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https://github.com/vcmi/vcmi.git
synced 2025-06-17 00:07:41 +02:00
* campaign against magic numbers
* ArtifactID was misleading and wrongly used in one place -- renamed and fixed * minor changes
This commit is contained in:
@ -994,7 +994,7 @@ void CAdvMapInt::select(const CArmedInstance *sel, bool centerView /*= true*/)
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centerOn(sel);
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terrain.currentPath = NULL;
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if(sel->ID==GameConstants::TOWNI_TYPE)
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if(sel->ID==Obj::TOWN)
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{
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auto town = dynamic_cast<const CGTownInstance*>(sel);
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@ -1118,7 +1118,7 @@ const CGObjectInstance* CAdvMapInt::getBlockingObject(const int3 &mapPos)
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if (bobjs.empty())
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return nullptr;
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if (bobjs.back()->ID == GameConstants::HEROI_TYPE)
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if (bobjs.back()->ID == Obj::HERO)
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return bobjs.back();
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else
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return bobjs.front();
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@ -1153,10 +1153,10 @@ void CAdvMapInt::tileLClicked(const int3 &mapPos)
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return;
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}
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//check if we can select this object
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bool canSelect = topBlocking && topBlocking->ID == GameConstants::HEROI_TYPE && topBlocking->tempOwner == LOCPLINT->playerID;
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canSelect |= topBlocking && topBlocking->ID == GameConstants::TOWNI_TYPE && LOCPLINT->cb->getPlayerRelations(LOCPLINT->playerID, topBlocking->tempOwner);
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bool canSelect = topBlocking && topBlocking->ID == Obj::HERO && topBlocking->tempOwner == LOCPLINT->playerID;
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canSelect |= topBlocking && topBlocking->ID == Obj::TOWN && LOCPLINT->cb->getPlayerRelations(LOCPLINT->playerID, topBlocking->tempOwner);
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if (selection->ID != GameConstants::HEROI_TYPE) //hero is not selected (presumably town)
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if (selection->ID != Obj::HERO) //hero is not selected (presumably town)
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{
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assert(!terrain.currentPath); //path can be active only when hero is selected
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if(selection == topBlocking) //selected town clicked
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@ -1246,7 +1246,7 @@ void CAdvMapInt::tileHovered(const int3 &mapPos)
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switch(spellBeingCasted->id)
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{
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case Spells::SCUTTLE_BOAT:
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if(objAtTile && objAtTile->ID == 8)
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if(objAtTile && objAtTile->ID == Obj::BOAT)
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CCS->curh->changeGraphic(0, 42);
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else
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CCS->curh->changeGraphic(0, 0);
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@ -1266,13 +1266,13 @@ void CAdvMapInt::tileHovered(const int3 &mapPos)
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const bool guardingCreature = CGI->mh->map->isInTheMap(LOCPLINT->cb->guardingCreaturePosition(mapPos));
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if(selection->ID == GameConstants::TOWNI_TYPE)
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if(selection->ID == Obj::TOWN)
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{
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if(objAtTile)
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{
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if(objAtTile->ID == GameConstants::TOWNI_TYPE && LOCPLINT->cb->getPlayerRelations(LOCPLINT->playerID, objAtTile->tempOwner))
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if(objAtTile->ID == Obj::TOWN && LOCPLINT->cb->getPlayerRelations(LOCPLINT->playerID, objAtTile->tempOwner))
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CCS->curh->changeGraphic(0, 3);
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else if(objAtTile->ID == GameConstants::HEROI_TYPE && objAtTile->tempOwner == LOCPLINT->playerID)
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else if(objAtTile->ID == Obj::HERO && objAtTile->tempOwner == LOCPLINT->playerID)
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CCS->curh->changeGraphic(0, 2);
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else
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CCS->curh->changeGraphic(0, 0);
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@ -1286,7 +1286,7 @@ void CAdvMapInt::tileHovered(const int3 &mapPos)
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if(objAtTile)
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{
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if(objAtTile->ID == GameConstants::HEROI_TYPE)
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if(objAtTile->ID == Obj::HERO)
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{
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if(!LOCPLINT->cb->getPlayerRelations( LOCPLINT->playerID, objAtTile->tempOwner)) //enemy hero
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{
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@ -1305,7 +1305,7 @@ void CAdvMapInt::tileHovered(const int3 &mapPos)
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CCS->curh->changeGraphic(0, 2);
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}
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}
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else if(objAtTile->ID == GameConstants::TOWNI_TYPE)
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else if(objAtTile->ID == Obj::TOWN)
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{
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if(!LOCPLINT->cb->getPlayerRelations( LOCPLINT->playerID, objAtTile->tempOwner)) //enemy town
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{
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@ -1333,14 +1333,14 @@ void CAdvMapInt::tileHovered(const int3 &mapPos)
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CCS->curh->changeGraphic(0, 3);
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}
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}
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else if(objAtTile->ID == 8) //boat
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else if(objAtTile->ID == Obj::BOAT)
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{
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if(accessible)
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CCS->curh->changeGraphic(0, 6 + turns*6);
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else
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CCS->curh->changeGraphic(0, 0);
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}
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else if (objAtTile->ID == 33 || objAtTile->ID == 219) // Garrison
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else if (objAtTile->ID == Obj::GARRISON || objAtTile->ID == Obj::GARRISON2)
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{
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if (accessible)
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{
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@ -1461,7 +1461,7 @@ void CAdvMapInt::leaveCastingMode(bool cast /*= false*/, int3 dest /*= int3(-1,
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const CGHeroInstance * CAdvMapInt::curHero() const
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{
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if(selection && selection->ID == GameConstants::HEROI_TYPE)
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if(selection && selection->ID == Obj::HERO)
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return static_cast<const CGHeroInstance *>(selection);
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else
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return NULL;
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@ -1469,7 +1469,7 @@ const CGHeroInstance * CAdvMapInt::curHero() const
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const CGTownInstance * CAdvMapInt::curTown() const
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{
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if(selection && selection->ID == GameConstants::TOWNI_TYPE)
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if(selection && selection->ID == Obj::TOWN)
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return static_cast<const CGTownInstance *>(selection);
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else
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return NULL;
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