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mirror of https://github.com/vcmi/vcmi.git synced 2024-12-20 20:23:03 +02:00

Enabled & fixed -Woverloaded-virtual warning from gcc/cland

- fixed almost all instances of overloaded-virtual warning
- cleared up inheritance & method overrides in code affected by warning
This commit is contained in:
Ivan Savenko 2022-12-07 21:50:45 +02:00
parent 65802d958b
commit 2855606a88
34 changed files with 120 additions and 88 deletions

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@ -79,7 +79,7 @@ CBattleAI::~CBattleAI()
}
}
void CBattleAI::init(std::shared_ptr<Environment> ENV, std::shared_ptr<CBattleCallback> CB)
void CBattleAI::initBattleInterface(std::shared_ptr<Environment> ENV, std::shared_ptr<CBattleCallback> CB)
{
setCbc(CB);
env = ENV;

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@ -65,7 +65,7 @@ public:
CBattleAI();
~CBattleAI();
void init(std::shared_ptr<Environment> ENV, std::shared_ptr<CBattleCallback> CB) override;
void initBattleInterface(std::shared_ptr<Environment> ENV, std::shared_ptr<CBattleCallback> CB) override;
void attemptCastingSpell();
void evaluateCreatureSpellcast(const CStack * stack, PossibleSpellcast & ps); //for offensive damaging spells only

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@ -20,7 +20,7 @@ void CEmptyAI::loadGame(BinaryDeserializer & h, const int version)
{
}
void CEmptyAI::init(std::shared_ptr<Environment> ENV, std::shared_ptr<CCallback> CB)
void CEmptyAI::initGameInterface(std::shared_ptr<Environment> ENV, std::shared_ptr<CCallback> CB)
{
cb = CB;
env = ENV;

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@ -22,7 +22,7 @@ public:
virtual void saveGame(BinarySerializer & h, const int version) override;
virtual void loadGame(BinaryDeserializer & h, const int version) override;
void init(std::shared_ptr<Environment> ENV, std::shared_ptr<CCallback> CB) override;
void initGameInterface(std::shared_ptr<Environment> ENV, std::shared_ptr<CCallback> CB) override;
void yourTurn() override;
void heroGotLevel(const CGHeroInstance *hero, PrimarySkill::PrimarySkill pskill, std::vector<SecondarySkill> &skills, QueryID queryID) override;
void commanderGotLevel (const CCommanderInstance * commander, std::vector<ui32> skills, QueryID queryID) override;

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@ -514,7 +514,7 @@ boost::optional<BattleAction> AIGateway::makeSurrenderRetreatDecision(
}
void AIGateway::init(std::shared_ptr<Environment> env, std::shared_ptr<CCallback> CB)
void AIGateway::initGameInterface(std::shared_ptr<Environment> env, std::shared_ptr<CCallback> CB)
{
LOG_TRACE(logAi);
myCb = CB;

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@ -110,7 +110,7 @@ public:
std::string getBattleAIName() const override;
void init(std::shared_ptr<Environment> env, std::shared_ptr<CCallback> CB) override;
void initGameInterface(std::shared_ptr<Environment> env, std::shared_ptr<CCallback> CB) override;
void yourTurn() override;
void heroGotLevel(const CGHeroInstance * hero, PrimarySkill::PrimarySkill pskill, std::vector<SecondarySkill> & skills, QueryID 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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@ -28,7 +28,7 @@ CStupidAI::~CStupidAI()
print("destroyed");
}
void CStupidAI::init(std::shared_ptr<Environment> ENV, std::shared_ptr<CBattleCallback> CB)
void CStupidAI::initBattleInterface(std::shared_ptr<Environment> ENV, std::shared_ptr<CBattleCallback> CB)
{
print("init called, saving ptr to IBattleCallback");
env = ENV;

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@ -25,7 +25,7 @@ public:
CStupidAI();
~CStupidAI();
void init(std::shared_ptr<Environment> ENV, std::shared_ptr<CBattleCallback> CB) override;
void initBattleInterface(std::shared_ptr<Environment> ENV, std::shared_ptr<CBattleCallback> CB) override;
void actionFinished(const BattleAction &action) override;//occurs AFTER every action taken by any stack or by the hero
void actionStarted(const BattleAction &action) override;//occurs BEFORE every action taken by any stack or by the hero
BattleAction activeStack(const CStack * stack) override; //called when it's turn of that stack

