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Merge pull request #2624 from IvanSavenko/identifiers_cleanup

Identifiers system refactoring and cleanup
This commit is contained in:
Ivan Savenko 2023-08-25 18:10:20 +03:00 committed by GitHub
commit 4500e59713
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GPG Key ID: 4AEE18F83AFDEB23
186 changed files with 2120 additions and 2229 deletions

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@ -357,7 +357,7 @@ int64_t BattleExchangeEvaluator::calculateExchange(
if(cb->battleGetMySide() == BattlePerspective::LEFT_SIDE
&& cb->battleGetGateState() == EGateState::BLOCKED
&& ap.attack.defender->coversPos(ESiegeHex::GATE_BRIDGE))
&& ap.attack.defender->coversPos(BattleHex::GATE_BRIDGE))
{
return EvaluationResult::INEFFECTIVE_SCORE;
}

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@ -45,7 +45,7 @@ void CEmptyAI::yourTacticPhase(int distance)
cb->battleMakeTacticAction(BattleAction::makeEndOFTacticPhase(cb->battleGetTacticsSide()));
}
void CEmptyAI::heroGotLevel(const CGHeroInstance *hero, PrimarySkill::PrimarySkill pskill, std::vector<SecondarySkill> &skills, QueryID queryID)
void CEmptyAI::heroGotLevel(const CGHeroInstance *hero, PrimarySkill pskill, std::vector<SecondarySkill> &skills, QueryID queryID)
{
cb->selectionMade(CRandomGenerator::getDefault().nextInt((int)skills.size() - 1), queryID);
}

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@ -26,7 +26,7 @@ public:
void yourTurn() override;
void yourTacticPhase(int distance) override;
void activeStack(const CStack * stack) override;
void heroGotLevel(const CGHeroInstance *hero, PrimarySkill::PrimarySkill pskill, std::vector<SecondarySkill> &skills, QueryID queryID) override;
void heroGotLevel(const CGHeroInstance *hero, PrimarySkill pskill, std::vector<SecondarySkill> &skills, QueryID queryID) override;
void commanderGotLevel (const CCommanderInstance * commander, std::vector<ui32> skills, QueryID queryID) override;
void showBlockingDialog(const std::string &text, const std::vector<Component> &components, QueryID askID, const int soundID, bool selection, bool cancel) override;
void showTeleportDialog(TeleportChannelID channel, TTeleportExitsList exits, bool impassable, QueryID askID) override;

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@ -314,9 +314,9 @@ void AIGateway::heroExchangeStarted(ObjectInstanceID hero1, ObjectInstanceID her
});
}
void AIGateway::heroPrimarySkillChanged(const CGHeroInstance * hero, int which, si64 val)
void AIGateway::heroPrimarySkillChanged(const CGHeroInstance * hero, PrimarySkill which, si64 val)
{
LOG_TRACE_PARAMS(logAi, "which '%i', val '%i'", which % val);
LOG_TRACE_PARAMS(logAi, "which '%i', val '%i'", static_cast<int>(which) % val);
NET_EVENT_HANDLER;
}
@ -552,7 +552,7 @@ void AIGateway::yourTurn()
makingTurn = std::make_unique<boost::thread>(&AIGateway::makeTurn, this);
}
void AIGateway::heroGotLevel(const CGHeroInstance * hero, PrimarySkill::PrimarySkill pskill, std::vector<SecondarySkill> & skills, QueryID queryID)
void AIGateway::heroGotLevel(const CGHeroInstance * hero, PrimarySkill pskill, std::vector<SecondarySkill> & skills, QueryID queryID)
{
LOG_TRACE_PARAMS(logAi, "queryID '%i'", queryID);
NET_EVENT_HANDLER;
@ -757,7 +757,7 @@ bool AIGateway::makePossibleUpgrades(const CArmedInstance * obj)
{
UpgradeInfo ui;
myCb->fillUpgradeInfo(obj, SlotID(i), ui);
if(ui.oldID >= 0 && nullkiller->getFreeResources().canAfford(ui.cost[0] * s->count))
if(ui.oldID != CreatureID::NONE && nullkiller->getFreeResources().canAfford(ui.cost[0] * s->count))
{
myCb->upgradeCreature(obj, SlotID(i), ui.newID[0]);
upgraded = true;
@ -773,7 +773,7 @@ void AIGateway::makeTurn()
{
MAKING_TURN;
auto day = cb->getDate(Date::EDateType::DAY);
auto day = cb->getDate(Date::DAY);
logAi->info("Player %d (%s) starting turn, day %d", playerID, playerID.getStr(), day);
boost::shared_lock<boost::shared_mutex> gsLock(CGameState::mutex);
@ -1097,7 +1097,7 @@ void AIGateway::battleEnd(const BattleResult * br, QueryID queryID)
logAi->debug("Player %d (%s): I %s the %s!", playerID, playerID.getStr(), (won ? "won" : "lost"), battlename);
battlename.clear();
if (queryID != -1)
if (queryID != QueryID::NONE)
{
status.addQuery(queryID, "Combat result dialog");
const int confirmAction = 0;

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@ -113,7 +113,7 @@ public:
void initGameInterface(std::shared_ptr<Environment> env, std::shared_ptr<CCallback> CB) override;
void yourTurn() override;
void heroGotLevel(const CGHeroInstance * hero, PrimarySkill::PrimarySkill pskill, std::vector<SecondarySkill> & skills, QueryID queryID) override; //pskill is gained primary skill, interface has to choose one of given skills and call callback with selection id
void heroGotLevel(const CGHeroInstance * hero, PrimarySkill pskill, std::vector<SecondarySkill> & skills, QueryID queryID) override; //pskill is gained primary skill, interface has to choose one of given skills and call callback with selection id
void commanderGotLevel(const CCommanderInstance * commander, std::vector<ui32> skills, QueryID queryID) override; //TODO
void showBlockingDialog(const std::string & text, const std::vector<Component> & components, QueryID askID, const int soundID, bool selection, bool cancel) override; //Show a dialog, player must take decision. If selection then he has to choose between one of given components, if cancel he is allowed to not choose. After making choice, CCallback::selectionMade should be called with number of selected component (1 - n) or 0 for cancel (if allowed) and askID.
void showGarrisonDialog(const CArmedInstance * up, const CGHeroInstance * down, bool removableUnits, QueryID queryID) override; //all stacks operations between these objects become allowed, interface has to call onEnd when done
@ -144,7 +144,7 @@ public:
void heroVisitsTown(const CGHeroInstance * hero, const CGTownInstance * town) override;
void tileRevealed(const std::unordered_set<int3> & pos) override;
void heroExchangeStarted(ObjectInstanceID hero1, ObjectInstanceID hero2, QueryID query) override;
void heroPrimarySkillChanged(const CGHeroInstance * hero, int which, si64 val) override;
void heroPrimarySkillChanged(const CGHeroInstance * hero, PrimarySkill which, si64 val) override;
void showRecruitmentDialog(const CGDwelling * dwelling, const CArmedInstance * dst, int level) override;
void heroMovePointsChanged(const CGHeroInstance * hero) override;
void garrisonsChanged(ObjectInstanceID id1, ObjectInstanceID id2) override;

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@ -241,7 +241,7 @@ bool isObjectPassable(const CGObjectInstance * obj)
}
// Pathfinder internal helper
bool isObjectPassable(const CGObjectInstance * obj, PlayerColor playerColor, PlayerRelations::PlayerRelations objectRelations)
bool isObjectPassable(const CGObjectInstance * obj, PlayerColor playerColor, PlayerRelations objectRelations)
{
if((obj->ID == Obj::GARRISON || obj->ID == Obj::GARRISON2)
&& objectRelations != PlayerRelations::ENEMIES)
@ -274,7 +274,7 @@ creInfo infoFromDC(const dwellingContent & dc)
creInfo ci;
ci.count = dc.first;
ci.creID = dc.second.size() ? dc.second.back() : CreatureID(-1); //should never be accessed
if (ci.creID != -1)
if (ci.creID != CreatureID::NONE)
{
ci.cre = VLC->creatures()->getById(ci.creID);
ci.level = ci.cre->getLevel(); //this is creature tier, while tryRealize expects dwelling level. Ignore.

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@ -151,7 +151,7 @@ struct ObjectIdRef
}
};
template<int id>
template<Obj::Type id>
bool objWithID(const CGObjectInstance * obj)
{
return obj->ID == id;
@ -226,7 +226,7 @@ void foreach_neighbour(CCallback * cbp, const int3 & pos, const Func & foo) // a
bool canBeEmbarkmentPoint(const TerrainTile * t, bool fromWater);
bool isObjectPassable(const CGObjectInstance * obj);
bool isObjectPassable(const Nullkiller * ai, const CGObjectInstance * obj);
bool isObjectPassable(const CGObjectInstance * obj, PlayerColor playerColor, PlayerRelations::PlayerRelations objectRelations);
bool isObjectPassable(const CGObjectInstance * obj, PlayerColor playerColor, PlayerRelations objectRelations);
bool isBlockVisitObj(const int3 & pos);
bool isWeeklyRevisitable(const CGObjectInstance * obj);

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@ -256,7 +256,7 @@ std::shared_ptr<CCreatureSet> ArmyManager::getArmyAvailableToBuyAsCCreatureSet(
{
auto ci = infoFromDC(dwelling->creatures[i]);
if(!ci.count || ci.creID == -1)
if(!ci.count || ci.creID == CreatureID::NONE)
continue;
vstd::amin(ci.count, availableRes / ci.cre->getFullRecruitCost()); //max count we can afford
@ -316,7 +316,7 @@ std::vector<creInfo> ArmyManager::getArmyAvailableToBuy(
{
auto ci = infoFromDC(dwelling->creatures[i]);
if(ci.creID == -1) continue;
if(ci.creID == CreatureID::NONE) continue;
if(i < GameConstants::CREATURES_PER_TOWN && countGrowth)
{

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@ -24,7 +24,7 @@ void BuildAnalyzer::updateTownDwellings(TownDevelopmentInfo & developmentInfo)
for(auto &pair : townInfo->buildings)
{
if(pair.second->upgrade != -1)
if(pair.second->upgrade != BuildingID::NONE)
{
parentMap[pair.second->upgrade] = pair.first;
}
@ -160,7 +160,7 @@ void BuildAnalyzer::update()
updateDailyIncome();
if(ai->cb->getDate(Date::EDateType::DAY) == 1)
if(ai->cb->getDate(Date::DAY) == 1)
{
goldPreasure = 1;
}

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@ -244,10 +244,10 @@ uint64_t evaluateArtifactArmyValue(CArtifactInstance * art)
10 * art->valOfBonuses(BonusType::MOVEMENT, 1)
+ 1200 * art->valOfBonuses(BonusType::STACKS_SPEED)
+ 700 * art->valOfBonuses(BonusType::MORALE)
+ 700 * art->valOfBonuses(BonusType::PRIMARY_SKILL, PrimarySkill::ATTACK)
+ 700 * art->valOfBonuses(BonusType::PRIMARY_SKILL, PrimarySkill::DEFENSE)
+ 700 * art->valOfBonuses(BonusType::PRIMARY_SKILL, PrimarySkill::KNOWLEDGE)
+ 700 * art->valOfBonuses(BonusType::PRIMARY_SKILL, PrimarySkill::SPELL_POWER)
+ 700 * art->valOfBonuses(BonusType::PRIMARY_SKILL, static_cast<int>(PrimarySkill::ATTACK))
+ 700 * art->valOfBonuses(BonusType::PRIMARY_SKILL, static_cast<int>(PrimarySkill::DEFENSE))
+ 700 * art->valOfBonuses(BonusType::PRIMARY_SKILL, static_cast<int>(PrimarySkill::KNOWLEDGE))
+ 700 * art->valOfBonuses(BonusType::PRIMARY_SKILL, static_cast<int>(PrimarySkill::SPELL_POWER))
+ 500 * art->valOfBonuses(BonusType::LUCK);
auto classValue = 0;

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@ -10,7 +10,7 @@
#include "StdInc.h"
#include "AbstractGoal.h"
#include "../AIGateway.h"
#include "../../../lib/StringConstants.h"
#include "../../../lib/constants/StringConstants.h"
namespace NKAI
{

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@ -11,7 +11,7 @@
#include "BuildThis.h"
#include "../AIGateway.h"
#include "../AIUtility.h"
#include "../../../lib/StringConstants.h"
#include "../../../lib/constants/StringConstants.h"
namespace NKAI

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@ -51,7 +51,7 @@ void BuyArmy::accept(AIGateway * ai)
auto res = cb->getResourceAmount();
auto & ci = armyToBuy[i];
if(objid != -1 && ci.creID != objid)
if(objid != CreatureID::NONE && ci.creID.getNum() != objid)
continue;
vstd::amin(ci.count, res / ci.cre->getFullRecruitCost());

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@ -11,7 +11,7 @@
#include "Composition.h"
#include "../AIGateway.h"
#include "../AIUtility.h"
#include "../../../lib/StringConstants.h"
#include "../../../lib/constants/StringConstants.h"
namespace NKAI

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@ -11,7 +11,7 @@
#include "Goals.h"
#include "../AIGateway.h"
#include "../AIUtility.h"
#include "../../../lib/StringConstants.h"
#include "../../../lib/constants/StringConstants.h"
namespace NKAI

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@ -224,7 +224,7 @@ creInfo infoFromDC(const dwellingContent & dc)
creInfo ci;
ci.count = dc.first;
ci.creID = dc.second.size() ? dc.second.back() : CreatureID(-1); //should never be accessed
if (ci.creID != -1)
if (ci.creID != CreatureID::NONE)
{
ci.cre = VLC->creatures()->getById(ci.creID);
ci.level = ci.cre->getLevel(); //this is creature tier, while tryRealize expects dwelling level. Ignore.

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@ -142,7 +142,7 @@ class ObjsVector : public std::vector<ObjectIdRef>
{
};
template<int id>
template<Obj::Type id>
bool objWithID(const CGObjectInstance * obj)
{
return obj->ID == id;

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@ -118,12 +118,12 @@ ui64 ArmyManager::howManyReinforcementsCanBuy(const CCreatureSet * h, const CGDw
{
creInfo ci = infoFromDC(dc);
if(!ci.count || ci.creID == -1)
if(!ci.count || ci.creID == CreatureID::NONE)
continue;
vstd::amin(ci.count, availableRes / ci.cre->getFullRecruitCost()); //max count we can afford
if(ci.count && ci.creID != -1) //valid creature at this level
if(ci.count && ci.creID != CreatureID::NONE) //valid creature at this level
{
//can be merged with another stack?
SlotID dst = h->getSlotFor(ci.creID);

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@ -38,7 +38,7 @@ bool BuildingManager::tryBuildThisStructure(const CGTownInstance * t, BuildingID
for (BuildingID buildID : toBuild)
{
EBuildingState::EBuildingState canBuild = cb->canBuildStructure(t, buildID);
EBuildingState canBuild = cb->canBuildStructure(t, buildID);
if (canBuild == EBuildingState::HAVE_CAPITAL || canBuild == EBuildingState::FORBIDDEN || canBuild == EBuildingState::NO_WATER)
return false; //we won't be able to build this
}
@ -52,7 +52,7 @@ bool BuildingManager::tryBuildThisStructure(const CGTownInstance * t, BuildingID
{
const CBuilding * b = t->town->buildings.at(buildID);
EBuildingState::EBuildingState canBuild = cb->canBuildStructure(t, buildID);
EBuildingState canBuild = cb->canBuildStructure(t, buildID);
if (canBuild == EBuildingState::ALLOWED)
{
PotentialBuilding pb;
@ -222,7 +222,7 @@ bool BuildingManager::getBuildingOptions(const CGTownInstance * t)
std::vector<BuildingID> extraBuildings;
for (auto buildingInfo : t->town->buildings)
{
if (buildingInfo.first > 43)
if (buildingInfo.first > BuildingID::DWELL_UP2_FIRST)
extraBuildings.push_back(buildingInfo.first);
}
return tryBuildAnyStructure(t, extraBuildings);

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@ -14,7 +14,7 @@
#include "../FuzzyHelper.h"
#include "../ResourceManager.h"
#include "../BuildingManager.h"
#include "../../../lib/StringConstants.h"
#include "../../../lib/constants/StringConstants.h"
using namespace Goals;

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@ -17,7 +17,7 @@
#include "../ResourceManager.h"
#include "../BuildingManager.h"
#include "../../../lib/mapObjects/CGTownInstance.h"
#include "../../../lib/StringConstants.h"
#include "../../../lib/constants/StringConstants.h"
using namespace Goals;

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@ -16,7 +16,7 @@
#include "../ResourceManager.h"
#include "../BuildingManager.h"
#include "../../../lib/mapObjects/CGTownInstance.h"
#include "../../../lib/StringConstants.h"
#include "../../../lib/constants/StringConstants.h"
using namespace Goals;

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@ -16,7 +16,7 @@
#include "../ResourceManager.h"
#include "../BuildingManager.h"
#include "../../../lib/mapObjects/CGMarket.h"
#include "../../../lib/StringConstants.h"
#include "../../../lib/constants/StringConstants.h"
using namespace Goals;
@ -170,10 +170,10 @@ TSubgoal CollectRes::whatToDoToTrade()
int howManyCanWeBuy = 0;
for (GameResID i = EGameResID::WOOD; i <= EGameResID::GOLD; ++i)
{
if (GameResID(i) == resID)
if (i.getNum() == resID)
continue;
int toGive = -1, toReceive = -1;
m->getOffer(GameResID(i), resID, toGive, toReceive, EMarketMode::RESOURCE_RESOURCE);
m->getOffer(i, resID, toGive, toReceive, EMarketMode::RESOURCE_RESOURCE);
assert(toGive > 0 && toReceive > 0);
howManyCanWeBuy += toReceive * (ai->ah->freeResources()[i] / toGive);
}

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@ -15,7 +15,7 @@
#include "../FuzzyHelper.h"
#include "../ResourceManager.h"
#include "../BuildingManager.h"
#include "../../../lib/StringConstants.h"
#include "../../../lib/constants/StringConstants.h"
using namespace Goals;

