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- Fixed GCC compiler warnings

- Implemented move heroes to next scenario partially
This commit is contained in:
beegee1
2013-12-20 13:07:58 +00:00
parent 6b3ca831c1
commit 68bdf71db6
14 changed files with 222 additions and 198 deletions

View File

@@ -242,7 +242,7 @@ CScenarioTravel CCampaignHandler::readScenarioTravelFromMemory( const ui8 * buff
for (int g=0; g<numOfBonuses; ++g)
{
CScenarioTravel::STravelBonus bonus;
bonus.type = CScenarioTravel::STravelBonus::PLAYER_PREV_SCENARIO;
bonus.type = CScenarioTravel::STravelBonus::HEROES_FROM_PREVIOUS_SCENARIO;
bonus.info1 = buffer[outIt++]; //player color
bonus.info2 = buffer[outIt++]; //from what scenario
@@ -322,87 +322,6 @@ bool CCampaignScenario::isNotVoid() const
return mapName.size() > 0;
}
void CCampaignScenario::prepareCrossoverHeroes( std::vector<CGHeroInstance *> heroes )
{
crossoverHeroes = heroes;
if (!(travelOptions.whatHeroKeeps & 1))
{
//trimming experience
for(CGHeroInstance * cgh : crossoverHeroes)
{
cgh->initExp();
}
}
if (!(travelOptions.whatHeroKeeps & 2))
{
//trimming prim skills
for(CGHeroInstance * cgh : crossoverHeroes)
{
for(int g=0; g<GameConstants::PRIMARY_SKILLS; ++g)
{
auto sel = Selector::type(Bonus::PRIMARY_SKILL)
.And(Selector::subtype(g))
.And(Selector::sourceType(Bonus::HERO_BASE_SKILL));
cgh->getBonusLocalFirst(sel)->val = cgh->type->heroClass->primarySkillInitial[g];
}
}
}
if (!(travelOptions.whatHeroKeeps & 4))
{
//trimming sec skills
for(CGHeroInstance * cgh : crossoverHeroes)
{
cgh->secSkills = cgh->type->secSkillsInit;
}
}
if (!(travelOptions.whatHeroKeeps & 8))
{
//trimming spells
for(CGHeroInstance * cgh : crossoverHeroes)
{
cgh->spells.clear();
}
}
if (!(travelOptions.whatHeroKeeps & 16))
{
//trimming artifacts
for(CGHeroInstance * hero : crossoverHeroes)
{
size_t totalArts = GameConstants::BACKPACK_START + hero->artifactsInBackpack.size();
for (size_t i=0; i<totalArts; i++ )
{
const ArtSlotInfo *info = hero->getSlot(ArtifactPosition(i));
if (!info)
continue;
const CArtifactInstance *art = info->artifact;
if (!art)//FIXME: check spellbook and catapult behaviour
continue;
int id = art->artType->id;
assert( 8*18 > id );//number of arts that fits into h3m format
bool takeable = travelOptions.artifsKeptByHero[id / 8] & ( 1 << (id%8) );
if (!takeable)
hero->eraseArtSlot(ArtifactPosition(i));
}
}
}
//trimming creatures
for(CGHeroInstance * cgh : crossoverHeroes)
{
vstd::erase_if(cgh->stacks, [&](const std::pair<SlotID, CStackInstance *> & j) -> bool
{
CreatureID::ECreatureID crid = j.second->getCreatureID().toEnum();
return !(travelOptions.monstersKeptByHero[crid / 8] & (1 << (crid % 8)) );
});
}
}
const CGHeroInstance * CCampaignScenario::strongestHero( PlayerColor owner ) const
{
using boost::adaptors::filtered;
@@ -431,9 +350,9 @@ bool CScenarioTravel::STravelBonus::isBonusForHero() const
// mapsRemaining.push_back(i);
// }
void CCampaignState::mapConquered( const std::vector<CGHeroInstance*> & heroes )
void CCampaignState::setCurrentMapAsConquered( const std::vector<CGHeroInstance*> & heroes )
{
camp->scenarios[*currentMap].prepareCrossoverHeroes(heroes);
camp->scenarios[*currentMap].crossoverHeroes = heroes;
mapsConquered.push_back(*currentMap);
mapsRemaining -= *currentMap;
camp->scenarios[*currentMap].conquered = true;