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

* refactoring, a few intriguing problems remain

This commit is contained in:
mateuszb 2013-02-13 23:55:42 +00:00
parent ceea466f54
commit 9e00090c42
36 changed files with 544 additions and 420 deletions

View File

@ -656,7 +656,7 @@ void VCAI::tileRevealed(const boost::unordered_set<int3, ShashInt3> &pos)
addVisitableObj(obj);
}
void VCAI::heroExchangeStarted(si32 hero1, si32 hero2)
void VCAI::heroExchangeStarted(ObjectInstanceID hero1, ObjectInstanceID hero2)
{
NET_EVENT_HANDLER;
LOG_ENTRY;
@ -1541,7 +1541,7 @@ void VCAI::wander(HeroPtr h)
{
if(!dest)
{
BNLOG("Visit attempt made the object (id=%d) gone...", dest.id);
BNLOG("Visit attempt made the object (id=%d) gone...", dest.id.getNum());
}
else
{
@ -1968,7 +1968,7 @@ void VCAI::tryRealize(CGoal g)
if(cb->getResourceAmount(static_cast<Res::ERes>(g.resID)) >= g.value)
throw cannotFulfillGoalException("Goal is already fulfilled!");
if(const CGObjectInstance *obj = cb->getObj(g.objid, false))
if(const CGObjectInstance *obj = cb->getObj(ObjectInstanceID(g.objid), false))
{
if(const IMarket *m = IMarket::castFrom(obj, false))
{
@ -2069,7 +2069,7 @@ bool VCAI::fulfillsGoal (CGoal &goal, CGoal &mainGoal)
{
if (mainGoal.goalType == GET_OBJ && goal.goalType == VISIT_TILE) //deduce that GET_OBJ was completed by visiting object's tile
{ //TODO: more universal mechanism
if (cb->getObj(mainGoal.objid)->visitablePos() == goal.tile)
if (cb->getObj(ObjectInstanceID(mainGoal.objid))->visitablePos() == goal.tile)
return true;
}
return false;
@ -2078,7 +2078,7 @@ bool VCAI::fulfillsGoal (CGoal &goal, const CGoal &mainGoal)
{
if (mainGoal.goalType == GET_OBJ && goal.goalType == VISIT_TILE) //deduce that GET_OBJ was completed by visiting object's tile
{ //TODO: more universal mechanism
if (cb->getObj(mainGoal.objid)->visitablePos() == goal.tile)
if (cb->getObj(ObjectInstanceID(mainGoal.objid))->visitablePos() == goal.tile)
return true;
}
return false;
@ -2226,7 +2226,7 @@ void VCAI::striveToQuest (const QuestInfo &q)
{
if (q.quest->checkQuest(hero))
{
striveToGoal (CGoal(GET_OBJ).setobjid(q.obj->id).sethero(hero));
striveToGoal (CGoal(GET_OBJ).setobjid(q.obj->id.getNum()).sethero(hero));
return;
}
}
@ -2243,7 +2243,7 @@ void VCAI::striveToQuest (const QuestInfo &q)
{
if (q.quest->checkQuest(hero))
{
striveToGoal (CGoal(GET_OBJ).setobjid(q.obj->id).sethero(hero));
striveToGoal (CGoal(GET_OBJ).setobjid(q.obj->id.getNum()).sethero(hero));
return;
}
}
@ -2257,7 +2257,7 @@ void VCAI::striveToQuest (const QuestInfo &q)
{
if (q.quest->checkQuest(hero)) //veyr bad info - stacks can be split between multiple heroes :(
{
striveToGoal (CGoal(GET_OBJ).setobjid(q.obj->id).sethero(hero));
striveToGoal (CGoal(GET_OBJ).setobjid(q.obj->id.getNum()).sethero(hero));
return;
}
}
@ -2295,7 +2295,7 @@ void VCAI::striveToQuest (const QuestInfo &q)
{
auto obj = cb->getObjByQuestIdentifier(q.quest->m13489val);
if (obj)
striveToGoal (CGoal(GET_OBJ).setobjid(obj->id));
striveToGoal (CGoal(GET_OBJ).setobjid(obj->id.getNum()));
else
striveToGoal (CGoal(VISIT_TILE).settile(q.tile)); //visit seer hut
break;
@ -2307,7 +2307,7 @@ void VCAI::striveToQuest (const QuestInfo &q)
{
if (q.quest->checkQuest(hero))
{
striveToGoal (CGoal(GET_OBJ).setobjid(q.obj->id).sethero(hero));
striveToGoal (CGoal(GET_OBJ).setobjid(q.obj->id.getNum()).sethero(hero));
return;
}
}
@ -2772,9 +2772,9 @@ TSubgoal CGoal::whatToDoToAchieve()
case EVictoryConditionType::ARTIFACT:
return CGoal(GET_ART_TYPE).setaid(vc.objectId);
case EVictoryConditionType::BEATHERO:
return CGoal(GET_OBJ).setobjid(vc.obj->id);
return CGoal(GET_OBJ).setobjid(vc.obj->id.getNum());
case EVictoryConditionType::BEATMONSTER:
return CGoal(GET_OBJ).setobjid(vc.obj->id);
return CGoal(GET_OBJ).setobjid(vc.obj->id.getNum());
case EVictoryConditionType::BUILDCITY:
//TODO build castle/capitol
break;
@ -2812,14 +2812,14 @@ TSubgoal CGoal::whatToDoToAchieve()
} //TODO: use FIND_OBJ
else if(const CGObjectInstance * obj = ai->getUnvisitedObj(objWithID<Obj::OBELISK>)) //there are unvisited Obelisks
{
return CGoal(GET_OBJ).setobjid(obj->id);
return CGoal(GET_OBJ).setobjid(obj->id.getNum());
}
else
return CGoal(EXPLORE);
}
break;
case EVictoryConditionType::CAPTURECITY:
return CGoal(GET_OBJ).setobjid(vc.obj->id);
return CGoal(GET_OBJ).setobjid(vc.obj->id.getNum());
case EVictoryConditionType::GATHERRESOURCE:
return CGoal(COLLECT_RES).setresID(static_cast<Res::ERes>(vc.objectId)).setvalue(vc.count);
//TODO mines? piles? marketplace?
@ -2867,14 +2867,14 @@ TSubgoal CGoal::whatToDoToAchieve()
}
}
if (o && isReachable(o))
return CGoal(GET_OBJ).setobjid(o->id);
return CGoal(GET_OBJ).setobjid(o->id.getNum());
else
return CGoal(EXPLORE);
}
break;
case GET_OBJ:
{
const CGObjectInstance * obj = cb->getObj(objid);
const CGObjectInstance * obj = cb->getObj(ObjectInstanceID(objid));
if(!obj)
return CGoal(EXPLORE);
int3 pos = obj->visitablePos();
@ -2883,7 +2883,7 @@ TSubgoal CGoal::whatToDoToAchieve()
break;
case VISIT_HERO:
{
const CGObjectInstance * obj = cb->getObj(objid);
const CGObjectInstance * obj = cb->getObj(ObjectInstanceID(objid));
if(!obj)
return CGoal(EXPLORE);
int3 pos = obj->visitablePos();
@ -3189,8 +3189,8 @@ TSubgoal CGoal::whatToDoToAchieve()
auto backObj = backOrNull(cb->getVisitableObjs(m->o->visitablePos())); //it'll be a hero if we have one there; otherwise marketplace
assert(backObj);
if(backObj->tempOwner != ai->playerID)
return CGoal(GET_OBJ).setobjid(m->o->id);
return setobjid(m->o->id).setisElementar(true);
return CGoal(GET_OBJ).setobjid(m->o->id.getNum());
return setobjid(m->o->id.getNum()).setisElementar(true);
}
}
}
@ -3238,7 +3238,7 @@ TSubgoal CGoal::whatToDoToAchieve()
if (dwellings.size())
{
boost::sort(dwellings, isCloser);
return CGoal(GET_OBJ).setobjid (dwellings.front()->id); //TODO: consider needed resources
return CGoal(GET_OBJ).setobjid (dwellings.front()->id.getNum()); //TODO: consider needed resources
}
else
return CGoal(EXPLORE);
@ -3315,7 +3315,7 @@ TSubgoal CGoal::whatToDoToAchieve()
ai->reserveObject(h, obj); //no one else will capture same object until we fail
if (obj->ID == Obj::HERO)
return CGoal(VISIT_HERO).sethero(h).setobjid(obj->id).setisAbstract(true); //track enemy hero
return CGoal(VISIT_HERO).sethero(h).setobjid(obj->id.getNum()).setisAbstract(true); //track enemy hero
else
return CGoal(VISIT_TILE).sethero(h).settile(obj->visitablePos());
}
@ -3375,9 +3375,9 @@ TSubgoal CGoal::whatToDoToAchieve()
secondaryPath = cb->getPathInfo(hero->visitablePos())->turns;
if (primaryPath < secondaryPath)
return CGoal(VISIT_HERO).setisAbstract(true).setobjid(h->id).sethero(hero); //go to the other hero if we are faster
return CGoal(VISIT_HERO).setisAbstract(true).setobjid(h->id.getNum()).sethero(hero); //go to the other hero if we are faster
else
return CGoal(VISIT_HERO).setisAbstract(true).setobjid(hero->id).sethero(h); //let the other hero come to us
return CGoal(VISIT_HERO).setisAbstract(true).setobjid(hero->id.getNum()).sethero(h); //let the other hero come to us
}
}
@ -3426,7 +3426,7 @@ TSubgoal CGoal::whatToDoToAchieve()
TSubgoal CGoal::goVisitOrLookFor(const CGObjectInstance *obj)
{
if(obj)
return CGoal(GET_OBJ).setobjid(obj->id);
return CGoal(GET_OBJ).setobjid(obj->id.getNum());
else
return CGoal(EXPLORE);
}
@ -3901,7 +3901,7 @@ ObjectIdRef::operator const CGObjectInstance*() const
return cb->getObj(id, false);
}
ObjectIdRef::ObjectIdRef(int _id) : id(_id)
ObjectIdRef::ObjectIdRef(ObjectInstanceID _id) : id(_id)
{
}
@ -3935,7 +3935,7 @@ HeroPtr::HeroPtr(const CGHeroInstance *H)
HeroPtr::HeroPtr()
{
h = nullptr;
hid = -1;
hid = ObjectInstanceID();
}
HeroPtr::~HeroPtr()

View File

@ -29,7 +29,7 @@ typedef const std::string& crstring;
struct HeroPtr
{
const CGHeroInstance *h;
int hid; //hero id (object subID or type ID)
ObjectInstanceID hid;
public:
std::string name;
@ -138,7 +138,6 @@ struct CGoal
isElementar = false;
isAbstract = false;
value = 0;
objid = -1;
aid = -1;
resID = -1;
tile = int3(-1, -1, -1);
@ -220,12 +219,12 @@ struct CIssueCommand : CGoal
// This class stores object id, so we can detect when we lose access to the underlying object.
struct ObjectIdRef
{
int id;
ObjectInstanceID id;
const CGObjectInstance *operator->() const;
operator const CGObjectInstance *() const;
ObjectIdRef(int _id);
ObjectIdRef(ObjectInstanceID _id);
ObjectIdRef(const CGObjectInstance *obj);
bool operator<(const ObjectIdRef &rhs) const;
@ -315,7 +314,7 @@ public:
virtual void availableArtifactsChanged(const CGBlackMarket *bm = NULL) OVERRIDE;
virtual void heroVisitsTown(const CGHeroInstance* hero, const CGTownInstance * town) OVERRIDE;
virtual void tileRevealed(const boost::unordered_set<int3, ShashInt3> &pos) OVERRIDE;
virtual void heroExchangeStarted(si32 hero1, si32 hero2) OVERRIDE;
virtual void heroExchangeStarted(ObjectInstanceID hero1, ObjectInstanceID hero2) OVERRIDE;
virtual void heroPrimarySkillChanged(const CGHeroInstance * hero, int which, si64 val) OVERRIDE;
virtual void showRecruitmentDialog(const CGDwelling *dwelling, const CArmedInstance *dst, int level) OVERRIDE;
virtual void heroMovePointsChanged(const CGHeroInstance * hero) OVERRIDE;

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@ -746,7 +746,7 @@ void CCastleBuildings::enterCastleGate()
if (t->id != this->town->id && t->visitingHero == NULL && //another town, empty and this is
t->hasBuilt(BuildingID::CASTLE_GATE, ETownType::INFERNO))
{
availableTowns.push_back(t->id);//add to the list
availableTowns.push_back(t->id.getNum());//add to the list
}
}
CPicture *titlePic = new CPicture (LOCPLINT->castleInt->bicons->ourImages[BuildingID::CASTLE_GATE].bitmap, 0,0, false);//will be deleted by selection window
@ -909,7 +909,7 @@ void CCastleInterface::close()
void CCastleInterface::castleTeleport(int where)
{
const CGTownInstance * dest = LOCPLINT->cb->getTown(where);
const CGTownInstance * dest = LOCPLINT->cb->getTown(ObjectInstanceID(where));
LOCPLINT->cb->teleportHero(town->visitingHero, dest);
}
@ -1653,7 +1653,7 @@ void CMageGuildScreen::Scroll::hover(bool on)
}
CBlacksmithDialog::CBlacksmithDialog(bool possible, int creMachineID, ArtifactID aid, int hid):
CBlacksmithDialog::CBlacksmithDialog(bool possible, CreatureID creMachineID, ArtifactID aid, ObjectInstanceID hid):
CWindowObject(PLAYER_COLORED, "TPSMITH")
{
OBJ_CONSTRUCTION_CAPTURING_ALL;

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@ -369,5 +369,5 @@ class CBlacksmithDialog : public CWindowObject
CGStatusBar *statusBar;
public:
CBlacksmithDialog(bool possible, int creMachineID, ArtifactID aid, int hid);
CBlacksmithDialog(bool possible, CreatureID creMachineID, ArtifactID aid, ObjectInstanceID hid);
};

View File

@ -200,7 +200,7 @@ void CPlayerInterface::yourTurn()
acceptTurn();
}
STRONG_INLINE void subRect(const int & x, const int & y, const int & z, const SDL_Rect & r, const int & hid)
STRONG_INLINE void subRect(const int & x, const int & y, const int & z, const SDL_Rect & r, const ObjectInstanceID & hid)
{
TerrainTile2 & hlp = CGI->mh->ttiles[x][y][z];
for(int h=0; h<hlp.objects.size(); ++h)
@ -211,7 +211,7 @@ STRONG_INLINE void subRect(const int & x, const int & y, const int & z, const SD
}
}
STRONG_INLINE void delObjRect(const int & x, const int & y, const int & z, const int & hid)
STRONG_INLINE void delObjRect(const int & x, const int & y, const int & z, const ObjectInstanceID & hid)
{
TerrainTile2 & hlp = CGI->mh->ttiles[x][y][z];
for(int h=0; h<hlp.objects.size(); ++h)
@ -1156,7 +1156,7 @@ template <typename Handler> void CPlayerInterface::serializeTempl( Handler &h, c
h & sleepingSize;
for (int i = 0; i < sleepingSize; i++)
{
si32 hid;
ObjectInstanceID hid;
if (h.saving)
hid = sleepingHeroes[i]->id;
h & hid;
@ -1176,7 +1176,7 @@ template <typename Handler> void CPlayerInterface::serializeTempl( Handler &h, c
h & heroListSize;
for (int i = 0; i < heroListSize; i++)
{
si32 hid;
ObjectInstanceID hid;
if (h.saving)
hid = wanderingHeroes[i]->id;
h & hid;
@ -1381,7 +1381,7 @@ void CPlayerInterface::requestRealized( PackageApplied *pa )
stillMoveHero.setn(CONTINUE_MOVE);
}
void CPlayerInterface::heroExchangeStarted(si32 hero1, si32 hero2)
void CPlayerInterface::heroExchangeStarted(ObjectInstanceID hero1, ObjectInstanceID hero2)
{
EVENT_HANDLER_CALLED_BY_CLIENT;
GH.pushInt(new CExchangeWindow(hero1, hero2));

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@ -175,7 +175,7 @@ public:
void heroBonusChanged(const CGHeroInstance *hero, const Bonus &bonus, bool gain) OVERRIDE;//if gain hero received bonus, else he lost it
void playerBonusChanged(const Bonus &bonus, bool gain) OVERRIDE;
void requestRealized(PackageApplied *pa) OVERRIDE;
void heroExchangeStarted(si32 hero1, si32 hero2) OVERRIDE;
void heroExchangeStarted(ObjectInstanceID hero1, ObjectInstanceID hero2) OVERRIDE;
void centerView (int3 pos, int focusTime) OVERRIDE;
void objectPropertyChanged(const SetObjectProperty * sop) OVERRIDE;
void objectRemoved(const CGObjectInstance *obj) OVERRIDE;

View File

@ -586,7 +586,7 @@ Uint8 CSpellWindow::pagesWithinCurrentTab()
void CSpellWindow::teleportTo( int town, const CGHeroInstance * hero )
{
const CGTownInstance * dest = LOCPLINT->cb->getTown(town);
const CGTownInstance * dest = LOCPLINT->cb->getTown(ObjectInstanceID(town));
LOCPLINT->cb->castSpell(hero, SpellID::TOWN_PORTAL, dest->visitablePos());
}
@ -761,7 +761,7 @@ void CSpellWindow::SpellArea::clickLeft(tribool down, bool previousState)
const CGTownInstance *t = Towns[i];
if (t->visitingHero == NULL) //empty town and this is
{
availableTowns.push_back(t->id);//add to the list
availableTowns.push_back(t->id.getNum());//add to the list
}
}
if (availableTowns.empty())