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@ -583,7 +583,7 @@ void VCAI::showWorldViewEx(const std::vector<ObjectPosInfo> & objectPositions)
NET_EVENT_HANDLER;
}
void VCAI::init(std::shared_ptr<Environment> ENV, std::shared_ptr<CCallback> CB)
void VCAI::initGameInterface(std::shared_ptr<Environment> ENV, std::shared_ptr<CCallback> CB)
{
LOG_TRACE(logAi);
env = ENV;

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@ -143,7 +143,7 @@ public:
std::string getBattleAIName() const override;
void init(std::shared_ptr<Environment> ENV, std::shared_ptr<CCallback> CB) override;
void initGameInterface(std::shared_ptr<Environment> ENV, std::shared_ptr<CCallback> CB) override;
void yourTurn() override;
void heroGotLevel(const CGHeroInstance * hero, PrimarySkill::PrimarySkill pskill, std::vector<SecondarySkill> & skills, QueryID 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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@ -335,11 +335,6 @@ int3 CCallback::getGuardingCreaturePosition(int3 tile)
return gs->map->guardingCreaturePositions[tile.z][tile.x][tile.y];
}
void CCallback::calculatePaths( const CGHeroInstance *hero, CPathsInfo &out)
{
gs->calculatePaths(hero, out);
}
void CCallback::dig( const CGObjectInstance *hero )
{
DigWithHero dwh;
@ -400,4 +395,4 @@ boost::optional<BattleAction> CBattleCallback::makeSurrenderRetreatDecision(
const BattleStateInfoForRetreat & battleState)
{
return cl->playerint[getPlayerID().get()]->makeSurrenderRetreatDecision(battleState);
}
}

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@ -133,8 +133,6 @@ public:
virtual int3 getGuardingCreaturePosition(int3 tile);
virtual std::shared_ptr<const CPathsInfo> getPathsInfo(const CGHeroInstance * h);
virtual void calculatePaths(const CGHeroInstance *hero, CPathsInfo &out);
//Set of metrhods that allows adding more interfaces for this player that'll receive game event call-ins.
void registerBattleInterface(std::shared_ptr<IBattleEventsReceiver> battleEvents);
void unregisterBattleInterface(std::shared_ptr<IBattleEventsReceiver> battleEvents);

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@ -204,10 +204,8 @@ if(MINGW OR MSVC)
add_definitions(-D_CRT_SECURE_NO_WARNINGS)
add_definitions(-D_SCL_SECURE_NO_WARNINGS)
# set(CMAKE_CXX_FLAGS "${CMAKE_CXX_FLAGS} /w4") # Enable all warnings
set(CMAKE_CXX_FLAGS "${CMAKE_CXX_FLAGS} /bigobj")
set(CMAKE_CXX_FLAGS "${CMAKE_CXX_FLAGS} /wd4250") # 4250: 'class1' : inherits 'class2::member' via dominance
#set(CMAKE_CXX_FLAGS "${CMAKE_CXX_FLAGS} /wd4250") # 4250: 'class1' : inherits 'class2::member' via dominance
set(CMAKE_CXX_FLAGS "${CMAKE_CXX_FLAGS} /wd4251") # 4251: class 'xxx' needs to have dll-interface to be used by clients of class 'yyy'
set(CMAKE_CXX_FLAGS "${CMAKE_CXX_FLAGS} /wd4275") # 4275: non dll-interface class 'xxx' used as base for dll-interface class
@ -252,9 +250,8 @@ if(CMAKE_COMPILER_IS_GNUCXX OR NOT WIN32) #so far all *nix compilers support suc
set(CMAKE_CXX_FLAGS "${CMAKE_CXX_FLAGS} -Wno-unused-parameter") # low chance of valid reports, a lot of emitted warnings
set(CMAKE_CXX_FLAGS "${CMAKE_CXX_FLAGS} -Wno-switch") # large number of false-positives, disabled
set(CMAKE_CXX_FLAGS "${CMAKE_CXX_FLAGS} -Wno-sign-compare") # low chance of any significant issues
set(CMAKE_CXX_FLAGS "${CMAKE_CXX_FLAGS} -Wno-overloaded-virtual") # research
set(CMAKE_CXX_FLAGS "${CMAKE_CXX_FLAGS} -Wno-reorder") # research
set(CMAKE_CXX_FLAGS "${CMAKE_CXX_FLAGS} -Wno-varargs") # research - fuzzylite - Operation.h
set(CMAKE_CXX_FLAGS "${CMAKE_CXX_FLAGS} -Wno-varargs") # emitted in fuzzylite headers, disabled
set(CMAKE_CXX_FLAGS "${CMAKE_CXX_FLAGS} -Werror")
set(CMAKE_CXX_FLAGS "${CMAKE_CXX_FLAGS} -Wno-error=array-bounds") # false positives in boost::multiarray during release build, keep as warning-only