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@ -15,7 +15,7 @@
#include "../FuzzyHelper.h"
#include "../ResourceManager.h"
#include "../BuildingManager.h"
#include "../../../lib/StringConstants.h"
#include "../../../lib/constants/StringConstants.h"
#include "../../../lib/CPlayerState.h"
using namespace Goals;

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@ -28,7 +28,7 @@ TSubgoal FindObj::whatToDoToAchieve()
{
for(const CGObjectInstance * obj : ai->visitableObjs)
{
if(obj->ID == objid && obj->subID == resID)
if(obj->ID.getNum() == objid && obj->subID == resID)
{
o = obj;
break; //TODO: consider multiple objects and choose best
@ -39,7 +39,7 @@ TSubgoal FindObj::whatToDoToAchieve()
{
for(const CGObjectInstance * obj : ai->visitableObjs)
{
if(obj->ID == objid)
if(obj->ID.getNum() == objid)
{
o = obj;
break; //TODO: consider multiple objects and choose best
@ -59,7 +59,7 @@ bool FindObj::fulfillsMe(TSubgoal goal)
if (!hero || hero == goal->hero)
for (auto obj : cb->getVisitableObjs(goal->tile)) //check if any object on that tile matches criteria
if (obj->visitablePos() == goal->tile) //object could be removed
if (obj->ID == objid && obj->subID == resID) //same type and subtype
if (obj->ID.getNum() == objid && obj->subID == resID) //same type and subtype
return true;
}
return false;

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@ -16,7 +16,7 @@
#include "../ResourceManager.h"
#include "../BuildingManager.h"
#include "../../../lib/mapObjects/CGTownInstance.h"
#include "../../../lib/StringConstants.h"
#include "../../../lib/constants/StringConstants.h"
using namespace Goals;

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@ -16,7 +16,7 @@
#include "../ResourceManager.h"
#include "../BuildingManager.h"
#include "../../../lib/mapObjects/CGTownInstance.h"
#include "../../../lib/StringConstants.h"
#include "../../../lib/constants/StringConstants.h"
using namespace Goals;
@ -134,7 +134,7 @@ TGoalVec GatherTroops::getAllPossibleSubgoals()
{
for(auto type : creature.second)
{
if(type == objid && ai->ah->freeResources().canAfford(VLC->creatures()->getById(type)->getFullRecruitCost()))
if(type.getNum() == objid && ai->ah->freeResources().canAfford(VLC->creatures()->getById(type)->getFullRecruitCost()))
vstd::concatenate(solutions, ai->ah->howToVisitObj(obj));
}
}

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@ -15,7 +15,7 @@
#include "../FuzzyHelper.h"
#include "../ResourceManager.h"
#include "../BuildingManager.h"
#include "../../../lib/StringConstants.h"
#include "../../../lib/constants/StringConstants.h"
using namespace Goals;

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@ -15,7 +15,7 @@
#include "../FuzzyHelper.h"
#include "../ResourceManager.h"
#include "../BuildingManager.h"
#include "../../../lib/StringConstants.h"
#include "../../../lib/constants/StringConstants.h"
using namespace Goals;

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@ -15,7 +15,7 @@
#include "../FuzzyHelper.h"
#include "../ResourceManager.h"
#include "../BuildingManager.h"
#include "../../../lib/StringConstants.h"
#include "../../../lib/constants/StringConstants.h"
using namespace Goals;

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@ -17,7 +17,7 @@
#include "../BuildingManager.h"
#include "../../../lib/mapping/CMapHeader.h" //for victory conditions
#include "../../../lib/mapObjects/CGTownInstance.h"
#include "../../../lib/StringConstants.h"
#include "../../../lib/constants/StringConstants.h"
using namespace Goals;

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@ -351,9 +351,9 @@ void VCAI::heroExchangeStarted(ObjectInstanceID hero1, ObjectInstanceID hero2, Q
});
}
void VCAI::heroPrimarySkillChanged(const CGHeroInstance * hero, int which, si64 val)
void VCAI::heroPrimarySkillChanged(const CGHeroInstance * hero, PrimarySkill which, si64 val)
{
LOG_TRACE_PARAMS(logAi, "which '%i', val '%i'", which % val);
LOG_TRACE_PARAMS(logAi, "which '%i', val '%i'", static_cast<int>(which) % val);
NET_EVENT_HANDLER;
}
@ -618,7 +618,7 @@ void VCAI::yourTurn()
makingTurn = std::make_unique<boost::thread>(&VCAI::makeTurn, this);
}
void VCAI::heroGotLevel(const CGHeroInstance * hero, PrimarySkill::PrimarySkill pskill, std::vector<SecondarySkill> & skills, QueryID queryID)
void VCAI::heroGotLevel(const CGHeroInstance * hero, PrimarySkill pskill, std::vector<SecondarySkill> & skills, QueryID queryID)
{
LOG_TRACE_PARAMS(logAi, "queryID '%i'", queryID);
NET_EVENT_HANDLER;
@ -764,7 +764,7 @@ void makePossibleUpgrades(const CArmedInstance * obj)
{
UpgradeInfo ui;
cb->fillUpgradeInfo(obj, SlotID(i), ui);
if(ui.oldID >= 0 && cb->getResourceAmount().canAfford(ui.cost[0] * s->count))
if(ui.oldID != CreatureID::NONE && cb->getResourceAmount().canAfford(ui.cost[0] * s->count))
{
cb->upgradeCreature(obj, SlotID(i), ui.newID[0]);
}
@ -776,7 +776,7 @@ void VCAI::makeTurn()
{
MAKING_TURN;
auto day = cb->getDate(Date::EDateType::DAY);
auto day = cb->getDate(Date::DAY);
logAi->info("Player %d (%s) starting turn, day %d", playerID, playerID.getStr(), day);
boost::shared_lock<boost::shared_mutex> gsLock(CGameState::mutex);
@ -1594,7 +1594,7 @@ void VCAI::battleEnd(const BattleResult * br, QueryID queryID)
logAi->debug("Player %d (%s): I %s the %s!", playerID, playerID.getStr(), (won ? "won" : "lost"), battlename);
battlename.clear();
if (queryID != -1)
if (queryID != QueryID::NONE)
{
status.addQuery(queryID, "Combat result dialog");
const int confirmAction = 0;
@ -2184,8 +2184,8 @@ void VCAI::tryRealize(Goals::BuyArmy & g)
auto ci = infoFromDC(t->creatures[i]);
if(!ci.count
|| ci.creID == -1
|| (g.objid != -1 && ci.creID != g.objid)
|| ci.creID == CreatureID::NONE
|| (g.objid != -1 && ci.creID.getNum() != g.objid)
|| t->getUpperArmy()->getSlotFor(ci.creID) == SlotID())
continue;

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@ -146,7 +146,7 @@ public:
void initGameInterface(std::shared_ptr<Environment> ENV, std::shared_ptr<CCallback> CB) override;
void yourTurn() override;
void heroGotLevel(const CGHeroInstance * hero, PrimarySkill::PrimarySkill pskill, std::vector<SecondarySkill> & skills, QueryID queryID) override; //pskill is gained primary skill, interface has to choose one of given skills and call callback with selection id
void heroGotLevel(const CGHeroInstance * hero, PrimarySkill pskill, std::vector<SecondarySkill> & skills, QueryID queryID) override; //pskill is gained primary skill, interface has to choose one of given skills and call callback with selection id
void commanderGotLevel(const CCommanderInstance * commander, std::vector<ui32> skills, QueryID queryID) override; //TODO
void showBlockingDialog(const std::string & text, const std::vector<Component> & components, QueryID askID, const int soundID, bool selection, bool cancel) override; //Show a dialog, player must take decision. If selection then he has to choose between one of given components, if cancel he is allowed to not choose. After making choice, CCallback::selectionMade should be called with number of selected component (1 - n) or 0 for cancel (if allowed) and askID.
void showGarrisonDialog(const CArmedInstance * up, const CGHeroInstance * down, bool removableUnits, QueryID queryID) override; //all stacks operations between these objects become allowed, interface has to call onEnd when done
@ -177,7 +177,7 @@ public:
void heroVisitsTown(const CGHeroInstance * hero, const CGTownInstance * town) override;
void tileRevealed(const std::unordered_set<int3> & pos) override;
void heroExchangeStarted(ObjectInstanceID hero1, ObjectInstanceID hero2, QueryID query) override;
void heroPrimarySkillChanged(const CGHeroInstance * hero, int which, si64 val) override;
void heroPrimarySkillChanged(const CGHeroInstance * hero, PrimarySkill which, si64 val) override;
void showRecruitmentDialog(const CGDwelling * dwelling, const CArmedInstance * dst, int level) override;
void heroMovePointsChanged(const CGHeroInstance * hero) override;
void garrisonsChanged(ObjectInstanceID id1, ObjectInstanceID id2) override;

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@ -195,7 +195,7 @@ bool CCallback::buildBuilding(const CGTownInstance *town, BuildingID buildingID)
if(town->tempOwner!=player)
return false;
if(!canBuildStructure(town, buildingID))
if(canBuildStructure(town, buildingID) != EBuildingState::ALLOWED)
return false;
BuildStructure pack(town->id,buildingID);
@ -242,12 +242,12 @@ void CCallback::buyArtifact(const CGHeroInstance *hero, ArtifactID aid)
sendRequest(&pack);
}
void CCallback::trade(const IMarket * market, EMarketMode::EMarketMode mode, ui32 id1, ui32 id2, ui32 val1, const CGHeroInstance * hero)
void CCallback::trade(const IMarket * market, EMarketMode mode, ui32 id1, ui32 id2, ui32 val1, const CGHeroInstance * hero)
{
trade(market, mode, std::vector<ui32>(1, id1), std::vector<ui32>(1, id2), std::vector<ui32>(1, val1), hero);
}
void CCallback::trade(const IMarket * market, EMarketMode::EMarketMode mode, const std::vector<ui32> & id1, const std::vector<ui32> & id2, const std::vector<ui32> & val1, const CGHeroInstance * hero)
void CCallback::trade(const IMarket * market, EMarketMode mode, const std::vector<ui32> & id1, const std::vector<ui32> & id2, const std::vector<ui32> & val1, const CGHeroInstance * hero)
{
TradeOnMarketplace pack;
pack.marketId = dynamic_cast<const CGObjectInstance *>(market)->id;

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@ -75,8 +75,8 @@ public:
virtual bool upgradeCreature(const CArmedInstance *obj, SlotID stackPos, CreatureID newID=CreatureID::NONE)=0; //if newID==-1 then best possible upgrade will be made
virtual void swapGarrisonHero(const CGTownInstance *town)=0;
virtual void trade(const IMarket * market, EMarketMode::EMarketMode mode, ui32 id1, ui32 id2, ui32 val1, const CGHeroInstance * hero = nullptr)=0; //mode==0: sell val1 units of id1 resource for id2 resiurce
virtual void trade(const IMarket * market, EMarketMode::EMarketMode mode, const std::vector<ui32> & id1, const std::vector<ui32> & id2, const std::vector<ui32> & val1, const CGHeroInstance * hero = nullptr)=0;
virtual void trade(const IMarket * market, EMarketMode mode, ui32 id1, ui32 id2, ui32 val1, const CGHeroInstance * hero = nullptr)=0; //mode==0: sell val1 units of id1 resource for id2 resiurce
virtual void trade(const IMarket * market, EMarketMode mode, const std::vector<ui32> & id1, const std::vector<ui32> & id2, const std::vector<ui32> & val1, const CGHeroInstance * hero = nullptr)=0;
virtual int selectionMade(int selection, QueryID queryID) =0;
virtual int sendQueryReply(const JsonNode & reply, QueryID queryID) =0;
@ -171,8 +171,8 @@ public:
void endTurn() override;
void swapGarrisonHero(const CGTownInstance *town) override;
void buyArtifact(const CGHeroInstance *hero, ArtifactID aid) override;
void trade(const IMarket * market, EMarketMode::EMarketMode mode, ui32 id1, ui32 id2, ui32 val1, const CGHeroInstance * hero = nullptr) override;
void trade(const IMarket * market, EMarketMode::EMarketMode mode, const std::vector<ui32> & id1, const std::vector<ui32> & id2, const std::vector<ui32> & val1, const CGHeroInstance * hero = nullptr) override;
void trade(const IMarket * market, EMarketMode mode, ui32 id1, ui32 id2, ui32 val1, const CGHeroInstance * hero = nullptr) override;
void trade(const IMarket * market, EMarketMode mode, const std::vector<ui32> & id1, const std::vector<ui32> & id2, const std::vector<ui32> & val1, const CGHeroInstance * hero = nullptr) override;
void setFormation(const CGHeroInstance * hero, bool tight) override;
void recruitHero(const CGObjectInstance *townOrTavern, const CGHeroInstance *hero) override;
void save(const std::string &fname) override;

View File

@ -19,7 +19,7 @@
#include "../lib/JsonNode.h"
#include "../lib/GameConstants.h"
#include "../lib/filesystem/Filesystem.h"
#include "../lib/StringConstants.h"
#include "../lib/constants/StringConstants.h"
#include "../lib/CRandomGenerator.h"
#include "../lib/VCMIDirs.h"
#include "../lib/TerrainHandler.h"

View File

@ -183,7 +183,7 @@ void CPlayerInterface::playerStartsTurn(PlayerColor player)
// close window from another player
if(auto w = GH.windows().topWindow<CInfoWindow>())
if(w->ID == -1 && player != playerID)
if(w->ID == QueryID::NONE && player != playerID)
w->close();
// remove all dialogs that do not expect query answer
@ -466,10 +466,10 @@ void CPlayerInterface::openTownWindow(const CGTownInstance * town)
GH.windows().pushWindow(newCastleInt);
}
void CPlayerInterface::heroPrimarySkillChanged(const CGHeroInstance * hero, int which, si64 val)
void CPlayerInterface::heroPrimarySkillChanged(const CGHeroInstance * hero, PrimarySkill which, si64 val)
{
EVENT_HANDLER_CALLED_BY_CLIENT;
if (which == 4)
if (which == PrimarySkill::EXPERIENCE)
{
for (auto ctw : GH.windows().findWindows<CAltarWindow>())
ctw->setExpToLevel();
@ -510,7 +510,7 @@ void CPlayerInterface::receivedResource()
GH.windows().totalRedraw();
}
void CPlayerInterface::heroGotLevel(const CGHeroInstance *hero, PrimarySkill::PrimarySkill pskill, std::vector<SecondarySkill>& skills, QueryID queryID)
void CPlayerInterface::heroGotLevel(const CGHeroInstance *hero, PrimarySkill pskill, std::vector<SecondarySkill>& skills, QueryID queryID)
{
EVENT_HANDLER_CALLED_BY_CLIENT;
waitWhileDialog();
@ -854,7 +854,7 @@ void CPlayerInterface::battleEnd(const BattleResult *br, QueryID queryID)
if(!battleInt)
{
bool allowManualReplay = queryID != -1;
bool allowManualReplay = queryID != QueryID::NONE;
auto wnd = std::make_shared<BattleResultWindow>(*br, *this, allowManualReplay);

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@ -109,11 +109,11 @@ protected: // Call-ins from server, should not be called directly, but only via
void heroVisit(const CGHeroInstance * visitor, const CGObjectInstance * visitedObj, bool start) override;
void heroCreated(const CGHeroInstance* hero) override;
void heroGotLevel(const CGHeroInstance *hero, PrimarySkill::PrimarySkill pskill, std::vector<SecondarySkill> &skills, QueryID queryID) override;
void heroGotLevel(const CGHeroInstance *hero, PrimarySkill pskill, std::vector<SecondarySkill> &skills, QueryID queryID) override;
void commanderGotLevel (const CCommanderInstance * commander, std::vector<ui32> skills, QueryID queryID) override;
void heroInGarrisonChange(const CGTownInstance *town) override;
void heroMoved(const TryMoveHero & details, bool verbose = true) override;
void heroPrimarySkillChanged(const CGHeroInstance * hero, int which, si64 val) override;
void heroPrimarySkillChanged(const CGHeroInstance * hero, PrimarySkill which, si64 val) override;
void heroSecondarySkillChanged(const CGHeroInstance * hero, int which, int val) override;
void heroManaPointsChanged(const CGHeroInstance * hero) override;
void heroMovePointsChanged(const CGHeroInstance * hero) override;

View File

@ -165,7 +165,7 @@ public:
bool removeObject(const CGObjectInstance * obj) override {return false;};
void createObject(const int3 & visitablePosition, Obj type, int32_t subtype ) override {};
void setOwner(const CGObjectInstance * obj, PlayerColor owner) override {};
void changePrimSkill(const CGHeroInstance * hero, PrimarySkill::PrimarySkill which, si64 val, bool abs = false) override {};
void changePrimSkill(const CGHeroInstance * hero, PrimarySkill which, si64 val, bool abs = false) override {};
void changeSecSkill(const CGHeroInstance * hero, SecondarySkill which, int val, bool abs = false) override {};
void showBlockingDialog(BlockingDialog * iw) override {};

View File

@ -22,7 +22,7 @@
#include "../lib/CConfigHandler.h"
#include "../lib/gameState/CGameState.h"
#include "../lib/CPlayerState.h"
#include "../lib/StringConstants.h"
#include "../lib/constants/StringConstants.h"
#include "../lib/campaign/CampaignHandler.h"
#include "../lib/mapping/CMapService.h"
#include "../lib/mapping/CMap.h"

View File

@ -483,7 +483,7 @@ void AdventureMapInterface::onTileLeftClicked(const int3 &mapPos)
}
//check if we can select this object
bool canSelect = topBlocking && topBlocking->ID == Obj::HERO && topBlocking->tempOwner == LOCPLINT->playerID;
canSelect |= topBlocking && topBlocking->ID == Obj::TOWN && LOCPLINT->cb->getPlayerRelations(LOCPLINT->playerID, topBlocking->tempOwner);
canSelect |= topBlocking && topBlocking->ID == Obj::TOWN && LOCPLINT->cb->getPlayerRelations(LOCPLINT->playerID, topBlocking->tempOwner) != PlayerRelations::ENEMIES;
bool isHero = false;
if(LOCPLINT->localState->getCurrentArmy()->ID != Obj::HERO) //hero is not selected (presumably town)