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@ -164,19 +164,19 @@ public:
//not working yet, will be implement somewhen later with support for local-sim-based gameplay
void changeSpells(const CGHeroInstance * hero, bool give, const std::set<SpellID> &spells) OVERRIDE {};
bool removeObject(const CGObjectInstance * obj) OVERRIDE {return false;};
void setBlockVis(int objid, bool bv) OVERRIDE {};
void setBlockVis(ObjectInstanceID objid, bool bv) OVERRIDE {};
void setOwner(const CGObjectInstance * obj, TPlayerColor owner) OVERRIDE {};
void setHoverName(const CGObjectInstance * obj, MetaString * name) OVERRIDE {};
void changePrimSkill(const CGHeroInstance * hero, PrimarySkill::PrimarySkill which, si64 val, bool abs=false) OVERRIDE {};
void changeSecSkill(const CGHeroInstance * hero, SecondarySkill which, int val, bool abs=false) OVERRIDE {};
void showBlockingDialog(BlockingDialog *iw, const CFunctionList<void(ui32)> &callback) OVERRIDE {};
ui32 showBlockingDialog(BlockingDialog *iw) OVERRIDE {return 0;}; //synchronous version of above
void showGarrisonDialog(int upobj, int hid, bool removableUnits, const boost::function<void()> &cb) OVERRIDE {};
void showThievesGuildWindow(TPlayerColor player, int requestingObjId) OVERRIDE {};
void showGarrisonDialog(ObjectInstanceID upobj, ObjectInstanceID hid, bool removableUnits, const boost::function<void()> &cb) OVERRIDE {};
void showThievesGuildWindow(TPlayerColor player, ObjectInstanceID requestingObjId) OVERRIDE {};
void giveResource(TPlayerColor player, Res::ERes which, int val) OVERRIDE {};
void giveCreatures(const CArmedInstance * objid, const CGHeroInstance * h, const CCreatureSet &creatures, bool remove) OVERRIDE {};
void takeCreatures(int objid, const std::vector<CStackBasicDescriptor> &creatures) OVERRIDE {};
void takeCreatures(ObjectInstanceID objid, const std::vector<CStackBasicDescriptor> &creatures) OVERRIDE {};
bool changeStackType(const StackLocation &sl, CCreature *c) OVERRIDE {return false;};
bool changeStackCount(const StackLocation &sl, TQuantity count, bool absoluteValue = false) OVERRIDE {return false;};
bool insertNewStack(const StackLocation &sl, const CCreature *c, TQuantity count) OVERRIDE {return false;};
@ -200,15 +200,15 @@ public:
void startBattleI(const CArmedInstance *army1, const CArmedInstance *army2, int3 tile, const CGHeroInstance *hero1, const CGHeroInstance *hero2, bool creatureBank = false, boost::function<void(BattleResult*)> cb = 0, const CGTownInstance *town = NULL) OVERRIDE {}; //use hero=NULL for no hero
void startBattleI(const CArmedInstance *army1, const CArmedInstance *army2, int3 tile, boost::function<void(BattleResult*)> cb = 0, bool creatureBank = false) OVERRIDE {}; //if any of armies is hero, hero will be used
void startBattleI(const CArmedInstance *army1, const CArmedInstance *army2, boost::function<void(BattleResult*)> cb = 0, bool creatureBank = false) OVERRIDE {}; //if any of armies is hero, hero will be used, visitable tile of second obj is place of battle
void setAmount(int objid, ui32 val) OVERRIDE {};
bool moveHero(si32 hid, int3 dst, ui8 instant, TPlayerColor asker = GameConstants::NEUTRAL_PLAYER) OVERRIDE {return false;};
void setAmount(ObjectInstanceID objid, ui32 val) OVERRIDE {};
bool moveHero(ObjectInstanceID hid, int3 dst, ui8 instant, TPlayerColor asker = GameConstants::NEUTRAL_PLAYER) OVERRIDE {return false;};
void giveHeroBonus(GiveBonus * bonus) OVERRIDE {};
void setMovePoints(SetMovePoints * smp) OVERRIDE {};
void setManaPoints(int hid, int val) OVERRIDE {};
void giveHero(int id, TPlayerColor player) OVERRIDE {};
void changeObjPos(int objid, int3 newPos, ui8 flags) OVERRIDE {};
void setManaPoints(ObjectInstanceID hid, int val) OVERRIDE {};
void giveHero(ObjectInstanceID id, TPlayerColor player) OVERRIDE {};
void changeObjPos(ObjectInstanceID objid, int3 newPos, ui8 flags) OVERRIDE {};
void sendAndApply(CPackForClient * info) OVERRIDE {};
void heroExchange(si32 hero1, si32 hero2) OVERRIDE {};
void heroExchange(ObjectInstanceID hero1, ObjectInstanceID hero2) OVERRIDE {};
//////////////////////////////////////////////////////////////////////////
friend class CCallback; //handling players actions

View File

@ -2710,7 +2710,7 @@ void CMarketplaceWindow::makeDeal()
leftIdToSend = hLeft->serial;
break;
case EMarketMode::ARTIFACT_RESOURCE:
leftIdToSend = hLeft->getArtInstance()->id;
leftIdToSend = hLeft->getArtInstance()->id.getNum();
break;
default:
leftIdToSend = hLeft->id;
@ -5071,7 +5071,7 @@ void CExchangeWindow::prepareBackground()
new CAnimImage("PortraitsLarge", heroInst[1]->portrait, 0, 485, 13);
}
CExchangeWindow::CExchangeWindow(si32 hero1, si32 hero2):
CExchangeWindow::CExchangeWindow(ObjectInstanceID hero1, ObjectInstanceID hero2):
CWindowObject(PLAYER_COLORED | BORDERED, "TRADE2")
{
OBJ_CONSTRUCTION_CAPTURING_ALL;

View File

@ -1034,7 +1034,7 @@ public:
void prepareBackground(); //prepares or redraws bg
CExchangeWindow(si32 hero1, si32 hero2); //c-tor
CExchangeWindow(ObjectInstanceID hero1, ObjectInstanceID hero2); //c-tor
~CExchangeWindow(); //d-tor
};

View File

@ -111,7 +111,7 @@ void SetPrimSkill::applyCl( CClient *cl )
const CGHeroInstance *h = cl->getHero(id);
if(!h)
{
tlog1 << "Cannot find hero with ID " << id << std::endl;
tlog1 << "Cannot find hero with ID " << id.getNum() << std::endl;
return;
}
INTERFACE_CALL_IF_PRESENT(h->tempOwner,heroPrimarySkillChanged,h,which,val);
@ -255,7 +255,7 @@ void GiveBonus::applyCl( CClient *cl )
{
case HERO:
{
const CGHeroInstance *h = GS(cl)->getHero(id);
const CGHeroInstance *h = GS(cl)->getHero(ObjectInstanceID(id));
INTERFACE_CALL_IF_PRESENT(h->tempOwner, heroBonusChanged, h, *h->getBonusList().back(),true);
}
break;
@ -270,13 +270,13 @@ void GiveBonus::applyCl( CClient *cl )
void ChangeObjPos::applyFirstCl( CClient *cl )
{
CGObjectInstance *obj = GS(cl)->map->objects[objid];
CGObjectInstance *obj = GS(cl)->getObjInstance(objid);
if(flags & 1)
CGI->mh->hideObject(obj);
}
void ChangeObjPos::applyCl( CClient *cl )
{
CGObjectInstance *obj = GS(cl)->map->objects[objid];
CGObjectInstance *obj = GS(cl)->getObjInstance(objid);
if(flags & 1)
CGI->mh->printObject(obj);
@ -295,7 +295,7 @@ void RemoveBonus::applyCl( CClient *cl )
{
case HERO:
{
const CGHeroInstance *h = GS(cl)->getHero(id);
const CGHeroInstance *h = GS(cl)->getHero(ObjectInstanceID(id));
INTERFACE_CALL_IF_PRESENT(h->tempOwner, heroBonusChanged, h, bonus,false);
}
break;
@ -527,9 +527,9 @@ void InfoWindow::applyCl( CClient *cl )
void SetObjectProperty::applyCl( CClient *cl )
{
//inform all players that see this object
for(std::map<ui8,CGameInterface *>::const_iterator it = cl->playerint.begin(); it != cl->playerint.end(); ++it)
for(auto it = cl->playerint.cbegin(); it != cl->playerint.cend(); ++it)
{
if(GS(cl)->isVisible(GS(cl)->map->objects[id], it->first))
if(GS(cl)->isVisible(GS(cl)->getObjInstance(id), it->first))
INTERFACE_CALL_IF_PRESENT(it->first, objectPropertyChanged, this);
}
}
@ -826,46 +826,46 @@ void OpenWindow::applyCl(CClient *cl)
{
case EXCHANGE_WINDOW:
{
const CGHeroInstance *h = cl->getHero(id1);
const CGObjectInstance *h2 = cl->getHero(id2);
const CGHeroInstance *h = cl->getHero(ObjectInstanceID(id1));
const CGObjectInstance *h2 = cl->getHero(ObjectInstanceID(id2));
assert(h && h2);
INTERFACE_CALL_IF_PRESENT(h->tempOwner,heroExchangeStarted, id1, id2);
INTERFACE_CALL_IF_PRESENT(h->tempOwner,heroExchangeStarted, ObjectInstanceID(id1), ObjectInstanceID(id2));
}
break;
case RECRUITMENT_FIRST:
case RECRUITMENT_ALL:
{
const CGDwelling *dw = dynamic_cast<const CGDwelling*>(cl->getObj(id1));
const CArmedInstance *dst = dynamic_cast<const CArmedInstance*>(cl->getObj(id2));
const CGDwelling *dw = dynamic_cast<const CGDwelling*>(cl->getObj(ObjectInstanceID(id1)));
const CArmedInstance *dst = dynamic_cast<const CArmedInstance*>(cl->getObj(ObjectInstanceID(id2)));
INTERFACE_CALL_IF_PRESENT(dst->tempOwner,showRecruitmentDialog, dw, dst, window == RECRUITMENT_FIRST ? 0 : -1);
}
break;
case SHIPYARD_WINDOW:
{
const IShipyard *sy = IShipyard::castFrom(cl->getObj(id1));
const IShipyard *sy = IShipyard::castFrom(cl->getObj(ObjectInstanceID(id1)));
INTERFACE_CALL_IF_PRESENT(sy->o->tempOwner, showShipyardDialog, sy);
}
break;
case THIEVES_GUILD:
{
//displays Thieves' Guild window (when hero enters Den of Thieves)
const CGObjectInstance *obj = cl->getObj(id2);
const CGObjectInstance *obj = cl->getObj(ObjectInstanceID(id2));
INTERFACE_CALL_IF_PRESENT(id1, showThievesGuildWindow, obj);
}
break;
case UNIVERSITY_WINDOW:
{
//displays University window (when hero enters University on adventure map)
const IMarket *market = IMarket::castFrom(cl->getObj(id1));
const CGHeroInstance *hero = cl->getHero(id2);
const IMarket *market = IMarket::castFrom(cl->getObj(ObjectInstanceID(id1)));
const CGHeroInstance *hero = cl->getHero(ObjectInstanceID(id2));
INTERFACE_CALL_IF_PRESENT(hero->tempOwner,showUniversityWindow, market, hero);
}
break;
case MARKET_WINDOW:
{
//displays Thieves' Guild window (when hero enters Den of Thieves)
const CGObjectInstance *obj = cl->getObj(id1);
const CGHeroInstance *hero = cl->getHero(id2);
const CGObjectInstance *obj = cl->getObj(ObjectInstanceID(id1));
const CGHeroInstance *hero = cl->getHero(ObjectInstanceID(id2));
const IMarket *market = IMarket::castFrom(obj);
INTERFACE_CALL_IF_PRESENT(cl->getTile(obj->visitablePos())->visitableObjects.back()->tempOwner, showMarketWindow, market, hero);
}
@ -873,8 +873,8 @@ void OpenWindow::applyCl(CClient *cl)
case HILL_FORT_WINDOW:
{
//displays Hill fort window
const CGObjectInstance *obj = cl->getObj(id1);
const CGHeroInstance *hero = cl->getHero(id2);
const CGObjectInstance *obj = cl->getObj(ObjectInstanceID(id1));
const CGHeroInstance *hero = cl->getHero(ObjectInstanceID(id2));
INTERFACE_CALL_IF_PRESENT(cl->getTile(obj->visitablePos())->visitableObjects.back()->tempOwner, showHillFortWindow, obj, hero);
}
break;
@ -884,8 +884,8 @@ void OpenWindow::applyCl(CClient *cl)
}
break;
case TAVERN_WINDOW:
const CGObjectInstance *obj1 = cl->getObj(id1),
*obj2 = cl->getObj(id2);
const CGObjectInstance *obj1 = cl->getObj(ObjectInstanceID(id1)),
*obj2 = cl->getObj(ObjectInstanceID(id2));
INTERFACE_CALL_IF_PRESENT(obj1->tempOwner, showTavernWindow, obj2);
break;
}
@ -920,7 +920,7 @@ void SetAvailableArtifacts::applyCl(CClient *cl)
}
else
{
const CGBlackMarket *bm = dynamic_cast<const CGBlackMarket *>(cl->getObj(id));
const CGBlackMarket *bm = dynamic_cast<const CGBlackMarket *>(cl->getObj(ObjectInstanceID(id)));
assert(bm);
INTERFACE_CALL_IF_PRESENT(cl->getTile(bm->visitablePos())->visitableObjects.back()->tempOwner, availableArtifactsChanged, bm);
}

View File

@ -1119,7 +1119,7 @@ std::string CStack::nodeName() const
oss << " from slot " << (int)slot;
if(base && base->armyObj)
oss << " of armyobj=" << base->armyObj->id;
oss << " of armyobj=" << base->armyObj->id.getNum();
return oss.str();
}

View File

@ -561,7 +561,7 @@ ArtifactID CArtHandler::getRandomArt(int flags)
}
ArtifactID CArtHandler::getArtSync (ui32 rand, int flags, bool erasePicked)
{
auto erasePickedArt = [&]( TArtifactInstanceID id )
auto erasePickedArt = [&]( ArtifactID id )
{
std::vector<CArtifact*>* ptr;
CArtifact *art = artifacts[id];
@ -867,7 +867,7 @@ CArtifactInstance * CArtifactInstance::createScroll( const CSpell *s)
void CArtifactInstance::init()
{
id = -1;
id = ArtifactInstanceID();
setNodeType(ARTIFACT_INSTANCE);
}
@ -1260,7 +1260,7 @@ ArtifactPosition CArtifactSet::getArtPos(const CArtifactInstance *art) const
return ArtifactPosition::PRE_FIRST;
}
const CArtifactInstance * CArtifactSet::getArtByInstanceId( TArtifactInstanceID artInstId ) const
const CArtifactInstance * CArtifactSet::getArtByInstanceId( ArtifactInstanceID artInstId ) const
{
BOOST_FOREACH(auto i, artifactsWorn)
if(i.second.artifact->id == artInstId)

View File

@ -110,7 +110,7 @@ public:
CArtifactInstance();
ConstTransitivePtr<CArtifact> artType;
TArtifactInstanceID id;
ArtifactInstanceID id;
//CArtifactInstance(int aid);
@ -217,7 +217,6 @@ public:
bool legalArtifact(ArtifactID id);
void getAllowedArts(std::vector<ConstTransitivePtr<CArtifact> > &out, std::vector<CArtifact*> *arts, int flag);
void getAllowed(std::vector<ConstTransitivePtr<CArtifact> > &out, int flags);
void erasePickedArt (TArtifactInstanceID id);
bool isBigArtifact (ArtifactID artID) const {return bigArtifacts.find(artID) != bigArtifacts.end();}
void initAllowedArtifactsList(const std::vector<bool> &allowed); //allowed[art_id] -> 0 if not allowed, 1 if allowed
static ArtifactID creatureToMachineID(CreatureID id);
@ -274,7 +273,7 @@ public:
CArtifactInstance* getArt(ArtifactPosition pos, bool excludeLocked = true); //NULL - no artifact
ArtifactPosition getArtPos(int aid, bool onlyWorn = true) const; //looks for equipped artifact with given ID and returns its slot ID or -1 if none(if more than one such artifact lower ID is returned)
ArtifactPosition getArtPos(const CArtifactInstance *art) const;
const CArtifactInstance *getArtByInstanceId(TArtifactInstanceID artInstId) const;
const CArtifactInstance *getArtByInstanceId(ArtifactInstanceID artInstId) const;
bool hasArt(ui32 aid, bool onlyWorn = false) const; //checks if hero possess artifact of given id (either in backack or worn)
bool isPositionFree(ArtifactPosition pos, bool onlyLockCheck = false) const;
si32 getArtTypeId(ArtifactPosition pos) const;

View File

@ -467,7 +467,7 @@ std::set<BattleHex> CBattleInfoCallback::battleGetAttackedHexes(const CStack* at
return attackedHexes;
}
si32 CBattleInfoCallback::battleGetRandomStackSpell(const CStack * stack, ERandomSpell mode) const
SpellID CBattleInfoCallback::battleGetRandomStackSpell(const CStack * stack, ERandomSpell mode) const
{
switch (mode)
{
@ -479,7 +479,7 @@ si32 CBattleInfoCallback::battleGetRandomStackSpell(const CStack * stack, ERando
break;
default:
tlog1 << "Incorrect mode of battleGetRandomSpell (" << mode <<")\n";
return -1;
return SpellID::NONE;
}
}

View File

@ -259,7 +259,7 @@ public:
ui32 calculateSpellDmg(const CSpell * sp, const CGHeroInstance * caster, const CStack * affectedCreature, int spellSchoolLevel, int usedSpellPower) const; //calculates damage inflicted by spell
std::set<const CStack*> getAffectedCreatures(const CSpell * s, int skillLevel, ui8 attackerOwner, BattleHex destinationTile); //calculates stack affected by given spell
si32 battleGetRandomStackSpell(const CStack * stack, ERandomSpell mode) const;
SpellID battleGetRandomStackSpell(const CStack * stack, ERandomSpell mode) const;
SpellID getRandomBeneficialSpell(const CStack * subject) const;
SpellID getRandomCastedSpell(const CStack * caster) const; //called at the beginning of turn for Faerie Dragon

View File

@ -1083,7 +1083,7 @@ void CGameState::init(StartInfo * si)
it->second.hero = h;
CGHeroInstance * nnn = static_cast<CGHeroInstance*>(createObject(Obj::HERO,h,hpos,it->first));
nnn->id = map->objects.size();
nnn->id = ObjectInstanceID(map->objects.size());
nnn->initHero();
map->heroes.push_back(nnn);
map->objects.push_back(nnn);
@ -1094,10 +1094,10 @@ void CGameState::init(StartInfo * si)
/*************************replace hero placeholders*****************************/
tlog4 << "\tReplacing hero placeholders";
std::vector<std::pair<CGHeroInstance*, int> > campHeroReplacements; //instance, id in vector
std::vector<std::pair<CGHeroInstance*, ObjectInstanceID> > campHeroReplacements; //instance, id in vector
if (scenarioOps->campState)
{
auto replaceHero = [&](int objId, CGHeroInstance * ghi)
auto replaceHero = [&](ObjectInstanceID objId, CGHeroInstance * ghi)
{
campHeroReplacements.push_back(std::make_pair(ghi, objId));
// ghi->tempOwner = getHumanPlayerInfo()[0]->color;
@ -1120,6 +1120,7 @@ void CGameState::init(StartInfo * si)
//selecting heroes by type
for(int g=0; g<map->objects.size(); ++g)
{
const ObjectInstanceID gid = ObjectInstanceID(g);
CGObjectInstance * obj = map->objects[g];
if (obj->ID != Obj::HERO_PLACEHOLDER)
{
@ -1135,7 +1136,7 @@ void CGameState::init(StartInfo * si)
if (ghi->subID == hp->subID)
{
found = true;
replaceHero(g, ghi);
replaceHero(gid, ghi);
Xheroes -= ghi;
break;
}
@ -1144,7 +1145,7 @@ void CGameState::init(StartInfo * si)
{
CGHeroInstance * nh = new CGHeroInstance();
nh->initHero(hp->subID);
replaceHero(g, nh);
replaceHero(gid, nh);
}
}
}
@ -1158,6 +1159,7 @@ void CGameState::init(StartInfo * si)
for(int g=0; g<map->objects.size(); ++g)
{
const ObjectInstanceID gid = ObjectInstanceID(g);
CGObjectInstance * obj = map->objects[g];
if (obj->ID != Obj::HERO_PLACEHOLDER)
{
@ -1168,7 +1170,7 @@ void CGameState::init(StartInfo * si)
if (hp->subID == 0xFF) //select by power
{
if(Xheroes.size() > hp->power - 1)
replaceHero(g, Xheroes[hp->power - 1]);
replaceHero(gid, Xheroes[hp->power - 1]);
else
{
tlog3 << "Warning, no hero to replace!\n";
@ -1242,7 +1244,7 @@ void CGameState::init(StartInfo * si)
//Replace placeholders with heroes from previous missions
BOOST_FOREACH(auto obj, campHeroReplacements)
{
CGHeroPlaceholder *placeholder = dynamic_cast<CGHeroPlaceholder*>(&*map->objects[obj.second]);
CGHeroPlaceholder *placeholder = dynamic_cast<CGHeroPlaceholder*>(getObjInstance(obj.second));
CGHeroInstance *heroToPlace = obj.first;
heroToPlace->id = obj.second;
@ -1257,7 +1259,7 @@ void CGameState::init(StartInfo * si)
{
art->artType = VLC->arth->artifacts[art->artType->id];
gs->map->artInstances.push_back(art);
art->id = gs->map->artInstances.size() - 1;
art->id = ArtifactInstanceID(gs->map->artInstances.size() - 1);
};
BOOST_FOREACH(auto &&i, heroToPlace->artifactsWorn)
@ -1266,7 +1268,7 @@ void CGameState::init(StartInfo * si)
fixArtifact(i.artifact);
map->heroes.push_back(heroToPlace);
map->objects[heroToPlace->id] = heroToPlace;
map->objects[heroToPlace->id.getNum()] = heroToPlace;
map->addBlockVisTiles(heroToPlace);
//const auto & travelOptions = scenarioOps->campState->getCurrentScenario().travelOptions;
@ -2270,7 +2272,7 @@ int CGameState::victoryCheck( ui8 player ) const
}
break;
case EVictoryConditionType::BEATMONSTER:
if(!map->objects[map->victoryCondition.obj->id]) //target monster not present on map
if(!getObj(map->victoryCondition.obj->id)) //target monster not present on map
return 1;
break;
case EVictoryConditionType::TAKEDWELLINGS:

