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https://github.com/vcmi/vcmi.git
synced 2024-11-28 08:48:48 +02:00
* fixed vector<bool> serialization
* refactoring
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5b00d74e1a
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@ -886,7 +886,7 @@ void VCAI::yourTurn()
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makingTurn = new boost::thread(&VCAI::makeTurn, this);
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}
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void VCAI::heroGotLevel(const CGHeroInstance *hero, int pskill, std::vector<ui16> &skills, int queryID)
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void VCAI::heroGotLevel(const CGHeroInstance *hero, PrimarySkill::PrimarySkill pskill, std::vector<SecondarySkill::SecondarySkill> &skills, int queryID)
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{
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NET_EVENT_HANDLER;
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LOG_ENTRY;
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@ -285,7 +285,7 @@ public:
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virtual void init(CCallback * CB) OVERRIDE;
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virtual void yourTurn() OVERRIDE;
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virtual void heroGotLevel(const CGHeroInstance *hero, int pskill, std::vector<ui16> &skills, int queryID) OVERRIDE; //pskill is gained primary skill, interface has to choose one of given skills and call callback with selection id
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virtual void heroGotLevel(const CGHeroInstance *hero, PrimarySkill::PrimarySkill pskill, std::vector<SecondarySkill::SecondarySkill> &skills, int queryID) OVERRIDE; //pskill is gained primary skill, interface has to choose one of given skills and call callback with selection id
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virtual void commanderGotLevel (const CCommanderInstance * commander, std::vector<ui32> skills, int queryID) OVERRIDE; //TODO
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virtual void showBlockingDialog(const std::string &text, const std::vector<Component> &components, ui32 askID, const int soundID, bool selection, bool cancel) OVERRIDE; //Show a dialog, player must take decision. If selection then he has to choose between one of given components, if cancel he is allowed to not choose. After making choice, CCallback::selectionMade should be called with number of selected component (1 - n) or 0 for cancel (if allowed) and askID.
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virtual void showGarrisonDialog(const CArmedInstance *up, const CGHeroInstance *down, bool removableUnits, int queryID) OVERRIDE; //all stacks operations between these objects become allowed, interface has to call onEnd when done
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@ -213,7 +213,7 @@ void CCallback::buyArtifact(const CGHeroInstance *hero, int aid)
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sendRequest(&pack);
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}
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void CCallback::trade(const CGObjectInstance *market, int mode, int id1, int id2, int val1, const CGHeroInstance *hero/* = NULL*/)
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void CCallback::trade(const CGObjectInstance *market, EMarketMode::EMarketMode mode, int id1, int id2, int val1, const CGHeroInstance *hero/* = NULL*/)
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{
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TradeOnMarketplace pack;
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pack.market = market;
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@ -54,7 +54,7 @@ public:
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virtual bool upgradeCreature(const CArmedInstance *obj, int stackPos, int newID=-1)=0; //if newID==-1 then best possible upgrade will be made
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virtual void swapGarrisonHero(const CGTownInstance *town)=0;
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virtual void trade(const CGObjectInstance *market, int mode, int id1, int id2, int val1, const CGHeroInstance *hero = NULL)=0; //mode==0: sell val1 units of id1 resource for id2 resiurce
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virtual void trade(const CGObjectInstance *market, EMarketMode::EMarketMode mode, int id1, int id2, int val1, const CGHeroInstance *hero = NULL)=0; //mode==0: sell val1 units of id1 resource for id2 resiurce
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virtual int selectionMade(int selection, int queryID) =0;
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virtual int swapCreatures(const CArmedInstance *s1, const CArmedInstance *s2, int p1, int p2)=0;//swaps creatures between two possibly different garrisons // TODO: AI-unsafe code - fix it!
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@ -135,7 +135,7 @@ public:
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void endTurn();
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void swapGarrisonHero(const CGTownInstance *town);
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void buyArtifact(const CGHeroInstance *hero, int aid);
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void trade(const CGObjectInstance *market, int mode, int id1, int id2, int val1, const CGHeroInstance *hero = NULL);
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void trade(const CGObjectInstance *market, EMarketMode::EMarketMode mode, int id1, int id2, int val1, const CGHeroInstance *hero = NULL);
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void setFormation(const CGHeroInstance * hero, bool tight);
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void setSelection(const CArmedInstance * obj);
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void recruitHero(const CGObjectInstance *townOrTavern, const CGHeroInstance *hero);
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@ -222,7 +222,7 @@ void CHeroWindow::update(const CGHeroInstance * hero, bool redrawNeeded /*= fals
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for(size_t g=0; g< secSkillAreas.size(); ++g)
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{
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int skill = curHero->secSkills[g].first,
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level = curHero->getSecSkillLevel(static_cast<CGHeroInstance::SecondarySkill>(curHero->secSkills[g].first));
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level = curHero->getSecSkillLevel(static_cast<SecondarySkill::SecondarySkill>(curHero->secSkills[g].first));
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secSkillAreas[g]->type = skill;
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secSkillAreas[g]->bonusValue = level;
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secSkillAreas[g]->text = CGI->generaltexth->skillInfoTexts[skill][level-1];
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@ -256,7 +256,7 @@ void CHeroWindow::update(const CGHeroInstance * hero, bool redrawNeeded /*= fals
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}
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dismissButton->block(!!curHero->visitedTown || noDismiss);
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if(curHero->getSecSkillLevel(CGHeroInstance::TACTICS) == 0)
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if(curHero->getSecSkillLevel(SecondarySkill::TACTICS) == 0)
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tacticsButton->block(true);
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else
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{
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@ -574,7 +574,7 @@ void CKingdomInterface::generateMinesList(const std::vector<const CGObjectInstan
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std::vector<const CGHeroInstance*> heroes = LOCPLINT->cb->getHeroesInfo(true);
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for(size_t i=0; i<heroes.size(); i++)
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{
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totalIncome += heroes[i]->valOfBonuses(Selector::typeSubtype(Bonus::SECONDARY_SKILL_PREMY, CGHeroInstance::ESTATES));
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totalIncome += heroes[i]->valOfBonuses(Selector::typeSubtype(Bonus::SECONDARY_SKILL_PREMY, SecondarySkill::ESTATES));
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totalIncome += heroes[i]->valOfBonuses(Selector::typeSubtype(Bonus::GENERATE_RESOURCE, Res::GOLD));
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}
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@ -468,7 +468,7 @@ void CPlayerInterface::receivedResource(int type, int val)
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GH.totalRedraw();
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}
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void CPlayerInterface::heroGotLevel(const CGHeroInstance *hero, int pskill, std::vector<ui16>& skills, int queryID)
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void CPlayerInterface::heroGotLevel(const CGHeroInstance *hero, PrimarySkill::PrimarySkill pskill, std::vector<SecondarySkill::SecondarySkill>& skills, int queryID)
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{
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EVENT_HANDLER_CALLED_BY_CLIENT;
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waitWhileDialog();
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@ -143,7 +143,7 @@ public:
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void artifactDisassembled(const ArtifactLocation &al);
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void heroCreated(const CGHeroInstance* hero) OVERRIDE;
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void heroGotLevel(const CGHeroInstance *hero, int pskill, std::vector<ui16> &skills, int queryID) OVERRIDE;
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void heroGotLevel(const CGHeroInstance *hero, PrimarySkill::PrimarySkill pskill, std::vector<SecondarySkill::SecondarySkill> &skills, int queryID) OVERRIDE;
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void commanderGotLevel (const CCommanderInstance * commander, std::vector<ui32> skills, int queryID) OVERRIDE;
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void heroInGarrisonChange(const CGTownInstance *town) OVERRIDE;
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void heroMoved(const TryMoveHero & details) OVERRIDE;
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@ -165,15 +165,15 @@ public:
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void changeSpells(int hid, bool give, const std::set<ui32> &spells) OVERRIDE {};
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bool removeObject(int objid) OVERRIDE {return false;};
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void setBlockVis(int objid, bool bv) OVERRIDE {};
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void setOwner(int objid, ui8 owner) OVERRIDE {};
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void setOwner(int objid, TPlayerColor owner) OVERRIDE {};
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void setHoverName(int objid, MetaString * name) OVERRIDE {};
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void changePrimSkill(int ID, int which, si64 val, bool abs=false) OVERRIDE {};
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void changeSecSkill(int ID, int which, int val, bool abs=false) OVERRIDE {};
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void changePrimSkill(int ID, PrimarySkill::PrimarySkill which, si64 val, bool abs=false) OVERRIDE {};
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void changeSecSkill(int ID, SecondarySkill::SecondarySkill which, int val, bool abs=false) OVERRIDE {};
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void showBlockingDialog(BlockingDialog *iw, const CFunctionList<void(ui32)> &callback) OVERRIDE {};
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ui32 showBlockingDialog(BlockingDialog *iw) OVERRIDE {return 0;}; //synchronous version of above
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void showGarrisonDialog(int upobj, int hid, bool removableUnits, const boost::function<void()> &cb) OVERRIDE {};
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void showThievesGuildWindow(int player, int requestingObjId) OVERRIDE {};
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void giveResource(int player, int which, int val) OVERRIDE {};
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void giveResource(int player, Res::ERes which, int val) OVERRIDE {};
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void giveCreatures(const CArmedInstance * objid, const CGHeroInstance * h, const CCreatureSet &creatures, bool remove) OVERRIDE {};
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void takeCreatures(int objid, const std::vector<CStackBasicDescriptor> &creatures) OVERRIDE {};
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@ -1695,7 +1695,7 @@ void CSplitWindow::sliderMoved(int to)
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setAmount(rightMin + to, false);
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}
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CLevelWindow::CLevelWindow(const CGHeroInstance *hero, int pskill, std::vector<ui16> &skills, boost::function<void(ui32)> callback):
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CLevelWindow::CLevelWindow(const CGHeroInstance *hero, PrimarySkill::PrimarySkill pskill, std::vector<SecondarySkill::SecondarySkill> &skills, boost::function<void(ui32)> callback):
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CWindowObject(PLAYER_COLORED, "LVLUPBKG"),
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cb(callback)
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{
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@ -1728,7 +1728,7 @@ CLevelWindow::CLevelWindow(const CGHeroInstance *hero, int pskill, std::vector<u
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comps.push_back(new CSelectableComponent(
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CComponent::secskill,
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skills[i],
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hero->getSecSkillLevel( static_cast<CGHeroInstance::SecondarySkill>(skills[i]) )+1,
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hero->getSecSkillLevel( static_cast<SecondarySkill::SecondarySkill>(skills[i]) )+1,
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CComponent::medium));
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}
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box = new CComponentBox(comps, Rect(75, 300, pos.w - 150, 100));
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@ -5407,7 +5407,7 @@ void CUniversityWindow::CItem::hover(bool on)
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int CUniversityWindow::CItem::state()
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{
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if (parent->hero->getSecSkillLevel(static_cast<CGHeroInstance::SecondarySkill>(ID)))//hero know this skill
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if (parent->hero->getSecSkillLevel(static_cast<SecondarySkill::SecondarySkill>(ID)))//hero know this skill
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return 1;
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if (!parent->hero->canLearnSkill())//can't learn more skills
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return 0;
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@ -497,7 +497,7 @@ class CLevelWindow : public CWindowObject
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void selectionChanged(unsigned to);
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public:
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CLevelWindow(const CGHeroInstance *hero, int pskill, std::vector<ui16> &skills, boost::function<void(ui32)> callback); //c-tor
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CLevelWindow(const CGHeroInstance *hero, PrimarySkill::PrimarySkill pskill, std::vector<SecondarySkill::SecondarySkill> &skills, boost::function<void(ui32)> callback); //c-tor
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~CLevelWindow(); //d-tor
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};
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@ -535,7 +535,7 @@ void HeroLevelUp::applyCl( CClient *cl )
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//INTERFACE_CALL_IF_PRESENT(h->tempOwner, heroGotLevel, h, primskill, skills, id);
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if(vstd::contains(cl->playerint,h->tempOwner))
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{
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cl->playerint[h->tempOwner]->heroGotLevel(h, static_cast<int>(primskill), skills, queryID);
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cl->playerint[h->tempOwner]->heroGotLevel(h, primskill, skills, queryID);
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}
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//else
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// cb->selectionMade(0, queryID);
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@ -1,5 +1,5 @@
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#pragma once
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#include "../global.h"
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#include "GameConstants.h"
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@ -668,7 +668,7 @@ BattleInfo * BattleInfo::setupBattle( int3 tile, ETerrainType::ETerrainType terr
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for(int i = 0; i < ARRAY_COUNT(tacticLvls); i++)
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{
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if(heroes[i])
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tacticLvls[i] += heroes[i]->getSecSkillLevel(CGHeroInstance::TACTICS);
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tacticLvls[i] += heroes[i]->getSecSkillLevel(SecondarySkill::TACTICS);
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}
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int tacticsSkillDiff = tacticLvls[0] - tacticLvls[1];
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@ -369,7 +369,7 @@ void CArtHandler::loadArtifacts(bool onlyTxt)
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BOOST_FOREACH(ui32 constituentID, *artifact->constituents)
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{
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if (artifacts[constituentID]->constituentOf == NULL)
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artifacts[constituentID]->constituentOf = new std::vector<ui32>();
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artifacts[constituentID]->constituentOf = new std::vector<TArtifactID>();
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artifacts[constituentID]->constituentOf->push_back(artifact->id);
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}
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}
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@ -747,7 +747,7 @@ void CArtHandler::readComponents (const JsonNode & node, CArtifact * art)
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value = &node["components"];
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if (!value->isNull())
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{
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art->constituents = new std::vector<ui32>();
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art->constituents = new std::vector<TArtifactID>();
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BOOST_FOREACH (auto component, value->Vector())
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{
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VLC->modh->identifiers.requestIdentifier(std::string("artifact.") + component.String(),
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@ -97,10 +97,10 @@ public:
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ui32 price;
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bmap<ui8, std::vector<ui16> > possibleSlots; //Bearer Type => ids of slots where artifact can be placed
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std::vector<ui32> * constituents; // Artifacts IDs a combined artifact consists of, or NULL.
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std::vector<ui32> * constituentOf; // Reverse map of constituents.
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std::vector<TArtifactID> * constituents; // Artifacts IDs a combined artifact consists of, or NULL.
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std::vector<TArtifactID> * constituentOf; // Reverse map of constituents.
