From 3dd4fa2528ad802040de42c6e259413c63ac0a1c Mon Sep 17 00:00:00 2001 From: Ivan Savenko Date: Sat, 5 Oct 2024 19:37:52 +0000 Subject: [PATCH] Reduce usage of pointers to VLC entities Final goal (of multiple PR's) is to remove all remaining pointers from serializeable game state, and replace them with either identifiers or with shared/unique pointers. CGTownInstance::town and CGHeroInstance::type members have been removed. Now this data is computed dynamically using subID member. VLC entity of a town can now be accessed via following methods: - getFactionID() returns ID of a faction - getFaction() returns pointer to a faction - getTown() returns pointer to a town VLC entity of a hero can now be accessed via following methods: - getHeroTypeID() returns ID of a hero - getHeroClassID() returns ID of a hero class - getHeroType() returns pointer to a hero - getHeroClass() returns pointer to a hero class --- AI/Nullkiller/AIGateway.cpp | 2 +- AI/Nullkiller/Analyzers/ArmyManager.cpp | 4 +- AI/Nullkiller/Analyzers/BuildAnalyzer.cpp | 10 +- AI/Nullkiller/Analyzers/HeroManager.cpp | 2 +- AI/Nullkiller/Engine/PriorityEvaluator.cpp | 2 +- AI/Nullkiller/Goals/BuildThis.cpp | 4 +- AI/VCAI/BuildingManager.cpp | 8 +- AI/VCAI/Goals/BuildThis.cpp | 2 +- AI/VCAI/Goals/GatherTroops.cpp | 8 +- AI/VCAI/MapObjectsEvaluator.cpp | 2 +- AI/VCAI/VCAI.cpp | 4 +- CCallback.cpp | 2 +- client/CPlayerInterface.cpp | 2 +- client/ClientCommandManager.cpp | 2 +- client/NetPacksClient.cpp | 2 +- client/adventureMap/CList.cpp | 2 +- client/battle/BattleInterfaceClasses.cpp | 10 +- client/battle/BattleSiegeController.cpp | 16 +-- client/widgets/MiscWidgets.cpp | 9 +- client/windows/CCastleInterface.cpp | 116 ++++++++--------- client/windows/CExchangeWindow.cpp | 4 +- client/windows/CHeroWindow.cpp | 6 +- client/windows/CKingdomInterface.cpp | 8 +- client/windows/CMarketWindow.cpp | 2 +- client/windows/GUIClasses.cpp | 10 +- client/windows/QuickRecruitmentWindow.cpp | 10 +- include/vcmi/Entity.h | 2 +- lib/BasicTypes.cpp | 2 +- lib/CCreatureHandler.cpp | 2 +- lib/CCreatureHandler.h | 2 +- lib/CCreatureSet.cpp | 4 +- lib/CCreatureSet.h | 2 +- lib/CGameInfoCallback.cpp | 6 +- lib/battle/CUnitState.cpp | 4 +- lib/battle/CUnitState.h | 2 +- lib/bonuses/Limiters.cpp | 6 +- lib/campaign/CampaignState.cpp | 8 +- lib/entities/faction/CFaction.cpp | 2 +- lib/entities/faction/CFaction.h | 2 +- lib/gameState/CGameState.cpp | 35 +++-- lib/gameState/CGameStateCampaign.cpp | 16 +-- lib/gameState/GameStatistics.cpp | 2 +- lib/gameState/InfoAboutArmy.cpp | 2 +- lib/gameState/TavernHeroesPool.cpp | 8 +- .../CommonConstructors.cpp | 8 +- .../CommonConstructors.h | 1 - lib/mapObjects/CArmedInstance.cpp | 2 +- lib/mapObjects/CGCreature.cpp | 35 ++--- lib/mapObjects/CGCreature.h | 3 +- lib/mapObjects/CGDwelling.cpp | 2 +- lib/mapObjects/CGHeroInstance.cpp | 113 ++++++++--------- lib/mapObjects/CGHeroInstance.h | 15 ++- lib/mapObjects/CGTownInstance.cpp | 120 +++++++++--------- lib/mapObjects/CGTownInstance.h | 28 ++-- lib/mapObjects/CQuest.cpp | 2 +- lib/mapObjects/TownBuildingInstance.cpp | 4 +- lib/mapping/CMap.cpp | 2 +- lib/mapping/MapFormatH3M.cpp | 12 +- lib/mapping/MapFormatJson.cpp | 10 +- lib/networkPacks/NetPacksLib.cpp | 4 +- lib/pathfinder/CPathfinder.cpp | 2 +- lib/rewardable/Limiter.cpp | 4 +- lib/rmg/modificators/ObjectManager.cpp | 2 +- lib/rmg/modificators/TownPlacer.cpp | 4 +- lib/rmg/modificators/TreasurePlacer.cpp | 12 +- lib/serializer/CSerializer.cpp | 2 +- lib/serializer/ESerializationVersion.h | 3 +- lib/spells/effects/Moat.cpp | 2 +- lib/spells/effects/Summon.cpp | 2 +- mapeditor/inspector/inspector.cpp | 43 ++----- mapeditor/inspector/townbuildingswidget.cpp | 2 +- mapeditor/inspector/towneventdialog.cpp | 4 +- mapeditor/mapcontroller.cpp | 6 +- mapeditor/playerparams.cpp | 6 +- mapeditor/validator.cpp | 10 +- scripting/lua/api/Creature.cpp | 2 +- server/CGameHandler.cpp | 44 +++---- server/processors/HeroPoolProcessor.cpp | 28 ++-- server/processors/NewTurnProcessor.cpp | 10 +- server/processors/PlayerMessageProcessor.cpp | 2 +- test/entity/CCreatureTest.cpp | 2 +- test/mock/mock_Creature.h | 2 +- test/mock/mock_battle_Unit.h | 2 +- 83 files changed, 445 insertions(+), 468 deletions(-) diff --git a/AI/Nullkiller/AIGateway.cpp b/AI/Nullkiller/AIGateway.cpp index bf289681c..99172b213 100644 --- a/AI/Nullkiller/AIGateway.cpp +++ b/AI/Nullkiller/AIGateway.cpp @@ -1454,7 +1454,7 @@ bool AIGateway::moveHeroToTile(int3 dst, HeroPtr h) void AIGateway::buildStructure(const CGTownInstance * t, BuildingID building) { - auto name = t->town->buildings.at(building)->getNameTranslated(); + auto name = t->getTown()->buildings.at(building)->getNameTranslated(); logAi->debug("Player %d will build %s in town of %s at %s", ai->playerID, name, t->getNameTranslated(), t->anchorPos().toString()); cb->buildBuilding(t, building); //just do this; } diff --git a/AI/Nullkiller/Analyzers/ArmyManager.cpp b/AI/Nullkiller/Analyzers/ArmyManager.cpp index 5c2a7f4a8..e2bbbb1fc 100644 --- a/AI/Nullkiller/Analyzers/ArmyManager.cpp +++ b/AI/Nullkiller/Analyzers/ArmyManager.cpp @@ -144,7 +144,7 @@ std::vector ArmyManager::getBestArmy(const IBonusBearer * armyCarrier, for(auto & slot : sortedSlots) { - alignmentMap[slot.creature->getFaction()] += slot.power; + alignmentMap[slot.creature->getFactionID()] += slot.power; } std::set allowedFactions; @@ -178,7 +178,7 @@ std::vector ArmyManager::getBestArmy(const IBonusBearer * armyCarrier, for(auto & slot : sortedSlots) { - if(vstd::contains(allowedFactions, slot.creature->getFaction())) + if(vstd::contains(allowedFactions, slot.creature->getFactionID())) { auto slotID = newArmyInstance.getSlotFor(slot.creature->getId()); diff --git a/AI/Nullkiller/Analyzers/BuildAnalyzer.cpp b/AI/Nullkiller/Analyzers/BuildAnalyzer.cpp index 4496aec3f..55a1ebeaf 100644 --- a/AI/Nullkiller/Analyzers/BuildAnalyzer.cpp +++ b/AI/Nullkiller/Analyzers/BuildAnalyzer.cpp @@ -17,7 +17,7 @@ namespace NKAI void BuildAnalyzer::updateTownDwellings(TownDevelopmentInfo & developmentInfo) { - auto townInfo = developmentInfo.town->town; + auto townInfo = developmentInfo.town->getTown(); auto creatures = townInfo->creatures; auto buildings = townInfo->getAllBuildings(); @@ -31,7 +31,7 @@ void BuildAnalyzer::updateTownDwellings(TownDevelopmentInfo & developmentInfo) } } - for(int level = 0; level < developmentInfo.town->town->creatures.size(); level++) + for(int level = 0; level < developmentInfo.town->getTown()->creatures.size(); level++) { logAi->trace("Checking dwelling level %d", level); BuildingInfo nextToBuild = BuildingInfo(); @@ -82,7 +82,7 @@ void BuildAnalyzer::updateOtherBuildings(TownDevelopmentInfo & developmentInfo) { for(auto & buildingID : buildingSet) { - if(!developmentInfo.town->hasBuilt(buildingID) && developmentInfo.town->town->buildings.count(buildingID)) + if(!developmentInfo.town->hasBuilt(buildingID) && developmentInfo.town->getTown()->buildings.count(buildingID)) { developmentInfo.addBuildingToBuild(getBuildingOrPrerequisite(developmentInfo.town, buildingID)); @@ -198,7 +198,7 @@ BuildingInfo BuildAnalyzer::getBuildingOrPrerequisite( bool excludeDwellingDependencies) const { BuildingID building = toBuild; - auto townInfo = town->town; + auto townInfo = town->getTown(); const CBuilding * buildPtr = townInfo->buildings.at(building); const CCreature * creature = nullptr; @@ -327,7 +327,7 @@ bool BuildAnalyzer::hasAnyBuilding(int32_t alignment, BuildingID bid) const { for(auto tdi : developmentInfos) { - if(tdi.town->getFaction() == alignment && tdi.town->hasBuilt(bid)) + if(tdi.town->getFactionID() == alignment && tdi.town->hasBuilt(bid)) return true; } diff --git a/AI/Nullkiller/Analyzers/HeroManager.cpp b/AI/Nullkiller/Analyzers/HeroManager.cpp index f64fb4811..b6938ec1f 100644 --- a/AI/Nullkiller/Analyzers/HeroManager.cpp +++ b/AI/Nullkiller/Analyzers/HeroManager.cpp @@ -71,7 +71,7 @@ float HeroManager::evaluateSecSkill(SecondarySkill skill, const CGHeroInstance * float HeroManager::evaluateSpeciality(const CGHeroInstance * hero) const { - auto heroSpecial = Selector::source(BonusSource::HERO_SPECIAL, BonusSourceID(hero->type->getId())); + auto heroSpecial = Selector::source(BonusSource::HERO_SPECIAL, BonusSourceID(hero->getHeroTypeID())); auto secondarySkillBonus = Selector::targetSourceType()(BonusSource::SECONDARY_SKILL); auto specialSecondarySkillBonuses = hero->getBonuses(heroSpecial.And(secondarySkillBonus)); auto secondarySkillBonuses = hero->getBonuses(Selector::sourceTypeSel(BonusSource::SECONDARY_SKILL)); diff --git a/AI/Nullkiller/Engine/PriorityEvaluator.cpp b/AI/Nullkiller/Engine/PriorityEvaluator.cpp index 2d5839040..8e20c4e54 100644 --- a/AI/Nullkiller/Engine/PriorityEvaluator.cpp +++ b/AI/Nullkiller/Engine/PriorityEvaluator.cpp @@ -1120,7 +1120,7 @@ public: uint64_t RewardEvaluator::getUpgradeArmyReward(const CGTownInstance * town, const BuildingInfo & bi) const { - if(ai->buildAnalyzer->hasAnyBuilding(town->getFaction(), bi.id)) + if(ai->buildAnalyzer->hasAnyBuilding(town->getFactionID(), bi.id)) return 0; auto creaturesToUpgrade = ai->armyManager->getTotalCreaturesAvailable(bi.baseCreatureID); diff --git a/AI/Nullkiller/Goals/BuildThis.cpp b/AI/Nullkiller/Goals/BuildThis.cpp index 4de43c060..414c8a03d 100644 --- a/AI/Nullkiller/Goals/BuildThis.cpp +++ b/AI/Nullkiller/Goals/BuildThis.cpp @@ -23,7 +23,7 @@ BuildThis::BuildThis(BuildingID Bid, const CGTownInstance * tid) : ElementarGoal(Goals::BUILD_STRUCTURE) { buildingInfo = BuildingInfo( - tid->town->buildings.at(Bid), + tid->getTown()->buildings.at(Bid), nullptr, CreatureID::NONE, tid, @@ -52,7 +52,7 @@ void BuildThis::accept(AIGateway * ai) if(cb->canBuildStructure(town, b) == EBuildingState::ALLOWED) { logAi->debug("Player %d will build %s in town of %s at %s", - ai->playerID, town->town->buildings.at(b)->getNameTranslated(), town->getNameTranslated(), town->anchorPos().toString()); + ai->playerID, town->getTown()->buildings.at(b)->getNameTranslated(), town->getNameTranslated(), town->anchorPos().toString()); cb->buildBuilding(town, b); return; diff --git a/AI/VCAI/BuildingManager.cpp b/AI/VCAI/BuildingManager.cpp index 202661c33..60d971086 100644 --- a/AI/VCAI/BuildingManager.cpp +++ b/AI/VCAI/BuildingManager.cpp @@ -23,13 +23,13 @@ bool BuildingManager::tryBuildThisStructure(const CGTownInstance * t, BuildingID return false; } - if (!vstd::contains(t->town->buildings, building)) + if (!vstd::contains(t->getTown()->buildings, building)) return false; // no such building in town if (t->hasBuilt(building)) //Already built? Shouldn't happen in general return true; - const CBuilding * buildPtr = t->town->buildings.at(building); + const CBuilding * buildPtr = t->getTown()->buildings.at(building); auto toBuild = buildPtr->requirements.getFulfillmentCandidates([&](const BuildingID & buildID) { @@ -51,7 +51,7 @@ bool BuildingManager::tryBuildThisStructure(const CGTownInstance * t, BuildingID for (const auto & buildID : toBuild) { - const CBuilding * b = t->town->buildings.at(buildID); + const CBuilding * b = t->getTown()->buildings.at(buildID); EBuildingState canBuild = cb->canBuildStructure(t, buildID); if (canBuild == EBuildingState::ALLOWED) @@ -220,7 +220,7 @@ bool BuildingManager::getBuildingOptions(const CGTownInstance * t) //at the end, try to get and build any extra buildings with nonstandard slots (for example HotA 3rd level dwelling) std::vector extraBuildings; - for (auto buildingInfo : t->town->buildings) + for (auto buildingInfo : t->getTown()->buildings) { if (buildingInfo.first > BuildingID::DWELL_UP2_FIRST) extraBuildings.push_back(buildingInfo.first); diff --git a/AI/VCAI/Goals/BuildThis.cpp b/AI/VCAI/Goals/BuildThis.cpp index ee1e3d41a..62e3a1649 100644 --- a/AI/VCAI/Goals/BuildThis.cpp +++ b/AI/VCAI/Goals/BuildThis.cpp @@ -56,7 +56,7 @@ TSubgoal BuildThis::whatToDoToAchieve() case EBuildingState::ALLOWED: case EBuildingState::NO_RESOURCES: { - auto res = town->town->buildings.at(BuildingID(bid))->resources; + auto res = town->getTown()->buildings.at(BuildingID(bid))->resources; return ai->ah->whatToDo(res, iAmElementar()); //realize immediately or gather resources } break; diff --git a/AI/VCAI/Goals/GatherTroops.cpp b/AI/VCAI/Goals/GatherTroops.cpp index 275bef9f5..50b8fdce5 100644 --- a/AI/VCAI/Goals/GatherTroops.cpp +++ b/AI/VCAI/Goals/GatherTroops.cpp @@ -88,13 +88,13 @@ TGoalVec GatherTroops::getAllPossibleSubgoals() } auto creature = VLC->creatures()->getByIndex(objid); - if(t->getFaction() == creature->getFaction()) //TODO: how to force AI to build unupgraded creatures? :O + if(t->getFactionID() == creature->getFactionID()) //TODO: how to force AI to build unupgraded creatures? :O { auto tryFindCreature = [&]() -> std::optional> { - if(vstd::isValidIndex(t->town->creatures, creature->getLevel() - 1)) + if(vstd::isValidIndex(t->getTown()->creatures, creature->getLevel() - 1)) { - auto itr = t->town->creatures.begin(); + auto itr = t->getTown()->creatures.begin(); std::advance(itr, creature->getLevel() - 1); return make_optional(*itr); } @@ -109,7 +109,7 @@ TGoalVec GatherTroops::getAllPossibleSubgoals() if(upgradeNumber < 0) continue; - BuildingID bid(BuildingID::DWELL_FIRST + creature->getLevel() - 1 + upgradeNumber * t->town->creatures.size()); + BuildingID bid(BuildingID::DWELL_FIRST + creature->getLevel() - 1 + upgradeNumber * t->getTown()->creatures.size()); if(t->hasBuilt(bid) && ai->ah->freeResources().canAfford(creature->getFullRecruitCost())) //this assumes only creatures with dwellings are assigned to faction { solutions.push_back(sptr(BuyArmy(t, creature->getAIValue() * this->value).setobjid(objid))); diff --git a/AI/VCAI/MapObjectsEvaluator.cpp b/AI/VCAI/MapObjectsEvaluator.cpp index 5536d8fd9..e430c1f08 100644 --- a/AI/VCAI/MapObjectsEvaluator.cpp +++ b/AI/VCAI/MapObjectsEvaluator.cpp @@ -69,7 +69,7 @@ std::optional MapObjectsEvaluator::getObjectValue(const CGObjectInstance * { //special case handling: in-game heroes have hero ID as object subID, but when reading configs available hero object subID's are hero classes auto hero = dynamic_cast(obj); - return getObjectValue(obj->ID, hero->type->heroClass->getIndex()); + return getObjectValue(obj->ID, hero->getHeroClassID()); } else if(obj->ID == Obj::PRISON) { diff --git a/AI/VCAI/VCAI.cpp b/AI/VCAI/VCAI.cpp index c72a2a655..f9ebb1657 100644 --- a/AI/VCAI/VCAI.cpp +++ b/AI/VCAI/VCAI.cpp @@ -1994,7 +1994,7 @@ bool VCAI::moveHeroToTile(int3 dst, HeroPtr h) void VCAI::buildStructure(const CGTownInstance * t, BuildingID building) { - auto name = t->town->buildings.at(building)->getNameTranslated(); + auto name = t->getTown()->buildings.at(building)->getNameTranslated(); logAi->debug("Player %d will build %s in town of %s at %s", ai->playerID, name, t->getNameTranslated(), t->anchorPos().toString()); cb->buildBuilding(t, building); //just do this; } @@ -2081,7 +2081,7 @@ void VCAI::tryRealize(Goals::BuildThis & g) if (cb->canBuildStructure(t, b) == EBuildingState::ALLOWED) { logAi->debug("Player %d will build %s in town of %s at %s", - playerID, t->town->buildings.at(b)->getNameTranslated(), t->getNameTranslated(), t->anchorPos().toString()); + playerID, t->getTown()->buildings.at(b)->getNameTranslated(), t->getNameTranslated(), t->anchorPos().toString()); cb->buildBuilding(t, b); throw goalFulfilledException(sptr(g)); } diff --git a/CCallback.cpp b/CCallback.cpp index 3eeb6d238..72b6e8b78 100644 --- a/CCallback.cpp +++ b/CCallback.cpp @@ -319,7 +319,7 @@ void CCallback::recruitHero(const CGObjectInstance *townOrTavern, const CGHeroIn assert(townOrTavern); assert(hero); - HireHero pack(hero->getHeroType(), townOrTavern->id, nextHero); + HireHero pack(hero->getHeroTypeID(), townOrTavern->id, nextHero); pack.player = *player; sendRequest(pack); } diff --git a/client/CPlayerInterface.cpp b/client/CPlayerInterface.cpp index 572924c09..6133cdd64 100644 --- a/client/CPlayerInterface.cpp +++ b/client/CPlayerInterface.cpp @@ -1138,7 +1138,7 @@ void CPlayerInterface::showMapObjectSelectDialog(QueryID askID, const Component const CGTownInstance * t = dynamic_cast(cb->getObj(obj)); if(t) { - auto image = GH.renderHandler().loadImage(AnimationPath::builtin("ITPA"), t->town->clientInfo.icons[t->hasFort()][false] + 2, 0, EImageBlitMode::OPAQUE); + auto image = GH.renderHandler().loadImage(AnimationPath::builtin("ITPA"), t->getTown()->clientInfo.icons[t->hasFort()][false] + 2, 0, EImageBlitMode::OPAQUE); image->scaleTo(Point(35, 23)); images.push_back(image); } diff --git a/client/ClientCommandManager.cpp b/client/ClientCommandManager.cpp index a2a7176ef..775c9b806 100644 --- a/client/ClientCommandManager.cpp +++ b/client/ClientCommandManager.cpp @@ -453,7 +453,7 @@ void ClientCommandManager::handleTellCommand(std::istringstream& singleWordBuffe if(what == "hs") { for(const CGHeroInstance* h : LOCPLINT->cb->getHeroesInfo()) - if(h->type->getIndex() == id1) + if(h->getHeroTypeID().getNum() == id1) if(const CArtifactInstance* a = h->getArt(ArtifactPosition(id2))) printCommandMessage(a->nodeName()); } diff --git a/client/NetPacksClient.cpp b/client/NetPacksClient.cpp index d403120a7..91c8833b2 100644 --- a/client/NetPacksClient.cpp +++ b/client/NetPacksClient.cpp @@ -671,7 +671,7 @@ void ApplyClientNetPackVisitor::visitSetHeroesInTown(SetHeroesInTown & pack) void ApplyClientNetPackVisitor::visitHeroRecruited(HeroRecruited & pack) { CGHeroInstance *h = gs.map->heroesOnMap.back(); - if(h->getHeroType() != pack.hid) + if(h->getHeroTypeID() != pack.hid) { logNetwork->error("Something wrong with hero recruited!"); } diff --git a/client/adventureMap/CList.cpp b/client/adventureMap/CList.cpp index 5c46a510a..e730224b4 100644 --- a/client/adventureMap/CList.cpp +++ b/client/adventureMap/CList.cpp @@ -432,7 +432,7 @@ std::shared_ptr CTownList::CTownItem::genSelection() void CTownList::CTownItem::update() { - size_t iconIndex = town->town->clientInfo.icons[town->hasFort()][town->built >= LOCPLINT->cb->getSettings().getInteger(EGameSettings::TOWNS_BUILDINGS_PER_TURN_CAP)]; + size_t