View File

@ -29,7 +29,7 @@
#include "../CPlayerInterface.h"
#include "../PlayerLocalState.h"
#include "../../lib/StringConstants.h"
#include "../../lib/constants/StringConstants.h"
#include "../../lib/filesystem/ResourceID.h"
AdventureMapWidget::AdventureMapWidget( std::shared_ptr<AdventureMapShortcuts> shortcuts )

View File

@ -11,11 +11,6 @@
#include "../gui/CIntObject.h"
VCMI_LIB_NAMESPACE_BEGIN
enum class EGameResID : int8_t;
using GameResID = Identifier<EGameResID>;
VCMI_LIB_NAMESPACE_END
/// Resources bar which shows information about how many gold, crystals,... you have
/// Current date is displayed too
class CResDataBar : public CIntObject

View File

@ -65,16 +65,12 @@ std::string BattleSiegeController::getWallPieceImageName(EWallVisual::EWallVisua
{
case EWallVisual::BACKGROUND_WALL:
{
switch(town->town->faction->getIndex())
{
case ETownType::RAMPART:
case ETownType::NECROPOLIS:
case ETownType::DUNGEON:
case ETownType::STRONGHOLD:
auto faction = town->town->faction->getIndex();
if (faction == ETownType::RAMPART || faction == ETownType::NECROPOLIS || faction == ETownType::DUNGEON || faction == ETownType::STRONGHOLD)
return prefix + "TPW1.BMP";
default:
else
return prefix + "TPWL.BMP";
}
}
case EWallVisual::KEEP:
return prefix + "MAN" + addit + ".BMP";

View File

@ -523,7 +523,7 @@ void BattleWindow::bSpellf()
CCS->curh->set(Cursor::Map::POINTER);
ESpellCastProblem::ESpellCastProblem spellCastProblem = owner.curInt->cb->battleCanCastSpell(myHero, spells::Mode::HERO);
ESpellCastProblem spellCastProblem = owner.curInt->cb->battleCanCastSpell(myHero, spells::Mode::HERO);
if(spellCastProblem == ESpellCastProblem::OK)
{
@ -629,7 +629,7 @@ void BattleWindow::blockUI(bool on)
if(hero)
{
ESpellCastProblem::ESpellCastProblem spellcastingProblem = owner.curInt->cb->battleCanCastSpell(hero, spells::Mode::HERO);
ESpellCastProblem spellcastingProblem = owner.curInt->cb->battleCanCastSpell(hero, spells::Mode::HERO);
//if magic is blocked, we leave button active, so the message can be displayed after button click
canCastSpells = spellcastingProblem == ESpellCastProblem::OK || spellcastingProblem == ESpellCastProblem::MAGIC_IS_BLOCKED;

View File

@ -94,7 +94,7 @@ size_t OptionsTab::CPlayerSettingsHelper::getImageIndex(bool big)
TOWN_RANDOM = 38, TOWN_NONE = 39, // Special frames in ITPA
HERO_RANDOM = 163, HERO_NONE = 164 // Special frames in PortraitsSmall
};
auto factionIndex = settings.castle >= CGI->townh->size() ? 0 : settings.castle;
auto factionIndex = settings.castle.getNum() >= CGI->townh->size() ? 0 : settings.castle.getNum();
switch(type)
{
@ -117,9 +117,9 @@ size_t OptionsTab::CPlayerSettingsHelper::getImageIndex(bool big)
return HERO_RANDOM;
default:
{
if(settings.heroPortrait >= 0)
if(settings.heroPortrait != HeroTypeID::NONE)
return settings.heroPortrait;
auto index = settings.hero >= CGI->heroh->size() ? 0 : settings.hero;
auto index = settings.hero.getNum() >= CGI->heroh->size() ? 0 : settings.hero.getNum();
return (*CGI->heroh)[index]->imageIndex;
}
}
@ -191,7 +191,7 @@ std::string OptionsTab::CPlayerSettingsHelper::getName()
return CGI->generaltexth->allTexts[522];
default:
{
auto factionIndex = settings.castle >= CGI->townh->size() ? 0 : settings.castle;
auto factionIndex = settings.castle.getNum() >= CGI->townh->size() ? 0 : settings.castle.getNum();
return (*CGI->townh)[factionIndex]->getNameTranslated();
}
}
@ -208,7 +208,7 @@ std::string OptionsTab::CPlayerSettingsHelper::getName()
{
if(!settings.heroName.empty())
return settings.heroName;
auto index = settings.hero >= CGI->heroh->size() ? 0 : settings.hero;
auto index = settings.hero.getNum() >= CGI->heroh->size() ? 0 : settings.hero.getNum();
return (*CGI->heroh)[index]->getNameTranslated();
}
}
@ -233,9 +233,9 @@ std::string OptionsTab::CPlayerSettingsHelper::getTitle()
switch(type)
{
case OptionsTab::TOWN:
return (settings.castle < 0) ? CGI->generaltexth->allTexts[103] : CGI->generaltexth->allTexts[80];
return (settings.castle.getNum() < 0) ? CGI->generaltexth->allTexts[103] : CGI->generaltexth->allTexts[80];
case OptionsTab::HERO:
return (settings.hero < 0) ? CGI->generaltexth->allTexts[101] : CGI->generaltexth->allTexts[77];
return (settings.hero.getNum() < 0) ? CGI->generaltexth->allTexts[101] : CGI->generaltexth->allTexts[77];
case OptionsTab::BONUS:
{
switch(settings.bonus)
@ -255,8 +255,8 @@ std::string OptionsTab::CPlayerSettingsHelper::getTitle()
}
std::string OptionsTab::CPlayerSettingsHelper::getSubtitle()
{
auto factionIndex = settings.castle >= CGI->townh->size() ? 0 : settings.castle;
auto heroIndex = settings.hero >= CGI->heroh->size() ? 0 : settings.hero;
auto factionIndex = settings.castle.getNum() >= CGI->townh->size() ? 0 : settings.castle.getNum();
auto heroIndex = settings.hero.getNum() >= CGI->heroh->size() ? 0 : settings.hero.getNum();
switch(type)
{
@ -264,7 +264,7 @@ std::string OptionsTab::CPlayerSettingsHelper::getSubtitle()
return getName();
case HERO:
{
if(settings.hero >= 0)
if(settings.hero.getNum() >= 0)
return getName() + " - " + (*CGI->heroh)[heroIndex]->heroClass->getNameTranslated();
return getName();
}
@ -299,7 +299,7 @@ std::string OptionsTab::CPlayerSettingsHelper::getSubtitle()
std::string OptionsTab::CPlayerSettingsHelper::getDescription()
{
auto factionIndex = settings.castle >= CGI->townh->size() ? 0 : settings.castle;
auto factionIndex = settings.castle.getNum() >= CGI->townh->size() ? 0 : settings.castle.getNum();
switch(type)
{
@ -386,7 +386,7 @@ void OptionsTab::CPlayerOptionTooltipBox::genTownWindow()
pos = Rect(0, 0, 228, 290);
genHeader();
labelAssociatedCreatures = std::make_shared<CLabel>(pos.w / 2 + 8, 122, FONT_MEDIUM, ETextAlignment::CENTER, Colors::YELLOW, CGI->generaltexth->allTexts[79]);
auto factionIndex = settings.castle >= CGI->townh->size() ? 0 : settings.castle;
auto factionIndex = settings.castle.getNum() >= CGI->townh->size() ? 0 : settings.castle.getNum();
std::vector<std::shared_ptr<CComponent>> components;
const CTown * town = (*CGI->townh)[factionIndex]->town;
@ -403,7 +403,7 @@ void OptionsTab::CPlayerOptionTooltipBox::genHeroWindow()
pos = Rect(0, 0, 292, 226);
genHeader();
labelHeroSpeciality = std::make_shared<CLabel>(pos.w / 2 + 4, 117, FONT_MEDIUM, ETextAlignment::CENTER, Colors::YELLOW, CGI->generaltexth->allTexts[78]);
auto heroIndex = settings.hero >= CGI->heroh->size() ? 0 : settings.hero;
auto heroIndex = settings.hero.getNum() >= CGI->heroh->size() ? 0 : settings.hero.getNum();
imageSpeciality = std::make_shared<CAnimImage>("UN44", (*CGI->heroh)[heroIndex]->imageIndex, 0, pos.w / 2 - 22, 134);
labelSpecialityName = std::make_shared<CLabel>(pos.w / 2, 188, FONT_SMALL, ETextAlignment::CENTER, Colors::WHITE, (*CGI->heroh)[heroIndex]->getSpecialtyNameTranslated());
@ -438,10 +438,10 @@ OptionsTab::SelectionWindow::SelectionWindow(PlayerColor _color, SelType _type)
allowedHeroes.insert(HeroTypeID(i));
allowedBonus.push_back(-1); // random
if(initialHero >= -1)
if(initialHero.getNum() >= -1)
allowedBonus.push_back(0); // artifact
allowedBonus.push_back(1); // gold
if(initialFaction >= 0)
if(initialFaction.getNum() >= 0)
allowedBonus.push_back(2); // resource
recreate();
@ -451,7 +451,7 @@ int OptionsTab::SelectionWindow::calcLines(FactionID faction)
{
double additionalItems = 1; // random
if(faction < 0)
if(faction.getNum() < 0)
return std::ceil(((double)allowedFactions.size() + additionalItems) / elementsPerLine);
int count = 0;
@ -568,8 +568,8 @@ void OptionsTab::SelectionWindow::genContentFactions()
set.castle = PlayerSettings::RANDOM;
CPlayerSettingsHelper helper = CPlayerSettingsHelper(set, SelType::TOWN);
components.push_back(std::make_shared<CAnimImage>(helper.getImageName(), helper.getImageIndex(), 0, 6, (ICON_SMALL_HEIGHT/2)));
drawOutlinedText(TEXT_POS_X, TEXT_POS_Y, (selectedFaction == PlayerSettings::RANDOM) ? Colors::YELLOW : Colors::WHITE, helper.getName());
if(selectedFaction == PlayerSettings::RANDOM)
drawOutlinedText(TEXT_POS_X, TEXT_POS_Y, (selectedFaction.getNum() == PlayerSettings::RANDOM) ? Colors::YELLOW : Colors::WHITE, helper.getName());
if(selectedFaction.getNum() == PlayerSettings::RANDOM)
components.push_back(std::make_shared<CPicture>("lobby/townBorderSmallActivated", 6, (ICON_SMALL_HEIGHT/2)));
for(auto & elem : allowedFactions)
@ -600,8 +600,8 @@ void OptionsTab::SelectionWindow::genContentHeroes()
set.hero = PlayerSettings::RANDOM;
CPlayerSettingsHelper helper = CPlayerSettingsHelper(set, SelType::HERO);
components.push_back(std::make_shared<CAnimImage>(helper.getImageName(), helper.getImageIndex(), 0, 6, (ICON_SMALL_HEIGHT/2)));
drawOutlinedText(TEXT_POS_X, TEXT_POS_Y, (selectedHero == PlayerSettings::RANDOM) ? Colors::YELLOW : Colors::WHITE, helper.getName());
if(selectedHero == PlayerSettings::RANDOM)
drawOutlinedText(TEXT_POS_X, TEXT_POS_Y, (selectedHero.getNum() == PlayerSettings::RANDOM) ? Colors::YELLOW : Colors::WHITE, helper.getName());
if(selectedHero.getNum() == PlayerSettings::RANDOM)
components.push_back(std::make_shared<CPicture>("lobby/townBorderSmallActivated", 6, (ICON_SMALL_HEIGHT/2)));
for(auto & elem : allowedHeroes)
@ -677,7 +677,7 @@ void OptionsTab::SelectionWindow::setElement(int elem, bool doApply)
{
set.castle = PlayerSettings::RANDOM;
}
if(set.castle != PlayerSettings::NONE)
if(set.castle.getNum() != PlayerSettings::NONE)
{
if(!doApply)
{
@ -701,7 +701,7 @@ void OptionsTab::SelectionWindow::setElement(int elem, bool doApply)
{
set.hero = PlayerSettings::RANDOM;
}
if(set.hero != PlayerSettings::NONE)
if(set.hero.getNum() != PlayerSettings::NONE)
{
if(!doApply)
{
@ -784,9 +784,9 @@ void OptionsTab::SelectedBox::update()
void OptionsTab::SelectedBox::showPopupWindow(const Point & cursorPosition)
{
// cases when we do not need to display a message
if(settings.castle == PlayerSettings::NONE && CPlayerSettingsHelper::type == TOWN)
if(settings.castle.getNum() == PlayerSettings::NONE && CPlayerSettingsHelper::type == TOWN)
return;
if(settings.hero == PlayerSettings::NONE && !SEL->getPlayerInfo(settings.color.getNum()).hasCustomMainHero() && CPlayerSettingsHelper::type == HERO)
if(settings.hero.getNum() == PlayerSettings::NONE && !SEL->getPlayerInfo(settings.color.getNum()).hasCustomMainHero() && CPlayerSettingsHelper::type == HERO)
return;
GH.windows().createAndPushWindow<CPlayerOptionTooltipBox>(*this);
@ -800,7 +800,7 @@ void OptionsTab::SelectedBox::clickReleased(const Point & cursorPosition)
if(type == SelType::TOWN && ((pi.allowedFactions.size() < 2 && !pi.isFactionRandom) || foreignPlayer))
return;
if(type == SelType::HERO && ((pi.defaultHero() != -1 || settings.castle < 0) || foreignPlayer))
if(type == SelType::HERO && ((pi.defaultHero() != -1 || settings.castle.getNum() < 0) || foreignPlayer))
return;
if(type == SelType::BONUS && foreignPlayer)
@ -932,7 +932,7 @@ void OptionsTab::PlayerOptionsEntry::hideUnavailableButtons()
buttonTownRight->enable();
}
if((pi->defaultHero() != -1 || s->castle < 0) //fixed hero
if((pi->defaultHero() != -1 || s->castle.getNum() < 0) //fixed hero
|| foreignPlayer) //or not our player
{
buttonHeroLeft->disable();
@ -954,4 +954,4 @@ void OptionsTab::PlayerOptionsEntry::hideUnavailableButtons()
buttonBonusLeft->enable();
buttonBonusRight->enable();
}
}
}

View File

@ -77,7 +77,7 @@ void CArtifactsOfHeroBackpack::scrollBackpack(int offset)
if(backpackListBox)
backpackListBox->resize(getActiveSlotLinesNum());
backpackPos += offset;
auto slot = ArtifactPosition(GameConstants::BACKPACK_START + backpackPos);
auto slot = ArtifactPosition::BACKPACK_START + backpackPos;
for(auto artPlace : backpack)
{
setSlotData(artPlace, slot, *curHero);

View File

@ -63,7 +63,7 @@ void CArtifactsOfHeroBase::init(
// CArtifactsOfHeroBase::init may be transform to CArtifactsOfHeroBase::CArtifactsOfHeroBase if OBJECT_CONSTRUCTION_CAPTURING is removed
OBJECT_CONSTRUCTION_CAPTURING(255 - DISPOSE);
pos += position;
for(int g = 0; g < GameConstants::BACKPACK_START; g++)
for(int g = 0; g < ArtifactPosition::BACKPACK_START; g++)
{
artWorn[ArtifactPosition(g)] = std::make_shared<CHeroArtPlace>(slotPos[g]);
}
@ -143,7 +143,7 @@ void CArtifactsOfHeroBase::scrollBackpackForArtSet(int offset, const CArtifactSe
};
slotInc inc_ring = [artsInBackpack](ArtifactPosition & slot) -> ArtifactPosition
{
return ArtifactPosition(GameConstants::BACKPACK_START + (slot - GameConstants::BACKPACK_START + 1) % artsInBackpack);
return ArtifactPosition::BACKPACK_START + (slot - ArtifactPosition::BACKPACK_START + 1) % artsInBackpack;
};
slotInc inc;
if(scrollingPossible)
@ -158,7 +158,7 @@ void CArtifactsOfHeroBase::scrollBackpackForArtSet(int offset, const CArtifactSe
if(artsInBackpack)
backpackPos %= artsInBackpack;
auto slot = ArtifactPosition(GameConstants::BACKPACK_START + backpackPos);
auto slot = ArtifactPosition(ArtifactPosition::BACKPACK_START + backpackPos);
for(auto artPlace : backpack)
{
setSlotData(artPlace, slot, artSet);

View File

@ -164,7 +164,7 @@ bool CGarrisonSlot::viewInfo()
UpgradeInfo pom;
LOCPLINT->cb->fillUpgradeInfo(getObj(), ID, pom);
bool canUpgrade = getObj()->tempOwner == LOCPLINT->playerID && pom.oldID>=0; //upgrade is possible
bool canUpgrade = getObj()->tempOwner == LOCPLINT->playerID && pom.oldID != CreatureID::NONE; //upgrade is possible
std::function<void(CreatureID)> upgr = nullptr;
auto dism = getDismiss();
if(canUpgrade) upgr = [=] (CreatureID newID) { LOCPLINT->cb->upgradeCreature(getObj(), ID, newID); };

