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mirror of https://github.com/vcmi/vcmi.git synced 2024-12-24 22:14:36 +02:00

* refactoring

This commit is contained in:
mateuszb 2013-02-11 19:11:34 +00:00
parent b554af25d3
commit 8a8eecd063
33 changed files with 224 additions and 207 deletions

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@ -844,7 +844,7 @@ void VCAI::objectPropertyChanged(const SetObjectProperty * sop)
}
}
void VCAI::buildChanged(const CGTownInstance *town, int buildingID, int what)
void VCAI::buildChanged(const CGTownInstance *town, BuildingID buildingID, int what)
{
NET_EVENT_HANDLER;
LOG_ENTRY;
@ -1256,7 +1256,7 @@ void VCAI::recruitCreatures(const CGDwelling * d)
}
}
bool VCAI::tryBuildStructure(const CGTownInstance * t, int building, unsigned int maxDays)
bool VCAI::tryBuildStructure(const CGTownInstance * t, BuildingID building, unsigned int maxDays)
{
if (!vstd::contains(t->town->buildings, building))
return false; // no such building in town
@ -1264,7 +1264,7 @@ bool VCAI::tryBuildStructure(const CGTownInstance * t, int building, unsigned in
if (t->hasBuilt(building)) //Already built? Shouldn't happen in general
return true;
std::set<int> toBuild = cb->getBuildingRequiments(t, building);
std::set<BuildingID> toBuild = cb->getBuildingRequiments(t, building);
//erase all already built buildings
for (auto buildIter = toBuild.begin(); buildIter != toBuild.end();)
@ -1277,7 +1277,7 @@ bool VCAI::tryBuildStructure(const CGTownInstance * t, int building, unsigned in
toBuild.insert(building);
BOOST_FOREACH(int buildID, toBuild)
BOOST_FOREACH(BuildingID buildID, toBuild)
{
EBuildingState::EBuildingState canBuild = cb->canBuildStructure(t, buildID);
if (canBuild == EBuildingState::HAVE_CAPITAL
@ -1293,7 +1293,7 @@ bool VCAI::tryBuildStructure(const CGTownInstance * t, int building, unsigned in
TResources income = estimateIncome();
//TODO: calculate if we have enough resources to build it in maxDays
BOOST_FOREACH(int buildID, toBuild)
BOOST_FOREACH(const auto & buildID, toBuild)
{
const CBuilding *b = t->town->buildings[buildID];
@ -1323,9 +1323,9 @@ bool VCAI::tryBuildStructure(const CGTownInstance * t, int building, unsigned in
return false;
}
bool VCAI::tryBuildAnyStructure(const CGTownInstance * t, std::vector<int> buildList, unsigned int maxDays)
bool VCAI::tryBuildAnyStructure(const CGTownInstance * t, std::vector<BuildingID> buildList, unsigned int maxDays)
{
BOOST_FOREACH(int building, buildList)
BOOST_FOREACH(const auto & building, buildList)
{
if(t->hasBuilt(building))
continue;
@ -1335,9 +1335,9 @@ bool VCAI::tryBuildAnyStructure(const CGTownInstance * t, std::vector<int> build
return false; //Can't build anything
}
bool VCAI::tryBuildNextStructure(const CGTownInstance * t, std::vector<int> buildList, unsigned int maxDays)
bool VCAI::tryBuildNextStructure(const CGTownInstance * t, std::vector<BuildingID> buildList, unsigned int maxDays)
{
BOOST_FOREACH(int building, buildList)
BOOST_FOREACH(const auto & building, buildList)
{
if(t->hasBuilt(building))
continue;
@ -1354,37 +1354,39 @@ void VCAI::buildStructure(const CGTownInstance * t)
//Possible - allow "locking" on specific building (build prerequisites and then building itself)
//Set of buildings for different goals. Does not include any prerequisites.
const int essential[] = {BuildingID::TAVERN, BuildingID::TOWN_HALL};
const int goldSource[] = {BuildingID::TOWN_HALL, BuildingID::CITY_HALL, BuildingID::CAPITOL};
const int unitsSource[] = { 30, 31, 32, 33, 34, 35, 36};
const int unitsUpgrade[] = { 37, 38, 39, 40, 41, 42, 43};
const int unitGrowth[] = { BuildingID::FORT, BuildingID::CITADEL, BuildingID::CASTLE, BuildingID::HORDE_1,
const BuildingID essential[] = {BuildingID::TAVERN, BuildingID::TOWN_HALL};
const BuildingID goldSource[] = {BuildingID::TOWN_HALL, BuildingID::CITY_HALL, BuildingID::CAPITOL};
const BuildingID unitsSource[] = { BuildingID::DWELL_LVL_1, BuildingID::DWELL_LVL_2, BuildingID::DWELL_LVL_3,
BuildingID::DWELL_LVL_4, BuildingID::DWELL_LVL_5, BuildingID::DWELL_LVL_6, BuildingID::DWELL_LVL_7};
const BuildingID unitsUpgrade[] = { BuildingID::DWELL_LVL_1_UP, BuildingID::DWELL_LVL_2_UP, BuildingID::DWELL_LVL_3_UP,
BuildingID::DWELL_LVL_4_UP, BuildingID::DWELL_LVL_5_UP, BuildingID::DWELL_LVL_6_UP, BuildingID::DWELL_LVL_7_UP};
const BuildingID unitGrowth[] = { BuildingID::FORT, BuildingID::CITADEL, BuildingID::CASTLE, BuildingID::HORDE_1,
BuildingID::HORDE_1_UPGR, BuildingID::HORDE_2, BuildingID::HORDE_2_UPGR};
const int spells[] = {BuildingID::MAGES_GUILD_1, BuildingID::MAGES_GUILD_2, BuildingID::MAGES_GUILD_3,
const BuildingID spells[] = {BuildingID::MAGES_GUILD_1, BuildingID::MAGES_GUILD_2, BuildingID::MAGES_GUILD_3,
BuildingID::MAGES_GUILD_4, BuildingID::MAGES_GUILD_5};
const int extra[] = {BuildingID::RESOURCE_SILO, BuildingID::SPECIAL_1, BuildingID::SPECIAL_2, BuildingID::SPECIAL_3,
const BuildingID extra[] = {BuildingID::RESOURCE_SILO, BuildingID::SPECIAL_1, BuildingID::SPECIAL_2, BuildingID::SPECIAL_3,
BuildingID::SPECIAL_4, BuildingID::SHIPYARD}; // all remaining buildings
TResources currentRes = cb->getResourceAmount();
TResources income = estimateIncome();
if (tryBuildAnyStructure(t, std::vector<int>(essential, essential + ARRAY_COUNT(essential))))
if (tryBuildAnyStructure(t, std::vector<BuildingID>(essential, essential + ARRAY_COUNT(essential))))
return;
//we're running out of gold - try to build something gold-producing. Multiplier can be tweaked, 6 is minimum due to buildings costs
if (currentRes[Res::GOLD] < income[Res::GOLD] * 6)
if (tryBuildNextStructure(t, std::vector<int>(goldSource, goldSource + ARRAY_COUNT(goldSource))))
if (tryBuildNextStructure(t, std::vector<BuildingID>(goldSource, goldSource + ARRAY_COUNT(goldSource))))
return;
if (cb->getDate(Date::DAY_OF_WEEK) > 6)// last 2 days of week - try to focus on growth
{
if (tryBuildNextStructure(t, std::vector<int>(unitGrowth, unitGrowth + ARRAY_COUNT(unitGrowth)), 2))
if (tryBuildNextStructure(t, std::vector<BuildingID>(unitGrowth, unitGrowth + ARRAY_COUNT(unitGrowth)), 2))
return;
}
// first in-game week or second half of any week: try build dwellings
if (cb->getDate(Date::DAY) < 7 || cb->getDate(Date::DAY_OF_WEEK) > 3)
if (tryBuildAnyStructure(t, std::vector<int>(unitsSource, unitsSource + ARRAY_COUNT(unitsSource)), 8 - cb->getDate(Date::DAY_OF_WEEK)))
if (tryBuildAnyStructure(t, std::vector<BuildingID>(unitsSource, unitsSource + ARRAY_COUNT(unitsSource)), 8 - cb->getDate(Date::DAY_OF_WEEK)))
return;
//try to upgrade dwelling
@ -1398,11 +1400,11 @@ void VCAI::buildStructure(const CGTownInstance * t)
}
//remaining tasks
if (tryBuildNextStructure(t, std::vector<int>(goldSource, goldSource + ARRAY_COUNT(goldSource))))
if (tryBuildNextStructure(t, std::vector<BuildingID>(goldSource, goldSource + ARRAY_COUNT(goldSource))))
return;
if (tryBuildNextStructure(t, std::vector<int>(spells, spells + ARRAY_COUNT(spells))))
if (tryBuildNextStructure(t, std::vector<BuildingID>(spells, spells + ARRAY_COUNT(spells))))
return;
if (tryBuildAnyStructure(t, std::vector<int>(extra, extra + ARRAY_COUNT(extra))))
if (tryBuildAnyStructure(t, std::vector<BuildingID>(extra, extra + ARRAY_COUNT(extra))))
return;
}
@ -1928,19 +1930,19 @@ void VCAI::tryRealize(CGoal g)
{
BOOST_FOREACH(const CGTownInstance *t, cb->getTownsInfo())
{
switch(cb->canBuildStructure(t, g.bid))
switch(cb->canBuildStructure(t, BuildingID(g.bid)))
{
case EBuildingState::ALLOWED:
cb->buildBuilding(t, g.bid);
cb->buildBuilding(t, BuildingID(g.bid));
return;
default:
break;
}
}
}
else if(cb->canBuildStructure(t, g.bid) == EBuildingState::ALLOWED)
else if(cb->canBuildStructure(t, BuildingID(g.bid)) == EBuildingState::ALLOWED)
{
cb->buildBuilding(t, g.bid);
cb->buildBuilding(t, BuildingID(g.bid));
return;
}
throw cannotFulfillGoalException("Cannot build a given structure!");
@ -3204,7 +3206,7 @@ TSubgoal CGoal::whatToDoToAchieve()
auto creatures = t->town->creatures[creature->level];
int upgradeNumber = std::find(creatures.begin(), creatures.end(), creature->idNumber) - creatures.begin();
int bid = BuildingID::DWELL_FIRST + creature->level + upgradeNumber * GameConstants::CREATURES_PER_TOWN;
BuildingID bid(BuildingID::DWELL_FIRST + creature->level + upgradeNumber * GameConstants::CREATURES_PER_TOWN);
if (t->hasBuilt(bid)) //this assumes only creatures with dwellings are assigned to faction
{
dwellings.push_back(t);