View File

@ -165,7 +165,7 @@ struct DLL_LINKAGE PlayerState : public CBonusSystemNode
public:
TPlayerColor color;
bool human; //true if human controlled player, false for AI
ui32 currentSelection; //id of hero/town, 0xffffffff if none
ObjectInstanceID currentSelection; //id of hero/town, 0xffffffff if none
ui8 team;
TResources resources;
std::vector<ConstTransitivePtr<CGHeroInstance> > heroes;

View File

@ -39,12 +39,12 @@ using namespace boost::assign;
#define USE_COVERAGE_MAP 0
std::map<int,std::map<int, std::vector<int> > > CGTeleport::objs;
std::vector<std::pair<int, int> > CGTeleport::gates;
std::map<int,std::map<int, std::vector<ObjectInstanceID> > > CGTeleport::objs;
std::vector<std::pair<ObjectInstanceID, ObjectInstanceID> > CGTeleport::gates;
IGameCallback * IObjectInterface::cb = NULL;
extern boost::rand48 ran;
std::map <ui8, std::set <ui8> > CGKeys::playerKeyMap;
std::map <si32, std::vector<si32> > CGMagi::eyelist;
std::map <TPlayerColor, std::set <ui8> > CGKeys::playerKeyMap;
std::map <si32, std::vector<ObjectInstanceID> > CGMagi::eyelist;
ui8 CGObelisk::obeliskCount; //how many obelisks are on map
std::map<ui8, ui8> CGObelisk::visited; //map: team_id => how many obelisks has been visited
@ -52,7 +52,7 @@ std::vector<const CArtifact *> CGTownInstance::merchantArtifacts;
std::vector<int> CGTownInstance::universitySkills;
///helpers
static void openWindow(const OpenWindow::EWindow type, const ui32 id1, const ui32 id2 = 0)
static void openWindow(const OpenWindow::EWindow type, const int id1, const int id2 = -1)
{
OpenWindow ow;
ow.window = type;
@ -70,7 +70,7 @@ static void showInfoDialog(const TPlayerColor playerID, const ui32 txtID, const
IObjectInterface::cb->sendAndApply(&iw);
}
static void showInfoDialog(const int heroID, const ui32 txtID, const ui16 soundID)
static void showInfoDialog(const ObjectInstanceID heroID, const ui32 txtID, const ui16 soundID)
{
const TPlayerColor playerID = IObjectInterface::cb->getOwner(heroID);
showInfoDialog(playerID,txtID,soundID);
@ -263,7 +263,7 @@ CGObjectInstance::CGObjectInstance(): animPhaseShift(rand()%0xff)
//std::cout << "Tworze obiekt "<<this<<std::endl;
//state = new CLuaObjectScript();
ID = Obj::NO_OBJ;
subID = id = -1;
subID = -1;
defInfo = NULL;
tempOwner = 254;
blockVisit = false;
@ -299,7 +299,7 @@ bool CGObjectInstance::visitableAt(int x, int y) const //returns true if object
{
if(defInfo==NULL)
{
tlog2 << "Warning: VisitableAt for obj "<<id<<": NULL defInfo!\n";
tlog2 << "Warning: VisitableAt for obj "<< id.getNum() <<": NULL defInfo!\n";
return false;
}
@ -435,7 +435,7 @@ void CGObjectInstance::getSightTiles(boost::unordered_set<int3, ShashInt3> &tile
{
cb->getTilesInRange(tiles, getSightCenter(), getSightRadious(), tempOwner, 1);
}
void CGObjectInstance::hideTiles(int ourplayer, int radius) const
void CGObjectInstance::hideTiles(TPlayerColor ourplayer, int radius) const
{
for (auto i = cb->gameState()->teams.begin(); i != cb->gameState()->teams.end(); i++)
{
@ -476,11 +476,11 @@ void CGObjectInstance::getNameVis( std::string &hname ) const
}
}
void CGObjectInstance::giveDummyBonus(int heroID, ui8 duration) const
void CGObjectInstance::giveDummyBonus(ObjectInstanceID heroID, ui8 duration) const
{
GiveBonus gbonus;
gbonus.bonus.type = Bonus::NONE;
gbonus.id = heroID;
gbonus.id = heroID.getNum();
gbonus.bonus.duration = duration;
gbonus.bonus.source = Bonus::OBJECT;
gbonus.bonus.sid = ID;
@ -493,7 +493,7 @@ void CGObjectInstance::onHeroVisit( const CGHeroInstance * h ) const
{
case Obj::HILL_FORT:
{
openWindow(OpenWindow::HILL_FORT_WINDOW,id,h->id);
openWindow(OpenWindow::HILL_FORT_WINDOW,id.getNum(),h->id.getNum());
}
break;
case Obj::SANCTUARY:
@ -504,7 +504,7 @@ void CGObjectInstance::onHeroVisit( const CGHeroInstance * h ) const
break;
case Obj::TAVERN:
{
openWindow(OpenWindow::TAVERN_WINDOW,h->id,id);
openWindow(OpenWindow::TAVERN_WINDOW,h->id.getNum(),id.getNum());
}
break;
}
@ -536,7 +536,7 @@ static int lowestSpeed(const CGHeroInstance * chi)
{
if(!chi->Slots().size())
{
tlog1 << "Error! Hero " << chi->id << " ("<<chi->name<<") has no army!\n";
tlog1 << "Error! Hero " << chi->id.getNum() << " ("<<chi->name<<") has no army!\n";
return 20;
}
TSlots::const_iterator i = chi->Slots().begin();
@ -949,7 +949,7 @@ void CGHeroInstance::initObj() //TODO: use bonus system
{
Bonus *bonus = new Bonus();
bonus->val = spec.val;
bonus->sid = id; //from the hero, specialty has no unique id
bonus->sid = id.getNum(); //from the hero, specialty has no unique id
bonus->duration = Bonus::PERMANENT;
bonus->source = Bonus::HERO_SPECIAL;
switch (spec.type)
@ -1274,7 +1274,7 @@ void CGHeroInstance::updateSkill(SecondarySkill which, int val)
}
else
{
Bonus *bonus = new Bonus(Bonus::PERMANENT, Bonus::SECONDARY_SKILL_PREMY, Bonus::SECONDARY_SKILL, skillVal, id, which, skillValType);
Bonus *bonus = new Bonus(Bonus::PERMANENT, Bonus::SECONDARY_SKILL_PREMY, Bonus::SECONDARY_SKILL, skillVal, id.getNum(), which, skillValType);
bonus->source = Bonus::SECONDARY_SKILL;
addNewBonus(bonus);
}
@ -1493,7 +1493,7 @@ int CGHeroInstance::getSpellCost(const CSpell *sp) const
void CGHeroInstance::pushPrimSkill( PrimarySkill::PrimarySkill which, int val )
{
addNewBonus(new Bonus(Bonus::PERMANENT, Bonus::PRIMARY_SKILL, Bonus::HERO_BASE_SKILL, val, id, which));
addNewBonus(new Bonus(Bonus::PERMANENT, Bonus::PRIMARY_SKILL, Bonus::HERO_BASE_SKILL, val, id.getNum(), which));
}
EAlignment::EAlignment CGHeroInstance::getAlignment() const
@ -1837,8 +1837,8 @@ void CGDwelling::heroAcceptsCreatures( const CGHeroInstance *h, ui32 answer ) co
}
OpenWindow ow;
ow.id1 = id;
ow.id2 = h->id;
ow.id1 = id.getNum();
ow.id2 = h->id.getNum();
ow.window = (ID == Obj::CREATURE_GENERATOR1 || ID == Obj::REFUGEE_CAMP)
? OpenWindow::RECRUITMENT_FIRST
: OpenWindow::RECRUITMENT_ALL;
@ -1878,13 +1878,13 @@ void CGTownInstance::setPropertyDer(ui8 what, ui32 val)
switch (what)
{
case 11: //add visitor of town building
bonusingBuildings[val]->setProperty (ObjProperty::VISITORS, visitingHero->id);
bonusingBuildings[val]->setProperty (ObjProperty::VISITORS, visitingHero->id.getNum());
break;
case 12:
bonusingBuildings[val]->setProperty (12, 0);
break;
case 13: //add garrisoned hero to visitors
bonusingBuildings[val]->setProperty (ObjProperty::VISITORS, garrisonHero->id);
bonusingBuildings[val]->setProperty (ObjProperty::VISITORS, garrisonHero->id.getNum());
break;
case 14:
bonusValue.first = val;
@ -2537,7 +2537,7 @@ bool CGVisitableOPH::wasVisited (const CGHeroInstance * h) const
void CGVisitableOPH::onHeroVisit( const CGHeroInstance * h ) const
{
if(visitors.find(h->id)==visitors.end())
if(!vstd::contains(visitors, h->id))
{
onNAHeroVisit(h->id, false);
switch(ID)
@ -2549,7 +2549,7 @@ void CGVisitableOPH::onHeroVisit( const CGHeroInstance * h ) const
case Obj::SCHOOL_OF_WAR:
break;
default:
cb->setObjProperty(id, ObjProperty::VISITORS, h->id); //add to the visitors
cb->setObjProperty(id, ObjProperty::VISITORS, h->id.getNum()); //add to the visitors
break;
}
}
@ -2567,16 +2567,16 @@ void CGVisitableOPH::initObj()
ttype = -1;
}
void CGVisitableOPH::treeSelected( int heroID, int resType, int resVal, TExpType expVal, ui32 result ) const
void CGVisitableOPH::treeSelected( ObjectInstanceID heroID, int resType, int resVal, TExpType expVal, ui32 result ) const
{
if(result) //player agreed to give res for exp
{
cb->giveResource(cb->getOwner(heroID), static_cast<Res::ERes>(resType), -resVal); //take resource
cb->changePrimSkill(cb->getHero(heroID), PrimarySkill::EXPERIENCE, expVal);
cb->setObjProperty(id, ObjProperty::VISITORS, heroID); //add to the visitors
cb->setObjProperty(id, ObjProperty::VISITORS, heroID.getNum()); //add to the visitors
}
}
void CGVisitableOPH::onNAHeroVisit(int heroID, bool alreadyVisited) const
void CGVisitableOPH::onNAHeroVisit(ObjectInstanceID heroID, bool alreadyVisited) const
{
Component::EComponentType c_id = Component::PRIM_SKILL; //most used here
int subid=0, ot=0, sound = 0;
@ -2682,7 +2682,7 @@ void CGVisitableOPH::onNAHeroVisit(int heroID, bool alreadyVisited) const
val = VLC->heroh->reqExp(h->level+val) - VLC->heroh->reqExp(h->level);
if(!ttype)
{
cb->setObjProperty(id, ObjProperty::VISITORS, heroID); //add to the visitors
cb->setObjProperty(id, ObjProperty::VISITORS, heroID.getNum()); //add to the visitors
InfoWindow iw;
iw.soundID = sound;
iw.components.push_back(Component(c_id,subid,1,0));
@ -2735,7 +2735,7 @@ void CGVisitableOPH::onNAHeroVisit(int heroID, bool alreadyVisited) const
}
else
{
cb->setObjProperty(id, ObjProperty::VISITORS, heroID); //add to the visitors
cb->setObjProperty(id, ObjProperty::VISITORS, heroID.getNum()); //add to the visitors
cb->changePrimSkill(h,PrimarySkill::ATTACK,2);
cb->changePrimSkill(h,PrimarySkill::DEFENSE,2);
cb->changePrimSkill(h,PrimarySkill::KNOWLEDGE,2);
@ -2823,25 +2823,25 @@ const std::string & CGVisitableOPH::getHoverText() const
return hoverName;
}
void CGVisitableOPH::arenaSelected( int heroID, int primSkill ) const
void CGVisitableOPH::arenaSelected( ObjectInstanceID heroID, int primSkill ) const
{
cb->setObjProperty(id, ObjProperty::VISITORS, heroID); //add to the visitors
cb->setObjProperty(id, ObjProperty::VISITORS, heroID.getNum()); //add to the visitors
cb->changePrimSkill(cb->getHero(heroID), static_cast<PrimarySkill::PrimarySkill>(primSkill-1), 2);
}
void CGVisitableOPH::setPropertyDer( ui8 what, ui32 val )
{
if(what == ObjProperty::VISITORS)
visitors.insert(val);
visitors.insert(ObjectInstanceID(val));
}
void CGVisitableOPH::schoolSelected(int heroID, ui32 which) const
void CGVisitableOPH::schoolSelected(ObjectInstanceID heroID, ui32 which) const
{
if(!which) //player refused to pay
return;
int base = (ID == Obj::SCHOOL_OF_MAGIC ? 2 : 0);
cb->setObjProperty(id, ObjProperty::VISITORS, heroID); //add to the visitors
cb->setObjProperty(id, ObjProperty::VISITORS, heroID.getNum()); //add to the visitors
cb->giveResource(cb->getOwner(heroID),Res::GOLD,-1000); //take 1000 gold
cb->changePrimSkill(cb->getHero(heroID), static_cast<PrimarySkill::PrimarySkill>(base + which-1), +1); //give appropriate skill
}
@ -2866,7 +2866,7 @@ void COPWBonus::setProperty(ui8 what, ui32 val)
}
void COPWBonus::onHeroVisit (const CGHeroInstance * h) const
{
int heroID = h->id;
ObjectInstanceID heroID = h->id;
if (town->hasBuilt(ID))
{
InfoWindow iw;
@ -2878,7 +2878,7 @@ void COPWBonus::onHeroVisit (const CGHeroInstance * h) const
{
GiveBonus gb;
gb.bonus = Bonus(Bonus::ONE_WEEK, Bonus::LAND_MOVEMENT, Bonus::OBJECT, 600, 94, VLC->generaltexth->arraytxt[100]);
gb.id = heroID;
gb.id = heroID.getNum();
cb->giveHeroBonus(&gb);
iw.text << VLC->generaltexth->allTexts[580];
cb->showInfoDialog(&iw);
@ -2888,7 +2888,8 @@ void COPWBonus::onHeroVisit (const CGHeroInstance * h) const
if (visitors.empty() && h->mana <= h->manaLimit() * 2)
{
cb->setManaPoints (heroID, 2 * h->manaLimit());
cb->setObjProperty (id, ObjProperty::VISITED, true);
//TODO: investigate line below
//cb->setObjProperty (town->id, ObjProperty::VISITED, true);
iw.text << VLC->generaltexth->allTexts[579];
cb->showInfoDialog(&iw);
cb->setObjProperty (town->id, 11, id); //add to visitors
@ -2906,11 +2907,11 @@ CTownBonus::CTownBonus (BuildingID index, CGTownInstance *TOWN)
void CTownBonus::setProperty (ui8 what, ui32 val)
{
if(what == 4)
visitors.insert(val);
visitors.insert(ObjectInstanceID(val));
}
void CTownBonus::onHeroVisit (const CGHeroInstance * h) const
{
int heroID = h->id;
ObjectInstanceID heroID = h->id;
if (town->hasBuilt(ID) && visitors.find(heroID) == visitors.end())
{
InfoWindow iw;
@ -3183,13 +3184,14 @@ int CGCreature::takenAction(const CGHeroInstance *h, bool allowJoin) const
else
powerFactor = -3;
std::set<ui32> myKindCres; //what creatures are the same kind as we
myKindCres.insert(subID); //we
myKindCres.insert(VLC->creh->creatures[subID]->upgrades.begin(),VLC->creh->creatures[subID]->upgrades.end()); //our upgrades
std::set<CreatureID> myKindCres; //what creatures are the same kind as we
const CCreature * myCreature = VLC->creh->creatures[subID];
myKindCres.insert(myCreature->idNumber); //we
myKindCres.insert(myCreature->upgrades.begin(), myCreature->upgrades.end()); //our upgrades
BOOST_FOREACH(ConstTransitivePtr<CCreature> &crea, VLC->creh->creatures)
{
if(vstd::contains(crea->upgrades, (ui32) id)) //it's our base creatures
if(vstd::contains(crea->upgrades, myCreature->idNumber)) //it's our base creatures
myKindCres.insert(crea->idNumber);
}
@ -3656,7 +3658,7 @@ void CGVisitableOPW::setPropertyDer( ui8 what, ui32 val )
void CGTeleport::onHeroVisit( const CGHeroInstance * h ) const
{
int destinationid=-1;
ObjectInstanceID destinationid;
switch(ID)
{
case Obj::MONOLITH1: //one way - find corresponding exit monolith
@ -3705,14 +3707,14 @@ void CGTeleport::onHeroVisit( const CGHeroInstance * h ) const
case Obj::SUBTERRANEAN_GATE: //find nearest subterranean gate on the other level
{
destinationid = getMatchingGate(id);
if(destinationid < 0) //no exit
if(destinationid == ObjectInstanceID()) //no exit
{
showInfoDialog(h,153,0);//Just inside the entrance you find a large pile of rubble blocking the tunnel. You leave discouraged.
}
break;
}
}
if(destinationid < 0)
if(destinationid == ObjectInstanceID())
{
tlog2 << "Cannot find exit... (obj at " << pos << ") :( \n";
return;
@ -3779,18 +3781,18 @@ void CGTeleport::postInit() //matches subterranean gates into pairs
if(best.first >= 0) //found pair
{
gates.push_back(std::pair<int, int>(cur->id, gatesSplit[1][best.first]->id));
gates.push_back(std::make_pair(cur->id, gatesSplit[1][best.first]->id));
gatesSplit[1][best.first] = NULL;
}
else
{
gates.push_back(std::pair<int, int>(cur->id, -1));
gates.push_back(std::make_pair(cur->id, ObjectInstanceID()));
}
}
objs.erase(103);
}
int CGTeleport::getMatchingGate(int id)
ObjectInstanceID CGTeleport::getMatchingGate(ObjectInstanceID id)
{
for(int i=0; i < gates.size(); i++)
{
@ -3800,7 +3802,7 @@ int CGTeleport::getMatchingGate(int id)
return gates[i].first;
}
return -1;
return ObjectInstanceID();
}
void CGArtifact::initObj()
@ -4089,7 +4091,7 @@ void CGPickable::onHeroVisit( const CGHeroInstance * h ) const
cb->removeObject(this);
}
void CGPickable::chosen( int which, int heroID ) const
void CGPickable::chosen( int which, ObjectInstanceID heroID ) const
{
const CGHeroInstance *h = cb->getHero(heroID);
switch(which)
@ -4715,9 +4717,9 @@ void CGSeerHut::completeQuest (const CGHeroInstance * h) const //reward
case MORALE_BONUS: case LUCK_BONUS:
{
Bonus hb(Bonus::ONE_WEEK, (rewardType == 3 ? Bonus::MORALE : Bonus::LUCK),
Bonus::OBJECT, rVal, h->id, "", -1);
Bonus::OBJECT, rVal, h->id.getNum(), "", -1);
GiveBonus gb;
gb.id = h->id;
gb.id = h->id.getNum();
gb.bonus = hb;
cb->giveHeroBonus(&gb);
}
@ -4853,7 +4855,7 @@ void CGBonusingObject::onHeroVisit( const CGHeroInstance * h ) const
InfoWindow iw;
iw.player = h->tempOwner;
GiveBonus gbonus;
gbonus.id = h->id;
gbonus.id = h->id.getNum();
gbonus.bonus.duration = Bonus::ONE_BATTLE;
gbonus.bonus.source = Bonus::OBJECT;
gbonus.bonus.sid = ID;
@ -5250,8 +5252,8 @@ void CGPandoraBox::giveContents( const CGHeroInstance *h, bool afterBattle ) con
iw.components.push_back(Component(Component::MORALE,0,moraleDiff,0));
cb->showInfoDialog(&iw);
GiveBonus gb;
gb.bonus = Bonus(Bonus::ONE_BATTLE,Bonus::MORALE,Bonus::OBJECT,moraleDiff,id,"");
gb.id = h->id;
gb.bonus = Bonus(Bonus::ONE_BATTLE,Bonus::MORALE,Bonus::OBJECT,moraleDiff,id.getNum(),"");
gb.id = h->id.getNum();
cb->giveHeroBonus(&gb);
}
@ -5261,8 +5263,8 @@ void CGPandoraBox::giveContents( const CGHeroInstance *h, bool afterBattle ) con
iw.components.push_back(Component(Component::LUCK,0,luckDiff,0));
cb->showInfoDialog(&iw);
GiveBonus gb;
gb.bonus = Bonus(Bonus::ONE_BATTLE,Bonus::LUCK,Bonus::OBJECT,luckDiff,id,"");
gb.id = h->id;
gb.bonus = Bonus(Bonus::ONE_BATTLE,Bonus::LUCK,Bonus::OBJECT,luckDiff,id.getNum(),"");
gb.id = h->id.getNum();
cb->giveHeroBonus(&gb);
}
@ -5842,8 +5844,8 @@ void CGOnceVisitable::searchTomb(const CGHeroInstance *h, ui32 accept) const
{
//ruin morale
GiveBonus gb;
gb.id = h->id;
gb.bonus = Bonus(Bonus::ONE_BATTLE,Bonus::MORALE,Bonus::OBJECT,-3,id,"");
gb.id = h->id.getNum();
gb.bonus = Bonus(Bonus::ONE_BATTLE,Bonus::MORALE,Bonus::OBJECT,-3,id.getNum(),"");
gb.bdescr.addTxt(MetaString::ARRAY_TXT,104); //Warrior Tomb Visited -3
cb->giveHeroBonus(&gb);
}
@ -6053,7 +6055,7 @@ void CBank::onHeroVisit (const CGHeroInstance * h) const
if (ID == Obj::CRYPT) //morale penalty for empty Crypt
{
GiveBonus gbonus;
gbonus.id = h->id;
gbonus.id = h->id.getNum();
gbonus.bonus.duration = Bonus::ONE_BATTLE;
gbonus.bonus.source = Bonus::OBJECT;
gbonus.bonus.sid = ID;
@ -6099,7 +6101,7 @@ void CBank::endBattle (const CGHeroInstance *h, const BattleResult *result) cons
else
{
GiveBonus gbonus;
gbonus.id = h->id;
gbonus.id = h->id.getNum();
gbonus.bonus.duration = Bonus::ONE_BATTLE;
gbonus.bonus.source = Bonus::OBJECT;
gbonus.bonus.sid = ID;
@ -6118,7 +6120,7 @@ void CBank::endBattle (const CGHeroInstance *h, const BattleResult *result) cons
{
iw.components.push_back (Component (Component::MORALE, 0 , -1, 0));
GiveBonus gbonus;
gbonus.id = h->id;
gbonus.id = h->id.getNum();
gbonus.bonus.duration = Bonus::ONE_BATTLE;
gbonus.bonus.source = Bonus::OBJECT;
gbonus.bonus.sid = ID;
@ -6244,8 +6246,8 @@ void CGPyramid::onHeroVisit (const CGHeroInstance * h) const
iw.text << VLC->generaltexth->advobtxt[107];
iw.components.push_back (Component (Component::LUCK, 0 , -2, 0));
GiveBonus gb;
gb.bonus = Bonus(Bonus::ONE_BATTLE,Bonus::LUCK,Bonus::OBJECT,-2,id,VLC->generaltexth->arraytxt[70]);
gb.id = h->id;
gb.bonus = Bonus(Bonus::ONE_BATTLE,Bonus::LUCK,Bonus::OBJECT,-2,id.getNum(),VLC->generaltexth->arraytxt[70]);
gb.id = h->id.getNum();
cb->giveHeroBonus(&gb);
cb->showInfoDialog(&iw);
}
@ -6411,10 +6413,9 @@ void CGMagi::onHeroVisit(const CGHeroInstance * h) const
showInfoDialog(h,61,soundBase::LIGHTHOUSE);
fw.mode = 1;
std::vector<si32>::iterator it;
for (it = eyelist[subID].begin(); it < eyelist[subID].end(); it++)
BOOST_FOREACH(auto it, eyelist[subID])
{
const CGObjectInstance *eye = cb->getObj(*it);
const CGObjectInstance *eye = cb->getObj(it);
cb->getTilesInRange (fw.tiles, eye->pos, 10, h->tempOwner, 1);
cb->sendAndApply(&fw);
@ -6630,7 +6631,7 @@ void CGShipyard::onHeroVisit( const CGHeroInstance * h ) const
}
else
{
openWindow(OpenWindow::SHIPYARD_WINDOW,id,h->id);
openWindow(OpenWindow::SHIPYARD_WINDOW,id.getNum(),h->id.getNum());
}
}
@ -6768,7 +6769,7 @@ void CGLighthouse::onHeroVisit( const CGHeroInstance * h ) const
RemoveBonus rb(RemoveBonus::PLAYER);
rb.whoID = oldOwner;
rb.source = Bonus::OBJECT;
rb.id = id;
rb.id = id.getNum();
cb->sendAndApply(&rb);
}
}
@ -6797,7 +6798,7 @@ void CGLighthouse::giveBonusTo( ui8 player ) const
gb.id = player;
gb.bonus.duration = Bonus::PERMANENT;
gb.bonus.source = Bonus::OBJECT;
gb.bonus.sid = id;
gb.bonus.sid = id.getNum();
cb->sendAndApply(&gb);
}
@ -7091,7 +7092,7 @@ std::vector<EMarketMode::EMarketMode> IMarket::availableModes() const
void CGMarket::onHeroVisit(const CGHeroInstance * h) const
{
openWindow(OpenWindow::MARKET_WINDOW,id,h->id);
openWindow(OpenWindow::MARKET_WINDOW,id.getNum(),h->id.getNum());
}
int CGMarket::getMarketEfficiency() const
@ -7177,7 +7178,7 @@ void CGBlackMarket::newTurn() const
return;
SetAvailableArtifacts saa;
saa.id = id;
saa.id = id.getNum();
cb->pickAllowedArtsSet(saa.arts);
cb->sendAndApply(&saa);
}
@ -7216,7 +7217,7 @@ std::vector<int> CGUniversity::availableItemsIds(EMarketMode::EMarketMode mode)
void CGUniversity::onHeroVisit(const CGHeroInstance * h) const
{
openWindow(OpenWindow::UNIVERSITY_WINDOW,id,h->id);
openWindow(OpenWindow::UNIVERSITY_WINDOW,id.getNum(),h->id.getNum());
}
GrowthInfo::Entry::Entry(const std::string &format, int _count)