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EartClass aClass;
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si32 id;
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TArtifactID id;
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template <typename Handler> void serialize(Handler &h, const int version)
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{
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@ -890,12 +890,12 @@ TDmgRange CBattleInfoCallback::calculateDmgRange(const BattleAttackInfo &info) c
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//handling secondary abilities and artifacts giving premies to them
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if(info.shooting)
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additiveBonus += info.attackerBonuses->valOfBonuses(Bonus::SECONDARY_SKILL_PREMY, CGHeroInstance::ARCHERY) / 100.0;
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additiveBonus += info.attackerBonuses->valOfBonuses(Bonus::SECONDARY_SKILL_PREMY, SecondarySkill::ARCHERY) / 100.0;
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else
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additiveBonus += info.attackerBonuses->valOfBonuses(Bonus::SECONDARY_SKILL_PREMY, CGHeroInstance::OFFENCE) / 100.0;
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additiveBonus += info.attackerBonuses->valOfBonuses(Bonus::SECONDARY_SKILL_PREMY, SecondarySkill::OFFENCE) / 100.0;
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if(info.defenderBonuses)
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multBonus *= (std::max(0, 100 - info.defenderBonuses->valOfBonuses(Bonus::SECONDARY_SKILL_PREMY, CGHeroInstance::ARMORER))) / 100.0;
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multBonus *= (std::max(0, 100 - info.defenderBonuses->valOfBonuses(Bonus::SECONDARY_SKILL_PREMY, SecondarySkill::ARMORER))) / 100.0;
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//handling hate effect
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additiveBonus += info.attackerBonuses->valOfBonuses(Bonus::HATE, defenderType->idNumber) / 100.;
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@ -1818,7 +1818,7 @@ ui32 CBattleInfoCallback::calculateSpellBonus(ui32 baseDamage, const CSpell * sp
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//applying sorcery secondary skill
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if(caster)
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{
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ret *= (100.0 + caster->valOfBonuses(Bonus::SECONDARY_SKILL_PREMY, CGHeroInstance::SORCERY)) / 100.0;
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ret *= (100.0 + caster->valOfBonuses(Bonus::SECONDARY_SKILL_PREMY, SecondarySkill::SORCERY)) / 100.0;
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ret *= (100.0 + caster->valOfBonuses(Bonus::SPELL_DAMAGE) + caster->valOfBonuses(Bonus::SPECIFIC_SPELL_DAMAGE, sp->id)) / 100.0;
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if(sp->air)
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@ -525,7 +525,7 @@ si32 CStackInstance::magicResistance() const
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if (const CGHeroInstance * hero = dynamic_cast<const CGHeroInstance *>(_armyObj))
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{
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//resistance skill
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val += hero->valOfBonuses(Bonus::SECONDARY_SKILL_PREMY, CGHeroInstance::RESISTANCE);
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val += hero->valOfBonuses(Bonus::SECONDARY_SKILL_PREMY, SecondarySkill::RESISTANCE);
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}
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vstd::amin (val, 100);
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return val;
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@ -740,7 +740,7 @@ std::string CStackInstance::bonusToGraphics(Bonus *bonus) const
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case Bonus::MAGIC_RESISTANCE:
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fileName = "E_DWARF.bmp"; break;
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case Bonus::SECONDARY_SKILL_PREMY:
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if (bonus->subtype == CGHeroInstance::RESISTANCE)
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if (bonus->subtype == SecondarySkill::RESISTANCE)
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{
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fileName = "E_DWARF.bmp";
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}
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@ -76,7 +76,7 @@ public:
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virtual void yourTurn(){}; //called AFTER playerStartsTurn(player)
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//pskill is gained primary skill, interface has to choose one of given skills and call callback with selection id
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virtual void heroGotLevel(const CGHeroInstance *hero, int pskill, std::vector<ui16> &skills, int queryID)=0;
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virtual void heroGotLevel(const CGHeroInstance *hero, PrimarySkill::PrimarySkill pskill, std::vector<SecondarySkill::SecondarySkill> &skills, int queryID)=0;
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virtual void commanderGotLevel (const CCommanderInstance * commander, std::vector<ui32> skills, int queryID)=0;
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// Show a dialog, player must take decision. If selection then he has to choose between one of given components,
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@ -834,7 +834,7 @@ void CGameState::init(StartInfo * si)
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}
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break;
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case CScenarioTravel::STravelBonus::SECONDARY_SKILL:
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hero->setSecSkillLevel(static_cast<CGHeroInstance::SecondarySkill>(curBonus->info2), curBonus->info3, true);
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hero->setSecSkillLevel(static_cast<SecondarySkill::SecondarySkill>(curBonus->info2), curBonus->info3, true);
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break;
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}
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}
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@ -1619,7 +1619,7 @@ void CGameState::initDuel()
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obj = h;
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h->subID = ss.heroId;
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for(int i = 0; i < ss.heroPrimSkills.size(); i++)
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h->pushPrimSkill(i, ss.heroPrimSkills[i]);
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h->pushPrimSkill(static_cast<PrimarySkill::PrimarySkill>(i), ss.heroPrimSkills[i]);
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if(ss.spells.size())
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{
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@ -1634,7 +1634,7 @@ void CGameState::initDuel()
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typedef const std::pair<si32, si8> &TSecSKill;
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BOOST_FOREACH(TSecSKill secSkill, ss.heroSecSkills)
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h->setSecSkillLevel((CGHeroInstance::SecondarySkill)secSkill.first, secSkill.second, 1);
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h->setSecSkillLevel(static_cast<SecondarySkill::SecondarySkill>(secSkill.first), secSkill.second, 1);
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h->initHero(h->subID);
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obj->initObj();
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@ -21,17 +21,17 @@
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*
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*/
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int CHeroClass::chooseSecSkill(const std::set<int> & possibles) const //picks secondary skill out from given possibilities
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SecondarySkill::SecondarySkill CHeroClass::chooseSecSkill(const std::set<SecondarySkill::SecondarySkill> & possibles) const //picks secondary skill out from given possibilities
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{
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if(possibles.size()==1)
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return *possibles.begin();
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int totalProb = 0;
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for(std::set<int>::const_iterator i=possibles.begin(); i!=possibles.end(); i++)
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for(auto i=possibles.begin(); i!=possibles.end(); i++)
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{
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totalProb += secSkillProbability[*i];
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}
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int ran = rand()%totalProb;
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for(std::set<int>::const_iterator i=possibles.begin(); i!=possibles.end(); i++)
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for(auto i=possibles.begin(); i!=possibles.end(); i++)
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{
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ran -= secSkillProbability[*i];
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if(ran<0)
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@ -271,7 +271,8 @@ void CHeroHandler::loadHeroJson(CHero * hero, const JsonNode & node)
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BOOST_FOREACH(const JsonNode &set, node["skills"].Vector())
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{
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||||
int skillID = boost::range::find(SecondarySkill::names, set["skill"].String()) - boost::begin(SecondarySkill::names);
|
||||
SecondarySkill::SecondarySkill skillID = static_cast<SecondarySkill::SecondarySkill>(
|
||||
boost::range::find(SecondarySkill::names, set["skill"].String()) - boost::begin(SecondarySkill::names));
|
||||
int skillLevel = boost::range::find(SecondarySkill::levels, set["level"].String()) - boost::begin(SecondarySkill::levels);
|
||||
|
||||
hero->secSkillsInit.push_back(std::make_pair(skillID, skillLevel));
|
||||
|
@ -64,7 +64,7 @@ public:
|
||||
std::vector<InitialArmyStack> initialArmy;
|
||||
|
||||
CHeroClass * heroClass;
|
||||
std::vector<std::pair<ui8,ui8> > secSkillsInit; //initial secondary skills; first - ID of skill, second - level of skill (1 - basic, 2 - adv., 3 - expert)
|
||||
std::vector<std::pair<SecondarySkill::SecondarySkill, ui8> > secSkillsInit; //initial secondary skills; first - ID of skill, second - level of skill (1 - basic, 2 - adv., 3 - expert)
|
||||
std::vector<SSpecialtyInfo> spec;
|
||||
std::vector<SSpecialtyBonus> specialty;
|
||||
std::set<si32> spells;
|
||||
@ -114,7 +114,7 @@ public:
|
||||
std::string imageMapMale;
|
||||
std::string imageMapFemale;
|
||||
|
||||
int chooseSecSkill(const std::set<int> & possibles) const; //picks secondary skill out from given possibilities
|
||||
SecondarySkill::SecondarySkill chooseSecSkill(const std::set<SecondarySkill::SecondarySkill> & possibles) const; //picks secondary skill out from given possibilities
|
||||
|
||||
template <typename Handler> void serialize(Handler &h, const int version)
|
||||
{
|
||||
|
@ -629,7 +629,7 @@ bool CGHeroInstance::canWalkOnSea() const
|
||||
return hasBonusOfType(Bonus::FLYING_MOVEMENT) || hasBonusOfType(Bonus::WATER_WALKING);
|
||||
}
|
||||
|
||||
ui8 CGHeroInstance::getSecSkillLevel(SecondarySkill skill) const
|
||||
ui8 CGHeroInstance::getSecSkillLevel(SecondarySkill::SecondarySkill skill) const
|
||||
{
|
||||
for(size_t i=0; i < secSkills.size(); ++i)
|
||||
if(secSkills[i].first == skill)
|
||||
@ -637,11 +637,11 @@ ui8 CGHeroInstance::getSecSkillLevel(SecondarySkill skill) const
|
||||
return 0;
|
||||
}
|
||||
|
||||
void CGHeroInstance::setSecSkillLevel(SecondarySkill which, int val, bool abs)
|
||||
void CGHeroInstance::setSecSkillLevel(SecondarySkill::SecondarySkill which, int val, bool abs)
|
||||
{
|
||||
if(getSecSkillLevel(which) == 0)
|
||||
{
|
||||
secSkills.push_back(std::pair<int,int>(which, val));
|
||||
secSkills.push_back(std::pair<SecondarySkill::SecondarySkill,ui8>(which, val));
|
||||
updateSkill(which, val);
|
||||
}
|
||||
else
|
||||
@ -693,7 +693,7 @@ int CGHeroInstance::maxMovePoints(bool onLand) const
|
||||
const Bonus::BonusType bt = onLand ? Bonus::LAND_MOVEMENT : Bonus::SEA_MOVEMENT;
|
||||
const int bonus = valOfBonuses(Bonus::MOVEMENT) + valOfBonuses(bt);
|
||||
|
||||
const int subtype = onLand ? LOGISTICS : NAVIGATION;
|
||||
const int subtype = onLand ? SecondarySkill::LOGISTICS : SecondarySkill::NAVIGATION;
|
||||
const double modifier = valOfBonuses(Bonus::SECONDARY_SKILL_PREMY, subtype) / 100.0;
|
||||
|
||||
return int(base* (1+modifier)) + bonus;
|
||||
@ -714,7 +714,7 @@ CGHeroInstance::CGHeroInstance()
|
||||
boat = NULL;
|
||||
commander = NULL;
|
||||
sex = 0xff;
|
||||
secSkills.push_back(std::make_pair(-1, -1));
|
||||
secSkills.push_back(std::make_pair(SecondarySkill::DEFAULT, -1));
|
||||
}
|
||||
|
||||
void CGHeroInstance::initHero(int SUBID)
|
||||
@ -754,7 +754,7 @@ void CGHeroInstance::initHero()
|
||||
pushPrimSkill(static_cast<PrimarySkill::PrimarySkill>(g), type->heroClass->primarySkillInitial[g]);
|
||||
}
|
||||
}
|
||||
if(secSkills.size() == 1 && secSkills[0] == std::pair<ui8,ui8>(-1, -1)) //set secondary skills to default
|
||||
if(secSkills.size() == 1 && secSkills[0] == std::pair<SecondarySkill::SecondarySkill,ui8>(SecondarySkill::DEFAULT, -1)) //set secondary skills to default
|
||||
secSkills = type->secSkillsInit;
|
||||
if (!name.length())
|
||||
name = type->name;
|
||||
@ -1091,7 +1091,7 @@ void CGHeroInstance::initObj() //TODO: use bonus system
|
||||
hs->addNewBonus(bonus);
|
||||
break;
|
||||
case 11://starting skill with mastery (Adrienne)
|
||||
cb->changeSecSkill(id, spec.val, spec.additionalinfo); //simply give it and forget
|
||||
cb->changeSecSkill(id, static_cast<SecondarySkill::SecondarySkill>(spec.val), spec.additionalinfo); //simply give it and forget
|
||||
break;
|
||||
case 12://army speed
|
||||
bonus->type = Bonus::STACKS_SPEED;
|
||||
@ -1135,7 +1135,7 @@ void CGHeroInstance::initObj() //TODO: use bonus system
|
||||
|
||||
//initialize bonuses
|
||||
BOOST_FOREACH(auto skill_info, secSkills)
|
||||
updateSkill(static_cast<CGHeroInstance::SecondarySkill>(skill_info.first), skill_info.second);
|
||||
updateSkill(static_cast<SecondarySkill::SecondarySkill>(skill_info.first), skill_info.second);
|
||||
Updatespecialty();
|
||||
|
||||
mana = manaLimit(); //after all bonuses are taken into account, make sure this line is the last one
|
||||
@ -1196,11 +1196,11 @@ void CGHeroInstance::Updatespecialty() //TODO: calculate special value of bonuse
|
||||
}
|
||||
}
|
||||
}
|
||||
void CGHeroInstance::updateSkill(SecondarySkill which, int val)
|
||||
void CGHeroInstance::updateSkill(SecondarySkill::SecondarySkill which, int val)
|
||||
{
|
||||
if(which == LEADERSHIP || which == LUCK)
|
||||
if(which == SecondarySkill::LEADERSHIP || which == SecondarySkill::LUCK)
|
||||
{ //luck-> VLC->generaltexth->arraytxt[73+luckSkill]; VLC->generaltexth->arraytxt[104+moraleSkill]
|
||||
bool luck = which == LUCK;
|
||||
bool luck = which == SecondarySkill::LUCK;
|
||||
Bonus::BonusType type[] = {Bonus::MORALE, Bonus::LUCK};
|
||||
|
||||
Bonus *b = getBonusLocalFirst(Selector::type(type[luck]) && Selector::sourceType(Bonus::SECONDARY_SKILL));
|
||||
@ -1212,7 +1212,7 @@ void CGHeroInstance::updateSkill(SecondarySkill which, int val)
|
||||
else
|
||||
b->val = +val;
|
||||
}
|
||||
else if(which == DIPLOMACY) //surrender discount: 20% per level
|
||||
else if(which == SecondarySkill::DIPLOMACY) //surrender discount: 20% per level
|
||||
{
|
||||
|
||||
if(Bonus *b = getBonusLocalFirst(Selector::type(Bonus::SURRENDER_DISCOUNT) && Selector::sourceType(Bonus::SECONDARY_SKILL)))
|
||||
@ -1224,43 +1224,43 @@ void CGHeroInstance::updateSkill(SecondarySkill which, int val)
|
||||
int skillVal = 0;
|
||||
switch (which)
|
||||
{
|
||||
case ARCHERY:
|
||||
switch (val)
|
||||
{
|
||||
case 1:
|
||||
skillVal = 10; break;
|
||||
case 2:
|
||||
skillVal = 25; break;
|
||||
case 3:
|
||||
skillVal = 50; break;
|
||||
}
|
||||
break;
|
||||
case LOGISTICS:
|
||||
skillVal = 10 * val; break;
|
||||
case NAVIGATION:
|
||||
skillVal = 50 * val; break;
|
||||
case MYSTICISM:
|
||||
skillVal = val; break;
|
||||
case EAGLE_EYE:
|
||||
skillVal = 30 + 10 * val; break;
|
||||
case NECROMANCY:
|
||||
skillVal = 10 * val; break;
|
||||
case LEARNING:
|
||||
skillVal = 5 * val; break;
|
||||
case OFFENCE:
|
||||
skillVal = 10 * val; break;
|
||||
case ARMORER:
|
||||
skillVal = 5 * val; break;
|
||||
case INTELLIGENCE:
|
||||
skillVal = 25 << (val-1); break;
|
||||
case SORCERY:
|
||||
skillVal = 5 * val; break;
|
||||
case RESISTANCE:
|
||||
skillVal = 5 << (val-1); break;
|
||||
case FIRST_AID:
|
||||
skillVal = 25 + 25*val; break;
|
||||
case ESTATES:
|
||||
skillVal = 125 << (val-1); break;
|
||||
case SecondarySkill::ARCHERY:
|
||||
switch (val)
|
||||
{
|
||||
case 1:
|
||||
skillVal = 10; break;
|
||||
case 2:
|
||||
skillVal = 25; break;
|
||||
case 3:
|
||||
skillVal = 50; break;
|
||||
}
|
||||
break;
|
||||
case SecondarySkill::LOGISTICS:
|
||||
skillVal = 10 * val; break;
|
||||
case SecondarySkill::NAVIGATION:
|
||||
skillVal = 50 * val; break;
|
||||
case SecondarySkill::MYSTICISM:
|
||||
skillVal = val; break;
|
||||
case SecondarySkill::EAGLE_EYE:
|
||||
skillVal = 30 + 10 * val; break;
|
||||
case SecondarySkill::NECROMANCY:
|
||||
skillVal = 10 * val; break;
|
||||
case SecondarySkill::LEARNING:
|
||||
skillVal = 5 * val; break;
|
||||
case SecondarySkill::OFFENCE:
|
||||
skillVal = 10 * val; break;
|
||||
case SecondarySkill::ARMORER:
|
||||
skillVal = 5 * val; break;
|
||||
case SecondarySkill::INTELLIGENCE:
|
||||
skillVal = 25 << (val-1); break;
|
||||
case SecondarySkill::SORCERY:
|
||||
skillVal = 5 * val; break;
|
||||
case SecondarySkill::RESISTANCE:
|
||||
skillVal = 5 << (val-1); break;
|
||||
case SecondarySkill::FIRST_AID:
|
||||
skillVal = 25 + 25*val; break;
|
||||
case SecondarySkill::ESTATES:
|
||||
skillVal = 125 << (val-1); break;
|
||||
}
|
||||
|
||||
|
||||
@ -1297,7 +1297,7 @@ ui64 CGHeroInstance::getTotalStrength() const
|
||||
|
||||
TExpType CGHeroInstance::calculateXp(TExpType exp) const
|
||||
{
|
||||
return exp * (100 + valOfBonuses(Bonus::SECONDARY_SKILL_PREMY, CGHeroInstance::LEARNING))/100.0;
|
||||
return exp * (100 + valOfBonuses(Bonus::SECONDARY_SKILL_PREMY, SecondarySkill::LEARNING))/100.0;
|
||||
}
|
||||
|
||||
ui8 CGHeroInstance::getSpellSchoolLevel(const CSpell * spell, int *outSelectedSchool) const
|
||||
@ -1308,7 +1308,7 @@ ui8 CGHeroInstance::getSpellSchoolLevel(const CSpell * spell, int *outSelectedSc
|
||||
if(spell-> schoolName) \
|
||||
{ \
|
||||
int thisSchool = std::max<int>(getSecSkillLevel( \
|
||||
static_cast<CGHeroInstance::SecondarySkill>(14 + (schoolMechanicsId))), \
|
||||
static_cast<SecondarySkill::SecondarySkill>(14 + (schoolMechanicsId))), \
|
||||
valOfBonuses(Bonus::MAGIC_SCHOOL_SKILL, 1 << (schoolMechanicsId))); \
|
||||
if(thisSchool > skill) \
|
||||
{ \
|
||||
@ -1360,12 +1360,12 @@ bool CGHeroInstance::canCastThisSpell(const CSpell * spell) const
|
||||
*/
|
||||
CStackBasicDescriptor CGHeroInstance::calculateNecromancy (const BattleResult &battleResult) const
|
||||
{
|
||||
const ui8 necromancyLevel = getSecSkillLevel(CGHeroInstance::NECROMANCY);
|
||||
const ui8 necromancyLevel = getSecSkillLevel(SecondarySkill::NECROMANCY);
|
||||
|
||||
// Hero knows necromancy.