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@ -146,7 +146,7 @@ CPlayerInterface::~CPlayerInterface()
if (LOCPLINT == this)
LOCPLINT = nullptr;
}
void CPlayerInterface::init(std::shared_ptr<Environment> ENV, std::shared_ptr<CCallback> CB)
void CPlayerInterface::initGameInterface(std::shared_ptr<Environment> ENV, std::shared_ptr<CCallback> CB)
{
cb = CB;
env = ENV;
@ -689,7 +689,7 @@ void CPlayerInterface::battleStart(const CCreatureSet *army1, const CCreatureSet
if (settings["adventure"]["quickCombat"].Bool())
{
autofightingAI = CDynLibHandler::getNewBattleAI(settings["server"]["friendlyAI"].String());
autofightingAI->init(env, cb);
autofightingAI->initBattleInterface(env, cb);
autofightingAI->battleStart(army1, army2, int3(0,0,0), hero1, hero2, side);
isAutoFightOn = true;
cb->registerBattleInterface(autofightingAI);

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@ -221,7 +221,7 @@ public:
void openTownWindow(const CGTownInstance * town); //shows townscreen
void openHeroWindow(const CGHeroInstance * hero); //shows hero window with given hero
void updateInfo(const CGObjectInstance * specific);
void init(std::shared_ptr<Environment> ENV, std::shared_ptr<CCallback> CB) override;
void initGameInterface(std::shared_ptr<Environment> ENV, std::shared_ptr<CCallback> CB) override;
int3 repairScreenPos(int3 pos); //returns position closest to pos we can center screen on
void activateForSpectator(); // TODO: spectator probably need own player interface class

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@ -509,7 +509,7 @@ void CClient::installNewPlayerInterface(std::shared_ptr<CGameInterface> gameInte
logGlobal->trace("\tInitializing the interface for player %s", color.getStr());
auto cb = std::make_shared<CCallback>(gs, color, this);
battleCallbacks[color] = cb;
gameInterface->init(playerEnvironments.at(color), cb);
gameInterface->initGameInterface(playerEnvironments.at(color), cb);
installNewBattleInterface(gameInterface, color, battlecb);
}
@ -525,7 +525,7 @@ void CClient::installNewBattleInterface(std::shared_ptr<CBattleGameInterface> ba
logGlobal->trace("\tInitializing the battle interface for player %s", color.getStr());
auto cbc = std::make_shared<CBattleCallback>(color, this);
battleCallbacks[color] = cbc;
battleInterface->init(playerEnvironments.at(color), cbc);
battleInterface->initBattleInterface(playerEnvironments.at(color), cbc);
}
}

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@ -875,7 +875,7 @@ void CBattleInterface::bAutofightf()
blockUI(true);
auto ai = CDynLibHandler::getNewBattleAI(settings["server"]["friendlyAI"].String());
ai->init(curInt->env, curInt->cb);
ai->initBattleInterface(curInt->env, curInt->cb);
ai->battleStart(army1, army2, int3(0,0,0), attackingHeroInstance, defendingHeroInstance, curInt->cb->battleGetMySide());
curInt->autofightingAI = ai;
curInt->cb->registerBattleInterface(ai);

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@ -558,6 +558,11 @@ void CTextInput::keyPressed(const SDL_KeyboardEvent & key)
}
}
void CTextInput::setText(const std::string & nText)
{
setText(nText, false);
}
void CTextInput::setText(const std::string & nText, bool callCb)
{
CLabel::setText(nText);

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@ -204,7 +204,8 @@ protected:
public:
CFunctionList<void(const std::string &)> cb;
CFunctionList<void(std::string &, const std::string &)> filters;
void setText(const std::string & nText, bool callCb = false);
void setText(const std::string & nText) override;
void setText(const std::string & nText, bool callCb);
CTextInput(const Rect & Pos, EFonts font, const CFunctionList<void(const std::string &)> & CB);
CTextInput(const Rect & Pos, const Point & bgOffset, const std::string & bgName, const CFunctionList<void(const std::string &)> & CB);