iconIndex = town->getTown()->clientInfo.icons[town->hasFort()][town->built >= LOCPLINT->cb->getSettings().getInteger(EGameSettings::TOWNS_BUILDINGS_PER_TURN_CAP)]; picture->setFrame(iconIndex + 2); redraw(); diff --git a/client/battle/BattleInterfaceClasses.cpp b/client/battle/BattleInterfaceClasses.cpp index 919118407..5cf6aa340 100644 --- a/client/battle/BattleInterfaceClasses.cpp +++ b/client/battle/BattleInterfaceClasses.cpp @@ -389,13 +389,13 @@ BattleHero::BattleHero(const BattleInterface & owner, const CGHeroInstance * her { AnimationPath animationPath; - if(!hero->type->battleImage.empty()) - animationPath = hero->type->battleImage; + if(!hero->getHeroType()->battleImage.empty()) + animationPath = hero->getHeroType()->battleImage; else if(hero->gender == EHeroGender::FEMALE) - animationPath = hero->type->heroClass->imageBattleFemale; + animationPath = hero->getHeroClass()->imageBattleFemale; else - animationPath = hero->type->heroClass->imageBattleMale; + animationPath = hero->getHeroClass()->imageBattleMale; animation = GH.renderHandler().loadAnimation(animationPath, EImageBlitMode::ALPHA); @@ -1027,7 +1027,7 @@ void StackQueue::update() int32_t StackQueue::getSiegeShooterIconID() { - return owner.siegeController->getSiegedTown()->town->faction->getIndex(); + return owner.siegeController->getSiegedTown()->getFactionID().getNum(); } std::optional StackQueue::getHoveredUnitIdIfAny() const diff --git a/client/battle/BattleSiegeController.cpp b/client/battle/BattleSiegeController.cpp index f64bc8ac4..2f3c4df5e 100644 --- a/client/battle/BattleSiegeController.cpp +++ b/client/battle/BattleSiegeController.cpp @@ -58,14 +58,14 @@ ImagePath BattleSiegeController::getWallPieceImageName(EWallVisual::EWallVisual }; }; - const std::string & prefix = town->town->clientInfo.siegePrefix; + const std::string & prefix = town->getTown()->clientInfo.siegePrefix; std::string addit = std::to_string(getImageIndex()); switch(what) { case EWallVisual::BACKGROUND_WALL: { - auto faction = town->town->faction->getIndex(); + auto faction = town->getFactionID(); if (faction == ETownType::RAMPART || faction == ETownType::NECROPOLIS || faction == ETownType::DUNGEON || faction == ETownType::STRONGHOLD) return ImagePath::builtinTODO(prefix + "TPW1.BMP"); @@ -111,7 +111,7 @@ ImagePath BattleSiegeController::getWallPieceImageName(EWallVisual::EWallVisual void BattleSiegeController::showWallPiece(Canvas & canvas, EWallVisual::EWallVisual what) { - auto & ci = town->town->clientInfo; + auto & ci = town->getTown()->clientInfo; auto const & pos = ci.siegePositions[what]; if ( wallPieceImages[what] && pos.isValid()) @@ -120,7 +120,7 @@ void BattleSiegeController::showWallPiece(Canvas & canvas, EWallVisual::EWallVis ImagePath BattleSiegeController::getBattleBackgroundName() const { - const std::string & prefix = town->town->clientInfo.siegePrefix; + const std::string & prefix = town->getTown()->clientInfo.siegePrefix; return ImagePath::builtinTODO(prefix + "BACK.BMP"); } @@ -130,8 +130,8 @@ bool BattleSiegeController::getWallPieceExistence(EWallVisual::EWallVisual what) switch (what) { - case EWallVisual::MOAT: return fortifications.hasMoat && town->town->clientInfo.siegePositions.at(EWallVisual::MOAT).isValid(); - case EWallVisual::MOAT_BANK: return fortifications.hasMoat && town->town->clientInfo.siegePositions.at(EWallVisual::MOAT_BANK).isValid(); + case EWallVisual::MOAT: return fortifications.hasMoat && town->getTown()->clientInfo.siegePositions.at(EWallVisual::MOAT).isValid(); + case EWallVisual::MOAT_BANK: return fortifications.hasMoat && town->getTown()->clientInfo.siegePositions.at(EWallVisual::MOAT_BANK).isValid(); case EWallVisual::KEEP_BATTLEMENT: return fortifications.citadelHealth > 0 && owner.getBattle()->battleGetWallState(EWallPart::KEEP) != EWallState::DESTROYED; case EWallVisual::UPPER_BATTLEMENT: return fortifications.upperTowerHealth > 0 && owner.getBattle()->battleGetWallState(EWallPart::UPPER_TOWER) != EWallState::DESTROYED; case EWallVisual::BOTTOM_BATTLEMENT: return fortifications.lowerTowerHealth > 0 && owner.getBattle()->battleGetWallState(EWallPart::BOTTOM_TOWER) != EWallState::DESTROYED; @@ -218,8 +218,8 @@ Point BattleSiegeController::getTurretCreaturePosition( BattleHex position ) con if (posID != 0) { return { - town->town->clientInfo.siegePositions[posID].x, - town->town->clientInfo.siegePositions[posID].y + town->getTown()->clientInfo.siegePositions[posID].x, + town->getTown()->clientInfo.siegePositions[posID].y }; } diff --git a/client/widgets/MiscWidgets.cpp b/client/widgets/MiscWidgets.cpp index e7e7c655d..14cc7b14d 100644 --- a/client/widgets/MiscWidgets.cpp +++ b/client/widgets/MiscWidgets.cpp @@ -468,8 +468,8 @@ void CInteractableTownTooltip::init(const CGTownInstance * town) LOCPLINT->showTavernWindow(town, nullptr, QueryID::NONE); } }, [town]{ - if(!town->town->faction->getDescriptionTranslated().empty()) - CRClickPopup::createAndPush(town->town->faction->getDescriptionTranslated()); + if(!town->getFaction()->getDescriptionTranslated().empty()) + CRClickPopup::createAndPush(town->getFaction()->getDescriptionTranslated()); }); fastMarket = std::make_shared(Rect(143, 31, 30, 34), []() { @@ -532,8 +532,7 @@ CreatureTooltip::CreatureTooltip(Point pos, const CGCreature * creature) { OBJECT_CONSTRUCTION; - auto creatureID = creature->getCreature(); - int32_t creatureIconIndex = CGI->creatures()->getById(creatureID)->getIconIndex(); + int32_t creatureIconIndex = creature->getCreature()->getIconIndex(); creatureImage = std::make_shared(AnimationPath::builtin("TWCRPORT"), creatureIconIndex); creatureImage->center(Point(parent->pos.x + parent->pos.w / 2, parent->pos.y + creatureImage->pos.h / 2 + 11)); @@ -633,7 +632,7 @@ CCreaturePic::CCreaturePic(int x, int y, const CCreature * cre, bool Big, bool A pos.x+=x; pos.y+=y; - auto faction = cre->getFaction(); + auto faction = cre->getFactionID(); assert(CGI->townh->size() > faction); diff --git a/client/windows/CCastleInterface.cpp b/client/windows/CCastleInterface.cpp index 9729bd73c..aea486688 100644 --- a/client/windows/CCastleInterface.cpp +++ b/client/windows/CCastleInterface.cpp @@ -82,7 +82,7 @@ CBuildingRect::CBuildingRect(CCastleBuildings * Par, const CGTownInstance * Town // special animation frame manipulation for castle shipyard with and without ship // done due to .def used in special way, not to animate building - first image is for shipyard without citadel moat, 2nd image is for including moat - if(Town->town->faction->getId() == FactionID::CASTLE && Str->building && + if(Town->getFactionID() == FactionID::CASTLE && Str->building && (Str->building->bid == BuildingID::SHIPYARD || Str->building->bid == BuildingID::SHIP)) { if(Town->hasBuilt(BuildingID::CITADEL)) @@ -107,7 +107,7 @@ const CBuilding * CBuildingRect::getBuilding() return nullptr; if (str->hiddenUpgrade) // hidden upgrades, e.g. hordes - return base (dwelling for hordes) - return town->town->buildings.at(str->building->getBase()); + return town->getTown()->buildings.at(str->building->getBase()); return str->building; } @@ -156,7 +156,7 @@ void CBuildingRect::showPopupWindow(const Point & cursorPosition) return; BuildingID bid = getBuilding()->bid; - const CBuilding *bld = town->town->buildings.at(bid); + const CBuilding *bld = town->getTown()->buildings.at(bid); if (bid < BuildingID::DWELL_FIRST) { CRClickPopup::createAndPush(CInfoWindow::genText(bld->getNameTranslated(), bld->getDescriptionTranslated()), @@ -235,10 +235,10 @@ std::string CBuildingRect::getSubtitle()//hover text for building int bid = getBuilding()->bid; if (bid<30)//non-dwellings - only building name - return town->town->buildings.at(getBuilding()->bid)->getNameTranslated(); + return town->getTown()->buildings.at(getBuilding()->bid)->getNameTranslated(); else//dwellings - recruit %creature% { - auto & availableCreatures = town->creatures[(bid-30)%town->town->creatures.size()].second; + auto & availableCreatures = town->creatures[(bid-30)%town->getTown()->creatures.size()].second; if(availableCreatures.size()) { int creaID = availableCreatures.back();//taking last of available creatures @@ -566,7 +566,7 @@ CCastleBuildings::CCastleBuildings(const CGTownInstance* Town): { OBJECT_CONSTRUCTION; - background = std::make_shared(town->town->clientInfo.townBackground); + background = std::make_shared(town->getTown()->clientInfo.townBackground); background->needRefresh = true; background->getSurface()->setBlitMode(EImageBlitMode::OPAQUE); pos.w = background->pos.w; @@ -602,7 +602,7 @@ void CCastleBuildings::recreate() } } - for(const CStructure * structure : town->town->clientInfo.structures) + for(const CStructure * structure : town->getTown()->clientInfo.structures) { if(!structure->building) { @@ -617,7 +617,7 @@ void CCastleBuildings::recreate() for(auto & entry : groups) { - const CBuilding * build = town->town->buildings.at(entry.first); + const CBuilding * build = town->getTown()->buildings.at(entry.first); const CStructure * toAdd = *boost::max_element(entry.second, [=](const CStructure * a, const CStructure * b) { @@ -648,7 +648,7 @@ void CCastleBuildings::recreate() void CCastleBuildings::addBuilding(BuildingID building) { //FIXME: implement faster method without complete recreation of town - BuildingID base = town->town->buildings.at(building)->getBase(); + BuildingID base = town->getTown()->buildings.at(building)->getBase(); recreate(); @@ -687,7 +687,7 @@ void CCastleBuildings::buildingClicked(BuildingID building) BuildingID buildingToEnter = building; for(;;) { - const CBuilding *b = town->town->buildings.find(buildingToEnter)->second; + const CBuilding *b = town->getTown()->buildings.find(buildingToEnter)->second; if (buildingTryActivateCustomUI(buildingToEnter, building)) return; @@ -705,7 +705,7 @@ void CCastleBuildings::buildingClicked(BuildingID building) bool CCastleBuildings::buildingTryActivateCustomUI(BuildingID buildingToTest, BuildingID buildingTarget) { logGlobal->trace("You've clicked on %d", (int)buildingToTest.toEnum()); - const CBuilding *b = town->town->buildings.at(buildingToTest); + const CBuilding *b = town->getTown()->buildings.at(buildingToTest); if (town->getWarMachineInBuilding(buildingToTest).hasValue()) { @@ -744,7 +744,7 @@ bool CCastleBuildings::buildingTryActivateCustomUI(BuildingID buildingToTest, Bu } } - if (town->rewardableBuildings.count(buildingToTest) && town->town->buildings.at(buildingToTest)->manualHeroVisit) + if (town->rewardableBuildings.count(buildingToTest) && town->getTown()->buildings.at(buildingToTest)->manualHeroVisit) { enterRewardable(buildingToTest); return true; @@ -820,10 +820,10 @@ bool CCastleBuildings::buildingTryActivateCustomUI(BuildingID buildingToTest, Bu return false; case BuildingSubID::PORTAL_OF_SUMMONING: - if (town->creatures[town->town->creatures.size()].second.empty())//No creatures + if (town->creatures[town->getTown()->creatures.size()].second.empty())//No creatures LOCPLINT->showInfoDialog(CGI->generaltexth->tcommands[30]); else - enterDwelling(town->town->creatures.size()); + enterDwelling(town->getTown()->creatures.size()); return true; case BuildingSubID::BANK: @@ -850,7 +850,7 @@ void CCastleBuildings::enterRewardable(BuildingID building) { MetaString message; message.appendTextID("core.genrltxt.273"); // only visiting heroes may visit %s - message.replaceTextID(town->town->buildings.at(building)->getNameTextID()); + message.replaceTextID(town->getTown()->buildings.at(building)->getNameTextID()); LOCPLINT->showInfoDialog(message.toString()); } @@ -868,7 +868,7 @@ void CCastleBuildings::enterBlacksmith(BuildingID building, ArtifactID artifactI const CGHeroInstance *hero = town->visitingHero; if(!hero) { - LOCPLINT->showInfoDialog(boost::str(boost::format(CGI->generaltexth->allTexts[273]) % town->town->buildings.find(building)->second->getNameTranslated())); + LOCPLINT->showInfoDialog(boost::str(boost::format(CGI->generaltexth->allTexts[273]) % town->getTown()->buildings.find(building)->second->getNameTranslated())); return; } auto art = artifactID.toArtifact(); @@ -897,8 +897,8 @@ void CCastleBuildings::enterBlacksmith(BuildingID building, ArtifactID artifactI void CCastleBuildings::enterBuilding(BuildingID building) { - std::vector> comps(1, std::make_shared(ComponentType::BUILDING, BuildingTypeUniqueID(town->getFaction(), building))); - LOCPLINT->showInfoDialog( town->town->buildings.find(building)->second->getDescriptionTranslated(), comps); + std::vector> comps(1, std::make_shared(ComponentType::BUILDING, BuildingTypeUniqueID(town->getFactionID(), building))); + LOCPLINT->showInfoDialog( town->getTown()->buildings.find(building)->second->getDescriptionTranslated(), comps); } void CCastleBuildings::enterCastleGate() @@ -915,20 +915,20 @@ void CCastleBuildings::enterCastleGate() { const CGTownInstance *t = Town; if (t->id != this->town->id && t->visitingHero == nullptr && //another town, empty and this is - t->town->faction->getId() == town->town->faction->getId() && //the town of the same faction + t->getFactionID() == town->getFactionID() && //the town of the same faction t->hasBuilt(BuildingSubID::CASTLE_GATE)) //and the town has a castle gate { availableTowns.push_back(t->id.getNum());//add to the list if(settings["general"]["enableUiEnhancements"].Bool()) { - auto image = GH.renderHandler().loadImage(AnimationPath::builtin("ITPA"), t->town->clientInfo.icons[t->hasFort()][false] + 2, 0, EImageBlitMode::OPAQUE); + auto image = GH.renderHandler().loadImage(AnimationPath::builtin("ITPA"), t->getTown()->clientInfo.icons[t->hasFort()][false] + 2, 0, EImageBlitMode::OPAQUE); image->scaleTo(Point(35, 23)); images.push_back(image); } } } - auto gateIcon = std::make_shared(town->town->clientInfo.buildingsIcons, BuildingID::CASTLE_GATE);//will be deleted by selection window + auto gateIcon = std::make_shared(town->getTown()->clientInfo.buildingsIcons, BuildingID::CASTLE_GATE);//will be deleted by selection window auto wnd = std::make_shared(availableTowns, gateIcon, CGI->generaltexth->jktexts[40], CGI->generaltexth->jktexts[41], std::bind (&CCastleInterface::castleTeleport, LOCPLINT->castleInt, _1), 0, images); wnd->onPopup = [availableTowns](int index) { CRClickPopup::createAndPush(LOCPLINT->cb->getObjInstance(ObjectInstanceID(availableTowns[index])), GH.getCursorPosition()); }; @@ -940,7 +940,7 @@ void CCastleBuildings::enterDwelling(int level) if (level < 0 || level >= town->creatures.size() || town->creatures[level].second.empty()) { assert(0); - logGlobal->error("Attempt to enter into invalid dwelling of level %d in town %s (%s)", level, town->getNameTranslated(), town->town->faction->getNameTranslated()); + logGlobal->error("Attempt to enter into invalid dwelling of level %d in town %s (%s)", level, town->getNameTranslated(), town->getFaction()->getNameTranslated()); return; } @@ -954,8 +954,8 @@ void CCastleBuildings::enterDwelling(int level) void CCastleBuildings::enterToTheQuickRecruitmentWindow() { const auto beginIt = town->creatures.cbegin(); - const auto afterLastIt = town->creatures.size() > town->town->creatures.size() - ? std::next(beginIt, town->town->creatures.size()) + const auto afterLastIt = town->creatures.size() > town->getTown()->creatures.size() + ? std::next(beginIt, town->getTown()->creatures.size()) : town->creatures.cend(); const auto hasSomeoneToRecruit = std::any_of(beginIt, afterLastIt, [](const auto & creatureInfo) { return creatureInfo.first > 0; }); @@ -967,8 +967,8 @@ void CCastleBuildings::enterToTheQuickRecruitmentWindow() void CCastleBuildings::enterFountain(const BuildingID & building, BuildingSubID::EBuildingSubID subID, BuildingID upgrades) { - std::vector> comps(1, std::make_shared(ComponentType::BUILDING, BuildingTypeUniqueID(town->getFaction(), building))); - std::string descr = town->town->buildings.find(building)->second->getDescriptionTranslated(); + std::vector> comps(1, std::make_shared(ComponentType::BUILDING, BuildingTypeUniqueID(town->getFactionID(), building))); + std::string descr = town->getTown()->buildings.find(building)->second->getDescriptionTranslated(); std::string hasNotProduced; std::string hasProduced; @@ -977,10 +977,10 @@ void CCastleBuildings::enterFountain(const BuildingID & building, BuildingSubID: bool isMysticPondOrItsUpgrade = subID == BuildingSubID::MYSTIC_POND || (upgrades != BuildingID::NONE - && town->town->buildings.find(BuildingID(upgrades))->second->subId == BuildingSubID::MYSTIC_POND); + && town->getTown()->buildings.find(BuildingID(upgrades))->second->subId == BuildingSubID::MYSTIC_POND); if(upgrades != BuildingID::NONE) - descr += "\n\n"+town->town->buildings.find(BuildingID(upgrades))->second->getDescriptionTranslated(); + descr += "\n\n"+town->getTown()->buildings.find(BuildingID(upgrades))->second->getDescriptionTranslated(); if(isMysticPondOrItsUpgrade) //for vanila Rampart like towns { @@ -1056,7 +1056,7 @@ void CCastleBuildings::enterTownHall() void CCastleBuildings::openMagesGuild() { - auto mageGuildBackground = LOCPLINT->castleInt->town->town->clientInfo.guildBackground; + auto mageGuildBackground = LOCPLINT->castleInt->town->getTown()->clientInfo.guildBackground; GH.windows().createAndPushWindow(LOCPLINT->castleInt, mageGuildBackground); } @@ -1247,7 +1247,7 @@ CTownInfo::CTownInfo(int posX, int posY, const CGTownInstance * Town, bool townH return;//FIXME: suspicious statement, fix or comment picture = std::make_shared(AnimationPath::builtin("ITMCL.DEF"), town->fortLevel()-1); } - building = town->town->buildings.at(BuildingID(buildID)); + building = town->getTown()->buildings.at(BuildingID(buildID)); pos = picture->pos; } @@ -1322,7 +1322,7 @@ CCastleInterface::CCastleInterface(const CGTownInstance * Town, const CGTownInst recreateIcons(); if (!from) adventureInt->onAudioPaused(); - CCS->musich->playMusicFromSet("faction", town->town->faction->getJsonKey(), true, false); + CCS->musich->playMusicFromSet("faction", town->getFaction()->getJsonKey(), true, false); } CCastleInterface::~CCastleInterface() @@ -1403,7 +1403,7 @@ void CCastleInterface::removeBuilding(BuildingID bid) void CCastleInterface::recreateIcons() { OBJECT_CONSTRUCTION; - size_t iconIndex = town->town->clientInfo.icons[town->hasFort()][town->built >= LOCPLINT->cb->getSettings().getInteger(EGameSettings::TOWNS_BUILDINGS_PER_TURN_CAP)]; + size_t iconIndex = town->getTown()->clientInfo.icons[town->hasFort()][town->built >= LOCPLINT->cb->getSettings().getInteger(EGameSettings::TOWNS_BUILDINGS_PER_TURN_CAP)]; icon->setFrame(iconIndex); TResources townIncome = town->dailyIncome(); @@ -1425,8 +1425,8 @@ void CCastleInterface::recreateIcons() if(town->hasBuilt(BuildingID::TAVERN)) LOCPLINT->showTavernWindow(town, nullptr, QueryID::NONE); }, [this]{ - if(!town->town->faction->getDescriptionTranslated().empty()) - CRClickPopup::createAndPush(town->town->faction->getDescriptionTranslated()); + if(!town->getFaction()->getDescriptionTranslated().empty()) + CRClickPopup::createAndPush(town->getFaction()->getDescriptionTranslated()); }); creainfo.clear(); @@ -1527,7 +1527,7 @@ CHallInterface::CBuildingBox::CBuildingBox(int x, int y, const CGTownInstance * -1, -1, -1, 0, 0, 1, 2, -1, 1, 1, -1, -1 }; - icon = std::make_shared(town->town->clientInfo.buildingsIcons, building->bid, 0, 2, 2); + icon = std::make_shared(town->getTown()->clientInfo.buildingsIcons, building->bid, 0, 2, 2); header = std::make_shared(AnimationPath::builtin("TPTHBAR"), panelIndex[static_cast(state)], 0, 1, 73); if(iconIndex[static_cast(state)] >=0) mark = std::make_shared(AnimationPath::builtin("TPTHCHK"), iconIndex[static_cast(state)], 0, 136, 56); @@ -1569,7 +1569,7 @@ void CHallInterface::CBuildingBox::showPopupWindow(const Point & cursorPosition) } CHallInterface::CHallInterface(const CGTownInstance * Town): - CWindowObject(PLAYER_COLORED | BORDERED, Town->town->clientInfo.hallBackground), + CWindowObject(PLAYER_COLORED | BORDERED, Town->getTown()->clientInfo.hallBackground), town(Town) { OBJECT_CONSTRUCTION; @@ -1581,10 +1581,10 @@ CHallInterface::CHallInterface(const CGTownInstance * Town): auto statusbarBackground = std::make_shared(background->getSurface(), barRect, 5, 556); statusbar = CGStatusBar::create(statusbarBackground); - title = std::make_shared(399, 12, FONT_MEDIUM, ETextAlignment::CENTER, Colors::WHITE, town->town->buildings.at(BuildingID(town->hallLevel()+BuildingID::VILLAGE_HALL))->getNameTranslated()); + title = std::make_shared(399, 12, FONT_MEDIUM, ETextAlignment::CENTER, Colors::WHITE, town->getTown()->buildings.at(BuildingID(town->hallLevel()+BuildingID::VILLAGE_HALL))->getNameTranslated()); exit = std::make_shared(Point(748, 556), AnimationPath::builtin("TPMAGE1.DEF"), CButton::tooltip(CGI->generaltexth->hcommands[8]), [&](){close();}, EShortcut::GLOBAL_RETURN); - auto & boxList = town->town->clientInfo.hallSlots; + auto & boxList = town->getTown()->clientInfo.hallSlots; boxes.resize(boxList.size()); for(size_t row=0; rowwarn("Invalid building ID found in hallSlots of town '%s'", town->town->faction->getJsonKey() ); + logMod->warn("Invalid building ID found in hallSlots of town '%s'", town->getFaction()->getJsonKey() ); continue; } - const CBuilding * current = town->town->buildings.at(buildingID); + const CBuilding * current = town->getTown()->buildings.at(buildingID); if(town->hasBuilt(buildingID)) { building = current; @@ -1629,7 +1629,7 @@ CBuildWindow::CBuildWindow(const CGTownInstance *Town, const CBuilding * Buildin { OBJECT_CONSTRUCTION; - icon = std::make_shared(town->town->clientInfo.buildingsIcons, building->bid, 0, 125, 50); + icon = std::make_shared(town->getTown()->clientInfo.buildingsIcons, building->bid, 0, 125, 50); auto statusbarBackground = std::make_shared(background->getSurface(), Rect(8, pos.h - 26, pos.w - 16, 19), 8, pos.h - 26); statusbar = CGStatusBar::create(statusbarBackground); @@ -1711,7 +1711,7 @@ std::string CBuildWindow::getTextForState(EBuildingState state) { auto toStr = [&](const BuildingID build) -> std::string { - return town->town->buildings.at(build)->getNameTranslated(); + return town->getTown()->buildings.at(build)->getNameTranslated(); }; ret = CGI->generaltexth->allTexts[52]; @@ -1721,7 +1721,7 @@ std::string CBuildWindow::getTextForState(EBuildingState state) case EBuildingState::MISSING_BASE: { std::string msg = CGI->generaltexth->translate("vcmi.townHall.missingBase"); - ret = boost::str(boost::format(msg) % town->town->buildings.at(building->upgrade)->getNameTranslated()); + ret = boost::str(boost::format(msg) % town->getTown()->buildings.at(building->upgrade)->getNameTranslated()); break; } } @@ -1780,11 +1780,11 @@ CFortScreen::CFortScreen(const CGTownInstance * town): { OBJECT_CONSTRUCTION; ui32 fortSize = static_cast(town->creatures.size()); - if(fortSize > town->town->creatures.size() && town->creatures.back().second.empty()) + if(fortSize > town->getTown()->creatures.size() && town->creatures.back().second.empty()) fortSize--; fortSize = std::min(fortSize, static_cast(GameConstants::CREATURES_PER_TOWN)); // for 8 creatures + portal of summoning - const CBuilding * fortBuilding = town->town->buildings.at(BuildingID(town->fortLevel()+6)); + const CBuilding * fortBuilding = town->getTown()->buildings.at(BuildingID(town->fortLevel()+6)); title = std::make_shared(400, 12, FONT_BIG, ETextAlignment::CENTER, Colors::WHITE, fortBuilding->getNameTranslated()); std::string text = boost::str(boost::format(CGI->generaltexth->fcommands[6]) % fortBuilding->getNameTranslated()); @@ -1810,7 +1810,7 @@ CFortScreen::CFortScreen(const CGTownInstance * town): for(ui32 i=0; itown->creatures.size()) + if(fortSize == town->getTown()->creatures.size()) { BuildingID dwelling = BuildingID::getDwellingFromLevel(i, 1); @@ -1839,7 +1839,7 @@ CFortScreen::CFortScreen(const CGTownInstance * town): ImagePath CFortScreen::getBgName(const CGTownInstance * town) { ui32 fortSize = static_cast(town->creatures.size()); - if(fortSize > town->town->creatures.size() && town->creatures.back().second.empty()) + if(fortSize > town->getTown()->creatures.size() && town->creatures.back().second.empty()) fortSize--; fortSize = std::min(fortSize, static_cast(GameConstants::CREATURES_PER_TOWN)); // for 8 creatures + portal of summoning @@ -1877,7 +1877,7 @@ CFortScreen::RecruitArea::RecruitArea(int posX, int posY, const CGTownInstance * if(getMyBuilding() != nullptr) { - buildingIcon = std::make_shared(town->town->clientInfo.buildingsIcons, getMyBuilding()->bid, 0, 4, 21); + buildingIcon = std::make_shared(town->getTown()->clientInfo.buildingsIcons, getMyBuilding()->bid, 0, 4, 21); buildingName = std::make_shared(78, 101, FONT_SMALL, ETextAlignment::CENTER, Colors::WHITE, getMyBuilding()->getNameTranslated(), 152); if(town->hasBuilt(getMyBuilding()->bid)) @@ -1913,8 +1913,8 @@ const CCreature * CFortScreen::RecruitArea::getMyCreature() { if(!town->creatures.at(level).second.empty()) // built return town->creatures.at(level).second.back().toCreature(); - if(!town->town->creatures.at(level).empty()) // there are creatures on this level - return town->town->creatures.at(level).front().toCreature(); + if(!town->getTown()->creatures.at(level).empty()) // there are creatures on this level + return town->getTown()->creatures.at(level).front().toCreature(); return nullptr; } @@ -1922,17 +1922,17 @@ const CBuilding * CFortScreen::RecruitArea::getMyBuilding() { BuildingID myID = BuildingID(BuildingID::getDwellingFromLevel(level, 0)); - if (level == town->town->creatures.size()) - return town->town->getSpecialBuilding(BuildingSubID::PORTAL_OF_SUMMONING); + if (level == town->getTown()->creatures.size()) + return town->getTown()->getSpecialBuilding(BuildingSubID::PORTAL_OF_SUMMONING); - if (!town->town->buildings.count(myID)) + if (!town->getTown()->buildings.count(myID)) return nullptr; - const CBuilding * build = town->town->buildings.at(myID); - while (town->town->buildings.count(myID)) + const CBuilding * build = town->getTown()->buildings.at(myID); + while (town->getTown()->buildings.count(myID)) { if (town->hasBuilt(myID)) - build = town->town->buildings.at(myID); + build = town->getTown()->buildings.at(myID); BuildingID::advanceDwelling(myID); } @@ -1972,7 +1972,7 @@ CMageGuildScreen::CMageGuildScreen(CCastleInterface * owner, const ImagePath & i { OBJECT_CONSTRUCTION; - window = std::make_shared(owner->town->town->clientInfo.guildWindow, 332, 76); + window = std::make_shared(owner->town->getTown()->clientInfo.guildWindow, 332, 76); resdatabar = std::make_shared(); resdatabar->moveBy(pos.topLeft(), true); @@ -2007,7 +2007,7 @@ void CMageGuildScreen::updateSpells(ObjectInstanceID tID) const CGTownInstance * town = LOCPLINT->cb->getTown(townId); - for(size_t i=0; itown->mageLevel; i++) + for(size_t i=0; igetTown()->mageLevel; i++) { size_t spellCount = town->spellsAtLevel((int)i+1,false); //spell at level with -1 hmmm? for(size_t j=0; jsecSkills.size(); ++m) secSkillIcons[leftRight].push_back(std::make_shared(AnimationPath::builtin("SECSK32"), 0, 0, 32 + 36 * m + 454 * leftRight, qeLayout ? 83 : 88)); - specImages[leftRight] = std::make_shared(AnimationPath::builtin("UN32"), hero->type->imageIndex, 0, 67 + 490 * leftRight, qeLayout ? 41 : 45); + specImages[leftRight] = std::make_shared(AnimationPath::builtin("UN32"), hero->getHeroType()->imageIndex, 0, 67 + 490 * leftRight, qeLayout ? 41 : 45); expImages[leftRight] = std::make_shared(AnimationPath::builtin("PSKIL32"), 4, 0, 103 + 490 * leftRight, qeLayout ? 41 : 45); expValues[leftRight] = std::make_shared(119 + 490 * leftRight, qeLayout ? 66 : 71, FONT_SMALL, ETextAlignment::CENTER, Colors::WHITE); @@ -151,7 +151,7 @@ CExchangeWindow::CExchangeWindow(ObjectInstanceID hero1, ObjectInstanceID hero2, specialtyAreas[b] = std::make_shared(); specialtyAreas[b]->pos = Rect(Point(pos.x + 69 + 490 * b, pos.y + (qeLayout ? 41 : 45)), Point(32, 32)); specialtyAreas[b]->hoverText = CGI->generaltexth->heroscrn[27]; - specialtyAreas[b]->text = hero->type->getSpecialtyDescriptionTranslated(); + specialtyAreas[b]->text = hero->getHeroType()->getSpecialtyDescriptionTranslated(); experienceAreas[b] = std::make_shared(); experienceAreas[b]->pos = Rect(Point(pos.x + 105 + 490 * b, pos.y + (qeLayout ? 41 : 45)), Point(32, 32)); diff --git a/client/windows/CHeroWindow.cpp b/client/windows/CHeroWindow.cpp index 36dd52d80..809f937f0 100644 --- a/client/windows/CHeroWindow.cpp +++ b/client/windows/CHeroWindow.cpp @@ -184,9 +184,9 @@ void CHeroWindow::update() name->setText(curHero->getNameTranslated()); title->setText((boost::format(CGI->generaltexth->allTexts[342]) % curHero->level % curHero->getClassNameTranslated()).str()); - specArea->text = curHero->type->getSpecialtyDescriptionTranslated(); - specImage->setFrame(curHero->type->imageIndex); - specName->setText(curHero->type->getSpecialtyNameTranslated()); + specArea->text = curHero->getHeroType()->getSpecialtyDescriptionTranslated(); + specImage->setFrame(curHero->getHeroType()->imageIndex); + specName->setText(curHero->getHeroType()->getSpecialtyNameTranslated()); tacticsButton = std::make_shared(Point(539, 483), AnimationPath::builtin("hsbtns8.def"), std::make_pair(heroscrn[26], heroscrn[31]), 0, EShortcut::HERO_TOGGLE_TACTICS); tacticsButton->addHoverText(EButtonState::HIGHLIGHTED, CGI->generaltexth->heroscrn[25]); diff --git a/client/windows/CKingdomInterface.cpp b/client/windows/CKingdomInterface.cpp index 9363cd2aa..6c99bbca6 100644 --- a/client/windows/CKingdomInterface.cpp +++ b/client/windows/CKingdomInterface.cpp @@ -300,7 +300,7 @@ int InfoBoxHeroData::getSubID() else return 0; case HERO_SPECIAL: - return hero->type->getIndex(); + return hero->getHeroTypeID().getNum(); case HERO_MANA: case HERO_EXPERIENCE: return 0; @@ -800,7 +800,7 @@ CTownItem::CTownItem(const CGTownInstance * Town) garr = std::make_shared(Point(313, 3), 4, Point(232,0), town->getUpperArmy(), town->visitingHero, true, true, CGarrisonInt::ESlotsLayout::TWO_ROWS); heroes = std::make_shared(town, Point(244,6), Point(475,6), garr, false); - size_t iconIndex = town->town->clientInfo.icons[town->hasFort()][town->built >= LOCPLINT->cb->getSettings().getInteger(EGameSettings::TOWNS_BUILDINGS_PER_TURN_CAP)]; + size_t iconIndex = town->getTown()->clientInfo.icons[town->hasFort()][town->built >= LOCPLINT->cb->getSettings().getInteger(EGameSettings::TOWNS_BUILDINGS_PER_TURN_CAP)]; picture = std::make_shared(AnimationPath::builtin("ITPT"), iconIndex, 0, 5, 6); openTown = std::make_shared(Rect(5, 6, 58, 64), town); @@ -823,8 +823,8 @@ CTownItem::CTownItem(const CGTownInstance * Town) if(town->hasBuilt(BuildingID::TAVERN)) LOCPLINT->showTavernWindow(town, nullptr, QueryID::NONE); }, [&]{ - if(!town->town->faction->getDescriptionTranslated().empty()) - CRClickPopup::createAndPush(town->town->faction->getDescriptionTranslated()); + if(!town->getTown()->faction->getDescriptionTranslated().empty()) + CRClickPopup::createAndPush(town->getFaction()->getDescriptionTranslated()); }); fastMarket = std::make_shared(Rect(153, 6, 65, 64), []() { diff --git a/client/windows/CMarketWindow.cpp b/client/windows/CMarketWindow.cpp index bf7661696..02b167575 100644 --- a/client/windows/CMarketWindow.cpp +++ b/client/windows/CMarketWindow.cpp @@ -192,7 +192,7 @@ std::string CMarketWindow::getMarketTitle(const ObjectInstanceID marketId, const { for(const auto & buildingId : town->getBuildings()) { - if(const auto building = town->town->buildings.at(buildingId); vstd::contains(building->marketModes, mode)) + if(const auto building = town->getTown()->buildings.at(buildingId); vstd::contains(building->marketModes, mode)) return building->getNameTranslated(); } } diff --git a/client/windows/GUIClasses.cpp b/client/windows/GUIClasses.cpp index e014d36a8..46406d4d4 100644 --- a/client/windows/GUIClasses.cpp +++ b/client/windows/GUIClasses.cpp @@ -522,9 +522,9 @@ CTavernWindow::CTavernWindow(const CGObjectInstance * TavernObj, const std::func recruit->block(true); } if(LOCPLINT->castleInt) - videoPlayer = std::make_shared(Point(70, 56), LOCPLINT->castleInt->town->town->clientInfo.tavernVideo, false); + videoPlayer = std::make_shared(Point(70, 56), LOCPLINT->castleInt->town->getTown()->clientInfo.tavernVideo, false); else if(const auto * townObj = dynamic_cast(TavernObj)) - videoPlayer = std::make_shared(Point(70, 56), townObj->town->clientInfo.tavernVideo, false); + videoPlayer = std::make_shared(Point(70, 56), townObj->getTown()->clientInfo.tavernVideo, false); else videoPlayer = std::make_shared(Point(70, 56), VideoPath::builtin("TAVERN.BIK"), false); @@ -548,7 +548,7 @@ void CTavernWindow::addInvite() if(!inviteableHeroes.empty()) { - int imageIndex = heroToInvite ? (*CGI->heroh)[heroToInvite->getHeroType()]->imageIndex : 156; // 156 => special id for random + int imageIndex = heroToInvite ? heroToInvite->getIconIndex() : 156; // 156 => special id for random if(!heroToInvite) heroToInvite = (*RandomGeneratorUtil::nextItem(inviteableHeroes, CRandomGenerator::getDefault())).second; @@ -563,7 +563,7 @@ void CTavernWindow::recruitb() const CGHeroInstance *toBuy = (selected ? h2 : h1)->h; const CGObjectInstance *obj = tavernObj; - LOCPLINT->cb->recruitHero(obj, toBuy, heroToInvite ? heroToInvite->getHeroType() : HeroTypeID::NONE); + LOCPLINT->cb->recruitHero(obj, toBuy, heroToInvite ? heroToInvite->getHeroTypeID() : HeroTypeID::NONE); close(); } @@ -963,7 +963,7 @@ CUniversityWindow::CUniversityWindow(const CGHeroInstance * _hero, BuildingID bu if(auto town = dynamic_cast(_market)) { - auto faction = town->town->faction->getId(); + auto faction = town->getTown()->faction->getId(); titlePic = std::make_shared((*CGI->townh)[faction]->town->clientInfo.buildingsIcons, building); } else if(auto uni = dynamic_cast(_market); uni->appearance) diff --git a/client/windows/QuickRecruitmentWindow.cpp b/client/windows/QuickRecruitmentWindow.cpp index 49f9be79d..cdbb80121 100644 --- a/client/windows/QuickRecruitmentWindow.cpp +++ b/client/windows/QuickRecruitmentWindow.cpp @@ -51,9 +51,9 @@ void QuickRecruitmentWindow::setCreaturePurchaseCards() { int availableAmount = getAvailableCreatures(); Point position = Point((pos.w - 100*availableAmount - 8*(availableAmount-1))/2,64); - for (int i = 0; i < town->town->creatures.size(); i++) + for (int i = 0; i < town->getTown()->creatures.size(); i++) { - if(!town->town->creatures.at(i).empty() && !town->creatures.at(i).second.empty() && town->creatures[i].first) + if(!town->getTown()->creatures.at(i).empty() && !town->creatures.at(i).second.empty() && town->creatures[i].first) { cards.push_back(std::make_shared(town->creatures[i].second, position, town->creatures[i].first, this)); position.x += 108; @@ -108,7 +108,7 @@ void QuickRecruitmentWindow::purchaseUnits() { int level = 0; int i = 0; - for(auto c : town->town->creatures) + for(auto c : town->getTown()->creatures) { for(auto c2 : c) if(c2 == selected->creatureOnTheCard->getId()) @@ -129,8 +129,8 @@ void QuickRecruitmentWindow::purchaseUnits() int QuickRecruitmentWindow::getAvailableCreatures() { int creaturesAmount = 0; - for (int i=0; i< town->town->creatures.size(); i++) - if(!town->town->creatures.at(i).empty() && !town->creatures.at(i).second.empty() && town->creatures[i].first) + for (int i=0; i< town->getTown()->creatures.size(); i++) + if(!town->getTown()->creatures.at(i).empty() && !town->creatures.at(i).second.empty() && town->creatures[i].first) creaturesAmount++; return creaturesAmount; } diff --git a/include/vcmi/Entity.h b/include/vcmi/Entity.h index 406a879b5..b00a61525 100644 --- a/include/vcmi/Entity.h +++ b/include/vcmi/Entity.h @@ -26,7 +26,7 @@ class DLL_LINKAGE INativeTerrainProvider { public: virtual TerrainId getNativeTerrain() const = 0; - virtual FactionID getFaction() const = 0; + virtual FactionID getFactionID() const = 0; virtual bool isNativeTerrain(TerrainId terrain) const; }; diff --git a/lib/BasicTypes.cpp b/lib/BasicTypes.cpp index a294a14a2..fecc59c7d 100644 --- a/lib/BasicTypes.cpp +++ b/lib/BasicTypes.cpp @@ -38,7 +38,7 @@ TerrainId