACK_START) if( (isCurHeroSrc && src.slot >= GameConstants::BACKPACK_START)
|| (isCurHeroDst && dst.slot >= GameConstants::BACKPACK_START) ) || (isCurHeroDst && dst.slot >= GameConstants::BACKPACK_START) )

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

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@ -28,6 +28,7 @@
#include "../lib/CHeroHandler.h" #include "../lib/CHeroHandler.h"
#include "../lib/mapObjects/CGHeroInstance.h" #include "../lib/mapObjects/CGHeroInstance.h"
#include "../lib/NetPacksBase.h" #include "../lib/NetPacksBase.h"
#include "../mapHandler.h"
/* /*
* CHeroWindow.cpp, part of VCMI engine * 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) if(!LOCPLINT->cb->howManyTowns() && LOCPLINT->cb->howManyHeroes() == 1)
noDismiss = true; noDismiss = true;
if(curHero->isMissionCritical())
noDismiss = true;
dismissButton->block(!!curHero->visitedTown || noDismiss); dismissButton->block(!!curHero->visitedTown || noDismiss);
if(curHero->getSecSkillLevel(SecondarySkill::TACTICS) == 0) if(curHero->getSecSkillLevel(SecondarySkill::TACTICS) == 0)

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@ -269,7 +269,7 @@ void CTradeWindow::CTradeableItem::clickRight(tribool down, bool previousState)
case ARTIFACT_TYPE: case ARTIFACT_TYPE:
case ARTIFACT_PLACEHOLDER: case ARTIFACT_PLACEHOLDER:
if(id >= 0) if(id >= 0)
adventureInt->handleRightClick(CGI->arth->artifacts[id]->Description(), down); adventureInt->handleRightClick(hlp->getEffectiveDescription(), down);
break; break;
} }
} }

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@ -23,7 +23,8 @@
"ALL_CREATURES_GET_DOUBLE_MONTHS" : false, "ALL_CREATURES_GET_DOUBLE_MONTHS" : false,
"NEGATIVE_LUCK" : false, "NEGATIVE_LUCK" : false,
"MAX_HEROES_AVAILABLE_PER_PLAYER" : 16, "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": "modules":

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@ -764,9 +764,14 @@ std::string CArtifactInstance::nodeName() const
} }
CArtifactInstance * CArtifactInstance::createScroll( const CSpell *s) 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 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); ret->addNewBonus(b);
return ret; return ret;
} }
@ -778,6 +783,48 @@ void CArtifactInstance::init()
setNodeType(ARTIFACT_INSTANCE); 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 ArtifactPosition CArtifactInstance::firstAvailableSlot(const CArtifactSet *h) const
{ {
for(auto slot : artType->possibleSlots.at(h->bearerType())) for(auto slot : artType->possibleSlots.at(h->bearerType()))
@ -926,7 +973,7 @@ SpellID CArtifactInstance::getGivenSpellID() const
const Bonus * b = getBonusLocalFirst(Selector::type(Bonus::SPELL)); const Bonus * b = getBonusLocalFirst(Selector::type(Bonus::SPELL));
if(!b) 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::NONE;
} }
return SpellID(b->subtype); return SpellID(b->subtype);