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@ -171,7 +171,7 @@ void CGameInfoCallback::getUpgradeInfo(const CArmedInstance *obj, SlotID stackPo
//boost::shared_lock<boost::shared_mutex> lock(*gs->mx);
ERROR_RET_IF(!canGetFullInfo(obj), "Cannot get info about not owned object!");
ERROR_RET_IF(!obj->hasStackAtSlot(stackPos), "There is no such stack!");
out = gs->getUpgradeInfo(obj->getStack(stackPos));
gs->getUpgradeInfo(obj, stackPos, out);
//return gs->getUpgradeInfo(obj->getStack(stackPos));
}
@ -402,7 +402,7 @@ int CGameInfoCallback::getDate(Date::EDateType mode) const
bool CGameInfoCallback::isVisible(int3 pos, boost::optional<PlayerColor> Player) const
{
//boost::shared_lock<boost::shared_mutex> lock(*gs->mx);
return gs->map->isInTheMap(pos) && (!Player || gs->isVisible(pos, *Player));
return gs->isVisible(pos, *Player);
}
bool CGameInfoCallback::isVisible(int3 pos) const
@ -933,6 +933,12 @@ void CGameInfoCallback::calculatePaths(std::shared_ptr<PathfinderConfig> config)
gs->calculatePaths(config);
}
void CGameInfoCallback::calculatePaths( const CGHeroInstance *hero, CPathsInfo &out)
{
gs->calculatePaths(hero, out);
}
const CArtifactInstance * CGameInfoCallback::getArtInstance( ArtifactInstanceID aid ) const
{
return gs->map->artInstances[aid.num];

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@ -25,6 +25,7 @@ struct TerrainTile;
struct PlayerState;
class CTown;
struct StartInfo;
struct CPathsInfo;
struct InfoAboutHero;
struct InfoAboutTown;
@ -134,9 +135,6 @@ protected:
CGameInfoCallback();
CGameInfoCallback(CGameState *GS, boost::optional<PlayerColor> Player);
bool hasAccess(boost::optional<PlayerColor> playerId) const;
bool isVisible(int3 pos, boost::optional<PlayerColor> Player) const;
bool isVisible(const CGObjectInstance *obj, boost::optional<PlayerColor> Player) const;
bool isVisible(const CGObjectInstance *obj) const;
bool canGetFullInfo(const CGObjectInstance *obj) const; //true we player owns obj or ally owns obj or privileged mode
bool isOwnedOrVisited(const CGObjectInstance *obj) const;
@ -151,7 +149,6 @@ public:
const Player * getPlayer(PlayerColor color) const override;
virtual const PlayerState * getPlayerState(PlayerColor color, bool verbose = true) const;
virtual int getResource(PlayerColor Player, Res::ERes which) const;
virtual bool isVisible(int3 pos) const;
virtual PlayerRelations::PlayerRelations getPlayerRelations(PlayerColor color1, PlayerColor color2) const;
virtual void getThievesGuildInfo(SThievesGuildInfo & thi, const CGObjectInstance * obj); //get thieves' guild info obtainable while visiting given object
virtual EPlayerStatus::EStatus getPlayerStatus(PlayerColor player, bool verbose = true) const; //-1 if no such player
@ -159,6 +156,13 @@ public:
PlayerColor getLocalPlayer() const override; //player that is currently owning given client (if not a client, then returns current player)
virtual const PlayerSettings * getPlayerSettings(PlayerColor color) const;
//map
virtual bool isVisible(int3 pos, boost::optional<PlayerColor> Player) const;
virtual bool isVisible(const CGObjectInstance *obj, boost::optional<PlayerColor> Player) const;
virtual bool isVisible(const CGObjectInstance *obj) const;
virtual bool isVisible(int3 pos) const;
//armed object
virtual void getUpgradeInfo(const CArmedInstance *obj, SlotID stackPos, UpgradeInfo &out)const;
@ -192,6 +196,7 @@ public:
virtual bool isInTheMap(const int3 &pos) const;
virtual void getVisibleTilesInRange(std::unordered_set<int3, ShashInt3> &tiles, int3 pos, int radious, int3::EDistanceFormula distanceFormula = int3::DIST_2D) const;
virtual void calculatePaths(std::shared_ptr<PathfinderConfig> config);
virtual void calculatePaths(const CGHeroInstance *hero, CPathsInfo &out);
//town
virtual const CGTownInstance* getTown(ObjectInstanceID objid) const;
@ -222,6 +227,9 @@ public:
class DLL_LINKAGE CPlayerSpecificInfoCallback : public CGameInfoCallback
{
public:
// keep player-specific override in scope
using CGameInfoCallback::howManyTowns;
virtual int howManyTowns() const;
virtual int howManyHeroes(bool includeGarrisoned = true) const;
virtual int3 getGrailPos(double *outKnownRatio);
@ -242,5 +250,4 @@ public:
//virtual const PlayerSettings * getPlayerSettings(PlayerColor color) const;
};
VCMI_LIB_NAMESPACE_END