AFactionMember::getNativeTerrain() const //this code is used in the CreatureTerrainLimiter::limit to setup battle bonuses //and in the CGHeroInstance::getNativeTerrain() to setup movement bonuses or/and penalties. return getBonusBearer()->hasBonus(selectorNoTerrainPenalty, cachingStringNoTerrainPenalty) - ? TerrainId::ANY_TERRAIN : VLC->factions()->getById(getFaction())->getNativeTerrain(); + ? TerrainId::ANY_TERRAIN : getFactionID().toEntity(VLC)->getNativeTerrain(); } int32_t AFactionMember::magicResistance() const diff --git a/lib/CCreatureHandler.cpp b/lib/CCreatureHandler.cpp index f34608fd2..2eed440ed 100644 --- a/lib/CCreatureHandler.cpp +++ b/lib/CCreatureHandler.cpp @@ -117,7 +117,7 @@ int32_t CCreature::getHorde() const return hordeGrowth; } -FactionID CCreature::getFaction() const +FactionID CCreature::getFactionID() const { return FactionID(faction); } diff --git a/lib/CCreatureHandler.h b/lib/CCreatureHandler.h index 7b09b8d65..0e6c8011b 100644 --- a/lib/CCreatureHandler.h +++ b/lib/CCreatureHandler.h @@ -127,7 +127,7 @@ public: std::string getNamePluralTextID() const override; std::string getNameSingularTextID() const override; - FactionID getFaction() const override; + FactionID getFactionID() const override; int32_t getIndex() const override; int32_t getIconIndex() const override; std::string getJsonKey() const override; diff --git a/lib/CCreatureSet.cpp b/lib/CCreatureSet.cpp index 69040009d..5de5a3420 100644 --- a/lib/CCreatureSet.cpp +++ b/lib/CCreatureSet.cpp @@ -912,10 +912,10 @@ void CStackInstance::serializeJson(JsonSerializeFormat & handler) } } -FactionID CStackInstance::getFaction() const +FactionID CStackInstance::getFactionID() const { if(type) - return type->getFaction(); + return type->getFactionID(); return FactionID::NEUTRAL; } diff --git a/lib/CCreatureSet.h b/lib/CCreatureSet.h index d20fee553..75b377a11 100644 --- a/lib/CCreatureSet.h +++ b/lib/CCreatureSet.h @@ -106,7 +106,7 @@ public: //IConstBonusProvider const IBonusBearer* getBonusBearer() const override; //INativeTerrainProvider - FactionID getFaction() const override; + FactionID getFactionID() const override; virtual ui64 getPower() const; CCreature::CreatureQuantityId getQuantityID() const; diff --git a/lib/CGameInfoCallback.cpp b/lib/CGameInfoCallback.cpp index fa5fe231d..b6017df9d 100644 --- a/lib/CGameInfoCallback.cpp +++ b/lib/CGameInfoCallback.cpp @@ -381,7 +381,7 @@ bool CGameInfoCallback::getHeroInfo(const CGObjectInstance * hero, InfoAboutHero for(const auto & creature : VLC->creh->objects) { - if(creature->getFaction() == factionIndex && static_cast(creature->getAIValue()) > maxAIValue) + if(creature->getFactionID() == factionIndex && static_cast(creature->getAIValue()) > maxAIValue) { maxAIValue = creature->getAIValue(); mostStrong = creature.get(); @@ -575,10 +575,10 @@ EBuildingState CGameInfoCallback::canBuildStructure( const CGTownInstance *t, Bu { ERROR_RET_VAL_IF(!canGetFullInfo(t), "Town is not owned!", EBuildingState::TOWN_NOT_OWNED); - if(!t->town->buildings.count(ID)) + if(!t->getTown()->buildings.count(ID)) return EBuildingState::BUILDING_ERROR; - const CBuilding * building = t->town->buildings.at(ID); + const CBuilding * building = t->getTown()->buildings.at(ID); if(t->hasBuilt(ID)) //already built diff --git a/lib/battle/CUnitState.cpp b/lib/battle/CUnitState.cpp index 131fc2a23..737a9813f 100644 --- a/lib/battle/CUnitState.cpp +++ b/lib/battle/CUnitState.cpp @@ -416,9 +416,9 @@ int32_t CUnitState::creatureIconIndex() const return unitType()->getIconIndex(); } -FactionID CUnitState::getFaction() const +FactionID CUnitState::getFactionID() const { - return unitType()->getFaction(); + return unitType()->getFactionID(); } int32_t CUnitState::getCasterUnitId() const diff --git a/lib/battle/CUnitState.h b/lib/battle/CUnitState.h index b5451ba89..9bb9570a1 100644 --- a/lib/battle/CUnitState.h +++ b/lib/battle/CUnitState.h @@ -253,7 +253,7 @@ public: void localInit(const IUnitEnvironment * env_); void serializeJson(JsonSerializeFormat & handler); - FactionID getFaction() const override; + FactionID getFactionID() const override; void afterAttack(bool ranged, bool counter); diff --git a/lib/bonuses/Limiters.cpp b/lib/bonuses/Limiters.cpp index 4f1786a20..914081139 100644 --- a/lib/bonuses/Limiters.cpp +++ b/lib/bonuses/Limiters.cpp @@ -300,15 +300,15 @@ ILimiter::EDecision FactionLimiter::limit(const BonusLimitationContext &context) if(bearer) { if(faction != FactionID::DEFAULT) - return bearer->getFaction() == faction ? ILimiter::EDecision::ACCEPT : ILimiter::EDecision::DISCARD; + return bearer->getFactionID() == faction ? ILimiter::EDecision::ACCEPT : ILimiter::EDecision::DISCARD; switch(context.b.source) { case BonusSource::CREATURE_ABILITY: - return bearer->getFaction() == context.b.sid.as().toCreature()->getFaction() ? ILimiter::EDecision::ACCEPT : ILimiter::EDecision::DISCARD; + return bearer->getFactionID() == context.b.sid.as().toCreature()->getFactionID() ? ILimiter::EDecision::ACCEPT : ILimiter::EDecision::DISCARD; case BonusSource::TOWN_STRUCTURE: - return bearer->getFaction() == context.b.sid.as().getFaction() ? ILimiter::EDecision::ACCEPT : ILimiter::EDecision::DISCARD; + return bearer->getFactionID() == context.b.sid.as().getFaction() ? ILimiter::EDecision::ACCEPT : ILimiter::EDecision::DISCARD; //TODO: other sources of bonuses } diff --git a/lib/campaign/CampaignState.cpp b/lib/campaign/CampaignState.cpp index 132d6e904..89d4eed8c 100644 --- a/lib/campaign/CampaignState.cpp +++ b/lib/campaign/CampaignState.cpp @@ -351,14 +351,14 @@ void CampaignState::setCurrentMapAsConquered(std::vector heroe { JsonNode node = CampaignState::crossoverSerialize(hero); - if (reservedHeroes.count(hero->getHeroType())) + if (reservedHeroes.count(hero->getHeroTypeID())) { - logGlobal->info("Hero crossover: %d (%s) exported to global pool", hero->getHeroType(), hero->getNameTranslated()); - globalHeroPool[hero->getHeroType()] = node; + logGlobal->info("Hero crossover: %d (%s) exported to global pool", hero->getHeroTypeID(), hero->getNameTranslated()); + globalHeroPool[hero->getHeroTypeID()] = node; } else { - logGlobal->info("Hero crossover: %d (%s) exported to scenario pool", hero->getHeroType(), hero->getNameTranslated()); + logGlobal->info("Hero crossover: %d (%s) exported to scenario pool", hero->getHeroTypeID(), hero->getNameTranslated()); scenarioHeroPool[*currentMap].push_back(node); } } diff --git a/lib/entities/faction/CFaction.cpp b/lib/entities/faction/CFaction.cpp index 4ed5d1ad2..3ef88afae 100644 --- a/lib/entities/faction/CFaction.cpp +++ b/lib/entities/faction/CFaction.cpp @@ -92,7 +92,7 @@ FactionID CFaction::getId() const return FactionID(index); } -FactionID CFaction::getFaction() const +FactionID CFaction::getFactionID() const { return FactionID(index); } diff --git a/lib/entities/faction/CFaction.h b/lib/entities/faction/CFaction.h index 294a77529..27d6a2239 100644 --- a/lib/entities/faction/CFaction.h +++ b/lib/entities/faction/CFaction.h @@ -39,7 +39,7 @@ class DLL_LINKAGE CFaction : public Faction FactionID index = FactionID::NEUTRAL; - FactionID getFaction() const override; //This function should not be used + FactionID getFactionID() const override; //This function should not be used public: TerrainId nativeTerrain; diff --git a/lib/gameState/CGameState.cpp b/lib/gameState/CGameState.cpp index d0cd98fae..7bba1770d 100644 --- a/lib/gameState/CGameState.cpp +++ b/lib/gameState/CGameState.cpp @@ -599,7 +599,7 @@ void CGameState::initHeroes() } hero->initHero(getRandomGenerator()); - map->allHeroes[hero->getHeroType().getNum()] = hero; + map->allHeroes[hero->getHeroTypeID().getNum()] = hero; } // generate boats for all heroes on water @@ -629,20 +629,20 @@ void CGameState::initHeroes() { auto * hero = dynamic_cast(obj.get()); hero->initHero(getRandomGenerator()); - map->allHeroes[hero->getHeroType().getNum()] = hero; + map->allHeroes[hero->getHeroTypeID().getNum()] = hero; } } std::set heroesToCreate = getUnusedAllowedHeroes(); //ids of heroes to be created and put into the pool for(auto ph : map->predefinedHeroes) { - if(!vstd::contains(heroesToCreate, ph->getHeroType())) + if(!vstd::contains(heroesToCreate, ph->getHeroTypeID())) continue; ph->initHero(getRandomGenerator()); heroesPool->addHeroToPool(ph); - heroesToCreate.erase(ph->type->getId()); + heroesToCreate.erase(ph->getHeroTypeID()); - map->allHeroes[ph->getHeroType().getNum()] = ph; + map->allHeroes[ph->getHeroTypeID().getNum()] = ph; } for(const HeroTypeID & htype : heroesToCreate) //all not used allowed heroes go with default state into the pool @@ -756,12 +756,12 @@ void CGameState::initTownNames() for(auto & vti : map->towns) { - assert(vti->town); + assert(vti->getTown()); if(!vti->getNameTextID().empty()) continue; - FactionID faction = vti->getFaction(); + FactionID faction = vti->getFactionID(); if(availableNames.empty()) { @@ -798,8 +798,8 @@ void CGameState::initTowns() for (auto & vti : map->towns) { - assert(vti->town); - assert(vti->town->creatures.size() <= GameConstants::CREATURES_PER_TOWN); + assert(vti->getTown()); + assert(vti->getTown()->creatures.size() <= GameConstants::CREATURES_PER_TOWN); constexpr std::array basicDwellings = { BuildingID::DWELL_FIRST, BuildingID::DWELL_LVL_2, BuildingID::DWELL_LVL_3, BuildingID::DWELL_LVL_4, BuildingID::DWELL_LVL_5, BuildingID::DWELL_LVL_6, BuildingID::DWELL_LVL_7, BuildingID::DWELL_LVL_8 }; constexpr std::array upgradedDwellings = { BuildingID::DWELL_UP_FIRST, BuildingID::DWELL_LVL_2_UP, BuildingID::DWELL_LVL_3_UP, BuildingID::DWELL_LVL_4_UP, BuildingID::DWELL_LVL_5_UP, BuildingID::DWELL_LVL_6_UP, BuildingID::DWELL_LVL_7_UP, BuildingID::DWELL_LVL_8_UP }; @@ -828,7 +828,7 @@ void CGameState::initTowns() vti->addBuilding(BuildingID::VILLAGE_HALL); //init hordes - for (int i = 0; i < vti->town->creatures.size(); i++) + for (int i = 0; i < vti->getTown()->creatures.size(); i++) { if(vti->hasBuilt(hordes[i])) //if we have horde for this level { @@ -894,7 +894,7 @@ void CGameState::initTowns() int sel = -1; for(ui32 ps=0;pspossibleSpells.size();ps++) - total += vti->possibleSpells[ps].toSpell()->getProbability(vti->getFaction()); + total += vti->possibleSpells[ps].toSpell()->getProbability(vti->getFactionID()); if (total == 0) // remaining spells have 0 probability break; @@ -902,7 +902,7 @@ void CGameState::initTowns() auto r = getRandomGenerator().nextInt(total - 1); for(ui32 ps=0; pspossibleSpells.size();ps++) { - r -= vti->possibleSpells[ps].toSpell()->getProbability(vti->getFaction()); + r -= vti->possibleSpells[ps].toSpell()->getProbability(vti->getFactionID()); if(r<0) { sel = ps; @@ -1655,18 +1655,13 @@ std::set CGameState::getUnusedAllowedHeroes(bool alsoIncludeNotAllow } for(auto hero : map->heroesOnMap) //heroes instances initialization - { - if(hero->type) - ret -= hero->type->getId(); - else - ret -= hero->getHeroType(); - } + ret -= hero->getHeroTypeID(); for(auto obj : map->objects) //prisons { auto * hero = dynamic_cast(obj.get()); if(hero && hero->ID == Obj::PRISON) - ret -= hero->getHeroType(); + ret -= hero->getHeroTypeID(); } return ret; @@ -1690,7 +1685,7 @@ CGHeroInstance * CGameState::getUsedHero(const HeroTypeID & hid) const auto * hero = dynamic_cast(obj.get()); assert(hero); - if (hero->getHeroType() == hid) + if (hero->getHeroTypeID() == hid) return hero; } diff --git a/lib/gameState/CGameStateCampaign.cpp b/lib/gameState/CGameStateCampaign.cpp index b4bf3678c..2178da654 100644 --- a/lib/gameState/CGameStateCampaign.cpp +++ b/lib/gameState/CGameStateCampaign.cpp @@ -86,7 +86,7 @@ void CGameStateCampaign::trimCrossoverHeroesParameters(const CampaignTravel & tr .And(Selector::subtype()(BonusSubtypeID(g))) .And(Selector::sourceType()(BonusSource::HERO_BASE_SKILL)); - hero.hero->getLocalBonus(sel)->val = hero.hero->type->heroClass->primarySkillInitial[g.getNum()]; + hero.hero->getLocalBonus(sel)->val = hero.hero->getHeroClass()->primarySkillInitial[g.getNum()]; } } } @@ -96,7 +96,7 @@ void CGameStateCampaign::trimCrossoverHeroesParameters(const CampaignTravel & tr //trimming sec skills for(auto & hero : campaignHeroReplacements) { - hero.hero->secSkills = hero.hero->type->secSkillsInit; + hero.hero->secSkills = hero.hero->getHeroType()->secSkillsInit; hero.hero->recreateSecondarySkillsBonuses(); } } @@ -240,7 +240,7 @@ void CGameStateCampaign::placeCampaignHeroes() for(auto & replacement : campaignHeroReplacements) if (replacement.heroPlaceholderId.hasValue()) - heroesToRemove.insert(replacement.hero->getHeroType()); + heroesToRemove.insert(replacement.hero->getHeroTypeID()); for(auto & heroID : heroesToRemove) { @@ -369,8 +369,8 @@ void CGameStateCampaign::replaceHeroesPlaceholders() if(heroPlaceholder->tempOwner.isValidPlayer()) heroToPlace->tempOwner = heroPlaceholder->tempOwner; heroToPlace->setAnchorPos(heroPlaceholder->anchorPos()); - heroToPlace->type = heroToPlace->getHeroType().toHeroType(); - heroToPlace->appearance = VLC->objtypeh->getHandlerFor(Obj::HERO, heroToPlace->type->heroClass->getIndex())->getTemplates().front(); + heroToPlace->setHeroType(heroToPlace->getHeroTypeID()); + heroToPlace->appearance = VLC->objtypeh->getHandlerFor(Obj::HERO, heroToPlace->getHeroTypeID())->getTemplates().front(); gameState->map->removeBlockVisTiles(heroPlaceholder, true); gameState->map->objects[heroPlaceholder->id.getNum()] = nullptr; @@ -563,7 +563,7 @@ void CGameStateCampaign::initHeroes() { for (auto & hero : heroes) { - if (hero->getHeroType().getNum() == chosenBonus->info1) + if (hero->getHeroTypeID().getNum() == chosenBonus->info1) { giveCampaignBonusToHero(hero); break; @@ -662,7 +662,7 @@ void CGameStateCampaign::initTowns() if(gameState->scenarioOps->campState->formatVCMI()) newBuilding = BuildingID(chosenBonus->info1); else - newBuilding = CBuildingHandler::campToERMU(chosenBonus->info1, town->getFaction(), town->getBuildings()); + newBuilding = CBuildingHandler::campToERMU(chosenBonus->info1, town->getFactionID(), town->getBuildings()); // Build granted building & all prerequisites - e.g. Mages Guild Lvl 3 should also give Mages Guild Lvl 1 & 2 while(true) @@ -675,7 +675,7 @@ void CGameStateCampaign::initTowns() town->addBuilding(newBuilding); - auto building = town->town->buildings.at(newBuilding); + auto building = town->getTown()->buildings.at(newBuilding); newBuilding = building->upgrade; } break; diff --git a/lib/gameState/GameStatistics.cpp b/lib/gameState/GameStatistics.cpp index 237da8f54..6e1c95e85 100644 --- a/lib/gameState/GameStatistics.cpp +++ b/lib/gameState/GameStatistics.cpp @@ -381,7 +381,7 @@ float Statistic::getTownBuiltRatio(const PlayerState * ps) for(const auto & t : ps->getTowns()) { built += t->getBuildings().size(); - for(const auto & b : t->town->buildings) + for(const auto & b : t->getTown()->buildings) if(!t->forbiddenBuildings.count(b.first)) total += 1; } diff --git a/lib/gameState/InfoAboutArmy.cpp b/lib/gameState/InfoAboutArmy.cpp index cc3bdc205..cb6ad5e95 100644 --- a/lib/gameState/InfoAboutArmy.cpp +++ b/lib/gameState/InfoAboutArmy.cpp @@ -115,7 +115,7 @@ void InfoAboutHero::initFromHero(const CGHeroInstance *h, InfoAboutHero::EInfoLe initFromArmy(h, detailed); - hclass = h->type->heroClass; + hclass = h->getHeroClass(); name = h->getNameTranslated(); portraitSource = h->getPortraitSource(); diff --git a/lib/gameState/TavernHeroesPool.cpp b/lib/gameState/TavernHeroesPool.cpp index bafaf28b0..44d085c13 100644 --- a/lib/gameState/TavernHeroesPool.cpp +++ b/lib/gameState/TavernHeroesPool.cpp @@ -25,7 +25,7 @@ std::map TavernHeroesPool::unusedHeroesFromPool() c { std::map pool = heroesPool; for(const auto & slot : currentTavern) - pool.erase(slot.hero->getHeroType()); + pool.erase(slot.hero->getHeroTypeID()); return pool; } @@ -34,7 +34,7 @@ TavernSlotRole TavernHeroesPool::getSlotRole(HeroTypeID hero) const { for (auto const & slot : currentTavern) { - if (slot.hero->getHeroType() == hero) + if (slot.hero->getHeroTypeID() == hero) return slot.role; } return TavernSlotRole::NONE; @@ -106,7 +106,7 @@ CGHeroInstance * TavernHeroesPool::takeHeroFromPool(HeroTypeID hero) heroesPool.erase(hero); vstd::erase_if(currentTavern, [&](const TavernSlot & entry){ - return entry.hero->type->getId() == hero; + return entry.hero->getHeroTypeID() == hero; }); assert(result); @@ -138,7 +138,7 @@ void TavernHeroesPool::onNewDay() void TavernHeroesPool::addHeroToPool(CGHeroInstance * hero) { - heroesPool[hero->getHeroType()] = hero; + heroesPool[hero->getHeroTypeID()] = hero; } void TavernHeroesPool::setAvailability(HeroTypeID hero, std::set mask) diff --git a/lib/mapObjectConstructors/CommonConstructors.cpp b/lib/mapObjectConstructors/CommonConstructors.cpp index d90ac8ef2..421d2565f 100644 --- a/lib/mapObjectConstructors/CommonConstructors.cpp +++ b/lib/mapObjectConstructors/CommonConstructors.cpp @@ -96,7 +96,6 @@ bool CTownInstanceConstructor::objectFilter(const CGObjectInstance * object, std void CTownInstanceConstructor::initializeObject(CGTownInstance * obj) const { - obj->town = faction->town; obj->tempOwner = PlayerColor::NEUTRAL; } @@ -144,7 +143,7 @@ bool CHeroInstanceConstructor::objectFilter(const CGObjectInstance * object, std auto heroTest = [&](const HeroTypeID & id) { - return hero->type->getId() == id; + return hero->getHeroTypeID() == id; }; if(filters.count(templ->stringID)) @@ -154,11 +153,6 @@ bool CHeroInstanceConstructor::objectFilter(const CGObjectInstance * object, std return false; } -void CHeroInstanceConstructor::initializeObject(CGHeroInstance * obj) const -{ - obj->type = nullptr; //FIXME: set to valid value. somehow. -} - void CHeroInstanceConstructor::randomizeObject(CGHeroInstance * object, vstd::RNG & rng) const { diff --git a/lib/mapObjectConstructors/CommonConstructors.h b/lib/mapObjectConstructors/CommonConstructors.h index d7ce61f5e..2089acdf7 100644 --- a/lib/mapObjectConstructors/CommonConstructors.h +++ b/lib/mapObjectConstructors/CommonConstructors.h @@ -81,7 +81,6 @@ public: const CHeroClass * heroClass = nullptr; std::map> filters; - void