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Stacks #2 -> towards new system of stack operations.
This commit is contained in:
parent
32ce20af15
commit
7c3f3d20c3
@ -317,7 +317,7 @@ float CGeniusAI::TownObjective::getValue() const
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case upgradeCreatures:
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UpgradeInfo ui = AI->m_cb->getUpgradeInfo(whichTown->t,which);
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ID = whichTown->creaturesInGarrison.getCreature(which)->idNumber;
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howMany = whichTown->creaturesInGarrison.getAmount(which);
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howMany = whichTown->creaturesInGarrison.getStackCount(which);
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newID = ui.newID.back();
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int upgrade_serial = ui.newID.size() - 1;
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@ -113,7 +113,10 @@ public:
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void giveCreatures (int objid, const CGHeroInstance * h, CCreatureSet creatures, bool remove) {};
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void takeCreatures (int objid, TSlots creatures){};
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void takeCreatures (int objid, std::vector<CStackBasicDescriptor> creatures){};
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void changeCreatureType (int objid, TSlot slot, TCreature creature){};
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void changeStackType(const StackLocation &sl, CCreature *c){};
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void changeStackCount(const StackLocation &sl, TQuantity count, bool absoluteValue = false){};
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void insertNewStack(const StackLocation &sl, CCreature *c, TQuantity count){};
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void eraseStack(const StackLocation &sl){};
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void showCompInfo(ShowInInfobox * comp){};
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void heroVisitCastle(int obj, int heroID){};
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void stopHeroVisitCastle(int obj, int heroID){};
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@ -2919,7 +2919,7 @@ void CTradeWindow::initSubs(bool Left)
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switch(itemsType[1])
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{
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case CREATURE:
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t->subtitle = boost::lexical_cast<std::string>(hero->getAmount(t->serial));
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t->subtitle = boost::lexical_cast<std::string>(hero->getStackCount(t->serial));
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break;
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case RESOURCE:
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t->subtitle = boost::lexical_cast<std::string>(LOCPLINT->cb->getResourceAmount(t->serial));
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@ -2992,7 +2992,7 @@ void CTradeWindow::removeItem(CTradeableItem * t)
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void CTradeWindow::getEmptySlots(std::set<CTradeableItem *> &toRemove)
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{
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BOOST_FOREACH(CTradeableItem *t, items[1])
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if(!hero->getAmount(t->serial))
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if(!hero->getStackCount(t->serial))
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toRemove.insert(t);
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}
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@ -3225,7 +3225,7 @@ void CMarketplaceWindow::selectionChanged(bool side)
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if(itemsType[1] == RESOURCE)
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newAmount = LOCPLINT->cb->getResourceAmount(hLeft->id);
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else if(itemsType[1] == CREATURE)
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newAmount = hero->getAmount(hLeft->serial) - (hero->Slots().size() == 1 && hero->needsLastStack());
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newAmount = hero->getStackCount(hLeft->serial) - (hero->Slots().size() == 1 && hero->needsLastStack());
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else
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assert(0);
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@ -3598,7 +3598,7 @@ void CAltarWindow::SacrificeAll()
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{
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bool movedAnything = false;
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BOOST_FOREACH(CTradeableItem *t, items[1])
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sacrificedUnits[t->serial] = hero->getAmount(t->serial);
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sacrificedUnits[t->serial] = hero->getStackCount(t->serial);
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sacrificedUnits[items[1].front()->serial]--;
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@ -3637,10 +3637,10 @@ void CAltarWindow::selectionChanged(bool side)
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int stackCount = 0;
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for (int i = 0; i < ARMY_SIZE; i++)
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if(hero->getAmount(i) > sacrificedUnits[i])
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if(hero->getStackCount(i) > sacrificedUnits[i])
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stackCount++;
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slider->setAmount(hero->getAmount(hLeft->serial) - (stackCount == 1));
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slider->setAmount(hero->getStackCount(hLeft->serial) - (stackCount == 1));
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slider->block(!slider->amount);
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slider->value = sacrificedUnits[hLeft->serial];
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max->block(!slider->amount);
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@ -5783,7 +5783,7 @@ CTransformerWindow::CTransformerWindow(const CGHeroInstance * _hero, const CGTow
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for (int i=0; i<7; i++ )
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if ( army->getCreature(i) )
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items.push_back(new CItem(this, army->getAmount(i), i));
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items.push_back(new CItem(this, army->getStackCount(i), i));
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all = new AdventureMapButton(CGI->generaltexth->zelp[590],boost::bind(&CTransformerWindow::addAll,this), 146,416,"ALTARMY.DEF",SDLK_a);
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convert= new AdventureMapButton(CGI->generaltexth->zelp[591],boost::bind(&CTransformerWindow::makeDeal,this), 269,416,"ALTSACR.DEF",SDLK_RETURN);
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@ -6024,7 +6024,7 @@ void CHillFortWindow::updateGarrisons()
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if (info.newID.size())//we have upgrades here - update costs
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for(std::set<std::pair<int,int> >::iterator it=info.cost[0].begin(); it!=info.cost[0].end(); it++)
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{
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std::pair<int, int> pair = std::make_pair(it->first, it->second * hero->getAmount(i) );
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std::pair<int, int> pair = std::make_pair(it->first, it->second * hero->getStackCount(i) );
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costs[i].insert(pair);
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totalSumm[pair.first] += pair.second;
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}
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@ -6137,7 +6137,7 @@ std::string CHillFortWindow::getTextForSlot(int slot)