|
||||
if (necromancyLevel > 0)
|
||||
{
|
||||
double necromancySkill = valOfBonuses(Bonus::SECONDARY_SKILL_PREMY, NECROMANCY)/100.0;
|
||||
double necromancySkill = valOfBonuses(Bonus::SECONDARY_SKILL_PREMY, SecondarySkill::NECROMANCY)/100.0;
|
||||
vstd::amin(necromancySkill, 1.0); //it's impossible to raise more creatures than all...
|
||||
const std::map<ui32,si32> &casualties = battleResult.casualties[!battleResult.winner];
|
||||
ui32 raisedUnits = 0;
|
||||
@ -1440,7 +1440,7 @@ int3 CGHeroInstance::getSightCenter() const
|
||||
|
||||
int CGHeroInstance::getSightRadious() const
|
||||
{
|
||||
return 5 + getSecSkillLevel(CGHeroInstance::SCOUTING) + valOfBonuses(Bonus::SIGHT_RADIOUS); //default + scouting
|
||||
return 5 + getSecSkillLevel(SecondarySkill::SCOUTING) + valOfBonuses(Bonus::SIGHT_RADIOUS); //default + scouting
|
||||
}
|
||||
|
||||
si32 CGHeroInstance::manaRegain() const
|
||||
@ -1489,7 +1489,7 @@ int CGHeroInstance::getSpellCost(const CSpell *sp) const
|
||||
return sp->costs[getSpellSchoolLevel(sp)];
|
||||
}
|
||||
|
||||
void CGHeroInstance::pushPrimSkill( int which, int val )
|
||||
void CGHeroInstance::pushPrimSkill( PrimarySkill::PrimarySkill which, int val )
|
||||
{
|
||||
addNewBonus(new Bonus(Bonus::PERMANENT, Bonus::PRIMARY_SKILL, Bonus::HERO_BASE_SKILL, val, id, which));
|
||||
}
|
||||
@ -2157,7 +2157,7 @@ void CGTownInstance::newTurn() const
|
||||
int resID = rand()%4+2;//bonus to random rare resource
|
||||
resID = (resID==2)?1:resID;
|
||||
int resVal = rand()%4+1;//with size 1..4
|
||||
cb->giveResource(tempOwner, resID, resVal);
|
||||
cb->giveResource(tempOwner, static_cast<Res::ERes>(resID), resVal);
|
||||
cb->setObjProperty (id, 14, resID);
|
||||
cb->setObjProperty (id, 15, resVal);
|
||||
}
|
||||
@ -2400,8 +2400,8 @@ void CGTownInstance::recreateBuildingsBonuses()
|
||||
else if(subID == ETownType::NECROPOLIS) //necropolis
|
||||
{
|
||||
addBonusIfBuilt(EBuilding::COVER_OF_DARKNESS, Bonus::DARKNESS, +20);
|
||||
addBonusIfBuilt(EBuilding::NECROMANCY_AMPLIFIER, Bonus::SECONDARY_SKILL_PREMY, +10, make_shared<CPropagatorNodeType>(PLAYER), CGHeroInstance::NECROMANCY); //necromancy amplifier
|
||||
addBonusIfBuilt(EBuilding::GRAIL, Bonus::SECONDARY_SKILL_PREMY, +20, make_shared<CPropagatorNodeType>(PLAYER), CGHeroInstance::NECROMANCY); //Soul prison
|
||||
addBonusIfBuilt(EBuilding::NECROMANCY_AMPLIFIER, Bonus::SECONDARY_SKILL_PREMY, +10, make_shared<CPropagatorNodeType>(PLAYER), SecondarySkill::NECROMANCY); //necromancy amplifier
|
||||
addBonusIfBuilt(EBuilding::GRAIL, Bonus::SECONDARY_SKILL_PREMY, +20, make_shared<CPropagatorNodeType>(PLAYER), SecondarySkill::NECROMANCY); //Soul prison
|
||||
}
|
||||
else if(subID == ETownType::DUNGEON) //Dungeon
|
||||
{
|
||||
@ -2569,8 +2569,8 @@ void CGVisitableOPH::treeSelected( int heroID, int resType, int resVal, TExpType
|
||||
{
|
||||
if(result) //player agreed to give res for exp
|
||||
{
|
||||
cb->giveResource(cb->getOwner(heroID),resType,-resVal); //take resource
|
||||
cb->changePrimSkill(heroID,4,expVal); //give exp
|
||||
cb->giveResource(cb->getOwner(heroID), static_cast<Res::ERes>(resType), -resVal); //take resource
|
||||
cb->changePrimSkill(heroID, PrimarySkill::EXPERIENCE, expVal);
|
||||
cb->setObjProperty(id, ObjProperty::VISITORS, heroID); //add to the visitors
|
||||
}
|
||||
}
|
||||
@ -2652,10 +2652,10 @@ void CGVisitableOPH::onNAHeroVisit(int heroID, bool alreadyVisited) const
|
||||
case Obj::STAR_AXIS:
|
||||
case Obj::GARDEN_OF_REVELATION:
|
||||
{
|
||||
cb->changePrimSkill(heroID,subid,val);
|
||||
cb->changePrimSkill(heroID, static_cast<PrimarySkill::PrimarySkill>(subid), val);
|
||||
InfoWindow iw;
|
||||
iw.soundID = sound;
|
||||
iw.components.push_back(Component(c_id, subid,val,0));
|
||||
iw.components.push_back(Component(c_id, subid, val, 0));
|
||||
iw.text.addTxt(MetaString::ADVOB_TXT,ot);
|
||||
iw.player = cb->getOwner(heroID);
|
||||
cb->showInfoDialog(&iw);
|
||||
@ -2671,7 +2671,7 @@ void CGVisitableOPH::onNAHeroVisit(int heroID, bool alreadyVisited) const
|
||||
iw.player = cb->getOwner(heroID);
|
||||
iw.text.addTxt(MetaString::ADVOB_TXT,ot);
|
||||
cb->showInfoDialog(&iw);
|
||||
cb->changePrimSkill(heroID,4,val);
|
||||
cb->changePrimSkill(heroID, PrimarySkill::EXPERIENCE, val);
|
||||
break;
|
||||
}
|
||||
case Obj::TREE_OF_KNOWLEDGE:
|
||||
@ -2687,13 +2687,13 @@ void CGVisitableOPH::onNAHeroVisit(int heroID, bool alreadyVisited) const
|
||||
iw.player = cb->getOwner(heroID);
|
||||
iw.text.addTxt(MetaString::ADVOB_TXT,148);
|
||||
cb->showInfoDialog(&iw);
|
||||
cb->changePrimSkill(heroID,4,val);
|
||||
cb->changePrimSkill(heroID, PrimarySkill::EXPERIENCE, val);
|
||||
break;
|
||||
}
|
||||
else
|
||||
{
|
||||
ui32 res;
|
||||
TExpType resval;
|
||||
si32 resval;
|
||||
if(ttype==1)
|
||||
{
|
||||
res = Res::GOLD;
|
||||
@ -2727,7 +2727,7 @@ void CGVisitableOPH::onNAHeroVisit(int heroID, bool alreadyVisited) const
|
||||
{
|
||||
const CGHeroInstance *h = cb->getHero(heroID);
|
||||
int txt_id = 66;
|
||||
if(h->level < 10 - 2*h->getSecSkillLevel(CGHeroInstance::DIPLOMACY)) //not enough level
|
||||
if(h->level < 10 - 2*h->getSecSkillLevel(SecondarySkill::DIPLOMACY)) //not enough level
|
||||
{
|
||||
txt_id += 2;
|
||||
}
|
||||
@ -2824,7 +2824,7 @@ const std::string & CGVisitableOPH::getHoverText() const
|
||||
void CGVisitableOPH::arenaSelected( int heroID, int primSkill ) const
|
||||
{
|
||||
cb->setObjProperty(id, ObjProperty::VISITORS, heroID); //add to the visitors
|
||||
cb->changePrimSkill(heroID,primSkill-1,2);
|
||||
cb->changePrimSkill(heroID, static_cast<PrimarySkill::PrimarySkill>(primSkill-1), 2);
|
||||
}
|
||||
|
||||
void CGVisitableOPH::setPropertyDer( ui8 what, ui32 val )
|
||||
@ -2841,7 +2841,7 @@ void CGVisitableOPH::schoolSelected(int heroID, ui32 which) const
|
||||
int base = (ID == Obj::SCHOOL_OF_MAGIC ? 2 : 0);
|
||||
cb->setObjProperty(id, ObjProperty::VISITORS, heroID); //add to the visitors
|
||||
cb->giveResource(cb->getOwner(heroID),Res::GOLD,-1000); //take 1000 gold
|
||||
cb->changePrimSkill(heroID, base + which-1, +1); //give appropriate skill
|
||||
cb->changePrimSkill(heroID, static_cast<PrimarySkill::PrimarySkill>(base + which-1), +1); //give appropriate skill
|
||||
}
|
||||
|
||||
COPWBonus::COPWBonus (int index, CGTownInstance *TOWN)
|
||||
@ -2912,32 +2912,33 @@ void CTownBonus::onHeroVisit (const CGHeroInstance * h) const
|
||||
if (town->hasBuilt(ID) && visitors.find(heroID) == visitors.end())
|
||||
{
|
||||
InfoWindow iw;
|
||||
int what=0, val=0, mid=0;
|
||||
PrimarySkill::PrimarySkill what = PrimarySkill::ATTACK;
|
||||
int val=0, mid=0;
|
||||
switch (ID)
|
||||
{
|
||||
case EBuilding::SPECIAL_4:
|
||||
switch(town->subID)
|
||||
{
|
||||
case ETownType::TOWER: //wall
|
||||
what = 3;
|
||||
what = PrimarySkill::KNOWLEDGE;
|
||||
val = 1;
|
||||
mid = 581;
|
||||
iw.components.push_back (Component(Component::PRIM_SKILL, 3, 1, 0));
|
||||
break;
|
||||
case ETownType::INFERNO: //order of fire
|
||||
what = 2;
|
||||
what = PrimarySkill::SPELL_POWER;
|
||||
val = 1;
|
||||
mid = 582;
|
||||
iw.components.push_back (Component(Component::PRIM_SKILL, 2, 1, 0));
|
||||
break;
|
||||
case ETownType::STRONGHOLD://hall of valhalla
|
||||
what = 0;
|
||||
what = PrimarySkill::ATTACK;
|
||||
val = 1;
|
||||
mid = 584;
|
||||
iw.components.push_back (Component(Component::PRIM_SKILL, 0, 1, 0));
|
||||
break;
|
||||
case ETownType::DUNGEON://academy of battle scholars
|
||||
what = 4;
|
||||
what = PrimarySkill::EXPERIENCE;
|
||||
val = h->calculateXp(1000);
|
||||
mid = 583;
|
||||
iw.components.push_back (Component(Component::EXPERIENCE, 0, val, 0));
|
||||
@ -2948,7 +2949,7 @@ void CTownBonus::onHeroVisit (const CGHeroInstance * h) const
|
||||
switch(town->subID)
|
||||
{
|
||||
case ETownType::FORTRESS: //cage of warlords
|
||||
what = 1;
|
||||
what = PrimarySkill::DEFENSE;
|
||||
val = 1;
|
||||
mid = 585;
|
||||
iw.components.push_back (Component(Component::PRIM_SKILL, 1, 1, 0));
|
||||
@ -3206,17 +3207,17 @@ int CGCreature::takenAction(const CGHeroInstance *h, bool allowJoin) const
|
||||
if(count*2 > totalCount)
|
||||
sympathy++; // 2 - hero have similar creatures more that 50%
|
||||
|
||||
int charisma = powerFactor + h->getSecSkillLevel(CGHeroInstance::DIPLOMACY) + sympathy;
|
||||
int charisma = powerFactor + h->getSecSkillLevel(SecondarySkill::DIPLOMACY) + sympathy;
|
||||
|
||||
if(charisma < character) //creatures will fight
|
||||
return -2;
|
||||
|
||||
if (allowJoin)
|
||||
{
|
||||
if(h->getSecSkillLevel(CGHeroInstance::DIPLOMACY) + sympathy + 1 >= character)
|
||||
if(h->getSecSkillLevel(SecondarySkill::DIPLOMACY) + sympathy + 1 >= character)
|
||||
return 0; //join for free
|
||||
|
||||
else if(h->getSecSkillLevel(CGHeroInstance::DIPLOMACY) * 2 + sympathy + 1 >= character)
|
||||
else if(h->getSecSkillLevel(SecondarySkill::DIPLOMACY) * 2 + sympathy + 1 >= character)
|
||||
return VLC->creh->creatures[subID]->cost[6] * getStackCount(0); //join for gold
|
||||
}
|
||||
|
||||
@ -3270,7 +3271,7 @@ void CGCreature::joinDecision(const CGHeroInstance *h, int cost, ui32 accept) co
|
||||
|
||||
//take gold
|
||||
if(cost)
|
||||
cb->giveResource(h->tempOwner,6,-cost);
|
||||
cb->giveResource(h->tempOwner,Res::GOLD,-cost);
|
||||
|
||||
cb->tryJoiningArmy(this, h, true, true);
|
||||
}
|
||||
@ -3401,10 +3402,10 @@ void CGMine::initObj()
|
||||
putStack(0, troglodytes);
|
||||
|
||||
//after map reading tempOwner placeholds bitmask for allowed resources
|
||||
std::vector<int> possibleResources;
|
||||
std::vector<Res::ERes> possibleResources;
|
||||
for (int i = 0; i < 8; i++)
|
||||
if(tempOwner & 1<<i)
|
||||
possibleResources.push_back(i);
|
||||
possibleResources.push_back(static_cast<Res::ERes>(i));
|
||||
|
||||
assert(possibleResources.size());
|
||||
producedResource = possibleResources[ran()%possibleResources.size()];
|
||||
@ -3413,7 +3414,7 @@ void CGMine::initObj()
|
||||
}
|
||||
else
|
||||
{
|
||||
producedResource = subID;
|
||||
producedResource = static_cast<Res::ERes>(subID);
|
||||
|
||||
MetaString ms;
|
||||
ms << std::pair<ui8,ui32>(9,producedResource);
|
||||
@ -3432,7 +3433,7 @@ void CGMine::fight(ui32 agreed, const CGHeroInstance *h) const
|
||||
cb->startBattleI(h, this, boost::bind(&CGMine::endBattle, this, _1, h->tempOwner));
|
||||
}
|
||||
|
||||
void CGMine::endBattle(BattleResult *result, ui8 attackingPlayer) const
|
||||
void CGMine::endBattle(BattleResult *result, TPlayerColor attackingPlayer) const
|
||||
{
|
||||
if(result->winner == 0) //attacker won
|
||||
{
|
||||
@ -3444,7 +3445,7 @@ void CGMine::endBattle(BattleResult *result, ui8 attackingPlayer) const
|
||||
}
|
||||
}
|
||||
|
||||
void CGMine::flagMine(ui8 player) const
|
||||
void CGMine::flagMine(TPlayerColor player) const
|
||||
{
|
||||
assert(tempOwner != player);
|
||||
cb->setOwner(id,player); //not ours? flag it!