initializeObject(CGHeroInstance * object) const override; void randomizeObject(CGHeroInstance * object, vstd::RNG & rng) const override; void afterLoadFinalization() override; diff --git a/lib/mapObjects/CArmedInstance.cpp b/lib/mapObjects/CArmedInstance.cpp index 5a8b0cae8..23d026cd9 100644 --- a/lib/mapObjects/CArmedInstance.cpp +++ b/lib/mapObjects/CArmedInstance.cpp @@ -78,7 +78,7 @@ void CArmedInstance::updateMoraleBonusFromArmy() const CStackInstance * inst = slot.second; const auto * creature = inst->getCreatureID().toEntity(VLC); - factions.insert(creature->getFaction()); + factions.insert(creature->getFactionID()); // Check for undead flag instead of faction (undead mummies are neutral) if (!hasUndead) { diff --git a/lib/mapObjects/CGCreature.cpp b/lib/mapObjects/CGCreature.cpp index 3ebead8cb..2d595bd5f 100644 --- a/lib/mapObjects/CGCreature.cpp +++ b/lib/mapObjects/CGCreature.cpp @@ -45,7 +45,7 @@ std::string CGCreature::getHoverText(PlayerColor player) const else ms.appendLocalString(EMetaText::ARRAY_TXT, quantityTextIndex); ms.appendRawString(" "); - ms.appendNamePlural(getCreature()); + ms.appendNamePlural(getCreatureID()); return ms.toString(); } @@ -57,7 +57,7 @@ std::string CGCreature::getHoverText(const CGHeroInstance * hero) const MetaString ms; ms.appendNumber(stacks.begin()->second->count); ms.appendRawString(" "); - ms.appendName(getCreature(), stacks.begin()->second->count); + ms.appendName(getCreatureID(), stacks.begin()->second->count); return ms.toString(); } else @@ -69,11 +69,11 @@ std::string CGCreature::getHoverText(const CGHeroInstance * hero) const std::string CGCreature::getMonsterLevelText() const { std::string monsterLevel = VLC->generaltexth->translate("vcmi.adventureMap.monsterLevel"); - bool isRanged = VLC->creatures()->getById(getCreature())->getBonusBearer()->hasBonusOfType(BonusType::SHOOTER); + bool isRanged = getCreature()->getBonusBearer()->hasBonusOfType(BonusType::SHOOTER); std::string attackTypeKey = isRanged ? "vcmi.adventureMap.monsterRangedType" : "vcmi.adventureMap.monsterMeleeType"; std::string attackType = VLC->generaltexth->translate(attackTypeKey); - boost::replace_first(monsterLevel, "%TOWN", (*VLC->townh)[VLC->creatures()->getById(getCreature())->getFaction()]->getNameTranslated()); - boost::replace_first(monsterLevel, "%LEVEL", std::to_string(VLC->creatures()->getById(getCreature())->getLevel())); + boost::replace_first(monsterLevel, "%TOWN", getCreature()->getFactionID().toEntity(VLC)->getNameTranslated()); + boost::replace_first(monsterLevel, "%LEVEL", std::to_string(getCreature()->getLevel())); boost::replace_first(monsterLevel, "%ATTACK_TYPE", attackType); return monsterLevel; } @@ -150,7 +150,7 @@ std::string CGCreature::getPopupText(PlayerColor player) const std::vector CGCreature::getPopupComponents(PlayerColor player) const { return { - Component(ComponentType::CREATURE, getCreature()) + Component(ComponentType::CREATURE, getCreatureID()) }; } @@ -182,7 +182,7 @@ void CGCreature::onHeroVisit( const CGHeroInstance * h ) const BlockingDialog ynd(true,false); ynd.player = h->tempOwner; ynd.text.appendLocalString(EMetaText::ADVOB_TXT, 86); - ynd.text.replaceName(getCreature(), getStackCount(SlotID(0))); + ynd.text.replaceName(getCreatureID(), getStackCount(SlotID(0))); cb->showBlockingDialog(this, &ynd); break; } @@ -197,7 +197,7 @@ void CGCreature::onHeroVisit( const CGHeroInstance * h ) const std::string tmp = VLC->generaltexth->advobtxt[90]; boost::algorithm::replace_first(tmp, "%d", std::to_string(getStackCount(SlotID(0)))); boost::algorithm::replace_first(tmp, "%d", std::to_string(action)); - boost::algorithm::replace_first(tmp,"%s",VLC->creatures()->getById(getCreature())->getNamePluralTranslated()); + boost::algorithm::replace_first(tmp,"%s",getCreature()->getNamePluralTranslated()); ynd.text.appendRawString(tmp); cb->showBlockingDialog(this, &ynd); break; @@ -205,11 +205,16 @@ void CGCreature::onHeroVisit( const CGHeroInstance * h ) const } } -CreatureID CGCreature::getCreature() const +CreatureID CGCreature::getCreatureID() const { return CreatureID(getObjTypeIndex().getNum()); } +const CCreature * CGCreature::getCreature() const +{ + return getCreatureID().toCreature(); +} + void CGCreature::pickRandomObject(vstd::RNG & rand) { switch(ID.toEnum()) @@ -279,7 +284,7 @@ void CGCreature::initObj(vstd::RNG & rand) stacks[SlotID(0)]->setType(getCreature()); TQuantity &amount = stacks[SlotID(0)]->count; - const Creature * c = VLC->creatures()->getById(getCreature()); + const Creature * c = getCreature(); if(amount == 0) { amount = rand.nextInt(c->getAdvMapAmountMin(), c->getAdvMapAmountMax()); @@ -353,8 +358,8 @@ int CGCreature::takenAction(const CGHeroInstance *h, bool allowJoin) const for(const auto & elem : h->Slots()) { - bool isOurUpgrade = vstd::contains(getCreature().toCreature()->upgrades, elem.second->getCreatureID()); - bool isOurDowngrade = vstd::contains(elem.second->type->upgrades, getCreature()); + bool isOurUpgrade = vstd::contains(getCreature()->upgrades, elem.second->getCreatureID()); + bool isOurDowngrade = vstd::contains(elem.second->type->upgrades, getCreatureID()); if(isOurUpgrade || isOurDowngrade) count += elem.second->count; @@ -380,7 +385,7 @@ int CGCreature::takenAction(const CGHeroInstance *h, bool allowJoin) const if(diplomacy * 2 + sympathy + 1 >= character) { - int32_t recruitCost = VLC->creatures()->getById(getCreature())->getRecruitCost(EGameResID::GOLD); + int32_t recruitCost = getCreature()->getRecruitCost(EGameResID::GOLD); int32_t stackCount = getStackCount(SlotID(0)); return recruitCost * stackCount; //join for gold } @@ -493,7 +498,7 @@ void CGCreature::flee( const CGHeroInstance * h ) const BlockingDialog ynd(true,false); ynd.player = h->tempOwner; ynd.text.appendLocalString(EMetaText::ADVOB_TXT,91); - ynd.text.replaceName(getCreature(), getStackCount(SlotID(0))); + ynd.text.replaceName(getCreatureID(), getStackCount(SlotID(0))); cb->showBlockingDialog(this, &ynd); } @@ -513,7 +518,7 @@ void CGCreature::battleFinished(const CGHeroInstance *hero, const BattleResult & { //merge stacks into one TSlots::const_iterator i; - const CCreature * cre = getCreature().toCreature(); + const CCreature * cre = getCreature(); for(i = stacks.begin(); i != stacks.end(); i++) { if(cre->isMyUpgrade(i->second->type)) diff --git a/lib/mapObjects/CGCreature.h b/lib/mapObjects/CGCreature.h index a8c32fb8b..daa554a2e 100644 --- a/lib/mapObjects/CGCreature.h +++ b/lib/mapObjects/CGCreature.h @@ -49,7 +49,8 @@ public: void newTurn(vstd::RNG & rand) const override; void battleFinished(const CGHeroInstance *hero, const BattleResult &result) const override; void blockingDialogAnswered(const CGHeroInstance *hero, int32_t answer) const override; - CreatureID getCreature() const; + CreatureID getCreatureID() const; + const CCreature * getCreature() const; //stack formation depends on position, bool containsUpgradedStack() const; diff --git a/lib/mapObjects/CGDwelling.cpp b/lib/mapObjects/CGDwelling.cpp index 51dd897e3..638480ed2 100644 --- a/lib/mapObjects/CGDwelling.cpp +++ b/lib/mapObjects/CGDwelling.cpp @@ -93,7 +93,7 @@ FactionID CGDwelling::randomizeFaction(vstd::RNG & rand) assert(linkedTown->ID == Obj::TOWN); if(linkedTown->ID==Obj::TOWN) - return linkedTown->getFaction(); + return linkedTown->getFactionID(); } if(!randomizationInfo->allowedFactions.empty()) diff --git a/lib/mapObjects/CGHeroInstance.cpp b/lib/mapObjects/CGHeroInstance.cpp index 080285a96..caaf5081a 100644 --- a/lib/mapObjects/CGHeroInstance.cpp +++ b/lib/mapObjects/CGHeroInstance.cpp @@ -116,9 +116,9 @@ ui32 CGHeroInstance::getTileMovementCost(const TerrainTile & dest, const Terrain return static_cast(ret); } -FactionID CGHeroInstance::getFaction() const +FactionID CGHeroInstance::getFactionID() const { - return FactionID(type->heroClass->faction); + return getHeroClass()->faction; } const IBonusBearer* CGHeroInstance::getBonusBearer() const @@ -229,10 +229,10 @@ bool CGHeroInstance::canLearnSkill(const SecondarySkill & which) const if (getSecSkillLevel(which) > 0) return false; - if (type->heroClass->secSkillProbability.count(which) == 0) + if (getHeroClass()->secSkillProbability.count(which) == 0) return false; - if (type->heroClass->secSkillProbability.at(which) == 0) + if (getHeroClass()->secSkillProbability.at(which) == 0) return false; return true; @@ -282,7 +282,6 @@ int CGHeroInstance::movementPointsLimitCached(bool onLand, const TurnInfo * ti) CGHeroInstance::CGHeroInstance(IGameCallback * cb) : CArmedInstance(cb), - type(nullptr), tacticFormationEnabled(false), inTownGarrison(false), moveDir(4), @@ -303,14 +302,30 @@ PlayerColor CGHeroInstance::getOwner() const return tempOwner; } -HeroTypeID CGHeroInstance::getHeroType() const +const CHeroClass * CGHeroInstance::getHeroClass() const { + return getHeroType()->heroClass; +} + +HeroClassID CGHeroInstance::getHeroClassID() const +{ + return getHeroType()->heroClass->getId(); +} + +const CHero * CGHeroInstance::getHeroType() const +{ + return getHeroTypeID().toHeroType(); +} + +HeroTypeID CGHeroInstance::getHeroTypeID() const +{ + if (ID == Obj::RANDOM_HERO) + return HeroTypeID::NONE; return HeroTypeID(getObjTypeIndex().getNum()); } void CGHeroInstance::setHeroType(HeroTypeID heroType) { - assert(type == nullptr); subID = heroType; } @@ -323,16 +338,14 @@ void CGHeroInstance::initHero(vstd::RNG & rand, const HeroTypeID & SUBID) void CGHeroInstance::initHero(vstd::RNG & rand) { assert(validTypes(true)); - if(!type) - type = getHeroType().toHeroType(); - + if (ID == Obj::HERO) - appearance = VLC->objtypeh->getHandlerFor(Obj::HERO, type->heroClass->getIndex())->getTemplates().front(); + appearance = VLC->objtypeh->getHandlerFor(Obj::HERO, getHeroClass()->getIndex())->getTemplates().front(); if(!vstd::contains(spells, SpellID::PRESET)) { // hero starts with default spells - for(const auto & spellID : type->spells) + for(const auto & spellID : getHeroType()->spells) spells.insert(spellID); } else //remove placeholder @@ -341,7 +354,7 @@ void CGHeroInstance::initHero(vstd::RNG & rand) if(!vstd::contains(spells, SpellID::SPELLBOOK_PRESET)) { // hero starts with default spellbook presence status - if(!getArt(ArtifactPosition::SPELLBOOK) && type->haveSpellBook) + if(!getArt(ArtifactPosition::SPELLBOOK) && getHeroType()->haveSpellBook) { auto artifact = ArtifactUtils::createArtifact(ArtifactID::SPELLBOOK); putArtifact(ArtifactPosition::SPELLBOOK, artifact); @@ -360,14 +373,14 @@ void CGHeroInstance::initHero(vstd::RNG & rand) { for(int g=0; g(g), type->heroClass->primarySkillInitial[g]); + pushPrimSkill(static_cast(g), getHeroClass()->primarySkillInitial[g]); } } if(secSkills.size() == 1 && secSkills[0] == std::pair(SecondarySkill::NONE, -1)) //set secondary skills to default - secSkills = type->secSkillsInit; + secSkills = getHeroType()->secSkillsInit; if (gender == EHeroGender::DEFAULT) - gender = type->gender; + gender = getHeroType()->gender; setFormation(EArmyFormation::LOOSE); if (!stacksCount()) //standard army//initial army @@ -403,9 +416,9 @@ void CGHeroInstance::initHero(vstd::RNG & rand) addNewBonus(bonus); } - if (cb->getSettings().getBoolean(EGameSettings::MODULE_COMMANDERS) && !commander && type->heroClass->commander.hasValue()) + if (cb->getSettings().getBoolean(EGameSettings::MODULE_COMMANDERS) && !commander && getHeroClass()->commander.hasValue()) { - commander = new CCommanderInstance(type->heroClass->commander); + commander = new CCommanderInstance(getHeroClass()->commander); commander->setArmyObj (castToArmyObj()); //TODO: separate function for setting commanders commander->giveStackExp (exp); //after our exp is set } @@ -413,7 +426,7 @@ void CGHeroInstance::initHero(vstd::RNG & rand) skillsInfo = SecondarySkillsInfo(); //copy active (probably growing) bonuses from hero prototype to hero object - for(const std::shared_ptr & b : type->specialty) + for(const std::shared_ptr & b : getHeroType()->specialty) addNewBonus(b); //initialize bonuses @@ -433,14 +446,14 @@ void CGHeroInstance::initArmy(vstd::RNG & rand, IArmyDescriptor * dst) auto stacksCountChances = cb->getSettings().getVector(EGameSettings::HEROES_STARTING_STACKS_CHANCES); int stacksCountInitRandomNumber = rand.nextInt(1, 100); - size_t maxStacksCount = std::min(stacksCountChances.size(), type->initialArmy.size()); + size_t maxStacksCount = std::min(stacksCountChances.size(), getHeroType()->initialArmy.size()); for(int stackNo=0; stackNo < maxStacksCount; stackNo++) { if (stacksCountInitRandomNumber > stacksCountChances[stackNo]) continue; - auto & stack = type->initialArmy[stackNo]; + auto & stack = getHeroType()->initialArmy[stackNo]; int count = rand.nextInt(stack.minAmount, stack.maxAmount); @@ -588,11 +601,11 @@ std::string CGHeroInstance::getMovementPointsTextIfOwner(PlayerColor player) con ui8 CGHeroInstance::maxlevelsToMagicSchool() const { - return type->heroClass->isMagicHero() ? 3 : 4; + return getHeroClass()->isMagicHero() ? 3 : 4; } ui8 CGHeroInstance::maxlevelsToWisdom() const { - return type->heroClass->isMagicHero() ? 3 : 6; + return getHeroClass()->isMagicHero() ? 3 : 6; } CGHeroInstance::SecondarySkillsInfo::SecondarySkillsInfo(): @@ -617,11 +630,8 @@ void CGHeroInstance::pickRandomObject(vstd::RNG & rand) { ID = Obj::HERO; subID = cb->gameState()->pickNextHeroType(getOwner()); - type = getHeroType().toHeroType(); - randomizeArmy(type->heroClass->faction); + randomizeArmy(getHeroClass()->faction); } - else - type = getHeroType().toHeroType(); auto oldSubID = subID; @@ -629,7 +639,7 @@ void CGHeroInstance::pickRandomObject(vstd::RNG & rand) // after setType subID used to store unique hero identify id. Check issue 2277 for details // exclude prisons which should use appearance as set in map, via map editor or RMG if (ID != Obj::PRISON) - setType(ID, type->heroClass->getIndex()); + setType(ID, getHeroClass()->getIndex()); this->subID = oldSubID; } @@ -1041,7 +1051,7 @@ si32 CGHeroInstance::getManaNewTurn() const BoatId CGHeroInstance::getBoatType() const { - return BoatId(VLC->townh->getById(type->heroClass->faction)->getBoatType()); + return BoatId(VLC->townh->getById(getHeroClass()->faction)->getBoatType()); } void CGHeroInstance::getOutOffsets(std::vector &offsets) const @@ -1080,7 +1090,7 @@ void CGHeroInstance::pushPrimSkill( PrimarySkill which, int val ) EAlignment CGHeroInstance::getAlignment() const { - return type->heroClass->getAlignment(); + return getHeroClass()->getAlignment(); } void CGHeroInstance::initExp(vstd::RNG & rand) @@ -1104,12 +1114,12 @@ HeroTypeID CGHeroInstance::getPortraitSource() const if (customPortraitSource.isValid()) return customPortraitSource; else - return getHeroType(); + return getHeroTypeID(); } int32_t CGHeroInstance::getIconIndex() const { - return VLC->heroTypes()->getById(getPortraitSource())->getIconIndex(); + return getPortraitSource().toEntity(VLC)->getIconIndex(); } std::string CGHeroInstance::getNameTranslated() const @@ -1126,15 +1136,15 @@ std::string CGHeroInstance::getClassNameTextID() const { if (isCampaignGem()) return "core.genrltxt.735"; - return type->heroClass->getNameTextID(); + return getHeroClass()->getNameTextID(); } std::string CGHeroInstance::getNameTextID() const { if (!nameCustomTextId.empty()) return nameCustomTextId; - if (type) - return type->getNameTextID(); + if (getHeroTypeID().hasValue()) + return getHeroType()->getNameTextID(); // FIXME: called by logging from some specialties (mods?) before type is set on deserialization // assert(0); @@ -1150,8 +1160,8 @@ std::string CGHeroInstance::getBiographyTextID() const { if (!biographyCustomTextId.empty()) return biographyCustomTextId; - if (type) - return type->getBiographyTextID(); + if (getHeroTypeID().hasValue()) + return getHeroType()->getBiographyTextID(); return ""; //for random hero } @@ -1349,11 +1359,11 @@ std::vector CGHeroInstance::getLevelUpProposedSecondarySkills(vs SecondarySkill selection; if (selectWisdom) - selection = type->heroClass->chooseSecSkill(intersect(options, wisdomList), rand); + selection = getHeroClass()->chooseSecSkill(intersect(options, wisdomList), rand); else if (selectSchool) - selection = type->heroClass->chooseSecSkill(intersect(options, schoolList), rand); + selection = getHeroClass()->chooseSecSkill(intersect(options, schoolList), rand); else - selection = type->heroClass->chooseSecSkill(options, rand); + selection = getHeroClass()->chooseSecSkill(options, rand); skills.push_back(selection); options.erase(selection); @@ -1384,7 +1394,7 @@ PrimarySkill CGHeroInstance::nextPrimarySkill(vstd::RNG & rand) const { assert(gainsLevel()); const auto isLowLevelHero = level < GameConstants::HERO_HIGH_LEVEL; - const auto & skillChances = isLowLevelHero ? type->heroClass->primarySkillLowLevel : type->heroClass->primarySkillHighLevel; + const auto & skillChances = isLowLevelHero ? getHeroClass()->primarySkillLowLevel : getHeroClass()->primarySkillHighLevel; if (isCampaignYog()) { @@ -1524,25 +1534,15 @@ bool CGHeroInstance::hasVisions(const CGObjectInstance * target, BonusSubtypeID std::string CGHeroInstance::getHeroTypeName() const { if(ID == Obj::HERO || ID == Obj::PRISON) - { - if(type) - { - return type->getJsonKey(); - } - else - { - return getHeroType().toEntity(VLC)->getJsonKey(); - } - } + return getHeroType()->getJsonKey(); + return ""; } void CGHeroInstance::afterAddToMap(CMap * map) { if(ID != Obj::PRISON) - { map->heroesOnMap.emplace_back(this); - } } void CGHeroInstance::afterRemoveFromMap(CMap* map) { @@ -1729,8 +1729,7 @@ void CGHeroInstance::serializeJsonOptions(JsonSerializeFormat & handler) if(!appearance) { // crossoverDeserialize - type = getHeroType().toHeroType(); - appearance = VLC->objtypeh->getHandlerFor(Obj::HERO, type->heroClass->getIndex())->getTemplates().front(); + appearance = VLC->objtypeh->getHandlerFor(Obj::HERO, getHeroClassID())->getTemplates().front(); } } @@ -1817,7 +1816,7 @@ bool CGHeroInstance::isCampaignYog() const if (!boost::starts_with(campaign, "DATA/YOG")) // "Birth of a Barbarian" return