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return "";
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std::string str = CGI->generaltexth->allTexts[318];
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int amount = hero->getAmount(slot);
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int amount = hero->getStackCount(slot);
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if ( amount == 1 )
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boost::algorithm::replace_first(str,"%s",hero->getCreature(slot)->nameSing);
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else
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@ -6172,7 +6172,7 @@ int CHillFortWindow::getState(int slot)
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return 1;
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for(std::set<std::pair<int,int> >::iterator it=info.cost[0].begin(); it!=info.cost[0].end(); it++)
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if(LOCPLINT->cb->getResourceAmount(it->first) < it->second * hero->getAmount(slot))
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if(LOCPLINT->cb->getResourceAmount(it->first) < it->second * hero->getStackCount(slot))
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return 0;
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return 2;//can upgrade
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}
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@ -893,7 +893,7 @@ void CGHeroInstance::initArmy(CCreatureSet *dst /*= NULL*/)
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}
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}
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else
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dst->addStack(stackNo-warMachinesGiven, new CStackInstance(creID, count));
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dst->putStack(stackNo-warMachinesGiven, new CStackInstance(creID, count));
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}
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}
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void CGHeroInstance::initHeroDefInfo()
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@ -1587,7 +1587,7 @@ void CGDwelling::initObj()
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creatures[0].second.push_back(crid);
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hoverName = VLC->generaltexth->creGens[subID];
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if(crs->level > 4)
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addStack(0, new CStackInstance(crs, (crs->growth) * 3));
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putStack(0, new CStackInstance(crs, (crs->growth) * 3));
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if (getOwner() != 255)
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cb->gameState()->players[getOwner()].dwellings.push_back (this);
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}
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@ -1602,8 +1602,8 @@ void CGDwelling::initObj()
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creatures[2].second.push_back(116); //Gold Golem
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creatures[3].second.push_back(117); //Diamond Golem
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//guards
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addStack(0, new CStackInstance(116, 9));
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addStack(1, new CStackInstance(117, 6));
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putStack(0, new CStackInstance(116, 9));
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putStack(1, new CStackInstance(117, 6));
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}
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else if(subID == 0) // Elemental Conflux
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{
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@ -1612,7 +1612,7 @@ void CGDwelling::initObj()
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creatures[2].second.push_back(113); //Earth Elemental
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creatures[3].second.push_back(115); //Water Elemental
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//guards
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addStack(0, new CStackInstance(113, 12));
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putStack(0, new CStackInstance(113, 12));
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}
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else
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{
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@ -2170,38 +2170,34 @@ void CGTownInstance::newTurn() const
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if (nativeCrits.size())
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{
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TSlot pos = nativeCrits[rand() % nativeCrits.size()];
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StackLocation sl(this, pos);
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const CCreature *c = getCreature(pos);
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if (rand()%100 < 90 || c->upgrades.empty()) //increase number if no upgrade avaliable
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{
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SetGarrisons sg;
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sg.garrs[id] = getArmy();
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sg.garrs[id].slots[pos]->count += c->growth;
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cb->sendAndApply(&sg);
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cb->changeStackCount(sl, c->growth);
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}
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else //upgrade
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{
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SetGarrisons sg; //somewhat better upgrade pack would come in handy
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sg.garrs[id] = getArmy();
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//////////////////////////////////////////////////////////////////////////
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//sg.garrs[id].t (pos, *c->upgrades.begin(), );
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//sg.garrs[id].setCreature(pos, *c->upgrades.begin(), slt[pos].count);
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cb->sendAndApply(&sg);
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cb->changeStackType(sl, VLC->creh->creatures[*c->upgrades.begin()]);
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}
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}
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if ((stacksCount() < ARMY_SIZE && rand()%100 < 25) || Slots().empty()) //add new stack
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{
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int n, i = rand() % std::min (ARMY_SIZE, cb->getDate(3)<<1);
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int i = rand() % std::min (ARMY_SIZE, cb->getDate(3)<<1);
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TCreature c = town->basicCreatures[i];
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TSlot n = -1;
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TQuantity count = creatureGrowth(i);
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{//no lower tiers or above current month
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if ((n = getSlotFor(town->basicCreatures[i], ARMY_SIZE))>=0)
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if ((n = getSlotFor(c))>=0)
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{
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SetGarrisons sg;
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sg.garrs[id] = getArmy();
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StackLocation sl(this, n);
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if (slotEmpty(n))
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sg.garrs[id].setCreature (n, town->basicCreatures[i], creatureGrowth(i)); //if the stack is not yet present
