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mirror of https://github.com/vcmi/vcmi.git synced 2025-07-11 01:10:26 +02:00

* fixed vector<bool> serialization

* refactoring
This commit is contained in:
mateuszb
2013-02-04 19:43:16 +00:00
parent 5b00d74e1a
commit 25663ce7af
34 changed files with 300 additions and 288 deletions

View File

@ -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;