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@ -170,7 +170,7 @@ void CAdventureAI::battleStart(const CCreatureSet * army1, const CCreatureSet *
assert(!battleAI);
assert(cbc);
battleAI = CDynLibHandler::getNewBattleAI(getBattleAIName());
battleAI->init(env, cbc);
battleAI->initBattleInterface(env, cbc);
battleAI->battleStart(army1, army2, tile, hero1, hero2, side);
}
@ -262,7 +262,7 @@ void CAdventureAI::loadGame(BinaryDeserializer & h, const int version) /*loading
h & dllName;
battleAI = CDynLibHandler::getNewBattleAI(dllName);
assert(cbc); //it should have been set by the one who new'ed us
battleAI->init(env, cbc);
battleAI->initBattleInterface(env, cbc);
}
}

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@ -52,7 +52,6 @@ struct StackLocation;
class CStackInstance;
class CCommanderInstance;
class CStack;
struct CPathsInfo;
class CCreature;
class CLoadFile;
class CSaveFile;
@ -78,7 +77,7 @@ public:
std::string dllName;
virtual ~CBattleGameInterface() {};
virtual void init(std::shared_ptr<Environment> ENV, std::shared_ptr<CBattleCallback> CB){};
virtual void initBattleInterface(std::shared_ptr<Environment> ENV, std::shared_ptr<CBattleCallback> CB){};
//battle call-ins
virtual BattleAction activeStack(const CStack * stack)=0; //called when it's turn of that stack
@ -90,7 +89,7 @@ class DLL_LINKAGE CGameInterface : public CBattleGameInterface, public IGameEven
{
public:
virtual ~CGameInterface() = default;
virtual void init(std::shared_ptr<Environment> ENV, std::shared_ptr<CCallback> CB){};
virtual void initGameInterface(std::shared_ptr<Environment> ENV, std::shared_ptr<CCallback> CB){};
virtual void yourTurn(){}; //called AFTER playerStartsTurn(player)
//pskill is gained primary skill, interface has to choose one of given skills and call callback with selection id

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@ -1957,7 +1957,16 @@ BattleField CGameState::battleGetBattlefieldType(int3 tile, CRandomGenerator & r
*RandomGeneratorUtil::nextItem(t.terType->battleFields, rand));
}
UpgradeInfo CGameState::getUpgradeInfo(const CStackInstance &stack)
void CGameState::getUpgradeInfo(const CArmedInstance *obj, SlotID stackPos, UpgradeInfo &out) const
{
assert(obj);
assert(obj->hasStackAtSlot(stackPos));
out = getUpgradeInfo(obj->getStack(stackPos));
}
UpgradeInfo CGameState::getUpgradeInfo(const CStackInstance &stack) const
{
UpgradeInfo ret;
const CCreature *base = stack.type;
@ -2021,7 +2030,7 @@ UpgradeInfo CGameState::getUpgradeInfo(const CStackInstance &stack)
return ret;
}
PlayerRelations::PlayerRelations CGameState::getPlayerRelations( PlayerColor color1, PlayerColor color2 )
PlayerRelations::PlayerRelations CGameState::getPlayerRelations( PlayerColor color1, PlayerColor color2 ) const
{
if ( color1 == color2 )
return PlayerRelations::SAME_PLAYER;
@ -2042,8 +2051,7 @@ void CGameState::apply(CPack *pack)
void CGameState::calculatePaths(const CGHeroInstance *hero, CPathsInfo &out)
{
CPathfinder pathfinder(out, this, hero);
pathfinder.calculatePaths();
calculatePaths(std::make_shared<SingleHeroPathfinderConfig>(out, this, hero));
}
void CGameState::calculatePaths(std::shared_ptr<PathfinderConfig> config)
@ -2187,17 +2195,21 @@ void CGameState::updateRumor()
while(!rumor.update(rumorId, rumorExtra));
}
bool CGameState::isVisible(int3 pos, PlayerColor player)
bool CGameState::isVisible(int3 pos, boost::optional<PlayerColor> player) const
{
if (!map->isInTheMap(pos))
return false;
if (!player)
return true;
if(player == PlayerColor::NEUTRAL)
return false;
if(player.isSpectator())
if(player->isSpectator())
return true;
return (*getPlayerTeam(player)->fogOfWarMap)[pos.z][pos.x][pos.y];
return (*getPlayerTeam(*player)->fogOfWarMap)[pos.z][pos.x][pos.y];
}
bool CGameState::isVisible( const CGObjectInstance *obj, boost::optional<PlayerColor> player )
bool CGameState::isVisible( const CGObjectInstance *obj, boost::optional<PlayerColor> player ) const
{
if(!player)
return true;