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else
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sg.garrs[id].addToSlot(n, town->basicCreatures[i], creatureGrowth(i)); //add to existing
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cb->sendAndApply(&sg);
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cb->insertNewStack(sl, VLC->creh->creatures[c], count);
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else //add to existing
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cb->changeStackCount(sl, count);
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}
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}
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}
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@ -2896,7 +2892,7 @@ void CGCreature::onHeroVisit( const CGHeroInstance * h ) const
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BlockingDialog ynd(true,false);
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ynd.player = h->tempOwner;
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std::string tmp = VLC->generaltexth->advobtxt[90];
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boost::algorithm::replace_first(tmp,"%d",boost::lexical_cast<std::string>(getAmount(0)));
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boost::algorithm::replace_first(tmp,"%d",boost::lexical_cast<std::string>(getStackCount(0)));
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boost::algorithm::replace_first(tmp,"%d",boost::lexical_cast<std::string>(action));
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boost::algorithm::replace_first(tmp,"%s",VLC->creh->creatures[subID]->namePl);
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ynd.text << tmp;
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@ -3040,7 +3036,7 @@ int CGCreature::takenAction(const CGHeroInstance *h, bool allowJoin) const
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if(h->getSecSkillLevel(4) + sympathy + 1 >= character)
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return 0; //join for free
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else if(h->getSecSkillLevel(4) * 2 + sympathy + 1 >= character)
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return VLC->creh->creatures[subID]->cost[6] * getAmount(0); //join for gold
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return VLC->creh->creatures[subID]->cost[6] * getStackCount(0); //join for gold
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}
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}
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@ -3112,7 +3108,7 @@ void CGCreature::joinDecision(const CGHeroInstance *h, int cost, ui32 accept) co
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//add creatures
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SetGarrisons sg;
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sg.garrs[h->id] = h->getArmy();
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sg.garrs[h->id].addToSlot(slot, subID, getAmount(0));
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sg.garrs[h->id].addToSlot(slot, subID, getStackCount(0));
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cb->sendAndApply(&sg);
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cb->removeObject(id);
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}
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@ -3180,7 +3176,7 @@ void CGMine::initObj()
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//set guardians
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int howManyTroglodytes = 100 + ran()%100;
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CStackInstance *troglodytes = new CStackInstance(70, howManyTroglodytes);
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addStack(0, troglodytes);
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putStack(0, troglodytes);
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//after map reading tempOwner placeholds bitmask for allowed resources
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std::vector<int> possibleResources;
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@ -4673,7 +4669,7 @@ void CGBonusingObject::onHeroVisit( const CGHeroInstance * h ) const
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iw.components.push_back(Component(Component::CREATURE,11,0,1));
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for (TSlots::const_iterator i = creatures.slots.begin(); i != creatures.slots.end(); ++i)
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{
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cb->changeCreatureType(h->id, i->first, 11);
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cb->changeStackType(StackLocation(h, i->first), VLC->creh->creatures[11]);
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}
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}
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else
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@ -6525,20 +6521,6 @@ void CGLighthouse::giveBonusTo( ui8 player ) const
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gb.bonus.source = Bonus::OBJECT;
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gb.bonus.id = id;
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cb->sendAndApply(&gb);
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}
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void CArmedInstance::setArmy(const CCreatureSet &src)
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{
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assert(0);
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// slots.clear();
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//
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// for(TSlots::const_iterator i = src.Slots().begin(); i != src.Slots().end(); i++)
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// {
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// CStackInstance &inserted = slots[i->first];
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// inserted = i->second;
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// inserted.setArmyObj(this);
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// }
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}
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CCreatureSet& CArmedInstance::getArmy() const
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@ -222,7 +222,6 @@ class DLL_EXPORT CArmedInstance: public CGObjectInstance, public CBonusSystemNod
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public:
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BattleInfo *battle; //set to the current battle, if engaged
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void setArmy(const CCreatureSet &src);
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CCreatureSet& getArmy() const;
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void randomizeArmy(int type);
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@ -17,7 +17,7 @@ const CStackInstance &CCreatureSet::operator[](TSlot slot) const
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throw std::string("That slot is empty!");
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}
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const CCreature* CCreatureSet::getCreature(TSlot slot) const /*workaround of map issue */
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const CCreature* CCreatureSet::getCreature(TSlot slot) const
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{
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TSlots::const_iterator i = slots.find(slot);
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if (i != slots.end())
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@ -37,16 +37,14 @@ bool CCreatureSet::setCreature(TSlot slot, TCreature type, TQuantity quantity) /
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{
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tlog2 << "Using set creature to delete stack?\n";
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eraseStack(slot);
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return true;
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}
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if(vstd::contains(slots, slot)) //remove old creature