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@ -124,6 +124,7 @@ public:
void deserializationFix(); void deserializationFix();
void setType(CArtifact *Art); void setType(CArtifact *Art);
std::string getEffectiveDescription(const CGHeroInstance *hero = nullptr) const;
ArtifactPosition firstAvailableSlot(const CArtifactSet *h) const; ArtifactPosition firstAvailableSlot(const CArtifactSet *h) const;
ArtifactPosition firstBackpackSlot(const CArtifactSet *h) const; ArtifactPosition firstBackpackSlot(const CArtifactSet *h) const;
SpellID getGivenSpellID() const; //to be used with scrolls (and similar arts), -1 if none 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(const CSpell *s);
static CArtifactInstance *createScroll(SpellID sid);
static CArtifactInstance *createNewArtifactInstance(CArtifact *Art); static CArtifactInstance *createNewArtifactInstance(CArtifact *Art);
static CArtifactInstance *createNewArtifactInstance(int aid); 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 //funtion written from scratch since it's accessed A LOT by AI
if(!color.isValidPlayer())
{
return nullptr;
}
auto player = gs->players.find(color); auto player = gs->players.find(color);
if (player != gs->players.end()) if (player != gs->players.end())
{ {
@ -964,4 +968,3 @@ void IGameEventRealizer::setObjProperty(ObjectInstanceID objid, int prop, si64 v
sob.val = static_cast<ui32>(val); sob.val = static_cast<ui32>(val);
commitPackage(&sob); 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 // remove heroes which didn't reached the end of the scenario, but were available at the start
for(auto hero : lostCrossoverHeroes) for(auto hero : lostCrossoverHeroes)
{ {
crossoverHeroes.heroesFromAnyPreviousScenarios.erase(range::remove_if(crossoverHeroes.heroesFromAnyPreviousScenarios, vstd::erase_if(crossoverHeroes.heroesFromAnyPreviousScenarios,
CGObjectInstanceBySubIdFinder(hero)), crossoverHeroes.heroesFromAnyPreviousScenarios.end()); CGObjectInstanceBySubIdFinder(hero));
} }
// now add heroes which completed the scenario // now add heroes which completed the scenario
@ -2268,7 +2268,7 @@ EVictoryLossCheckResult CGameState::checkForVictoryAndLoss(PlayerColor player) c
for (const TriggeredEvent & event : map->triggeredEvents) for (const TriggeredEvent & event : map->triggeredEvents)
{ {
if ((event.trigger.test(evaluateEvent))) if (event.trigger.test(evaluateEvent))
{ {
if (event.effect.type == EventEffect::VICTORY) if (event.effect.type == EventEffect::VICTORY)
return EVictoryLossCheckResult::victory(event.onFulfill, event.effect.toOtherMessage); return EVictoryLossCheckResult::victory(event.onFulfill, event.effect.toOtherMessage);
@ -2285,7 +2285,7 @@ EVictoryLossCheckResult CGameState::checkForVictoryAndLoss(PlayerColor player) c
return EVictoryLossCheckResult(); 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); const PlayerState *p = CGameInfoCallback::getPlayer(player);
switch (condition.condition) switch (condition.condition)

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@ -551,21 +551,42 @@ CModHandler::CModHandler()
void CModHandler::loadConfigFromFile (std::string name) 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); settings.data = JsonUtils::assembleFromFiles("config/" + name);
const JsonNode & hardcodedFeatures = settings.data["hardcodedFeatures"]; const JsonNode & hardcodedFeatures = settings.data["hardcodedFeatures"];
settings.MAX_HEROES_AVAILABLE_PER_PLAYER = hardcodedFeatures["MAX_HEROES_AVAILABLE_PER_PLAYER"].Float(); 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(); 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(); settings.CREEP_SIZE = hardcodedFeatures["CREEP_SIZE"].Float();
logGlobal->debugStream() << "\tCREEP_SIZE\t" << settings.CREEP_SIZE;
settings.WEEKLY_GROWTH = hardcodedFeatures["WEEKLY_GROWTH_PERCENT"].Float(); 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(); 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(); 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(); 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(); 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"]; const JsonNode & gameModules = settings.data["modules"];
modules.STACK_EXP = gameModules["STACK_EXPERIENCE"].Bool(); modules.STACK_EXP = gameModules["STACK_EXPERIENCE"].Bool();
logGlobal->debugStream() << "\tSTACK_EXP\t" << modules.STACK_EXP;
modules.STACK_ARTIFACT = gameModules["STACK_ARTIFACTS"].Bool(); modules.STACK_ARTIFACT = gameModules["STACK_ARTIFACTS"].Bool();
logGlobal->debugStream() << "\tSTACK_ARTIFACT\t" << modules.STACK_ARTIFACT;
modules.COMMANDERS = gameModules["COMMANDERS"].Bool(); modules.COMMANDERS = gameModules["COMMANDERS"].Bool();
logGlobal->debugStream() << "\tCOMMANDERS\t" << modules.COMMANDERS;
modules.MITHRIL = gameModules["MITHRIL"].Bool(); modules.MITHRIL = gameModules["MITHRIL"].Bool();
logGlobal->debugStream() << "\tMITHRIL\t" << modules.MITHRIL;
} }
// currentList is passed by value to get current list of depending mods // currentList is passed by value to get current list of depending mods

