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Queries refactoring

* Moved SUMMON_BOAT special case to mechanics
* Partially moved Town portal logic to mechanics class
* Added generic query reply to CCallback
* Redesigned Queries so that base API do not depends on CGameHandler
* Got rid of CGameHandler::castSpellRequest
* Removed CGameHandler::castSpell
* Added new Query type for town portal dialog (not used yet)
This commit is contained in:
AlexVinS
2017-06-06 07:53:51 +03:00
parent f463dc2fa3
commit 3d1a84875e
32 changed files with 729 additions and 295 deletions

View File

@@ -646,7 +646,6 @@ void CSpellWindow::SpellArea::clickLeft(tribool down, bool previousState)
//special case
//todo: move to mechanics
std::vector <int> availableTowns;
std::vector <const CGTownInstance*> Towns = owner->myInt->cb->getTownsInfo(false);
vstd::erase_if(Towns, [this](const CGTownInstance * t)
@@ -671,31 +670,11 @@ void CSpellWindow::SpellArea::clickLeft(tribool down, bool previousState)
if (h->getSpellSchoolLevel(mySpell) < 2) //not advanced or expert - teleport to nearest available city
{
auto nearest = Towns.cbegin(); //nearest town's iterator
si32 dist = owner->myInt->cb->getTown((*nearest)->id)->pos.dist2dSQ(h->pos);
for (auto i = nearest + 1; i != Towns.cend(); ++i)
{
const CGTownInstance * dest = owner->myInt->cb->getTown((*i)->id);
si32 curDist = dest->pos.dist2dSQ(h->pos);
if (curDist < dist)
{
nearest = i;
dist = curDist;
}
}
if ((*nearest)->visitingHero)
owner->myInt->showInfoDialog(CGI->generaltexth->allTexts[123]);
else
{
const CGTownInstance * town = owner->myInt->cb->getTown((*nearest)->id);
owner->myInt->cb->castSpell(h, mySpell->id, town->visitablePos());// - town->getVisitableOffset());
}
owner->myInt->cb->castSpell(h, mySpell->id, int3());// - town->getVisitableOffset());
}
else
{ //let the player choose
std::vector <int> availableTowns;
for(auto & Town : Towns)
{
const CGTownInstance *t = Town;
@@ -722,18 +701,6 @@ void CSpellWindow::SpellArea::clickLeft(tribool down, bool previousState)
return;
}
if(mySpell->id == SpellID::SUMMON_BOAT)
{
//special case
//todo: move to mechanics
int3 pos = h->bestLocation();
if(pos.x < 0)
{
owner->myInt->showInfoDialog(CGI->generaltexth->allTexts[334]); //There is no place to put the boat.
return;
}
}
if(mySpell->getTargetType() == CSpell::LOCATION)
{
adventureInt->enterCastingMode(mySpell);