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{
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eraseStack(slot);
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}
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CStackInstance *stack = new CStackInstance(type, quantity);
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stack->armyObj = castToArmyObj(); //brutal force
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slots[slot] = stack;
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putStack(slot, new CStackInstance(type, quantity));
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return true;
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}
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TSlot CCreatureSet::getSlotFor(TCreature creature, ui32 slotsAmount/*=7*/) const /*returns -1 if no slot available */
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@ -68,7 +66,7 @@ TSlot CCreatureSet::getSlotFor(TCreature creature, ui32 slotsAmount/*=7*/) const
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return -1; //no slot available
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}
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int CCreatureSet::getAmount(TSlot slot) const
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int CCreatureSet::getStackCount(TSlot slot) const
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{
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TSlots::const_iterator i = slots.find(slot);
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if (i != slots.end())
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@ -130,24 +128,31 @@ void CCreatureSet::addToSlot(TSlot slot, TCreature cre, TQuantity count, bool al
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{
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setCreature(slot, cre, count);
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}
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else if(slots[slot]->type == c && allowMerging); //that slot was empty or contained same type creature
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else if(getCreature(slot) == c && allowMerging) //that slot was empty or contained same type creature
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{
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setStackCount(slot, slots[slot]->count + count);
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setStackCount(slot, getStackCount(slot) + count);
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}
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else
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{
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tlog1 << "Failed adding to slot!\n";
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}
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}
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void CCreatureSet::addToSlot(TSlot slot, CStackInstance *stack, bool allowMerging/* = true*/)
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{
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assert(stack->type == VLC->creh->creatures[stack->type->idNumber]);
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assert(stack->valid(true));
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if(!vstd::contains(slots, slot))
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{
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slots[slot] = stack;
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stack->setArmyObj(castToArmyObj());
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putStack(slot, stack);
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}
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else if(allowMerging && stack->type == getCreature(slot))
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{
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joinStack(slot, stack);
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}
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else
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{
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addToSlot(slot, stack->type->idNumber, stack->count, allowMerging);
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tlog1 << "Cannot add to slot " << slot << " stack " << *stack << std::endl;
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}
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}
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@ -155,14 +160,8 @@ bool CCreatureSet::validTypes(bool allowUnrandomized /*= false*/) const
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{
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for(TSlots::const_iterator i=slots.begin(); i!=slots.end(); ++i)
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{
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bool isRand = (i->second->idRand != -1);
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if(!isRand)
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{
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assert(i->second->type);
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assert(i->second->type == VLC->creh->creatures[i->second->type->idNumber]);
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}
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else
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assert(allowUnrandomized);
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if(!i->second->valid(allowUnrandomized))
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return false;
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}
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return true;
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}
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@ -187,11 +186,11 @@ int CCreatureSet::getArmyStrength() const
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ui64 CCreatureSet::getPower (TSlot slot) const
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{
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return getCreature(slot)->AIValue * getAmount(slot);
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return getCreature(slot)->AIValue * getStackCount(slot);
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}
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std::string CCreatureSet::getRoughAmount (TSlot slot) const
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{
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return VLC->generaltexth->arraytxt[174 + 3*CCreature::getQuantityID(getAmount(slot))];
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return VLC->generaltexth->arraytxt[174 + 3*CCreature::getQuantityID(getStackCount(slot))];
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}
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int CCreatureSet::stacksCount() const
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@ -199,11 +198,6 @@ int CCreatureSet::stacksCount() const
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return slots.size();
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}
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void CCreatureSet::addStack(TSlot slot, CStackInstance *stack)
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{
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addToSlot(slot, stack, false);
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}
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void CCreatureSet::setFormation(bool tight)
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{
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formation = tight;
|
||||
@ -218,7 +212,10 @@ void CCreatureSet::setStackCount(TSlot slot, TQuantity count)
|
||||
|
||||
void CCreatureSet::clear()
|
||||
{
|
||||
slots.clear();
|
||||
while(!slots.empty())
|
||||
{
|
||||
eraseStack(slots.begin()->first);
|
||||
}
|
||||
}
|
||||
|
||||
const CStackInstance& CCreatureSet::getStack(TSlot slot) const
|
||||
@ -230,6 +227,7 @@ const CStackInstance& CCreatureSet::getStack(TSlot slot) const
|
||||
void CCreatureSet::eraseStack(TSlot slot)
|
||||
{
|
||||
assert(vstd::contains(slots, slot));
|
||||
delNull(slots[slot]);
|
||||
slots.erase(slot);
|
||||
}
|
||||
|
||||
@ -262,20 +260,89 @@ CArmedInstance * CCreatureSet::castToArmyObj()
|
||||