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@ -178,10 +178,11 @@ public:
void apply(CPack *pack);
BattleField battleGetBattlefieldType(int3 tile, CRandomGenerator & rand);
UpgradeInfo getUpgradeInfo(const CStackInstance &stack);
PlayerRelations::PlayerRelations getPlayerRelations(PlayerColor color1, PlayerColor color2);
void getUpgradeInfo(const CArmedInstance *obj, SlotID stackPos, UpgradeInfo &out) const override;
PlayerRelations::PlayerRelations getPlayerRelations(PlayerColor color1, PlayerColor color2) const override;
bool checkForVisitableDir(const int3 & src, const int3 & dst) const; //check if src tile is visitable from dst tile
void calculatePaths(const CGHeroInstance *hero, CPathsInfo &out); //calculates possible paths for hero, by default uses current hero position and movement left; returns pointer to newly allocated CPath or nullptr if path does not exists
void calculatePaths(const CGHeroInstance *hero, CPathsInfo &out) override; //calculates possible paths for hero, by default uses current hero position and movement left; returns pointer to newly allocated CPath or nullptr if path does not exists
void calculatePaths(std::shared_ptr<PathfinderConfig> config) override;
int3 guardingCreaturePosition (int3 pos) const override;
std::vector<CGObjectInstance*> guardingCreatures (int3 pos) const;
@ -197,8 +198,9 @@ public:
void obtainPlayersStats(SThievesGuildInfo & tgi, int level); //fills tgi with info about other players that is available at given level of thieves' guild
std::map<ui32, ConstTransitivePtr<CGHeroInstance> > unusedHeroesFromPool(); //heroes pool without heroes that are available in taverns
bool isVisible(int3 pos, PlayerColor player);
bool isVisible(const CGObjectInstance *obj, boost::optional<PlayerColor> player);
bool isVisible(int3 pos, boost::optional<PlayerColor> player) const override;
bool isVisible(const CGObjectInstance *obj, boost::optional<PlayerColor> player) const override;
int getDate(Date::EDateType mode=Date::DAY) const override; //mode=0 - total days in game, mode=1 - day of week, mode=2 - current week, mode=3 - current month
@ -292,6 +294,7 @@ private:
std::pair<Obj,int> pickObject(CGObjectInstance *obj); //chooses type of object to be randomized, returns <type, subtype>
int pickUnusedHeroTypeRandomly(PlayerColor owner); // picks a unused hero type randomly
int pickNextHeroType(PlayerColor owner); // picks next free hero type of the H3 hero init sequence -> chosen starting hero, then unused hero type randomly
UpgradeInfo getUpgradeInfo(const CStackInstance &stack) const;
// ---- data -----
std::shared_ptr<CApplier<CBaseForGSApply>> applier;