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@ -241,11 +241,11 @@ class VCAI : public CAdventureAI
//internal methods for town development
//try build an unbuilt structure in maxDays at most (0 = indefinite)
bool tryBuildStructure(const CGTownInstance * t, int building, unsigned int maxDays=0);
bool tryBuildStructure(const CGTownInstance * t, BuildingID building, unsigned int maxDays=0);
//try build ANY unbuilt structure
bool tryBuildAnyStructure(const CGTownInstance * t, std::vector<int> buildList, unsigned int maxDays=0);
bool tryBuildAnyStructure(const CGTownInstance * t, std::vector<BuildingID> buildList, unsigned int maxDays=0);
//try build first unbuilt structure
bool tryBuildNextStructure(const CGTownInstance * t, std::vector<int> buildList, unsigned int maxDays=0);
bool tryBuildNextStructure(const CGTownInstance * t, std::vector<BuildingID> buildList, unsigned int maxDays=0);
public:
friend class FuzzyHelper;
@ -337,7 +337,7 @@ public:
virtual void heroSecondarySkillChanged(const CGHeroInstance * hero, int which, int val) OVERRIDE;
virtual void battleResultsApplied() OVERRIDE;
virtual void objectPropertyChanged(const SetObjectProperty * sop) OVERRIDE;
virtual void buildChanged(const CGTownInstance *town, int buildingID, int what) OVERRIDE;
virtual void buildChanged(const CGTownInstance *town, BuildingID buildingID, int what) OVERRIDE;
virtual void heroBonusChanged(const CGHeroInstance *hero, const Bonus &bonus, bool gain) OVERRIDE;
virtual void showMarketWindow(const IMarket *market, const CGHeroInstance *visitor) OVERRIDE;

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@ -164,7 +164,7 @@ bool CCallback::assembleArtifacts (const CGHeroInstance * hero, ArtifactPosition
return true;
}
bool CCallback::buildBuilding(const CGTownInstance *town, si32 buildingID)
bool CCallback::buildBuilding(const CGTownInstance *town, BuildingID buildingID)
{
if(town->tempOwner!=player)
return false;

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@ -49,7 +49,7 @@ public:
//town
virtual void recruitHero(const CGObjectInstance *townOrTavern, const CGHeroInstance *hero)=0;
virtual bool buildBuilding(const CGTownInstance *town, si32 buildingID)=0;
virtual bool buildBuilding(const CGTownInstance *town, BuildingID buildingID)=0;
virtual void recruitCreatures(const CGObjectInstance *obj, CreatureID ID, ui32 amount, si32 level=-1)=0;
virtual bool upgradeCreature(const CArmedInstance *obj, int stackPos, CreatureID newID=CreatureID::NONE)=0; //if newID==-1 then best possible upgrade will be made
virtual void swapGarrisonHero(const CGTownInstance *town)=0;
@ -127,7 +127,7 @@ public:
//bool moveArtifact(const CGHeroInstance * hero, ui16 src, const CStackInstance * stack, ui16 dest); // TODO: unify classes
//bool moveArtifact(const CStackInstance * stack, ui16 src , const CGHeroInstance * hero, ui16 dest); // TODO: unify classes
bool assembleArtifacts(const CGHeroInstance * hero, ArtifactPosition::ArtifactPosition artifactSlot, bool assemble, ui32 assembleTo);
bool buildBuilding(const CGTownInstance *town, si32 buildingID);
bool buildBuilding(const CGTownInstance *town, BuildingID buildingID) OVERRIDE;
void recruitCreatures(const CGObjectInstance *obj, CreatureID ID, ui32 amount, si32 level=-1);
bool dismissCreature(const CArmedInstance *obj, int stackPos);
bool upgradeCreature(const CArmedInstance *obj, int stackPos, CreatureID newID=CreatureID::NONE) OVERRIDE;