return dynamic_cast<CArmedInstance *>(this);
|
||||
}
|
||||
|
||||
void CCreatureSet::putStack(TSlot slot, CStackInstance *stack)
|
||||
{
|
||||
assert(!vstd::contains(slots, slot));
|
||||
slots[slot] = stack;
|
||||
stack->setArmyObj(castToArmyObj());
|
||||
}
|
||||
|
||||
void CCreatureSet::joinStack(TSlot slot, CStackInstance * stack)
|
||||
{
|
||||
const CCreature *c = getCreature(slot);
|
||||
assert(c == stack->type);
|
||||
assert(c);
|
||||
|
||||
//TODO move stuff
|
||||
changeStackCount(slot, stack->count);
|
||||
delNull(stack);
|
||||
}
|
||||
|
||||
void CCreatureSet::changeStackCount(TSlot slot, TQuantity toAdd)
|
||||
{
|
||||
setStackCount(slot, getStackCount(slot) + toAdd);
|
||||
}
|
||||
|
||||
CCreatureSet::CCreatureSet()
|
||||
{
|
||||
formation = false;
|
||||
}
|
||||
|
||||
CCreatureSet::~CCreatureSet()
|
||||
{
|
||||
clear();
|
||||
}
|
||||
|
||||
void CCreatureSet::setToArmy(CCreatureSet &src)
|
||||
{
|
||||
clear();
|
||||
while(src)
|
||||
{
|
||||
TSlots::iterator i = src.slots.begin();
|
||||
|
||||
assert(i->second->type);
|
||||
assert(i->second->valid(false));
|
||||
assert(i->second->armyObj == NULL);
|
||||
|
||||
putStack(i->first, i->second);
|
||||
src.slots.erase(i);
|
||||
}
|
||||
}
|
||||
|
||||
CStackInstance * CCreatureSet::detachStack(TSlot slot)
|
||||
{
|
||||
assert(vstd::contains(slots, slot));
|
||||
CStackInstance *ret = slots[slot];
|
||||
|
||||
if(CArmedInstance *armedObj = castToArmyObj())
|
||||
ret->detachFrom(armedObj);
|
||||
|
||||
return ret;
|
||||
}
|
||||
|
||||
void CCreatureSet::setStackType(TSlot slot, const CCreature *type)
|
||||
{
|
||||
assert(vstd::contains(slots, slot));
|
||||
CStackInstance *s = slots[slot];
|
||||
s->setType(type->idNumber);
|
||||
}
|
||||
|
||||
CStackInstance::CStackInstance()
|
||||
: armyObj(_armyObj)
|
||||
{
|
||||
init();
|
||||
}
|
||||
|
||||
CStackInstance::CStackInstance(TCreature id, TQuantity Count, const CArmedInstance *ArmyObj)
|
||||
CStackInstance::CStackInstance(TCreature id, TQuantity Count)
|
||||
: armyObj(_armyObj)
|
||||
{
|
||||
init();
|
||||
setType(id);
|
||||
setArmyObj(ArmyObj);
|
||||
count = Count;
|
||||
}
|
||||
|
||||
CStackInstance::CStackInstance(const CCreature *cre, TQuantity Count)
|
||||
: armyObj(_armyObj)
|
||||
{
|
||||
init();
|
||||
type = cre;
|
||||
@ -288,7 +355,7 @@ void CStackInstance::init()
|
||||
count = 0;
|
||||
type = NULL;
|
||||
idRand = -1;
|
||||
armyObj = NULL;
|
||||
_armyObj = NULL;
|
||||
nodeType = STACK;
|
||||
}
|
||||
|
||||
@ -298,23 +365,31 @@ int CStackInstance::getQuantityID() const
|
||||
}
|
||||
|
||||
void CStackInstance::setType(int creID)
|
||||
{
|
||||
setType(VLC->creh->creatures[creID]);
|
||||
}
|
||||
|
||||
void CStackInstance::setType(const CCreature *c)
|
||||
{
|
||||
if(type)
|
||||
detachFrom(const_cast<CCreature*>(type));
|
||||
|
||||
type = VLC->creh->creatures[creID];
|
||||
type = c;
|
||||
|
||||
attachTo(const_cast<CCreature*>(type));
|
||||
}
|
||||
|
||||
void CStackInstance::setArmyObj(const CArmedInstance *ArmyObj)
|
||||
{
|
||||
if(armyObj)
|
||||
detachFrom(const_cast<CArmedInstance*>(armyObj));
|
||||
if(_armyObj)
|
||||
detachFrom(const_cast<CArmedInstance*>(_armyObj));
|
||||
|
||||
armyObj = ArmyObj;
|
||||
if(ArmyObj)
|
||||
{
|
||||
_armyObj = ArmyObj;
|
||||
|
||||
attachTo(const_cast<CArmedInstance*>(armyObj));
|
||||
attachTo(const_cast<CArmedInstance*>(_armyObj));
|
||||
}
|
||||
}
|
||||
// void CStackInstance::getParents(TCNodes &out, const CBonusSystemNode *source /*= NULL*/) const
|
||||
// {
|
||||
@ -334,6 +409,17 @@ std::string CStackInstance::getQuantityTXT(bool capitalized /*= true*/) const
|
||||
return VLC->generaltexth->arraytxt[174 + getQuantityID()*3 + 2 - capitalized];
|
||||
}
|
||||
|
||||
bool CStackInstance::valid(bool allowUnrandomized) const
|
||||
{
|
||||
bool isRand = (idRand != -1);
|
||||
if(!isRand)
|
||||
{
|
||||
return (type && type == VLC->creh->creatures[type->idNumber]);
|
||||
}
|
||||
else
|
||||
return allowUnrandomized;
|
||||
}
|
||||
|
||||
CStackBasicDescriptor::CStackBasicDescriptor()
|
||||
{
|
||||
type = NULL;
|
||||
@ -343,4 +429,18 @@ CStackBasicDescriptor::CStackBasicDescriptor()
|
||||
CStackBasicDescriptor::CStackBasicDescriptor(TCreature id, TQuantity Count)
|
||||
: type (VLC->creh->creatures[id]), count(Count)
|
||||
{
|
||||
}
|
||||
|
||||
DLL_EXPORT std::ostream & operator<<(std::ostream & str, const CStackInstance & sth)
|
||||
{
|
||||
if(!sth.valid(true))
|
||||
str << "an invalid stack!";
|
||||
|
||||
str << "stack with " << sth.count << " of ";
|
||||
if(sth.type)
|
||||
str << sth.type->namePl;
|
||||
else
|
||||
str << sth.idRand;
|
||||
|
||||
return str;
|
||||
}
|
@ -33,10 +33,11 @@ public:
|
||||
|
||||
class DLL_EXPORT CStackInstance : public CBonusSystemNode, public CStackBasicDescriptor
|
||||
{
|
||||
const CArmedInstance *_armyObj; //stack must be part of some army, army must be part of some object
|
||||
public:
|
||||
int idRand; //hlp variable used during loading game -> "id" placeholder for randomization
|
||||
|
||||
const CArmedInstance *armyObj; //stack must be part of some army, army must be part of some object
|
||||
const CArmedInstance * const & armyObj; //stack must be part of some army, army must be part of some object
|
||||
ui32 experience; //TODO: handle
|
||||
//TODO: stack artifacts
|
||||
|
||||
@ -44,7 +45,7 @@ public:
|
||||
{
|
||||
h & static_cast<CBonusSystemNode&>(*this);
|
||||
h & static_cast<CStackBasicDescriptor&>(*this);
|
||||
h & armyObj & experience;
|
||||
h & _armyObj & experience;
|
||||
}
|
||||
|
||||
//overrides CBonusSystemNode
|
||||
@ -54,12 +55,15 @@ public:
|
||||
std::string getQuantityTXT(bool capitalized = true) const;
|
||||
void init();
|
||||
CStackInstance();
|
||||
CStackInstance(TCreature id, TQuantity count, const CArmedInstance *ArmyObj = NULL);
|
||||
CStackInstance(TCreature id, TQuantity count);
|
||||
CStackInstance(const CCreature *cre, TQuantity count);
|
||||
void setType(int creID);
|
||||
void setType(const CCreature *c);
|
||||
void setArmyObj(const CArmedInstance *ArmyObj);
|
||||
bool valid(bool allowUnrandomized) const;
|
||||
};
|
||||
|
||||
DLL_EXPORT std::ostream & operator<<(std::ostream & str, const CStackInstance & sth);
|
||||
|
||||
typedef std::map<TSlot, CStackInstance*> TSlots;
|
||||
|
||||
@ -71,22 +75,35 @@ public:
|
||||
TSlots slots; //slots[slot_id]->> pair(creature_id,creature_quantity)
|
||||
ui8 formation; //false - wide, true - tight
|
||||
|
||||
CCreatureSet();
|
||||
virtual ~CCreatureSet();
|
||||
|
||||
const CStackInstance &operator[](TSlot slot) const;
|
||||
|
||||
const TSlots &Slots() const {return slots;}
|
||||
|
||||
void addToSlot(TSlot slot, TCreature cre, TQuantity count, bool allowMerging = true); //Adds stack to slot. Slot must be empty or with same type creature
|
||||
void addToSlot(TSlot slot, CStackInstance *stack, bool allowMerging = true); //Adds stack to slot. Slot must be empty or with same type creature
|
||||
void addStack(TSlot slot, CStackInstance *stack); //adds new stack to the army, slot must be empty
|
||||
bool setCreature (TSlot slot, TCreature type, TQuantity quantity); //slots 0 to 6, if quantity=0, erases stack
|
||||
void clear();
|
||||
void setFormation(bool tight);
|
||||
CArmedInstance *castToArmyObj();
|
||||
|
||||
//basic operations
|
||||
void eraseStack(TSlot slot); //slot must be occupied
|
||||
void putStack(TSlot slot, CStackInstance *stack); //adds new stack to the army, slot must be empty
|
||||
void joinStack(TSlot slot, CStackInstance * stack); //adds new stack to the existing stack of the same type
|
||||
void setStackCount(TSlot slot, TQuantity count); //stack must exist!
|
||||
void eraseStack(TSlot slot);
|
||||
CStackInstance *detachStack(TSlot slot); //removes stack from army but doesn't destroy it (so it can be moved somewhere else)
|
||||
void setStackType(TSlot slot, const CCreature *type);
|
||||
|
||||
//derivative
|
||||
void changeStackCount(TSlot slot, TQuantity toAdd); //stack must exist!
|
||||
bool setCreature (TSlot slot, TCreature type, TQuantity quantity); //replaces creature in stack; slots 0 to 6, if quantity=0 erases stack
|
||||
void setToArmy(CCreatureSet &src); //erases all our army and moves stacks from src to us; src MUST NOT be an armed object! WARNING: use it wisely. Or better do not use at all.