View File

@ -651,7 +651,7 @@ const CGHeroInstance * CCastleBuildings::getHero()
return town->garrisonHero;
}
void CCastleBuildings::buildingClicked(BuildingID building, BuildingSubID::EBuildingSubID subID, BuildingID::EBuildingID upgrades)
void CCastleBuildings::buildingClicked(BuildingID building, BuildingSubID::EBuildingSubID subID, BuildingID upgrades)
{
logGlobal->trace("You've clicked on %d", (int)building.toEnum());
const CBuilding *b = town->town->buildings.find(building)->second;
@ -876,7 +876,7 @@ void CCastleBuildings::enterToTheQuickRecruitmentWindow()
CInfoWindow::showInfoDialog(CGI->generaltexth->translate("vcmi.townHall.noCreaturesToRecruit"), {});
}
void CCastleBuildings::enterFountain(const BuildingID & building, BuildingSubID::EBuildingSubID subID, BuildingID::EBuildingID upgrades)
void CCastleBuildings::enterFountain(const BuildingID & building, BuildingSubID::EBuildingSubID subID, BuildingID upgrades)
{
std::vector<std::shared_ptr<CComponent>> comps(1, std::make_shared<CComponent>(CComponent::building,town->subID,building));
std::string descr = town->town->buildings.find(building)->second->getDescriptionTranslated();
@ -1351,9 +1351,9 @@ CHallInterface::CBuildingBox::CBuildingBox(int x, int y, const CGTownInstance *
};
icon = std::make_shared<CAnimImage>(town->town->clientInfo.buildingsIcons, building->bid, 0, 2, 2);
header = std::make_shared<CAnimImage>("TPTHBAR", panelIndex[state], 0, 1, 73);
if(iconIndex[state] >=0)
mark = std::make_shared<CAnimImage>("TPTHCHK", iconIndex[state], 0, 136, 56);
header = std::make_shared<CAnimImage>("TPTHBAR", panelIndex[static_cast<int>(state)], 0, 1, 73);
if(iconIndex[static_cast<int>(state)] >=0)
mark = std::make_shared<CAnimImage>("TPTHCHK", iconIndex[static_cast<int>(state)], 0, 136, 56);
name = std::make_shared<CLabel>(75, 81, FONT_SMALL, ETextAlignment::CENTER, Colors::WHITE, building->getNameTranslated());
//todo: add support for all possible states
@ -1371,7 +1371,7 @@ void CHallInterface::CBuildingBox::hover(bool on)
else if(state==EBuildingState::CANT_BUILD_TODAY)
toPrint = CGI->generaltexth->allTexts[223];
else
toPrint = CGI->generaltexth->hcommands[state];
toPrint = CGI->generaltexth->hcommands[static_cast<int>(state)];
boost::algorithm::replace_first(toPrint,"%s",building->getNameTranslated());
GH.statusbar()->write(toPrint);
}
@ -1439,7 +1439,7 @@ CHallInterface::CHallInterface(const CGTownInstance * Town):
}
}
CBuildWindow::CBuildWindow(const CGTownInstance *Town, const CBuilding * Building, int state, bool rightClick):
CBuildWindow::CBuildWindow(const CGTownInstance *Town, const CBuilding * Building, EBuildingState state, bool rightClick):
CStatusbarWindow(PLAYER_COLORED | (rightClick ? RCLICK_POPUP : 0), "TPUBUILD"),
town(Town),
building(Building)
@ -1482,7 +1482,7 @@ CBuildWindow::CBuildWindow(const CGTownInstance *Town, const CBuilding * Buildin
buy = std::make_shared<CButton>(Point(45, 446), "IBUY30", CButton::tooltip(tooltipYes.toString()), [&](){ buyFunc(); }, EShortcut::GLOBAL_ACCEPT);
buy->setBorderColor(Colors::METALLIC_GOLD);
buy->block(state!=7 || LOCPLINT->playerID != town->tempOwner);
buy->block(state!=EBuildingState::ALLOWED || LOCPLINT->playerID != town->tempOwner);
cancel = std::make_shared<CButton>(Point(290, 445), "ICANCEL", CButton::tooltip(tooltipNo.toString()), [&](){ close();}, EShortcut::GLOBAL_CANCEL);
cancel->setBorderColor(Colors::METALLIC_GOLD);
@ -1495,11 +1495,11 @@ void CBuildWindow::buyFunc()
GH.windows().popWindows(2); //we - build window and hall screen
}
std::string CBuildWindow::getTextForState(int state)
std::string CBuildWindow::getTextForState(EBuildingState state)
{
std::string ret;
if(state < EBuildingState::ALLOWED)
ret = CGI->generaltexth->hcommands[state];
ret = CGI->generaltexth->hcommands[static_cast<int>(state)];
switch (state)
{
case EBuildingState::ALREADY_PRESENT:
@ -1613,7 +1613,9 @@ CFortScreen::CFortScreen(const CGTownInstance * town):
BuildingID buildingID;
if(fortSize == GameConstants::CREATURES_PER_TOWN)
{
if(vstd::contains(town->builtBuildings, BuildingID::DWELL_UP_FIRST+i))
BuildingID dwelling = BuildingID::DWELL_UP_FIRST+i;
if(vstd::contains(town->builtBuildings, dwelling))
buildingID = BuildingID(BuildingID::DWELL_UP_FIRST+i);
else
buildingID = BuildingID(BuildingID::DWELL_FIRST+i);
@ -1718,7 +1720,7 @@ const CCreature * CFortScreen::RecruitArea::getMyCreature()
const CBuilding * CFortScreen::RecruitArea::getMyBuilding()
{
BuildingID myID = BuildingID(BuildingID::DWELL_FIRST).advance(level);
BuildingID myID = BuildingID(BuildingID::DWELL_FIRST + level);
if (level == GameConstants::CREATURES_PER_TOWN)
return town->town->getSpecialBuilding(BuildingSubID::PORTAL_OF_SUMMONING);

View File

@ -152,7 +152,7 @@ class CCastleBuildings : public CIntObject
void enterBlacksmith(ArtifactID artifactID);//support for blacksmith + ballista yard
void enterBuilding(BuildingID building);//for buildings with simple description + pic left-click messages
void enterCastleGate();
void enterFountain(const BuildingID & building, BuildingSubID::EBuildingSubID subID, BuildingID::EBuildingID upgrades);//Rampart's fountains
void enterFountain(const BuildingID & building, BuildingSubID::EBuildingSubID subID, BuildingID upgrades);//Rampart's fountains
void enterMagesGuild();
void enterTownHall();
@ -169,7 +169,7 @@ public:
void enterDwelling(int level);
void enterToTheQuickRecruitmentWindow();
void buildingClicked(BuildingID building, BuildingSubID::EBuildingSubID subID = BuildingSubID::NONE, BuildingID::EBuildingID upgrades = BuildingID::NONE);
void buildingClicked(BuildingID building, BuildingSubID::EBuildingSubID subID = BuildingSubID::NONE, BuildingID upgrades = BuildingID::NONE);
void addBuilding(BuildingID building);
void removeBuilding(BuildingID building);//FIXME: not tested!!!
};
@ -265,7 +265,7 @@ class CHallInterface : public CStatusbarWindow
const CGTownInstance * town;
const CBuilding * building;
ui32 state;//Buildings::EBuildStructure enum
EBuildingState state;
std::shared_ptr<CAnimImage> header;
std::shared_ptr<CAnimImage> icon;
@ -303,10 +303,10 @@ class CBuildWindow: public CStatusbarWindow
std::shared_ptr<CButton> buy;
std::shared_ptr<CButton> cancel;
std::string getTextForState(int state);
std::string getTextForState(EBuildingState state);
void buyFunc();
public:
CBuildWindow(const CGTownInstance *Town, const CBuilding * building, int State, bool rightClick);
CBuildWindow(const CGTownInstance *Town, const CBuilding * building, EBuildingState State, bool rightClick);
};
//Small class to display

View File

@ -222,7 +222,7 @@ void CHeroWindow::update(const CGHeroInstance * hero, bool redrawNeeded)
//primary skills support
for(size_t g=0; g<primSkillAreas.size(); ++g)
{
primSkillAreas[g]->bonusValue = curHero->getPrimSkillLevel(static_cast<PrimarySkill::PrimarySkill>(g));
primSkillAreas[g]->bonusValue = curHero->getPrimSkillLevel(static_cast<PrimarySkill>(g));
primSkillValues[g]->setText(std::to_string(primSkillAreas[g]->bonusValue));
}

View File

@ -315,7 +315,7 @@ si64 InfoBoxHeroData::getValue()
switch(type)
{
case HERO_PRIMARY_SKILL:
return hero->getPrimSkillLevel(static_cast<PrimarySkill::PrimarySkill>(index));
return hero->getPrimSkillLevel(static_cast<PrimarySkill>(index));
case HERO_MANA:
return hero->mana;
case HERO_EXPERIENCE:

View File

@ -317,7 +317,7 @@ void CTradeWindow::CTradeableItem::setArtInstance(const CArtifactInstance *art)
setID(-1);
}
CTradeWindow::CTradeWindow(std::string bgName, const IMarket *Market, const CGHeroInstance *Hero, EMarketMode::EMarketMode Mode):
CTradeWindow::CTradeWindow(std::string bgName, const IMarket *Market, const CGHeroInstance *Hero, EMarketMode Mode):
CWindowObject(PLAYER_COLORED, bgName),
market(Market),
hero(Hero),
@ -585,7 +585,7 @@ void CTradeWindow::getEmptySlots(std::set<std::shared_ptr<CTradeableItem>> & toR
toRemove.insert(item);
}
void CTradeWindow::setMode(EMarketMode::EMarketMode Mode)
void CTradeWindow::setMode(EMarketMode Mode)
{
const IMarket *m = market;
const CGHeroInstance *h = hero;
@ -616,7 +616,7 @@ void CTradeWindow::artifactSelected(CHeroArtPlace *slot)
selectionChanged(true);
}
std::string CMarketplaceWindow::getBackgroundForMode(EMarketMode::EMarketMode mode)
std::string CMarketplaceWindow::getBackgroundForMode(EMarketMode mode)
{
switch(mode)
{
@ -635,7 +635,7 @@ std::string CMarketplaceWindow::getBackgroundForMode(EMarketMode::EMarketMode mo
return "";
}
CMarketplaceWindow::CMarketplaceWindow(const IMarket * Market, const CGHeroInstance * Hero, EMarketMode::EMarketMode Mode)
CMarketplaceWindow::CMarketplaceWindow(const IMarket * Market, const CGHeroInstance * Hero, EMarketMode Mode)
: CTradeWindow(getBackgroundForMode(Mode), Market, Hero, Mode)
{
OBJECT_CONSTRUCTION_CAPTURING(255-DISPOSE);
@ -870,7 +870,7 @@ void CMarketplaceWindow::selectionChanged(bool side)
redraw();
}
bool CMarketplaceWindow::printButtonFor(EMarketMode::EMarketMode M) const
bool CMarketplaceWindow::printButtonFor(EMarketMode M) const
{
return market->allowsTrade(M) && M != mode && (hero || ( M != EMarketMode::CREATURE_RESOURCE && M != EMarketMode::RESOURCE_ARTIFACT && M != EMarketMode::ARTIFACT_RESOURCE ));
}
@ -1075,7 +1075,7 @@ void CMarketplaceWindow::updateTraderText()
traderText->setText(CGI->generaltexth->allTexts[gnrtxtnr]);
}
CAltarWindow::CAltarWindow(const IMarket * Market, const CGHeroInstance * Hero, EMarketMode::EMarketMode Mode)
CAltarWindow::CAltarWindow(const IMarket * Market, const CGHeroInstance * Hero, EMarketMode Mode)
: CTradeWindow((Mode == EMarketMode::CREATURE_EXP ? "ALTARMON.bmp" : "ALTRART2.bmp"), Market, Hero, Mode)
{
OBJECT_CONSTRUCTION_CAPTURING(255-DISPOSE);

View File

@ -75,7 +75,7 @@ public:
std::shared_ptr<CTradeableItem> hRight;
EType itemsType[2];
EMarketMode::EMarketMode mode;
EMarketMode mode;
std::shared_ptr<CButton> ok;
std::shared_ptr<CButton> max;
std::shared_ptr<CButton> deal;
@ -83,7 +83,7 @@ public:
std::shared_ptr<CSlider> slider; //for choosing amount to be exchanged
bool readyToTrade;
CTradeWindow(std::string bgName, const IMarket * Market, const CGHeroInstance * Hero, EMarketMode::EMarketMode Mode); //c
CTradeWindow(std::string bgName, const IMarket * Market, const CGHeroInstance * Hero, EMarketMode Mode); //c
void showAll(Canvas & to) override;
@ -95,7 +95,7 @@ public:
void removeItems(const std::set<std::shared_ptr<CTradeableItem>> & toRemove);
void removeItem(std::shared_ptr<CTradeableItem> item);
void getEmptySlots(std::set<std::shared_ptr<CTradeableItem>> & toRemove);
void setMode(EMarketMode::EMarketMode Mode); //mode setter
void setMode(EMarketMode Mode); //mode setter
void artifactSelected(CHeroArtPlace *slot); //used when selling artifacts -> called when user clicked on artifact slot
@ -118,9 +118,9 @@ class CMarketplaceWindow : public CTradeWindow
std::shared_ptr<CLabel> titleLabel;
std::shared_ptr<CArtifactsOfHeroMarket> arts;
bool printButtonFor(EMarketMode::EMarketMode M) const;
bool printButtonFor(EMarketMode M) const;
std::string getBackgroundForMode(EMarketMode::EMarketMode mode);
std::string getBackgroundForMode(EMarketMode mode);
public:
int r1, r2; //suggested amounts of traded resources
bool madeTransaction; //if player made at least one transaction
@ -130,7 +130,7 @@ public:
void sliderMoved(int to);
void makeDeal();
void selectionChanged(bool side) override; //true == left
CMarketplaceWindow(const IMarket * Market, const CGHeroInstance * Hero = nullptr, EMarketMode::EMarketMode Mode = EMarketMode::RESOURCE_RESOURCE);
CMarketplaceWindow(const IMarket * Market, const CGHeroInstance * Hero = nullptr, EMarketMode Mode = EMarketMode::RESOURCE_RESOURCE);
~CMarketplaceWindow();
Point selectionOffset(bool Left) const override;
@ -157,7 +157,7 @@ public:
std::shared_ptr<CLabel> expOnAltar;
std::shared_ptr<CArtifactsOfHeroAltar> arts;
CAltarWindow(const IMarket * Market, const CGHeroInstance * Hero, EMarketMode::EMarketMode Mode);
CAltarWindow(const IMarket * Market, const CGHeroInstance * Hero, EMarketMode Mode);
~CAltarWindow();
void getExpValues();

View File

@ -400,7 +400,7 @@ void CSplitWindow::sliderMoved(int to)
setAmount(rightMin + to, false);
}
CLevelWindow::CLevelWindow(const CGHeroInstance * hero, PrimarySkill::PrimarySkill pskill, std::vector<SecondarySkill> & skills, std::function<void(ui32)> callback)
CLevelWindow::CLevelWindow(const CGHeroInstance * hero, PrimarySkill pskill, std::vector<SecondarySkill> & skills, std::function<void(ui32)> callback)
: CWindowObject(PLAYER_COLORED, "LVLUPBKG"),
cb(callback)
{
@ -434,9 +434,9 @@ CLevelWindow::CLevelWindow(const CGHeroInstance * hero, PrimarySkill::PrimarySki
levelTitle = std::make_shared<CLabel>(192, 162, FONT_MEDIUM, ETextAlignment::CENTER, Colors::WHITE, levelTitleText);
skillIcon = std::make_shared<CAnimImage>("PSKIL42", pskill, 0, 174, 190);
skillIcon = std::make_shared<CAnimImage>("PSKIL42", static_cast<int>(pskill), 0, 174, 190);
skillValue = std::make_shared<CLabel>(192, 253, FONT_MEDIUM, ETextAlignment::CENTER, Colors::WHITE, CGI->generaltexth->primarySkillNames[pskill] + " +1");
skillValue = std::make_shared<CLabel>(192, 253, FONT_MEDIUM, ETextAlignment::CENTER, Colors::WHITE, CGI->generaltexth->primarySkillNames[static_cast<int>(pskill)] + " +1");
}
@ -1029,7 +1029,7 @@ void CExchangeWindow::updateWidgets()
for(int m=0; m<GameConstants::PRIMARY_SKILLS; ++m)
{
auto value = heroInst[leftRight]->getPrimSkillLevel(static_cast<PrimarySkill::PrimarySkill>(m));
auto value = heroInst[leftRight]->getPrimSkillLevel(static_cast<PrimarySkill>(m));
primSkillValues[leftRight][m]->setText(std::to_string(value));
}
@ -1711,7 +1711,7 @@ CThievesGuildWindow::CThievesGuildWindow(const CGObjectInstance * _owner):
}
else if(it.second != EAiTactic::RANDOM)
{
text = CGI->generaltexth->arraytxt[168 + it.second];
text = CGI->generaltexth->arraytxt[168 + static_cast<int>(it.second)];
}
personalities.push_back(std::make_shared<CLabel>(283 + 66*counter, 459, FONT_SMALL, ETextAlignment::CENTER, Colors::WHITE, text));

View File

@ -145,7 +145,7 @@ class CLevelWindow : public CWindowObject
void selectionChanged(unsigned to);
public:
CLevelWindow(const CGHeroInstance *hero, PrimarySkill::PrimarySkill pskill, std::vector<SecondarySkill> &skills, std::function<void(ui32)> callback);
CLevelWindow(const CGHeroInstance *hero, PrimarySkill pskill, std::vector<SecondarySkill> &skills, std::function<void(ui32)> callback);
~CLevelWindow();
};

View File

@ -42,6 +42,8 @@ macro(add_main_lib TARGET_NAME LIBRARY_TYPE)
${MAIN_LIB_DIR}/campaign/CampaignHandler.cpp
${MAIN_LIB_DIR}/campaign/CampaignState.cpp
${MAIN_LIB_DIR}/constants/EntityIdentifiers.cpp
${MAIN_LIB_DIR}/events/ApplyDamage.cpp
${MAIN_LIB_DIR}/events/GameResumed.cpp
${MAIN_LIB_DIR}/events/ObjectVisitEnded.cpp
@ -246,7 +248,6 @@ macro(add_main_lib TARGET_NAME LIBRARY_TYPE)
${MAIN_LIB_DIR}/CStack.cpp
${MAIN_LIB_DIR}/CThreadHelper.cpp
${MAIN_LIB_DIR}/CTownHandler.cpp
${MAIN_LIB_DIR}/GameConstants.cpp
${MAIN_LIB_DIR}/GameSettings.cpp
${MAIN_LIB_DIR}/IGameCallback.cpp
${MAIN_LIB_DIR}/IHandlerBase.cpp
@ -369,6 +370,11 @@ macro(add_main_lib TARGET_NAME LIBRARY_TYPE)
${MAIN_LIB_DIR}/campaign/CampaignScenarioPrologEpilog.h
${MAIN_LIB_DIR}/campaign/CampaignState.h
${MAIN_LIB_DIR}/constants/EntityIdentifiers.h
${MAIN_LIB_DIR}/constants/Enumerations.h
${MAIN_LIB_DIR}/constants/NumericConstants.h
${MAIN_LIB_DIR}/constants/StringConstants.h
${MAIN_LIB_DIR}/events/ApplyDamage.h
${MAIN_LIB_DIR}/events/GameResumed.h
${MAIN_LIB_DIR}/events/ObjectVisitEnded.h
@ -621,7 +627,6 @@ macro(add_main_lib TARGET_NAME LIBRARY_TYPE)
${MAIN_LIB_DIR}/ScriptHandler.h
${MAIN_LIB_DIR}/ScopeGuard.h
${MAIN_LIB_DIR}/StartInfo.h
${MAIN_LIB_DIR}/StringConstants.h
${MAIN_LIB_DIR}/TerrainHandler.h
${MAIN_LIB_DIR}/TextOperations.h
${MAIN_LIB_DIR}/TurnTimerInfo.h