|
||||
@ -3533,7 +3534,7 @@ void CGResource::onHeroVisit( const CGHeroInstance * h ) const
|
||||
|
||||
void CGResource::collectRes( int player ) const
|
||||
{
|
||||
cb->giveResource(player,subID,amount);
|
||||
cb->giveResource(player, static_cast<Res::ERes>(subID), amount);
|
||||
ShowInInfobox sii;
|
||||
sii.player = player;
|
||||
sii.c = Component(Component::RESOURCE,subID,amount,0);
|
||||
@ -3601,36 +3602,37 @@ void CGVisitableOPW::onHeroVisit( const CGHeroInstance * h ) const
|
||||
else
|
||||
{
|
||||
Component::EComponentType type = Component::RESOURCE;
|
||||
int sub=0, val=0;
|
||||
Res::ERes sub=Res::WOOD;
|
||||
int val=0;
|
||||
|
||||
switch (ID)
|
||||
{
|
||||
case Obj::MYSTICAL_GARDEN:
|
||||
if (rand()%2)
|
||||
{
|
||||
sub = 5;
|
||||
sub = Res::GEMS;
|
||||
val = 5;
|
||||
}
|
||||
else
|
||||
{
|
||||
sub = 6;
|
||||
sub = Res::GOLD;
|
||||
val = 500;
|
||||
}
|
||||
break;
|
||||
case Obj::WINDMILL:
|
||||
mid = 170;
|
||||
sub = (rand() % 5) + 1;
|
||||
sub = static_cast<Res::ERes>((rand() % 5) + 1);
|
||||
val = (rand() % 4) + 3;
|
||||
break;
|
||||
case Obj::WATER_WHEEL:
|
||||
mid = 164;
|
||||
sub = 6;
|
||||
sub = Res::GOLD;
|
||||
if(cb->getDate(Date::DAY)<8)
|
||||
val = 500;
|
||||
else
|
||||
val = 1000;
|
||||
}
|
||||
cb->giveResource(h->tempOwner,sub,val);
|
||||
cb->giveResource(h->tempOwner, sub, val);
|
||||
InfoWindow iw;
|
||||
iw.soundID = sound;
|
||||
iw.player = h->tempOwner;
|
||||
@ -3986,7 +3988,7 @@ void CGPickable::onHeroVisit( const CGHeroInstance * h ) const
|
||||
{
|
||||
case Obj::CAMPFIRE:
|
||||
{
|
||||
cb->giveResource(h->tempOwner,type,val2); //non-gold resource
|
||||
cb->giveResource(h->tempOwner,static_cast<Res::ERes>(type),val2); //non-gold resource
|
||||
cb->giveResource(h->tempOwner,Res::GOLD,val1);//gold
|
||||
InfoWindow iw;
|
||||
iw.soundID = soundBase::experience;
|
||||
@ -4023,7 +4025,7 @@ void CGPickable::onHeroVisit( const CGHeroInstance * h ) const
|
||||
if(val1) //there is gold
|
||||
{
|
||||
iw.components.push_back(Component(Component::RESOURCE,Res::GOLD,val1,0));
|
||||
cb->giveResource(h->tempOwner,6,val1);
|
||||
cb->giveResource(h->tempOwner,Res::GOLD,val1);
|
||||
}
|
||||
if(type == 1) //art
|
||||
{
|
||||
@ -4091,10 +4093,10 @@ void CGPickable::chosen( int which, int heroID ) const
|
||||
switch(which)
|
||||
{
|
||||
case 1: //player pick gold
|
||||
cb->giveResource(cb->getOwner(heroID),6,val1);
|
||||
cb->giveResource(cb->getOwner(heroID), Res::GOLD, val1);
|
||||
break;
|
||||
case 2: //player pick exp
|
||||
cb->changePrimSkill(heroID, 4, h->calculateXp(val2));
|
||||
cb->changePrimSkill(heroID, PrimarySkill::EXPERIENCE, h->calculateXp(val2));
|
||||
break;
|
||||
default:
|
||||
throw std::runtime_error("Unhandled treasure choice");
|
||||
@ -4682,7 +4684,7 @@ void CGSeerHut::finishQuest(const CGHeroInstance * h, ui32 accept) const
|
||||
case CQuest::MISSION_RESOURCES:
|
||||
for (int i = 0; i < 7; ++i)
|
||||
{
|
||||
cb->giveResource(h->getOwner(), i, -quest->m7resources[i]);
|
||||
cb->giveResource(h->getOwner(), static_cast<Res::ERes>(i), -quest->m7resources[i]);
|
||||
}
|
||||
break;
|
||||
default:
|
||||
@ -4700,7 +4702,7 @@ void CGSeerHut::completeQuest (const CGHeroInstance * h) const //reward
|
||||
case EXPERIENCE:
|
||||
{
|
||||
TExpType expVal = h->calculateXp(rVal);
|
||||
cb->changePrimSkill(h->id, 4, expVal, false);
|
||||
cb->changePrimSkill(h->id, PrimarySkill::EXPERIENCE, expVal, false);
|
||||
break;
|
||||
}
|
||||
case MANA_POINTS:
|
||||
@ -4719,13 +4721,13 @@ void CGSeerHut::completeQuest (const CGHeroInstance * h) const //reward
|
||||
}
|
||||
break;
|
||||
case RESOURCES:
|
||||
cb->giveResource(h->getOwner(), rID, rVal);
|
||||
cb->giveResource(h->getOwner(), static_cast<Res::ERes>(rID), rVal);
|
||||
break;
|
||||
case PRIMARY_SKILL:
|
||||
cb->changePrimSkill(h->id, rID, rVal, false);
|
||||
cb->changePrimSkill(h->id, static_cast<PrimarySkill::PrimarySkill>(rID), rVal, false);
|
||||
break;
|
||||
case SECONDARY_SKILL:
|
||||
cb->changeSecSkill(h->id, rID, rVal, false);
|
||||
cb->changeSecSkill(h->id, static_cast<SecondarySkill::SecondarySkill>(rID), rVal, false);
|
||||
break;
|
||||
case ARTIFACT:
|
||||
cb->giveHeroNewArtifact(h, VLC->arth->artifacts[rID],-2);
|
||||
@ -4801,7 +4803,7 @@ void CGWitchHut::onHeroVisit( const CGHeroInstance * h ) const
|
||||
if(!wasVisited(h->tempOwner))
|
||||
cb->setObjProperty(id,10,h->tempOwner);
|
||||
ui32 txt_id;
|
||||
if(h->getSecSkillLevel(static_cast<CGHeroInstance::SecondarySkill>(ability))) //you alredy know this skill
|
||||
if(h->getSecSkillLevel(static_cast<SecondarySkill::SecondarySkill>(ability))) //you alredy know this skill
|
||||
{
|
||||
txt_id =172;
|
||||
}
|
||||
@ -4813,7 +4815,7 @@ void CGWitchHut::onHeroVisit( const CGHeroInstance * h ) const
|
||||
{
|
||||
iw.components.push_back(Component(Component::SEC_SKILL, ability, 1, 0));
|
||||
txt_id = 171;
|
||||
cb->changeSecSkill(h->id,ability,1,true);
|
||||
cb->changeSecSkill(h->id, static_cast<SecondarySkill::SecondarySkill>(ability), 1, true);
|
||||
}
|
||||
|
||||
iw.text.addTxt(MetaString::ADVOB_TXT,txt_id);
|
||||
@ -4829,7 +4831,7 @@ const std::string & CGWitchHut::getHoverText() const
|
||||
hoverName += "\n" + VLC->generaltexth->allTexts[356]; // + (learn %s)
|
||||
boost::algorithm::replace_first(hoverName,"%s",VLC->generaltexth->skillName[ability]);
|
||||
const CGHeroInstance *h = cb->getSelectedHero(cb->getCurrentPlayer());
|
||||
if(h && h->getSecSkillLevel(static_cast<CGHeroInstance::SecondarySkill>(ability))) //hero knows that ability
|
||||
if(h && h->getSecSkillLevel(static_cast<SecondarySkill::SecondarySkill>(ability))) //hero knows that ability
|
||||
hoverName += "\n\n" + VLC->generaltexth->allTexts[357]; // (Already learned)
|
||||
}
|
||||
return hoverName;
|
||||
@ -5184,16 +5186,16 @@ void CGPandoraBox::giveContents( const CGHeroInstance *h, bool afterBattle ) con
|
||||
|
||||
//give exp
|
||||
if(expVal)
|
||||
cb->changePrimSkill(h->id,4,expVal,false);
|
||||
cb->changePrimSkill(h->id, PrimarySkill::EXPERIENCE, expVal, false);
|
||||
//give prim skills
|
||||
for(int i=0; i<primskills.size(); i++)
|
||||
if(primskills[i])
|
||||
cb->changePrimSkill(h->id,i,primskills[i],false);
|
||||
cb->changePrimSkill(h->id,static_cast<PrimarySkill::PrimarySkill>(i),primskills[i],false);
|
||||
|
||||
//give sec skills
|
||||
for(int i=0; i<abilities.size(); i++)
|
||||
{
|
||||
int curLev = h->getSecSkillLevel(static_cast<CGHeroInstance::SecondarySkill>(abilities[i]));
|
||||
int curLev = h->getSecSkillLevel(abilities[i]);
|
||||
|
||||
if( (curLev && curLev < abilityLevels[i]) || (h->canLearnSkill() ))
|
||||
{
|
||||
@ -5219,7 +5221,7 @@ void CGPandoraBox::giveContents( const CGHeroInstance *h, bool afterBattle ) con
|
||||
std::vector<ConstTransitivePtr<CSpell> > * sp = &VLC->spellh->spells;
|
||||
for(std::vector<si32>::const_iterator i=spells.begin(); i != spells.end(); i++)
|
||||
{
|
||||
if ((*sp)[*i]->level <= h->getSecSkillLevel(CGHeroInstance::WISDOM) + 2) //enough wisdom
|
||||
if ((*sp)[*i]->level <= h->getSecSkillLevel(SecondarySkill::WISDOM) + 2) //enough wisdom
|
||||
{
|
||||
iw.components.push_back(Component(Component::SPELL,*i,0,0));
|
||||
spellsToGive.insert(*i);
|
||||
@ -5310,7 +5312,7 @@ void CGPandoraBox::giveContents( const CGHeroInstance *h, bool afterBattle ) con
|
||||
|
||||
for(int i=0; i<resources.size(); i++)
|
||||
if(resources[i])
|
||||
cb->giveResource(h->getOwner(),i,resources[i]);
|
||||
cb->giveResource(h->getOwner(),static_cast<Res::ERes>(i),resources[i]);
|
||||
|
||||
for(int i=0; i<artifacts.size(); i++)
|
||||
cb->giveHeroNewArtifact(h, VLC->arth->artifacts[artifacts[i]],-2);
|
||||
@ -5461,7 +5463,7 @@ void CGShrine::onHeroVisit( const CGHeroInstance * h ) const
|
||||
{
|
||||
iw.text.addTxt(MetaString::ADVOB_TXT,131);
|
||||
}
|
||||
else if(ID == Obj::SHRINE_OF_MAGIC_THOUGHT && !h->getSecSkillLevel(CGHeroInstance::WISDOM)) //it's third level spell and hero doesn't have wisdom
|
||||
else if(ID == Obj::SHRINE_OF_MAGIC_THOUGHT && !h->getSecSkillLevel(SecondarySkill::WISDOM)) //it's third level spell and hero doesn't have wisdom
|
||||
{
|
||||
iw.text.addTxt(MetaString::ADVOB_TXT,130);
|
||||
}
|
||||
@ -5549,11 +5551,11 @@ void CGScholar::onHeroVisit( const CGHeroInstance * h ) const
|
||||
EBonusType type = bonusType;
|
||||
int bid = bonusID;
|
||||
//check if the bonus if applicable, if not - give primary skill (always possible)
|
||||
int ssl = h->getSecSkillLevel(static_cast<CGHeroInstance::SecondarySkill>(bid)); //current sec skill level, used if bonusType == 1
|
||||
int ssl = h->getSecSkillLevel(static_cast<SecondarySkill::SecondarySkill>(bid)); //current sec skill level, used if bonusType == 1
|
||||
if((type == SECONDARY_SKILL
|
||||
&& ((ssl == 3) || (!ssl && !h->canLearnSkill()))) ////hero already has expert level in the skill or (don't know skill and doesn't have free slot)
|
||||
|| (type == SPELL && (!h->getArt(17) || vstd::contains(h->spells, (ui32) bid)
|
||||
|| (VLC->spellh->spells[bid]->level > h->getSecSkillLevel(CGHeroInstance::WISDOM) + 2)
|
||||
|| (VLC->spellh->spells[bid]->level > h->getSecSkillLevel(SecondarySkill::WISDOM) + 2)
|
||||
))) //hero doesn't have a spellbook or already knows the spell or doesn't have Wisdom
|
||||
{
|
||||
type = PRIM_SKILL;
|
||||
@ -5569,11 +5571,11 @@ void CGScholar::onHeroVisit( const CGHeroInstance * h ) const
|
||||
switch (type)
|
||||
{
|
||||
case PRIM_SKILL:
|
||||
cb->changePrimSkill(h->id,bid,+1);
|
||||
cb->changePrimSkill(h->id,static_cast<PrimarySkill::PrimarySkill>(bid),+1);
|
||||
iw.components.push_back(Component(Component::PRIM_SKILL,bid,+1,0));
|
||||
break;
|
||||
case SECONDARY_SKILL:
|
||||
cb->changeSecSkill(h->id,bid,+1);
|
||||
cb->changeSecSkill(h->id,static_cast<SecondarySkill::SecondarySkill>(bid),+1);
|
||||
iw.components.push_back(Component(Component::SEC_SKILL,bid,ssl+1,0));
|
||||
break;
|
||||
case SPELL:
|
||||
@ -5724,7 +5726,7 @@ void CGOnceVisitable::onHeroVisit( const CGHeroInstance * h ) const
|
||||
case 2: //res
|
||||
iw.text.addTxt(MetaString::ADVOB_TXT, txtid);
|
||||
iw.components.push_back (Component(Component::RESOURCE, bonusType, bonusVal, 0));
|
||||
cb->giveResource(h->getOwner(), bonusType, bonusVal);
|
||||
cb->giveResource(h->getOwner(), static_cast<Res::ERes>(bonusType), bonusVal);
|
||||
break;
|
||||
}
|
||||
if(ID == Obj::WAGON && artOrRes == 1)
|
||||
@ -6150,7 +6152,7 @@ void CBank::endBattle (const CGHeroInstance *h, const BattleResult *result) cons
|
||||
loot << "%d %s";
|
||||
loot.addReplacement(iw.components.back().val);
|
||||
loot.addReplacement(MetaString::RES_NAMES, iw.components.back().subtype);
|
||||
cb->giveResource (h->getOwner(), it, bc->resources[it]);
|
||||
cb->giveResource (h->getOwner(), static_cast<Res::ERes>(it), bc->resources[it]);
|
||||
}
|
||||
}
|
||||
}
|
||||
@ -6262,7 +6264,7 @@ void CGPyramid::endBattle (const CGHeroInstance *h, const BattleResult *result)
|
||||
iw.text.addTxt (MetaString::SPELL_NAME, spell);
|
||||
if (!h->getArt(17))
|
||||
iw.text.addTxt (MetaString::ADVOB_TXT, 109); //no spellbook
|
||||
else if (h->getSecSkillLevel(CGHeroInstance::WISDOM) < 3)
|
||||
else if (h->getSecSkillLevel(SecondarySkill::WISDOM) < 3)
|
||||
iw.text.addTxt (MetaString::ADVOB_TXT, 108); //no expert Wisdom
|
||||
else
|
||||
{
|
||||
@ -6460,7 +6462,7 @@ void CGSirens::onHeroVisit( const CGHeroInstance * h ) const
|
||||
else
|
||||
{
|
||||
giveDummyBonus(h->id, Bonus::ONE_BATTLE);
|
||||
int xp = 0;
|
||||
TExpType xp = 0;
|
||||
|
||||
for (TSlots::const_iterator i = h->Slots().begin(); i != h->Slots().end(); i++)
|
||||
{
|
||||
@ -6477,7 +6479,7 @@ void CGSirens::onHeroVisit( const CGHeroInstance * h ) const
|
||||
xp = h->calculateXp(xp);
|
||||
iw.text.addTxt(MetaString::ADVOB_TXT,132);
|
||||
iw.text.addReplacement(xp);
|
||||
cb->changePrimSkill(h->id, 4, xp, false);
|
||||
cb->changePrimSkill(h->id, PrimarySkill::EXPERIENCE, xp, false);
|
||||
}
|
||||
else
|
||||
{
|
||||
@ -6679,7 +6681,7 @@ void CCartographer::buyMap (const CGHeroInstance *h, ui32 accept) const
|
||||
{
|
||||
if (accept) //if hero wants to buy map
|
||||
{
|
||||
cb->giveResource (h->tempOwner, 6, -1000);
|
||||
cb->giveResource (h->tempOwner, Res::GOLD, -1000);
|
||||
FoWChange fw;
|
||||
fw.mode = 1;
|
||||
fw.player = h->tempOwner;
|
||||
|
@ -5,6 +5,7 @@
|
||||
#include "../lib/ConstTransitivePtr.h"
|
||||
#include "int3.h"
|
||||
#include "GameConstants.h"
|
||||
#include "ResourceSet.h"
|
||||
|
||||
/*
|
||||
* CObjectHandler.h, part of VCMI engine
|
||||