View File

@ -170,7 +170,7 @@ public:
int3 pos; //h3m pos
Obj ID;
si32 subID; //normal subID (this one from OH3 maps ;])
si32 id;//number of object in map's vector
ObjectInstanceID id;//number of object in map's vector
CGDefInfo * defInfo;
ui8 animPhaseShift;
@ -194,7 +194,7 @@ public:
std::set<int3> getBlockedPos() const; //returns set of positions blocked by this object
bool isVisitable() const; //returns true if object is visitable
bool operator<(const CGObjectInstance & cmp) const; //screen printing priority comparing
void hideTiles(int ourplayer, int radius) const;
void hideTiles(TPlayerColor ourplayer, int radius) const;
CGObjectInstance();
virtual ~CGObjectInstance();
//CGObjectInstance(const CGObjectInstance & right);
@ -218,7 +218,7 @@ protected:
virtual void setPropertyDer(ui8 what, ui32 val);//synchr
void getNameVis(std::string &hname) const;
void giveDummyBonus(int heroID, ui8 duration = Bonus::ONE_DAY) const;
void giveDummyBonus(ObjectInstanceID heroID, ui8 duration = Bonus::ONE_DAY) const;
};
class CGHeroPlaceholder : public CGObjectInstance
{
@ -484,7 +484,7 @@ private:
class DLL_LINKAGE CGVisitableOPH : public CGObjectInstance //objects visitable only once per hero
{
public:
std::set<si32> visitors; //ids of heroes who have visited this obj
std::set<ObjectInstanceID> visitors; //ids of heroes who have visited this obj
si8 ttype; //tree type - used only by trees of knowledge: 0 - give level for free; 1 - take 2000 gold; 2 - take 10 gems
const std::string & getHoverText() const override;
@ -501,11 +501,11 @@ public:
protected:
void setPropertyDer(ui8 what, ui32 val) override;//synchr
private:
void onNAHeroVisit(int heroID, bool alreadyVisited) const;
void onNAHeroVisit(ObjectInstanceID heroID, bool alreadyVisited) const;
///dialog callbacks
void treeSelected(int heroID, int resType, int resVal, TExpType expVal, ui32 result) const;
void schoolSelected(int heroID, ui32 which) const;
void arenaSelected(int heroID, int primSkill) const;
void treeSelected(ObjectInstanceID heroID, int resType, int resVal, TExpType expVal, ui32 result) const;
void schoolSelected(ObjectInstanceID heroID, ui32 which) const;
void arenaSelected(ObjectInstanceID heroID, int primSkill) const;
};
class DLL_LINKAGE CGTownBuilding : public IObjectInterface
{
@ -541,7 +541,7 @@ class DLL_LINKAGE CTownBonus : public CGTownBuilding
///used for one-time bonusing structures
///feel free to merge inheritance tree
public:
std::set<si32> visitors;
std::set<ObjectInstanceID> visitors;
void setProperty(ui8 what, ui32 val) override;
void onHeroVisit (const CGHeroInstance * h) const override;
@ -945,7 +945,7 @@ public:
void onHeroVisit(const CGHeroInstance * h) const override;
void initObj() override;
void chosen(int which, int heroID) const;
void chosen(int which, ObjectInstanceID heroID) const;
template <typename Handler> void serialize(Handler &h, const int version)
{
@ -1013,12 +1013,12 @@ protected:
class DLL_LINKAGE CGTeleport : public CGObjectInstance //teleports and subterranean gates
{
public:
static std::map<int,std::map<int, std::vector<int> > > objs; //teleports: map[ID][subID] => vector of ids
static std::vector<std::pair<int, int> > gates; //subterranean gates: pairs of ids
static std::map<int,std::map<int, std::vector<ObjectInstanceID> > > objs; //teleports: map[ID][subID] => vector of ids
static std::vector<std::pair<ObjectInstanceID, ObjectInstanceID> > gates; //subterranean gates: pairs of ids
void onHeroVisit(const CGHeroInstance * h) const override;
void initObj() override;
static void postInit();
static int getMatchingGate(int id); //receives id of one subterranean gate and returns id of the paired one, -1 if none
static ObjectInstanceID getMatchingGate(ObjectInstanceID id); //receives id of one subterranean gate and returns id of the paired one, -1 if none
template <typename Handler> void serialize(Handler &h, const int version)
{
@ -1254,7 +1254,7 @@ public:
class DLL_LINKAGE CGMagi : public CGObjectInstance
{
public:
static std::map <si32, std::vector<si32> > eyelist; //[subID][id], supports multiple sets as in H5
static std::map <si32, std::vector<ObjectInstanceID> > eyelist; //[subID][id], supports multiple sets as in H5
void initObj() override;
void onHeroVisit(const CGHeroInstance * h) const override;

View File

@ -8,6 +8,8 @@
*
*/
#define INSTANTIATE_BASE_FOR_ID_HERE
#include "StdInc.h"
#include "VCMI_Lib.h"
@ -86,3 +88,6 @@ CSpell * SpellID::toSpell() const
{
return VLC->spellh->spells[*this];
}
template std::ostream & operator << <ArtifactInstanceID>(std::ostream & os, BaseForID<ArtifactInstanceID> id);
template std::ostream & operator << <ObjectInstanceID>(std::ostream & os, BaseForID<ObjectInstanceID> id);

View File

@ -94,9 +94,12 @@ namespace GameConstants
}
class CArtifact;
class CArtifactInstance;
class CGDefInfo;
class CCreature;
class CSpell;
class CGameInfoCallback;
class CNonConstInfoCallback;
#define ID_LIKE_CLASS_COMMON(CLASS_NAME, ENUM_NAME) \
CLASS_NAME(const CLASS_NAME & other) \
@ -144,6 +147,86 @@ bool DLL_LINKAGE operator>=(const A & a, const B & b);
ID_LIKE_OPERATORS_INTERNAL_DECLS(ENUM_NAME, CLASS_NAME)
#define OP_DECL_INT(CLASS_NAME, OP) \
bool operator OP (const CLASS_NAME & b) const \
{ \
return num OP b.num; \
}
#define INSTID_LIKE_CLASS_COMMON(CLASS_NAME) \
public: \
CLASS_NAME() : BaseForID<CLASS_NAME>(-1) {} \
CLASS_NAME(const CLASS_NAME & other) \
{ \
num = other.num; \
} \
CLASS_NAME & operator=(const CLASS_NAME & other) \
{ \
num = other.num; \
return *this; \
} \
explicit CLASS_NAME(si32 id) \
: BaseForID<CLASS_NAME>(id) \
{}
template < typename Derived>
class BaseForID
{
protected:
si32 num;
public:
si32 getNum() const
{
return num;
}
template <typename Handler> void serialize(Handler &h, const int version)
{
h & num;
}
explicit BaseForID(si32 _num = -1)
{
num = _num;
}
OP_DECL_INT(BaseForID<Derived>, ==)
OP_DECL_INT(BaseForID<Derived>, !=)
OP_DECL_INT(BaseForID<Derived>, <)
OP_DECL_INT(BaseForID<Derived>, >)
OP_DECL_INT(BaseForID<Derived>, <=)
OP_DECL_INT(BaseForID<Derived>, >=)
};
template<typename Der>
DLL_LINKAGE std::ostream & operator << (std::ostream & os, BaseForID<Der> id);
template<typename Der>
std::ostream & operator << (std::ostream & os, BaseForID<Der> id)
{
return os << id;
}
class ArtifactInstanceID : public BaseForID<ArtifactInstanceID>
{
INSTID_LIKE_CLASS_COMMON(ArtifactInstanceID)
friend class CGameInfoCallback;
friend class CNonConstInfoCallback;
};
class ObjectInstanceID : public BaseForID<ObjectInstanceID>
{
INSTID_LIKE_CLASS_COMMON(ObjectInstanceID)
friend class CGameInfoCallback;
friend class CNonConstInfoCallback;
};
#ifndef INSTANTIATE_BASE_FOR_ID_HERE
extern template std::ostream & operator << <ArtifactInstanceID>(std::ostream & os, BaseForID<ArtifactInstanceID> id);
extern template std::ostream & operator << <ObjectInstanceID>(std::ostream & os, BaseForID<ObjectInstanceID> id);
#endif
// Enum declarations
namespace PrimarySkill
@ -762,10 +845,15 @@ typedef ui8 TBonusType;
typedef si32 TBonusSubtype;
typedef si32 TSlot;
typedef si32 TQuantity;
typedef si32 TArtifactInstanceID;
typedef ui8 TPlayerColor;
#undef ID_LIKE_CLASS_COMMON
#undef ID_LIKE_OPERATORS_DECLS
#undef ID_LIKE_OPERATORS_INTERNAL_DECLS
#undef INSTID_LIKE_CLASS_COMMON
#undef OP_DECL_INT

View File

@ -41,11 +41,11 @@ CGameState * CPrivilagedInfoCallback::gameState ()
return gs;
}
int CGameInfoCallback::getOwner(int heroID) const
TPlayerColor CGameInfoCallback::getOwner(ObjectInstanceID heroID) const
{
const CGObjectInstance *obj = getObj(heroID);
ERROR_RET_VAL_IF(!obj, "No such object!", -1);
return gs->map->objects[heroID]->tempOwner;
return obj->tempOwner;
}
int CGameInfoCallback::getResource(TPlayerColor Player, Res::ERes which) const
@ -241,34 +241,35 @@ const CGObjectInstance * CGameInfoCallback::getObjByQuestIdentifier(int identifi
/* */
/************************************************************************/
const CGObjectInstance* CGameInfoCallback::getObj(int objid, bool verbose) const
const CGObjectInstance* CGameInfoCallback::getObj(ObjectInstanceID objid, bool verbose) const
{
if(objid < 0 || objid >= gs->map->objects.size())
si32 oid = objid.num;
if(oid < 0 || oid >= gs->map->objects.size())
{
if(verbose)
tlog1 << "Cannot get object with id " << objid << std::endl;
tlog1 << "Cannot get object with id " << oid << std::endl;
return NULL;
}
const CGObjectInstance *ret = gs->map->objects[objid];
const CGObjectInstance *ret = gs->map->objects[oid];
if(!ret)
{
if(verbose)
tlog1 << "Cannot get object with id " << objid << ". Object was removed.\n";
tlog1 << "Cannot get object with id " << oid << ". Object was removed.\n";
return NULL;
}
if(!isVisible(ret, player))
{
if(verbose)
tlog1 << "Cannot get object with id " << objid << ". Object is not visible.\n";
tlog1 << "Cannot get object with id " << oid << ". Object is not visible.\n";
return NULL;
}
return ret;
}
const CGHeroInstance* CGameInfoCallback::getHero(int objid) const
const CGHeroInstance* CGameInfoCallback::getHero(ObjectInstanceID objid) const
{
const CGObjectInstance *obj = getObj(objid, false);
if(obj)
@ -276,11 +277,11 @@ const CGHeroInstance* CGameInfoCallback::getHero(int objid) const
else
return NULL;
}
const CGTownInstance* CGameInfoCallback::getTown(int objid) const
const CGTownInstance* CGameInfoCallback::getTown(ObjectInstanceID objid) const
{
const CGObjectInstance *obj = getObj(objid, false);
if(obj)
return dynamic_cast<const CGTownInstance*>(gs->map->objects[objid].get());
return dynamic_cast<const CGTownInstance*>(obj);
else
return NULL;
}
@ -352,7 +353,7 @@ void CGameInfoCallback::getThievesGuildInfo(SThievesGuildInfo & thi, const CGObj
}
}
int CGameInfoCallback::howManyTowns(int Player) const
int CGameInfoCallback::howManyTowns(TPlayerColor Player) const
{
ERROR_RET_VAL_IF(!hasAccess(Player), "Access forbidden!", -1);
return gs->players[Player].towns.size();
@ -846,12 +847,12 @@ TResources CPlayerSpecificInfoCallback::getResourceAmount() const
return gs->players[*player].resources;
}
CGHeroInstance *CNonConstInfoCallback::getHero(int objid)
CGHeroInstance *CNonConstInfoCallback::getHero(ObjectInstanceID objid)
{
return const_cast<CGHeroInstance*>(CGameInfoCallback::getHero(objid));
}
CGTownInstance *CNonConstInfoCallback::getTown(int objid)
CGTownInstance *CNonConstInfoCallback::getTown(ObjectInstanceID objid)
{
return const_cast<CGTownInstance*>(CGameInfoCallback::getTown(objid));
@ -872,6 +873,16 @@ PlayerState * CNonConstInfoCallback::getPlayer( TPlayerColor color, bool verbose
return const_cast<PlayerState*>(CGameInfoCallback::getPlayer(color, verbose));
}
CArtifactInstance * CNonConstInfoCallback::getArtInstance( ArtifactInstanceID aid )
{
return gs->map->artInstances[aid.num];
}
CGObjectInstance * CNonConstInfoCallback::getObjInstance( ObjectInstanceID oid )
{
return gs->map->objects[oid.num];
}
const TeamState * CGameInfoCallback::getTeam( ui8 teamID ) const
{
ERROR_RET_VAL_IF(!vstd::contains(gs->teams, teamID), "Cannot find info for team " << int(teamID), NULL);
@ -907,12 +918,22 @@ bool CGameInfoCallback::isInTheMap(const int3 &pos) const
return gs->map->isInTheMap(pos);
}
const CArtifactInstance * CGameInfoCallback::getArtInstance( ArtifactInstanceID aid ) const
{
return gs->map->artInstances[aid.num];
}
const CGObjectInstance * CGameInfoCallback::getObjInstance( ObjectInstanceID oid ) const
{
return gs->map->objects[oid.num];
}
void IGameEventRealizer::showInfoDialog( InfoWindow *iw )
{
commitPackage(iw);
}
void IGameEventRealizer::showInfoDialog(const std::string &msg, int player)
void IGameEventRealizer::showInfoDialog(const std::string &msg, TPlayerColor player)
{
InfoWindow iw;
iw.player = player;
@ -920,7 +941,7 @@ void IGameEventRealizer::showInfoDialog(const std::string &msg, int player)
showInfoDialog(&iw);
}
void IGameEventRealizer::setObjProperty(int objid, int prop, si64 val)
void IGameEventRealizer::setObjProperty(ObjectInstanceID objid, int prop, si64 val)
{
SetObjectProperty sob;
sob.id = objid;