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@ -105,7 +105,7 @@ void CBuildingRect::clickRight(tribool down, bool previousState)
return;
if( !CSDL_Ext::isTransparent(area, GH.current->motion.x-pos.x, GH.current->motion.y-pos.y) ) //inside building image
{
int bid = str->building->bid;
BuildingID bid = str->building->bid;
const CBuilding *bld = town->town->buildings[bid];
if (bid < BuildingID::DWELL_FIRST)
{
@ -516,10 +516,10 @@ CCastleBuildings::~CCastleBuildings()
{
}
void CCastleBuildings::addBuilding(int building)
void CCastleBuildings::addBuilding(BuildingID building)
{
//FIXME: implement faster method without complete recreation of town
int base = town->town->buildings[building]->getBase();
BuildingID base = town->town->buildings[building]->getBase();
recreate();
@ -539,7 +539,7 @@ void CCastleBuildings::addBuilding(int building)
}
}
void CCastleBuildings::removeBuilding(int building)
void CCastleBuildings::removeBuilding(BuildingID building)
{
//FIXME: implement faster method without complete recreation of town
recreate();
@ -568,7 +568,7 @@ const CGHeroInstance* CCastleBuildings::getHero()
return NULL;
}
void CCastleBuildings::buildingClicked(int building)
void CCastleBuildings::buildingClicked(BuildingID building)
{
tlog5<<"You've clicked on "<<building<<std::endl;
const CBuilding *b = town->town->buildings.find(building)->second;
@ -715,7 +715,7 @@ void CCastleBuildings::enterBlacksmith(ArtifactID artifactID)
const CGHeroInstance *hero = town->visitingHero;
if(!hero)
{
LOCPLINT->showInfoDialog(boost::str(boost::format(CGI->generaltexth->allTexts[273]) % town->town->buildings.find(16)->second->Name()));
LOCPLINT->showInfoDialog(boost::str(boost::format(CGI->generaltexth->allTexts[273]) % town->town->buildings.find(BuildingID::BLACKSMITH)->second->Name()));
return;
}
int price = CGI->arth->artifacts[artifactID]->price;
@ -723,7 +723,7 @@ void CCastleBuildings::enterBlacksmith(ArtifactID artifactID)
GH.pushInt(new CBlacksmithDialog(possible, CArtHandler::machineIDToCreature(artifactID), artifactID, hero->id));
}
void CCastleBuildings::enterBuilding(int building)
void CCastleBuildings::enterBuilding(BuildingID building)
{
std::vector<CComponent*> comps(1, new CComponent(CComponent::building, town->subID, building));
@ -760,7 +760,7 @@ void CCastleBuildings::enterDwelling(int level)
GH.pushInt(new CRecruitmentWindow(town, level, town, boost::bind(&CCallback::recruitCreatures,LOCPLINT->cb,town,_1,_2,level), -87));
}
void CCastleBuildings::enterFountain(int building)
void CCastleBuildings::enterFountain(BuildingID building)
{
std::vector<CComponent*> comps(1, new CComponent(CComponent::building,town->subID,building));
@ -923,7 +923,7 @@ void CCastleInterface::townChange()
GH.pushInt(new CCastleInterface(dest, town));
}
void CCastleInterface::addBuilding(int bid)
void CCastleInterface::addBuilding(BuildingID bid)
{
deactivate();
builds->addBuilding(bid);
@ -931,7 +931,7 @@ void CCastleInterface::addBuilding(int bid)
activate();
}
void CCastleInterface::removeBuilding(int bid)
void CCastleInterface::removeBuilding(BuildingID bid)
{
deactivate();
builds->removeBuilding(bid);
@ -1101,7 +1101,7 @@ CTownInfo::CTownInfo(int posX, int posY, const CGTownInstance* Town, bool townHa
return;
picture = new CAnimImage("ITMCL.DEF", town->fortLevel()-1);
}
building = town->town->buildings[buildID];
building = town->town->buildings[BuildingID(buildID)];
pos = picture->pos;
}
@ -1285,7 +1285,7 @@ CHallInterface::CHallInterface(const CGTownInstance *Town):
Rect barRect(5, 556, 740, 18);
statusBar = new CGStatusBar(new CPicture(*background, barRect, 5, 556, false));
title = new CLabel(399, 12, FONT_MEDIUM, CENTER, Colors::WHITE, town->town->buildings[town->hallLevel()+BuildingID::VILLAGE_HALL]->Name());
title = new CLabel(399, 12, FONT_MEDIUM, CENTER, Colors::WHITE, town->town->buildings[BuildingID(town->hallLevel()+BuildingID::VILLAGE_HALL)]->Name());
exit = new CAdventureMapButton(CGI->generaltexth->hcommands[8], "",
boost::bind(&CHallInterface::close,this), 748, 556, "TPMAGE1.DEF", SDLK_RETURN);
exit->assignedKeys.insert(SDLK_ESCAPE);
@ -1299,7 +1299,7 @@ CHallInterface::CHallInterface(const CGTownInstance *Town):
const CBuilding *building = NULL;
for(size_t item=0; item<boxList[row][col].size(); item++)//we are looking for the first not build structure
{
int buildingID = boxList[row][col][item];
auto buildingID = boxList[row][col][item];
building = town->town->buildings[buildingID];
if(!vstd::contains(town->builtBuildings,buildingID))
@ -1335,13 +1335,13 @@ std::string CBuildWindow::getTextForState(int state)
case 8:
{
ret = CGI->generaltexth->allTexts[52];
std::set<int> reqs= LOCPLINT->cb->getBuildingRequiments(town, building->bid);
std::set<BuildingID> reqs= LOCPLINT->cb->getBuildingRequiments(town, building->bid);
for(std::set<int>::iterator i=reqs.begin();i!=reqs.end();i++)
BOOST_FOREACH(const auto & i, reqs)
{
if (vstd::contains(town->builtBuildings, *i))
if (vstd::contains(town->builtBuildings, i))
continue;//skipping constructed buildings
ret+= town->town->buildings[*i]->Name() + ", ";
ret+= town->town->buildings[i]->Name() + ", ";
}
ret.erase(ret.size()-2);
}
@ -1413,7 +1413,7 @@ CFortScreen::CFortScreen(const CGTownInstance * town):
if (fortSize > GameConstants::CREATURES_PER_TOWN && town->creatures.back().second.empty())
fortSize--;
const CBuilding *fortBuilding = town->town->buildings[town->fortLevel()+6];
const CBuilding *fortBuilding = town->town->buildings[BuildingID(town->fortLevel()+6)];
title = new CLabel(400, 12, FONT_BIG, CENTER, Colors::WHITE, fortBuilding->Name());
std::string text = boost::str(boost::format(CGI->generaltexth->fcommands[6]) % fortBuilding->Name());
@ -1432,16 +1432,16 @@ CFortScreen::CFortScreen(const CGTownInstance * town):
for (ui32 i=0; i<fortSize; i++)
{
int buildingID;
BuildingID buildingID;
if (fortSize == GameConstants::CREATURES_PER_TOWN)
{
if (vstd::contains(town->builtBuildings, BuildingID::DWELL_UP_FIRST+i))
buildingID = BuildingID::DWELL_UP_FIRST+i;
buildingID = BuildingID(BuildingID::DWELL_UP_FIRST+i);
else
buildingID = BuildingID::DWELL_FIRST+i;
buildingID = BuildingID(BuildingID::DWELL_FIRST+i);
}
else
buildingID = 22;
buildingID = BuildingID::SPECIAL_3;
recAreas.push_back(new RecruitArea(positions[i].x, positions[i].y, town, buildingID, i));
}
@ -1504,7 +1504,7 @@ void LabeledValue::hover(bool on)
}
}
CFortScreen::RecruitArea::RecruitArea(int posX, int posY, const CGTownInstance *Town, int buildingID, int Level):
CFortScreen::RecruitArea::RecruitArea(int posX, int posY, const CGTownInstance *Town, BuildingID buildingID, int Level):
town(Town),
level(Level),
availableCount(NULL)

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@ -115,7 +115,7 @@ class CCastleBuildings : public CIntObject
{
CPicture *background;
//List of buildings and structures that can represent them
std::map< si32, std::vector<const CStructure*> > groups;
std::map< BuildingID, std::vector<const CStructure*> > groups;
// actual IntObject's visible on screen
std::vector< CBuildingRect * > buildings;
@ -124,9 +124,9 @@ class CCastleBuildings : public CIntObject
const CGHeroInstance* getHero();//Select hero for buildings usage
void enterBlacksmith(ArtifactID artifactID);//support for blacksmith + ballista yard
void enterBuilding(int building);//for buildings with simple description + pic left-click messages
void enterBuilding(BuildingID building);//for buildings with simple description + pic left-click messages
void enterCastleGate();
void enterFountain(int building);//Rampart's fountains
void enterFountain(BuildingID building);//Rampart's fountains
void enterMagesGuild();
void enterTownHall();
@ -142,9 +142,9 @@ public:
void enterDwelling(int level);
void buildingClicked(int building);
void addBuilding(int building);
void removeBuilding(int building);//FIXME: not tested!!!
void buildingClicked(BuildingID building);
void addBuilding(BuildingID building);
void removeBuilding(BuildingID building);//FIXME: not tested!!!
void show(SDL_Surface * to);
void showAll(SDL_Surface * to);
@ -224,8 +224,8 @@ public:
void townChange();
void keyPressed(const SDL_KeyboardEvent & key);
void close();
void addBuilding(int bid);
void removeBuilding(int bid);
void addBuilding(BuildingID bid);
void removeBuilding(BuildingID bid);
void recreateIcons();
};
@ -312,7 +312,7 @@ class CFortScreen : public CWindowObject
CCreaturePic *creatureAnim;
public:
RecruitArea(int posX, int posY, const CGTownInstance *town, int buildingID, int level);
RecruitArea(int posX, int posY, const CGTownInstance *town, BuildingID buildingID, int level);
void creaturesChanged();
void hover(bool on);