@ -275,13 +276,6 @@ public:
|
||||
class DLL_LINKAGE CGHeroInstance : public CArmedInstance, public IBoatGenerator, public CArtifactSet
|
||||
{
|
||||
public:
|
||||
enum SecondarySkill
|
||||
{
|
||||
PATHFINDING = 0, ARCHERY, LOGISTICS, SCOUTING, DIPLOMACY, NAVIGATION, LEADERSHIP, WISDOM, MYSTICISM,
|
||||
LUCK, BALLISTICS, EAGLE_EYE, NECROMANCY, ESTATES, FIRE_MAGIC, AIR_MAGIC, WATER_MAGIC, EARTH_MAGIC,
|
||||
SCHOLAR, TACTICS, ARTILLERY, LEARNING, OFFENCE, ARMORER, INTELLIGENCE, SORCERY, RESISTANCE,
|
||||
FIRST_AID
|
||||
};
|
||||
enum ECanDig
|
||||
{
|
||||
CAN_DIG, LACK_OF_MOVEMENT, WRONG_TERRAIN, TILE_OCCUPIED
|
||||
@ -302,7 +296,7 @@ public:
|
||||
std::string biography; //if custom
|
||||
si32 portrait; //may be custom
|
||||
si32 mana; // remaining spell points
|
||||
std::vector<std::pair<ui8,ui8> > secSkills; //first - ID of skill, second - level of skill (1 - basic, 2 - adv., 3 - expert); if hero has ability (-1, -1) it meansthat it should have default secondary abilities
|
||||
std::vector<std::pair<SecondarySkill::SecondarySkill,ui8> > secSkills; //first - ID of skill, second - level of skill (1 - basic, 2 - adv., 3 - expert); if hero has ability (-1, -1) it meansthat it should have default secondary abilities
|
||||
ui32 movement; //remaining movement points
|
||||
ui8 sex;
|
||||
bool inTownGarrison; // if hero is in town garrison
|
||||
@ -382,8 +376,8 @@ public:
|
||||
int getCurrentLuck(int stack=-1, bool town=false) const;
|
||||
int getSpellCost(const CSpell *sp) const; //do not use during battles -> bonuses from army would be ignored
|
||||
|
||||
ui8 getSecSkillLevel(SecondarySkill skill) const; //0 - no skill
|
||||
void setSecSkillLevel(SecondarySkill which, int val, bool abs);// abs == 0 - changes by value; 1 - sets to value
|
||||
ui8 getSecSkillLevel(SecondarySkill::SecondarySkill skill) const; //0 - no skill
|
||||
void setSecSkillLevel(SecondarySkill::SecondarySkill which, int val, bool abs);// abs == 0 - changes by value; 1 - sets to value
|
||||
bool canLearnSkill() const; ///true if hero has free secondary skill slot
|
||||
|
||||
int maxMovePoints(bool onLand) const;
|
||||
@ -416,9 +410,9 @@ public:
|
||||
void initArmy(IArmyDescriptor *dst = NULL);
|
||||
//void giveArtifact (ui32 aid);
|
||||
void initHeroDefInfo();
|
||||
void pushPrimSkill(int which, int val);
|
||||
void pushPrimSkill(PrimarySkill::PrimarySkill which, int val);
|
||||
void Updatespecialty();
|
||||
void updateSkill(SecondarySkill which, int val);
|
||||
void updateSkill(SecondarySkill::SecondarySkill which, int val);
|
||||
|
||||
CGHeroInstance();
|
||||
virtual ~CGHeroInstance();
|
||||
@ -686,8 +680,8 @@ public:
|
||||
si32 moraleDiff; //morale modifier
|
||||
si32 luckDiff; //luck modifier
|
||||
std::vector<si32> resources;//gained / lost resources
|
||||
std::vector<si32> primskills;//gained / lost resources
|
||||
std::vector<si32> abilities; //gained abilities
|
||||
std::vector<si32> primskills;//gained / lost prim skills
|
||||
std::vector<SecondarySkill::SecondarySkill> abilities; //gained abilities
|
||||
std::vector<si32> abilityLevels; //levels of gained abilities
|
||||
std::vector<si32> artifacts; //gained artifacts
|
||||
std::vector<si32> spells; //gained spells
|
||||
@ -977,16 +971,16 @@ public:
|
||||
class DLL_LINKAGE CGMine : public CArmedInstance
|
||||
{
|
||||
public:
|
||||
ui8 producedResource;
|
||||
Res::ERes producedResource;
|
||||
ui32 producedQuantity;
|
||||
|
||||
void offerLeavingGuards(const CGHeroInstance *h) const;
|
||||
void endBattle(BattleResult *result, ui8 attackingPlayer) const;
|
||||
void endBattle(BattleResult *result, TPlayerColor attackingPlayer) const;
|
||||
void fight(ui32 agreed, const CGHeroInstance *h) const;
|
||||
|
||||
void onHeroVisit(const CGHeroInstance * h) const override;
|
||||
|
||||
void flagMine(ui8 player) const;
|
||||
void flagMine(TPlayerColor player) const;
|
||||
void newTurn() const override;
|
||||
void initObj() override;
|
||||
template <typename Handler> void serialize(Handler &h, const int version)
|
||||
|
@ -141,7 +141,7 @@ struct LoadBoolean
|
||||
template<typename Ser>
|
||||
struct SaveBooleanVector
|
||||
{
|
||||
static void invoke(Ser &s, const bool &data)
|
||||
static void invoke(Ser &s, const std::vector<bool> &data)
|
||||
{
|
||||
s.saveBooleanVector(data);
|
||||
}
|
||||
@ -149,7 +149,7 @@ struct SaveBooleanVector
|
||||
template<typename Ser>
|
||||
struct LoadBooleanVector
|
||||
{
|
||||
static void invoke(Ser &s, bool &data)
|
||||
static void invoke(Ser &s, std::vector<bool> &data)
|
||||
{
|
||||
s.loadBooleanVector(data);
|
||||
}
|
||||
|
@ -98,6 +98,18 @@ namespace PrimarySkill
|
||||
EXPERIENCE = 4}; //for some reason changePrimSkill uses it
|
||||
}
|
||||
|
||||
namespace SecondarySkill
|
||||
{
|
||||
enum SecondarySkill
|
||||
{
|
||||
DEFAULT = -1,
|
||||
PATHFINDING = 0, ARCHERY, LOGISTICS, SCOUTING, DIPLOMACY, NAVIGATION, LEADERSHIP, WISDOM, MYSTICISM,
|
||||
LUCK, BALLISTICS, EAGLE_EYE, NECROMANCY, ESTATES, FIRE_MAGIC, AIR_MAGIC, WATER_MAGIC, EARTH_MAGIC,
|
||||
SCHOLAR, TACTICS, ARTILLERY, LEARNING, OFFENCE, ARMORER, INTELLIGENCE, SORCERY, RESISTANCE,
|
||||
FIRST_AID
|
||||
};
|
||||
}
|
||||
|
||||
namespace EVictoryConditionType
|
||||
{
|
||||
enum EVictoryConditionType { ARTIFACT, GATHERTROOP, GATHERRESOURCE, BUILDCITY, BUILDGRAIL, BEATHERO,
|
||||
|
@ -462,7 +462,7 @@ ui32 IBonusBearer::getMaxDamage() const
|
||||
si32 IBonusBearer::manaLimit() const
|
||||
{
|
||||
return si32(getPrimSkillLevel(PrimarySkill::KNOWLEDGE)
|
||||
* (100.0 + valOfBonuses(Bonus::SECONDARY_SKILL_PREMY, CGHeroInstance::INTELLIGENCE))
|
||||
* (100.0 + valOfBonuses(Bonus::SECONDARY_SKILL_PREMY, SecondarySkill::INTELLIGENCE))
|
||||
/ 10.0);
|
||||
}
|
||||
|
||||
|
@ -207,15 +207,15 @@ public:
|
||||
virtual void changeSpells(int hid, bool give, const std::set<ui32> &spells)=0;
|
||||
virtual bool removeObject(int objid)=0;
|
||||
virtual void setBlockVis(int objid, bool bv)=0;
|
||||
virtual void setOwner(int objid, ui8 owner)=0;
|
||||
virtual void setOwner(int objid, TPlayerColor owner)=0;
|
||||
virtual void setHoverName(int objid, MetaString * name)=0;
|
||||
virtual void changePrimSkill(int ID, int which, si64 val, bool abs=false)=0;
|
||||
virtual void changeSecSkill(int ID, int which, int val, bool abs=false)=0;
|
||||
virtual void changePrimSkill(int ID, PrimarySkill::PrimarySkill which, si64 val, bool abs=false)=0;
|
||||
virtual void changeSecSkill(int ID, SecondarySkill::SecondarySkill which, int val, bool abs=false)=0;
|
||||
virtual void showBlockingDialog(BlockingDialog *iw, const CFunctionList<void(ui32)> &callback)=0;
|
||||
virtual ui32 showBlockingDialog(BlockingDialog *iw) =0; //synchronous version of above //TODO:
|
||||
virtual void showGarrisonDialog(int upobj, int hid, bool removableUnits, const boost::function<void()> &cb) =0; //cb will be called when player closes garrison window
|
||||
virtual void showThievesGuildWindow(int player, int requestingObjId) =0;
|
||||
virtual void giveResource(int player, int which, int val)=0;
|
||||
virtual void giveResource(int player, Res::ERes which, int val)=0;
|
||||
|
||||
virtual void giveCreatures(const CArmedInstance *objid, const CGHeroInstance * h, const CCreatureSet &creatures, bool remove) =0;
|
||||
virtual void takeCreatures(int objid, const std::vector<CStackBasicDescriptor> &creatures) =0;
|
||||
|
@ -610,7 +610,7 @@ void CMapLoaderH3M::readPredefinedHeroes()
|
||||
hero->secSkills.resize(howMany);
|
||||
for(int yy = 0; yy < howMany; ++yy)
|
||||
{
|
||||
hero->secSkills[yy].first = readUI8();
|
||||
hero->secSkills[yy].first = static_cast<SecondarySkill::SecondarySkill>(readUI8());
|
||||
hero->secSkills[yy].second = readUI8();
|
||||
}
|
||||
}
|
||||
@ -650,7 +650,7 @@ void CMapLoaderH3M::readPredefinedHeroes()
|
||||
{
|
||||
for(int xx = 0; xx < GameConstants::PRIMARY_SKILLS; xx++)
|
||||
{
|
||||
hero->pushPrimSkill(xx, readUI8());
|
||||
hero->pushPrimSkill(static_cast<PrimarySkill::PrimarySkill>(xx), readUI8());
|
||||
}
|
||||
}
|
||||
map->predefinedHeroes.push_back(hero);
|
||||
@ -932,13 +932,13 @@ void CMapLoaderH3M::readObjects()
|
||||
evnt->primskills.resize(GameConstants::PRIMARY_SKILLS);
|
||||
for(int x = 0; x < 4; ++x)
|
||||
{
|
||||
evnt->primskills[x] = readUI8();
|
||||
evnt->primskills[x] = static_cast<PrimarySkill::PrimarySkill>(readUI8());
|
||||
}
|
||||
|
||||
int gabn = readUI8(); // Number of gained abilities
|
||||
for(int oo = 0; oo < gabn; ++oo)
|
||||
{
|
||||
evnt->abilities.push_back(readUI8());
|
||||
evnt->abilities.push_back(static_cast<SecondarySkill::SecondarySkill>(readUI8()));
|
||||
evnt->abilityLevels.push_back(readUI8());
|
||||
}
|
||||
|
||||
@ -1308,13 +1308,13 @@ void CMapLoaderH3M::readObjects()
|
||||
box->primskills.resize(GameConstants::PRIMARY_SKILLS);
|
||||
for(int x = 0; x < 4; ++x)
|
||||
{
|
||||
box->primskills[x] = readUI8();
|
||||
box->primskills[x] = static_cast<PrimarySkill::PrimarySkill>(readUI8());
|
||||
}
|
||||
|
||||
int gabn = readUI8();//number of gained abilities
|
||||
for(int oo = 0; oo < gabn; ++oo)
|
||||
{
|
||||
box->abilities.push_back(readUI8());
|
||||
box->abilities.push_back(static_cast<SecondarySkill::SecondarySkill>(readUI8()));
|
||||
box->abilityLevels.push_back(readUI8());
|
||||
}
|
||||
int gart = readUI8(); //number of gained artifacts
|
||||
@ -1712,7 +1712,7 @@ CGObjectInstance * CMapLoaderH3M::readHero(int idToBeGiven)
|
||||
nhi->secSkills.resize(howMany);
|
||||
for(int yy = 0; yy < howMany; ++yy)
|
||||
{
|
||||
nhi->secSkills[yy].first = readUI8();
|
||||
nhi->secSkills[yy].first = static_cast<SecondarySkill::SecondarySkill>(readUI8());
|
||||
nhi->secSkills[yy].second = readUI8();
|
||||
}
|
||||
}
|
||||
@ -1798,7 +1798,7 @@ CGObjectInstance * CMapLoaderH3M::readHero(int idToBeGiven)
|
||||
{
|
||||
for(int xx = 0; xx < GameConstants::PRIMARY_SKILLS; ++xx)
|
||||
{
|
||||
nhi->pushPrimSkill(xx, readUI8());
|
||||
nhi->pushPrimSkill(static_cast<PrimarySkill::PrimarySkill>(xx), readUI8());
|
||||
}
|
||||
}
|
||||
}
|
||||
|
@ -65,7 +65,7 @@ struct CPackForClient : public CPack
|
||||
|
||||
struct CPackForServer : public CPack
|
||||
{
|
||||
ui8 player;
|
||||
TPlayerColor player;
|
||||
CConnection *c;
|
||||
CGameState* GS(CGameHandler *gh);
|
||||
CPackForServer()
|
||||
@ -210,7 +210,7 @@ struct PackageApplied : public CPackForClient //94
|
||||
ui8 result; //0 - something went wrong, request hasn't been realized; 1 - OK
|
||||
ui32 packType; //type id of applied package
|
||||
ui32 requestID; //an ID given by client to the request that was applied
|
||||
ui8 player;
|
||||
TPlayerColor player;
|
||||
|
||||
|
||||
template <typename Handler> void serialize(Handler &h, const int version)
|
||||
@ -241,7 +241,7 @@ struct PlayerBlocked : public CPackForClient //96
|
||||
enum EReason { UPCOMING_BATTLE };
|
||||
|
||||
ui8 reason;
|
||||
ui8 player;
|
||||
TPlayerColor player;
|
||||
|
||||
template <typename Handler> void serialize(Handler &h, const int version)
|
||||
{
|
||||
@ -269,7 +269,8 @@ struct SetResource : public CPackForClient //102
|
||||
void applyCl(CClient *cl);
|
||||
DLL_LINKAGE void applyGs(CGameState *gs);
|
||||
|
||||
ui8 player, resid;
|
||||
TPlayerColor player;
|
||||
Res::ERes resid;
|
||||
TResourceCap val;
|
||||
|
||||
template <typename Handler> void serialize(Handler &h, const int version)
|
||||
@ -283,7 +284,7 @@ struct SetResource : public CPackForClient //102
|
||||
void applyCl(CClient *cl);
|
||||
DLL_LINKAGE void applyGs(CGameState *gs);
|
||||
|
||||
ui8 player;
|
||||
TPlayerColor player;
|
||||
TResources res; //res[resid] => res amount
|
||||
|
||||
template <typename Handler> void serialize(Handler &h, const int version)
|
||||
@ -300,7 +301,7 @@ struct SetPrimSkill : public CPackForClient //105
|
||||
|
||||
ui8 abs; //0 - changes by value; 1 - sets to value
|
||||
si32 id;
|
||||
ui16 which;
|
||||
PrimarySkill::PrimarySkill which;
|
||||
si64 val;
|
||||
|
||||
template <typename Handler> void serialize(Handler &h, const int version)
|
||||
@ -316,7 +317,8 @@ struct SetSecSkill : public CPackForClient //106
|
||||
|
||||
ui8 abs; //0 - changes by value; 1 - sets to value
|
||||
si32 id;
|
||||
ui16 which, val;
|
||||
SecondarySkill::SecondarySkill which;
|
||||
ui16 val;
|
||||
|
||||
template <typename Handler> void serialize(Handler &h, const int version)
|
||||
{
|
||||
@ -545,7 +547,7 @@ struct SetCommanderProperty : public CPackForClient //120
|
||||
si32 heroid; //for commander attached to hero
|
||||
StackLocation sl; //for commander not on the hero?