|
||||
|
||||
const CStackInstance& getStack(TSlot slot) const;
|
||||
const CCreature* getCreature(TSlot slot) const; //workaround of map issue;
|
||||
int getAmount (TSlot slot) const;
|
||||
int getStackCount (TSlot slot) const;
|
||||
TSlot findStack(const CStackInstance *stack) const; //-1 if none
|
||||
TSlot getSlotFor(TCreature creature, ui32 slotsAmount=ARMY_SIZE) const; //returns -1 if no slot available
|
||||
bool mergableStacks(std::pair<TSlot, TSlot> &out, TSlot preferable = -1) const; //looks for two same stacks, returns slot positions;
|
||||
@ -100,7 +117,6 @@ public:
|
||||
|
||||
bool contains(const CStackInstance *stack) const;
|
||||
|
||||
CArmedInstance *castToArmyObj();
|
||||
|
||||
template <typename Handler> void serialize(Handler &h, const int version)
|
||||
{
|
||||
|
@ -1019,6 +1019,12 @@ std::vector<si32> CStack::activeSpells() const
|
||||
return ret;
|
||||
}
|
||||
|
||||
CStack::~CStack()
|
||||
{
|
||||
if(vstd::contains(state, SUMMONED))
|
||||
delNull(base);
|
||||
}
|
||||
|
||||
CGHeroInstance * CGameState::HeroesPool::pickHeroFor(bool native, int player, const CTown *town, std::map<ui32,CGHeroInstance *> &available, const CHeroClass *bannedClass /*= NULL*/) const
|
||||
{
|
||||
CGHeroInstance *ret = NULL;
|
||||
|
@ -272,6 +272,7 @@ public:
|
||||
CStack(const CStackInstance *base, int O, int I, bool AO, int S); //c-tor
|
||||
CStack(const CStackBasicDescriptor *stack, int O, int I, bool AO, int S = 255); //c-tor
|
||||
CStack(); //c-tor
|
||||
~CStack();
|
||||
|
||||
void init(); //set initial (invalid) values
|
||||
void postInit(); //used to finish initialization when inheriting creature parameters is working
|
||||
|
@ -109,7 +109,7 @@ void DLL_EXPORT BonusList::removeSpells(Bonus::BonusSource sourceType)
|
||||
|
||||
void BonusList::limit(const CBonusSystemNode &node)
|
||||
{
|
||||
remove_if(boost::bind(&CBonusSystemNode::isLimitedOnUs, node, _1));
|
||||
remove_if(boost::bind(&CBonusSystemNode::isLimitedOnUs, boost::ref(node), _1));
|
||||
}
|
||||
|
||||
int CBonusSystemNode::valOfBonuses(Bonus::BonusType type, const CSelector &selector) const
|
||||
@ -300,7 +300,13 @@ CBonusSystemNode::CBonusSystemNode()
|
||||
|
||||
CBonusSystemNode::~CBonusSystemNode()
|
||||
{
|
||||
while(parents.size())
|
||||
detachFrom(parents.front());
|
||||
|
||||
if(children.size())
|
||||
{
|
||||
tlog2 << "Warning: an orphaned child!\n";
|
||||
}
|
||||
}
|
||||
|
||||
void CBonusSystemNode::attachTo(CBonusSystemNode *parent)
|
||||
|
@ -37,6 +37,7 @@ class CArmedInstance;
|
||||
struct TerrainTile;
|
||||
struct PlayerState;
|
||||
class CTown;
|
||||
struct StackLocation;
|
||||
|
||||
class DLL_EXPORT IGameCallback
|
||||
{
|
||||
@ -89,7 +90,10 @@ public:
|
||||
virtual void giveCreatures (int objid, const CGHeroInstance * h, CCreatureSet creatures, bool remove) =0;
|
||||
virtual void takeCreatures (int objid, TSlots creatures) =0;
|
||||
virtual void takeCreatures (int objid, std::vector<CStackBasicDescriptor> creatures) =0;
|
||||
virtual void changeCreatureType (int objid, TSlot slot, TCreature creature) =0;
|
||||
virtual void changeStackCount(const StackLocation &sl, TQuantity count, bool absoluteValue = false) =0;
|
||||
virtual void changeStackType(const StackLocation &sl, CCreature *c) =0;
|
||||
virtual void insertNewStack(const StackLocation &sl, CCreature *c, TQuantity count) =0;
|
||||
virtual void eraseStack(const StackLocation &sl) =0;
|
||||
virtual void showCompInfo(ShowInInfobox * comp)=0;
|
||||
virtual void heroVisitCastle(int obj, int heroID)=0;
|
||||
virtual void stopHeroVisitCastle(int obj, int heroID)=0;
|
||||
|
103
lib/NetPacks.h
103
lib/NetPacks.h
@ -527,7 +527,8 @@ struct TryMoveHero : public CPackForClient //501
|
||||
{
|
||||
h & id & result & start & end & movePoints & fowRevealed & attackedFrom;
|
||||
}
|
||||
};
|
||||
};
|
||||
|
||||
struct SetGarrisons : public CPackForClient //502
|
||||
{
|
||||
SetGarrisons(){type = 502;};
|
||||
@ -713,6 +714,106 @@ struct NewArtifact : public CPackForClient
|
||||
}
|
||||
};
|
||||
|
||||
struct StackLocation
|
||||
{
|
||||
CArmedInstance *army;
|
||||
TSlot slot;
|
||||
|
||||
StackLocation()
|
||||
{
|
||||
army = NULL;
|
||||
slot = -1;
|
||||
}
|
||||
StackLocation(const CArmedInstance *Army, TSlot Slot)
|
||||
{
|
||||
army = const_cast<CArmedInstance*>(Army); //we are allowed here to const cast -> change will go through one of our packages... do not abuse!