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@ -563,12 +563,14 @@ void CPlayerInterface::garrisonChanged( const CGObjectInstance * obj)
garrisonsChanged(std::vector<const CGObjectInstance *>(1, obj));
}
void CPlayerInterface::buildChanged(const CGTownInstance *town, int buildingID, int what) //what: 1 - built, 2 - demolished
void CPlayerInterface::buildChanged(const CGTownInstance *town, BuildingID buildingID, int what) //what: 1 - built, 2 - demolished
{
EVENT_HANDLER_CALLED_BY_CLIENT;
switch (buildingID)
{
case 7: case 8: case 9: case 10: case 11: case 12: case 13: case 15:
case BuildingID::FORT: case BuildingID::CITADEL: case BuildingID::CASTLE:
case BuildingID::VILLAGE_HALL: case BuildingID::TOWN_HALL: case BuildingID::CITY_HALL: case BuildingID::CAPITOL:
case BuildingID::RESOURCE_SILO:
updateInfo(town);
break;
}

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@ -128,7 +128,7 @@ public:
int getLastIndex(std::string namePrefix);
//overridden funcs from CGameInterface
void buildChanged(const CGTownInstance *town, int buildingID, int what) OVERRIDE; //what: 1 - built, 2 - demolished
void buildChanged(const CGTownInstance *town, BuildingID buildingID, int what) OVERRIDE; //what: 1 - built, 2 - demolished
void stackChagedCount(const StackLocation &location, const TQuantity &change, bool isAbsolute) OVERRIDE; //if absolute, change is the new count; otherwise count was modified by adding change
void stackChangedType(const StackLocation &location, const CCreature &newType) OVERRIDE; //used eg. when upgrading creatures
void stacksErased(const StackLocation &location) OVERRIDE; //stack removed from previously filled slot

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@ -3443,7 +3443,7 @@ void CBonusSelection::updateBonusSelection()
}
assert(faction != -1);
int buildID = CBuildingHandler::campToERMU(bonDescs[i].info1, faction, std::set<si32>());
BuildingID buildID = CBuildingHandler::campToERMU(bonDescs[i].info1, faction, std::set<BuildingID>());
picName = graphics->ERMUtoPicture[faction][buildID];
picNumber = -1;

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@ -964,7 +964,7 @@ std::string CComponent::getDescription()
case spell: return CGI->spellh->spells[subtype]->descriptions[val];
case morale: return CGI->generaltexth->heroscrn[ 4 - (val>0) + (val<0)];
case luck: return CGI->generaltexth->heroscrn[ 7 - (val>0) + (val<0)];
case building: return CGI->townh->towns[subtype].buildings[val]->Description();
case building: return CGI->townh->towns[subtype].buildings[BuildingID(val)]->Description();
case hero: return CGI->heroh->heroes[subtype]->name;
case flag: return "";
}
@ -996,7 +996,7 @@ std::string CComponent::getSubtitleInternal()
case spell: return CGI->spellh->spells[subtype]->name;
case morale: return "";
case luck: return "";
case building: return CGI->townh->towns[subtype].buildings[val]->Name();
case building: return CGI->townh->towns[subtype].buildings[BuildingID(val)]->Name();
case hero: return CGI->heroh->heroes[subtype]->name;
case flag: return CGI->generaltexth->capColors[subtype];
}
@ -4497,9 +4497,9 @@ void LRClickableAreaOpenTown::clickLeft(tribool down, bool previousState)
{
LOCPLINT->openTownWindow(town);
if ( type == 2 )
LOCPLINT->castleInt->builds->buildingClicked(10);
LOCPLINT->castleInt->builds->buildingClicked(BuildingID::VILLAGE_HALL);
else if ( type == 3 && town->fortLevel() )
LOCPLINT->castleInt->builds->buildingClicked(7);
LOCPLINT->castleInt->builds->buildingClicked(BuildingID::FORT);
}
}

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@ -404,9 +404,9 @@ void TryMoveHero::applyCl( CClient *cl )
void NewStructures::applyCl( CClient *cl )
{
CGTownInstance *town = GS(cl)->getTown(tid);
BOOST_FOREACH(si32 id, bid)
BOOST_FOREACH(const auto & id, bid)
{
if(id== BuildingID::CAPITOL) //fort or capitol
if(id == BuildingID::CAPITOL) //fort or capitol
{
town->defInfo = const_cast<CGDefInfo*>(CGI->dobjinfo->capitols[town->subID].get());
}
@ -421,9 +421,9 @@ void NewStructures::applyCl( CClient *cl )
void RazeStructures::applyCl (CClient *cl)
{
CGTownInstance *town = GS(cl)->getTown(tid);
BOOST_FOREACH(si32 id, bid)
BOOST_FOREACH(const auto & id, bid)
{
if (id == 13) //fort or capitol
if (id == BuildingID::CAPITOL) //fort or capitol
{
town->defInfo = const_cast<CGDefInfo*>(CGI->dobjinfo->gobjs[Obj::TOWN][town->subID].get());
}

View File

@ -1,7 +1,6 @@
#include "StdInc.h"
#include "CBuildingHandler.h"
#include "GameConstants.h"
/*
* CBuildingHandler.cpp, part of VCMI engine
@ -13,7 +12,7 @@
*
*/
int CBuildingHandler::campToERMU( int camp, int townType, std::set<si32> builtBuildings )
BuildingID CBuildingHandler::campToERMU( int camp, int townType, std::set<BuildingID> builtBuildings )
{
using namespace boost::assign;
static const std::vector<int> campToERMU = list_of(11)(12)(13)(7)(8)(9)(5)(16)(14)(15)(-1)(0)(1)(2)(3)(4)
@ -21,7 +20,7 @@ int CBuildingHandler::campToERMU( int camp, int townType, std::set<si32> builtBu
; //creature generators with banks - handled separately
if (camp < campToERMU.size())
{
return campToERMU[camp];
return BuildingID(campToERMU[camp]);
}
static const std::vector<int> hordeLvlsPerTType[GameConstants::F_NUMBER] = {list_of(2), list_of(1), list_of(1)(4), list_of(0)(2),
@ -31,10 +30,10 @@ int CBuildingHandler::campToERMU( int camp, int townType, std::set<si32> builtBu
for (int i=0; i<7; ++i)
{
if(camp == curPos) //non-upgraded
return 30 + i;
return BuildingID(30 + i);
curPos++;
if(camp == curPos) //upgraded
return 37 + i;
return BuildingID(37 + i);
curPos++;
//horde building
if (vstd::contains(hordeLvlsPerTType[townType], i))
@ -44,18 +43,18 @@ int CBuildingHandler::campToERMU( int camp, int townType, std::set<si32> builtBu
if (hordeLvlsPerTType[townType][0] == i)
{
if(vstd::contains(builtBuildings, 37 + hordeLvlsPerTType[townType][0])) //if upgraded dwelling is built
return 19;
return BuildingID::HORDE_1_UPGR;
else //upgraded dwelling not presents
return 18;
return BuildingID::HORDE_1;
}
else
{
if(hordeLvlsPerTType[townType].size() > 1)
{
if(vstd::contains(builtBuildings, 37 + hordeLvlsPerTType[townType][1])) //if upgraded dwelling is built
return 25;
return BuildingID::HORDE_2_UPGR;
else //upgraded dwelling not presents
return 24;
return BuildingID::HORDE_2;
}
}
}
@ -64,6 +63,6 @@ int CBuildingHandler::campToERMU( int camp, int townType, std::set<si32> builtBu
}
assert(0);
return -1; //not found
return BuildingID::NONE; //not found
}