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@ -259,11 +259,21 @@ public:
bool ALL_CREATURES_GET_DOUBLE_MONTHS; bool ALL_CREATURES_GET_DOUBLE_MONTHS;
int MAX_HEROES_AVAILABLE_PER_PLAYER; int MAX_HEROES_AVAILABLE_PER_PLAYER;
int MAX_HEROES_ON_MAP_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) template <typename Handler> void serialize(Handler &h, const int version)
{ {
h & data & CREEP_SIZE & WEEKLY_GROWTH & NEUTRAL_STACK_EXP & MAX_BUILDING_PER_TURN; 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; } settings;

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@ -56,6 +56,15 @@ JsonNode::JsonNode(ResourceID && fileURI):
*this = parser.parse(fileURI.getName()); *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): JsonNode::JsonNode(ResourceID && fileURI, bool &isValidSyntax):
type(DATA_NULL) type(DATA_NULL)
{ {

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@ -55,6 +55,7 @@ public:
explicit JsonNode(const char * data, size_t datasize); explicit JsonNode(const char * data, size_t datasize);
//Create tree from JSON file //Create tree from JSON file
explicit JsonNode(ResourceID && fileURI); explicit JsonNode(ResourceID && fileURI);
explicit JsonNode(const ResourceID & fileURI);
explicit JsonNode(ResourceID && fileURI, bool & isValidSyntax); explicit JsonNode(ResourceID && fileURI, bool & isValidSyntax);
//Copy c-tor //Copy c-tor
JsonNode(const JsonNode &copy); JsonNode(const JsonNode &copy);

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@ -362,6 +362,10 @@ DLL_LINKAGE void RemoveObject::applyGs( CGameState *gs )
p->heroes -= h; p->heroes -= h;
h->detachFrom(h->whereShouldBeAttached(gs)); h->detachFrom(h->whereShouldBeAttached(gs));
h->tempOwner = PlayerColor::NEUTRAL; //no one owns beaten hero 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) if(h->visitedTown)
{ {
@ -590,7 +594,11 @@ DLL_LINKAGE void HeroRecruited::applyGs( CGameState *gs )
h->setOwner(player); h->setOwner(player);
h->pos = tile; 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); gs->hpool.heroesPool.erase(hid);
if(h->id == ObjectInstanceID()) if(h->id == ObjectInstanceID())
@ -604,7 +612,10 @@ DLL_LINKAGE void HeroRecruited::applyGs( CGameState *gs )
gs->map->heroesOnMap.push_back(h); gs->map->heroesOnMap.push_back(h);
p->heroes.push_back(h); p->heroes.push_back(h);
h->attachTo(p); h->attachTo(p);
h->initObj(); if(fresh)
{
h->initObj();
}
gs->map->addBlockVisTiles(h); gs->map->addBlockVisTiles(h);
if(t) if(t)

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@ -87,6 +87,20 @@ boost::optional<std::string> CFilesystemList::getResourceName(const ResourceID &
return boost::optional<std::string>(); 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> CFilesystemList::getFilteredFiles(std::function<bool(const ResourceID &)> filter) const
{ {
std::unordered_set<ResourceID> ret; std::unordered_set<ResourceID> ret;

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@ -59,15 +59,8 @@ class DLL_LINKAGE CFilesystemList : public ISimpleResourceLoader
std::set<ISimpleResourceLoader *> writeableLoaders; std::set<ISimpleResourceLoader *> writeableLoaders;
//FIXME: this is only compile fix, should be removed in the end //FIXME: this is only compile fix, should be removed in the end
CFilesystemList(CFilesystemList &) CFilesystemList(CFilesystemList &) = delete;
{ CFilesystemList &operator=(CFilesystemList &) = delete;
//class is not copyable
}
CFilesystemList &operator=(CFilesystemList &)
{
//class is not copyable
return *this;
}
public: public:
CFilesystemList(); CFilesystemList();
@ -78,6 +71,7 @@ public:
bool existsResource(const ResourceID & resourceName) const override; bool existsResource(const ResourceID & resourceName) const override;
std::string getMountPoint() const override; std::string getMountPoint() const override;
boost::optional<std::string> getResourceName(const ResourceID & resourceName) 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; std::unordered_set<ResourceID> getFilteredFiles(std::function<bool(const ResourceID &)> filter) const override;
bool createResource(std::string filename, bool update = false) override; bool createResource(std::string filename, bool update = false) override;
std::vector<const ISimpleResourceLoader *> getResourcesWithName(const ResourceID & resourceName) const override; std::vector<const ISimpleResourceLoader *> getResourcesWithName(const ResourceID & resourceName) const override;