|
||||
slot = Slot;
|
||||
}
|
||||
|
||||
template <typename Handler> void serialize(Handler &h, const int version)
|
||||
{
|
||||
h & army & slot;
|
||||
}
|
||||
};
|
||||
|
||||
struct ChangeStackCount : CPackForClient //521
|
||||
{
|
||||
StackLocation sl;
|
||||
TQuantity count;
|
||||
ui8 absoluteValue; //if not -> count will be added (or subtracted if negative)
|
||||
|
||||
DLL_EXPORT void applyGs(CGameState *gs);
|
||||
|
||||
template <typename Handler> void serialize(Handler &h, const int version)
|
||||
{
|
||||
h & sl & count;
|
||||
}
|
||||
};
|
||||
|
||||
struct SetStackType : CPackForClient //522
|
||||
{
|
||||
StackLocation sl;
|
||||
CCreature *type;
|
||||
|
||||
DLL_EXPORT void applyGs(CGameState *gs);
|
||||
|
||||
template <typename Handler> void serialize(Handler &h, const int version)
|
||||
{
|
||||
h & sl & type;
|
||||
}
|
||||
};
|
||||
|
||||
struct EraseStack : CPackForClient //523
|
||||
{
|
||||
StackLocation sl;
|
||||
|
||||
DLL_EXPORT void applyGs(CGameState *gs);
|
||||
|
||||
template <typename Handler> void serialize(Handler &h, const int version)
|
||||
{
|
||||
h & sl;
|
||||
}
|
||||
};
|
||||
|
||||
struct SwapStacks : CPackForClient //524
|
||||
{
|
||||
StackLocation sl1, sl2;
|
||||
|
||||
DLL_EXPORT void applyGs(CGameState *gs);
|
||||
|
||||
template <typename Handler> void serialize(Handler &h, const int version)
|
||||
{
|
||||
h & sl1 & sl2;
|
||||
}
|
||||
};
|
||||
|
||||
struct InsertNewStack : CPackForClient //525
|
||||
{
|
||||
StackLocation sl;
|
||||
CStackInstance *stack;
|
||||
|
||||
DLL_EXPORT void applyGs(CGameState *gs);
|
||||
|
||||
template <typename Handler> void serialize(Handler &h, const int version)
|
||||
{
|
||||
h & sl & stack;
|
||||
}
|
||||
};
|
||||
|
||||
//moves creatures from src stack to dst slot, may be used for merging/splittint/moving stacks
|
||||
struct RebalanceStacks : CPackForClient //525
|
||||
{
|
||||
StackLocation src, dst;
|
||||
TQuantity count;
|
||||
|
||||
DLL_EXPORT void applyGs(CGameState *gs);
|
||||
|
||||
template <typename Handler> void serialize(Handler &h, const int version)
|
||||
{
|
||||
h & src & dst & count;
|
||||
}
|
||||
};
|
||||
|
||||
struct NewTurn : public CPackForClient //101
|
||||
{
|
||||
enum weekType {NORMAL, DOUBLE_GROWTH, BONUS_GROWTH, DEITYOFFIRE, PLAGUE, CUSTOM, NO_ACTION, NONE};
|
||||
|
@ -178,7 +178,7 @@ DLL_EXPORT void SetAvailableHeroes::applyGs( CGameState *gs )
|
||||
{
|
||||
CGHeroInstance *h = (hid[i]>=0 ? gs->hpool.heroesPool[hid[i]] : NULL);
|
||||
if(h && army[i])
|
||||
h->setArmy(*army[i]);
|
||||
h->setToArmy(*army[i]);
|
||||
p->availableHeroes.push_back(h);
|
||||
}
|
||||
}
|
||||
@ -380,15 +380,15 @@ DLL_EXPORT void SetGarrisons::applyGs( CGameState *gs )
|
||||
for(std::map<ui32,CCreatureSet>::iterator i = garrs.begin(); i!=garrs.end(); i++)
|
||||
{
|
||||
CArmedInstance *ai = static_cast<CArmedInstance*>(gs->map->objects[i->first]);
|
||||
ai->setArmy(i->second);
|
||||
ai->setToArmy(i->second);
|
||||
if(ai->ID==TOWNI_TYPE && (static_cast<CGTownInstance*>(ai))->garrisonHero) //if there is a hero in garrison then we must update also his army
|
||||
const_cast<CGHeroInstance*>((static_cast<CGTownInstance*>(ai))->garrisonHero)->setArmy(i->second);
|
||||
const_cast<CGHeroInstance*>((static_cast<CGTownInstance*>(ai))->garrisonHero)->setToArmy(i->second);
|
||||
else if(ai->ID==HEROI_TYPE)
|
||||
{
|
||||
CGHeroInstance *h = static_cast<CGHeroInstance*>(ai);
|
||||
CGTownInstance *t = const_cast<CGTownInstance *>(h->visitedTown);
|
||||
if(t && h->inTownGarrison)
|
||||
t->setArmy(i->second);
|
||||
t->setToArmy(i->second);
|
||||
}
|
||||
}
|
||||
}
|
||||
@ -605,6 +605,38 @@ DLL_EXPORT void NewArtifact::applyGs( CGameState *gs )
|
||||
gs->map->artInstances.push_back(art);
|
||||
}
|
||||
|
||||
DLL_EXPORT void ChangeStackCount::applyGs( CGameState *gs )
|
||||
{
|
||||
if(absoluteValue)
|
||||
sl.army->setStackCount(sl.slot, count);
|
||||
else
|
||||
sl.army->changeStackCount(sl.slot, count);
|
||||
}
|
||||
|
||||
DLL_EXPORT void SetStackType::applyGs( CGameState *gs )
|
||||
{
|
||||
sl.army->setStackType(sl.slot, type);
|
||||
}
|
||||
|
||||
DLL_EXPORT void EraseStack::applyGs( CGameState *gs )
|
||||
{
|
||||
sl.army->eraseStack(sl.slot);
|
||||
}
|
||||
|
||||
DLL_EXPORT void SwapStacks::applyGs( CGameState *gs )
|
||||
{
|
||||
|
||||
}
|
||||
|
||||
DLL_EXPORT void InsertNewStack::applyGs( CGameState *gs )
|
||||
{
|
||||
sl.army->putStack(sl.slot, stack);
|
||||
}
|
||||
|
||||
DLL_EXPORT void RebalanceStacks::applyGs( CGameState *gs )
|
||||
{
|
||||
}
|
||||
|
||||
DLL_EXPORT void SetAvailableArtifacts::applyGs( CGameState *gs )
|
||||
{
|
||||
if(id >= 0)
|
||||
@ -1007,10 +1039,11 @@ DLL_EXPORT void BattleSpellCast::applyGs( CGameState *gs )
|
||||
}
|
||||
}
|
||||
|
||||
CStack * summonedStack = gs->curB->generateNewStack(CStackInstance(creID, h->getPrimSkillLevel(2) * VLC->spellh->spells[id].powers[skill], h), gs->curB->stacks.size(), !side, 255, pos);
|
||||
CStackInstance *csi = new CStackInstance(creID, h->getPrimSkillLevel(2) * VLC->spellh->spells[id].powers[skill]); //deleted by d-tor of summoned stack
|
||||
csi->setArmyObj(h);
|
||||
CStack * summonedStack = gs->curB->generateNewStack(*csi, gs->curB->stacks.size(), !side, 255, pos);