View File

@ -95,7 +95,7 @@ public:
void getUpgradeInfo(const CArmedInstance *obj, int stackPos, UpgradeInfo &out)const;
//hero
const CGHeroInstance* getHero(int objid) const;
const CGHeroInstance* getHero(ObjectInstanceID objid) const;
const CGHeroInstance* getHeroWithSubid(int subid) const;
int getHeroCount(TPlayerColor player, bool includeGarrisoned) const;
bool getHeroInfo(const CGObjectInstance *hero, InfoAboutHero &dest) const;
@ -103,14 +103,16 @@ public:
int estimateSpellDamage(const CSpell * sp, const CGHeroInstance * hero) const; //estimates damage of given spell; returns 0 if spell causes no dmg
const CGHeroInstance* getSelectedHero(TPlayerColor player) const; //NULL if no hero is selected
const CGHeroInstance* getSelectedHero() const; //of current (active) player
const CArtifactInstance * getArtInstance(ArtifactInstanceID aid) const;
const CGObjectInstance * getObjInstance(ObjectInstanceID oid) const;
//objects
const CGObjectInstance* getObj(int objid, bool verbose = true) const;
const CGObjectInstance* getObj(ObjectInstanceID objid, bool verbose = true) const;
std::vector <const CGObjectInstance * > getBlockingObjs(int3 pos)const;
std::vector <const CGObjectInstance * > getVisitableObjs(int3 pos, bool verbose = true)const;
std::vector <const CGObjectInstance * > getFlaggableObjects(int3 pos) const;
std::vector <std::string > getObjDescriptions(int3 pos)const; //returns descriptions of objects at pos in order from the lowest to the highest
int getOwner(int heroID) const;
TPlayerColor getOwner(ObjectInstanceID heroID) const;
const CGObjectInstance *getObjByQuestIdentifier(int identifier) const; //NULL if object has been removed (eg. killed)
//map
@ -122,8 +124,8 @@ public:
bool isInTheMap(const int3 &pos) const;
//town
const CGTownInstance* getTown(int objid) const;
int howManyTowns(int Player) const;
const CGTownInstance* getTown(ObjectInstanceID objid) const;
int howManyTowns(TPlayerColor Player) const;
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;
@ -135,7 +137,7 @@ public:
//from gs
const TeamState *getTeam(ui8 teamID) const;
const TeamState *getPlayerTeam(TPlayerColor color) const;
std::set<int> getBuildingRequiments(const CGTownInstance *t, int ID) const;
std::set<BuildingID> getBuildingRequiments(const CGTownInstance *t, BuildingID ID) const;
EBuildingState::EBuildingState canBuildStructure(const CGTownInstance *t, BuildingID ID) const;// 0 - no more than one capitol, 1 - lack of water, 2 - forbidden, 3 - Add another level to Mage Guild, 4 - already built, 5 - cannot build, 6 - cannot afford, 7 - build, 8 - lack of requirements
};
@ -182,9 +184,11 @@ public:
PlayerState *getPlayer(TPlayerColor color, bool verbose = true);
TeamState *getTeam(ui8 teamID);//get team by team ID
TeamState *getPlayerTeam(TPlayerColor color);// get team by player color
CGHeroInstance *getHero(int objid);
CGTownInstance *getTown(int objid);
CGHeroInstance *getHero(ObjectInstanceID objid);
CGTownInstance *getTown(ObjectInstanceID objid);
TerrainTile * getTile(int3 pos);
CArtifactInstance * getArtInstance(ArtifactInstanceID aid);
CGObjectInstance * getObjInstance(ObjectInstanceID oid);
};
class DLL_LINKAGE IGameEventRealizer
@ -193,10 +197,10 @@ public:
virtual void commitPackage(CPackForClient *pack) = 0;
virtual void showInfoDialog(InfoWindow *iw);
virtual void setObjProperty(int objid, int prop, si64 val);
virtual void setObjProperty(ObjectInstanceID objid, int prop, si64 val);
virtual void showInfoDialog(const std::string &msg, int player);
virtual void showInfoDialog(const std::string &msg, TPlayerColor player);
};
class DLL_LINKAGE IGameEventCallback : public IGameEventRealizer
@ -204,19 +208,19 @@ class DLL_LINKAGE IGameEventCallback : public IGameEventRealizer
public:
virtual void changeSpells(const CGHeroInstance * hero, bool give, const std::set<SpellID> &spells)=0;
virtual bool removeObject(const CGObjectInstance * obj)=0;
virtual void setBlockVis(int objid, bool bv)=0;
virtual void setBlockVis(ObjectInstanceID objid, bool bv)=0;
virtual void setOwner(const CGObjectInstance * objid, TPlayerColor owner)=0;
virtual void setHoverName(const CGObjectInstance * obj, MetaString * name)=0;
virtual void changePrimSkill(const CGHeroInstance * hero, PrimarySkill::PrimarySkill which, si64 val, bool abs=false)=0;
virtual void changeSecSkill(const CGHeroInstance * hero, SecondarySkill which, int val, bool abs=false)=0;
virtual void showBlockingDialog(BlockingDialog *iw, const CFunctionList<void(ui32)> &callback)=0;
virtual ui32 showBlockingDialog(BlockingDialog *iw) =0; //synchronous version of above //TODO:
virtual void showGarrisonDialog(int upobj, int hid, bool removableUnits, const boost::function<void()> &cb) =0; //cb will be called when player closes garrison window
virtual void showThievesGuildWindow(TPlayerColor player, int requestingObjId) =0;
virtual void showGarrisonDialog(ObjectInstanceID upobj, ObjectInstanceID hid, bool removableUnits, const boost::function<void()> &cb) =0; //cb will be called when player closes garrison window
virtual void showThievesGuildWindow(TPlayerColor player, ObjectInstanceID requestingObjId) =0;
virtual void giveResource(TPlayerColor player, Res::ERes which, int val)=0;
virtual void giveCreatures(const CArmedInstance *objid, const CGHeroInstance * h, const CCreatureSet &creatures, bool remove) =0;
virtual void takeCreatures(int objid, const std::vector<CStackBasicDescriptor> &creatures) =0;
virtual void takeCreatures(ObjectInstanceID objid, const std::vector<CStackBasicDescriptor> &creatures) =0;
virtual bool changeStackCount(const StackLocation &sl, TQuantity count, bool absoluteValue = false) =0;
virtual bool changeStackType(const StackLocation &sl, CCreature *c) =0;
virtual bool insertNewStack(const StackLocation &sl, const CCreature *c, TQuantity count = -1) =0; //count -1 => moves whole stack
@ -238,15 +242,15 @@ public:
virtual void startBattleI(const CArmedInstance *army1, const CArmedInstance *army2, int3 tile, const CGHeroInstance *hero1, const CGHeroInstance *hero2, bool creatureBank = false, boost::function<void(BattleResult*)> cb = 0, const CGTownInstance *town = NULL)=0; //use hero=NULL for no hero
virtual void startBattleI(const CArmedInstance *army1, const CArmedInstance *army2, int3 tile, boost::function<void(BattleResult*)> cb = 0, bool creatureBank = false)=0; //if any of armies is hero, hero will be used
virtual void startBattleI(const CArmedInstance *army1, const CArmedInstance *army2, boost::function<void(BattleResult*)> cb = 0, bool creatureBank = false)=0; //if any of armies is hero, hero will be used, visitable tile of second obj is place of battle
virtual void setAmount(int objid, ui32 val)=0;
virtual bool moveHero(si32 hid, int3 dst, ui8 instant, TPlayerColor asker = GameConstants::NEUTRAL_PLAYER)=0;
virtual void setAmount(ObjectInstanceID objid, ui32 val)=0;
virtual bool moveHero(ObjectInstanceID hid, int3 dst, ui8 instant, TPlayerColor asker = GameConstants::NEUTRAL_PLAYER)=0;
virtual void giveHeroBonus(GiveBonus * bonus)=0;
virtual void setMovePoints(SetMovePoints * smp)=0;
virtual void setManaPoints(int hid, int val)=0;
virtual void giveHero(int id, TPlayerColor player)=0;
virtual void changeObjPos(int objid, int3 newPos, ui8 flags)=0;
virtual void setManaPoints(ObjectInstanceID hid, int val)=0;
virtual void giveHero(ObjectInstanceID id, TPlayerColor player)=0;
virtual void changeObjPos(ObjectInstanceID objid, int3 newPos, ui8 flags)=0;
virtual void sendAndApply(CPackForClient * info)=0;
virtual void heroExchange(si32 hero1, si32 hero2)=0; //when two heroes meet on adventure map
virtual void heroExchange(ObjectInstanceID hero1, ObjectInstanceID hero2)=0; //when two heroes meet on adventure map
virtual void addQuest(int player, QuestInfo & quest){};
};

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@ -124,11 +124,11 @@ public:
virtual void playerBonusChanged(const Bonus &bonus, bool gain){};//if gain hero received bonus, else he lost it
virtual void requestSent(const CPackForServer *pack, int requestID){};
virtual void requestRealized(PackageApplied *pa){};
virtual void heroExchangeStarted(si32 hero1, si32 hero2){};
virtual void heroExchangeStarted(ObjectInstanceID hero1, ObjectInstanceID hero2){};
virtual void objectPropertyChanged(const SetObjectProperty * sop){}; //eg. mine has been flagged
virtual void objectRemoved(const CGObjectInstance *obj){}; //eg. collected resource, picked artifact, beaten hero
virtual void playerBlocked(int reason){}; //reason: 0 - upcoming battle
virtual void gameOver(ui8 player, bool victory){}; //player lost or won the game
virtual void playerStartsTurn(ui8 player){};
virtual void gameOver(TPlayerColor player, bool victory){}; //player lost or won the game
virtual void playerStartsTurn(TPlayerColor player){};
virtual void showComp(const Component &comp, std::string message) {}; //display component in the advmapint infobox
};

View File

@ -283,14 +283,14 @@ void CMap::checkForObjectives()
void CMap::addNewArtifactInstance(CArtifactInstance * art)
{
art->id = artInstances.size();
art->id = ArtifactInstanceID(artInstances.size());
artInstances.push_back(art);
}
void CMap::eraseArtifactInstance(CArtifactInstance * art)
{
assert(artInstances[art->id] == art);
artInstances[art->id].dellNull();
assert(artInstances[art->id.getNum()] == art);
artInstances[art->id.getNum()].dellNull();
}
void CMap::addQuest(CGObjectInstance * quest)

View File

@ -767,7 +767,7 @@ public:
std::vector< ConstTransitivePtr<CQuest> > quests;
/** associative list to identify which hero/creature id belongs to which object id(index for objects) */
bmap<si32, si32> questIdentifierToId;
bmap<si32, ObjectInstanceID> questIdentifierToId;
/**
* Serialize method.

View File

@ -414,7 +414,7 @@ TerrainViewPattern CMapEditManager::getFlippedPattern(const TerrainViewPattern &
void CMapEditManager::insertObject(CGObjectInstance * obj, int posx, int posy, bool underground)
{
obj->pos = int3(posx, posy, underground ? 1 : 0);
obj->id = map->objects.size();
obj->id = ObjectInstanceID(map->objects.size());
map->objects.push_back(obj);
if(obj->ID == Obj::TOWN)
{

View File

@ -815,7 +815,7 @@ void CMapLoaderH3M::readObjects()
int3 objPos = readInt3();
int defnum = reader.readUInt32();
int idToBeGiven = map->objects.size();
ObjectInstanceID idToBeGiven = ObjectInstanceID(map->objects.size());
CGDefInfo * defInfo = map->customDefs.at(defnum);
reader.skip(5);
@ -1460,7 +1460,7 @@ void CMapLoaderH3M::readObjects()
nobj->subID = defInfo->subid;
}
nobj->defInfo = defInfo;
assert(idToBeGiven == map->objects.size());
assert(idToBeGiven == ObjectInstanceID(map->objects.size()));
map->objects.push_back(nobj);
if(nobj->ID == Obj::TOWN)
{
@ -1521,7 +1521,7 @@ void CMapLoaderH3M::readCreatureSet(CCreatureSet * out, int number)
out->validTypes(true);
}
CGObjectInstance * CMapLoaderH3M::readHero(int idToBeGiven)
CGObjectInstance * CMapLoaderH3M::readHero(ObjectInstanceID idToBeGiven)
{
CGHeroInstance * nhi = new CGHeroInstance();

View File

@ -171,7 +171,7 @@ private:
* @param idToBeGiven the object id which should be set for the hero
* @return a object instance
*/
CGObjectInstance * readHero(int idToBeGiven);
CGObjectInstance * readHero(ObjectInstanceID idToBeGiven);
/**
* Reads a seer hut.