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@ -53,6 +53,22 @@ public:
return boost::optional<std::string>(); 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 * Get list of files that matches filter function
* *

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@ -23,6 +23,7 @@
#include "../CCreatureHandler.h" #include "../CCreatureHandler.h"
#include "../BattleState.h" #include "../BattleState.h"
#include "../CTownHandler.h" #include "../CTownHandler.h"
#include "../mapping/CMap.h"
#include "CGTownInstance.h" #include "CGTownInstance.h"
///helpers ///helpers
@ -220,7 +221,9 @@ CGHeroInstance::CGHeroInstance()
setNodeType(HERO); setNodeType(HERO);
ID = Obj::HERO; ID = Obj::HERO;
tacticFormationEnabled = inTownGarrison = false; tacticFormationEnabled = inTownGarrison = false;
mana = movement = portrait = -1; mana = UNINITIALIZED_MANA;
movement = UNINITIALIZED_MOVEMENT;
portrait = UNINITIALIZED_PORTRAIT;
isStanding = true; isStanding = true;
moveDir = 4; moveDir = 4;
level = 1; level = 1;
@ -1466,3 +1469,26 @@ void CGHeroInstance::readJsonOptions(const JsonNode& json)
CGObjectInstance::readOwner(json); CGObjectInstance::readOwner(json);
CArtifactSet::readJson(json["artifacts"]); 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;
}

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@ -20,6 +20,7 @@
class CHero; class CHero;
class CGBoat; class CGBoat;
class CGTownInstance; class CGTownInstance;
class CMap;
struct TerrainTile; struct TerrainTile;
struct TurnInfo; struct TurnInfo;
@ -64,6 +65,9 @@ public:
ConstTransitivePtr<CCommanderInstance> commander; ConstTransitivePtr<CCommanderInstance> commander;
const CGBoat *boat; //set to CGBoat when sailing 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::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 //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; } 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 //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) int getSightRadious() const override; //sight distance (should be used if player-owned structure)
////////////////////////////////////////////////////////////////////////// //////////////////////////////////////////////////////////////////////////
@ -203,6 +212,8 @@ public:
void updateSkill(SecondarySkill which, int val); void updateSkill(SecondarySkill which, int val);
bool hasVisions(const CGObjectInstance * target, const int subtype) const; bool hasVisions(const CGObjectInstance * target, const int subtype) const;
/// If this hero perishes, the scenario is failed
bool isMissionCritical() const;
CGHeroInstance(); CGHeroInstance();
virtual ~CGHeroInstance(); virtual ~CGHeroInstance();

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@ -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 void CGPandoraBox::battleFinished(const CGHeroInstance *hero, const BattleResult &result) const
{ {
if(result.winner) if(result.winner == 0)
return; {
giveContentsUpToExp(hero);
giveContentsUpToExp(hero); }
} }
void CGPandoraBox::blockingDialogAnswered(const CGHeroInstance *hero, ui32 answer) const void CGPandoraBox::blockingDialogAnswered(const CGHeroInstance *hero, ui32 answer) const

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@ -133,10 +133,10 @@ namespace JsonRandom
if (value["type"].getType() == JsonNode::DATA_STRING) if (value["type"].getType() == JsonNode::DATA_STRING)
return SpellID(VLC->modh->identifiers.getIdentifier("spell", value["type"]).get()); 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()); return VLC->spellh->objects[spell]->level != si32(value["level"].Float());
}), spells.end()); });
return SpellID(*RandomGeneratorUtil::nextItem(spells, rng)); return SpellID(*RandomGeneratorUtil::nextItem(spells, rng));
} }

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@ -454,22 +454,26 @@ void CGCreature::flee( const CGHeroInstance * h ) const
void CGCreature::battleFinished(const CGHeroInstance *hero, const BattleResult &result) const void CGCreature::battleFinished(const CGHeroInstance *hero, const BattleResult &result) const
{ {
if(result.winner == 0)
if(result.winner==0)
{ {
giveReward(hero); giveReward(hero);
cb->removeObject(this); cb->removeObject(this);
} }
else if(result.winner > 1) // draw
{
// guarded reward is lost forever on draw
cb->removeObject(this);
}
else else
{ {
//merge stacks into one //merge stacks into one
TSlots::const_iterator i; TSlots::const_iterator i;
CCreature * cre = VLC->creh->creatures[formation.basicType]; 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))) if(!hasStackAtSlot(SlotID(0)))
cb->moveStack(StackLocation(this, stacks.begin()->first), StackLocation(this, SlotID(0)), stacks.begin()->second->count); 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) // 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 = stacks.end();
i--; i--;
SlotID slot = getSlotFor(i->second->type); 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; break;
else 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 cb->setObjProperty(id, ObjProperty::MONSTER_POWER, stacks.begin()->second->count * 1000); //remember casualties