|
||||
summonedStack->state.insert(SUMMONED);
|
||||
//summonedStack->addNewBonus( makeFeature(HeroBonus::SUMMONED, HeroBonus::ONE_BATTLE, 0, 0, HeroBonus::BONUS_FROM_HERO) );
|
||||
|
||||
gs->curB->stacks.push_back(summonedStack);
|
||||
}
|
||||
}
|
||||
|
@ -142,6 +142,12 @@ void registerTypes2(Serializer &s)
|
||||
s.template registerType<OpenWindow>();
|
||||
s.template registerType<NewObject>();
|
||||
s.template registerType<NewArtifact>();
|
||||
s.template registerType<ChangeStackCount>();
|
||||
s.template registerType<SetStackType>();
|
||||
s.template registerType<EraseStack>();
|
||||
s.template registerType<SwapStacks>();
|
||||
s.template registerType<InsertNewStack>();
|
||||
s.template registerType<RebalanceStacks>();
|
||||
s.template registerType<SetAvailableArtifacts>();
|
||||
|
||||
s.template registerType<SaveGame>();
|
||||
|
@ -106,7 +106,7 @@ void readCreatureSet(CCreatureSet *out, const unsigned char * bufor, int &i, int
|
||||
else
|
||||
hlp->setType(creID);
|
||||
|
||||
out->addStack(ir, hlp);
|
||||
out->putStack(ir, hlp);
|
||||
}
|
||||
i+=number*bytesPerCre;
|
||||
|
||||
|
@ -322,7 +322,7 @@ static CCreatureSet takeCasualties(int color, const CCreatureSet &set, BattleInf
|
||||
if(vstd::contains(st->state, SUMMONED)) //don't take into account sumoned stacks
|
||||
continue;
|
||||
|
||||
if(st->owner==color && !set.slotEmpty(st->slot) && st->count < set.getAmount(st->slot))
|
||||
if(st->owner==color && !set.slotEmpty(st->slot) && st->count < set.getStackCount(st->slot))
|
||||
{
|
||||
if(st->alive())
|
||||
ret.setStackCount(st->slot, st->count);
|
||||
@ -2694,8 +2694,8 @@ bool CGameHandler::arrangeStacks( si32 id1, si32 id2, ui8 what, ui8 p1, ui8 p2,
|
||||
S1.slots[p1]->count -= val;
|
||||
}
|
||||
|
||||
if ( (s1->tempOwner != player && S1.slots[p1]->count < s1->getArmy().getAmount(p1) )
|
||||
|| (s2->tempOwner != player && S2.slots[p2]->count < s2->getArmy().getAmount(p2) ) )
|
||||
if ( (s1->tempOwner != player && S1.slots[p1]->count < s1->getArmy().getStackCount(p1) )
|
||||
|| (s2->tempOwner != player && S2.slots[p2]->count < s2->getArmy().getStackCount(p2) ) )
|
||||
{
|
||||
complain("Can't move troops of another player!");
|
||||
return false;
|
||||
@ -3034,18 +3034,14 @@ bool CGameHandler::upgradeCreature( ui32 objid, ui8 pos, ui32 upgID )
|
||||
return true;
|
||||
}
|
||||
|
||||
void CGameHandler::changeCreatureType (int objid, TSlot slot, TCreature creature)
|
||||
void CGameHandler::changeStackType(const StackLocation &sl, CCreature *c)
|
||||
{
|
||||
CArmedInstance *obj = static_cast<CArmedInstance*>(gs->map->objects[objid]);
|
||||
if (obj)
|
||||
{
|
||||
SetGarrisons sg;
|
||||
sg.garrs[objid] = obj->getArmy();
|
||||
sg.garrs[objid].slots[slot]->setType(creature);
|
||||
sendAndApply(&sg);
|
||||
}
|
||||
else
|
||||
tlog2 <<"Illegal call of changeCreatureType for non-armed instance!\n";
|
||||
assert(sl.army->getCreature(sl.slot));
|
||||
|
||||
SetStackType sst;
|
||||
sst.sl = sl;
|
||||
sst.type = c;
|
||||
sendAndApply(&sst);
|
||||
}
|
||||
|
||||
bool CGameHandler::garrisonSwap( si32 tid )
|
||||
@ -5247,7 +5243,7 @@ bool CGameHandler::tryAttackingGuard(const int3 &guardPos, const CGHeroInstance
|
||||
|
||||
bool CGameHandler::sacrificeCreatures(const IMarket *market, const CGHeroInstance *hero, TSlot slot, ui32 count)
|
||||
{
|
||||
int oldCount = hero->getAmount(slot);
|
||||
int oldCount = hero->getStackCount(slot);
|
||||
int newCount = oldCount - count;
|
||||
|
||||
if(oldCount < count)
|
||||
@ -5283,3 +5279,27 @@ bool CGameHandler::sacrificeArtifact(const IMarket * m, const CGHeroInstance * h
|
||||
changePrimSkill(hero->id, 4, expToGive);
|
||||
return true;
|
||||
}
|
||||
|
||||
void CGameHandler::insertNewStack(const StackLocation &sl, CCreature *c, TQuantity count)
|
||||
{
|
||||
InsertNewStack ins;
|
||||
ins.sl = sl;
|
||||
ins.stack = new CStackInstance(c, count);
|
||||
sendAndApply(&ins);
|
||||
}
|
||||
|
||||
void CGameHandler::eraseStack(const StackLocation &sl)
|
||||
{
|
||||
EraseStack es;
|
||||
es.sl = sl;
|
||||
sendAndApply(&es);
|
||||
}
|
||||
|
||||
void CGameHandler::changeStackCount(const StackLocation &sl, TQuantity count, bool absoluteValue /*= false*/)
|
||||
{
|
||||
ChangeStackCount csc;
|
||||
csc.sl = sl;
|
||||
csc.count = count;
|
||||
csc.absoluteValue = absoluteValue;
|
||||
sendAndApply(&csc);
|
||||
}
|
@ -138,7 +138,10 @@ public:
|
||||
void giveCreatures (int objid, const CGHeroInstance * h, CCreatureSet creatures, bool remove);
|
||||
void takeCreatures (int objid, TSlots creatures);
|
||||
void takeCreatures (int objid, std::vector<CStackBasicDescriptor> creatures);
|
||||
void changeCreatureType (int objid, TSlot slot, TCreature creature);
|
||||
void changeStackType(const StackLocation &sl, CCreature *c);
|
||||
void changeStackCount(const StackLocation &sl, TQuantity count, bool absoluteValue = false);
|
||||
void insertNewStack(const StackLocation &sl, CCreature *c, TQuantity count);
|
||||
void eraseStack(const StackLocation &sl);
|
||||
void showCompInfo(ShowInInfobox * comp);
|
||||
void heroVisitCastle(int obj, int heroID);
|
||||
void vistiCastleObjects (const CGTownInstance *t, const CGHeroInstance *h);
|
||||
|
Loading…
Reference in New Issue
Block a user