|
||||
|
||||
ui8 which; // use ECommanderProperty
|
||||
ECommanderProperty which;
|
||||
TExpType amount; //0 for dead, >0 for alive
|
||||
si32 additionalInfo; //for secondary skills choice
|
||||
Bonus accumulatedBonus;
|
||||
@ -561,7 +563,7 @@ struct AddQuest : public CPackForClient //121
|
||||
void applyCl(CClient *cl){};
|
||||
DLL_LINKAGE void applyGs(CGameState *gs);
|
||||
|
||||
ui8 player;
|
||||
TPlayerColor player;
|
||||
QuestInfo quest;
|
||||
|
||||
template <typename Handler> void serialize(Handler &h, const int version)
|
||||
@ -598,7 +600,7 @@ struct TryMoveHero : public CPackForClient //501
|
||||
};
|
||||
|
||||
ui32 id, movePoints;
|
||||
ui8 result; //uses EResult
|
||||
EResult result; //uses EResult
|
||||
int3 start, end; //h3m format
|
||||
boost::unordered_set<int3, ShashInt3> fowRevealed; //revealed tiles
|
||||
int3 attackedFrom; // Set when stepping into endangered tile.
|
||||
@ -711,7 +713,7 @@ struct HeroRecruited : public CPackForClient //515
|
||||
|
||||
si32 hid, tid; //subID of hero
|
||||
int3 tile;
|
||||
ui8 player;
|
||||
TPlayerColor player;
|
||||
|
||||
template <typename Handler> void serialize(Handler &h, const int version)
|
||||
{
|
||||
@ -727,7 +729,7 @@ struct GiveHero : public CPackForClient //516
|
||||
DLL_LINKAGE void applyGs(CGameState *gs);
|
||||
|
||||
ui32 id; //object id
|
||||
ui8 player;
|
||||
TPlayerColor player;
|
||||
|
||||
template <typename Handler> void serialize(Handler &h, const int version)
|
||||
{
|
||||
@ -1059,7 +1061,7 @@ struct NewTurn : public CPackForClient //101
|
||||
|
||||
std::set<Hero> heroes; //updates movement and mana points
|
||||
//std::vector<SetResources> res;//resource list
|
||||
std::map<ui8, TResources> res; //player ID => resource value[res_id]
|
||||
std::map<TPlayerColor, TResources> res; //player ID => resource value[res_id]
|
||||
std::vector<SetAvailableCreatures> cres;//creatures to be placed in towns
|
||||
ui32 day;
|
||||
bool resetBuilded;
|
||||
@ -1103,7 +1105,7 @@ struct InfoWindow : public CPackForClient //103 - displays simple info window
|
||||
|
||||
MetaString text;
|
||||
std::vector<Component> components;
|
||||
ui8 player;
|
||||
TPlayerColor player;
|
||||
ui16 soundID;
|
||||
|
||||
template <typename Handler> void serialize(Handler &h, const int version)
|
||||
@ -1161,8 +1163,9 @@ struct HeroLevelUp : public Query//2000
|
||||
DLL_LINKAGE void applyGs(CGameState *gs);
|
||||
|
||||
si32 heroid;
|
||||
ui8 primskill, level;
|
||||
std::vector<ui16> skills;
|
||||
PrimarySkill::PrimarySkill primskill;
|
||||
ui8 level;
|
||||
std::vector<SecondarySkill::SecondarySkill> skills;
|
||||
|
||||
HeroLevelUp(){type = 2000;};
|
||||
|
||||
@ -1217,7 +1220,7 @@ struct BlockingDialog : public Query//2003
|
||||
|
||||
MetaString text;
|
||||
std::vector<Component> components;
|
||||
ui8 player;
|
||||
TPlayerColor player;
|
||||
ui8 flags;
|
||||
ui16 soundID;
|
||||
|
||||
@ -1319,7 +1322,7 @@ struct BattleResult : public CPackForClient//3003
|
||||
void applyFirstCl(CClient *cl);
|
||||
void applyGs(CGameState *gs);
|
||||
|
||||
ui8 result; //EResult values
|
||||
EResult result;
|
||||
ui8 winner; //0 - attacker, 1 - defender, [2 - draw (should be possible?)]
|
||||
std::map<ui32,si32> casualties[2]; //first => casualties of attackers - map crid => number
|
||||
TExpType exp[2]; //exp for attacker and defender
|
||||
@ -1511,7 +1514,7 @@ struct BattleSpellCast : public CPackForClient//3009
|
||||
std::vector<ui32> resisted; //ids of creatures that resisted this spell
|
||||
std::set<ui32> affectedCres; //ids of creatures affected by this spell, generally used if spell does not set any effect (like dispel or cure)
|
||||
TCreature attackerType;//id of caster to generate console message; -1 if not set (eg. spell casted by artifact)
|
||||
ui8 castedByHero; //if true - spell has been casted by hero, otherwise by a creature
|
||||
bool castedByHero; //if true - spell has been casted by hero, otherwise by a creature
|
||||
template <typename Handler> void serialize(Handler &h, const int version)
|
||||
{
|
||||
h & dmgToDisplay & side & id & skill & spellCost & manaGained & tile & resisted & affectedCres & attackerType & castedByHero;
|
||||
@ -1637,7 +1640,7 @@ struct BattleSetStackProperty : public CPackForClient //3018
|
||||
//void applyCl(CClient *cl){};
|
||||
|
||||
int stackID;
|
||||
int which; //using enum values
|
||||
BattleStackProperty which;
|
||||
int val;
|
||||
int absolute;
|
||||
|
||||
@ -1932,7 +1935,7 @@ struct TradeOnMarketplace : public CPackForServer
|
||||
|
||||
const CGObjectInstance *market;
|
||||
const CGHeroInstance *hero; //needed when trading artifacts / creatures
|
||||
ui8 mode;//enum EEMarketMode
|
||||
EMarketMode::EMarketMode mode;
|
||||
ui32 r1, r2; //mode 0: r1 - sold resource, r2 - bought res (exception: when sacrificing art r1 is art id [todo: make r2 preferred slot?]
|
||||
ui32 val; //units of sold resource
|
||||
|
||||
@ -1962,7 +1965,7 @@ struct HireHero : public CPackForServer
|
||||
HireHero(){};
|
||||
HireHero(si32 HID, si32 TID):hid(HID),tid(TID){};
|
||||
si32 hid, tid; //available hero serial and town (tavern) id
|
||||
ui8 player;
|
||||
TPlayerColor player;
|
||||
|
||||
bool applyGh(CGameHandler *gh);
|
||||
template <typename Handler> void serialize(Handler &h, const int version)
|
||||
@ -1989,7 +1992,7 @@ struct QueryReply : public CPackForServer
|
||||
QueryReply(){type = 6000;};
|
||||
QueryReply(ui32 QID, ui32 Answer):qid(QID),answer(Answer){type = 6000;};
|
||||
ui32 qid, answer; //hero and artifact id
|
||||
ui8 player;
|
||||
TPlayerColor player;
|
||||
|
||||
bool applyGh(CGameHandler *gh);
|
||||
template <typename Handler> void serialize(Handler &h, const int version)
|
||||
@ -2077,7 +2080,7 @@ struct PlayerMessage : public CPackForClient, public CPackForServer //513
|
||||
void applyGs(CGameState *gs){};
|
||||
bool applyGh(CGameHandler *gh);
|
||||
|
||||
ui8 player;
|
||||
TPlayerColor player;
|
||||
std::string text;
|
||||
|
||||
template <typename Handler> void serialize(Handler &h, const int version)
|
||||
@ -2094,7 +2097,7 @@ struct SetSelection : public CPackForClient, public CPackForServer //514
|
||||
bool applyGh(CGameHandler *gh);
|
||||
void applyCl(CClient *cl);
|
||||
|
||||
ui8 player;
|
||||
TPlayerColor player;
|
||||
ui32 id;
|
||||
|
||||
template <typename Handler> void serialize(Handler &h, const int version)
|
||||
@ -2108,7 +2111,7 @@ struct CenterView : public CPackForClient//515
|
||||
CenterView(){CPackForClient::type = 515;};
|
||||
void applyCl(CClient *cl);
|
||||
|
||||
ui8 player;
|
||||
TPlayerColor player;
|
||||
int3 pos;
|
||||
ui32 focusTime; //ms
|
||||
|
||||
@ -2225,9 +2228,8 @@ struct UpdateStartOptions : public CPregamePackToPropagate
|
||||
|
||||
struct PregameGuiAction : public CPregamePackToPropagate
|
||||
{
|
||||
enum {NO_TAB, OPEN_OPTIONS, OPEN_SCENARIO_LIST, OPEN_RANDOM_MAP_OPTIONS};
|
||||
|
||||
ui8 action;
|
||||
enum {NO_TAB, OPEN_OPTIONS, OPEN_SCENARIO_LIST, OPEN_RANDOM_MAP_OPTIONS}
|
||||
action;
|
||||
|
||||
void apply(CSelectionScreen *selScreen); //that functions are implemented in CPreGame.cpp
|
||||
|
||||
@ -2239,12 +2241,12 @@ struct PregameGuiAction : public CPregamePackToPropagate
|
||||
|
||||
struct RequestOptionsChange : public CPregamePackToHost
|
||||
{
|
||||
enum {TOWN, HERO, BONUS};
|
||||
enum EWhat {TOWN, HERO, BONUS};
|
||||
ui8 what;
|
||||
si8 direction; //-1 or +1
|
||||
ui8 playerID;
|
||||
TPlayerColor playerID;
|
||||
|
||||
RequestOptionsChange(ui8 What, si8 Dir, ui8 Player)
|
||||
RequestOptionsChange(ui8 What, si8 Dir, TPlayerColor Player)
|
||||
:what(What), direction(Dir), playerID(Player)
|
||||
{}
|
||||
RequestOptionsChange(){}
|
||||
@ -2259,7 +2261,7 @@ struct RequestOptionsChange : public CPregamePackToHost
|
||||
|
||||
struct PlayerLeft : public CPregamePackToPropagate
|
||||
{
|
||||
ui8 playerID;
|
||||
TPlayerColor playerID;
|
||||
|
||||
void apply(CSelectionScreen *selScreen); //that functions are implemented in CPreGame.cpp
|
||||
|
||||
|
@ -52,7 +52,7 @@ DLL_LINKAGE void SetPrimSkill::applyGs( CGameState *gs )
|
||||
CGHeroInstance *hero = gs->getHero(id);
|
||||
assert(hero);
|
||||
|
||||
if(which <4)
|
||||
if(which < PrimarySkill::EXPERIENCE)
|
||||
{
|
||||
Bonus *skill = hero->getBonusLocalFirst(Selector::type(Bonus::PRIMARY_SKILL) && Selector::subtype(which) && Selector::sourceType(Bonus::HERO_BASE_SKILL));
|
||||
assert(skill);
|
||||
@ -62,7 +62,7 @@ DLL_LINKAGE void SetPrimSkill::applyGs( CGameState *gs )
|
||||
else
|
||||
skill->val += val;
|
||||
}
|
||||
else if(which == 4) //XP
|
||||
else if(which == PrimarySkill::EXPERIENCE)
|
||||
{
|
||||
if(abs)
|
||||
hero->exp = val;
|
||||
@ -74,7 +74,7 @@ DLL_LINKAGE void SetPrimSkill::applyGs( CGameState *gs )
|
||||
DLL_LINKAGE void SetSecSkill::applyGs( CGameState *gs )
|
||||
{
|
||||
CGHeroInstance *hero = gs->getHero(id);
|
||||
hero->setSecSkillLevel(static_cast<CGHeroInstance::SecondarySkill>(which), val, abs);
|
||||
hero->setSecSkillLevel(which, val, abs);
|
||||
}
|
||||
|
||||
DLL_LINKAGE void SetCommanderProperty::applyGs(CGameState *gs)
|
||||
|
@ -195,7 +195,7 @@ void callWith(std::vector<T> args, boost::function<void(T)> fun, ui32 which)
|
||||
fun(args[which]);
|
||||
}
|
||||
|
||||
void CGameHandler::levelUpHero(int ID, int skill)
|
||||
void CGameHandler::levelUpHero(int ID, SecondarySkill::SecondarySkill skill)
|
||||
{
|
||||
changeSecSkill(ID, skill, 1, 0);
|
||||
levelUpHero(ID);
|
||||
@ -227,21 +227,21 @@ void CGameHandler::levelUpHero(int ID)
|
||||
tlog5 << "The hero gets the primary skill with the no. " << x << " with a probability of " << r << "%." << std::endl;
|
||||
SetPrimSkill sps;
|
||||
sps.id = ID;
|
||||
sps.which = x;
|
||||
sps.which = static_cast<PrimarySkill::PrimarySkill>(x);
|
||||
sps.abs = false;
|
||||
sps.val = 1;
|
||||
sendAndApply(&sps);
|
||||
|
||||
HeroLevelUp hlu;
|
||||
hlu.heroid = ID;
|
||||
hlu.primskill = x;
|
||||
hlu.primskill = static_cast<PrimarySkill::PrimarySkill>(x);
|
||||
hlu.level = hero->level+1;
|
||||
|
||||
//picking sec. skills for choice
|
||||
std::set<int> basicAndAdv, expert, none;
|
||||
std::set<SecondarySkill::SecondarySkill> basicAndAdv, expert, none;
|
||||
for(int i=0;i<GameConstants::SKILL_QUANTITY;i++)
|
||||
if (isAllowed(2,i))
|
||||
none.insert(i);
|
||||
none.insert(static_cast<SecondarySkill::SecondarySkill>(i));
|
||||
|
||||
for(unsigned i=0;i<hero->secSkills.size();i++)
|
||||
{
|
||||
@ -255,7 +255,7 @@ void CGameHandler::levelUpHero(int ID)
|
||||
//first offered skill
|
||||
if(basicAndAdv.size())
|
||||
{
|
||||
int s = hero->type->heroClass->chooseSecSkill(basicAndAdv);//upgrade existing
|
||||
SecondarySkill::SecondarySkill s = hero->type->heroClass->chooseSecSkill(basicAndAdv);//upgrade existing
|
||||
hlu.skills.push_back(s);
|
||||
basicAndAdv.erase(s);
|
||||
}
|
||||
@ -292,8 +292,9 @@ void CGameHandler::levelUpHero(int ID)
|
||||