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@ -124,6 +124,11 @@ static inline double distance(int3 a, int3 b)
} }
static void giveExp(BattleResult &r) static void giveExp(BattleResult &r)
{ {
if(r.winner > 1)
{
// draw
return;
}
r.exp[0] = 0; r.exp[0] = 0;
r.exp[1] = 0; r.exp[1] = 0;
for(auto i = r.casualties[!r.winner].begin(); i!=r.casualties[!r.winner].end(); i++) 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 CArmedInstance *bEndArmy2 = gs->curB->sides.at(1).armyObject;
const BattleResult::EResult result = battleResult.get()->result; 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()) 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) for (auto artSlot : artifactsWorn)
{ {
MoveArtifact ma; MoveArtifact ma;
ma.src = ArtifactLocation (finishingBattle->loserHero, artSlot.first); ma.src = ArtifactLocation(finishingBattle->loserHero, artSlot.first);
const CArtifactInstance * art = ma.src.getArt(); 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); sendMoveArtifact(art, &ma);
ma.dst = ArtifactLocation (finishingBattle->winnerHero, art->firstAvailableSlot(finishingBattle->winnerHero));
sendAndApply(&ma);
} }
} }
while (!finishingBattle->loserHero->artifactsInBackpack.empty()) while(!finishingBattle->loserHero->artifactsInBackpack.empty())
{ {
//we assume that no big artifacts can be found //we assume that no big artifacts can be found
MoveArtifact ma; MoveArtifact ma;
ma.src = ArtifactLocation (finishingBattle->loserHero, ma.src = ArtifactLocation(finishingBattle->loserHero,
ArtifactPosition(GameConstants::BACKPACK_START)); //backpack automatically shifts arts to beginning ArtifactPosition(GameConstants::BACKPACK_START)); //backpack automatically shifts arts to beginning
const CArtifactInstance * art = ma.src.getArt(); const CArtifactInstance * art = ma.src.getArt();
arts.push_back (art->artType->id); if(art->artType->id != ArtifactID::GRAIL) //grail may not be won
ma.dst = ArtifactLocation (finishingBattle->winnerHero, art->firstAvailableSlot(finishingBattle->winnerHero)); {
sendAndApply(&ma); 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; artifactsWorn = finishingBattle->loserHero->commander->artifactsWorn;
for (auto artSlot : artifactsWorn) for(auto artSlot : artifactsWorn)
{ {
MoveArtifact ma; 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(); const CArtifactInstance * art = ma.src.getArt();
if (art && !art->artType->isBig()) if (art && !art->artType->isBig())
{ {
arts.push_back (art->artType->id); sendMoveArtifact(art, &ma);
ma.dst = ArtifactLocation (finishingBattle->winnerHero, art->firstAvailableSlot(finishingBattle->winnerHero));
sendAndApply(&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; auto artifactsWorn = armySlot.second->artifactsWorn;
for (auto artSlot : artifactsWorn) for (auto artSlot : artifactsWorn)
{ {
MoveArtifact ma; MoveArtifact ma;
ma.src = ArtifactLocation (armySlot.second, artSlot.first); ma.src = ArtifactLocation(armySlot.second, artSlot.first);
const CArtifactInstance * art = ma.src.getArt(); const CArtifactInstance * art = ma.src.getArt();
if (art && !art->artType->isBig()) if (art && !art->artType->isBig())
{ {
arts.push_back (art->artType->id); sendMoveArtifact(art, &ma);
ma.dst = ArtifactLocation (finishingBattle->winnerHero, art->firstAvailableSlot(finishingBattle->winnerHero));
sendAndApply(&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 sendAndApply(battleResult.data); //after this point casualties objects are destroyed
if (arts.size()) //display loot if(arts.size()) //display loot
{ {
InfoWindow iw; InfoWindow iw;
iw.player = finishingBattle->winnerHero->tempOwner; iw.player = finishingBattle->winnerHero->tempOwner;
iw.text.addTxt (MetaString::GENERAL_TXT, 30); //You have captured enemy artifact 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) if(iw.components.size() >= 14)
{ {
sendAndApply(&iw); sendAndApply(&iw);
iw.components.clear(); iw.components.clear();
} }
} }