View File

@ -1,5 +1,7 @@
#pragma once
#include "GameConstants.h"
/*
* CBuildingHandler.h, part of VCMI engine
*
@ -13,5 +15,5 @@
class DLL_LINKAGE CBuildingHandler
{
public:
static int campToERMU(int camp, int townType, std::set<si32> builtBuildings);
static BuildingID campToERMU(int camp, int townType, std::set<BuildingID> builtBuildings);
};

View File

@ -1442,6 +1442,33 @@ void CGameState::init(StartInfo * si)
}
/****************************TOWNS************************************************/
tlog4 << "\tTowns";
//campaign bonuses for towns
if (scenarioOps->mode == StartInfo::CAMPAIGN)
{
auto chosenBonus = scenarioOps->campState->getBonusForCurrentMap();
if (chosenBonus.is_initialized() && chosenBonus->type == CScenarioTravel::STravelBonus::BUILDING)
{
for (int g=0; g<map->towns.size(); ++g)
{
PlayerState * owner = getPlayer(map->towns[g]->getOwner());
if (owner)
{
PlayerInfo & pi = map->players[owner->color];
if (owner->human && //human-owned
map->towns[g]->pos == pi.posOfMainTown + int3(2, 0, 0))
{
map->towns[g]->builtBuildings.insert(
CBuildingHandler::campToERMU(chosenBonus->info1, map->towns[g]->town->typeID, map->towns[g]->builtBuildings));
break;
}
}
}
}
}
CGTownInstance::universitySkills.clear();
for ( int i=0; i<4; i++)
CGTownInstance::universitySkills.push_back(14+i);//skills for university
@ -1455,14 +1482,14 @@ void CGameState::init(StartInfo * si)
vti->name = vti->town->names[ran()%vti->town->names.size()];
//init buildings
if(vti->builtBuildings.find(-50)!=vti->builtBuildings.end()) //give standard set of buildings
if(vstd::contains(vti->builtBuildings, BuildingID::DEFAULT)) //give standard set of buildings
{
vti->builtBuildings.erase(-50);
vti->builtBuildings.erase(BuildingID::DEFAULT);
vti->builtBuildings.insert(BuildingID::VILLAGE_HALL);
vti->builtBuildings.insert(BuildingID::TAVERN);
vti->builtBuildings.insert(BuildingID::DWELL_FIRST);
if(ran()%2)
vti->builtBuildings.insert(BuildingID::DWELL_FIRST+1);
vti->builtBuildings.insert(BuildingID::DWELL_LVL_2);
}
if (vstd::contains(vti->builtBuildings, BuildingID::SHIPYARD) && vti->state()==IBoatGenerator::TILE_BLOCKED)
@ -1472,7 +1499,7 @@ void CGameState::init(StartInfo * si)
for (int i = 0; i<GameConstants::CREATURES_PER_TOWN; i++)
if (vstd::contains(vti->builtBuildings,(-31-i))) //if we have horde for this level
{
vti->builtBuildings.erase(-31-i);//remove old ID
vti->builtBuildings.erase(BuildingID(-31-i));//remove old ID
if (vti->town->hordeLvl[0] == i)//if town first horde is this one
{
vti->builtBuildings.insert(BuildingID::HORDE_1);//add it
@ -1493,7 +1520,7 @@ void CGameState::init(StartInfo * si)
for (int i = 0; i<GameConstants::CREATURES_PER_TOWN; i++)
if (vstd::contains(ev->buildings,(-31-i))) //if we have horde for this level
{
ev->buildings.erase(-31-i);
ev->buildings.erase(BuildingID(-31-i));
if (vti->town->hordeLvl[0] == i)
ev->buildings.insert(BuildingID::HORDE_1);
if (vti->town->hordeLvl[1] == i)
@ -1542,32 +1569,6 @@ void CGameState::init(StartInfo * si)
getPlayer(vti->getOwner())->towns.push_back(vti);
}
//campaign bonuses for towns
if (scenarioOps->mode == StartInfo::CAMPAIGN)
{
auto chosenBonus = scenarioOps->campState->getBonusForCurrentMap();
if (chosenBonus.is_initialized() && chosenBonus->type == CScenarioTravel::STravelBonus::BUILDING)
{
for (int g=0; g<map->towns.size(); ++g)
{
PlayerState * owner = getPlayer(map->towns[g]->getOwner());
if (owner)
{
PlayerInfo & pi = map->players[owner->color];
if (owner->human && //human-owned
map->towns[g]->pos == pi.posOfMainTown + int3(2, 0, 0))
{
map->towns[g]->builtBuildings.insert(
CBuildingHandler::campToERMU(chosenBonus->info1, map->towns[g]->town->typeID, map->towns[g]->builtBuildings));
break;
}
}
}
}
}
tlog4 << "\tObject initialization";
objCaller->preInit();
BOOST_FOREACH(CGObjectInstance *obj, map->objects)

View File

@ -1938,7 +1938,7 @@ int CGTownInstance::creatureDwellingLevel(int dwelling) const
return -1;
for (int i=0; ; i++)
{
if (!hasBuilt(BuildingID::DWELL_FIRST+dwelling+i*GameConstants::CREATURES_PER_TOWN))
if (!hasBuilt(BuildingID(BuildingID::DWELL_FIRST+dwelling+i*GameConstants::CREATURES_PER_TOWN)))
return i-1;
}
}
@ -1957,7 +1957,7 @@ GrowthInfo CGTownInstance::getGrowthInfo(int level) const
if (level<0 || level >=GameConstants::CREATURES_PER_TOWN)
return ret;
if (!hasBuilt(BuildingID::DWELL_FIRST+level))
if (!hasBuilt(BuildingID(BuildingID::DWELL_FIRST+level)))
return ret; //no dwelling
const CCreature *creature = VLC->creh->creatures[creatures[level].second.back()];
@ -2132,15 +2132,15 @@ void CGTownInstance::initObj()
switch (subID)
{ //add new visitable objects
case 0:
bonusingBuildings.push_back (new COPWBonus(21, this)); //Stables
bonusingBuildings.push_back (new COPWBonus(BuildingID::STABLES, this));
break;
case 5:
bonusingBuildings.push_back (new COPWBonus(21, this)); //Vortex
bonusingBuildings.push_back (new COPWBonus(BuildingID::MANA_VORTEX, this));
case 2: case 3: case 6:
bonusingBuildings.push_back (new CTownBonus(23, this));
bonusingBuildings.push_back (new CTownBonus(BuildingID::SPECIAL_4, this));
break;
case 7:
bonusingBuildings.push_back (new CTownBonus(17, this));
bonusingBuildings.push_back (new CTownBonus(BuildingID::SPECIAL_1, this));
break;
}
//add special bonuses from buildings
@ -2272,7 +2272,7 @@ void CGTownInstance::removeCapitols (ui8 owner) const
{
RazeStructures rs;
rs.tid = id;
rs.bid.insert(13);
rs.bid.insert(BuildingID::CAPITOL);
rs.destroyed = destroyed;
cb->sendAndApply(&rs);
return;
@ -2426,12 +2426,12 @@ void CGTownInstance::recreateBuildingsBonuses()
}
}
bool CGTownInstance::addBonusIfBuilt(int building, int type, int val, int subtype /*= -1*/)
bool CGTownInstance::addBonusIfBuilt(BuildingID building, int type, int val, int subtype /*= -1*/)
{
return addBonusIfBuilt(building, type, val, TPropagatorPtr(), subtype);
}
bool CGTownInstance::addBonusIfBuilt(int building, int type, int val, TPropagatorPtr prop, int subtype /*= -1*/)
bool CGTownInstance::addBonusIfBuilt(BuildingID building, int type, int val, TPropagatorPtr prop, int subtype /*= -1*/)
{
if(hasBuilt(building))
{
@ -2517,14 +2517,14 @@ const CArmedInstance * CGTownInstance::getUpperArmy() const
return this;
}
bool CGTownInstance::hasBuilt(int buildingID, int townID) const
bool CGTownInstance::hasBuilt(BuildingID buildingID, int townID) const
{
if (townID == town->typeID || townID == ETownType::ANY)
return hasBuilt(buildingID);
return false;
}
bool CGTownInstance::hasBuilt(int buildingID) const
bool CGTownInstance::hasBuilt(BuildingID buildingID) const
{
return vstd::contains(builtBuildings, buildingID);
}
@ -2846,7 +2846,7 @@ void CGVisitableOPH::schoolSelected(int heroID, ui32 which) const
cb->changePrimSkill(cb->getHero(heroID), static_cast<PrimarySkill::PrimarySkill>(base + which-1), +1); //give appropriate skill
}
COPWBonus::COPWBonus (int index, CGTownInstance *TOWN)
COPWBonus::COPWBonus (BuildingID index, CGTownInstance *TOWN)
{
ID = index;
town = TOWN;
@ -2897,7 +2897,7 @@ void COPWBonus::onHeroVisit (const CGHeroInstance * h) const
}
}
}
CTownBonus::CTownBonus (int index, CGTownInstance *TOWN)
CTownBonus::CTownBonus (BuildingID index, CGTownInstance *TOWN)
{
ID = index;
town = TOWN;