View File

@ -240,7 +240,7 @@ struct PlayerBlocked : public CPackForClient //96
enum EReason { UPCOMING_BATTLE };
ui8 reason;
EReason reason;
TPlayerColor player;
template <typename Handler> void serialize(Handler &h, const int version)
@ -255,7 +255,7 @@ struct YourTurn : public CPackForClient //100
void applyCl(CClient *cl);
DLL_LINKAGE void applyGs(CGameState *gs);
ui8 player;
TPlayerColor player;
template <typename Handler> void serialize(Handler &h, const int version)
{
@ -300,7 +300,7 @@ struct SetPrimSkill : public CPackForClient //105
DLL_LINKAGE void applyGs(CGameState *gs);
ui8 abs; //0 - changes by value; 1 - sets to value
si32 id;
ObjectInstanceID id;
PrimarySkill::PrimarySkill which;
si64 val;
@ -316,7 +316,7 @@ struct SetSecSkill : public CPackForClient //106
DLL_LINKAGE void applyGs(CGameState *gs);
ui8 abs; //0 - changes by value; 1 - sets to value
si32 id;
ObjectInstanceID id;
SecondarySkill which;
ui16 val;
@ -332,7 +332,7 @@ struct HeroVisitCastle : public CPackForClient //108
DLL_LINKAGE void applyGs(CGameState *gs);
ui8 flags; //1 - start
ui32 tid, hid;
ObjectInstanceID tid, hid;
bool start() //if hero is entering castle (if false - leaving)
{
@ -354,7 +354,7 @@ struct ChangeSpells : public CPackForClient //109
DLL_LINKAGE void applyGs(CGameState *gs);
ui8 learn; //1 - gives spell, 0 - takes
ui32 hid;
ObjectInstanceID hid;
std::set<SpellID> spells;
template <typename Handler> void serialize(Handler &h, const int version)
@ -370,7 +370,8 @@ struct SetMana : public CPackForClient //110
DLL_LINKAGE void applyGs(CGameState *gs);
si32 hid, val;
ObjectInstanceID hid;
si32 val;
template <typename Handler> void serialize(Handler &h, const int version)
{
@ -384,7 +385,8 @@ struct SetMovePoints : public CPackForClient //111
void applyCl(CClient *cl);
DLL_LINKAGE void applyGs(CGameState *gs);
ui32 hid, val;
ObjectInstanceID hid;
si32 val;
template <typename Handler> void serialize(Handler &h, const int version)
{
@ -420,7 +422,7 @@ struct SetAvailableHeroes : public CPackForClient //113
void applyCl(CClient *cl);
DLL_LINKAGE void applyGs(CGameState *gs);
ui8 player;
TPlayerColor player;
si32 hid[GameConstants::AVAILABLE_HEROES_PER_PLAYER]; //-1 if no hero
CSimpleArmy army[GameConstants::AVAILABLE_HEROES_PER_PLAYER];
template <typename Handler> void serialize(Handler &h, const int version)
@ -442,7 +444,7 @@ struct GiveBonus : public CPackForClient //115
enum {HERO, PLAYER, TOWN};
ui8 who; //who receives bonus, uses enum above
ui32 id; //hero. town or player id - whoever receives it
si32 id; //hero. town or player id - whoever receives it
Bonus bonus;
MetaString bdescr;
@ -463,7 +465,7 @@ struct ChangeObjPos : public CPackForClient //116
void applyCl(CClient *cl);
DLL_LINKAGE void applyGs(CGameState *gs);
ui32 objid;
ObjectInstanceID objid;
int3 nPos;
ui8 flags; //bit flags: 1 - redraw
@ -483,7 +485,7 @@ struct PlayerEndsGame : public CPackForClient //117
void applyCl(CClient *cl);
DLL_LINKAGE void applyGs(CGameState *gs);
ui8 player;
TPlayerColor player;
ui8 victory;
template <typename Handler> void serialize(Handler &h, const int version)
@ -544,7 +546,7 @@ struct SetCommanderProperty : public CPackForClient //120
void applyCl(CClient *cl){};
DLL_LINKAGE void applyGs(CGameState *gs);
si32 heroid; //for commander attached to hero
ObjectInstanceID heroid; //for commander attached to hero
StackLocation sl; //for commander not on the hero?
ECommanderProperty which;
@ -585,12 +587,12 @@ struct PrepareForAdvancingCampaign : public CPackForClient //122
struct RemoveObject : public CPackForClient //500
{
RemoveObject(){type = 500;};
RemoveObject(si32 ID){id = ID;type = 500;};
RemoveObject(ObjectInstanceID ID){id = ID;type = 500;};
void applyFirstCl(CClient *cl);
void applyCl(CClient *cl);
DLL_LINKAGE void applyGs(CGameState *gs);
si32 id;
ObjectInstanceID id;
template <typename Handler> void serialize(Handler &h, const int version)
{
@ -609,7 +611,8 @@ struct TryMoveHero : public CPackForClient //501
FAILED, SUCCESS, TELEPORTATION, RESERVED___, BLOCKING_VISIT, EMBARK, DISEMBARK
};
ui32 id, movePoints;
ObjectInstanceID id;
ui32 movePoints;
EResult result; //uses EResult
int3 start, end; //h3m format
boost::unordered_set<int3, ShashInt3> fowRevealed; //revealed tiles
@ -643,7 +646,7 @@ struct NewStructures : public CPackForClient //504
void applyCl(CClient *cl);
DLL_LINKAGE void applyGs(CGameState *gs);
si32 tid;
ObjectInstanceID tid;
std::set<BuildingID> bid;
si16 builded;
@ -658,7 +661,7 @@ struct RazeStructures : public CPackForClient //505
void applyCl (CClient *cl);
DLL_LINKAGE void applyGs(CGameState *gs);
si32 tid;
ObjectInstanceID tid;
std::set<BuildingID> bid;
si16 destroyed;
@ -673,7 +676,7 @@ struct SetAvailableCreatures : public CPackForClient //506
void applyCl(CClient *cl);
DLL_LINKAGE void applyGs(CGameState *gs);
si32 tid;
ObjectInstanceID tid;
std::vector<std::pair<ui32, std::vector<CreatureID> > > creatures;
template <typename Handler> void serialize(Handler &h, const int version)
@ -687,7 +690,7 @@ struct SetHeroesInTown : public CPackForClient //508
void applyCl(CClient *cl);
DLL_LINKAGE void applyGs(CGameState *gs);
si32 tid, visiting, garrison; //id of town, visiting hero, hero in garrison
ObjectInstanceID tid, visiting, garrison; //id of town, visiting hero, hero in garrison
template <typename Handler> void serialize(Handler &h, const int version)
{
@ -721,7 +724,8 @@ struct HeroRecruited : public CPackForClient //515
void applyCl(CClient *cl);
DLL_LINKAGE void applyGs(CGameState *gs);
si32 hid, tid; //subID of hero
si32 hid;//subID of hero
ObjectInstanceID tid;
int3 tile;
TPlayerColor player;
@ -738,7 +742,7 @@ struct GiveHero : public CPackForClient //516
void applyCl(CClient *cl);
DLL_LINKAGE void applyGs(CGameState *gs);
ui32 id; //object id
ObjectInstanceID id; //object id
TPlayerColor player;
template <typename Handler> void serialize(Handler &h, const int version)
@ -755,7 +759,7 @@ struct OpenWindow : public CPackForClient //517
enum EWindow {EXCHANGE_WINDOW, RECRUITMENT_FIRST, RECRUITMENT_ALL, SHIPYARD_WINDOW, THIEVES_GUILD,
UNIVERSITY_WINDOW, HILL_FORT_WINDOW, MARKET_WINDOW, PUZZLE_MAP, TAVERN_WINDOW};
ui8 window;
ui32 id1, id2;
si32 id1, id2;
template <typename Handler> void serialize(Handler &h, const int version)
{
@ -768,7 +772,6 @@ struct NewObject : public CPackForClient //518
NewObject()
{
type = 518;
id = -1;
}
void applyCl(CClient *cl);
DLL_LINKAGE void applyGs(CGameState *gs);
@ -777,7 +780,7 @@ struct NewObject : public CPackForClient //518
ui32 subID;
int3 pos;
int id; //used locally, filled during applyGs
ObjectInstanceID id; //used locally, filled during applyGs
template <typename Handler> void serialize(Handler &h, const int version)
{
@ -1061,7 +1064,8 @@ struct NewTurn : public CPackForClient //101
struct Hero
{
ui32 id, move, mana; //id is a general serial id
ObjectInstanceID id;
ui32 move, mana; //id is a general serial id
template <typename Handler> void serialize(Handler &h, const int version)
{
h & id & move & mana;
@ -1141,11 +1145,11 @@ struct SetObjectProperty : public CPackForClient//1001
DLL_LINKAGE void applyGs(CGameState *gs);
void applyCl(CClient *cl);
ui32 id;
ObjectInstanceID id;
ui8 what; //1 - owner; 2 - blockvis; 3 - first stack count; 4 - visitors; 5 - visited; 6 - ID (if 34 then also def is replaced)
ui32 val;
SetObjectProperty(){type = 1001;};
SetObjectProperty(ui32 ID, ui8 What, ui32 Val):id(ID),what(What),val(Val){type = 1001;};
SetObjectProperty(ObjectInstanceID ID, ui8 What, ui32 Val):id(ID),what(What),val(Val){type = 1001;};
template <typename Handler> void serialize(Handler &h, const int version)
{
@ -1157,10 +1161,10 @@ struct SetHoverName : public CPackForClient//1002
{
DLL_LINKAGE void applyGs(CGameState *gs);
ui32 id;
ObjectInstanceID id;
MetaString name;
SetHoverName(){type = 1002;};
SetHoverName(ui32 ID, MetaString& Name):id(ID),name(Name){type = 1002;};
SetHoverName(ObjectInstanceID ID, MetaString& Name):id(ID),name(Name){type = 1002;};
template <typename Handler> void serialize(Handler &h, const int version)
{
@ -1172,7 +1176,7 @@ struct HeroLevelUp : public Query//2000
void applyCl(CClient *cl);
DLL_LINKAGE void applyGs(CGameState *gs);
si32 heroid;
ObjectInstanceID heroid;
PrimarySkill::PrimarySkill primskill;
ui8 level;
std::vector<SecondarySkill> skills;
@ -1190,7 +1194,7 @@ struct CommanderLevelUp : public Query
void applyCl(CClient *cl);
DLL_LINKAGE void applyGs(CGameState *gs);
si32 heroid; //for commander attached to hero
ObjectInstanceID heroid; //for commander attached to hero
StackLocation sl; //for commander not on the hero?
std::vector<ui32> skills; //0-5 - secondary skills, val-100 - special skill
@ -1268,7 +1272,7 @@ struct GarrisonDialog : public Query//2004
{
GarrisonDialog(){type = 2004;}
void applyCl(CClient *cl);
si32 objid, hid;
ObjectInstanceID objid, hid;
bool removableUnits;
template <typename Handler> void serialize(Handler &h, const int version)
@ -1336,7 +1340,7 @@ struct BattleResult : public CPackForClient//3003
ui8 winner; //0 - attacker, 1 - defender, [2 - draw (should be possible?)]
std::map<ui32,si32> casualties[2]; //first => casualties of attackers - map crid => number
TExpType exp[2]; //exp for attacker and defender
std::set<TArtifactInstanceID> artifacts; //artifacts taken from loser to winner - currently unused
std::set<ArtifactInstanceID> artifacts; //artifacts taken from loser to winner - currently unused
template <typename Handler> void serialize(Handler &h, const int version)
{
@ -1765,8 +1769,8 @@ struct EndTurn : public CPackForServer
struct DismissHero : public CPackForServer
{
DismissHero(){};
DismissHero(si32 HID) : hid(HID) {};
si32 hid;
DismissHero(ObjectInstanceID HID) : hid(HID) {};
ObjectInstanceID hid;
bool applyGh(CGameHandler *gh);
template <typename Handler> void serialize(Handler &h, const int version)
@ -1778,9 +1782,9 @@ struct DismissHero : public CPackForServer
struct MoveHero : public CPackForServer
{
MoveHero(){};
MoveHero(const int3 &Dest, si32 HID) : dest(Dest), hid(HID){};
MoveHero(const int3 &Dest, ObjectInstanceID HID) : dest(Dest), hid(HID){};
int3 dest;
si32 hid;
ObjectInstanceID hid;
bool applyGh(CGameHandler *gh);
template <typename Handler> void serialize(Handler &h, const int version)
@ -1792,9 +1796,9 @@ struct MoveHero : public CPackForServer
struct CastleTeleportHero : public CPackForServer
{
CastleTeleportHero(){};
CastleTeleportHero(const si32 HID, si32 Dest, ui8 Source ) : dest(Dest), hid(HID), source(Source){};
si32 dest;
si32 hid;
CastleTeleportHero(const ObjectInstanceID HID, ObjectInstanceID Dest, ui8 Source ) : dest(Dest), hid(HID), source(Source){};
ObjectInstanceID dest;
ObjectInstanceID hid;
si8 source;//who give teleporting, 1=castle gate
bool applyGh(CGameHandler *gh);
@ -1807,12 +1811,12 @@ struct CastleTeleportHero : public CPackForServer
struct ArrangeStacks : public CPackForServer
{
ArrangeStacks(){};
ArrangeStacks(ui8 W, ui8 P1, ui8 P2, si32 ID1, si32 ID2, si32 VAL)
ArrangeStacks(ui8 W, ui8 P1, ui8 P2, ObjectInstanceID ID1, ObjectInstanceID ID2, si32 VAL)
:what(W),p1(P1),p2(P2),id1(ID1),id2(ID2),val(VAL) {};
ui8 what; //1 - swap; 2 - merge; 3 - split
ui8 p1, p2; //positions of first and second stack
si32 id1, id2; //ids of objects with garrison
ObjectInstanceID id1, id2; //ids of objects with garrison
si32 val;
bool applyGh(CGameHandler *gh);
template <typename Handler> void serialize(Handler &h, const int version)
@ -1824,9 +1828,9 @@ struct ArrangeStacks : public CPackForServer
struct DisbandCreature : public CPackForServer
{
DisbandCreature(){};
DisbandCreature(ui8 Pos, si32 ID):pos(Pos),id(ID){};
DisbandCreature(ui8 Pos, ObjectInstanceID ID):pos(Pos),id(ID){};
ui8 pos; //stack pos
si32 id; //object id
ObjectInstanceID id; //object id
bool applyGh(CGameHandler *gh);
template <typename Handler> void serialize(Handler &h, const int version)
@ -1838,8 +1842,8 @@ struct DisbandCreature : public CPackForServer
struct BuildStructure : public CPackForServer
{
BuildStructure(){};
BuildStructure(si32 TID, BuildingID BID):tid(TID), bid(BID){};
si32 tid; //town id
BuildStructure(ObjectInstanceID TID, BuildingID BID):tid(TID), bid(BID){};
ObjectInstanceID tid; //town id
BuildingID bid; //structure id
bool applyGh(CGameHandler *gh);
@ -1858,8 +1862,8 @@ struct RazeStructure : public BuildStructure
struct RecruitCreatures : public CPackForServer
{
RecruitCreatures(){};
RecruitCreatures(si32 TID, CreatureID CRID, si32 Amount, si32 Level):tid(TID),crid(CRID),amount(Amount),level(Level){};
si32 tid; //town id
RecruitCreatures(ObjectInstanceID TID, CreatureID CRID, si32 Amount, si32 Level):tid(TID),crid(CRID),amount(Amount),level(Level){};
ObjectInstanceID tid; //town id
CreatureID crid;
ui32 amount;//creature amount
si32 level;//dwelling level to buy from, -1 if any
@ -1873,9 +1877,9 @@ struct RecruitCreatures : public CPackForServer
struct UpgradeCreature : public CPackForServer
{
UpgradeCreature(){};
UpgradeCreature(ui8 Pos, si32 ID, CreatureID CRID):pos(Pos),id(ID), cid(CRID){};
UpgradeCreature(ui8 Pos, ObjectInstanceID ID, CreatureID CRID):pos(Pos),id(ID), cid(CRID){};
ui8 pos; //stack pos
si32 id; //object id
ObjectInstanceID id; //object id
CreatureID cid; //id of type to which we want make upgrade
bool applyGh(CGameHandler *gh);
@ -1888,8 +1892,8 @@ struct UpgradeCreature : public CPackForServer
struct GarrisonHeroSwap : public CPackForServer
{
GarrisonHeroSwap(){};
GarrisonHeroSwap(si32 TID):tid(TID){};
si32 tid;
GarrisonHeroSwap(ObjectInstanceID TID):tid(TID){};
ObjectInstanceID tid;
bool applyGh(CGameHandler *gh);
template <typename Handler> void serialize(Handler &h, const int version)
@ -1914,9 +1918,9 @@ struct ExchangeArtifacts : public CPackForServer
struct AssembleArtifacts : public CPackForServer
{
AssembleArtifacts(){};
AssembleArtifacts(si32 _heroID, ArtifactPosition _artifactSlot, bool _assemble, ui32 _assembleTo)
AssembleArtifacts(ObjectInstanceID _heroID, ArtifactPosition _artifactSlot, bool _assemble, ui32 _assembleTo)
: heroID(_heroID), artifactSlot(_artifactSlot), assemble(_assemble), assembleTo(_assembleTo){};
si32 heroID;
ObjectInstanceID heroID;
ArtifactPosition artifactSlot;
bool assemble; // True to assemble artifact, false to disassemble.
ui32 assembleTo; // Artifact to assemble into.
@ -1931,8 +1935,8 @@ struct AssembleArtifacts : public CPackForServer
struct BuyArtifact : public CPackForServer
{
BuyArtifact(){};
BuyArtifact(si32 HID, ArtifactID AID):hid(HID),aid(AID){};
si32 hid;
BuyArtifact(ObjectInstanceID HID, ArtifactID AID):hid(HID),aid(AID){};
ObjectInstanceID hid;
ArtifactID aid;
bool applyGh(CGameHandler *gh);
@ -1962,8 +1966,8 @@ struct TradeOnMarketplace : public CPackForServer
struct SetFormation : public CPackForServer
{
SetFormation(){};
SetFormation(si32 HID, ui8 Formation):hid(HID),formation(Formation){};
si32 hid;
SetFormation(ObjectInstanceID HID, ui8 Formation):hid(HID),formation(Formation){};
ObjectInstanceID hid;
ui8 formation;
bool applyGh(CGameHandler *gh);
@ -1976,8 +1980,9 @@ struct SetFormation : public CPackForServer
struct HireHero : public CPackForServer
{
HireHero(){};
HireHero(si32 HID, si32 TID):hid(HID),tid(TID){};
si32 hid, tid; //available hero serial and town (tavern) id
HireHero(si32 HID, ObjectInstanceID TID):hid(HID),tid(TID){};
si32 hid; //available hero serial
ObjectInstanceID tid; //town (tavern) id
TPlayerColor player;
bool applyGh(CGameHandler *gh);
@ -1990,7 +1995,7 @@ struct HireHero : public CPackForServer
struct BuildBoat : public CPackForServer
{
BuildBoat(){};
si32 objid; //where player wants to buy a boat
ObjectInstanceID objid; //where player wants to buy a boat
bool applyGh(CGameHandler *gh);
template <typename Handler> void serialize(Handler &h, const int version)
@ -2043,7 +2048,7 @@ struct MakeCustomAction : public CPackForServer
struct DigWithHero : public CPackForServer
{
DigWithHero(){}
si32 id; //digging hero id
ObjectInstanceID id; //digging hero id
bool applyGh(CGameHandler *gh);
template <typename Handler> void serialize(Handler &h, const int version)
@ -2055,7 +2060,7 @@ struct DigWithHero : public CPackForServer
struct CastAdvSpell : public CPackForServer
{
CastAdvSpell(){}
si32 hid; //hero id
ObjectInstanceID hid; //hero id
SpellID sid; //spell id
int3 pos; //selected tile (not always used)
@ -2111,7 +2116,7 @@ struct SetSelection : public CPackForClient, public CPackForServer //514
void applyCl(CClient *cl);
TPlayerColor player;
ui32 id;
ObjectInstanceID id;
template <typename Handler> void serialize(Handler &h, const int version)
{

View File

@ -201,13 +201,13 @@ DLL_LINKAGE void GiveBonus::applyGs( CGameState *gs )
switch(who)
{
case HERO:
cbsn = gs->getHero(id);
cbsn = gs->getHero(ObjectInstanceID(id));
break;
case PLAYER:
cbsn = gs->getPlayer(id);
break;
case TOWN:
cbsn = gs->getTown(id);
cbsn = gs->getTown(ObjectInstanceID(id));
break;
}
@ -234,10 +234,10 @@ DLL_LINKAGE void GiveBonus::applyGs( CGameState *gs )
DLL_LINKAGE void ChangeObjPos::applyGs( CGameState *gs )
{
CGObjectInstance *obj = gs->map->objects[objid];
CGObjectInstance *obj = gs->getObjInstance(objid);
if(!obj)
{
tlog1 << "Wrong ChangeObjPos: object " << objid << " doesn't exist!\n";
tlog1 << "Wrong ChangeObjPos: object " << objid.getNum() << " doesn't exist!\n";
return;
}
gs->map->removeBlockVisTiles(obj);
@ -255,7 +255,7 @@ DLL_LINKAGE void RemoveBonus::applyGs( CGameState *gs )
{
CBonusSystemNode *node;
if (who == HERO)
node = gs->getHero(whoID);
node = gs->getHero(ObjectInstanceID(whoID));
else
node = gs->getPlayer(whoID);
@ -275,7 +275,7 @@ DLL_LINKAGE void RemoveBonus::applyGs( CGameState *gs )
DLL_LINKAGE void RemoveObject::applyGs( CGameState *gs )
{
CGObjectInstance *obj = gs->map->objects[id];
CGObjectInstance *obj = gs->getObjInstance(id);
//unblock tiles
if(obj->defInfo)
{
@ -305,7 +305,7 @@ DLL_LINKAGE void RemoveObject::applyGs( CGameState *gs )
if(!vstd::contains(gs->hpool.pavailable, h->subID))
gs->hpool.pavailable[h->subID] = 0xff;
gs->map->objects[id] = NULL;
gs->map->objects[id.getNum()] = NULL;
return;
@ -328,7 +328,7 @@ DLL_LINKAGE void RemoveObject::applyGs( CGameState *gs )
//gs->map->quests[quest->qid].dellNull();
}
gs->map->objects[id].dellNull();
gs->map->objects[id.getNum()].dellNull();
}
static int getDir(int3 src, int3 dst)
@ -434,7 +434,7 @@ DLL_LINKAGE void RazeStructures::applyGs( CGameState *gs )
DLL_LINKAGE void SetAvailableCreatures::applyGs( CGameState *gs )
{
CGDwelling *dw = dynamic_cast<CGDwelling*>(gs->map->objects[tid].get());
CGDwelling *dw = dynamic_cast<CGDwelling*>(gs->getObjInstance(tid));
assert(dw);
dw->creatures = creatures;
}
@ -479,13 +479,13 @@ DLL_LINKAGE void HeroRecruited::applyGs( CGameState *gs )
h->movement = h->maxMovePoints(true);
gs->hpool.heroesPool.erase(hid);
if(h->id < 0)
if(h->id == ObjectInstanceID())
{
h->id = gs->map->objects.size();
h->id = ObjectInstanceID(gs->map->objects.size());
gs->map->objects.push_back(h);
}
else
gs->map->objects[h->id] = h;
gs->map->objects[h->id.getNum()] = h;
h->initHeroDefInfo();
gs->map->heroes.push_back(h);
@ -548,7 +548,7 @@ DLL_LINKAGE void NewObject::applyGs( CGameState *gs )
o->subID = subID;
o->pos = pos;
o->defInfo = VLC->dobjinfo->gobjs[ID][subID];
id = o->id = gs->map->objects.size();
id = o->id = ObjectInstanceID(gs->map->objects.size());
o->hoverName = VLC->generaltexth->names[ID];
switch(ID)
@ -911,7 +911,7 @@ DLL_LINKAGE void NewTurn::applyGs( CGameState *gs )
DLL_LINKAGE void SetObjectProperty::applyGs( CGameState *gs )
{
CGObjectInstance *obj = gs->map->objects[id];
CGObjectInstance *obj = gs->getObjInstance(id);
if(!obj)
{
tlog1 << "Wrong object ID - property cannot be set!\n";
@ -943,7 +943,7 @@ DLL_LINKAGE void SetObjectProperty::applyGs( CGameState *gs )
DLL_LINKAGE void SetHoverName::applyGs( CGameState *gs )
{
name.toString(gs->map->objects[id]->hoverName);
name.toString(gs->getObj(id)->hoverName);
}
DLL_LINKAGE void HeroLevelUp::applyGs( CGameState *gs )
@ -1017,7 +1017,7 @@ DLL_LINKAGE void BattleTriggerEffect::applyGs( CGameState *gs )
break;
case Bonus::MANA_DRAIN:
{
CGHeroInstance * h = gs->getHero(additionalInfo);
CGHeroInstance * h = gs->getHero(ObjectInstanceID(additionalInfo));
st->state.insert (EBattleStackState::DRAINED_MANA);
h->mana -= val;
vstd::amax(h->mana, 0);