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@ -254,16 +254,6 @@ PathfinderConfig::PathfinderConfig(
{
}
CPathfinder::CPathfinder(
CPathsInfo & _out,
CGameState * _gs,
const CGHeroInstance * _hero)
: CPathfinder(
_gs,
std::make_shared<SingleHeroPathfinderConfig>(_out, _gs, _hero))
{
}
std::vector<std::shared_ptr<IPathfindingRule>> SingleHeroPathfinderConfig::buildRuleSet()
{
return std::vector<std::shared_ptr<IPathfindingRule>>{
@ -289,7 +279,7 @@ CPathfinderHelper * SingleHeroPathfinderConfig::getOrCreatePathfinderHelper(cons
CPathfinder::CPathfinder(
CGameState * _gs,
std::shared_ptr<PathfinderConfig> config)
: CGameInfoCallback(_gs, boost::optional<PlayerColor>())
: gamestate(_gs)
, config(config)
, source()
, destination()
@ -329,14 +319,14 @@ void CPathfinder::calculatePaths()
for(auto initialNode : initialNodes)
{
if(!isInTheMap(initialNode->coord)/* || !gs->map->isInTheMap(dest)*/) //check input
if(!gamestate->isInTheMap(initialNode->coord)/* || !gs->map->isInTheMap(dest)*/) //check input
{
logGlobal->error("CGameState::calculatePaths: Hero outside the gs->map? How dare you...");
throw std::runtime_error("Wrong checksum");
}
source.setNode(gs, initialNode);
auto hlp = config->getOrCreatePathfinderHelper(source, gs);
source.setNode(gamestate, initialNode);
auto hlp = config->getOrCreatePathfinderHelper(source, gamestate);
if(hlp->isHeroPatrolLocked())
continue;
@ -349,14 +339,14 @@ void CPathfinder::calculatePaths()
counter++;
auto node = topAndPop();
source.setNode(gs, node);
source.setNode(gamestate, node);
source.node->locked = true;
int movement = source.node->moveRemains;
uint8_t turn = source.node->turns;
float cost = source.node->getCost();
auto hlp = config->getOrCreatePathfinderHelper(source, gs);
auto hlp = config->getOrCreatePathfinderHelper(source, gamestate);
hlp->updateTurnInfo(turn);
if(!movement)
@ -368,7 +358,7 @@ void CPathfinder::calculatePaths()
}
source.isInitialPosition = source.nodeHero == hlp->hero;
source.updateInfo(hlp, gs);
source.updateInfo(hlp, gamestate);
//add accessible neighbouring nodes to the queue
auto neighbourNodes = config->nodeStorage->calculateNeighbours(source, config.get(), hlp);
@ -380,8 +370,8 @@ void CPathfinder::calculatePaths()
if(!hlp->isLayerAvailable(neighbour->layer))
continue;
destination.setNode(gs, neighbour);
hlp = config->getOrCreatePathfinderHelper(destination, gs);
destination.setNode(gamestate, neighbour);
hlp = config->getOrCreatePathfinderHelper(destination, gamestate);
if(!hlp->isPatrolMovementAllowed(neighbour->coord))
continue;
@ -393,7 +383,7 @@ void CPathfinder::calculatePaths()
destination.turn = turn;
destination.movementLeft = movement;
destination.cost = cost;
destination.updateInfo(hlp, gs);
destination.updateInfo(hlp, gamestate);
destination.isGuardianTile = destination.guarded && isDestinationGuardian();
for(auto rule : config->rules)
@ -410,7 +400,7 @@ void CPathfinder::calculatePaths()
} //neighbours loop
//just add all passable teleport exits
hlp = config->getOrCreatePathfinderHelper(source, gs);
hlp = config->getOrCreatePathfinderHelper(source, gamestate);
/// For now we disable teleports usage for patrol movement
/// VCAI not aware about patrol and may stuck while attempt to use teleport
@ -430,7 +420,7 @@ void CPathfinder::calculatePaths()
if(teleportNode->accessible == CGPathNode::BLOCKED)
continue;
destination.setNode(gs, teleportNode);
destination.setNode(gamestate, teleportNode);
destination.turn = turn;
destination.movementLeft = movement;
destination.cost = cost;
@ -903,7 +893,7 @@ CGPathNode::ENodeAction CPathfinder::getTeleportDestAction() const
bool CPathfinder::isDestinationGuardian() const
{
return gs->guardingCreaturePosition(destination.node->coord) == destination.node->coord;
return gamestate->guardingCreaturePosition(destination.node->coord) == destination.node->coord;
}
void CPathfinderHelper::initializePatrol()
@ -927,7 +917,7 @@ void CPathfinderHelper::initializePatrol()
void CPathfinder::initializeGraph()
{
INodeStorage * nodeStorage = config->nodeStorage.get();
nodeStorage->initialize(config->options, gs);
nodeStorage->initialize(config->options, gamestate);
}
bool CPathfinderHelper::canMoveBetween(const int3 & a, const int3 & b) const

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@ -472,12 +472,11 @@ public:
static std::vector<std::shared_ptr<IPathfindingRule>> buildRuleSet();
};
class CPathfinder : private CGameInfoCallback
class CPathfinder
{
public:
friend class CPathfinderHelper;
CPathfinder(CPathsInfo & _out, CGameState * _gs, const CGHeroInstance * _hero);
CPathfinder(
CGameState * _gs,
std::shared_ptr<PathfinderConfig> config);
@ -485,6 +484,8 @@ public:
void calculatePaths(); //calculates possible paths for hero, uses current hero position and movement left; returns pointer to newly allocated CPath or nullptr if path does not exists
private:
CGameState * gamestate;
typedef EPathfindingLayer ELayer;
std::shared_ptr<PathfinderConfig> config;

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@ -116,6 +116,16 @@ public:
class DLL_LINKAGE CNonConstInfoCallback : public CPrivilegedInfoCallback
{
public:
//keep const version of callback accessible
using CGameInfoCallback::getPlayerState;
using CGameInfoCallback::getTeam;
using CGameInfoCallback::getPlayerTeam;
using CGameInfoCallback::getHero;
using CGameInfoCallback::getTown;
using CGameInfoCallback::getTile;
using CGameInfoCallback::getArtInstance;
using CGameInfoCallback::getObjInstance;
PlayerState * getPlayerState(PlayerColor color, bool verbose = true);
TeamState *getTeam(TeamID teamID);//get team by team ID
TeamState *getPlayerTeam(PlayerColor color);// get team by player color

