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https://github.com/vcmi/vcmi.git
synced 2024-12-24 22:14:36 +02:00
Various fixes and improvements, mostly for r1093
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69217ff217
commit
2af6d85c23
@ -76,7 +76,7 @@ public:
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virtual void heroCreated(const CGHeroInstance*){};
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virtual void heroGotLevel(const CGHeroInstance *hero, int pskill, std::vector<ui16> &skills, boost::function<void(ui32)> &callback)=0; //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 heroInGarrisonChange(const CGTownInstance *town){};
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virtual void heroKilled(const CGHeroInstance*){};
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//virtual void heroKilled(const CGHeroInstance*){};
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virtual void heroMoved(const TryMoveHero & details){};
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virtual void heroPrimarySkillChanged(const CGHeroInstance * hero, int which, int val){};
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virtual void heroManaPointsChanged(const CGHeroInstance * hero){} //not called at the beginning of turn and after spell casts
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@ -93,7 +93,7 @@ public:
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virtual void tileRevealed(const std::set<int3> &pos){};
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virtual void newObject(const CGObjectInstance * obj){}; //eg. ship built in shipyard
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virtual void yourTurn(){};
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virtual void centerView (int3 pos){};
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virtual void centerView (int3 pos, int focusTime){};
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virtual void availableCreaturesChanged(const CGDwelling *town){};
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virtual void heroBonusChanged(const CGHeroInstance *hero, const HeroBonus &bonus, bool gain){};//if gain hero received bonus, else he lost it
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virtual void requestRealized(PackageApplied *pa){};
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@ -1463,6 +1463,8 @@ void CAdvMapInt::activate()
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}
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screenBuf = screen;
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LOCPLINT->statusbar = &statusbar;
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activateMouseMove();
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kingOverview.activate();
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underground.activate();
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questlog.activate();
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@ -1483,7 +1485,9 @@ void CAdvMapInt::activate()
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}
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void CAdvMapInt::deactivate()
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{
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deactivateMouseMove();
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scrollingDir = 0;
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CGI->curh->changeGraphic(0,0);
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kingOverview.deactivate();
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underground.deactivate();
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@ -1545,9 +1545,20 @@ void CPlayerInterface::newObject( const CGObjectInstance * obj )
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}
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}
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void CPlayerInterface::centerView (int3 pos)
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void CPlayerInterface::centerView (int3 pos, int focusTime)
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{
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LOCPLINT->adventureInt->centerOn (pos);
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if(focusTime)
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{
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bool activeAdv = (GH.topInt() == adventureInt && adventureInt->active);
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if(activeAdv)
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adventureInt->deactivate();
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SDL_Delay(focusTime);
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if(activeAdv)
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adventureInt->activate();
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}
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}
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void CPlayerInterface::objectRemoved( const CGObjectInstance *obj )
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@ -157,7 +157,7 @@ public:
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void heroBonusChanged(const CGHeroInstance *hero, const HeroBonus &bonus, bool gain);//if gain hero received bonus, else he lost it
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void requestRealized(PackageApplied *pa);
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void heroExchangeStarted(si32 hero1, si32 hero2);
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void centerView (int3 pos);
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void centerView (int3 pos, int focusTime);
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void objectPropertyChanged(const SetObjectProperty * sop);
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void objectRemoved(const CGObjectInstance *obj);
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void serialize(COSer<CSaveFile> &h, const int version); //saving
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@ -552,13 +552,7 @@ void OpenWindow::applyCl(CClient *cl)
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void CenterView::applyCl(CClient *cl)
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{
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int3 pos = (cl->getObj(id))->pos;
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INTERFACE_CALL_IF_PRESENT (player, centerView, pos);
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}
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void TakeYourTime::applyCl(CClient *cl)
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{
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SDL_Delay(time);
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INTERFACE_CALL_IF_PRESENT (player, centerView, pos, focusTime);
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}
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void NewObject::applyCl(CClient *cl)
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@ -404,14 +404,14 @@ ui64 CHeroHandler::reqExp(unsigned int level)
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}
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else
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{
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ui64 exp = expPerLevel[expPerLevel.size()-1];
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level-=(expPerLevel.size()-1);
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while(level>0)
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{
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--level;
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exp*=1.2;
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}
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return exp;
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//ui64 exp = expPerLevel[expPerLevel.size()-1];
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//level-=(expPerLevel.size()-1);
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//while(level>0)
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//{
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// --level;
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// exp*=1.2;
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//}
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//return exp;
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return reqExp(level - 1) + (reqExp(level - 1) - reqExp(level - 2)) * 1.2; //inefficient but follows exactly H3 values
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}
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}
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@ -39,24 +39,8 @@ DLL_EXPORT void loadToIt(std::string &dest, std::string &src, int &iter, int mod
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extern CLodHandler * bitmaph;
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extern boost::rand48 ran;
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std::map <ui8, std::set <ui8> > CGKeys::playerKeyMap;
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std::map <si32, std::vector<CGMagi> > CGMagi::eyelist;
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std::map <ui32, std::vector <BankConfig> > banksInfo; //[index][preset], TODO: load it
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std::map <si32, std::vector<si32> > CGMagi::eyelist;
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struct BankConfig
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{
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BankConfig() {chance = upgradeChance = combatValue = value = rewardDifficulty = easiest = 0; };
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//std::string name;
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ui8 chance;
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ui8 upgradeChance;
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std::vector< std::pair <ui16, ui32> > guards;
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ui32 combatValue;
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std::map<ui8, si32> resources;
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std::vector< std::pair <ui16, ui32> > creatures;
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std::map<ui8, ui16> artifacts;
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ui32 value;
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ui32 rewardDifficulty; //?