View File

@ -1296,7 +1296,7 @@ void CGameHandler::newTurn()
}
}
// townID, creatureID, amount
std::map<si32, std::map<si32, si32> > newCreas;//creatures that needs to be added by town events
std::map<ObjectInstanceID, std::map<si32, si32> > newCreas;//creatures that needs to be added by town events
BOOST_FOREACH(CGTownInstance *t, gs->map->towns)
{
@ -1346,7 +1346,7 @@ void CGameHandler::newTurn()
}
//add creatures from town events
if (vstd::contains(newCreas, t->id))
for(std::map<si32, si32>::iterator i=newCreas[t->id].begin() ; i!=newCreas[t->id].end(); i++)
for(auto i=newCreas[t->id].begin() ; i!=newCreas[t->id].end(); i++)
sac.creatures[i->first].first += i->second;
n.cres.push_back(sac);
@ -1648,7 +1648,7 @@ void CGameHandler::giveSpells( const CGTownInstance *t, const CGHeroInstance *h
sendAndApply(&cs);
}
void CGameHandler::setBlockVis(int objid, bool bv)
void CGameHandler::setBlockVis(ObjectInstanceID objid, bool bv)
{
SetObjectProperty sop(objid,2,bv);
sendAndApply(&sop);
@ -1670,13 +1670,13 @@ bool CGameHandler::removeObject( const CGObjectInstance * obj )
return true;
}
void CGameHandler::setAmount(int objid, ui32 val)
void CGameHandler::setAmount(ObjectInstanceID objid, ui32 val)
{
SetObjectProperty sop(objid,3,val);
sendAndApply(&sop);
}
bool CGameHandler::moveHero( si32 hid, int3 dst, ui8 instant, TPlayerColor asker /*= 255*/ )
bool CGameHandler::moveHero( ObjectInstanceID hid, int3 dst, ui8 instant, TPlayerColor asker /*= 255*/ )
{
const CGHeroInstance *h = getHero(hid);
@ -1687,7 +1687,7 @@ bool CGameHandler::moveHero( si32 hid, int3 dst, ui8 instant, TPlayerColor asker
return false;
}
tlog5 << "Player " <<int(asker) << " wants to move hero "<< hid << " from "<< h->pos << " to " << dst << std::endl;
tlog5 << "Player " <<int(asker) << " wants to move hero "<< hid.getNum() << " from "<< h->pos << " to " << dst << std::endl;
int3 hmpos = dst + int3(-1,0,0);
if(!gs->map->isInTheMap(hmpos))
@ -1835,7 +1835,7 @@ bool CGameHandler::moveHero( si32 hid, int3 dst, ui8 instant, TPlayerColor asker
}
}
bool CGameHandler::teleportHero(si32 hid, si32 dstid, ui8 source, TPlayerColor asker/* = 255*/)
bool CGameHandler::teleportHero(ObjectInstanceID hid, ObjectInstanceID dstid, ui8 source, TPlayerColor asker/* = 255*/)
{
const CGHeroInstance *h = getHero(hid);
const CGTownInstance *t = getTown(dstid);
@ -1947,7 +1947,7 @@ void CGameHandler::giveCreatures(const CArmedInstance *obj, const CGHeroInstance
tryJoiningArmy(obj, h, remove, true);
}
void CGameHandler::takeCreatures(int objid, const std::vector<CStackBasicDescriptor> &creatures)
void CGameHandler::takeCreatures(ObjectInstanceID objid, const std::vector<CStackBasicDescriptor> &creatures)
{
std::vector<CStackBasicDescriptor> cres = creatures;
if (cres.size() <= 0)
@ -2079,7 +2079,7 @@ void CGameHandler::setMovePoints( SetMovePoints * smp )
sendAndApply(smp);
}
void CGameHandler::setManaPoints( int hid, int val )
void CGameHandler::setManaPoints( ObjectInstanceID hid, int val )
{
SetMana sm;
sm.hid = hid;
@ -2087,7 +2087,7 @@ void CGameHandler::setManaPoints( int hid, int val )
sendAndApply(&sm);
}
void CGameHandler::giveHero( int id, TPlayerColor player )
void CGameHandler::giveHero( ObjectInstanceID id, TPlayerColor player )
{
GiveHero gh;
gh.id = id;
@ -2095,7 +2095,7 @@ void CGameHandler::giveHero( int id, TPlayerColor player )
sendAndApply(&gh);
}
void CGameHandler::changeObjPos( int objid, int3 newPos, ui8 flags )
void CGameHandler::changeObjPos( ObjectInstanceID objid, int3 newPos, ui8 flags )
{
ChangeObjPos cop;
cop.objid = objid;
@ -2104,7 +2104,7 @@ void CGameHandler::changeObjPos( int objid, int3 newPos, ui8 flags )
sendAndApply(&cop);
}
void CGameHandler::useScholarSkill(si32 fromHero, si32 toHero)
void CGameHandler::useScholarSkill(ObjectInstanceID fromHero, ObjectInstanceID toHero)
{
const CGHeroInstance * h1 = getHero(fromHero);
const CGHeroInstance * h2 = getHero(toHero);
@ -2193,17 +2193,17 @@ void CGameHandler::useScholarSkill(si32 fromHero, si32 toHero)
}
}
void CGameHandler::heroExchange(si32 hero1, si32 hero2)
void CGameHandler::heroExchange(ObjectInstanceID hero1, ObjectInstanceID hero2)
{
ui8 player1 = getHero(hero1)->tempOwner;
ui8 player2 = getHero(hero2)->tempOwner;
TPlayerColor player1 = getHero(hero1)->tempOwner;
TPlayerColor player2 = getHero(hero2)->tempOwner;
if( gameState()->getPlayerRelations( player1, player2))
{
OpenWindow hex;
hex.window = OpenWindow::EXCHANGE_WINDOW;
hex.id1 = hero1;
hex.id2 = hero2;
hex.id1 = hero1.getNum();
hex.id2 = hero2.getNum();
sendAndApply(&hex);
useScholarSkill(hero1,hero2);
}
@ -2341,10 +2341,10 @@ void CGameHandler::close()
//exit(0);
}
bool CGameHandler::arrangeStacks( si32 id1, si32 id2, ui8 what, ui8 p1, ui8 p2, si32 val, TPlayerColor player )
bool CGameHandler::arrangeStacks( ObjectInstanceID id1, ObjectInstanceID id2, ui8 what, ui8 p1, ui8 p2, si32 val, TPlayerColor player )
{
const CArmedInstance *s1 = static_cast<CArmedInstance*>(gs->map->objects[id1].get()),
*s2 = static_cast<CArmedInstance*>(gs->map->objects[id2].get());
const CArmedInstance *s1 = static_cast<CArmedInstance*>(gs->getObjInstance(id1)),
*s2 = static_cast<CArmedInstance*>(gs->getObjInstance(id2));
const CCreatureSet &S1 = *s1, &S2 = *s2;
StackLocation sl1(s1, p1), sl2(s2, p2);
if(!sl1.validSlot() || !sl2.validSlot())
@ -2449,9 +2449,9 @@ TPlayerColor CGameHandler::getPlayerAt( CConnection *c ) const
}
}
bool CGameHandler::disbandCreature( si32 id, ui8 pos )
bool CGameHandler::disbandCreature( ObjectInstanceID id, ui8 pos )
{
CArmedInstance *s1 = static_cast<CArmedInstance*>(gs->map->objects[id].get());
CArmedInstance *s1 = static_cast<CArmedInstance*>(gs->getObjInstance(id));
if(!vstd::contains(s1->stacks,pos))
{
complain("Illegal call to disbandCreature - no such stack in army!");
@ -2462,9 +2462,9 @@ bool CGameHandler::disbandCreature( si32 id, ui8 pos )
return true;
}
bool CGameHandler::buildStructure( si32 tid, BuildingID bid, bool force /*=false*/ )
bool CGameHandler::buildStructure( ObjectInstanceID tid, BuildingID bid, bool force /*=false*/ )
{
CGTownInstance * t = static_cast<CGTownInstance*>(gs->map->objects[tid].get());
CGTownInstance * t = gs->getTown(tid);
CBuilding * b = t->town->buildings[bid];
if(!force)
@ -2574,11 +2574,11 @@ bool CGameHandler::buildStructure( si32 tid, BuildingID bid, bool force /*=false
checkLossVictory(t->tempOwner);
return true;
}
bool CGameHandler::razeStructure (si32 tid, BuildingID bid)
bool CGameHandler::razeStructure (ObjectInstanceID tid, BuildingID bid)
{
///incomplete, simply erases target building
CGTownInstance * t = static_cast<CGTownInstance*>(gs->map->objects[tid].get());
if (t->builtBuildings.find(bid) == t->builtBuildings.end())
const CGTownInstance * t = getTown(tid);
if (!vstd::contains(t->builtBuildings, bid))
return false;
RazeStructures rs;
rs.tid = tid;
@ -2604,9 +2604,9 @@ void CGameHandler::sendMessageToAll( const std::string &message )
sendToAllClients(&sm);
}
bool CGameHandler::recruitCreatures( si32 objid, CreatureID crid, ui32 cram, si32 fromLvl )
bool CGameHandler::recruitCreatures( ObjectInstanceID objid, CreatureID crid, ui32 cram, si32 fromLvl )
{
const CGDwelling *dw = static_cast<CGDwelling*>(gs->map->objects[objid].get());
const CGDwelling *dw = static_cast<const CGDwelling*>(gs->getObj(objid));
const CArmedInstance *dst = NULL;
const CCreature *c = VLC->creh->creatures[crid];
bool warMachine = c->hasBonusOfType(Bonus::SIEGE_WEAPON);
@ -2697,9 +2697,9 @@ bool CGameHandler::recruitCreatures( si32 objid, CreatureID crid, ui32 cram, si3
return true;
}
bool CGameHandler::upgradeCreature( ui32 objid, ui8 pos, CreatureID upgID )
bool CGameHandler::upgradeCreature( ObjectInstanceID objid, ui8 pos, CreatureID upgID )
{
CArmedInstance *obj = static_cast<CArmedInstance*>(gs->map->objects[objid].get());
CArmedInstance *obj = static_cast<CArmedInstance*>(gs->getObjInstance(objid));
assert(obj->hasStackAtSlot(pos));
UpgradeInfo ui = gs->getUpgradeInfo(obj->getStack(pos));
int player = obj->tempOwner;
@ -2773,7 +2773,7 @@ void CGameHandler::moveArmy(const CArmedInstance *src, const CArmedInstance *dst
}
}
bool CGameHandler::garrisonSwap( si32 tid )
bool CGameHandler::garrisonSwap( ObjectInstanceID tid )
{
CGTownInstance *town = gs->getTown(tid);
if(!town->garrisonHero && town->visitingHero) //visiting => garrison, merge armies: town army => hero army
@ -2789,7 +2789,7 @@ bool CGameHandler::garrisonSwap( si32 tid )
SetHeroesInTown intown;
intown.tid = tid;
intown.visiting = -1;
intown.visiting = ObjectInstanceID();
intown.garrison = town->visitingHero->id;
sendAndApply(&intown);
return true;
@ -2805,7 +2805,7 @@ bool CGameHandler::garrisonSwap( si32 tid )
SetHeroesInTown intown;
intown.tid = tid;
intown.garrison = -1;
intown.garrison = ObjectInstanceID();
intown.visiting = town->garrisonHero->id;
sendAndApply(&intown);
return true;
@ -2888,7 +2888,7 @@ bool CGameHandler::moveArtifact(const ArtifactLocation &al1, const ArtifactLocat
* @param assembleTo If assemble is true, this represents the artifact ID of the combination
* artifact to assemble to. Otherwise it's not used.
*/
bool CGameHandler::assembleArtifacts (si32 heroID, ArtifactPosition artifactSlot, bool assemble, ui32 assembleTo)
bool CGameHandler::assembleArtifacts (ObjectInstanceID heroID, ArtifactPosition artifactSlot, bool assemble, ui32 assembleTo)
{
CGHeroInstance *hero = gs->getHero(heroID);
@ -2923,7 +2923,7 @@ bool CGameHandler::assembleArtifacts (si32 heroID, ArtifactPosition artifactSlot
return false;
}
bool CGameHandler::buyArtifact( ui32 hid, ArtifactID aid )
bool CGameHandler::buyArtifact( ObjectInstanceID hid, ArtifactID aid )
{
CGHeroInstance *hero = gs->getHero(hid);
CGTownInstance *town = hero->visitedTown;
@ -2989,7 +2989,7 @@ bool CGameHandler::buyArtifact(const IMarket *m, const CGHeroInstance *h, Res::E
}
else if(const CGBlackMarket *bm = dynamic_cast<const CGBlackMarket *>(m->o)) //black market
{
saa.id = bm->id;
saa.id = bm->id.getNum();
saa.arts = bm->artifacts;
}
else
@ -3015,7 +3015,7 @@ bool CGameHandler::buyArtifact(const IMarket *m, const CGHeroInstance *h, Res::E
return true;
}
bool CGameHandler::sellArtifact( const IMarket *m, const CGHeroInstance *h, TArtifactInstanceID aid, Res::ERes rid )
bool CGameHandler::sellArtifact( const IMarket *m, const CGHeroInstance *h, ArtifactInstanceID aid, Res::ERes rid )
{
const CArtifactInstance *art = h->getArtByInstanceId(aid);
if(!art)
@ -3184,7 +3184,7 @@ bool CGameHandler::sendResources(ui32 val, TPlayerColor player, Res::ERes r1, TP
return true;
}
bool CGameHandler::setFormation( si32 hid, ui8 formation )
bool CGameHandler::setFormation( ObjectInstanceID hid, ui8 formation )
{
gs->getHero(hid)-> formation = formation;
return true;
@ -3730,7 +3730,7 @@ bool CGameHandler::makeBattleAction( BattleAction &ba )
sendAndApply(&start_action);
const CStack * stack = gs->curB->battleGetStackByID(ba.stackNumber);
int spellID = ba.additionalInfo;
SpellID spellID = SpellID(ba.additionalInfo);
BattleHex destination(ba.destinationTile);
const Bonus *randSpellcaster = stack->getBonusLocalFirst(Selector::type(Bonus::RANDOM_SPELLCASTER));
@ -3910,7 +3910,7 @@ void CGameHandler::playerMessage( TPlayerColor player, const std::string &messag
}
}
void CGameHandler::handleSpellCasting( int spellID, int spellLvl, BattleHex destination, ui8 casterSide, TPlayerColor casterColor, const CGHeroInstance * caster, const CGHeroInstance * secHero,
void CGameHandler::handleSpellCasting( SpellID spellID, int spellLvl, BattleHex destination, ui8 casterSide, TPlayerColor casterColor, const CGHeroInstance * caster, const CGHeroInstance * secHero,
int usedSpellPower, ECastingMode::ECastingMode mode, const CStack * stack, si32 selectedStack)
{
const CSpell *spell = SpellID(spellID).toSpell();
@ -3925,7 +3925,7 @@ void CGameHandler::handleSpellCasting( int spellID, int spellLvl, BattleHex dest
: 0;
auto obstacle = make_shared<SpellCreatedObstacle>();
switch(spellID) // :/
switch(spellID.toEnum()) // :/
{
case SpellID::QUICKSAND:
obstacle->obstacleType = CObstacleInstance::QUICKSAND;
@ -4044,7 +4044,7 @@ void CGameHandler::handleSpellCasting( int spellID, int spellLvl, BattleHex dest
int spellDamage = 0;
if (stack && mode != ECastingMode::MAGIC_MIRROR)
{
int unitSpellPower = stack->valOfBonuses(Bonus::SPECIFIC_SPELL_POWER, spellID);
int unitSpellPower = stack->valOfBonuses(Bonus::SPECIFIC_SPELL_POWER, spellID.toEnum());
if (unitSpellPower)
sc.dmgToDisplay = spellDamage = stack->count * unitSpellPower; //TODO: handle immunities
else //Faerie Dragon
@ -4155,7 +4155,7 @@ void CGameHandler::handleSpellCasting( int spellID, int spellLvl, BattleHex dest
}
if (caster && caster->hasBonusOfType(Bonus::SPECIAL_BLESS_DAMAGE, spellID)) //TODO: better handling of bonus percentages
{
int damagePercent = caster->level * caster->valOfBonuses(Bonus::SPECIAL_BLESS_DAMAGE, spellID) / tier;
int damagePercent = caster->level * caster->valOfBonuses(Bonus::SPECIAL_BLESS_DAMAGE, spellID.toEnum()) / tier;
Bonus specialBonus = CStack::featureGenerator(Bonus::CREATURE_DAMAGE, 0, damagePercent, pseudoBonus.turnsRemain);
specialBonus.valType = Bonus::PERCENT_TO_ALL;
specialBonus.sid = spellID;
@ -4172,7 +4172,7 @@ void CGameHandler::handleSpellCasting( int spellID, int spellLvl, BattleHex dest
int hpGained = 0;
if (stack)
{
int unitSpellPower = stack->valOfBonuses(Bonus::SPECIFIC_SPELL_POWER, spellID);
int unitSpellPower = stack->valOfBonuses(Bonus::SPECIFIC_SPELL_POWER, spellID.toEnum());
if (unitSpellPower)
hpGained = stack->count * unitSpellPower; //Archangel
else //Faerie Dragon-like effect - unused fo far
@ -4288,7 +4288,7 @@ void CGameHandler::handleSpellCasting( int spellID, int spellLvl, BattleHex dest
bsa.pos = gs->curB->getAvaliableHex(creID, !(bool)casterSide); //TODO: unify it
//TODO stack casting -> probably power will be zero; set the proper number of creatures manually
int percentBonus = caster ? caster->valOfBonuses(Bonus::SPECIFIC_SPELL_DAMAGE, spellID) : 0;
int percentBonus = caster ? caster->valOfBonuses(Bonus::SPECIFIC_SPELL_DAMAGE, spellID.toEnum()) : 0;
bsa.amount = usedSpellPower
* SpellID(spellID).toSpell()->powers[spellLvl]
@ -4458,7 +4458,7 @@ bool CGameHandler::makeCustomAction( BattleAction &ba )
StartAction start_action(ba);
sendAndApply(&start_action); //start spell casting
handleSpellCasting (ba.additionalInfo, skill, ba.destinationTile, ba.side, h->tempOwner,
handleSpellCasting (SpellID(ba.additionalInfo), skill, ba.destinationTile, ba.side, h->tempOwner,
h, secondHero, h->getPrimSkillLevel(PrimarySkill::SPELL_POWER),
ECastingMode::HERO_CASTING, NULL, ba.selectedStack);
@ -4560,7 +4560,7 @@ void CGameHandler::stackTurnTrigger(const CStack * st)
{
bte.effect = Bonus::MANA_DRAIN;
bte.val = manaDrained;
bte.additionalInfo = enemy->id; //for sanity
bte.additionalInfo = enemy->id.getNum(); //for sanity
sendAndApply(&bte);
}
}
@ -4590,7 +4590,7 @@ void CGameHandler::stackTurnTrigger(const CStack * st)
if (bl.size() && st->casts && !gs->curB->enchanterCounter[side])
{
int index = rand() % bl.size();
int spellID = bl[index]->subtype; //spell ID
SpellID spellID = SpellID(bl[index]->subtype);
if (gs->curB->battleCanCastThisSpell(st->owner, SpellID(spellID).toSpell(), ECastingMode::ENCHANTER_CASTING)) //TODO: select another?
{
int spellLeveL = bl[index]->val; //spell level
@ -4751,7 +4751,7 @@ void CGameHandler::handleTimeEvents()
}
}
void CGameHandler::handleTownEvents(CGTownInstance * town, NewTurn &n, std::map<si32, std::map<si32, si32> > &newCreas)
void CGameHandler::handleTownEvents(CGTownInstance * town, NewTurn &n, std::map<ObjectInstanceID, std::map<si32, si32> > &newCreas)
{
//TODO event removing desync!!!
town->events.sort(evntCmp);
@ -4837,7 +4837,7 @@ ui32 CGameHandler::getQueryResult( TPlayerColor player, int queryID )
return 0;
}
void CGameHandler::showGarrisonDialog( int upobj, int hid, bool removableUnits, const boost::function<void()> &cb )
void CGameHandler::showGarrisonDialog( ObjectInstanceID upobj, ObjectInstanceID hid, bool removableUnits, const boost::function<void()> &cb )
{
ui8 player = getOwner(hid);
GarrisonDialog gd;
@ -4859,17 +4859,17 @@ void CGameHandler::showGarrisonDialog( int upobj, int hid, bool removableUnits,
allowedExchanges.erase(gd.queryID);
};
allowedExchanges[gd.queryID] = std::pair<si32,si32>(upobj,hid);
allowedExchanges[gd.queryID] = std::make_pair(upobj,hid);
sendAndApply(&gd);
}
}
void CGameHandler::showThievesGuildWindow(TPlayerColor player, int requestingObjId)
void CGameHandler::showThievesGuildWindow(TPlayerColor player, ObjectInstanceID requestingObjId)
{
OpenWindow ow;
ow.window = OpenWindow::THIEVES_GUILD;
ow.id1 = player;
ow.id2 = requestingObjId;
ow.id2 = requestingObjId.getNum();
sendAndApply(&ow);
}
@ -4878,9 +4878,9 @@ bool CGameHandler::isAllowedArrangePack(const ArrangeStacks *pack)
return isAllowedExchangeForQuery(pack->id1, pack->id2);
}
bool CGameHandler::isAllowedExchangeForQuery(int id1, int id2) {
bool CGameHandler::isAllowedExchangeForQuery(ObjectInstanceID id1, ObjectInstanceID id2) {
boost::unique_lock<boost::recursive_mutex> lock(gsm);
for(std::map<ui32, std::pair<si32,si32> >::const_iterator i = allowedExchanges.begin(); i!=allowedExchanges.end(); i++)
for(auto i = allowedExchanges.cbegin(); i!=allowedExchanges.cend(); i++)
if((id1 == i->second.first && id2 == i->second.second) ||
(id2 == i->second.first && id1 == i->second.second))
return true;
@ -4888,7 +4888,7 @@ bool CGameHandler::isAllowedExchangeForQuery(int id1, int id2) {
return false;
}
bool CGameHandler::isAllowedExchange( int id1, int id2 )
bool CGameHandler::isAllowedExchange( ObjectInstanceID id1, ObjectInstanceID id2 )
{
if(id1 == id2)
return true;
@ -4941,7 +4941,7 @@ void CGameHandler::objectVisited( const CGObjectInstance * obj, const CGHeroInst
sendAndApply(&hv);
}
bool CGameHandler::buildBoat( ui32 objid )
bool CGameHandler::buildBoat( ObjectInstanceID objid )
{
const IShipyard *obj = IShipyard::castFrom(getObj(objid));
@ -5269,13 +5269,13 @@ void CGameHandler::attackCasting(const BattleAttack & bat, Bonus::BonusType atta
{
if(attacker->hasBonusOfType(attackMode))
{
std::set<ui32> spellsToCast;
std::set<SpellID> spellsToCast;
TBonusListPtr spells = attacker->getBonuses(Selector::type(attackMode));
BOOST_FOREACH(const Bonus *sf, *spells)
{
spellsToCast.insert (sf->subtype);
spellsToCast.insert (SpellID(sf->subtype));
}
BOOST_FOREACH(ui32 spellID, spellsToCast)
BOOST_FOREACH(SpellID spellID, spellsToCast)
{
const CStack * oneOfAttacked = NULL;
for (int g=0; g<bat.bsa.size(); ++g)
@ -5505,7 +5505,7 @@ bool CGameHandler::castSpell(const CGHeroInstance *h, SpellID spellID, const int
}
GiveBonus gb;
gb.id = h->id;
gb.id = h->id.getNum();
gb.bonus = Bonus(Bonus::ONE_DAY, Bonus::NONE, Bonus::SPELL_EFFECT, 0, SpellID::DIMENSION_DOOR);
sendAndApply(&gb);
@ -5532,7 +5532,7 @@ bool CGameHandler::castSpell(const CGHeroInstance *h, SpellID spellID, const int
int subtype = schoolLevel >= 2 ? 1 : 2; //adv or expert
GiveBonus gb;
gb.id = h->id;
gb.id = h->id.getNum();
gb.bonus = Bonus(Bonus::ONE_DAY, Bonus::FLYING_MOVEMENT, Bonus::SPELL_EFFECT, 0, SpellID::FLY, subtype);
sendAndApply(&gb);
}
@ -5542,7 +5542,7 @@ bool CGameHandler::castSpell(const CGHeroInstance *h, SpellID spellID, const int
int subtype = schoolLevel >= 2 ? 1 : 2; //adv or expert
GiveBonus gb;
gb.id = h->id;
gb.id = h->id.getNum();
gb.bonus = Bonus(Bonus::ONE_DAY, Bonus::WATER_WALKING, Bonus::SPELL_EFFECT, 0, SpellID::WATER_WALK, subtype);
sendAndApply(&gb);
}
@ -5565,11 +5565,11 @@ bool CGameHandler::castSpell(const CGHeroInstance *h, SpellID spellID, const int
if (h->getSpellSchoolLevel(s) < 2)
{
double dist = town->pos.dist2d(h->pos);
int nearest = town->id; //nearest town's ID
ObjectInstanceID nearest = town->id; //nearest town's ID
BOOST_FOREACH(const CGTownInstance * currTown, gs->getPlayer(h->tempOwner)->towns)
{
double curDist = currTown->pos.dist2d(h->pos);
if (nearest == -1 || curDist < dist)
if (nearest == ObjectInstanceID() || curDist < dist)
{
nearest = town->id;
dist = curDist;
@ -5848,7 +5848,7 @@ void CGameHandler::runBattle()
TBonusListPtr bl = gs->curB->heroes[i]->getBonuses(Selector::type(Bonus::OPENING_BATTLE_SPELL));
BOOST_FOREACH (Bonus *b, *bl)
{
handleSpellCasting(b->subtype, 3, -1, 0, gs->curB->heroes[i]->tempOwner, NULL, gs->curB->heroes[1-i], b->val, ECastingMode::HERO_CASTING, NULL);
handleSpellCasting(SpellID(b->subtype), 3, -1, 0, gs->curB->heroes[i]->tempOwner, NULL, gs->curB->heroes[1-i], b->val, ECastingMode::HERO_CASTING, NULL);
}
}
}
@ -6189,7 +6189,7 @@ void CGameHandler::removeObstacle(const CObstacleInstance &obstacle)
CasualtiesAfterBattle::CasualtiesAfterBattle(const CArmedInstance *army, BattleInfo *bat)
{
heroWithDeadCommander = -1;
heroWithDeadCommander = ObjectInstanceID();
int color = army->tempOwner;
if(color == GameConstants::UNFLAGGABLE_PLAYER)
@ -6230,7 +6230,7 @@ void CasualtiesAfterBattle::takeFromArmy(CGameHandler *gh)
else
gh->eraseStack(ncount.first, true);
}
if (heroWithDeadCommander > -1)
if (heroWithDeadCommander != ObjectInstanceID())
{
SetCommanderProperty scp;
scp.heroid = heroWithDeadCommander;