false; - if (getHeroType() != HeroTypeID::SOLMYR) // Yog (based on Solmyr) + if (getHeroTypeID() != HeroTypeID::SOLMYR) // Yog (based on Solmyr) return false; return true; @@ -1835,7 +1834,7 @@ bool CGHeroInstance::isCampaignGem() const if (!boost::starts_with(campaign, "DATA/GEM") && !boost::starts_with(campaign, "DATA/FINAL")) // "New Beginning" and "Unholy Alliance" return false; - if (getHeroType() != HeroTypeID::GEM) // Yog (based on Solmyr) + if (getHeroTypeID() != HeroTypeID::GEM) // Yog (based on Solmyr) return false; return true; diff --git a/lib/mapObjects/CGHeroInstance.h b/lib/mapObjects/CGHeroInstance.h index d07885e70..ebb8261f8 100644 --- a/lib/mapObjects/CGHeroInstance.h +++ b/lib/mapObjects/CGHeroInstance.h @@ -72,7 +72,6 @@ public: ////////////////////////////////////////////////////////////////////////// - const CHero * type; TExpType exp; //experience points ui32 level; //current level of hero @@ -171,7 +170,7 @@ public: const IOwnableObject * asOwnable() const final; //INativeTerrainProvider - FactionID getFaction() const override; + FactionID getFactionID() const override; TerrainId getNativeTerrain() const override; int getLowestCreatureSpeed() const; si32 manaRegain() const; //how many points of mana can hero regain "naturally" in one day @@ -235,7 +234,11 @@ public: ////////////////////////////////////////////////////////////////////////// - HeroTypeID getHeroType() const; + const CHeroClass * getHeroClass() const; + HeroClassID getHeroClassID() const; + + const CHero * getHeroType() const; + HeroTypeID getHeroTypeID() const; void setHeroType(HeroTypeID type); void initHero(vstd::RNG & rand); @@ -352,7 +355,11 @@ public: h & skillsInfo; h & visitedTown; h & boat; - h & type; + if (h.version < Handler::Version::REMOVE_TOWN_PTR) + { + CHero * type = nullptr; + h & type; + } h & commander; h & visitedObjects; BONUS_TREE_DESERIALIZATION_FIX diff --git a/lib/mapObjects/CGTownInstance.cpp b/lib/mapObjects/CGTownInstance.cpp index 614cd0477..50d9b8b35 100644 --- a/lib/mapObjects/CGTownInstance.cpp +++ b/lib/mapObjects/CGTownInstance.cpp @@ -45,7 +45,7 @@ int CGTownInstance::getSightRadius() const //returns sight distance for(const auto & bid : builtBuildings) { - auto height = town->buildings.at(bid)->height; + auto height = getTown()->buildings.at(bid)->height; if(ret < height) ret = height; } @@ -115,7 +115,7 @@ int CGTownInstance::mageGuildLevel() const int CGTownInstance::getHordeLevel(const int & HID) const//HID - 0 or 1; returns creature level or -1 if that horde structure is not present { - return town->hordeLvl.at(HID); + return getTown()->hordeLvl.at(HID); } int CGTownInstance::creatureGrowth(const int & level) const @@ -127,7 +127,7 @@ GrowthInfo CGTownInstance::getGrowthInfo(int level) const { GrowthInfo ret; - if (level<0 || level >=town->creatures.size()) + if (level<0 || level >=getTown()->creatures.size()) return ret; if (creatures[level].second.empty()) return ret; //no dwelling @@ -151,11 +151,11 @@ GrowthInfo CGTownInstance::getGrowthInfo(int level) const else if (hasBuilt(BuildingID::CITADEL)) ret.entries.emplace_back(subID, BuildingID::CITADEL, castleBonus = base / 2); - if(town->hordeLvl.at(0) == level)//horde 1 + if(getTown()->hordeLvl.at(0) == level)//horde 1 if(hasBuilt(BuildingID::HORDE_1)) ret.entries.emplace_back(subID, BuildingID::HORDE_1, creature->getHorde()); - if(town->hordeLvl.at(1) == level)//horde 2 + if(getTown()->hordeLvl.at(1) == level)//horde 2 if(hasBuilt(BuildingID::HORDE_2)) ret.entries.emplace_back(subID, BuildingID::HORDE_2, creature->getHorde()); @@ -209,11 +209,11 @@ int CGTownInstance::getDwellingBonus(const std::vector& creatureIds, TResources CGTownInstance::dailyIncome() const { TResources ret; - for(const auto & p : town->buildings) + for(const auto & p : getTown()->buildings) { BuildingID buildingUpgrade; - for(const auto & p2 : town->buildings) + for(const auto & p2 : getTown()->buildings) { if (p2.second->upgrade == p.first) { @@ -251,10 +251,10 @@ bool CGTownInstance::hasCapitol() const TownFortifications CGTownInstance::fortificationsLevel() const { - auto result = town->fortifications; + auto result = getTown()->fortifications; for (auto const & buildingID : builtBuildings) - result += town->buildings.at(buildingID)->fortifications; + result += getTown()->buildings.at(buildingID)->fortifications; if (result.wallsHealth == 0) return TownFortifications(); @@ -264,7 +264,6 @@ TownFortifications CGTownInstance::fortificationsLevel() const CGTownInstance::CGTownInstance(IGameCallback *cb): CGDwelling(cb), - town(nullptr), built(0), destroyed(0), identifier(0), @@ -379,17 +378,17 @@ void CGTownInstance::onHeroLeave(const CGHeroInstance * h) const std::string CGTownInstance::getObjectName() const { - return getNameTranslated() + ", " + town->faction->getNameTranslated(); + return getNameTranslated() + ", " + getTown()->faction->getNameTranslated(); } bool CGTownInstance::townEnvisagesBuilding(BuildingSubID::EBuildingSubID subId) const { - return town->getBuildingType(subId) != BuildingID::NONE; + return getTown()->getBuildingType(subId) != BuildingID::NONE; } void CGTownInstance::initializeConfigurableBuildings(vstd::RNG & rand) { - for(const auto & kvp : town->buildings) + for(const auto & kvp : getTown()->buildings) { if(!kvp.second->rewardableObjectInfo.getParameters().isNull()) rewardableBuildings[kvp.first] = new TownRewardableBuildingInstance(this, kvp.second->bid, rand); @@ -457,8 +456,7 @@ void CGTownInstance::pickRandomObject(vstd::RNG & rand) assert(ID == Obj::TOWN); // just in case setType(ID, subID); - town = (*VLC->townh)[getFaction()]->town; - randomizeArmy(getFaction()); + randomizeArmy(getFactionID()); updateAppearance(); } @@ -467,19 +465,19 @@ void CGTownInstance::initObj(vstd::RNG & rand) ///initialize town structures blockVisit = true; if(townEnvisagesBuilding(BuildingSubID::PORTAL_OF_SUMMONING)) //Dungeon for example - creatures.resize(town->creatures.size() + 1); + creatures.resize(getTown()->creatures.size() + 1); else - creatures.resize(town->creatures.size()); + creatures.resize(getTown()->creatures.size()); - for (int level = 0; level < town->creatures.size(); level++) + for (int level = 0; level < getTown()->creatures.size(); level++) { BuildingID buildID = BuildingID(BuildingID::getDwellingFromLevel(level, 0)); int upgradeNum = 0; - for (; town->buildings.count(buildID); upgradeNum++, BuildingID::advanceDwelling(buildID)) + for (; getTown()->buildings.count(buildID); upgradeNum++, BuildingID::advanceDwelling(buildID)) { - if (hasBuilt(buildID) && town->creatures.at(level).size() > upgradeNum) - creatures[level].second.push_back(town->creatures[level][upgradeNum]); + if (hasBuilt(buildID) && getTown()->creatures.at(level).size() > upgradeNum) + creatures[level].second.push_back(getTown()->creatures[level][upgradeNum]); } } initializeConfigurableBuildings(rand); @@ -623,9 +621,9 @@ void CGTownInstance::removeCapitols(const PlayerColor & owner) const if (hasCapitol()) // search if there's an older capitol { PlayerState* state = cb->gameState()->getPlayerState(owner); //get all towns owned by player - for (const auto & town : state->getTowns()) + for (const auto & otherTown : state->getTowns()) { - if (town != this && town->hasCapitol()) + if (otherTown != this && otherTown->hasCapitol()) { RazeStructures rs; rs.tid = id; @@ -648,7 +646,7 @@ void CGTownInstance::clearArmy() const BoatId CGTownInstance::getBoatType() const { - return town->faction->boatType; + return getTown()->faction->boatType; } int CGTownInstance::getMarketEfficiency() const @@ -703,7 +701,7 @@ void CGTownInstance::updateAppearance() std::string CGTownInstance::nodeName() const { - return "Town (" + (town ? town->faction->getNameTranslated() : "unknown") + ") of " + getNameTranslated(); + return "Town (" + getTown()->faction->getNameTranslated() + ") of " + getNameTranslated(); } void CGTownInstance::deserializationFix() @@ -752,7 +750,7 @@ void CGTownInstance::recreateBuildingsBonuses() for(const auto & upgradeID : builtBuildings) { - const auto & upgrade = town->buildings.at(upgradeID); + const auto & upgrade = getTown()->buildings.at(upgradeID); if (upgrade->getBase() == bid && upgrade->upgradeReplacesBonuses) bonusesReplacedByUpgrade = true; } @@ -761,7 +759,7 @@ void CGTownInstance::recreateBuildingsBonuses() if (bonusesReplacedByUpgrade) continue; - auto building = town->buildings.at(bid); + auto building = getTown()->buildings.at(bid); if(building->buildingBonuses.empty()) continue; @@ -828,21 +826,6 @@ bool CGTownInstance::armedGarrison() const return !stacks.empty() || garrisonHero; } -const CTown * CGTownInstance::getTown() const -{ - if(ID == Obj::RANDOM_TOWN) - return VLC->townh->randomTown; - else - { - if(nullptr == town) - { - return (*VLC->townh)[getFaction()]->town; - } - else - return town; - } -} - int CGTownInstance::getTownLevel() const { // count all buildings that are not upgrades @@ -850,7 +833,7 @@ int CGTownInstance::getTownLevel() const for(const auto & bid : builtBuildings) { - if(town->buildings.at(bid)->upgrade == BuildingID::NONE) + if(getTown()->buildings.at(bid)->upgrade == BuildingID::NONE) level++; } return level; @@ -892,7 +875,7 @@ bool CGTownInstance::hasBuilt(BuildingSubID::EBuildingSubID buildingID) const { for(const auto & bid : builtBuildings) { - if(town->buildings.at(bid)->subId == buildingID) + if(getTown()->buildings.at(bid)->subId == buildingID) return true; } return false; @@ -905,7 +888,7 @@ bool CGTownInstance::hasBuilt(const BuildingID & buildingID) const bool CGTownInstance::hasBuilt(const BuildingID & buildingID, FactionID townID) const { - if (townID == town->faction->getId() || townID == FactionID::ANY) + if (townID == getTown()->faction->getId() || townID == FactionID::ANY) return hasBuilt(buildingID); return false; } @@ -923,7 +906,7 @@ std::set CGTownInstance::availableModes() const std::set result; for (const auto & buildingID : builtBuildings) { - const auto * buildingPtr = town->buildings.at(buildingID).get(); + const auto * buildingPtr = getTown()->buildings.at(buildingID).get(); result.insert(buildingPtr->marketModes.begin(), buildingPtr->marketModes.end()); } @@ -950,8 +933,8 @@ std::set CGTownInstance::getBuildings() const TResources CGTownInstance::getBuildingCost(const BuildingID & buildingID) const { - if (vstd::contains(town->buildings, buildingID)) - return town->buildings.at(buildingID)->resources; + if (vstd::contains(getTown()->buildings, buildingID)) + return getTown()->buildings.at(buildingID)->resources; else { logGlobal->error("Town %s at %s has no possible building %d!", getNameTranslated(), anchorPos().toString(), buildingID.toEnum()); @@ -962,7 +945,7 @@ TResources CGTownInstance::getBuildingCost(const BuildingID & buildingID) const CBuilding::TRequired CGTownInstance::genBuildingRequirements(const BuildingID & buildID, bool deep) const { - const CBuilding * building = town->buildings.at(buildID); + const CBuilding * building = getTown()->buildings.at(buildID); //TODO: find better solution to prevent infinite loops std::set processed; @@ -970,13 +953,13 @@ CBuilding::TRequired CGTownInstance::genBuildingRequirements(const BuildingID & std::function dependTest = [&](const BuildingID & id) -> CBuilding::TRequired::Variant { - if (town->buildings.count(id) == 0) + if (getTown()->buildings.count(id) == 0) { logMod->error("Invalid building ID %d in building dependencies!", id.getNum()); return CBuilding::TRequired::OperatorAll(); } - const CBuilding * build = town->buildings.at(id); + const CBuilding * build = getTown()->buildings.at(id); CBuilding::TRequired::OperatorAll requirements; if (!hasBuilt(id)) @@ -1001,7 +984,7 @@ CBuilding::TRequired CGTownInstance::genBuildingRequirements(const BuildingID & CBuilding::TRequired::OperatorAll requirements; if (building->upgrade != BuildingID::NONE) { - const CBuilding * upgr = town->buildings.at(building->upgrade); + const CBuilding * upgr = getTown()->buildings.at(building->upgrade); requirements.expressions.push_back(dependTest(upgr->bid)); processed.clear(); @@ -1151,14 +1134,27 @@ void CGTownInstance::serializeJsonOptions(JsonSerializeFormat & handler) } } -FactionID CGTownInstance::getFaction() const +const CFaction * CGTownInstance::getFaction() const { - return FactionID(subID.getNum()); + return getFactionID().toFaction(); +} + +const CTown * CGTownInstance::getTown() const +{ + if(ID == Obj::RANDOM_TOWN) + return VLC->townh->randomTown; + + return getFaction()->town; +} + +FactionID CGTownInstance::getFactionID() const +{ + return FactionID(subID.getNum()); } TerrainId CGTownInstance::getNativeTerrain() const { - return town->faction->getNativeTerrain(); + return getTown()->faction->getNativeTerrain(); } ArtifactID CGTownInstance::getWarMachineInBuilding(BuildingID building) const @@ -1166,21 +1162,21 @@ ArtifactID CGTownInstance::getWarMachineInBuilding(BuildingID building) const if (builtBuildings.count(building) == 0) return ArtifactID::NONE; - if (building == BuildingID::BLACKSMITH && town->warMachineDeprecated.hasValue()) - return town->warMachineDeprecated.toCreature()->warMachine; + if (building == BuildingID::BLACKSMITH && getTown()->warMachineDeprecated.hasValue()) + return getTown()->warMachineDeprecated.toCreature()->warMachine; - return town->buildings.at(building)->warMachine; + return getTown()->buildings.at(building)->warMachine; } bool CGTownInstance::isWarMachineAvailable(ArtifactID warMachine) const { for (auto const & buildingID : builtBuildings) - if (town->buildings.at(buildingID)->warMachine == warMachine) + if (getTown()->buildings.at(buildingID)->warMachine == warMachine) return true; if (builtBuildings.count(BuildingID::BLACKSMITH) && - town->warMachineDeprecated.hasValue() && - town->warMachineDeprecated.toCreature()->warMachine == warMachine) + getTown()->warMachineDeprecated.hasValue() && + getTown()->warMachineDeprecated.toCreature()->warMachine == warMachine) return true; return false; @@ -1200,7 +1196,7 @@ GrowthInfo::Entry::Entry(int subID, const BuildingID & building, int _count): co { MetaString formatter; formatter.appendRawString("%s %+d"); - formatter.replaceRawString((*VLC->townh)[subID]->town->buildings.at(building)->getNameTranslated()); + formatter.replaceRawString(FactionID(subID).toFaction()->town->buildings.at(building)->getNameTranslated()); formatter.replacePositiveNumber(count); description = formatter.toString(); diff --git a/lib/mapObjects/CGTownInstance.h b/lib/mapObjects/CGTownInstance.h index f3b1f90fc..636f2bc5c 100644 --- a/lib/mapObjects/CGTownInstance.h +++ b/lib/mapObjects/CGTownInstance.h @@ -50,6 +50,7 @@ struct DLL_LINKAGE GrowthInfo class DLL_LINKAGE CGTownInstance : public CGDwelling, public IShipyard, public IMarket, public INativeTerrainProvider, public ICreatureUpgrader { + friend class CTownInstanceConstructor; std::string nameTextId; // name of town std::map convertOldBuildings(std::vector oldVector); @@ -59,7 +60,6 @@ public: enum EFortLevel {NONE = 0, FORT = 1, CITADEL = 2, CASTLE = 3}; CTownAndVisitingHero townAndVis; - const CTown * town; si32 built; //how many buildings has been built this turn si32 destroyed; //how many buildings has been destroyed this turn ConstTransitivePtr garrisonHero, visitingHero; @@ -112,16 +112,21 @@ public: rewardableBuildings = convertOldBuildings(oldVector); } - if (h.saving) + if (h.version < Handler::Version::REMOVE_TOWN_PTR) { - CFaction * faction = town ? town->faction : nullptr; - h & faction; - } - else - { - CFaction * faction = nullptr; - h & faction; - town = faction ? faction->town : nullptr; + CTown * town = nullptr; + + if (h.saving) + { + CFaction * faction = town ? town->faction : nullptr; + h & faction; + } + else + { + CFaction * faction = nullptr; + h & faction; + town = faction ? faction->town : nullptr; + } } h & townAndVis; @@ -213,9 +218,10 @@ public: DamageRange getKeepDamageRange() const; const CTown * getTown() const; + const CFaction * getFaction() const; /// INativeTerrainProvider - FactionID getFaction() const override; + FactionID getFactionID() const override; TerrainId getNativeTerrain() const override; /// Returns ID of war machine that is produced by specified building or NONE if this is not built or if building does not produce war machines diff --git a/lib/mapObjects/CQuest.cpp b/lib/mapObjects/CQuest.cpp index b49e169ea..051349282 100644 --- a/lib/mapObjects/CQuest.cpp +++ b/lib/mapObjects/CQuest.cpp @@ -431,7 +431,7 @@ void CGSeerHut::setObjToKill() if(getCreatureToKill(true)) { - quest->stackToKill = getCreatureToKill(false)->getCreature(); + quest->stackToKill = getCreatureToKill(false)->getCreatureID(); assert(quest->stackToKill != CreatureID::NONE); quest->stackDirection = checkDirection(); } diff --git a/lib/mapObjects/TownBuildingInstance.cpp b/lib/mapObjects/TownBuildingInstance.cpp index cb8f2661b..2b485ef6d 100644 --- a/lib/mapObjects/TownBuildingInstance.cpp +++ b/lib/mapObjects/TownBuildingInstance.cpp @@ -73,14 +73,14 @@ TownRewardableBuildingInstance::TownRewardableBuildingInstance(CGTownInstance * void TownRewardableBuildingInstance::initObj(vstd::RNG & rand) { - assert(town && town->town); + assert(town && town->getTown()); configuration = generateConfiguration(rand); } Rewardable::Configuration TownRewardableBuildingInstance::generateConfiguration(vstd::RNG & rand) const { Rewardable::Configuration result; - auto building = town->town->buildings.at(getBuildingType()); + auto building = town->getTown()->buildings.at(getBuildingType()); building->rewardableObjectInfo.configureObject(result, rand, cb); for(auto & rewardInfo : result.info) diff --git a/lib/mapping/CMap.cpp b/lib/mapping/CMap.cpp index afd1d610d..57e3a4c24 100644 --- a/lib/mapping/CMap.cpp +++ b/lib/mapping/CMap.cpp @@ -302,7 +302,7 @@ void CMap::calculateGuardingGreaturePositions() CGHeroInstance * CMap::getHero(HeroTypeID heroID) { for(auto & elem : heroesOnMap) - if(elem->getHeroType() == heroID) + if(elem->getHeroTypeID() == heroID) return