View File

@ -16,7 +16,7 @@ VCMI_LIB_NAMESPACE_BEGIN
class CreatureID;
class ResourceSet;
enum class EGameResID : int8_t;
class GameResID;
/// Base class for creatures and battle stacks
class DLL_LINKAGE ACreature: public AFactionMember
@ -63,7 +63,7 @@ public:
virtual int32_t getBaseSpeed() const = 0;
virtual int32_t getBaseShots() const = 0;
virtual int32_t getRecruitCost(Identifier<EGameResID> resIndex) const = 0;
virtual int32_t getRecruitCost(GameResID resIndex) const = 0;
virtual ResourceSet getFullRecruitCost() const = 0;
virtual bool hasUpgrades() const = 0;

View File

@ -14,8 +14,7 @@ VCMI_LIB_NAMESPACE_BEGIN
class IBonusBearer;
class FactionID;
enum class ETerrainId;
template<typename T> class Identifier;
class TerrainId;
class DLL_LINKAGE IConstBonusProvider
{
@ -26,9 +25,9 @@ public:
class DLL_LINKAGE INativeTerrainProvider
{
public:
virtual Identifier<ETerrainId> getNativeTerrain() const = 0;
virtual TerrainId getNativeTerrain() const = 0;
virtual FactionID getFaction() const = 0;
virtual bool isNativeTerrain(Identifier<ETerrainId> terrain) const;
virtual bool isNativeTerrain(TerrainId terrain) const;
};
class DLL_LINKAGE Entity

View File

@ -15,15 +15,15 @@
VCMI_LIB_NAMESPACE_BEGIN
class FactionID;
enum class EAlignment : uint8_t;
enum class EBoatId : int32_t;
enum class EAlignment : int8_t;
class BoatId;
class DLL_LINKAGE Faction : public EntityT<FactionID>, public INativeTerrainProvider
{
public:
virtual bool hasTown() const = 0;
virtual EAlignment getAlignment() const = 0;
virtual EBoatId getBoatType() const = 0;
virtual BoatId getBoatType() const = 0;
};
VCMI_LIB_NAMESPACE_END

View File

@ -15,11 +15,7 @@
VCMI_LIB_NAMESPACE_BEGIN
class BonusList;
namespace PrimarySkill
{
enum PrimarySkill : int8_t;
}
enum class PrimarySkill : int8_t;
class DLL_LINKAGE AFactionMember: public IConstBonusProvider, public INativeTerrainProvider
{
@ -27,7 +23,7 @@ public:
/**
Returns native terrain considering some terrain bonuses.
*/
virtual Identifier<ETerrainId> getNativeTerrain() const;
virtual TerrainId getNativeTerrain() const;
/**
Returns magic resistance considering some bonuses.
*/
@ -51,7 +47,7 @@ public:
/**
Returns primskill of creature or hero.
*/
int getPrimSkillLevel(PrimarySkill::PrimarySkill id) const;
int getPrimSkillLevel(PrimarySkill id) const;
/**
Returns morale of creature or hero. Taking absolute bonuses into account.
For now, uses range from EGameSettings
@ -71,4 +67,4 @@ public:
int luckValAndBonusList(std::shared_ptr<const BonusList> & bonusList) const;
};
VCMI_LIB_NAMESPACE_END
VCMI_LIB_NAMESPACE_END

View File

@ -15,7 +15,7 @@
VCMI_LIB_NAMESPACE_BEGIN
class SpellID;
enum class ESpellSchool: int8_t;
class SpellSchool;
namespace spells
{
@ -24,7 +24,7 @@ class Caster;
class DLL_LINKAGE Spell: public EntityT<SpellID>
{
public:
using SchoolCallback = std::function<void(const Identifier<ESpellSchool> &, bool &)>;
using SchoolCallback = std::function<void(const SpellSchool &, bool &)>;
///calculate spell damage on stack taking caster`s secondary skills into account
virtual int64_t calculateDamage(const Caster * caster) const = 0;
@ -43,7 +43,7 @@ public:
virtual bool isSpecial() const = 0;
virtual bool isMagical() const = 0; //Should this spell considered as magical effect or as ability (like dendroid's bind)
virtual bool hasSchool(Identifier<ESpellSchool> school) const = 0;
virtual bool hasSchool(SpellSchool school) const = 0;
virtual void forEachSchool(const SchoolCallback & cb) const = 0;
virtual const std::string & getCastSound() const = 0;
virtual int32_t getCost(const int32_t skillLevel) const = 0;

View File

@ -33,16 +33,16 @@ DLL_LINKAGE ArtifactPosition ArtifactUtils::getArtAnyPosition(const CArtifactSet
DLL_LINKAGE ArtifactPosition ArtifactUtils::getArtBackpackPosition(const CArtifactSet * target, const ArtifactID & aid)
{
const auto * art = aid.toArtifact();
if(art->canBePutAt(target, GameConstants::BACKPACK_START))
if(art->canBePutAt(target, ArtifactPosition::BACKPACK_START))
{
return GameConstants::BACKPACK_START;
return ArtifactPosition::BACKPACK_START;
}
return ArtifactPosition::PRE_FIRST;
}
DLL_LINKAGE const std::vector<ArtifactPosition::EArtifactPosition> & ArtifactUtils::unmovableSlots()
DLL_LINKAGE const std::vector<ArtifactPosition> & ArtifactUtils::unmovableSlots()
{
static const std::vector<ArtifactPosition::EArtifactPosition> positions =
static const std::vector<ArtifactPosition> positions =
{
ArtifactPosition::SPELLBOOK,
ArtifactPosition::MACH4
@ -51,9 +51,9 @@ DLL_LINKAGE const std::vector<ArtifactPosition::EArtifactPosition> & ArtifactUti
return positions;
}
DLL_LINKAGE const std::vector<ArtifactPosition::EArtifactPosition> & ArtifactUtils::constituentWornSlots()
DLL_LINKAGE const std::vector<ArtifactPosition> & ArtifactUtils::constituentWornSlots()
{
static const std::vector<ArtifactPosition::EArtifactPosition> positions =
static const std::vector<ArtifactPosition> positions =
{
ArtifactPosition::HEAD,
ArtifactPosition::SHOULDERS,
@ -98,12 +98,12 @@ DLL_LINKAGE bool ArtifactUtils::checkSpellbookIsNeeded(const CGHeroInstance * he
DLL_LINKAGE bool ArtifactUtils::isSlotBackpack(const ArtifactPosition & slot)
{
return slot >= GameConstants::BACKPACK_START;
return slot >= ArtifactPosition::BACKPACK_START;
}
DLL_LINKAGE bool ArtifactUtils::isSlotEquipment(const ArtifactPosition & slot)
{
return slot < GameConstants::BACKPACK_START && slot >= 0;
return slot < ArtifactPosition::BACKPACK_START && slot >= ArtifactPosition(0);
}
DLL_LINKAGE bool ArtifactUtils::isBackpackFreeSlots(const CArtifactSet * target, const size_t reqSlots)
@ -190,18 +190,18 @@ DLL_LINKAGE CArtifactInstance * ArtifactUtils::createNewArtifactInstance(const A
return ArtifactUtils::createNewArtifactInstance(VLC->arth->objects[aid]);
}
DLL_LINKAGE CArtifactInstance * ArtifactUtils::createArtifact(CMap * map, const ArtifactID & aid, int spellID)
DLL_LINKAGE CArtifactInstance * ArtifactUtils::createArtifact(CMap * map, const ArtifactID & aid, SpellID spellID)
{
CArtifactInstance * art = nullptr;
if(aid >= 0)
if(aid.getNum() >= 0)
{
if(spellID < 0)
if(spellID == SpellID::NONE)
{
art = ArtifactUtils::createNewArtifactInstance(aid);
}
else
{
art = ArtifactUtils::createScroll(SpellID(spellID));
art = ArtifactUtils::createScroll(spellID);
}
}
else

View File

@ -29,8 +29,8 @@ namespace ArtifactUtils
DLL_LINKAGE ArtifactPosition getArtAnyPosition(const CArtifactSet * target, const ArtifactID & aid);
DLL_LINKAGE ArtifactPosition getArtBackpackPosition(const CArtifactSet * target, const ArtifactID & aid);
// TODO: Make this constexpr when the toolset is upgraded
DLL_LINKAGE const std::vector<ArtifactPosition::EArtifactPosition> & unmovableSlots();
DLL_LINKAGE const std::vector<ArtifactPosition::EArtifactPosition> & constituentWornSlots();
DLL_LINKAGE const std::vector<ArtifactPosition> & unmovableSlots();
DLL_LINKAGE const std::vector<ArtifactPosition> & constituentWornSlots();
DLL_LINKAGE bool isArtRemovable(const std::pair<ArtifactPosition, ArtSlotInfo> & slot);
DLL_LINKAGE bool checkSpellbookIsNeeded(const CGHeroInstance * heroPtr, const ArtifactID & artID, const ArtifactPosition & slot);
DLL_LINKAGE bool isSlotBackpack(const ArtifactPosition & slot);
@ -40,7 +40,7 @@ namespace ArtifactUtils
DLL_LINKAGE CArtifactInstance * createScroll(const SpellID & sid);
DLL_LINKAGE CArtifactInstance * createNewArtifactInstance(CArtifact * art);
DLL_LINKAGE CArtifactInstance * createNewArtifactInstance(const ArtifactID & aid);
DLL_LINKAGE CArtifactInstance * createArtifact(CMap * map, const ArtifactID & aid, int spellID = -1);
DLL_LINKAGE CArtifactInstance * createArtifact(CMap * map, const ArtifactID & aid, SpellID spellID = SpellID::NONE);
DLL_LINKAGE void insertScrrollSpellName(std::string & description, const SpellID & sid);
}

View File

@ -54,7 +54,7 @@ int AFactionMember::getAttack(bool ranged) const
{
const std::string cachingStr = "type_PRIMARY_SKILLs_ATTACK";
static const auto selector = Selector::typeSubtype(BonusType::PRIMARY_SKILL, PrimarySkill::ATTACK);
static const auto selector = Selector::typeSubtype(BonusType::PRIMARY_SKILL, static_cast<int>(PrimarySkill::ATTACK));
return getBonusBearer()->valOfBonuses(selector, cachingStr);
}
@ -63,7 +63,7 @@ int AFactionMember::getDefense(bool ranged) const
{
const std::string cachingStr = "type_PRIMARY_SKILLs_DEFENSE";
static const auto selector = Selector::typeSubtype(BonusType::PRIMARY_SKILL, PrimarySkill::DEFENSE);
static const auto selector = Selector::typeSubtype(BonusType::PRIMARY_SKILL, static_cast<int>(PrimarySkill::DEFENSE));
return getBonusBearer()->valOfBonuses(selector, cachingStr);
}
@ -82,12 +82,12 @@ int AFactionMember::getMaxDamage(bool ranged) const
return getBonusBearer()->valOfBonuses(selector, cachingStr);
}
int AFactionMember::getPrimSkillLevel(PrimarySkill::PrimarySkill id) const
int AFactionMember::getPrimSkillLevel(PrimarySkill id) const
{
static const CSelector selectorAllSkills = Selector::type()(BonusType::PRIMARY_SKILL);
static const std::string keyAllSkills = "type_PRIMARY_SKILL";
auto allSkills = getBonusBearer()->getBonuses(selectorAllSkills, keyAllSkills);
auto ret = allSkills->valOfBonuses(Selector::subtype()(id));
auto ret = allSkills->valOfBonuses(Selector::subtype()(static_cast<int>(id)));
auto minSkillValue = (id == PrimarySkill::SPELL_POWER || id == PrimarySkill::KNOWLEDGE) ? 1 : 0;
return std::max(ret, minSkillValue); //otherwise, some artifacts may cause negative skill value effect, sp=0 works in old saves
}
@ -183,4 +183,4 @@ bool ACreature::isLiving() const //TODO: theoreticaly there exists "LIVING" bonu
}
VCMI_LIB_NAMESPACE_END
VCMI_LIB_NAMESPACE_END

View File

@ -15,7 +15,7 @@
#include "CGeneralTextHandler.h"
#include "GameSettings.h"
#include "mapObjects/MapObjects.h"
#include "StringConstants.h"
#include "constants/StringConstants.h"
#include "mapObjectConstructors/AObjectTypeHandler.h"
#include "mapObjectConstructors/CObjectClassesHandler.h"
@ -239,11 +239,11 @@ bool CArtifact::canBePutAt(const CArtifactSet * artSet, ArtifactPosition slot, b
if(artCanBePutAt(artSet, slot, assumeDestRemoved))
return true;
}
return artCanBePutAt(artSet, GameConstants::BACKPACK_START, assumeDestRemoved);
return artCanBePutAt(artSet, ArtifactPosition::BACKPACK_START, assumeDestRemoved);
}
else if(ArtifactUtils::isSlotBackpack(slot))
{
return artCanBePutAt(artSet, GameConstants::BACKPACK_START, assumeDestRemoved);
return artCanBePutAt(artSet, ArtifactPosition::BACKPACK_START, assumeDestRemoved);
}
else
{
@ -483,17 +483,16 @@ CArtifact * CArtHandler::loadFromJson(const std::string & scope, const JsonNode
return art;
}
ArtifactPosition::ArtifactPosition(std::string slotName):
num(ArtifactPosition::PRE_FIRST)
int32_t ArtifactPositionBase::decode(const std::string & slotName)
{
#define ART_POS(x) { #x, ArtifactPosition::x },
static const std::map<std::string, ArtifactPosition> artifactPositionMap = { ART_POS_LIST };
#undef ART_POS
auto it = artifactPositionMap.find (slotName);
if (it != artifactPositionMap.end())
num = it->second;
return it->second;
else
logMod->warn("Warning! Artifact slot %s not recognized!", slotName);
return PRE_FIRST;
}
void CArtHandler::addSlot(CArtifact * art, const std::string & slotID) const
@ -518,7 +517,7 @@ void CArtHandler::addSlot(CArtifact * art, const std::string & slotID) const
}
else
{
auto slot = ArtifactPosition(slotID);
auto slot = ArtifactPosition::decode(slotID);
if (slot != ArtifactPosition::PRE_FIRST)
art->possibleSlots[ArtBearer::HERO].push_back(slot);
}
@ -848,7 +847,7 @@ std::vector<ArtifactPosition> CArtifactSet::getBackpackArtPositions(const Artifa
{
std::vector<ArtifactPosition> result;
si32 backpackPosition = GameConstants::BACKPACK_START;
si32 backpackPosition = ArtifactPosition::BACKPACK_START;
for(const auto & artInfo : artifactsInBackpack)
{
const auto * art = artInfo.getArt();
@ -867,7 +866,7 @@ ArtifactPosition CArtifactSet::getArtPos(const CArtifactInstance *art) const
for(int i = 0; i < artifactsInBackpack.size(); i++)
if(artifactsInBackpack[i].artifact == art)
return ArtifactPosition(GameConstants::BACKPACK_START + i);
return ArtifactPosition::BACKPACK_START + i;
return ArtifactPosition::PRE_FIRST;
}
@ -893,7 +892,7 @@ const ArtifactPosition CArtifactSet::getSlotByInstance(const CArtifactInstance *
if(getArt(slot) == artInst)
return slot;
auto backpackSlot = GameConstants::BACKPACK_START;
ArtifactPosition backpackSlot = ArtifactPosition::BACKPACK_START;
for(auto & slotInfo : artifactsInBackpack)
{
if(slotInfo.getArt() == artInst)
@ -1014,7 +1013,7 @@ const ArtSlotInfo * CArtifactSet::getSlot(const ArtifactPosition & pos) const
return &artifactsWorn.at(pos);
if(pos >= ArtifactPosition::AFTER_LAST )
{
int backpackPos = (int)pos - GameConstants::BACKPACK_START;
int backpackPos = (int)pos - ArtifactPosition::BACKPACK_START;
if(backpackPos < 0 || backpackPos >= artifactsInBackpack.size())
return nullptr;
else
@ -1049,7 +1048,7 @@ void CArtifactSet::setNewArtSlot(const ArtifactPosition & slot, CArtifactInstanc
}
else
{
auto position = artifactsInBackpack.begin() + slot - GameConstants::BACKPACK_START;
auto position = artifactsInBackpack.begin() + slot - ArtifactPosition::BACKPACK_START;
slotInfo = &(*artifactsInBackpack.emplace(position, ArtSlotInfo()));
}
slotInfo->artifact = art;
@ -1065,7 +1064,7 @@ void CArtifactSet::eraseArtSlot(const ArtifactPosition & slot)
}
else if(ArtifactUtils::isSlotBackpack(slot))
{
auto backpackSlot = ArtifactPosition(slot - GameConstants::BACKPACK_START);
auto backpackSlot = ArtifactPosition(slot - ArtifactPosition::BACKPACK_START);
assert(artifactsInBackpack.begin() + backpackSlot < artifactsInBackpack.end());
artifactsInBackpack.erase(artifactsInBackpack.begin() + backpackSlot);
@ -1136,7 +1135,7 @@ void CArtifactSet::serializeJsonHero(JsonSerializeFormat & handler, CMap * map)
for(const ArtifactID & artifactID : backpackTemp)
{
auto * artifact = ArtifactUtils::createArtifact(map, artifactID.toEnum());
auto slot = ArtifactPosition(GameConstants::BACKPACK_START + (si32)artifactsInBackpack.size());
auto slot = ArtifactPosition::BACKPACK_START + (si32)artifactsInBackpack.size();
if(artifact->artType->canBePutAt(this, slot))
putArtifact(slot, artifact);
}