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ui16 easiest; //?
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};
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void IObjectInterface::onHeroVisit(const CGHeroInstance * h) const
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{};
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@ -92,22 +76,25 @@ bool CPlayersVisited::hasVisited( ui8 player ) const
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void CObjectHandler::loadObjects()
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{
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tlog5 << "\t\tReading cregens \n";
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cregens.resize(110); //TODO: hardcoded value - change
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for(size_t i=0; i < cregens.size(); ++i)
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{
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cregens[i]=-1;
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tlog5 << "\t\tReading cregens \n";
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cregens.resize(110); //TODO: hardcoded value - change
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for(size_t i=0; i < cregens.size(); ++i)
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{
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cregens[i]=-1;
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}
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std::ifstream ifs("config/cregens.txt");
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while(!ifs.eof())
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{
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int dw, cr;
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ifs >> dw >> cr;
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cregens[dw]=cr;
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}
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tlog5 << "\t\tDone loading objects!\n";
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}
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std::ifstream ifs("config/cregens.txt");
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while(!ifs.eof())
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{
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int dw, cr;
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ifs >> dw >> cr;
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cregens[dw]=cr;
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}
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ifs.close();
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ifs.clear();
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tlog5 << "\t\tDone loading objects!\n";
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std::string banksConfig = bitmaph->getTextFile("ZCRBANK.TXT");
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//TODO: parse to banksInfo
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}
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int CGObjectInstance::getOwner() const
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{
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@ -3429,6 +3416,16 @@ void CGOnceVisitable::searchTomb(const CGHeroInstance *h, ui32 accept) const
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iw.text.addReplacement(MetaString::ART_NAMES, bonusType);
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cb->giveHeroArtifact(bonusType,h->id,-2);
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}
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if(!h->getBonus(HeroBonus::OBJECT,ID)) //we don't have modifier from this object yet
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{
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//ruin morale
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GiveBonus gb;
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gb.hid = h->id;
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gb.bonus = HeroBonus(HeroBonus::ONE_BATTLE,HeroBonus::MORALE,HeroBonus::OBJECT,-3,id,"");
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gb.bdescr.addTxt(MetaString::ARRAY_TXT,104); //Warrior Tomb Visited -3
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cb->giveHeroBonus(&gb);
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}
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}
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}
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@ -3458,9 +3455,9 @@ void CBank::reset()
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int val1 = ran()%100;
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int chance = 0;
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for (ui8 i = 1; i <= banksInfo[index].size(); i++)
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for (ui8 i = 1; i <= VLC->objh->banksInfo[index].size(); i++)
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{
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if (val1 < (chance += banksInfo[index][i].chance))
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if (val1 < (chance += VLC->objh->banksInfo[index][i].chance))
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cb->setObjProperty (id, 13, i);
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}
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artifacts.clear();
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@ -3482,7 +3479,7 @@ void CBank::setPropertyDer (ui8 what, ui32 val)
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multiplier *= ((float)val)/100;
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break;
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case 13: //bank preset
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bc = &banksInfo[index][val];
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bc = &VLC->objh->banksInfo[index][val];
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break;
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case 18: //Artifacts
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{
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@ -3752,7 +3749,7 @@ void CGMagi::initObj()
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if (ID == 27)
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{
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blockVisit = true;
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eyelist[subID].push_back (*this);
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eyelist[subID].push_back(id);
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}
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}
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void CGMagi::onHeroVisit(const CGHeroInstance * h) const
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@ -3770,18 +3767,18 @@ void CGMagi::onHeroVisit(const CGHeroInstance * h) const
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cb->showInfoDialog(&iw);
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fw.mode = 1;
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TakeYourTime tyt;
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std::vector<CGMagi>::iterator it;
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for (it = eyelist[subID].begin() ; it < eyelist[subID].end(); it++)
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{
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cb->getTilesInRange (fw.tiles, it->pos, 5, h->tempOwner, 1);
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std::vector<si32>::iterator it;
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for (it = eyelist[subID].begin(); it < eyelist[subID].end(); it++)
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{
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const CGObjectInstance *eye = cb->getObj(*it);
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cb->getTilesInRange (fw.tiles, eye->pos, 5, h->tempOwner, 1);
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cb->sendAndApply(&fw);
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cv.id = it->id;
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cv.pos = eye->pos;
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cv.focusTime = 2000;
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cb->sendAndApply(&cv);
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tyt.time = 2000;
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cb->sendAndApply(&tyt);
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}
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cv.id = h->id;
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cv.pos = h->getPosition(false);
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cb->sendAndApply(&cv);
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}
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else if (ID == 27)