if(hlu.skills.size() > 1) //apply and ask for secondary skill
|
||||
{
|
||||
boost::function<void(ui32)> callback = boost::function<void(ui32)>(boost::bind
|
||||
(callWith<ui16>, hlu.skills, boost::function<void(ui16)>(boost::bind
|
||||
(&CGameHandler::levelUpHero, this, ID,_1) ), _1));
|
||||
(callWith<SecondarySkill::SecondarySkill>, hlu.skills,
|
||||
boost::function<void(SecondarySkill::SecondarySkill)>(boost::bind
|
||||
(&CGameHandler::levelUpHero, this, ID,_1) ), _1));
|
||||
applyAndAsk(&hlu,hero->tempOwner,callback); //call levelUpHero when client responds
|
||||
}
|
||||
else if(hlu.skills.size() == 1) //apply, give only possible skill and send info
|
||||
@ -456,7 +457,7 @@ void CGameHandler::levelUpCommander(const CCommanderInstance * c)
|
||||
}
|
||||
}
|
||||
|
||||
void CGameHandler::changePrimSkill(int ID, int which, si64 val, bool abs)
|
||||
void CGameHandler::changePrimSkill(int ID, PrimarySkill::PrimarySkill which, si64 val, bool abs)
|
||||
{
|
||||
SetPrimSkill sps;
|
||||
sps.id = ID;
|
||||
@ -466,7 +467,7 @@ void CGameHandler::changePrimSkill(int ID, int which, si64 val, bool abs)
|
||||
sendAndApply(&sps);
|
||||
|
||||
//only for exp - hero may level up
|
||||
if (which == 4)
|
||||
if (which == PrimarySkill::EXPERIENCE)
|
||||
{
|
||||
levelUpHero(ID);
|
||||
CGHeroInstance *h = static_cast<CGHeroInstance *>(gs->map->objects[ID].get());
|
||||
@ -483,7 +484,7 @@ void CGameHandler::changePrimSkill(int ID, int which, si64 val, bool abs)
|
||||
}
|
||||
}
|
||||
|
||||
void CGameHandler::changeSecSkill( int ID, int which, int val, bool abs/*=false*/ )
|
||||
void CGameHandler::changeSecSkill( int ID, SecondarySkill::SecondarySkill which, int val, bool abs/*=false*/ )
|
||||
{
|
||||
SetSecSkill sss;
|
||||
sss.id = ID;
|
||||
@ -492,7 +493,7 @@ void CGameHandler::changeSecSkill( int ID, int which, int val, bool abs/*=false*
|
||||
sss.abs = abs;
|
||||
sendAndApply(&sss);
|
||||
|
||||
if(which == 7) //Wisdom
|
||||
if(which == SecondarySkill::WISDOM)
|
||||
{
|
||||
const CGHeroInstance *h = getHero(ID);
|
||||
if(h && h->visitedTown)
|
||||
@ -551,10 +552,10 @@ void CGameHandler::endBattle(int3 tile, const CGHeroInstance *hero1, const CGHer
|
||||
|
||||
if(victoriousHero)
|
||||
{
|
||||
if(int eagleEyeLevel = victoriousHero->getSecSkillLevel(CGHeroInstance::EAGLE_EYE))
|
||||
if(int eagleEyeLevel = victoriousHero->getSecSkillLevel(SecondarySkill::EAGLE_EYE))
|
||||
{
|
||||
int maxLevel = eagleEyeLevel + 1;
|
||||
double eagleEyeChance = victoriousHero->valOfBonuses(Bonus::SECONDARY_SKILL_PREMY, CGHeroInstance::EAGLE_EYE);
|
||||
double eagleEyeChance = victoriousHero->valOfBonuses(Bonus::SECONDARY_SKILL_PREMY, SecondarySkill::EAGLE_EYE);
|
||||
BOOST_FOREACH(const CSpell *sp, gs->curB->usedSpellsHistory[!battleResult.data->winner])
|
||||
if(sp->level <= maxLevel && !vstd::contains(victoriousHero->spells, sp->id) && rand() % 100 < eagleEyeChance)
|
||||
cs.spells.insert(sp->id);
|
||||
@ -712,9 +713,9 @@ void CGameHandler::endBattle(int3 tile, const CGHeroInstance *hero1, const CGHer
|
||||
|
||||
//give exp
|
||||
if (battleResult.data->exp[0] && hero1)
|
||||
changePrimSkill(hero1->id,4,battleResult.data->exp[0]);
|
||||
changePrimSkill(hero1->id, PrimarySkill::EXPERIENCE, battleResult.data->exp[0]);
|
||||
else if (battleResult.data->exp[1] && hero2)
|
||||
changePrimSkill(hero2->id,4,battleResult.data->exp[1]);
|
||||
changePrimSkill(hero2->id, PrimarySkill::EXPERIENCE, battleResult.data->exp[1]);
|
||||
else
|
||||
afterBattleCallback();
|
||||
}
|
||||
@ -798,7 +799,7 @@ void CGameHandler::prepareAttack(BattleAttack &bat, const CStack *att, const CSt
|
||||
{
|
||||
static const int artilleryLvlToChance[] = {0, 50, 75, 100};
|
||||
const CGHeroInstance * owner = gs->curB->getHero(att->owner);
|
||||
int chance = artilleryLvlToChance[owner->getSecSkillLevel(CGHeroInstance::ARTILLERY)];
|
||||
int chance = artilleryLvlToChance[owner->getSecSkillLevel(SecondarySkill::ARTILLERY)];
|
||||
if(chance > rand() % 100)
|
||||
{
|
||||
bat.flags |= BattleAttack::BALLISTA_DOUBLE_DMG;
|
||||
@ -1284,7 +1285,7 @@ void CGameHandler::newTurn()
|
||||
|
||||
if(!firstTurn) //not first day
|
||||
{
|
||||
n.res[i->first][Res::GOLD] += h->valOfBonuses(Selector::typeSubtype(Bonus::SECONDARY_SKILL_PREMY, CGHeroInstance::ESTATES)); //estates
|
||||
n.res[i->first][Res::GOLD] += h->valOfBonuses(Selector::typeSubtype(Bonus::SECONDARY_SKILL_PREMY, SecondarySkill::ESTATES)); //estates
|
||||
|
||||
for (int k = 0; k < GameConstants::RESOURCE_QUANTITY; k++)
|
||||
{
|
||||
@ -1613,18 +1614,18 @@ void CGameHandler::checkForBattleEnd()
|
||||
}
|
||||
if(!hasStack[0] || !hasStack[1]) //somebody has won
|
||||
{
|
||||
setBattleResult(0, hasStack[1]);
|
||||
setBattleResult(BattleResult::NORMAL, hasStack[1]);
|
||||
}
|
||||
}
|
||||
|
||||
void CGameHandler::giveSpells( const CGTownInstance *t, const CGHeroInstance *h )
|
||||
{
|
||||
if(!h->hasSpellbook())
|
||||
return; //hero hasn't spellbok
|
||||
return; //hero hasn't spellbook
|
||||
ChangeSpells cs;
|
||||
cs.hid = h->id;
|
||||
cs.learn = true;
|
||||
for(int i=0; i<std::min(t->mageGuildLevel(),h->getSecSkillLevel(CGHeroInstance::WISDOM)+2);i++)
|
||||
for(int i=0; i<std::min(t->mageGuildLevel(),h->getSecSkillLevel(SecondarySkill::WISDOM)+2);i++)
|
||||
{
|
||||
if (t->hasBuilt(EBuilding::GRAIL, ETownType::CONFLUX)) //Aurora Borealis
|
||||
{
|
||||
@ -1917,7 +1918,7 @@ ui32 CGameHandler::showBlockingDialog( BlockingDialog *iw )
|
||||
return 0;
|
||||
}
|
||||
|
||||
void CGameHandler::giveResource(int player, int which, int val) //TODO: cap according to Bersy's suggestion
|
||||
void CGameHandler::giveResource(int player, Res::ERes which, int val) //TODO: cap according to Bersy's suggestion
|
||||
{
|
||||
if(!val) return; //don't waste time on empty call
|
||||
SetResource sr;
|
||||
@ -2109,18 +2110,18 @@ void CGameHandler::useScholarSkill(si32 fromHero, si32 toHero)
|
||||
const CGHeroInstance * h1 = getHero(fromHero);
|
||||
const CGHeroInstance * h2 = getHero(toHero);
|
||||
|
||||
if ( h1->getSecSkillLevel(CGHeroInstance::SCHOLAR) < h2->getSecSkillLevel(CGHeroInstance::SCHOLAR) )
|
||||
if ( h1->getSecSkillLevel(SecondarySkill::SCHOLAR) < h2->getSecSkillLevel(SecondarySkill::SCHOLAR) )
|
||||
{
|
||||
std::swap (h1,h2);//1st hero need to have higher scholar level for correct message
|
||||
std::swap(fromHero, toHero);
|
||||
}
|
||||
|
||||
int ScholarLevel = h1->getSecSkillLevel(CGHeroInstance::SCHOLAR);//heroes can trade up to this level
|
||||
int ScholarLevel = h1->getSecSkillLevel(SecondarySkill::SCHOLAR);//heroes can trade up to this level
|
||||
if (!ScholarLevel || !h1->hasSpellbook() || !h2->hasSpellbook() )
|
||||
return;//no scholar skill or no spellbook
|
||||
|
||||
int h1Lvl = std::min(ScholarLevel+1, h1->getSecSkillLevel(CGHeroInstance::WISDOM)+2),
|
||||
h2Lvl = std::min(ScholarLevel+1, h2->getSecSkillLevel(CGHeroInstance::WISDOM)+2);//heroes can receive this levels
|
||||
int h1Lvl = std::min(ScholarLevel+1, h1->getSecSkillLevel(SecondarySkill::WISDOM)+2),
|
||||
h2Lvl = std::min(ScholarLevel+1, h2->getSecSkillLevel(SecondarySkill::WISDOM)+2);//heroes can receive this levels
|
||||
|
||||
ChangeSpells cs1;
|
||||
cs1.learn = true;
|
||||
@ -2962,7 +2963,7 @@ bool CGameHandler::buyArtifact( ui32 hid, TArtifactID aid )
|
||||
return false;
|
||||
}
|
||||
|
||||
bool CGameHandler::buyArtifact(const IMarket *m, const CGHeroInstance *h, int rid, int aid)
|
||||
bool CGameHandler::buyArtifact(const IMarket *m, const CGHeroInstance *h, Res::ERes rid, TArtifactID aid)
|
||||
{
|
||||
if(!vstd::contains(m->availableItemsIds(EMarketMode::RESOURCE_ARTIFACT), aid))
|
||||
COMPLAIN_RET("That artifact is unavailable!");
|
||||
@ -3014,7 +3015,7 @@ bool CGameHandler::buyArtifact(const IMarket *m, const CGHeroInstance *h, int ri
|
||||
return true;
|
||||
}
|
||||
|
||||
bool CGameHandler::sellArtifact( const IMarket *m, const CGHeroInstance *h, TArtifactInstanceID aid, TResource rid )
|
||||
bool CGameHandler::sellArtifact( const IMarket *m, const CGHeroInstance *h, TArtifactInstanceID aid, Res::ERes rid )
|
||||
{
|
||||
const CArtifactInstance *art = h->getArtByInstanceId(aid);
|
||||
if(!art)
|
||||
@ -3038,12 +3039,12 @@ bool CGameHandler::sellArtifact( const IMarket *m, const CGHeroInstance *h, TArt
|
||||
// }
|
||||
//}
|
||||
|
||||
bool CGameHandler::buySecSkill( const IMarket *m, const CGHeroInstance *h, int skill)
|
||||
bool CGameHandler::buySecSkill( const IMarket *m, const CGHeroInstance *h, SecondarySkill::SecondarySkill skill)
|
||||
{
|
||||
if (!h)
|
||||
COMPLAIN_RET("You need hero to buy a skill!");
|
||||
|
||||
if (h->getSecSkillLevel(static_cast<CGHeroInstance::SecondarySkill>(skill)))
|
||||
if (h->getSecSkillLevel(static_cast<SecondarySkill::SecondarySkill>(skill)))
|
||||
COMPLAIN_RET("Hero already know this skill");
|
||||
|
||||
if (!h->canLearnSkill())
|
||||
@ -3087,18 +3088,18 @@ bool CGameHandler::tradeResources(const IMarket *market, ui32 val, ui8 player, u
|
||||
|
||||
SetResource sr;
|
||||
sr.player = player;
|
||||
sr.resid = id1;
|
||||
sr.resid = static_cast<Res::ERes>(id1);
|
||||
sr.val = r1 - b1 * units;
|
||||
sendAndApply(&sr);
|
||||
|
||||
sr.resid = id2;
|
||||
sr.resid = static_cast<Res::ERes>(id2);
|
||||
sr.val = r2 + b2 * units;
|
||||
sendAndApply(&sr);
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
bool CGameHandler::sellCreatures(ui32 count, const IMarket *market, const CGHeroInstance * hero, ui32 slot, ui32 resourceID)
|
||||
bool CGameHandler::sellCreatures(ui32 count, const IMarket *market, const CGHeroInstance * hero, ui32 slot, Res::ERes resourceID)
|
||||
{
|
||||
if(!vstd::contains(hero->Slots(), slot))
|
||||
COMPLAIN_RET("Hero doesn't have any creature in that slot!");
|
||||
@ -3158,7 +3159,7 @@ bool CGameHandler::transformInUndead(const IMarket *market, const CGHeroInstance
|
||||
return true;
|
||||
}
|
||||
|
||||
bool CGameHandler::sendResources(ui32 val, ui8 player, ui32 r1, ui32 r2)
|
||||
bool CGameHandler::sendResources(ui32 val, TPlayerColor player, Res::ERes r1, TPlayerColor r2)
|
||||
{
|
||||
const PlayerState *p2 = gs->getPlayer(r2, false);
|
||||
if(!p2 || p2->status != PlayerState::INGAME)
|
||||
@ -3379,7 +3380,7 @@ bool CGameHandler::makeBattleAction( BattleAction &ba )
|
||||
if(!gs->curB->battleCanFlee(gs->curB->sides[ba.side]))
|
||||
complain("Cannot retreat!");
|
||||
else
|
||||
setBattleResult(1, !ba.side); //surrendering side loses
|
||||
setBattleResult(BattleResult::ESCAPE, !ba.side); //surrendering side loses
|
||||
break;
|
||||
}
|
||||
case Battle::SURRENDER:
|
||||
@ -3393,7 +3394,7 @@ bool CGameHandler::makeBattleAction( BattleAction &ba )
|
||||
else
|
||||
{
|
||||
giveResource(player, Res::GOLD, -cost);
|
||||
setBattleResult(2, !ba.side); //surrendering side loses
|
||||
setBattleResult(BattleResult::SURRENDER, !ba.side); //surrendering side loses
|
||||
}
|
||||
break;
|
||||
}
|
||||