View File

@ -11,6 +11,7 @@
#include "bonuses/CBonusSystemNode.h"
#include "GameConstants.h"
#include "ConstTransitivePtr.h"
VCMI_LIB_NAMESPACE_BEGIN

View File

@ -101,62 +101,53 @@ std::string CBonusTypeHandler::bonusToGraphics(const std::shared_ptr<Bonus> & bo
}
case BonusType::SPELL_DAMAGE_REDUCTION: //Spell damage reduction for all schools
{
switch(bonus->subtype)
{
case SpellSchool(ESpellSchool::ANY):
if (bonus->subtype == SpellSchool::ANY.getNum())
fileName = "E_GOLEM.bmp";
break;
case SpellSchool(ESpellSchool::AIR):
if (bonus->subtype == SpellSchool::AIR.getNum())
fileName = "E_LIGHT.bmp";
break;
case SpellSchool(ESpellSchool::FIRE):
if (bonus->subtype == SpellSchool::FIRE.getNum())
fileName = "E_FIRE.bmp";
break;
case SpellSchool(ESpellSchool::WATER):
if (bonus->subtype == SpellSchool::WATER.getNum())
fileName = "E_COLD.bmp";
break;
case SpellSchool(ESpellSchool::EARTH):
if (bonus->subtype == SpellSchool::EARTH.getNum())
fileName = "E_SPEATH1.bmp"; //No separate icon for earth damage
break;
}
break;
}
case BonusType::SPELL_SCHOOL_IMMUNITY: //for all school
{
switch(bonus->subtype)
{
case SpellSchool(ESpellSchool::AIR):
if (bonus->subtype == SpellSchool::AIR.getNum())
fileName = "E_SPAIR.bmp";
break;
case SpellSchool(ESpellSchool::FIRE):
if (bonus->subtype == SpellSchool::FIRE.getNum())
fileName = "E_SPFIRE.bmp";
break;
case SpellSchool(ESpellSchool::WATER):
if (bonus->subtype == SpellSchool::WATER.getNum())
fileName = "E_SPWATER.bmp";
break;
case SpellSchool(ESpellSchool::EARTH):
if (bonus->subtype == SpellSchool::EARTH.getNum())
fileName = "E_SPEATH.bmp";
break;
}
break;
}
case BonusType::NEGATIVE_EFFECTS_IMMUNITY:
{
switch(bonus->subtype)
{
case SpellSchool(ESpellSchool::AIR):
if (bonus->subtype == SpellSchool::AIR.getNum())
fileName = "E_SPAIR1.bmp";
break;
case SpellSchool(ESpellSchool::FIRE):
if (bonus->subtype == SpellSchool::FIRE.getNum())
fileName = "E_SPFIRE1.bmp";
break;
case SpellSchool(ESpellSchool::WATER):
if (bonus->subtype == SpellSchool::WATER.getNum())
fileName = "E_SPWATER1.bmp";
break;
case SpellSchool(ESpellSchool::EARTH):
if (bonus->subtype == SpellSchool::EARTH.getNum())
fileName = "E_SPEATH1.bmp";
break;
}
break;
}
case BonusType::LEVEL_SPELL_IMMUNITY:

View File

@ -53,7 +53,9 @@ BuildingID CBuildingHandler::campToERMU(int camp, int townType, const std::set<B
{
if (hordeLvlsPerTType[townType][0] == i)
{
if(vstd::contains(builtBuildings, 37 + hordeLvlsPerTType[townType][0])) //if upgraded dwelling is built
BuildingID dwellingID(BuildingID::DWELL_UP_FIRST + hordeLvlsPerTType[townType][0]);
if(vstd::contains(builtBuildings, dwellingID)) //if upgraded dwelling is built
return BuildingID::HORDE_1_UPGR;
else //upgraded dwelling not presents
return BuildingID::HORDE_1;
@ -62,7 +64,9 @@ BuildingID CBuildingHandler::campToERMU(int camp, int townType, const std::set<B
{
if(hordeLvlsPerTType[townType].size() > 1)
{
if(vstd::contains(builtBuildings, 37 + hordeLvlsPerTType[townType][1])) //if upgraded dwelling is built
BuildingID dwellingID(BuildingID::DWELL_UP_FIRST + hordeLvlsPerTType[townType][1]);
if(vstd::contains(builtBuildings, dwellingID)) //if upgraded dwelling is built
return BuildingID::HORDE_2_UPGR;
else //upgraded dwelling not presents
return BuildingID::HORDE_2;

View File

@ -16,7 +16,7 @@
#include "VCMI_Lib.h"
#include "CTownHandler.h"
#include "GameSettings.h"
#include "StringConstants.h"
#include "constants/StringConstants.h"
#include "bonuses/Limiters.h"
#include "bonuses/Updaters.h"
#include "serializer/JsonDeserializer.h"
@ -113,13 +113,13 @@ FactionID CCreature::getFaction() const
int32_t CCreature::getBaseAttack() const
{
static const auto SELECTOR = Selector::typeSubtype(BonusType::PRIMARY_SKILL, PrimarySkill::ATTACK).And(Selector::sourceTypeSel(BonusSource::CREATURE_ABILITY));
static const auto SELECTOR = Selector::typeSubtype(BonusType::PRIMARY_SKILL, static_cast<int>(PrimarySkill::ATTACK)).And(Selector::sourceTypeSel(BonusSource::CREATURE_ABILITY));
return getExportedBonusList().valOfBonuses(SELECTOR);
}
int32_t CCreature::getBaseDefense() const
{
static const auto SELECTOR = Selector::typeSubtype(BonusType::PRIMARY_SKILL, PrimarySkill::DEFENSE).And(Selector::sourceTypeSel(BonusSource::CREATURE_ABILITY));
static const auto SELECTOR = Selector::typeSubtype(BonusType::PRIMARY_SKILL, static_cast<int>(PrimarySkill::DEFENSE)).And(Selector::sourceTypeSel(BonusSource::CREATURE_ABILITY));
return getExportedBonusList().valOfBonuses(SELECTOR);
}
@ -161,7 +161,7 @@ int32_t CCreature::getBaseShots() const
int32_t CCreature::getRecruitCost(GameResID resIndex) const
{
if(resIndex >= 0 && resIndex < cost.size())
if(resIndex.getNum() >= 0 && resIndex.getNum() < cost.size())
return cost[resIndex];
else
return 0;
@ -345,10 +345,10 @@ void CCreature::updateFrom(const JsonNode & data)
addBonus(configNode["speed"].Integer(), BonusType::STACKS_SPEED);
if(!configNode["attack"].isNull())
addBonus(configNode["attack"].Integer(), BonusType::PRIMARY_SKILL, PrimarySkill::ATTACK);
addBonus(configNode["attack"].Integer(), BonusType::PRIMARY_SKILL, static_cast<int>(PrimarySkill::ATTACK));
if(!configNode["defense"].isNull())
addBonus(configNode["defense"].Integer(), BonusType::PRIMARY_SKILL, PrimarySkill::DEFENSE);
addBonus(configNode["defense"].Integer(), BonusType::PRIMARY_SKILL, static_cast<int>(PrimarySkill::DEFENSE));
if(!configNode["damage"]["min"].isNull())
addBonus(configNode["damage"]["min"].Integer(), BonusType::CREATURE_DAMAGE, 1);
@ -603,8 +603,8 @@ CCreature * CCreatureHandler::loadFromJson(const std::string & scope, const Json
cre->addBonus(node["hitPoints"].Integer(), BonusType::STACK_HEALTH);
cre->addBonus(node["speed"].Integer(), BonusType::STACKS_SPEED);
cre->addBonus(node["attack"].Integer(), BonusType::PRIMARY_SKILL, PrimarySkill::ATTACK);
cre->addBonus(node["defense"].Integer(), BonusType::PRIMARY_SKILL, PrimarySkill::DEFENSE);
cre->addBonus(node["attack"].Integer(), BonusType::PRIMARY_SKILL, static_cast<int>(PrimarySkill::ATTACK));
cre->addBonus(node["defense"].Integer(), BonusType::PRIMARY_SKILL, static_cast<int>(PrimarySkill::DEFENSE));
cre->addBonus(node["damage"]["min"].Integer(), BonusType::CREATURE_DAMAGE, 1);
cre->addBonus(node["damage"]["max"].Integer(), BonusType::CREATURE_DAMAGE, 2);
@ -1030,11 +1030,11 @@ void CCreatureHandler::loadStackExp(Bonus & b, BonusList & bl, CLegacyConfigPars
break;
case 'A':
b.type = BonusType::PRIMARY_SKILL;
b.subtype = PrimarySkill::ATTACK;
b.subtype = static_cast<int>(PrimarySkill::ATTACK);
break;
case 'D':
b.type = BonusType::PRIMARY_SKILL;
b.subtype = PrimarySkill::DEFENSE;
b.subtype = static_cast<int>(PrimarySkill::DEFENSE);
break;
case 'M': //Max damage
b.type = BonusType::CREATURE_DAMAGE;

View File

@ -752,7 +752,7 @@ void CStackInstance::giveStackExp(TExpType exp)
void CStackInstance::setType(const CreatureID & creID)
{
if(creID >= 0 && creID < VLC->creh->objects.size())
if(creID.getNum() >= 0 && creID.getNum() < VLC->creh->objects.size())
setType(VLC->creh->objects[creID]);
else
setType((const CCreature*)nullptr);

View File

@ -55,7 +55,7 @@ public:
CreatureID idNumber;
h & idNumber;
if(idNumber != CreatureID::NONE)
setType(dynamic_cast<const CCreature*>(VLC->creatures()->getByIndex(idNumber)));
setType(dynamic_cast<const CCreature*>(VLC->creatures()->getById(idNumber)));
else
type = nullptr;
}

View File

@ -42,7 +42,7 @@ int CGameInfoCallback::getResource(PlayerColor Player, GameResID which) const
{
const PlayerState *p = getPlayerState(Player);
ERROR_RET_VAL_IF(!p, "No player info!", -1);
ERROR_RET_VAL_IF(p->resources.size() <= which || which < 0, "No such resource!", -1);
ERROR_RET_VAL_IF(p->resources.size() <= which.getNum() || which.getNum() < 0, "No such resource!", -1);
return p->resources[which];
}
@ -405,7 +405,7 @@ bool CGameInfoCallback::getHeroInfo(const CGObjectInstance * hero, InfoAboutHero
return true;
}
int CGameInfoCallback::getDate(Date::EDateType mode) const
int CGameInfoCallback::getDate(Date mode) const
{
//boost::shared_lock<boost::shared_mutex> lock(*gs->mx);
return gs->getDate(mode);
@ -551,7 +551,7 @@ std::shared_ptr<const boost::multi_array<TerrainTile*, 3>> CGameInfoCallback::ge
return std::shared_ptr<const boost::multi_array<TerrainTile*, 3>>(ptr);
}
EBuildingState::EBuildingState CGameInfoCallback::canBuildStructure( const CGTownInstance *t, BuildingID ID )
EBuildingState CGameInfoCallback::canBuildStructure( const CGTownInstance *t, BuildingID ID )
{
ERROR_RET_VAL_IF(!canGetFullInfo(t), "Town is not owned!", EBuildingState::TOWN_NOT_OWNED);
@ -631,7 +631,7 @@ bool CGameInfoCallback::hasAccess(std::optional<PlayerColor> playerId) const
return !player || player->isSpectator() || gs->getPlayerRelations(*playerId, *player) != PlayerRelations::ENEMIES;
}
EPlayerStatus::EStatus CGameInfoCallback::getPlayerStatus(PlayerColor player, bool verbose) const
EPlayerStatus CGameInfoCallback::getPlayerStatus(PlayerColor player, bool verbose) const
{
const PlayerState *ps = gs->getPlayerState(player, verbose);
ERROR_VERBOSE_OR_NOT_RET_VAL_IF(!ps, verbose, "No such player!", EPlayerStatus::WRONG);
@ -670,7 +670,7 @@ std::string CGameInfoCallback::getTavernRumor(const CGObjectInstance * townOrTav
return text;
}
PlayerRelations::PlayerRelations CGameInfoCallback::getPlayerRelations( PlayerColor color1, PlayerColor color2 ) const
PlayerRelations CGameInfoCallback::getPlayerRelations( PlayerColor color1, PlayerColor color2 ) const
{
return gs->getPlayerRelations(color1, color2);
}

View File

@ -52,7 +52,7 @@ public:
//TODO: all other public methods of CGameInfoCallback
// //various
virtual int getDate(Date::EDateType mode=Date::DAY) const = 0; //mode=0 - total days in game, mode=1 - day of week, mode=2 - current week, mode=3 - current month
virtual int getDate(Date mode=Date::DAY) const = 0; //mode=0 - total days in game, mode=1 - day of week, mode=2 - current week, mode=3 - current month
// const StartInfo * getStartInfo(bool beforeRandomization = false)const;
virtual bool isAllowed(int32_t type, int32_t id) const = 0; //type: 0 - spell; 1- artifact; 2 - secondary skill
@ -60,9 +60,9 @@ public:
virtual const Player * getPlayer(PlayerColor color) const = 0;
// virtual int getResource(PlayerColor Player, EGameResID which) const = 0;
// bool isVisible(int3 pos) const;
// PlayerRelations::PlayerRelations getPlayerRelations(PlayerColor color1, PlayerColor color2) const;
// PlayerRelations getPlayerRelations(PlayerColor color1, PlayerColor color2) const;
// void getThievesGuildInfo(SThievesGuildInfo & thi, const CGObjectInstance * obj); //get thieves' guild info obtainable while visiting given object
// EPlayerStatus::EStatus getPlayerStatus(PlayerColor player, bool verbose = true) const; //-1 if no such player
// EPlayerStatus getPlayerStatus(PlayerColor player, bool verbose = true) const; //-1 if no such player
// PlayerColor getCurrentPlayer() const; //player that currently makes move // TODO synchronous turns
virtual PlayerColor getLocalPlayer() const = 0; //player that is currently owning given client (if not a client, then returns current player)
// const PlayerSettings * getPlayerSettings(PlayerColor color) const;
@ -107,13 +107,13 @@ public:
// const CGTownInstance * getTownInfo(int val, bool mode)const; //mode = 0 -> val = player town serial; mode = 1 -> val = object id (serial)
// std::vector<const CGHeroInstance *> getAvailableHeroes(const CGObjectInstance * townOrTavern) const; //heroes that can be recruited
// std::string getTavernRumor(const CGObjectInstance * townOrTavern) const;
// EBuildingState::EBuildingState canBuildStructure(const CGTownInstance *t, BuildingID ID);//// 0 - no more than one capitol, 1 - lack of water, 2 - forbidden, 3 - Add another level to Mage Guild, 4 - already built, 5 - cannot build, 6 - cannot afford, 7 - build, 8 - lack of requirements
// EBuildingState canBuildStructure(const CGTownInstance *t, BuildingID ID);//// 0 - no more than one capitol, 1 - lack of water, 2 - forbidden, 3 - Add another level to Mage Guild, 4 - already built, 5 - cannot build, 6 - cannot afford, 7 - build, 8 - lack of requirements
// virtual bool getTownInfo(const CGObjectInstance * town, InfoAboutTown & dest, const CGObjectInstance * selectedObject = nullptr) const;
//from gs
// const TeamState *getTeam(TeamID teamID) const;
// const TeamState *getPlayerTeam(PlayerColor color) const;
// EBuildingState::EBuildingState canBuildStructure(const CGTownInstance *t, BuildingID ID) const;// 0 - no more than one capitol, 1 - lack of water, 2 - forbidden, 3 - Add another level to Mage Guild, 4 - already built, 5 - cannot build, 6 - cannot afford, 7 - build, 8 - lack of requirements
// EBuildingState canBuildStructure(const CGTownInstance *t, BuildingID ID) const;// 0 - no more than one capitol, 1 - lack of water, 2 - forbidden, 3 - Add another level to Mage Guild, 4 - already built, 5 - cannot build, 6 - cannot afford, 7 - build, 8 - lack of requirements
//teleport
// std::vector<ObjectInstanceID> getVisibleTeleportObjects(std::vector<ObjectInstanceID> ids, PlayerColor player) const;
@ -140,7 +140,7 @@ protected:
public:
//various
int getDate(Date::EDateType mode=Date::DAY)const override; //mode=0 - total days in game, mode=1 - day of week, mode=2 - current week, mode=3 - current month
int getDate(Date mode=Date::DAY)const override; //mode=0 - total days in game, mode=1 - day of week, mode=2 - current week, mode=3 - current month
virtual const StartInfo * getStartInfo(bool beforeRandomization = false)const;
bool isAllowed(int32_t type, int32_t id) const override; //type: 0 - spell; 1- artifact; 2 - secondary skill
@ -148,9 +148,9 @@ public:
const Player * getPlayer(PlayerColor color) const override;
virtual const PlayerState * getPlayerState(PlayerColor color, bool verbose = true) const;
virtual int getResource(PlayerColor Player, GameResID which) const;
virtual PlayerRelations::PlayerRelations getPlayerRelations(PlayerColor color1, PlayerColor color2) const;
virtual PlayerRelations getPlayerRelations(PlayerColor color1, PlayerColor color2) const;
virtual void getThievesGuildInfo(SThievesGuildInfo & thi, const CGObjectInstance * obj); //get thieves' guild info obtainable while visiting given object
virtual EPlayerStatus::EStatus getPlayerStatus(PlayerColor player, bool verbose = true) const; //-1 if no such player
virtual EPlayerStatus getPlayerStatus(PlayerColor player, bool verbose = true) const; //-1 if no such player
virtual PlayerColor getCurrentPlayer() const; //player that currently makes move // TODO synchronous turns
PlayerColor getLocalPlayer() const override; //player that is currently owning given client (if not a client, then returns current player)
virtual const PlayerSettings * getPlayerSettings(PlayerColor color) const;
@ -205,13 +205,13 @@ public:
//virtual const CGTownInstance * getTownInfo(int val, bool mode)const; //mode = 0 -> val = player town serial; mode = 1 -> val = object id (serial)
virtual std::vector<const CGHeroInstance *> getAvailableHeroes(const CGObjectInstance * townOrTavern) const; //heroes that can be recruited
virtual std::string getTavernRumor(const CGObjectInstance * townOrTavern) const;
virtual EBuildingState::EBuildingState canBuildStructure(const CGTownInstance *t, BuildingID ID);//// 0 - no more than one capitol, 1 - lack of water, 2 - forbidden, 3 - Add another level to Mage Guild, 4 - already built, 5 - cannot build, 6 - cannot afford, 7 - build, 8 - lack of requirements
virtual EBuildingState canBuildStructure(const CGTownInstance *t, BuildingID ID);//// 0 - no more than one capitol, 1 - lack of water, 2 - forbidden, 3 - Add another level to Mage Guild, 4 - already built, 5 - cannot build, 6 - cannot afford, 7 - build, 8 - lack of requirements
virtual bool getTownInfo(const CGObjectInstance * town, InfoAboutTown & dest, const CGObjectInstance * selectedObject = nullptr) const;
//from gs
virtual const TeamState *getTeam(TeamID teamID) const;
virtual const TeamState *getPlayerTeam(PlayerColor color) const;
//virtual EBuildingState::EBuildingState canBuildStructure(const CGTownInstance *t, BuildingID ID) const;// 0 - no more than one capitol, 1 - lack of water, 2 - forbidden, 3 - Add another level to Mage Guild, 4 - already built, 5 - cannot build, 6 - cannot afford, 7 - build, 8 - lack of requirements
//virtual EBuildingState canBuildStructure(const CGTownInstance *t, BuildingID ID) const;// 0 - no more than one capitol, 1 - lack of water, 2 - forbidden, 3 - Add another level to Mage Guild, 4 - already built, 5 - cannot build, 6 - cannot afford, 7 - build, 8 - lack of requirements
//teleport
virtual std::vector<ObjectInstanceID> getVisibleTeleportObjects(std::vector<ObjectInstanceID> ids, PlayerColor player) const;