View File

@ -511,7 +511,7 @@ class DLL_LINKAGE CGTownBuilding : public IObjectInterface
{
///basic class for town structures handled as map objects
public:
si32 ID; //from buildig list
BuildingID ID; //from buildig list
si32 id; //identifies its index on towns vector
CGTownInstance *town;
@ -527,8 +527,8 @@ public:
void setProperty(ui8 what, ui32 val) override;
void onHeroVisit (const CGHeroInstance * h) const override;
COPWBonus (int index, CGTownInstance *TOWN);
COPWBonus (){ID = 0; town = NULL;};
COPWBonus (BuildingID index, CGTownInstance *TOWN);
COPWBonus (){ID = BuildingID::NONE; town = NULL;};
template <typename Handler> void serialize(Handler &h, const int version)
{
h & static_cast<CGTownBuilding&>(*this);
@ -545,8 +545,8 @@ public:
void setProperty(ui8 what, ui32 val) override;
void onHeroVisit (const CGHeroInstance * h) const override;
CTownBonus (int index, CGTownInstance *TOWN);
CTownBonus (){ID = 0; town = NULL;};
CTownBonus (BuildingID index, CGTownInstance *TOWN);
CTownBonus (){ID = BuildingID::NONE; town = NULL;};
template <typename Handler> void serialize(Handler &h, const int version)
{
h & static_cast<CGTownBuilding&>(*this);
@ -587,9 +587,9 @@ public:
ConstTransitivePtr<CGHeroInstance> garrisonHero, visitingHero;
ui32 identifier; //special identifier from h3m (only > RoE maps)
si32 alignment;
std::set<si32> forbiddenBuildings, builtBuildings;
std::set<BuildingID> forbiddenBuildings, builtBuildings;
std::vector<CGTownBuilding*> bonusingBuildings;
std::vector<ui32> possibleSpells, obligatorySpells;
std::vector<SpellID> possibleSpells, obligatorySpells;
std::vector<std::vector<SpellID> > spells; //spells[level] -> vector of spells, first will be available in guild
std::list<CCastleEvent*> events;
std::pair<si32, si32> bonusValue;//var to store town bonuses (rampart = resources from mystic pond);
@ -617,8 +617,8 @@ public:
std::string nodeName() const override;
void deserializationFix();
void recreateBuildingsBonuses();
bool addBonusIfBuilt(int building, int type, int val, TPropagatorPtr prop, int subtype = -1); //returns true if building is built and bonus has been added
bool addBonusIfBuilt(int building, int type, int val, int subtype = -1); //convienence version of above
bool addBonusIfBuilt(BuildingID building, int type, int val, TPropagatorPtr prop, int subtype = -1); //returns true if building is built and bonus has been added
bool addBonusIfBuilt(BuildingID building, int type, int val, int subtype = -1); //convienence version of above
void setVisitingHero(CGHeroInstance *h);
void setGarrisonedHero(CGHeroInstance *h);
const CArmedInstance *getUpperArmy() const; //garrisoned hero if present or the town itself
@ -649,8 +649,8 @@ public:
bool hasFort() const;
bool hasCapitol() const;
//checks if building is constructed and town has same subID
bool hasBuilt(int buildingID) const;
bool hasBuilt(int buildingID, int townID) const;
bool hasBuilt(BuildingID buildingID) const;
bool hasBuilt(BuildingID buildingID, int townID) const;
int dailyIncome() const; //calculates daily income of this town
int spellsAtLevel(int level, bool checkGuild) const; //levels are counted from 1 (1 - 5)
void removeCapitols (ui8 owner) const;

View File

@ -31,7 +31,7 @@ const std::string & CBuilding::Description() const
return description;
}
CBuilding::BuildingType CBuilding::getBase() const
BuildingID CBuilding::getBase() const
{
const CBuilding * build = this;
while (build->upgrade >= 0)
@ -40,7 +40,7 @@ CBuilding::BuildingType CBuilding::getBase() const
return build->bid;
}
si32 CBuilding::getDistance(CBuilding::BuildingType buildID) const
si32 CBuilding::getDistance(BuildingID buildID) const
{
const CBuilding * build = VLC->townh->towns[tid].buildings[buildID];
int distance = 0;
@ -237,24 +237,24 @@ void CTownHandler::loadBuilding(CTown &town, const JsonNode & source)
static const std::string modes [] = {"normal", "auto", "special", "grail"};
ret->mode = boost::find(modes, source["mode"].String()) - modes;
ret->mode = static_cast<CBuilding::EBuildMode>(boost::find(modes, source["mode"].String()) - modes);
ret->tid = town.typeID;
ret->bid = source["id"].Float();
ret->bid = BuildingID(source["id"].Float());
ret->name = source["name"].String();
ret->description = source["description"].String();
ret->resources = TResources(source["cost"]);
BOOST_FOREACH(const JsonNode &building, source["requires"].Vector())
ret->requirements.insert(building.Float());
ret->requirements.insert(BuildingID(building.Float()));
if (!source["upgrades"].isNull())
{
ret->requirements.insert(source["upgrades"].Float());
ret->upgrade = source["upgrades"].Float();
ret->requirements.insert(BuildingID(source["upgrades"].Float()));
ret->upgrade = BuildingID(source["upgrades"].Float());
}
else
ret->upgrade = -1;
ret->upgrade = BuildingID::NONE;
town.buildings[ret->bid] = ret;
}
@ -278,12 +278,12 @@ void CTownHandler::loadStructure(CTown &town, const JsonNode & source)
}
else
{
ret->building = town.buildings[source["id"].Float()];
ret->building = town.buildings[BuildingID(source["id"].Float())];
if (source["builds"].isNull())
ret->buildable = ret->building;
else
ret->buildable = town.buildings[source["builds"].Float()];
ret->buildable = town.buildings[BuildingID(source["builds"].Float())];
}
ret->pos.x = source["x"].Float();
@ -310,15 +310,15 @@ void CTownHandler::loadTownHall(CTown &town, const JsonNode & source)
{
BOOST_FOREACH(const JsonNode &row, source.Vector())
{
std::vector< std::vector<int> > hallRow;
std::vector< std::vector<BuildingID> > hallRow;
BOOST_FOREACH(const JsonNode &box, row.Vector())
{
std::vector<int> hallBox;
std::vector<BuildingID> hallBox;
BOOST_FOREACH(const JsonNode &value, box.Vector())
{
hallBox.push_back(value.Float());
hallBox.push_back(BuildingID(value.Float()));
}
hallRow.push_back(hallBox);
}