elem; return nullptr; } diff --git a/lib/mapping/MapFormatH3M.cpp b/lib/mapping/MapFormatH3M.cpp index bfdb2a289..1fe7da29f 100644 --- a/lib/mapping/MapFormatH3M.cpp +++ b/lib/mapping/MapFormatH3M.cpp @@ -896,7 +896,7 @@ void CMapLoaderH3M::readPredefinedHeroes() } map->predefinedHeroes.emplace_back(hero); - logGlobal->debug("Map '%s': Hero predefined in map: %s", mapName, VLC->heroh->getById(hero->getHeroType())->getJsonKey()); + logGlobal->debug("Map '%s': Hero predefined in map: %s", mapName, hero->getHeroType()->getJsonKey()); } } @@ -913,7 +913,7 @@ void CMapLoaderH3M::loadArtifactsOfHero(CGHeroInstance * hero) if(!hero->artifactsWorn.empty() || !hero->artifactsInBackpack.empty()) { - logGlobal->debug("Hero %d at %s has set artifacts twice (in map properties and on adventure map instance). Using the latter set...", hero->getHeroType().getNum(), hero->anchorPos().toString()); + logGlobal->debug("Hero %d at %s has set artifacts twice (in map properties and on adventure map instance). Using the latter set...", hero->getHeroTypeID().getNum(), hero->anchorPos().toString()); hero->artifactsInBackpack.clear(); while(!hero->artifactsWorn.empty()) @@ -1778,7 +1778,7 @@ CGObjectInstance * CMapLoaderH3M::readHero(const int3 & mapPosition, const Objec for(auto & elem : map->disposedHeroes) { - if(elem.heroId == object->getHeroType()) + if(elem.heroId == object->getHeroTypeID()) { object->nameCustomTextId = elem.name; object->customPortraitSource = elem.portrait; @@ -1788,7 +1788,7 @@ CGObjectInstance * CMapLoaderH3M::readHero(const int3 & mapPosition, const Objec bool hasName = reader->readBool(); if(hasName) - object->nameCustomTextId = readLocalizedString(TextIdentifier("heroes", object->getHeroType().getNum(), "name")); + object->nameCustomTextId = readLocalizedString(TextIdentifier("heroes", object->getHeroTypeID().getNum(), "name")); if(features.levelSOD) { @@ -1891,7 +1891,7 @@ CGObjectInstance * CMapLoaderH3M::readHero(const int3 & mapPosition, const Objec auto ps = object->getAllBonuses(Selector::type()(BonusType::PRIMARY_SKILL).And(Selector::sourceType()(BonusSource::HERO_BASE_SKILL)), nullptr); if(ps->size()) { - logGlobal->debug("Hero %s has set primary skills twice (in map properties and on adventure map instance). Using the latter set...", object->getHeroType().getNum() ); + logGlobal->debug("Hero %s has set primary skills twice (in map properties and on adventure map instance). Using the latter set...", object->getHeroTypeID().getNum() ); for(const auto & b : *ps) object->removeBonus(b); } @@ -1904,7 +1904,7 @@ CGObjectInstance * CMapLoaderH3M::readHero(const int3 & mapPosition, const Objec } if (object->subID != MapObjectSubID()) - logGlobal->debug("Map '%s': Hero on map: %s at %s, owned by %s", mapName, VLC->heroh->getById(object->getHeroType())->getJsonKey(), mapPosition.toString(), object->getOwner().toString()); + logGlobal->debug("Map '%s': Hero on map: %s at %s, owned by %s", mapName, object->getHeroType()->getJsonKey(), mapPosition.toString(), object->getOwner().toString()); else logGlobal->debug("Map '%s': Hero on map: (random) at %s, owned by %s", mapName, mapPosition.toString(), object->getOwner().toString()); diff --git a/lib/mapping/MapFormatJson.cpp b/lib/mapping/MapFormatJson.cpp index b1a68b0ec..0777defed 100644 --- a/lib/mapping/MapFormatJson.cpp +++ b/lib/mapping/MapFormatJson.cpp @@ -436,10 +436,8 @@ void CMapFormatJson::serializePlayerInfo(JsonSerializeFormat & handler) if(hero->ID == Obj::HERO) { std::string temp; - if(hero->type) - temp = hero->type->getJsonKey(); - else - temp = hero->getHeroType().toEntity(VLC)->getJsonKey(); + if(hero->getHeroTypeID().hasValue()) + temp = hero->getHeroType()->getJsonKey(); handler.serializeString("type", temp); } @@ -1154,10 +1152,10 @@ void CMapLoaderJson::readObjects() auto * hero = dynamic_cast(object.get()); - if (debugHeroesOnMap.count(hero->getHeroType())) + if (debugHeroesOnMap.count(hero->getHeroTypeID())) logGlobal->error("Hero is already on the map at %s", hero->visitablePos().toString()); - debugHeroesOnMap.insert(hero->getHeroType()); + debugHeroesOnMap.insert(hero->getHeroTypeID()); } } diff --git a/lib/networkPacks/NetPacksLib.cpp b/lib/networkPacks/NetPacksLib.cpp index 28c7a7ec9..6ea83ab8f 100644 --- a/lib/networkPacks/NetPacksLib.cpp +++ b/lib/networkPacks/NetPacksLib.cpp @@ -1355,7 +1355,7 @@ void NewStructures::applyGs(CGameState *gs) for(const auto & id : bid) { - assert(t->town->buildings.at(id) != nullptr); + assert(t->getTown()->buildings.at(id) != nullptr); t->addBuilding(id); } t->updateAppearance(); @@ -1470,7 +1470,7 @@ void GiveHero::applyGs(CGameState *gs) auto oldVisitablePos = h->visitablePos(); gs->map->removeBlockVisTiles(h,true); - h->appearance = VLC->objtypeh->getHandlerFor(Obj::HERO, h->type->heroClass->getIndex())->getTemplates().front(); + h->appearance = VLC->objtypeh->getHandlerFor(Obj::HERO, h->getHeroClassID().getNum())->getTemplates().front(); h->setOwner(player); h->setMovementPoints(h->movementPointsLimit(true)); diff --git a/lib/pathfinder/CPathfinder.cpp b/lib/pathfinder/CPathfinder.cpp index 41b7e7ee5..28f8fa178 100644 --- a/lib/pathfinder/CPathfinder.cpp +++ b/lib/pathfinder/CPathfinder.cpp @@ -292,7 +292,7 @@ TeleporterTilesVector CPathfinderHelper::getTeleportExits(const PathNodeInfo & s { auto * town = dynamic_cast(source.nodeObject); assert(town); - if (town && town->getFaction() == FactionID::INFERNO) + if (town && town->getFactionID() == FactionID::INFERNO) { /// TODO: Find way to reuse CPlayerSpecificInfoCallback::getTownsInfo /// This may be handy if we allow to use teleportation to friendly towns diff --git a/lib/rewardable/Limiter.cpp b/lib/rewardable/Limiter.cpp index 563db49e1..384ffea92 100644 --- a/lib/rewardable/Limiter.cpp +++ b/lib/rewardable/Limiter.cpp @@ -173,10 +173,10 @@ bool Rewardable::Limiter::heroAllowed(const CGHeroInstance * hero) const if(!players.empty() && !vstd::contains(players, hero->getOwner())) return false; - if(!heroes.empty() && !vstd::contains(heroes, hero->type->getId())) + if(!heroes.empty() && !vstd::contains(heroes, hero->getHeroTypeID())) return false; - if(!heroClasses.empty() && !vstd::contains(heroClasses, hero->type->heroClass->getId())) + if(!heroClasses.empty() && !vstd::contains(heroClasses, hero->getHeroClassID())) return false; diff --git a/lib/rmg/modificators/ObjectManager.cpp b/lib/rmg/modificators/ObjectManager.cpp index a15ef0937..c256a85c1 100644 --- a/lib/rmg/modificators/ObjectManager.cpp +++ b/lib/rmg/modificators/ObjectManager.cpp @@ -733,7 +733,7 @@ CGCreature * ObjectManager::chooseGuard(si32 strength, bool zoneGuard) continue; if(!cre->getAIValue()) //bug #2681 continue; - if(!vstd::contains(zone.getMonsterTypes(), cre->getFaction())) + if(!vstd::contains(zone.getMonsterTypes(), cre->getFactionID())) continue; if((static_cast(cre->getAIValue() * (cre->ammMin + cre->ammMax) / 2) < strength) && (strength < static_cast(cre->getAIValue()) * 100)) //at least one full monster. size between average size of given stack and 100 { diff --git a/lib/rmg/modificators/TownPlacer.cpp b/lib/rmg/modificators/TownPlacer.cpp index 0a3e412c4..1ab68779d 100644 --- a/lib/rmg/modificators/TownPlacer.cpp +++ b/lib/rmg/modificators/TownPlacer.cpp @@ -90,7 +90,7 @@ void TownPlacer::placeTowns(ObjectManager & manager) totalTowns++; //register MAIN town of zone only - map.registerZone(town->getFaction()); + map.registerZone(town->getFactionID()); if(player.isValidPlayer()) //configure info for owning player { @@ -213,7 +213,7 @@ void TownPlacer::addNewTowns(int count, bool hasFort, const PlayerColor & player { //FIXME: discovered bug with small zones - getPos is close to map boarder and we have outOfMap exception //register MAIN town of zone - map.registerZone(town->getFaction()); + map.registerZone(town->getFactionID()); //first town in zone goes in the middle placeMainTown(manager, *town); } diff --git a/lib/rmg/modificators/TreasurePlacer.cpp b/lib/rmg/modificators/TreasurePlacer.cpp index eb1b3c60f..781458d43 100644 --- a/lib/rmg/modificators/TreasurePlacer.cpp +++ b/lib/rmg/modificators/TreasurePlacer.cpp @@ -51,7 +51,7 @@ void TreasurePlacer::process() // Add all native creatures for(auto const & cre : VLC->creh->objects) { - if(!cre->special && cre->getFaction() == zone.getTownType()) + if(!cre->special && cre->getFactionID() == zone.getTownType()) { creatures.push_back(cre.get()); } @@ -192,7 +192,7 @@ void TreasurePlacer::addPrisons() { // Hero can be used again auto* hero = dynamic_cast(obj); - prisonHeroPlacer->restoreDrawnHero(hero->getHeroType()); + prisonHeroPlacer->restoreDrawnHero(hero->getHeroTypeID()); }; oi.setTemplates(Obj::PRISON, 0, zone.getTerrainType()); @@ -236,9 +236,9 @@ void TreasurePlacer::addDwellings() continue; const auto * cre = creatures.front(); - if(cre->getFaction() == zone.getTownType()) + if(cre->getFactionID() == zone.getTownType()) { - auto nativeZonesCount = static_cast(map.getZoneCount(cre->getFaction())); + auto nativeZonesCount = static_cast(map.getZoneCount(cre->getFactionID())); ObjectInfo oi(dwellingType, secondaryID); setBasicProperties(oi, CompoundMapObjectID(dwellingType, secondaryID)); @@ -375,7 +375,7 @@ void TreasurePlacer::addPandoraBoxesWithCreatures() return obj; }; oi.setTemplates(Obj::PANDORAS_BOX, 0, zone.getTerrainType()); - oi.value = static_cast(creature->getAIValue() * creaturesAmount * (1 + static_cast(map.getZoneCount(creature->getFaction())) / map.getTotalZoneCount())); + oi.value = static_cast(creature->getAIValue() * creaturesAmount * (1 + static_cast(map.getZoneCount(creature->getFactionID())) / map.getTotalZoneCount())); oi.probability = 3; if(!oi.templates.empty()) addObjectToRandomPool(oi); @@ -555,7 +555,7 @@ void TreasurePlacer::addSeerHuts() oi.destroyObject = destroyObject; oi.probability = 3; oi.setTemplates(Obj::SEER_HUT, randomAppearance, zone.getTerrainType()); - oi.value = static_cast(((2 * (creature->getAIValue()) * creaturesAmount * (1 + static_cast(map.getZoneCount(creature->getFaction())) / map.getTotalZoneCount())) - 4000) / 3); + oi.value = static_cast(((2 * (creature->getAIValue()) * creaturesAmount * (1 + static_cast(map.getZoneCount(creature->getFactionID())) / map.getTotalZoneCount())) - 4000) / 3); if (oi.value > zone.getMaxTreasureValue()) { continue; diff --git a/lib/serializer/CSerializer.cpp b/lib/serializer/CSerializer.cpp index 23de9965e..f8311a95b 100644 --- a/lib/serializer/CSerializer.cpp +++ b/lib/serializer/CSerializer.cpp @@ -26,7 +26,7 @@ void CSerializer::addStdVecItems(CGameState *gs, LibClasses *lib) registerVectoredType(&gs->map->objects, [](const CGObjectInstance &obj){ return obj.id; }); registerVectoredType(&gs->map->allHeroes, - [](const CGHeroInstance &h){ return h.type->getId(); }); + [](const CGHeroInstance &h){ return h.getHeroType()->getId(); }); registerVectoredType(&gs->map->artInstances, [](const CArtifactInstance &artInst){ return artInst.getId(); }); registerVectoredType(&gs->map->quests, diff --git a/lib/serializer/ESerializationVersion.h b/lib/serializer/ESerializationVersion.h index 3f7845cff..d0fe579e4 100644 --- a/lib/serializer/ESerializationVersion.h +++ b/lib/serializer/ESerializationVersion.h @@ -63,6 +63,7 @@ enum class ESerializationVersion : int32_t REGION_LABEL, // 864 - labels for campaign regions SPELL_RESEARCH, // 865 - spell research LOCAL_PLAYER_STATE_DATA, // 866 - player state contains arbitrary client-side data + REMOVE_TOWN_PTR, // 867 - removed pointer to CTown from CGTownInstance - CURRENT = LOCAL_PLAYER_STATE_DATA + CURRENT = REMOVE_TOWN_PTR }; diff --git a/lib/spells/effects/Moat.cpp b/lib/spells/effects/Moat.cpp index 5be7c92fa..889644b88 100644 --- a/lib/spells/effects/Moat.cpp +++ b/lib/spells/effects/Moat.cpp @@ -88,7 +88,7 @@ void Moat::convertBonus(const Mechanics * m, std::vector & converted) con if(m->battle()->battleGetDefendedTown() && m->battle()->battleGetFortifications().hasMoat) { - nb.sid = BonusSourceID(m->battle()->battleGetDefendedTown()->town->buildings.at(BuildingID::CITADEL)->getUniqueTypeID()); + nb.sid = BonusSourceID(m->battle()->battleGetDefendedTown()->getTown()->buildings.at(BuildingID::CITADEL)->getUniqueTypeID()); nb.source = BonusSource::TOWN_STRUCTURE; } else diff --git a/lib/spells/effects/Summon.cpp b/lib/spells/effects/Summon.cpp index 5f9c4d34b..e46cdc6da 100644 --- a/lib/spells/effects/Summon.cpp +++ b/lib/spells/effects/Summon.cpp @@ -79,7 +79,7 @@ bool Summon::applicable(Problem & problem, const Mechanics * m) const text.replaceNamePlural(elemental->creatureId()); - if(caster->type->gender == EHeroGender::FEMALE) + if(caster->gender == EHeroGender::FEMALE) text.replaceLocalString(EMetaText::GENERAL_TXT, 540); else text.replaceLocalString(EMetaText::GENERAL_TXT, 539); diff --git a/mapeditor/inspector/inspector.cpp b/mapeditor/inspector/inspector.cpp index 30aa744a3..0fb5859ec 100644 --- a/mapeditor/inspector/inspector.cpp +++ b/mapeditor/inspector/inspector.cpp @@ -138,25 +138,11 @@ void Initializer::initialize(CGHeroInstance * o) o->subID = 0; o->tempOwner = PlayerColor::NEUTRAL; } - - if(o->ID == Obj::HERO) + + if(o->getHeroTypeID().hasValue()) { - for(auto const & t : VLC->heroh->objects) - { - if(t->heroClass->getId() == HeroClassID(o->subID)) - { - o->type = t.get(); - break; - } - } - } - - if(o->type) - { - // o->type = VLC->heroh->objects.at(o->subID); - - o->gender = o->type->gender; - o->randomizeArmy(o->type->heroClass->faction); + o->gender = o->getHeroType()->gender; + o->randomizeArmy(o->getFactionID()); } } @@ -304,7 +290,7 @@ void Inspector::updateProperties(CGHeroInstance * o) auto isPrison = o->ID == Obj::PRISON; addProperty("Owner", o->tempOwner, new OwnerDelegate(controller, isPrison), isPrison); //field is not editable for prison addProperty("Experience", o->exp, false); - addProperty("Hero class", o->type ? o->type->heroClass->getNameTranslated() : "", true); + addProperty("Hero class", o->getHeroClassID().hasValue() ? o->getHeroClass()->getNameTranslated() : "", true); { //Gender auto * delegate = new InspectorDelegate; @@ -319,20 +305,20 @@ void Inspector::updateProperties(CGHeroInstance * o) addProperty("Skills", PropertyEditorPlaceholder(), delegate, false); addProperty("Spells", PropertyEditorPlaceholder(), new HeroSpellDelegate(*o), false); - if(o->type || o->ID == Obj::PRISON) + if(o->getHeroTypeID().hasValue() || o->ID == Obj::PRISON) { //Hero type auto * delegate = new InspectorDelegate; - for(int i = 0; i < VLC->heroh->objects.size(); ++i) + for(const auto & heroPtr : VLC->heroh->objects) { - if(controller.map()->allowedHeroes.count(HeroTypeID(i)) != 0) + if(controller.map()->allowedHeroes.count(heroPtr->getId()) != 0) { - if(o->ID == Obj::PRISON || (o->type && VLC->heroh->objects[i]->heroClass->getIndex() == o->type->heroClass->getIndex())) + if(o->ID == Obj::PRISON || heroPtr->heroClass->getIndex() == o->getHeroClassID()) { - delegate->options.push_back({QObject::tr(VLC->heroh->objects[i]->getNameTranslated().c_str()), QVariant::fromValue(VLC->heroh->objects[i]->getId().getNum())}); + delegate->options.push_back({QObject::tr(heroPtr->getNameTranslated().c_str()), QVariant::fromValue(heroPtr->getIndex())}); } } } - addProperty("Hero type", o->type ? o->type->getNameTranslated() : "", delegate, false); + addProperty("Hero type", o->getHeroTypeID().hasValue() ? o->getHeroType()->getNameTranslated() : "", delegate, false); } } @@ -706,13 +692,10 @@ void Inspector::setProperty(CGHeroInstance * o, const QString & key, const QVari for(auto const & t : VLC->heroh->objects) { if(t->getId() == value.toInt()) - { o->subID = value.toInt(); - o->type = t.get(); - } } - o->gender = o->type->gender; - o->randomizeArmy(o->type->heroClass->faction); + o->gender = o->getHeroType()->gender; + o->randomizeArmy(o->getHeroType()->heroClass->faction); updateProperties(); //updating other properties after change } } diff --git a/mapeditor/inspector/townbuildingswidget.cpp b/mapeditor/inspector/townbuildingswidget.cpp index a90bd654a..4bf95c5c8 100644 --- a/mapeditor/inspector/townbuildingswidget.cpp +++ b/mapeditor/inspector/townbuildingswidget.cpp @@ -331,7 +331,7 @@ void TownBuildingsDelegate::setEditorData(QWidget *editor, const QModelIndex &in { if(auto * ed = qobject_cast(editor)) { - auto * ctown = town.town; + auto * ctown = town.getTown(); if(!ctown) ctown = VLC->townh->randomTown; if(!ctown) diff --git a/mapeditor/inspector/towneventdialog.cpp b/mapeditor/inspector/towneventdialog.cpp index e56af191e..475c42edc 100644 --- a/mapeditor/inspector/towneventdialog.cpp +++ b/mapeditor/inspector/towneventdialog.cpp @@ -100,7 +100,7 @@ void TownEventDialog::initResources() void TownEventDialog::initBuildings() { - auto * ctown = town.town; + auto * ctown = town.getTown(); if (!ctown) ctown = VLC->townh->randomTown; if (!ctown) @@ -156,7 +156,7 @@ QStandardItem * TownEventDialog::addBuilding(const CTown& ctown, BuildingID buil void TownEventDialog::initCreatures() { auto creatures = params.value("creatures").toList(); - auto * ctown = town.town; + auto * ctown = town.getTown(); if (!ctown) ui->creaturesTable->setRowCount(GameConstants::CREATURES_PER_TOWN); else diff --git a/mapeditor/mapcontroller.cpp b/mapeditor/mapcontroller.cpp index 5fc0c25ec..a30a90aa8 100644 --- a/mapeditor/mapcontroller.cpp +++ b/mapeditor/mapcontroller.cpp @@ -138,7 +138,7 @@ void MapController::repairMap(CMap * map) const // FIXME: How about custom scenarios where defeated hero cannot be hired again? - map->allowedHeroes.insert(nih->getHeroType()); + map->allowedHeroes.insert(nih->getHeroTypeID()); auto const & type = VLC->heroh->objects[nih->subID]; assert(type->heroClass); @@ -154,10 +154,6 @@ void MapController::repairMap(CMap * map) const nih->subTypeName = "prison"; nih->subID = 0; } - - if(obj->ID != Obj::RANDOM_HERO) - nih->type = type.get(); - if(nih->ID == Obj::HERO) //not prison nih->appearance = VLC->objtypeh->getHandlerFor(Obj::HERO, type->heroClass->getIndex())->getTemplates().front(); //fix spellbook diff --git