View File

@ -91,7 +91,7 @@ public:
virtual void yourTurn(){}; //called AFTER playerStartsTurn(player)
//pskill is gained primary skill, interface has to choose one of given skills and call callback with selection id
virtual void heroGotLevel(const CGHeroInstance *hero, PrimarySkill::PrimarySkill pskill, std::vector<SecondarySkill> &skills, QueryID queryID)=0;
virtual void heroGotLevel(const CGHeroInstance *hero, PrimarySkill pskill, std::vector<SecondarySkill> &skills, QueryID queryID)=0;
virtual void commanderGotLevel (const CCommanderInstance * commander, std::vector<ui32> skills, QueryID queryID)=0;
// Show a dialog, player must take decision. If selection then he has to choose between one of given components,

View File

@ -14,7 +14,7 @@
#include "filesystem/Filesystem.h"
#include "VCMI_Lib.h"
#include "JsonNode.h"
#include "StringConstants.h"
#include "constants/StringConstants.h"
#include "battle/BattleHex.h"
#include "CCreatureHandler.h"
#include "GameSettings.h"
@ -207,9 +207,9 @@ CHeroClass::CHeroClass():
{
}
void CHeroClassHandler::fillPrimarySkillData(const JsonNode & node, CHeroClass * heroClass, PrimarySkill::PrimarySkill pSkill) const
void CHeroClassHandler::fillPrimarySkillData(const JsonNode & node, CHeroClass * heroClass, PrimarySkill pSkill) const
{
const auto & skillName = PrimarySkill::names[pSkill];
const auto & skillName = NPrimarySkill::names[static_cast<int>(pSkill)];
auto currentPrimarySkillValue = static_cast<int>(node["primarySkills"][skillName].Integer());
//minimal value is 0 for attack and defense and 1 for spell power and knowledge
auto primarySkillLegalMinimum = (pSkill == PrimarySkill::ATTACK || pSkill == PrimarySkill::DEFENSE) ? 0 : 1;
@ -333,19 +333,19 @@ std::vector<JsonNode> CHeroClassHandler::loadLegacyData()
parser.readNumber(); // unused aggression
for(const auto & name : PrimarySkill::names)
for(const auto & name : NPrimarySkill::names)
entry["primarySkills"][name].Float() = parser.readNumber();
for(const auto & name : PrimarySkill::names)
for(const auto & name : NPrimarySkill::names)
entry["lowLevelChance"][name].Float() = parser.readNumber();
for(const auto & name : PrimarySkill::names)
for(const auto & name : NPrimarySkill::names)
entry["highLevelChance"][name].Float() = parser.readNumber();
for(const auto & name : NSecondarySkill::names)
entry["secondarySkills"][name].Float() = parser.readNumber();
for(const auto & name : ETownType::names)
for(const auto & name : NFaction::names)
entry["tavern"][name].Float() = parser.readNumber();
parser.endLine();
@ -547,7 +547,7 @@ static std::vector<std::shared_ptr<Bonus>> createCreatureSpecialty(CreatureID ba
{
std::shared_ptr<Bonus> bonus = std::make_shared<Bonus>();
bonus->type = BonusType::PRIMARY_SKILL;
bonus->subtype = PrimarySkill::ATTACK;
bonus->subtype = static_cast<int>(PrimarySkill::ATTACK);
bonus->val = 0;
bonus->limiter.reset(new CCreatureTypeLimiter(specCreature, false));
bonus->updater.reset(new GrowsWithLevelUpdater(specCreature.getAttack(false), stepSize));
@ -557,7 +557,7 @@ static std::vector<std::shared_ptr<Bonus>> createCreatureSpecialty(CreatureID ba
{
std::shared_ptr<Bonus> bonus = std::make_shared<Bonus>();
bonus->type = BonusType::PRIMARY_SKILL;
bonus->subtype = PrimarySkill::DEFENSE;
bonus->subtype = static_cast<int>(PrimarySkill::DEFENSE);
bonus->val = 0;
bonus->limiter.reset(new CCreatureTypeLimiter(specCreature, false));
bonus->updater.reset(new GrowsWithLevelUpdater(specCreature.getDefense(false), stepSize));

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@ -212,7 +212,7 @@ public:
class DLL_LINKAGE CHeroClassHandler : public CHandlerBase<HeroClassID, HeroClass, CHeroClass, HeroClassService>
{
void fillPrimarySkillData(const JsonNode & node, CHeroClass * heroClass, PrimarySkill::PrimarySkill pSkill) const;
void fillPrimarySkillData(const JsonNode & node, CHeroClass * heroClass, PrimarySkill pSkill) const;
public:
std::vector<JsonNode> loadLegacyData() override;

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@ -16,6 +16,7 @@
#include "bonuses/CBonusSystemNode.h"
#include "ResourceSet.h"
#include "TurnTimerInfo.h"
#include "ConstTransitivePtr.h"
VCMI_LIB_NAMESPACE_BEGIN
@ -38,7 +39,7 @@ public:
std::vector<QuestInfo> quests; //store info about all received quests
bool enteredWinningCheatCode, enteredLosingCheatCode; //if true, this player has entered cheat codes for loss / victory
EPlayerStatus::EStatus status;
EPlayerStatus status;
std::optional<ui8> daysWithoutCastle;
TurnTimerInfo turnTimer;

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@ -22,7 +22,7 @@
#include "JsonNode.h"
#include "StringConstants.h"
#include "constants/StringConstants.h"
VCMI_LIB_NAMESPACE_BEGIN

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@ -13,7 +13,7 @@
#include "VCMI_Lib.h"
#include "CGeneralTextHandler.h"
#include "JsonNode.h"
#include "StringConstants.h"
#include "constants/StringConstants.h"
#include "CCreatureHandler.h"
#include "CHeroHandler.h"
#include "CArtHandler.h"
@ -82,7 +82,7 @@ std::string CBuilding::getDescriptionTextID() const
BuildingID CBuilding::getBase() const
{
const CBuilding * build = this;
while (build->upgrade >= 0)
while (build->upgrade != BuildingID::NONE)
{
build = build->town->buildings.at(build->upgrade);
}
@ -94,7 +94,7 @@ si32 CBuilding::getDistance(const BuildingID & buildID) const
{
const CBuilding * build = town->buildings.at(buildID);
int distance = 0;
while (build->upgrade >= 0 && build != this)
while (build->upgrade != BuildingID::NONE && build != this)
{
build = build->town->buildings.at(build->upgrade);
distance++;
@ -184,9 +184,9 @@ EAlignment CFaction::getAlignment() const
return alignment;
}
EBoatId CFaction::getBoatType() const
BoatId CFaction::getBoatType() const
{
return boatType.toEnum();
return boatType;
}
TerrainId CFaction::getNativeTerrain() const
@ -265,7 +265,7 @@ const CBuilding * CTown::getSpecialBuilding(BuildingSubID::EBuildingSubID subID)
return nullptr;
}
BuildingID::EBuildingID CTown::getBuildingType(BuildingSubID::EBuildingSubID subID) const
BuildingID CTown::getBuildingType(BuildingSubID::EBuildingSubID subID) const
{
const auto * building = getSpecialBuilding(subID);
return building == nullptr ? BuildingID::NONE : building->bid.num;
@ -527,13 +527,13 @@ void CTownHandler::addBonusesForVanilaBuilding(CBuilding * building) const
b = createBonus(building, BonusType::LUCK, +2);
break;
case BuildingSubID::SPELL_POWER_GARRISON_BONUS:
b = createBonus(building, BonusType::PRIMARY_SKILL, +2, PrimarySkill::SPELL_POWER);
b = createBonus(building, BonusType::PRIMARY_SKILL, +2, static_cast<int>(PrimarySkill::SPELL_POWER));
break;
case BuildingSubID::ATTACK_GARRISON_BONUS:
b = createBonus(building, BonusType::PRIMARY_SKILL, +2, PrimarySkill::ATTACK);
b = createBonus(building, BonusType::PRIMARY_SKILL, +2, static_cast<int>(PrimarySkill::ATTACK));
break;
case BuildingSubID::DEFENSE_GARRISON_BONUS:
b = createBonus(building, BonusType::PRIMARY_SKILL, +2, PrimarySkill::DEFENSE);
b = createBonus(building, BonusType::PRIMARY_SKILL, +2, static_cast<int>(PrimarySkill::DEFENSE));
break;
case BuildingSubID::LIGHTHOUSE:
b = createBonus(building, BonusType::MOVEMENT, +500, playerPropagator, 0);
@ -1034,7 +1034,7 @@ CFaction * CTownHandler::loadFromJson(const std::string & scope, const JsonNode
faction->creatureBg120 = source["creatureBackground"]["120px"].String();
faction->creatureBg130 = source["creatureBackground"]["130px"].String();
faction->boatType = EBoatId::CASTLE; //Do not crash
faction->boatType = BoatId::CASTLE; //Do not crash
if (!source["boat"].isNull())
{
VLC->identifiers()->requestIdentifier("core:boat", source["boat"], [=](int32_t boatTypeID)

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@ -207,7 +207,7 @@ public:
/// Boat that will be used by town shipyard (if any)
/// and for placing heroes directly on boat (in map editor, water prisons & taverns)
BoatId boatType = BoatId(EBoatId::CASTLE);
BoatId boatType = BoatId::CASTLE;
CTown * town = nullptr; //NOTE: can be null
@ -232,7 +232,7 @@ public:
bool hasTown() const override;
TerrainId getNativeTerrain() const override;
EAlignment getAlignment() const override;
EBoatId getBoatType() const override;
BoatId getBoatType() const override;
void updateFrom(const JsonNode & data);
void serializeJson(JsonSerializeFormat & handler);
@ -266,7 +266,7 @@ public:
const CBuilding * getSpecialBuilding(BuildingSubID::EBuildingSubID subID) const;
std::string getGreeting(BuildingSubID::EBuildingSubID subID) const;
void setGreeting(BuildingSubID::EBuildingSubID subID, const std::string & message) const; //may affect only mutable field
BuildingID::EBuildingID getBuildingType(BuildingSubID::EBuildingSubID subID) const;
BuildingID getBuildingType(BuildingSubID::EBuildingSubID subID) const;
std::string getRandomNameTranslated(size_t index) const;
std::string getRandomNameTextID(size_t index) const;

File diff suppressed because it is too large Load Diff

View File

@ -92,7 +92,7 @@ public:
virtual bool removeObject(const CGObjectInstance * obj)=0;
virtual void createObject(const int3 & visitablePosition, Obj type, int32_t subtype = 0) = 0;
virtual void setOwner(const CGObjectInstance * objid, PlayerColor owner)=0;
virtual void changePrimSkill(const CGHeroInstance * hero, PrimarySkill::PrimarySkill which, si64 val, bool abs=false)=0;
virtual void changePrimSkill(const CGHeroInstance * hero, PrimarySkill which, si64 val, bool abs=false)=0;
virtual void changeSecSkill(const CGHeroInstance * hero, SecondarySkill which, int val, bool abs=false)=0;
virtual void showBlockingDialog(BlockingDialog *iw) =0;
virtual void showGarrisonDialog(ObjectInstanceID upobj, ObjectInstanceID hid, bool removableUnits) =0; //cb will be called when player closes garrison window

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@ -98,7 +98,7 @@ public:
virtual void heroCreated(const CGHeroInstance*){};
virtual void heroInGarrisonChange(const CGTownInstance *town){};
virtual void heroMoved(const TryMoveHero & details, bool verbose = true){};
virtual void heroPrimarySkillChanged(const CGHeroInstance * hero, int which, si64 val){};
virtual void heroPrimarySkillChanged(const CGHeroInstance * hero, PrimarySkill which, si64 val){};
virtual void heroSecondarySkillChanged(const CGHeroInstance * hero, int which, int val){};
virtual void heroManaPointsChanged(const CGHeroInstance * hero){} //not called at the beginning of turn and after spell casts
virtual void heroMovePointsChanged(const CGHeroInstance * hero){} //not called at the beginning of turn and after movement

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@ -23,7 +23,7 @@
#include "VCMI_Lib.h" //for identifier resolution
#include "CGeneralTextHandler.h"
#include "JsonDetail.h"
#include "StringConstants.h"
#include "constants/StringConstants.h"
#include "battle/BattleHex.h"
namespace

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@ -15,7 +15,7 @@
#include "JsonNode.h"
#include "CRandomGenerator.h"
#include "StringConstants.h"
#include "constants/StringConstants.h"
#include "VCMI_Lib.h"
#include "CArtHandler.h"
#include "CCreatureHandler.h"
@ -119,7 +119,7 @@ namespace JsonRandom
std::vector<si32> ret;
if(value.isStruct())
{
for(const auto & name : PrimarySkill::names)
for(const auto & name : NPrimarySkill::names)
{
ret.push_back(loadValue(value[name], rng));
}
@ -127,12 +127,12 @@ namespace JsonRandom
if(value.isVector())
{
ret.resize(GameConstants::PRIMARY_SKILLS, 0);
std::set<std::string> defaultStats(std::begin(PrimarySkill::names), std::end(PrimarySkill::names));
std::set<std::string> defaultStats(std::begin(NPrimarySkill::names), std::end(NPrimarySkill::names));
for(const auto & element : value.Vector())
{
auto key = loadKey(element, rng, defaultStats);
defaultStats.erase(key);
int id = vstd::find_pos(PrimarySkill::names, key);
int id = vstd::find_pos(NPrimarySkill::names, key);
if(id != -1)
ret[id] += loadValue(element, rng);
}
@ -195,10 +195,10 @@ namespace JsonRandom
allowedClasses.insert(CArtHandler::stringToClass(entry.String()));
if (value["slot"].getType() == JsonNode::JsonType::DATA_STRING)
allowedPositions.insert(ArtifactPosition(value["class"].String()));
allowedPositions.insert(ArtifactPosition::decode(value["class"].String()));
else
for(const auto & entry : value["slot"].Vector())
allowedPositions.insert(ArtifactPosition(entry.String()));
allowedPositions.insert(ArtifactPosition::decode(entry.String()));
if (!value["minValue"].isNull()) minValue = static_cast<ui32>(value["minValue"].Float());
if (!value["maxValue"].isNull()) maxValue = static_cast<ui32>(value["maxValue"].Float());

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@ -232,7 +232,7 @@ struct DLL_LINKAGE SetPrimSkill : public CPackForClient
ui8 abs = 0; //0 - changes by value; 1 - sets to value
ObjectInstanceID id;
PrimarySkill::PrimarySkill which = PrimarySkill::ATTACK;
PrimarySkill which = PrimarySkill::ATTACK;
si64 val = 0;
template <typename Handler> void serialize(Handler & h, const int version)
@ -1318,7 +1318,7 @@ struct DLL_LINKAGE HeroLevelUp : public Query
PlayerColor player;
ObjectInstanceID heroId;
PrimarySkill::PrimarySkill primskill = PrimarySkill::ATTACK;
PrimarySkill primskill = PrimarySkill::ATTACK;
std::vector<SecondarySkill> skills;
void applyGs(CGameState * gs) const;
@ -2425,7 +2425,7 @@ struct DLL_LINKAGE TradeOnMarketplace : public CPackForServer
ObjectInstanceID marketId;
ObjectInstanceID heroId;
EMarketMode::EMarketMode mode = EMarketMode::RESOURCE_RESOURCE;
EMarketMode mode = EMarketMode::RESOURCE_RESOURCE;
std::vector<ui32> r1, r2; //mode 0: r1 - sold resource, r2 - bought res (exception: when sacrificing art r1 is art id [todo: make r2 preferred slot?]
std::vector<ui32> val; //units of sold resource