@ -3545,7 +3546,7 @@ bool CGameHandler::makeBattleAction( BattleAction &ba )
|
||||
StartAction start_action(ba);
|
||||
sendAndApply(&start_action);
|
||||
const CGHeroInstance * attackingHero = gs->curB->heroes[ba.side];
|
||||
CHeroHandler::SBallisticsLevelInfo sbi = VLC->heroh->ballistics[attackingHero->getSecSkillLevel(CGHeroInstance::BALLISTICS)];
|
||||
CHeroHandler::SBallisticsLevelInfo sbi = VLC->heroh->ballistics[attackingHero->getSecSkillLevel(SecondarySkill::BALLISTICS)];
|
||||
|
||||
int attackedPart = gs->curB->battleHexToWallPart(ba.destinationTile);
|
||||
if(attackedPart < 0)
|
||||
@ -3656,7 +3657,7 @@ bool CGameHandler::makeBattleAction( BattleAction &ba )
|
||||
complain("There is either no healer, no destination, or healer cannot heal :P");
|
||||
}
|
||||
int maxHealable = destStack->MaxHealth() - destStack->firstHPleft;
|
||||
int maxiumHeal = healer->count * std::max(10, attackingHero->valOfBonuses(Bonus::SECONDARY_SKILL_PREMY, CGHeroInstance::FIRST_AID));
|
||||
int maxiumHeal = healer->count * std::max(10, attackingHero->valOfBonuses(Bonus::SECONDARY_SKILL_PREMY, SecondarySkill::FIRST_AID));
|
||||
|
||||
int healed = std::min(maxHealable, maxiumHeal);
|
||||
|
||||
@ -3881,7 +3882,7 @@ void CGameHandler::playerMessage( TPlayerColor player, const std::string &messag
|
||||
else if(message == "vcmiglorfindel") //selected hero gains a new level
|
||||
{
|
||||
CGHeroInstance *hero = gs->getHero(gs->getPlayer(player)->currentSelection);
|
||||
changePrimSkill(hero->id,4,VLC->heroh->reqExp(hero->level+1) - VLC->heroh->reqExp(hero->level));
|
||||
changePrimSkill(hero->id, PrimarySkill::EXPERIENCE, VLC->heroh->reqExp(hero->level+1) - VLC->heroh->reqExp(hero->level));
|
||||
}
|
||||
else if(message == "vcmisilmaril") //player wins
|
||||
{
|
||||
@ -5617,7 +5618,7 @@ bool CGameHandler::sacrificeCreatures(const IMarket *market, const CGHeroInstanc
|
||||
int dump, exp;
|
||||
market->getOffer(crid, 0, dump, exp, EMarketMode::CREATURE_EXP);
|
||||
exp *= count;
|
||||
changePrimSkill(hero->id, 4, hero->calculateXp(exp));
|
||||
changePrimSkill(hero->id, PrimarySkill::EXPERIENCE, hero->calculateXp(exp));
|
||||
|
||||
return true;
|
||||
}
|
||||
@ -5635,7 +5636,7 @@ bool CGameHandler::sacrificeArtifact(const IMarket * m, const CGHeroInstance * h
|
||||
m->getOffer(hero->getArtTypeId(slot), 0, dmp, expToGive, EMarketMode::ARTIFACT_EXP);
|
||||
|
||||
removeArtifact(al);
|
||||
changePrimSkill(hero->id, 4, expToGive);
|
||||
changePrimSkill(hero->id, PrimarySkill::EXPERIENCE, expToGive);
|
||||
return true;
|
||||
}
|
||||
|
||||
@ -5895,7 +5896,7 @@ void CGameHandler::runBattle()
|
||||
const CGHeroInstance * curOwner = gs->curB->battleGetOwner(next);
|
||||
|
||||
if( (next->position < 0 || next->getCreature()->idNumber == 146) //arrow turret or ballista
|
||||
&& (!curOwner || curOwner->getSecSkillLevel(CGHeroInstance::ARTILLERY) == 0)) //hero has no artillery
|
||||
&& (!curOwner || curOwner->getSecSkillLevel(SecondarySkill::ARTILLERY) == 0)) //hero has no artillery
|
||||
{
|
||||
BattleAction attack;
|
||||
attack.actionType = Battle::SHOOT;
|
||||
@ -5915,7 +5916,7 @@ void CGameHandler::runBattle()
|
||||
continue;
|
||||
}
|
||||
|
||||
if(next->getCreature()->idNumber == 145 && (!curOwner || curOwner->getSecSkillLevel(CGHeroInstance::BALLISTICS) == 0)) //catapult, hero has no ballistics
|
||||
if(next->getCreature()->idNumber == 145 && (!curOwner || curOwner->getSecSkillLevel(SecondarySkill::BALLISTICS) == 0)) //catapult, hero has no ballistics
|
||||
{
|
||||
BattleAction attack;
|
||||
static const int wallHexes[] = {50, 183, 182, 130, 62, 29, 12, 95};
|
||||
@ -5946,7 +5947,7 @@ void CGameHandler::runBattle()
|
||||
continue;
|
||||
}
|
||||
|
||||
if(!curOwner || curOwner->getSecSkillLevel(CGHeroInstance::FIRST_AID) == 0) //no hero or hero has no first aid
|
||||
if(!curOwner || curOwner->getSecSkillLevel(SecondarySkill::FIRST_AID) == 0) //no hero or hero has no first aid
|
||||
{
|
||||
range::random_shuffle(possibleStacks);
|
||||
const CStack * toBeHealed = possibleStacks.front();
|
||||
@ -6106,7 +6107,7 @@ void CGameHandler::giveHeroNewArtifact(const CGHeroInstance *h, const CArtifact
|
||||
giveHeroArtifact(h, a, pos);
|
||||
}
|
||||
|
||||
void CGameHandler::setBattleResult(int resultType, int victoriusSide)
|
||||
void CGameHandler::setBattleResult(BattleResult::EResult resultType, int victoriusSide)
|
||||
{
|
||||
if(battleResult.get())
|
||||
{
|
||||
|
@ -121,7 +121,7 @@ public:
|
||||
void applyBattleEffects(BattleAttack &bat, const CStack *att, const CStack *def, int distance, bool secondary); //damage, drain life & fire shield
|
||||
void checkForBattleEnd();
|
||||
void setupBattle(int3 tile, const CArmedInstance *armies[2], const CGHeroInstance *heroes[2], bool creatureBank, const CGTownInstance *town);
|
||||
void setBattleResult(int resultType, int victoriusSide);
|
||||
void setBattleResult(BattleResult::EResult resultType, int victoriusSide);
|
||||
|
||||
CGameHandler(void);
|
||||
~CGameHandler(void);
|
||||
@ -134,14 +134,14 @@ public:
|
||||
void setBlockVis(int objid, bool bv) OVERRIDE;
|
||||
void setOwner(int objid, ui8 owner) OVERRIDE;
|
||||
void setHoverName(int objid, MetaString * name) OVERRIDE;
|
||||
void changePrimSkill(int ID, int which, si64 val, bool abs=false) OVERRIDE;
|
||||
void changeSecSkill(int ID, int which, int val, bool abs=false) OVERRIDE;
|
||||
void changePrimSkill(int ID, PrimarySkill::PrimarySkill which, si64 val, bool abs=false) OVERRIDE;
|
||||
void changeSecSkill(int ID, SecondarySkill::SecondarySkill which, int val, bool abs=false) OVERRIDE;
|
||||
//void showInfoDialog(InfoWindow *iw) OVERRIDE;
|
||||
void showBlockingDialog(BlockingDialog *iw, const CFunctionList<void(ui32)> &callback) OVERRIDE;
|
||||
ui32 showBlockingDialog(BlockingDialog *iw) OVERRIDE; //synchronous version of above
|
||||
void showGarrisonDialog(int upobj, int hid, bool removableUnits, const boost::function<void()> &cb) OVERRIDE;
|
||||
void showThievesGuildWindow(int player, int requestingObjId) OVERRIDE;
|
||||
void giveResource(int player, int which, int val) OVERRIDE;
|
||||
void giveResource(int player, Res::ERes which, int val) OVERRIDE;
|
||||
|
||||
void giveCreatures(const CArmedInstance *objid, const CGHeroInstance * h, const CCreatureSet &creatures, bool remove) OVERRIDE;
|
||||
void takeCreatures(int objid, const std::vector<CStackBasicDescriptor> &creatures) OVERRIDE;
|
||||
@ -182,7 +182,7 @@ public:
|
||||
void visitObjectOnTile(const TerrainTile &t, const CGHeroInstance * h);
|
||||
bool teleportHero(si32 hid, si32 dstid, ui8 source, ui8 asker = 255);
|
||||
void vistiCastleObjects (const CGTownInstance *t, const CGHeroInstance *h);
|
||||
void levelUpHero(int ID, int skill);//handle client respond and send one more request if needed
|
||||
void levelUpHero(int ID, SecondarySkill::SecondarySkill skill);//handle client respond and send one more request if needed
|
||||
void levelUpHero(int ID);//initial call - check if hero have remaining levelups & handle them
|
||||
void levelUpCommander (const CCommanderInstance * c, int skill); //secondary skill 1 to 6, special skill : skill - 100
|
||||
void levelUpCommander (const CCommanderInstance * c);
|
||||
@ -210,15 +210,15 @@ public:
|
||||
bool setFormation( si32 hid, ui8 formation );
|
||||
bool tradeResources(const IMarket *market, ui32 val, ui8 player, ui32 id1, ui32 id2);
|
||||
bool sacrificeCreatures(const IMarket *market, const CGHeroInstance *hero, TSlot slot, ui32 count);
|
||||
bool sendResources(ui32 val, ui8 player, ui32 r1, ui32 r2);
|
||||
bool sellCreatures(ui32 count, const IMarket *market, const CGHeroInstance * hero, ui32 slot, ui32 resourceID);
|
||||
bool sendResources(ui32 val, TPlayerColor player, Res::ERes r1, TPlayerColor r2);
|
||||
bool sellCreatures(ui32 count, const IMarket *market, const CGHeroInstance * hero, ui32 slot, Res::ERes resourceID);
|
||||
bool transformInUndead(const IMarket *market, const CGHeroInstance * hero, ui32 slot);
|
||||
bool assembleArtifacts (si32 heroID, ui16 artifactSlot, bool assemble, ui32 assembleTo);
|
||||
bool buyArtifact( ui32 hid, TArtifactID aid ); //for blacksmith and mage guild only -> buying for gold in common buildings
|
||||
bool buyArtifact( const IMarket *m, const CGHeroInstance *h, TArtifactID rid, TArtifactID aid); //for artifact merchant and black market -> buying for any resource in special building / advobject
|
||||
bool sellArtifact( const IMarket *m, const CGHeroInstance *h, TArtifactInstanceID aid, TResource rid); //for artifact merchant selling
|
||||
bool buyArtifact( const IMarket *m, const CGHeroInstance *h, Res::ERes rid, TArtifactID aid); //for artifact merchant and black market -> buying for any resource in special building / advobject
|
||||
bool sellArtifact( const IMarket *m, const CGHeroInstance *h, TArtifactInstanceID aid, Res::ERes rid); //for artifact merchant selling
|
||||
//void lootArtifacts (TArtHolder source, TArtHolder dest, std::vector<ui32> &arts); //after battle - move al arts to winer
|
||||
bool buySecSkill( const IMarket *m, const CGHeroInstance *h, int skill);
|
||||
bool buySecSkill( const IMarket *m, const CGHeroInstance *h, SecondarySkill::SecondarySkill skill);
|
||||
bool garrisonSwap(si32 tid);
|
||||
bool upgradeCreature( ui32 objid, ui8 pos, ui32 upgID );
|
||||
bool recruitCreatures(si32 objid, ui32 crid, ui32 cram, si32 level);
|
||||
|
@ -176,23 +176,23 @@ bool TradeOnMarketplace::applyGh( CGameHandler *gh )
|
||||
case EMarketMode::RESOURCE_RESOURCE:
|
||||
return gh->tradeResources(m, val, player, r1, r2);
|
||||
case EMarketMode::RESOURCE_PLAYER:
|
||||
return gh->sendResources(val, player, r1, r2);
|
||||
return gh->sendResources(val, player, static_cast<Res::ERes>(r1), static_cast<Res::ERes>(r2));
|
||||
case EMarketMode::CREATURE_RESOURCE:
|
||||
if(!hero)
|
||||
COMPLAIN_AND_RETURN("Only hero can sell creatures!");
|
||||
return gh->sellCreatures(val, m, hero, r1, r2);
|
||||
return gh->sellCreatures(val, m, hero, r1, static_cast<Res::ERes>(r2));
|
||||
case EMarketMode::RESOURCE_ARTIFACT:
|
||||
if(!hero)
|
||||
COMPLAIN_AND_RETURN("Only hero can buy artifacts!");
|
||||
return gh->buyArtifact(m, hero, r1, r2);
|
||||
return gh->buyArtifact(m, hero, static_cast<Res::ERes>(r1), static_cast<Res::ERes>(r2));
|
||||
case EMarketMode::ARTIFACT_RESOURCE:
|
||||
if(!hero)
|
||||
COMPLAIN_AND_RETURN("Only hero can sell artifacts!");
|
||||
return gh->sellArtifact(m, hero, r1, r2);
|
||||
return gh->sellArtifact(m, hero, r1, static_cast<Res::ERes>(r2));
|
||||
case EMarketMode::CREATURE_UNDEAD:
|
||||
return gh->transformInUndead(m, hero, r1);
|
||||
case EMarketMode::RESOURCE_SKILL:
|
||||
return gh->buySecSkill(m, hero, r2);
|
||||
return gh->buySecSkill(m, hero, static_cast<SecondarySkill::SecondarySkill>(r2));
|
||||
case EMarketMode::CREATURE_EXP:
|
||||
return gh->sacrificeCreatures(m, hero, r1, val);
|
||||
case EMarketMode::ARTIFACT_EXP:
|
||||
|
Loading…
Reference in New Issue
Block a user