View File

@ -23,18 +23,17 @@ class JsonNode;
/// contains all mechanics-related data about town structures
class DLL_LINKAGE CBuilding
{
typedef si32 BuildingType;//TODO: replace int with pointer?
std::string name;
std::string description;
public:
TFaction tid;
si32 bid; //town ID and structure ID
TFaction tid; //town ID
BuildingID bid; //structure ID
TResources resources;
std::set<BuildingType> requirements; /// set of required buildings, includes upgradeOf;
BuildingType upgrade; /// indicates that building "upgrade" can be improved by this, -1 = empty
std::set<BuildingID> requirements; /// set of required buildings, includes upgradeOf;
BuildingID upgrade; /// indicates that building "upgrade" can be improved by this, -1 = empty
enum EBuildMode
{
@ -42,17 +41,16 @@ public:
BUILD_AUTO, // 1 - auto - building appears when all requirements are built
BUILD_SPECIAL, // 2 - special - building can not be built normally
BUILD_GRAIL // 3 - grail - building reqires grail to be built
};
ui32 mode;
} mode;
const std::string &Name() const;
const std::string &Description() const;
//return base of upgrade(s) or this
BuildingType getBase() const;
BuildingID getBase() const;
// returns how many times build has to be upgraded to become build
si32 getDistance(BuildingType build) const;
si32 getDistance(BuildingID build) const;
template <typename Handler> void serialize(Handler &h, const int version)
{
@ -92,7 +90,7 @@ public:
// TODO: replace with pointers to CCreature
std::vector<std::vector<CreatureID> > creatures;
bmap<int, ConstTransitivePtr<CBuilding> > buildings;
bmap<BuildingID, ConstTransitivePtr<CBuilding> > buildings;
std::vector<std::string> dwellings; //defs for adventure map dwellings for new towns, [0] means tier 1 creatures etc.
std::vector<std::string> dwellingNames;
@ -125,7 +123,7 @@ public:
std::string buildingsIcons;
std::string hallBackground;
/// vector[row][column] = list of buildings in this slot
std::vector< std::vector< std::vector<int> > > hallSlots;
std::vector< std::vector< std::vector<BuildingID> > > hallSlots;
/// list of town screen structures.
/// NOTE: index in vector is meaningless. Vector used instead of list for a bit faster access

View File

@ -46,6 +46,8 @@ ID_LIKE_OPERATORS(CreatureID, CreatureID::ECreatureID)
ID_LIKE_OPERATORS(SpellID, SpellID::ESpellID)
ID_LIKE_OPERATORS(BuildingID, BuildingID::EBuildingID)
bmap<int, ConstTransitivePtr<CGDefInfo> > & Obj::toDefObjInfo() const
{

View File

@ -196,6 +196,7 @@ public:
// NOTE: all building with completely configurable mechanics will be removed from list
enum EBuildingID
{
DEFAULT = -50,
NONE = -1,
MAGES_GUILD_1 = 0, MAGES_GUILD_2, MAGES_GUILD_3, MAGES_GUILD_4, MAGES_GUILD_5,
TAVERN, SHIPYARD, FORT, CITADEL, CASTLE,
@ -203,7 +204,14 @@ public:
RESOURCE_SILO, BLACKSMITH, SPECIAL_1, HORDE_1, HORDE_1_UPGR,
SHIP, SPECIAL_2, SPECIAL_3, SPECIAL_4, HORDE_2,
HORDE_2_UPGR, GRAIL, EXTRA_TOWN_HALL, EXTRA_CITY_HALL, EXTRA_CAPITOL,
DWELL_FIRST=30, DWELL_LAST=36, DWELL_UP_FIRST=37, DWELL_UP_LAST=43,
DWELL_FIRST=30, DWELL_LVL_2, DWELL_LVL_3, DWELL_LVL_4, DWELL_LVL_5, DWELL_LVL_6, DWELL_LAST=36,
DWELL_UP_FIRST=37, DWELL_LVL_2_UP, DWELL_LVL_3_UP, DWELL_LVL_4_UP, DWELL_LVL_5_UP,
DWELL_LVL_6_UP, DWELL_UP_LAST=43,
DWELL_LVL_1 = DWELL_FIRST,
DWELL_LVL_7 = DWELL_LAST,
DWELL_LVL_1_UP = DWELL_UP_FIRST,
DWELL_LVL_7_UP = DWELL_UP_LAST,
//Special buildings for towns.
LIGHTHOUSE = SPECIAL_1,

View File

@ -525,7 +525,7 @@ const TerrainTile * CGameInfoCallback::getTile( int3 tile, bool verbose) const
return &gs->map->getTile(tile);
}
EBuildingState::EBuildingState CGameInfoCallback::canBuildStructure( const CGTownInstance *t, int ID )
EBuildingState::EBuildingState CGameInfoCallback::canBuildStructure( const CGTownInstance *t, BuildingID ID )
{
ERROR_RET_VAL_IF(!canGetFullInfo(t), "Town is not owned!", EBuildingState::TOWN_NOT_OWNED);
@ -538,14 +538,14 @@ EBuildingState::EBuildingState CGameInfoCallback::canBuildStructure( const CGTow
return EBuildingState::ALREADY_PRESENT;
//can we build it?
if(t->forbiddenBuildings.find(ID)!=t->forbiddenBuildings.end())
if(vstd::contains(t->forbiddenBuildings, ID))
return EBuildingState::FORBIDDEN; //forbidden
//checking for requirements
std::set<int> reqs = getBuildingRequiments(t, ID);//getting all requirements
std::set<BuildingID> reqs = getBuildingRequiments(t, ID);//getting all requirements
bool notAllBuilt = false;
for( std::set<int>::iterator ri = reqs.begin(); ri != reqs.end(); ri++ )
for( std::set<BuildingID>::iterator ri = reqs.begin(); ri != reqs.end(); ri++ )
{
if(!t->hasBuilt(*ri)) //lack of requirements - cannot build
{
@ -591,9 +591,9 @@ EBuildingState::EBuildingState CGameInfoCallback::canBuildStructure( const CGTow
return EBuildingState::ALLOWED;
}
std::set<int> CGameInfoCallback::getBuildingRequiments( const CGTownInstance *t, int ID )
std::set<BuildingID> CGameInfoCallback::getBuildingRequiments( const CGTownInstance *t, BuildingID ID )
{
ERROR_RET_VAL_IF(!canGetFullInfo(t), "Town is not owned!", std::set<int>());
ERROR_RET_VAL_IF(!canGetFullInfo(t), "Town is not owned!", std::set<BuildingID>());
std::set<int> used;
used.insert(ID);

View File

@ -127,8 +127,8 @@ 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 getTavernGossip(const CGObjectInstance * townOrTavern) const;
EBuildingState::EBuildingState canBuildStructure(const CGTownInstance *t, int 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
std::set<int> getBuildingRequiments(const CGTownInstance *t, int ID);
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
std::set<BuildingID> getBuildingRequiments(const CGTownInstance *t, BuildingID ID);
virtual bool getTownInfo(const CGObjectInstance *town, InfoAboutTown &dest) const;
const CTown *getNativeTown(TPlayerColor color) const;
@ -136,7 +136,7 @@ public:
const TeamState *getTeam(ui8 teamID) const;
const TeamState *getPlayerTeam(TPlayerColor color) const;
std::set<int> getBuildingRequiments(const CGTownInstance *t, int ID) const;
EBuildingState::EBuildingState canBuildStructure(const CGTownInstance *t, int 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::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
};

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@ -72,7 +72,7 @@ public:
class DLL_LINKAGE IGameEventsReceiver
{
public:
virtual void buildChanged(const CGTownInstance *town, int buildingID, int what){}; //what: 1 - built, 2 - demolished
virtual void buildChanged(const CGTownInstance *town, BuildingID buildingID, int what){}; //what: 1 - built, 2 - demolished
virtual void battleResultsApplied(){}; //called when all effects of last battle are applied

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@ -173,7 +173,7 @@ CScenarioTravel CCampaignHandler::readScenarioTravelFromMemory( const ui8 * buff
for (int g=0; g<numOfBonuses; ++g)
{
CScenarioTravel::STravelBonus bonus;
bonus.type = buffer[outIt++];
bonus.type = static_cast<CScenarioTravel::STravelBonus::EBonusType>(buffer[outIt++]);
//hero: FFFD means 'most powerful' and FFFE means 'generated'
switch(bonus.type)
{

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@ -60,7 +60,7 @@ public:
{
enum EBonusType {SPELL, MONSTER, BUILDING, ARTIFACT, SPELL_SCROLL, PRIMARY_SKILL, SECONDARY_SKILL, RESOURCE,
PLAYER_PREV_SCENARIO, HERO};
ui8 type; //uses EBonusType
EBonusType type; //uses EBonusType
si32 info1, info2, info3; //purpose depends on type
bool isBonusForHero() const;