View File

@ -1382,7 +1382,7 @@ void HeroRecruited::applyGs(CGameState * gs) const
CGTownInstance *t = gs->getTown(tid);
PlayerState *p = gs->getPlayerState(player);
if (boatId >= 0)
if (boatId != ObjectInstanceID::NONE)
{
CGObjectInstance *obj = gs->getObjInstance(boatId);
auto * boat = dynamic_cast<CGBoat *>(obj);
@ -1418,7 +1418,7 @@ void GiveHero::applyGs(CGameState * gs) const
{
CGHeroInstance *h = gs->getHero(id);
if (boatId >= 0)
if (boatId != ObjectInstanceID::NONE)
{
CGObjectInstance *obj = gs->getObjInstance(boatId);
auto * boat = dynamic_cast<CGBoat *>(obj);
@ -1880,7 +1880,7 @@ void BulkMoveArtifacts::applyGs(CGameState * gs)
break;
}
if(srcPos >= GameConstants::BACKPACK_START)
if(srcPos >= ArtifactPosition::BACKPACK_START)
{
numBackpackArtifactsMoved++;
}
@ -1925,7 +1925,7 @@ void AssembledArtifact::applyGs(CGameState *gs)
{
ArtifactPosition pos = combineEquipped ? artSet->getArtPos(constituent->getId(), true, false) :
artSet->getArtBackpackPos(constituent->getId());
assert(pos >= 0);
assert(pos != ArtifactPosition::PRE_FIRST);
CArtifactInstance * constituentInstance = artSet->getArt(pos);
//move constituent from hero to be part of new, combined artifact

View File

@ -11,7 +11,7 @@
#include "StdInc.h"
#include "GameConstants.h"
#include "ResourceSet.h"
#include "StringConstants.h"
#include "constants/StringConstants.h"
#include "JsonNode.h"
#include "serializer/JsonSerializeFormat.h"
#include "mapObjects/CObjectHandler.h"
@ -119,7 +119,7 @@ std::string ResourceSet::toString() const
bool ResourceSet::nziterator::valid() const
{
return cur.resType < GameConstants::RESOURCE_QUANTITY && cur.resVal;
return cur.resType < GameResID::COUNT && cur.resVal;
}
ResourceSet::nziterator ResourceSet::nziterator::operator++()
@ -150,9 +150,9 @@ void ResourceSet::nziterator::advance()
do
{
++cur.resType;
} while(cur.resType < GameConstants::RESOURCE_QUANTITY && !(cur.resVal=rs[cur.resType]));
} while(cur.resType < GameResID::COUNT && !(cur.resVal=rs[cur.resType]));
if(cur.resType >= GameConstants::RESOURCE_QUANTITY)
if(cur.resType >= GameResID::COUNT)
cur.resVal = -1;
}

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@ -22,16 +22,6 @@ class JsonSerializeFormat;
class ResourceSet;
enum class EGameResID : int8_t
{
WOOD = 0, MERCURY, ORE, SULFUR, CRYSTAL, GEMS, GOLD, MITHRIL,
WOOD_AND_ORE = 127, // special case for town bonus resource
INVALID = -1
};
using GameResID = Identifier<EGameResID>;
//class to be representing a vector of resource
class ResourceSet
{

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@ -1,125 +0,0 @@
/*
* StringConstants.h, part of VCMI engine
*
* Authors: listed in file AUTHORS in main folder
*
* License: GNU General Public License v2.0 or later
* Full text of license available in license.txt file, in main folder
*
*/
#pragma once
#include "GameConstants.h"
VCMI_LIB_NAMESPACE_BEGIN
///
/// String ID which are pointless to move to config file - these types are mostly hardcoded
///
namespace GameConstants
{
const std::string RESOURCE_NAMES [RESOURCE_QUANTITY] = {
"wood", "mercury", "ore", "sulfur", "crystal", "gems", "gold", "mithril"
};
const std::string PLAYER_COLOR_NAMES [PlayerColor::PLAYER_LIMIT_I] = {
"red", "blue", "tan", "green", "orange", "purple", "teal", "pink"
};
const std::string ALIGNMENT_NAMES [3] = {"good", "evil", "neutral"};
}
namespace PrimarySkill
{
const std::string names [GameConstants::PRIMARY_SKILLS] = { "attack", "defence", "spellpower", "knowledge" };
}
namespace NSecondarySkill
{
const std::string names [GameConstants::SKILL_QUANTITY] =
{
"pathfinding", "archery", "logistics", "scouting", "diplomacy", // 5
"navigation", "leadership", "wisdom", "mysticism", "luck", // 10
"ballistics", "eagleEye", "necromancy", "estates", "fireMagic", // 15
"airMagic", "waterMagic", "earthMagic", "scholar", "tactics", // 20
"artillery", "learning", "offence", "armorer", "intelligence", // 25
"sorcery", "resistance", "firstAid"
};
const std::vector<std::string> levels =
{
"none", "basic", "advanced", "expert"
};
}
namespace EBuildingType
{
const std::string names [44] =
{
"mageGuild1", "mageGuild2", "mageGuild3", "mageGuild4", "mageGuild5", // 5
"tavern", "shipyard", "fort", "citadel", "castle", // 10
"villageHall", "townHall", "cityHall", "capitol", "marketplace", // 15
"resourceSilo", "blacksmith", "special1", "horde1", "horde1Upgr", // 20
"ship", "special2", "special3", "special4", "horde2", // 25
"horde2Upgr", "grail", "extraTownHall", "extraCityHall", "extraCapitol", // 30
"dwellingLvl1", "dwellingLvl2", "dwellingLvl3", "dwellingLvl4", "dwellingLvl5", // 35
"dwellingLvl6", "dwellingLvl7", "dwellingUpLvl1", "dwellingUpLvl2", "dwellingUpLvl3", // 40
"dwellingUpLvl4", "dwellingUpLvl5", "dwellingUpLvl6", "dwellingUpLvl7"
};
}
namespace ETownType
{
const std::string names [GameConstants::F_NUMBER] =
{
"castle", "rampart", "tower",
"inferno", "necropolis", "dungeon",
"stronghold", "fortress", "conflux"
};
}
namespace NArtifactPosition
{
const std::string namesHero [19] =
{
"head", "shoulders", "neck", "rightHand", "leftHand", "torso", //5
"rightRing", "leftRing", "feet", //8
"misc1", "misc2", "misc3", "misc4", //12
"mach1", "mach2", "mach3", "mach4", //16
"spellbook", "misc5" //18
};
const std::string namesCreature[1] =
{
"creature1"
};
const std::string namesCommander[6] =
{
"commander1", "commander2", "commander3", "commander4", "commander5", "commander6",
};
const std::string backpack = "backpack";
}
namespace NMetaclass
{
const std::string names [16] =
{
"",
"artifact", "creature", "faction", "experience", "hero",
"heroClass", "luck", "mana", "morale", "movement",
"object", "primarySkill", "secondarySkill", "spell", "resource"
};
}
namespace NPathfindingLayer
{
const std::string names[EPathfindingLayer::NUM_LAYERS] =
{
"land", "sail", "water", "air"
};
}
VCMI_LIB_NAMESPACE_END

View File

@ -122,9 +122,6 @@ BattleAction BattleAction::makeRetreat(ui8 side)
std::string BattleAction::toString() const
{
std::stringstream actionTypeStream;
actionTypeStream << actionType;
std::stringstream targetStream;
for(const DestinationInfo & info : target)
@ -143,7 +140,7 @@ std::string BattleAction::toString() const
}
boost::format fmt("{BattleAction: side '%d', stackNumber '%d', actionType '%s', actionSubtype '%d', target {%s}}");
fmt % static_cast<int>(side) % stackNumber % actionTypeStream.str() % spell.getNum() % targetStream.str();
fmt % static_cast<int>(side) % stackNumber % static_cast<int>(actionType) % spell.getNum() % targetStream.str();
return fmt.str();
}

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@ -47,6 +47,14 @@ struct DLL_LINKAGE BattleHex //TODO: decide if this should be changed to class f
static constexpr si16 HEX_BEFORE_ALL = std::numeric_limits<si16>::min();
static constexpr si16 HEX_AFTER_ALL = std::numeric_limits<si16>::max();
static constexpr si16 DESTRUCTIBLE_WALL_1 = 29;
static constexpr si16 DESTRUCTIBLE_WALL_2 = 78;
static constexpr si16 DESTRUCTIBLE_WALL_3 = 130;
static constexpr si16 DESTRUCTIBLE_WALL_4 = 182;
static constexpr si16 GATE_BRIDGE = 94;
static constexpr si16 GATE_OUTER = 95;
static constexpr si16 GATE_INNER = 96;
si16 hex;
static constexpr si16 INVALID = -1;
enum EDir

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@ -475,8 +475,8 @@ BattleInfo * BattleInfo::setupBattle(const int3 & tile, TerrainId terrain, const
static auto nativeTerrain = std::make_shared<CreatureTerrainLimiter>();
curB->addNewBonus(std::make_shared<Bonus>(BonusDuration::ONE_BATTLE, BonusType::STACKS_SPEED, BonusSource::TERRAIN_NATIVE, 1, 0, 0)->addLimiter(nativeTerrain));
curB->addNewBonus(std::make_shared<Bonus>(BonusDuration::ONE_BATTLE, BonusType::PRIMARY_SKILL, BonusSource::TERRAIN_NATIVE, 1, 0, PrimarySkill::ATTACK)->addLimiter(nativeTerrain));
curB->addNewBonus(std::make_shared<Bonus>(BonusDuration::ONE_BATTLE, BonusType::PRIMARY_SKILL, BonusSource::TERRAIN_NATIVE, 1, 0, PrimarySkill::DEFENSE)->addLimiter(nativeTerrain));
curB->addNewBonus(std::make_shared<Bonus>(BonusDuration::ONE_BATTLE, BonusType::PRIMARY_SKILL, BonusSource::TERRAIN_NATIVE, 1, 0, static_cast<int>(PrimarySkill::ATTACK))->addLimiter(nativeTerrain));
curB->addNewBonus(std::make_shared<Bonus>(BonusDuration::ONE_BATTLE, BonusType::PRIMARY_SKILL, BonusSource::TERRAIN_NATIVE, 1, 0, static_cast<int>(PrimarySkill::DEFENSE))->addLimiter(nativeTerrain));
//////////////////////////////////////////////////////////////////////////
//tactics

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@ -93,7 +93,7 @@ static BattleHex WallPartToHex(EWallPart part)
using namespace SiegeStuffThatShouldBeMovedToHandlers;
ESpellCastProblem::ESpellCastProblem CBattleInfoCallback::battleCanCastSpell(const spells::Caster * caster, spells::Mode mode) const
ESpellCastProblem CBattleInfoCallback::battleCanCastSpell(const spells::Caster * caster, spells::Mode mode) const
{
RETURN_IF_NOT_BATTLE(ESpellCastProblem::INVALID);
if(caster == nullptr)
@ -187,7 +187,7 @@ bool CBattleInfoCallback::battleHasPenaltyOnLine(BattleHex from, BattleHex dest,
auto obstacles = battleGetAllObstaclesOnPos(hex, false);
if(hex != ESiegeHex::GATE_BRIDGE || (battleIsGatePassable()))
if(hex != BattleHex::GATE_BRIDGE || (battleIsGatePassable()))
for(const auto & obst : obstacles)
if(obst->obstacleType == CObstacleInstance::MOAT)
pathHasMoat |= true;
@ -821,7 +821,7 @@ std::vector<std::shared_ptr<const CObstacleInstance>> CBattleInfoCallback::getAl
affectedObstacles.push_back(i);
}
for(auto hex : unit->getHexes())
if(hex == ESiegeHex::GATE_BRIDGE && battleIsGatePassable())
if(hex == BattleHex::GATE_BRIDGE && battleIsGatePassable())
for(int i=0; i<affectedObstacles.size(); i++)
if(affectedObstacles.at(i)->obstacleType == CObstacleInstance::MOAT)
affectedObstacles.erase(affectedObstacles.begin()+i);
@ -926,7 +926,7 @@ AccessibilityInfo CBattleInfoCallback::getAccesibility() const
accessability = EAccessibility::UNAVAILABLE;
break;
}
ret[ESiegeHex::GATE_OUTER] = ret[ESiegeHex::GATE_INNER] = accessability;
ret[BattleHex::GATE_OUTER] = ret[BattleHex::GATE_INNER] = accessability;
}
//tiles occupied by standing stacks
@ -955,10 +955,10 @@ AccessibilityInfo CBattleInfoCallback::getAccesibility() const
static const std::pair<EWallPart, BattleHex> lockedIfNotDestroyed[] =
{
//which part of wall, which hex is blocked if this part of wall is not destroyed
std::make_pair(EWallPart::BOTTOM_WALL, BattleHex(ESiegeHex::DESTRUCTIBLE_WALL_4)),
std::make_pair(EWallPart::BELOW_GATE, BattleHex(ESiegeHex::DESTRUCTIBLE_WALL_3)),
std::make_pair(EWallPart::OVER_GATE, BattleHex(ESiegeHex::DESTRUCTIBLE_WALL_2)),
std::make_pair(EWallPart::UPPER_WALL, BattleHex(ESiegeHex::DESTRUCTIBLE_WALL_1))
std::make_pair(EWallPart::BOTTOM_WALL, BattleHex(BattleHex::DESTRUCTIBLE_WALL_4)),
std::make_pair(EWallPart::BELOW_GATE, BattleHex(BattleHex::DESTRUCTIBLE_WALL_3)),
std::make_pair(EWallPart::OVER_GATE, BattleHex(BattleHex::DESTRUCTIBLE_WALL_2)),
std::make_pair(EWallPart::UPPER_WALL, BattleHex(BattleHex::DESTRUCTIBLE_WALL_1))
};
for(const auto & elem : lockedIfNotDestroyed)
@ -1055,7 +1055,7 @@ bool CBattleInfoCallback::isInObstacle(
if(vstd::contains(obstacles, occupiedHex))
{
if(occupiedHex == ESiegeHex::GATE_BRIDGE)
if(occupiedHex == BattleHex::GATE_BRIDGE)
{
if(battleGetGateState() != EGateState::DESTROYED && params.side == BattleSide::ATTACKER)
return true;
@ -1080,7 +1080,7 @@ std::set<BattleHex> CBattleInfoCallback::getStoppers(BattlePerspective::BattlePe
for(const auto & hex : oi->getStoppingTile())
{
if(hex == ESiegeHex::GATE_BRIDGE && oi->obstacleType == CObstacleInstance::MOAT)
if(hex == BattleHex::GATE_BRIDGE && oi->obstacleType == CObstacleInstance::MOAT)
{
if(battleGetGateState() == EGateState::OPENED || battleGetGateState() == EGateState::DESTROYED)
continue; // this tile is disabled by drawbridge on top of it

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@ -118,7 +118,7 @@ public:
si8 battleMinSpellLevel(ui8 side) const; //calculates maximum spell level possible to be cast on battlefield - takes into account artifacts of both heroes; if no effects are set, 0 is returned
si8 battleMaxSpellLevel(ui8 side) const; //calculates minimum spell level possible to be cast on battlefield - takes into account artifacts of both heroes; if no effects are set, 0 is returned
int32_t battleGetSpellCost(const spells::Spell * sp, const CGHeroInstance * caster) const; //returns cost of given spell
ESpellCastProblem::ESpellCastProblem battleCanCastSpell(const spells::Caster * caster, spells::Mode mode) const; //returns true if there are no general issues preventing from casting a spell
ESpellCastProblem battleCanCastSpell(const spells::Caster * caster, spells::Mode mode) const; //returns true if there are no general issues preventing from casting a spell
SpellID battleGetRandomStackSpell(CRandomGenerator & rand, const CStack * stack, ERandomSpell mode) const;
SpellID getRandomBeneficialSpell(CRandomGenerator & rand, const CStack * subject) const;

View File

@ -342,8 +342,8 @@ CUnitState::CUnitState():
totalAttacks(this, Selector::type()(BonusType::ADDITIONAL_ATTACK), 1),
minDamage(this, Selector::typeSubtype(BonusType::CREATURE_DAMAGE, 0).Or(Selector::typeSubtype(BonusType::CREATURE_DAMAGE, 1)), 0),
maxDamage(this, Selector::typeSubtype(BonusType::CREATURE_DAMAGE, 0).Or(Selector::typeSubtype(BonusType::CREATURE_DAMAGE, 2)), 0),
attack(this, Selector::typeSubtype(BonusType::PRIMARY_SKILL, PrimarySkill::ATTACK), 0),
defence(this, Selector::typeSubtype(BonusType::PRIMARY_SKILL, PrimarySkill::DEFENSE), 0),
attack(this, Selector::typeSubtype(BonusType::PRIMARY_SKILL, static_cast<int>(PrimarySkill::ATTACK)), 0),
defence(this, Selector::typeSubtype(BonusType::PRIMARY_SKILL, static_cast<int>(PrimarySkill::DEFENSE)), 0),
inFrenzy(this, Selector::type()(BonusType::IN_FRENZY)),
cloneLifetimeMarker(this, Selector::type()(BonusType::NONE).And(Selector::source(BonusSource::SPELL_EFFECT, SpellID::CLONE))),
cloneID(-1)

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@ -50,9 +50,9 @@ DamageRange DamageCalculator::getBaseDamageSingle() const
if(info.attacker->hasBonus(selectorSiedgeWeapon, cachingStrSiedgeWeapon) && info.attacker->creatureIndex() != CreatureID::ARROW_TOWERS)
{
auto retrieveHeroPrimSkill = [&](int skill) -> int
auto retrieveHeroPrimSkill = [&](PrimarySkill skill) -> int
{
std::shared_ptr<const Bonus> b = info.attacker->getBonus(Selector::sourceTypeSel(BonusSource::HERO_BASE_SKILL).And(Selector::typeSubtype(BonusType::PRIMARY_SKILL, skill)));
std::shared_ptr<const Bonus> b = info.attacker->getBonus(Selector::sourceTypeSel(BonusSource::HERO_BASE_SKILL).And(Selector::typeSubtype(BonusType::PRIMARY_SKILL, static_cast<int>(skill))));
return b ? b->val : 0;
};

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