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@ -46,6 +46,8 @@ class DLL_LINKAGE CGHeroInstance : public CArmedInstance, public IBoatGenerator,
friend class CCampaignState;
friend class CMapLoaderH3M;
using CArmedInstance::getPosition; //FIXME: recheck: overloaded-virtual
private:
std::set<SpellID> spells; //known spells (spell IDs)

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@ -1157,7 +1157,7 @@ std::vector<ui32> CGMagicSpring::getAvailableRewards(const CGHeroInstance * hero
auto tiles = getVisitableOffsets();
for (size_t i=0; i<tiles.size(); i++)
{
if (pos - tiles[i] == hero->getPosition() && info[i].numOfGrants == 0)
if (pos - tiles[i] == hero->visitablePos() && info[i].numOfGrants == 0)
{
return std::vector<ui32>(1, (ui32)i);
}

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@ -75,6 +75,11 @@ bool CTeamVisited::wasVisited(PlayerColor player) const
return wasVisited(cb->getPlayerState(player)->team);
}
bool CTeamVisited::wasVisited(const CGHeroInstance * h) const
{
return wasVisited(h->tempOwner);
}
bool CTeamVisited::wasVisited(TeamID team) const
{
for(auto i : players)

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@ -23,6 +23,7 @@ class DLL_LINKAGE CTeamVisited: public CGObjectInstance
public:
std::set<PlayerColor> players; //players that visited this object
bool wasVisited (const CGHeroInstance * h) const override;
bool wasVisited(PlayerColor player) const override;
bool wasVisited(TeamID team) const;
void setPropertyDer(ui8 what, ui32 val) override;

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@ -186,7 +186,7 @@ ESpellCastResult SummonBoatMechanics::applyAdventureEffects(SpellCastEnvironment
if(b->hero)
continue; //we're looking for unoccupied boat
double nDist = b->pos.dist2d(parameters.caster->getPosition());
double nDist = b->pos.dist2d(parameters.caster->visitablePos());
if(!nearest || nDist < dist) //it's first boat or closer than previous
{
nearest = b;

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@ -950,7 +950,7 @@ void CGameHandler::battleAfterLevelUp(const BattleResult &result)
if (visitObjectAfterVictory && result.winner==0 && !finishingBattle->winnerHero->stacks.empty())
{
logGlobal->trace("post-victory visit");
visitObjectOnTile(*getTile(finishingBattle->winnerHero->getPosition()), finishingBattle->winnerHero);
visitObjectOnTile(*getTile(finishingBattle->winnerHero->visitablePos()), finishingBattle->winnerHero);
}
visitObjectAfterVictory = false;
@ -2356,7 +2356,7 @@ bool CGameHandler::moveHero(ObjectInstanceID hid, int3 dst, ui8 teleporting, boo
const bool canFly = pathfinderHelper->hasBonusOfType(Bonus::FLYING_MOVEMENT);
const bool canWalkOnSea = pathfinderHelper->hasBonusOfType(Bonus::WATER_WALKING);
const int cost = pathfinderHelper->getMovementCost(h->getPosition(), hmpos, nullptr, nullptr, h->movement);
const int cost = pathfinderHelper->getMovementCost(h->visitablePos(), hmpos, nullptr, nullptr, h->movement);
//it's a rock or blocked and not visitable tile
//OR hero is on land and dest is water and (there is not present only one object - boat)
@ -6013,7 +6013,7 @@ bool CGameHandler::dig(const CGHeroInstance *h)
{
for (auto i = gs->map->objects.cbegin(); i != gs->map->objects.cend(); i++) //unflag objs
{
if (*i && (*i)->ID == Obj::HOLE && (*i)->pos == h->getPosition())
if (*i && (*i)->ID == Obj::HOLE && (*i)->pos == h->visitablePos())
{
complain("Cannot dig - there is already a hole under the hero!");
return false;
@ -6026,7 +6026,7 @@ bool CGameHandler::dig(const CGHeroInstance *h)
//create a hole
NewObject no;
no.ID = Obj::HOLE;
no.pos = h->getPosition();
no.pos = h->visitablePos();
no.subID = 0;
sendAndApply(&no);
@ -6038,7 +6038,7 @@ bool CGameHandler::dig(const CGHeroInstance *h)
InfoWindow iw;
iw.player = h->tempOwner;
if (gs->map->grailPos == h->getPosition())
if (gs->map->grailPos == h->visitablePos())
{
iw.text.addTxt(MetaString::GENERAL_TXT, 58); //"Congratulations! After spending many hours digging here, your hero has uncovered the "
iw.text.addTxt(MetaString::ART_NAMES, ArtifactID::GRAIL);