if (iw.components.size()) if(iw.components.size())
{ {
sendAndApply(&iw); sendAndApply(&iw);
} }
@ -712,7 +723,7 @@ void CGameHandler::battleAfterLevelUp( const BattleResult &result )
setBattle(nullptr); setBattle(nullptr);
if(visitObjectAfterVictory && result.winner==0) if(visitObjectAfterVictory && result.winner==0 && !finishingBattle->winnerHero->stacks.empty())
{ {
logGlobal->traceStream() << "post-victory visit"; logGlobal->traceStream() << "post-victory visit";
visitObjectOnTile(*getTile(finishingBattle->winnerHero->getPosition()), finishingBattle->winnerHero); 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); 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; sah.hid[1] = another->subID;
else else
sah.hid[1] = -1; sah.hid[1] = -1;
sendAndApply(&sah); 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) 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!"))) // || (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!")) 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, 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!"))) ) || ((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; return false;
}
if(t) //tavern in town if(t) //tavern in town
{ {
if( (!t->hasBuilt(BuildingID::TAVERN) && complain("No tavern!")) if((!t->hasBuilt(BuildingID::TAVERN) && complain("No tavern!"))
|| (t->visitingHero && complain("There is visiting hero - no place!"))) || (t->visitingHero && complain("There is visiting hero - no place!")))
{
return false; return false;
}
} }
else if(obj->ID == Obj::TAVERN) 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; return false;
}
} }
const CGHeroInstance *nh = p->availableHeroes.at(hid); const CGHeroInstance *nh = p->availableHeroes.at(hid);
if (!nh) if (!nh)
{ {
@ -3353,13 +3389,14 @@ bool CGameHandler::hireHero(const CGObjectInstance *obj, ui8 hid, PlayerColor pl
hr.tile = obj->visitablePos() + nh->getVisitableOffset(); hr.tile = obj->visitablePos() + nh->getVisitableOffset();
sendAndApply(&hr); sendAndApply(&hr);
std::map<ui32, ConstTransitivePtr<CGHeroInstance> > pool = gs->unusedHeroesFromPool(); std::map<ui32, ConstTransitivePtr<CGHeroInstance> > pool = gs->unusedHeroesFromPool();
const CGHeroInstance *theOtherHero = p->availableHeroes.at(!hid); const CGHeroInstance *theOtherHero = p->availableHeroes.at(!hid);
const CGHeroInstance *newHero = nullptr; const CGHeroInstance *newHero = nullptr;
if (theOtherHero) //on XXL maps all heroes can be imprisoned :( if (theOtherHero) //on XXL maps all heroes can be imprisoned :(
{
newHero = gs->hpool.pickHeroFor(false, player, getNativeTown(player), pool, gs->getRandomGenerator(), theOtherHero->type->heroClass); newHero = gs->hpool.pickHeroFor(false, player, getNativeTown(player), pool, gs->getRandomGenerator(), theOtherHero->type->heroClass);
}
SetAvailableHeroes sah; SetAvailableHeroes sah;
sah.player = player; 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); sah.army[hid].setCreature(SlotID(0), newHero->type->initialArmy[0].creature, 1);
} }
else else
{
sah.hid[hid] = -1; sah.hid[hid] = -1;
}
sah.hid[!hid] = theOtherHero ? theOtherHero->subID : -1; sah.hid[!hid] = theOtherHero ? theOtherHero->subID : -1;
sendAndApply(&sah); sendAndApply(&sah);
@ -5663,16 +5702,18 @@ void CGameHandler::giveHeroNewArtifact(const CGHeroInstance *h, const CArtifact
void CGameHandler::setBattleResult(BattleResult::EResult resultType, int victoriusSide) 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; return;
} }
auto br = new BattleResult; auto br = new BattleResult;
br->result = resultType; br->result = resultType;
br->winner = victoriusSide; //surrendering side loses br->winner = victoriusSide; //surrendering side loses
gs->curB->calculateCasualties(br->casualties); gs->curB->calculateCasualties(br->casualties);
battleResult.set(br); battleResult.data = br;
} }
void CGameHandler::commitPackage( CPackForClient *pack ) void CGameHandler::commitPackage( CPackForClient *pack )