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@ -879,24 +879,10 @@ public:
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void onHeroVisit(const CGHeroInstance * h) const;
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};
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class DLL_EXPORT CObjectHandler
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{
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public:
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std::vector<si32> cregens; //type 17. dwelling subid -> creature ID
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void loadObjects();
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template <typename Handler> void serialize(Handler &h, const int version)
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{
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h & cregens;
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}
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};
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class DLL_EXPORT CGMagi : public CGObjectInstance
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{
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public:
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static std::map <si32, std::vector<CGMagi> > eyelist; //[subID][id], supports multiple sets as in H5
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static std::map <si32, std::vector<si32> > eyelist; //[subID][id], supports multiple sets as in H5
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void initObj();
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void onHeroVisit(const CGHeroInstance * h) const;
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@ -906,4 +892,44 @@ public:
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h & static_cast<CGObjectInstance&>(*this);
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}
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};
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struct BankConfig
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{
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BankConfig() {chance = upgradeChance = combatValue = value = rewardDifficulty = easiest = 0; };
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//std::string name;
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ui8 chance;
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ui8 upgradeChance;
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std::vector< std::pair <ui16, ui32> > guards;
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ui32 combatValue;
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std::map<ui8, si32> resources;
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std::vector< std::pair <ui16, ui32> > creatures;
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std::map<ui8, ui16> artifacts;
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ui32 value;
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ui32 rewardDifficulty; //?
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ui16 easiest; //?
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template <typename Handler> void serialize(Handler &h, const int version)
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{
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h & chance & upgradeChance & guards & combatValue & resources & creatures & artifacts
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& value & rewardDifficulty & easiest;
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}
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};
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class DLL_EXPORT CObjectHandler
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{
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public:
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std::vector<si32> cregens; //type 17. dwelling subid -> creature ID
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std::map <ui32, std::vector <BankConfig> > banksInfo; //[index][preset], TODO: load it
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void loadObjects();
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template <typename Handler> void serialize(Handler &h, const int version)
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{
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h & cregens & banksInfo;
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}
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};
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#endif // __COBJECTHANDLER_H__
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@ -1296,35 +1296,18 @@ struct SetSelection : public CPackForClient, public CPackForServer //514
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}
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};
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struct TakeYourTime : public CPackForClient//515
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struct CenterView : public CPackForClient//515
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{
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TakeYourTime(){CPackForClient::type = 515;};
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DLL_EXPORT void applyGs(CGameState *gs);
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CenterView(){CPackForClient::type = 515;};
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void applyCl(CClient *cl);
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bool applyGh(CGameHandler *gh);
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ui8 player;
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ui32 time;
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int3 pos;
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ui32 focusTime; //ms
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template <typename Handler> void serialize(Handler &h, const int version)
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{
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h & time & player;
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}
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};
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struct CenterView : public CPackForClient//516
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{
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CenterView(){CPackForClient::type = 516;};
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DLL_EXPORT void applyGs(CGameState *gs);
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void applyCl(CClient *cl);
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bool applyGh(CGameHandler *gh);
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ui8 player;
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si32 id;
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template <typename Handler> void serialize(Handler &h, const int version)
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{
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h & id & player;
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h & pos & player & focusTime;
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}
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};
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@ -1004,13 +1004,4 @@ DLL_EXPORT void YourTurn::applyGs( CGameState *gs )
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DLL_EXPORT void SetSelection::applyGs( CGameState *gs )
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{
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gs->getPlayer(player)->currentSelection = id;
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}
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DLL_EXPORT void CenterView::applyGs( CGameState *gs )
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{
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gs->getPlayer(player)->currentSelection = id;
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}
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DLL_EXPORT void TakeYourTime::applyGs( CGameState *gs )
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{
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}
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}
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@ -110,7 +110,6 @@ void registerTypes2(Serializer &s)
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s.template registerType<SaveGame>();
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s.template registerType<SetSelection>();
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s.template registerType<PlayerMessage>();
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s.template registerType<TakeYourTime>();
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s.template registerType<CenterView>();
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}
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