a/mapeditor/playerparams.cpp b/mapeditor/playerparams.cpp index dc4cfee94..985c01d47 100644 --- a/mapeditor/playerparams.cpp +++ b/mapeditor/playerparams.cpp @@ -77,12 +77,10 @@ PlayerParams::PlayerParams(MapController & ctrl, int playerId, QWidget *parent) { if(auto town = dynamic_cast(controller.map()->objects[i].get())) { - auto * ctown = town->town; + auto * ctown = town->getTown(); if(!ctown) - { ctown = VLC->townh->randomTown; - town->town = ctown; - } + if(ctown && town->getOwner().getNum() == playerColor) { if(playerInfo.hasMainTown && playerInfo.posOfMainTown == town->pos) diff --git a/mapeditor/validator.cpp b/mapeditor/validator.cpp index fdab680b9..b4a98df30 100644 --- a/mapeditor/validator.cpp +++ b/mapeditor/validator.cpp @@ -122,13 +122,13 @@ std::set Validator::validate(const CMap * map) ++amountOfHeroes[ins->getOwner()]; } - if(ins->type) + if(ins->getHeroTypeID().hasValue()) { - if(map->allowedHeroes.count(ins->getHeroType()) == 0) - issues.insert({ tr("Hero %1 is prohibited by map settings").arg(ins->type->getNameTranslated().c_str()), false }); + if(map->allowedHeroes.count(ins->getHeroTypeID()) == 0) + issues.insert({ tr("Hero %1 is prohibited by map settings").arg(ins->getHeroType()->getNameTranslated().c_str()), false }); - if(!allHeroesOnMap.insert(ins->type).second) - issues.insert({ tr("Hero %1 has duplicate on map").arg(ins->type->getNameTranslated().c_str()), false }); + if(!allHeroesOnMap.insert(ins->getHeroType()).second) + issues.insert({ tr("Hero %1 has duplicate on map").arg(ins->getHeroType()->getNameTranslated().c_str()), false }); } else if(ins->ID != Obj::RANDOM_HERO) issues.insert({ tr("Hero %1 has an empty type and must be removed").arg(ins->instanceName.c_str()), true }); diff --git a/scripting/lua/api/Creature.cpp b/scripting/lua/api/Creature.cpp index 64c13c38b..5fca4601b 100644 --- a/scripting/lua/api/Creature.cpp +++ b/scripting/lua/api/Creature.cpp @@ -46,7 +46,7 @@ const std::vector CreatureProxy::REGISTER_CUSTOM = {"getLevel", LuaMethodWrapper::invoke, false}, {"getGrowth", LuaMethodWrapper::invoke, false}, {"getHorde", LuaMethodWrapper::invoke, false}, - {"getFaction", LuaMethodWrapper::invoke, false}, + {"getFactionID", LuaMethodWrapper::invoke, false}, {"getBaseAttack", LuaMethodWrapper::invoke, false}, {"getBaseDefense", LuaMethodWrapper::invoke, false}, diff --git a/server/CGameHandler.cpp b/server/CGameHandler.cpp index 42e1961ab..1f9549fa0 100644 --- a/server/CGameHandler.cpp +++ b/server/CGameHandler.cpp @@ -162,7 +162,7 @@ void CGameHandler::levelUpHero(const CGHeroInstance * hero) hlu.player = hero->tempOwner; hlu.heroId = hero->id; hlu.primskill = primarySkill; - hlu.skills = hero->getLevelUpProposedSecondarySkills(heroPool->getHeroSkillsRandomGenerator(hero->getHeroType())); + hlu.skills = hero->getLevelUpProposedSecondarySkills(heroPool->getHeroSkillsRandomGenerator(hero->getHeroTypeID())); if (hlu.skills.size() == 0) { @@ -553,7 +553,7 @@ void CGameHandler::init(StartInfo *si, Load::ProgressAccumulator & progressTrack for (auto & elem : gs->map->allHeroes) { if(elem) - heroPool->getHeroSkillsRandomGenerator(elem->getHeroType()); // init RMG seed + heroPool->getHeroSkillsRandomGenerator(elem->getHeroTypeID()); // init RMG seed } reinitScripting(); @@ -569,12 +569,12 @@ void CGameHandler::setPortalDwelling(const CGTownInstance * town, bool forced=fa return; } - if (forced || town->creatures.at(town->town->creatures.size()).second.empty())//we need to change creature + if (forced || town->creatures.at(town->getTown()->creatures.size()).second.empty())//we need to change creature { SetAvailableCreatures ssi; ssi.tid = town->id; ssi.creatures = town->creatures; - ssi.creatures[town->town->creatures.size()].second.clear();//remove old one + ssi.creatures[town->getTown()->creatures.size()].second.clear();//remove old one std::set availableCreatures; for (const auto & dwelling : p->getOwnedObjects()) @@ -590,13 +590,13 @@ void CGameHandler::setPortalDwelling(const CGTownInstance * town, bool forced=fa if (clear) { - ssi.creatures[town->town->creatures.size()].first = std::max(1, (creatureId.toEntity(VLC)->getGrowth())/2); + ssi.creatures[town->getTown()->creatures.size()].first = std::max(1, (creatureId.toEntity(VLC)->getGrowth())/2); } else { - ssi.creatures[town->town->creatures.size()].first = creatureId.toEntity(VLC)->getGrowth(); + ssi.creatures[town->getTown()->creatures.size()].first = creatureId.toEntity(VLC)->getGrowth(); } - ssi.creatures[town->town->creatures.size()].second.push_back(creatureId); + ssi.creatures[town->getTown()->creatures.size()].second.push_back(creatureId); sendAndApply(ssi); } } @@ -657,7 +657,7 @@ void CGameHandler::onNewTurn() PlayerColor player = t->tempOwner; if(t->hasBuilt(BuildingID::GRAIL) - && t->town->buildings.at(BuildingID::GRAIL)->height == CBuilding::HEIGHT_SKYSHIP) + && t->getTown()->buildings.at(BuildingID::GRAIL)->height == CBuilding::HEIGHT_SKYSHIP) { // Skyship, probably easier to handle same as Veil of darkness // do it every new day before veils @@ -1048,7 +1048,7 @@ bool CGameHandler::teleportHero(ObjectInstanceID hid, ObjectInstanceID dstid, ui if (((h->getOwner() != t->getOwner()) && complain("Cannot teleport hero to another player")) - || (from->town->faction->getId() != t->town->faction->getId() + || (from->getFactionID() != t->getFactionID() && complain("Source town and destination town should belong to the same faction")) || ((!from || !from->hasBuilt(BuildingSubID::CASTLE_GATE)) @@ -1212,7 +1212,7 @@ void CGameHandler::visitCastleObjects(const CGTownInstance * t, std::vectorrewardableBuildings) { - if (!t->town->buildings.at(building.first)->manualHeroVisit && t->hasBuilt(building.first)) + if (!t->getTown()->buildings.at(building.first)->manualHeroVisit && t->hasBuilt(building.first)) buildingsToVisit.push_back(building.first); } @@ -2036,12 +2036,12 @@ bool CGameHandler::buildStructure(ObjectInstanceID tid, BuildingID requestedID, const CGTownInstance * t = getTown(tid); if(!t) COMPLAIN_RETF("No such town (ID=%s)!", tid); - if(!t->town->buildings.count(requestedID)) - COMPLAIN_RETF("Town of faction %s does not have info about building ID=%s!", t->town->faction->getNameTranslated() % requestedID); + if(!t->getTown()->buildings.count(requestedID)) + COMPLAIN_RETF("Town of faction %s does not have info about building ID=%s!", t->getFaction()->getNameTranslated() % requestedID); if(t->hasBuilt(requestedID)) - COMPLAIN_RETF("Building %s is already built in %s", t->town->buildings.at(requestedID)->getNameTranslated() % t->getNameTranslated()); + COMPLAIN_RETF("Building %s is already built in %s", t->getTown()->buildings.at(requestedID)->getNameTranslated() % t->getNameTranslated()); - const CBuilding * requestedBuilding = t->town->buildings.at(requestedID); + const CBuilding * requestedBuilding = t->getTown()->buildings.at(requestedID); //Vector with future list of built building and buildings in auto-mode that are not yet built. std::vector remainingAutoBuildings; @@ -2081,7 +2081,7 @@ bool CGameHandler::buildStructure(ObjectInstanceID tid, BuildingID requestedID, int level = BuildingID::getLevelFromDwelling(buildingID); int upgradeNumber = BuildingID::getUpgradedFromDwelling(buildingID); - if(upgradeNumber >= t->town->creatures.at(level).size()) + if(upgradeNumber >= t->getTown()->creatures.at(level).size()) { complain(boost::str(boost::format("Error encountered when building dwelling (bid=%s):" "no creature found (upgrade number %d, level %d!") @@ -2089,7 +2089,7 @@ bool CGameHandler::buildStructure(ObjectInstanceID tid, BuildingID requestedID, return; } - const CCreature * crea = t->town->creatures.at(level).at(upgradeNumber).toCreature(); + const CCreature * crea = t->getTown()->creatures.at(level).at(upgradeNumber).toCreature(); SetAvailableCreatures ssi; ssi.tid = t->id; @@ -2099,7 +2099,7 @@ bool CGameHandler::buildStructure(ObjectInstanceID tid, BuildingID requestedID, ssi.creatures[level].second.push_back(crea->getId()); sendAndApply(ssi); } - if(t->town->buildings.at(buildingID)->subId == BuildingSubID::PORTAL_OF_SUMMONING) + if(t->getTown()->buildings.at(buildingID)->subId == BuildingSubID::PORTAL_OF_SUMMONING) { setPortalDwelling(t); } @@ -2110,9 +2110,9 @@ bool CGameHandler::buildStructure(ObjectInstanceID tid, BuildingID requestedID, { auto isMageGuild = (buildingID <= BuildingID::MAGES_GUILD_5 && buildingID >= BuildingID::MAGES_GUILD_1); auto isLibrary = isMageGuild ? false - : t->town->buildings.at(buildingID)->subId == BuildingSubID::EBuildingSubID::LIBRARY; + : t->getTown()->buildings.at(buildingID)->subId == BuildingSubID::EBuildingSubID::LIBRARY; - if(isMageGuild || isLibrary || (t->getFaction() == ETownType::CONFLUX && buildingID == BuildingID::GRAIL)) + if(isMageGuild || isLibrary || (t->getFactionID() == ETownType::CONFLUX && buildingID == BuildingID::GRAIL)) { if(t->visitingHero) giveSpells(t,t->visitingHero); @@ -2128,7 +2128,7 @@ bool CGameHandler::buildStructure(ObjectInstanceID tid, BuildingID requestedID, }; //Init the vectors - for(auto & build : t->town->buildings) + for(auto & build : t->getTown()->buildings) { if(t->hasBuilt(build.first)) { @@ -2212,7 +2212,7 @@ bool CGameHandler::visitTownBuilding(ObjectInstanceID tid, BuildingID bid) if(!t->hasBuilt(bid)) return false; - auto subID = t->town->buildings.at(bid)->subId; + auto subID = t->getTown()->buildings.at(bid)->subId; if(subID == BuildingSubID::EBuildingSubID::BANK) { @@ -2224,7 +2224,7 @@ bool CGameHandler::visitTownBuilding(ObjectInstanceID tid, BuildingID bid) return true; } - if (t->rewardableBuildings.count(bid) && t->visitingHero && t->town->buildings.at(bid)->manualHeroVisit) + if (t->rewardableBuildings.count(bid) && t->visitingHero && t->getTown()->buildings.at(bid)->manualHeroVisit) { std::vector buildingsToVisit; std::vector visitors; diff --git a/server/processors/HeroPoolProcessor.cpp b/server/processors/HeroPoolProcessor.cpp index fd26db5f5..44a50884a 100644 --- a/server/processors/HeroPoolProcessor.cpp +++ b/server/processors/HeroPoolProcessor.cpp @@ -47,8 +47,8 @@ TavernHeroSlot HeroPoolProcessor::selectSlotForRole(const PlayerColor & player, // try to find "better" slot to overwrite // we want to avoid overwriting retreated heroes when tavern still has slot with random hero // as well as avoid overwriting surrendered heroes if we can overwrite retreated hero - auto roleLeft = heroesPool->getSlotRole(heroes[0]->getHeroType()); - auto roleRight = heroesPool->getSlotRole(heroes[1]->getHeroType()); + auto roleLeft = heroesPool->getSlotRole(heroes[0]->getHeroTypeID()); + auto roleRight = heroesPool->getSlotRole(heroes[1]->getHeroTypeID()); if (roleLeft > roleRight) return TavernHeroSlot::RANDOM; @@ -70,7 +70,7 @@ void HeroPoolProcessor::onHeroSurrendered(const PlayerColor & color, const CGHer sah.slotID = selectSlotForRole(color, sah.roleID); sah.player = color; - sah.hid = hero->getHeroType(); + sah.hid = hero->getHeroTypeID(); sah.replenishPoints = false; gameHandler->sendAndApply(sah); } @@ -82,9 +82,9 @@ void HeroPoolProcessor::onHeroEscaped(const PlayerColor & color, const CGHeroIns sah.slotID = selectSlotForRole(color, sah.roleID); sah.player = color; - sah.hid = hero->getHeroType(); + sah.hid = hero->getHeroTypeID(); sah.army.clearSlots(); - sah.army.setCreature(SlotID(0), hero->type->initialArmy.at(0).creature, 1); + sah.army.setCreature(SlotID(0), hero->getHeroType()->initialArmy.at(0).creature, 1); sah.replenishPoints = false; gameHandler->sendAndApply(sah); @@ -112,7 +112,7 @@ void HeroPoolProcessor::selectNewHeroForSlot(const PlayerColor & color, TavernHe if (newHero) { - sah.hid = newHero->getHeroType(); + sah.hid = newHero->getHeroTypeID(); if (giveArmy) { @@ -123,7 +123,7 @@ void HeroPoolProcessor::selectNewHeroForSlot(const PlayerColor & color, TavernHe { sah.roleID = TavernSlotRole::SINGLE_UNIT; sah.army.clearSlots(); - sah.army.setCreature(SlotID(0), newHero->type->initialArmy[0].creature, 1); + sah.army.setCreature(SlotID(0), newHero->getHeroType()->initialArmy[0].creature, 1); } } else @@ -208,7 +208,7 @@ bool HeroPoolProcessor::hireHero(const ObjectInstanceID & objectID, const HeroTy for(const auto & hero : recruitableHeroes) { - if(hero->getHeroType() == heroToRecruit) + if(hero->getHeroTypeID() == heroToRecruit) recruitedHero = hero; } @@ -221,7 +221,7 @@ bool HeroPoolProcessor::hireHero(const ObjectInstanceID & objectID, const HeroTy HeroRecruited hr; hr.tid = mapObject->id; - hr.hid = recruitedHero->getHeroType(); + hr.hid = recruitedHero->getHeroTypeID(); hr.player = player; hr.tile = recruitedHero->convertFromVisitablePos(targetPos ); if(gameHandler->getTile(targetPos)->isWater() && !recruitedHero->boat) @@ -258,14 +258,14 @@ std::vector HeroPoolProcessor::findAvailableClassesFor(const for(const auto & elem : heroesPool->unusedHeroesFromPool()) { - if (vstd::contains(result, elem.second->type->heroClass)) + if (vstd::contains(result, elem.second->getHeroClass())) continue; bool heroAvailable = heroesPool->isHeroAvailableFor(elem.first, player); - bool heroClassBanned = elem.second->type->heroClass->tavernProbability(factionID) == 0; + bool heroClassBanned = elem.second->getHeroClass()->tavernProbability(factionID) == 0; if(heroAvailable && !heroClassBanned) - result.push_back(elem.second->type->heroClass); + result.push_back(elem.second->getHeroClass()); } return result; @@ -282,7 +282,7 @@ std::vector HeroPoolProcessor::findAvailableHeroesFor(const Pl assert(!vstd::contains(result, elem.second)); bool heroAvailable = heroesPool->isHeroAvailableFor(elem.first, player); - bool heroClassMatches = elem.second->type->heroClass == heroClass; + bool heroClassMatches = elem.second->getHeroClass() == heroClass; if(heroAvailable && heroClassMatches) result.push_back(elem.second); @@ -318,7 +318,7 @@ const CHeroClass * HeroPoolProcessor::pickClassFor(bool isNative, const PlayerCo continue; bool hasSameClass = vstd::contains_if(currentTavern, [&](const CGHeroInstance * hero){ - return hero->type->heroClass == heroClass; + return hero->getHeroClass() == heroClass; }); if (hasSameClass) diff --git a/server/processors/NewTurnProcessor.cpp b/server/processors/NewTurnProcessor.cpp index a1c9c61b8..f87c380f4 100644 --- a/server/processors/NewTurnProcessor.cpp +++ b/server/processors/NewTurnProcessor.cpp @@ -95,10 +95,10 @@ void NewTurnProcessor::handleTownEvents(const CGTownInstance * town) // 1. Building exists in town (don't attempt to build Lvl 5 guild in Fortress // 2. Building was not built yet // othervice, silently ignore / skip it - if (town->town->buildings.count(i) && !town->hasBuilt(i)) + if (town->getTown()->buildings.count(i) && !town->hasBuilt(i)) { gameHandler->buildStructure(town->id, i, true); - iw.components.emplace_back(ComponentType::BUILDING, BuildingTypeUniqueID(town->getFaction(), i)); + iw.components.emplace_back(ComponentType::BUILDING, BuildingTypeUniqueID(town->getFactionID(), i)); } } @@ -246,7 +246,7 @@ SetAvailableCreatures NewTurnProcessor::generateTownGrowth(const CGTownInstance sac.tid = t->id; sac.creatures = t->creatures; - for (int k=0; k < t->town->creatures.size(); k++) + for (int k=0; k < t->getTown()->creatures.size(); k++) { if (t->creatures.at(k).second.empty()) continue; @@ -345,7 +345,7 @@ void NewTurnProcessor::updateNeutralTownGarrison(const CGTownInstance * t, int c { const auto * creature = slot.second->type; - if (creature->getFaction() != t->getFaction()) + if (creature->getFactionID() != t->getFactionID()) continue; if (creature->getLevel() != tierToGrow) @@ -518,7 +518,7 @@ std::tuple NewTurnProcessor::pickWeekType(bool newMonth) { newMonster.second = VLC->creh->pickRandomMonster(gameHandler->getRandomGenerator()); } while (VLC->creh->objects[newMonster.second] && - (*VLC->townh)[VLC->creatures()->getById(newMonster.second)->getFaction()]->town == nullptr); // find first non neutral creature + (*VLC->townh)[VLC->creatures()->getById(newMonster.second)->getFactionID()]->town == nullptr); // find first non neutral creature return { EWeekType::BONUS_GROWTH, newMonster.second}; } diff --git a/server/processors/PlayerMessageProcessor.cpp b/server/processors/PlayerMessageProcessor.cpp index 83183d478..6ebc78375 100644 --- a/server/processors/PlayerMessageProcessor.cpp +++ b/server/processors/PlayerMessageProcessor.cpp @@ -370,7 +370,7 @@ void PlayerMessageProcessor::cheatBuildTown(PlayerColor player, const CGTownInst if (!town) return; - for (auto & build : town->town->buildings) + for (auto & build : town->getTown()->buildings) { if (!town->hasBuilt(build.first) && !build.second->getNameTranslated().empty() diff --git a/test/entity/CCreatureTest.cpp b/test/entity/CCreatureTest.cpp index 590754e73..3d963df09 100644 --- a/test/entity/CCreatureTest.cpp +++ b/test/entity/CCreatureTest.cpp @@ -100,7 +100,7 @@ TEST_F(CCreatureTest, DISABLED_JsonUpdate) EXPECT_EQ(subject->getFightValue(), 2420); EXPECT_EQ(subject->getLevel(), 6); - EXPECT_EQ(subject->getFaction().getNum(), 55); + EXPECT_EQ(subject->getFactionID().getNum(), 55); EXPECT_TRUE(subject->isDoubleWide()); } diff --git a/test/mock/mock_Creature.h b/test/mock/mock_Creature.h index 6dacd4815..cb51a595a 100644 --- a/test/mock/mock_Creature.h +++ b/test/mock/mock_Creature.h @@ -44,7 +44,7 @@ public: MOCK_CONST_METHOD0(getLevel, int32_t()); MOCK_CONST_METHOD0(getGrowth, int32_t()); MOCK_CONST_METHOD0(getHorde, int32_t()); - MOCK_CONST_METHOD0(getFaction, FactionID()); + MOCK_CONST_METHOD0(getFactionID, FactionID()); MOCK_CONST_METHOD0(getBaseAttack, int32_t()); MOCK_CONST_METHOD0(getBaseDefense, int32_t()); diff --git a/test/mock/mock_battle_Unit.h b/test/mock/mock_battle_Unit.h index 5f2b03bf0..7560bfdc8 100644 --- a/test/mock/mock_battle_Unit.h +++ b/test/mock/mock_battle_Unit.h @@ -82,7 +82,7 @@ public: MOCK_CONST_METHOD1(willMove, bool(int)); MOCK_CONST_METHOD1(waited, bool(int)); - MOCK_CONST_METHOD0(getFaction, FactionID()); + MOCK_CONST_METHOD0(getFactionID, FactionID()); MOCK_CONST_METHOD1(battleQueuePhase, battle::BattlePhases::Type(int));