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@ -361,7 +361,7 @@ public:
CCastleEvent();
/** build specific buildings */
std::set<si32> buildings;
std::set<BuildingID> buildings;
/** additional creatures in i-th level dwelling */
std::vector<si32> creatures;

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@ -1908,7 +1908,7 @@ CGTownInstance * CMapLoaderH3M::readTown(int castleID)
}
//means that set of standard building should be included
nt->builtBuildings.insert(-50);
nt->builtBuildings.insert(BuildingID::DEFAULT);
}
if(map->version > EMapFormat::ROE)
@ -1922,7 +1922,7 @@ CGTownInstance * CMapLoaderH3M::readTown(int castleID)
{
if(c == (c | static_cast<ui8>(std::pow(2., yy))))
{
nt->obligatorySpells.push_back(i * 8 + yy);
nt->obligatorySpells.push_back(SpellID(i * 8 + yy));
}
}
}
@ -1938,7 +1938,7 @@ CGTownInstance * CMapLoaderH3M::readTown(int castleID)
{
if(c != (c | static_cast<ui8>(std::pow(2., yy))))
{
nt->possibleSpells.push_back(i * 8 + yy);
nt->possibleSpells.push_back(SpellID(i * 8 + yy));
}
}
}
@ -1996,10 +1996,10 @@ CGTownInstance * CMapLoaderH3M::readTown(int castleID)
return nt;
}
std::set<si32> CMapLoaderH3M::convertBuildings(const std::set<si32> h3m, int castleID, bool addAuxiliary /*= true*/)
std::set<BuildingID> CMapLoaderH3M::convertBuildings(const std::set<BuildingID> h3m, int castleID, bool addAuxiliary /*= true*/)
{
std::map<int, int> mapa;
std::set<si32> ret;
std::map<int, BuildingID> mapa;
std::set<BuildingID> ret;
// Note: this file is parsed many times.
const JsonNode config(ResourceID("config/buildings5.json"));
@ -2010,7 +2010,7 @@ std::set<si32> CMapLoaderH3M::convertBuildings(const std::set<si32> h3m, int cas
if (town == castleID || town == -1)
{
mapa[entry["h3"].Float()] = entry["vcmi"].Float();
mapa[entry["h3"].Float()] = BuildingID((si32)entry["vcmi"].Float());
}
}
@ -2026,7 +2026,7 @@ std::set<si32> CMapLoaderH3M::convertBuildings(const std::set<si32> h3m, int cas
int level = (mapa[*i]);
//(-30)..(-36) - horde buildings (for game loading only), don't see other way to handle hordes in random towns
ret.insert(level - 30);
ret.insert(BuildingID(level - 30));
}
else
{

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@ -203,7 +203,7 @@ private:
* @param addAuxiliary true if the village hall should be added
* @return the converted buildings
*/
std::set<si32> convertBuildings(const std::set<si32> h3m, int castleID, bool addAuxiliary = true);
std::set<BuildingID> convertBuildings(const std::set<BuildingID> h3m, int castleID, bool addAuxiliary = true);
/**
* Reads events.

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@ -644,7 +644,7 @@ struct NewStructures : public CPackForClient //504
DLL_LINKAGE void applyGs(CGameState *gs);
si32 tid;
std::set<si32> bid;
std::set<BuildingID> bid;
si16 builded;
template <typename Handler> void serialize(Handler &h, const int version)
@ -659,7 +659,7 @@ struct RazeStructures : public CPackForClient //505
DLL_LINKAGE void applyGs(CGameState *gs);
si32 tid;
std::set<si32> bid;
std::set<BuildingID> bid;
si16 destroyed;
template <typename Handler> void serialize(Handler &h, const int version)
@ -1838,8 +1838,9 @@ struct DisbandCreature : public CPackForServer
struct BuildStructure : public CPackForServer
{
BuildStructure(){};
BuildStructure(si32 TID, si32 BID):bid(BID),tid(TID){};
si32 bid, tid; //structure and town ids
BuildStructure(si32 TID, BuildingID BID):bid(BID),tid(TID){};
si32 tid; //town id
BuildingID bid; //structure id
bool applyGh(CGameHandler *gh);
template <typename Handler> void serialize(Handler &h, const int version)

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@ -414,7 +414,7 @@ void TryMoveHero::applyGs( CGameState *gs )
DLL_LINKAGE void NewStructures::applyGs( CGameState *gs )
{
CGTownInstance *t = gs->getTown(tid);
BOOST_FOREACH(si32 id,bid)
BOOST_FOREACH(const auto & id, bid)
{
t->builtBuildings.insert(id);
}
@ -424,7 +424,7 @@ DLL_LINKAGE void NewStructures::applyGs( CGameState *gs )
DLL_LINKAGE void RazeStructures::applyGs( CGameState *gs )
{
CGTownInstance *t = gs->getTown(tid);
BOOST_FOREACH(si32 id,bid)
BOOST_FOREACH(const auto & id, bid)
{
t->builtBuildings.erase(id);
}

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@ -317,7 +317,7 @@ void CMapGenerator::genTowns()
town->tempOwner = owner;
town->defInfo = VLC->dobjinfo->gobjs[town->ID][town->subID];
town->builtBuildings.insert(BuildingID::FORT);
town->builtBuildings.insert(-50);
town->builtBuildings.insert(BuildingID::DEFAULT);
mapMgr->insertObject(town, townPos[side].x, townPos[side].y + (pos / 2) * 5, false);
// Update player info

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@ -2462,7 +2462,7 @@ bool CGameHandler::disbandCreature( si32 id, ui8 pos )
return true;
}
bool CGameHandler::buildStructure( si32 tid, si32 bid, bool force /*=false*/ )
bool CGameHandler::buildStructure( si32 tid, BuildingID bid, bool force /*=false*/ )
{
CGTownInstance * t = static_cast<CGTownInstance*>(gs->map->objects[tid].get());
CBuilding * b = t->town->buildings[bid];
@ -2574,7 +2574,7 @@ bool CGameHandler::buildStructure( si32 tid, si32 bid, bool force /*=false*/ )
checkLossVictory(t->tempOwner);
return true;
}
bool CGameHandler::razeStructure (si32 tid, si32 bid)
bool CGameHandler::razeStructure (si32 tid, BuildingID bid)
{
///incomplete, simply erases target building
CGTownInstance * t = static_cast<CGTownInstance*>(gs->map->objects[tid].get());
@ -4783,11 +4783,13 @@ void CGameHandler::handleTownEvents(CGTownInstance * town, NewTurn &n, std::map<
}
for(std::set<si32>::iterator i = ev->buildings.begin(); i!=ev->buildings.end();i++)
if ( town->hasBuilt(*i))
BOOST_FOREACH(auto & i, ev->buildings)
{
buildStructure(town->id, *i, true);
iw.components.push_back(Component(Component::BUILDING, town->subID, *i, 0));
if ( town->hasBuilt(i))
{
buildStructure(town->id, i, true);
iw.components.push_back(Component(Component::BUILDING, town->subID, i, 0));
}
}
for(si32 i=0;i<ev->creatures.size();i++) //creature growths

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@ -222,8 +222,8 @@ public:
bool garrisonSwap(si32 tid);
bool upgradeCreature( ui32 objid, ui8 pos, ui32 upgID );
bool recruitCreatures(si32 objid, CreatureID crid, ui32 cram, si32 level);
bool buildStructure(si32 tid, si32 bid, bool force=false);//force - for events: no cost, no checkings
bool razeStructure(si32 tid, si32 bid);
bool buildStructure(si32 tid, BuildingID bid, bool force=false);//force - for events: no cost, no checkings
bool razeStructure(si32 tid, BuildingID bid);
bool disbandCreature( si32 id, ui8 pos );
bool arrangeStacks( si32 id1, si32 id2, ui8 what, ui8 p1, ui8 p2, si32 val, TPlayerColor player);
void save(const std::string &fname);