View File

@ -75,7 +75,7 @@ struct CasualtiesAfterBattle
typedef std::pair<StackLocation, int> TStackAndItsNewCount;
enum {ERASE = -1};
std::vector<TStackAndItsNewCount> newStackCounts;
si32 heroWithDeadCommander; //TODO: unify stack loactions
ObjectInstanceID heroWithDeadCommander; //TODO: unify stack loactions
CasualtiesAfterBattle(const CArmedInstance *army, BattleInfo *bat);
void takeFromArmy(CGameHandler *gh);
@ -85,7 +85,7 @@ class CGameHandler : public IGameCallback, CBattleInfoCallback
{
private:
void makeStackDoNothing(const CStack * next);
bool isAllowedExchangeForQuery(int id1, int id2);
bool isAllowedExchangeForQuery(ObjectInstanceID id1, ObjectInstanceID id2);
public:
CVCMIServer *s;
std::map<int,CConnection*> connections; //player color -> connection to client with interface of that player
@ -98,10 +98,10 @@ public:
//TODO get rid of cfunctionlist (or similar) and use serialziable callback structure
std::map<ui32, CFunctionList<void(ui32)> > callbacks; //query id => callback function - for selection and yes/no dialogs
std::map<ui32, std::pair<si32,si32> > allowedExchanges;
std::map<ui32, std::pair<ObjectInstanceID, ObjectInstanceID> > allowedExchanges;
bool isBlockedByQueries(const CPack *pack, int packType, TPlayerColor player);
bool isAllowedExchange(int id1, int id2);
bool isAllowedExchange(ObjectInstanceID id1, ObjectInstanceID id2);
bool isAllowedArrangePack(const ArrangeStacks *pack);
void giveSpells(const CGTownInstance *t, const CGHeroInstance *h);
int moveStack(int stack, BattleHex dest); //returned value - travelled distance
@ -131,7 +131,7 @@ public:
//do sth
void changeSpells(const CGHeroInstance * hero, bool give, const std::set<SpellID> &spells) OVERRIDE;
bool removeObject(const CGObjectInstance * obj) OVERRIDE;
void setBlockVis(int objid, bool bv) OVERRIDE;
void setBlockVis(ObjectInstanceID objid, bool bv) OVERRIDE;
void setOwner(const CGObjectInstance * obj, TPlayerColor owner) OVERRIDE;
void setHoverName(const CGObjectInstance * objid, MetaString * name) OVERRIDE;
void changePrimSkill(const CGHeroInstance * hero, PrimarySkill::PrimarySkill which, si64 val, bool abs=false) OVERRIDE;
@ -139,12 +139,12 @@ public:
//void showInfoDialog(InfoWindow *iw) OVERRIDE;
void showBlockingDialog(BlockingDialog *iw, const CFunctionList<void(ui32)> &callback) OVERRIDE;
ui32 showBlockingDialog(BlockingDialog *iw) OVERRIDE; //synchronous version of above
void showGarrisonDialog(int upobj, int hid, bool removableUnits, const boost::function<void()> &cb) OVERRIDE;
void showThievesGuildWindow(TPlayerColor player, int requestingObjId) OVERRIDE;
void showGarrisonDialog(ObjectInstanceID upobj, ObjectInstanceID hid, bool removableUnits, const boost::function<void()> &cb) OVERRIDE;
void showThievesGuildWindow(TPlayerColor player, ObjectInstanceID requestingObjId) OVERRIDE;
void giveResource(TPlayerColor player, Res::ERes which, int val) OVERRIDE;
void giveCreatures(const CArmedInstance *objid, const CGHeroInstance * h, const CCreatureSet &creatures, bool remove) OVERRIDE;
void takeCreatures(int objid, const std::vector<CStackBasicDescriptor> &creatures) OVERRIDE;
void takeCreatures(ObjectInstanceID objid, const std::vector<CStackBasicDescriptor> &creatures) OVERRIDE;
bool changeStackType(const StackLocation &sl, CCreature *c) OVERRIDE;
bool changeStackCount(const StackLocation &sl, TQuantity count, bool absoluteValue = false) OVERRIDE;
bool insertNewStack(const StackLocation &sl, const CCreature *c, TQuantity count) OVERRIDE;
@ -167,20 +167,20 @@ public:
void startBattleI(const CArmedInstance *army1, const CArmedInstance *army2, int3 tile, const CGHeroInstance *hero1, const CGHeroInstance *hero2, bool creatureBank = false, boost::function<void(BattleResult*)> cb = 0, const CGTownInstance *town = NULL) OVERRIDE; //use hero=NULL for no hero
void startBattleI(const CArmedInstance *army1, const CArmedInstance *army2, int3 tile, boost::function<void(BattleResult*)> cb = 0, bool creatureBank = false) OVERRIDE; //if any of armies is hero, hero will be used
void startBattleI(const CArmedInstance *army1, const CArmedInstance *army2, boost::function<void(BattleResult*)> cb = 0, bool creatureBank = false) OVERRIDE; //if any of armies is hero, hero will be used, visitable tile of second obj is place of battle//void startBattleI(int heroID, CCreatureSet army, int3 tile, boost::function<void(BattleResult*)> cb) OVERRIDE; //for hero<=>neutral army
void setAmount(int objid, ui32 val) OVERRIDE;
bool moveHero(si32 hid, int3 dst, ui8 instant, TPlayerColor asker = GameConstants::NEUTRAL_PLAYER) OVERRIDE;
void setAmount(ObjectInstanceID objid, ui32 val) OVERRIDE;
bool moveHero(ObjectInstanceID hid, int3 dst, ui8 instant, TPlayerColor asker = GameConstants::NEUTRAL_PLAYER) OVERRIDE;
void giveHeroBonus(GiveBonus * bonus) OVERRIDE;
void setMovePoints(SetMovePoints * smp) OVERRIDE;
void setManaPoints(int hid, int val) OVERRIDE;
void giveHero(int id, TPlayerColor player) OVERRIDE;
void changeObjPos(int objid, int3 newPos, ui8 flags) OVERRIDE;
void heroExchange(si32 hero1, si32 hero2) OVERRIDE;
void setManaPoints(ObjectInstanceID hid, int val) OVERRIDE;
void giveHero(ObjectInstanceID id, TPlayerColor player) OVERRIDE;
void changeObjPos(ObjectInstanceID objid, int3 newPos, ui8 flags) OVERRIDE;
void heroExchange(ObjectInstanceID hero1, ObjectInstanceID hero2) OVERRIDE;
//////////////////////////////////////////////////////////////////////////
void useScholarSkill(si32 hero1, si32 hero2);
void useScholarSkill(ObjectInstanceID hero1, ObjectInstanceID hero2);
void setPortalDwelling(const CGTownInstance * town, bool forced, bool clear);
bool tryAttackingGuard(const int3 &guardPos, const CGHeroInstance * h);
void visitObjectOnTile(const TerrainTile &t, const CGHeroInstance * h);
bool teleportHero(si32 hid, si32 dstid, ui8 source, TPlayerColor asker = GameConstants::NEUTRAL_PLAYER);
bool teleportHero(ObjectInstanceID hid, ObjectInstanceID dstid, ui8 source, TPlayerColor asker = GameConstants::NEUTRAL_PLAYER);
void vistiCastleObjects (const CGTownInstance *t, const CGHeroInstance *h);
void levelUpHero(const CGHeroInstance * hero, SecondarySkill skill);//handle client respond and send one more request if needed
void levelUpHero(const CGHeroInstance * hero);//initial call - check if hero have remaining levelups & handle them
@ -198,7 +198,7 @@ public:
void playerMessage( TPlayerColor player, const std::string &message);
bool makeBattleAction(BattleAction &ba);
bool makeAutomaticAction(const CStack *stack, BattleAction &ba); //used when action is taken by stack without volition of player (eg. unguided catapult attack)
void handleSpellCasting(int spellID, int spellLvl, BattleHex destination, ui8 casterSide, TPlayerColor casterColor, const CGHeroInstance * caster, const CGHeroInstance * secHero,
void handleSpellCasting(SpellID spellID, int spellLvl, BattleHex destination, ui8 casterSide, TPlayerColor casterColor, const CGHeroInstance * caster, const CGHeroInstance * secHero,
int usedSpellPower, ECastingMode::ECastingMode mode, const CStack * stack, si32 selectedStack = -1);
bool makeCustomAction(BattleAction &ba);
void stackTurnTrigger(const CStack * stack);
@ -206,30 +206,30 @@ public:
void removeObstacle(const CObstacleInstance &obstacle);
bool queryReply( ui32 qid, ui32 answer, TPlayerColor player );
bool hireHero( const CGObjectInstance *obj, ui8 hid, TPlayerColor player );
bool buildBoat( ui32 objid );
bool setFormation( si32 hid, ui8 formation );
bool buildBoat( ObjectInstanceID objid );
bool setFormation( ObjectInstanceID hid, ui8 formation );
bool tradeResources(const IMarket *market, ui32 val, TPlayerColor player, ui32 id1, ui32 id2);
bool sacrificeCreatures(const IMarket *market, const CGHeroInstance *hero, TSlot slot, ui32 count);
bool sendResources(ui32 val, TPlayerColor player, Res::ERes r1, TPlayerColor r2);
bool sellCreatures(ui32 count, const IMarket *market, const CGHeroInstance * hero, ui32 slot, Res::ERes resourceID);
bool transformInUndead(const IMarket *market, const CGHeroInstance * hero, ui32 slot);
bool assembleArtifacts (si32 heroID, ArtifactPosition artifactSlot, bool assemble, ui32 assembleTo);
bool buyArtifact( ui32 hid, ArtifactID aid ); //for blacksmith and mage guild only -> buying for gold in common buildings
bool assembleArtifacts (ObjectInstanceID heroID, ArtifactPosition artifactSlot, bool assemble, ui32 assembleTo);
bool buyArtifact( ObjectInstanceID hid, ArtifactID aid ); //for blacksmith and mage guild only -> buying for gold in common buildings
bool buyArtifact( const IMarket *m, const CGHeroInstance *h, Res::ERes rid, ArtifactID aid); //for artifact merchant and black market -> buying for any resource in special building / advobject
bool sellArtifact( const IMarket *m, const CGHeroInstance *h, TArtifactInstanceID aid, Res::ERes rid); //for artifact merchant selling
bool sellArtifact( const IMarket *m, const CGHeroInstance *h, ArtifactInstanceID aid, Res::ERes rid); //for artifact merchant selling
//void lootArtifacts (TArtHolder source, TArtHolder dest, std::vector<ui32> &arts); //after battle - move al arts to winer
bool buySecSkill( const IMarket *m, const CGHeroInstance *h, SecondarySkill skill);
bool garrisonSwap(si32 tid);
bool upgradeCreature( ui32 objid, ui8 pos, CreatureID upgID );
bool recruitCreatures(si32 objid, CreatureID crid, ui32 cram, si32 level);
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);
bool garrisonSwap(ObjectInstanceID tid);
bool upgradeCreature( ObjectInstanceID objid, ui8 pos, CreatureID upgID );
bool recruitCreatures(ObjectInstanceID objid, CreatureID crid, ui32 cram, si32 level);
bool buildStructure(ObjectInstanceID tid, BuildingID bid, bool force=false);//force - for events: no cost, no checkings
bool razeStructure(ObjectInstanceID tid, BuildingID bid);
bool disbandCreature( ObjectInstanceID id, ui8 pos );
bool arrangeStacks( ObjectInstanceID id1, ObjectInstanceID id2, ui8 what, ui8 p1, ui8 p2, si32 val, TPlayerColor player);
void save(const std::string &fname);
void close();
void handleTimeEvents();
void handleTownEvents(CGTownInstance *town, NewTurn &n, std::map<si32, std::map<si32, si32> > &newCreas);
void handleTownEvents(CGTownInstance *town, NewTurn &n, std::map<ObjectInstanceID, std::map<si32, si32> > &newCreas);
bool complain(const std::string &problem); //sends message to all clients, prints on the logs and return true
void objectVisited( const CGObjectInstance * obj, const CGHeroInstance * h );
void engageIntoBattle( TPlayerColor player );

View File

@ -188,7 +188,7 @@ bool TradeOnMarketplace::applyGh( CGameHandler *gh )
case EMarketMode::ARTIFACT_RESOURCE:
if(!hero)
COMPLAIN_AND_RETURN("Only hero can sell artifacts!");
return gh->sellArtifact(m, hero, r1, static_cast<Res::ERes>(r2));
return gh->sellArtifact(m, hero, ArtifactInstanceID(r1), static_cast<Res::ERes>(r2));
case EMarketMode::CREATURE_UNDEAD:
return gh->transformInUndead(m, hero, r1);
case EMarketMode::RESOURCE_SKILL: