mirror of
https://github.com/vcmi/vcmi.git
synced 2025-06-15 00:05:02 +02:00
some work on new filesystem, not tested
- one more new file - removed duplicating code - filesystem parser is now recursive - decompression should be possible if decompressed size is unknown - autotools and cmake update
This commit is contained in:
@ -64,7 +64,7 @@ template <typename T> class CApplyOnGH;
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class CBaseForGHApply
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{
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public:
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virtual bool applyOnGH(CGameHandler *gh, CConnection *c, void *pack, ui8 player) const =0;
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virtual bool applyOnGH(CGameHandler *gh, CConnection *c, void *pack, ui8 player) const =0;
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virtual ~CBaseForGHApply(){}
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template<typename U> static CBaseForGHApply *getApplier(const U * t=NULL)
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{
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@ -201,14 +201,14 @@ void CGameHandler::levelUpHero(int ID, int skill)
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void CGameHandler::levelUpHero(int ID)
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{
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CGHeroInstance *hero = static_cast<CGHeroInstance *>(gs->map->objects[ID].get());
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// required exp for at least 1 lvl-up hasn't been reached
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if (hero->exp < VLC->heroh->reqExp(hero->level+1))
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{
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afterBattleCallback();
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return;
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}
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//give prim skill
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tlog5 << hero->name <<" got level "<<hero->level<<std::endl;
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int r = rand()%100, pom=0, x=0;
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@ -219,7 +219,7 @@ void CGameHandler::levelUpHero(int ID)
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if(r<pom)
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break;
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}
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tlog5 << "The hero gets the primary skill with the no. " << x << " with a probability of " << r << "%." << std::endl;
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tlog5 << "The hero gets the primary skill with the no. " << x << " with a probability of " << r << "%." << std::endl;
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SetPrimSkill sps;
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sps.id = ID;
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sps.which = x;
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@ -427,7 +427,7 @@ void CGameHandler::changePrimSkill(int ID, int which, si64 val, bool abs)
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sps.abs = abs;
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sps.val = val;
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sendAndApply(&sps);
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//only for exp - hero may level up
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if (which == 4)
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{
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@ -492,7 +492,7 @@ void CGameHandler::endBattle(int3 tile, const CGHeroInstance *hero1, const CGHer
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if(bEndArmy1->tempOwner<GameConstants::PLAYER_LIMIT)
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states.setFlag(bEndArmy1->tempOwner, &PlayerStatus::engagedIntoBattle, false);
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if(bEndArmy2 && bEndArmy2->tempOwner<GameConstants::PLAYER_LIMIT)
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states.setFlag(bEndArmy2->tempOwner, &PlayerStatus::engagedIntoBattle, false);
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states.setFlag(bEndArmy2->tempOwner, &PlayerStatus::engagedIntoBattle, false);
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}
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//end battle, remove all info, free memory
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@ -683,7 +683,7 @@ void CGameHandler::endBattle(int3 tile, const CGHeroInstance *hero1, const CGHer
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afterBattleCallback();
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}
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if (necroSlot != -1)
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if (necroSlot != -1)
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{
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winnerHero->showNecromancyDialog(raisedStack);
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addToSlot(StackLocation(winnerHero, necroSlot), raisedStack.type, raisedStack.count);
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@ -701,7 +701,7 @@ void CGameHandler::endBattle(int3 tile, const CGHeroInstance *hero1, const CGHer
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{
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visitObjectOnTile(*getTile(winnerHero->getPosition()), winnerHero);
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}
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visitObjectAfterVictory = false;
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visitObjectAfterVictory = false;
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winLoseHandle(1<<sides[0] | 1<<sides[1]); //handle victory/loss of engaged players
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@ -767,7 +767,7 @@ void CGameHandler::prepareAttack(BattleAttack &bat, const CStack *att, const CSt
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bat.flags |= BattleAttack::BALLISTA_DOUBLE_DMG;
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}
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}
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// only primary target
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// only primary target
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applyBattleEffects(bat, att, def, distance, false);
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if (!bat.shot()) //multiple-hex attack - only in meele
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@ -865,7 +865,7 @@ void CGameHandler::handleConnection(std::set<int> players, CConnection &c)
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boost::unique_lock<boost::mutex> lock(*c.rmx);
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c >> player >> requestID >> pack; //get the package
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packType = typeList.getTypeID(pack); //get the id of type
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tlog5 << boost::format("Received client message (request %d by player %d) of type with ID=%d (%s).\n")
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% requestID % (int)player % packType % typeid(*pack).name();
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}
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@ -912,7 +912,7 @@ void CGameHandler::handleConnection(std::set<int> players, CConnection &c)
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tlog1 << e.what() << std::endl;
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end2 = true;
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}
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//HANDLE_EXCEPTION(end2 = true);
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HANDLE_EXCEPTION(end2 = true);
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tlog1 << "Ended handling connection\n";
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}
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@ -1010,15 +1010,15 @@ startWalking:
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for(; v >= tilesToMove; --v)
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{
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BattleHex hex = path.first[v];
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tiles.push_back(hex);
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tiles.push_back(hex);
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if((obstacle = battleGetObstacleOnPos(hex, false)))
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{
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//we walked onto something, so we finalize this portion of stack movement check into obstacle
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break;
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break;
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}
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}
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if (tiles.size() > 0)
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{
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//commit movement
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@ -1064,7 +1064,7 @@ CGameHandler::CGameHandler(void)
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IObjectInterface::cb = this;
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applier = new CApplier<CBaseForGHApply>;
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registerTypes3(*applier);
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visitObjectAfterVictory = false;
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visitObjectAfterVictory = false;
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battleEndCallback = NULL;
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}
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@ -1110,18 +1110,18 @@ void CGameHandler::setPortalDwelling(const CGTownInstance * town, bool forced=fa
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ssi.tid = town->id;
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ssi.creatures = town->creatures;
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ssi.creatures[GameConstants::CREATURES_PER_TOWN].second.clear();//remove old one
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const std::vector<ConstTransitivePtr<CGDwelling> > &dwellings = p->dwellings;
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if (dwellings.empty())//no dwellings - just remove
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{
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sendAndApply(&ssi);
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return;
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}
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ui32 dwellpos = rand()%dwellings.size();//take random dwelling
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ui32 creapos = rand()%dwellings[dwellpos]->creatures.size();//for multi-creature dwellings like Golem Factory
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ui32 creature = dwellings[dwellpos]->creatures[creapos].second[0];
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if (clear)
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ssi.creatures[GameConstants::CREATURES_PER_TOWN].first = std::max((ui32)1, (VLC->creh->creatures[creature]->growth)/2);
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else
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@ -1142,7 +1142,7 @@ void CGameHandler::newTurn()
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bool firstTurn = !getDate(0);
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bool newWeek = getDate(1) == 7; //day numbers are confusing, as day was not yet switched
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bool newMonth = getDate(4) == 28;
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std::map<ui8, si32> hadGold;//starting gold - for buildings like dwarven treasury
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srand(time(NULL));
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@ -1204,13 +1204,13 @@ void CGameHandler::newTurn()
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for ( std::map<ui8, PlayerState>::iterator i=gs->players.begin() ; i!=gs->players.end();i++)
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{
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if(i->first == 255)
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if(i->first == 255)
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continue;
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else if(i->first >= GameConstants::PLAYER_LIMIT)
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else if(i->first >= GameConstants::PLAYER_LIMIT)
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assert(0); //illegal player number!
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std::pair<ui8,si32> playerGold(i->first,i->second.resources[Res::GOLD]);
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hadGold.insert(playerGold);
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hadGold.insert(playerGold);
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if(newWeek) //new heroes in tavern
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{
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@ -1248,10 +1248,10 @@ void CGameHandler::newTurn()
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if(h->visitedTown && vstd::contains(h->visitedTown->builtBuildings,0)) //if hero starts turn in town with mage guild
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hth.mana = std::max(h->mana, h->manaLimit()); //restore all mana
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else
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hth.mana = std::max((si32)(0), std::max(h->mana, std::min((si32)(h->mana + h->manaRegain()), h->manaLimit())));
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hth.mana = std::max((si32)(0), std::max(h->mana, std::min((si32)(h->mana + h->manaRegain()), h->manaLimit())));
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n.heroes.insert(hth);
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if(!firstTurn) //not first day
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{
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n.res[i->first][Res::GOLD] += h->valOfBonuses(Selector::typeSubtype(Bonus::SECONDARY_SKILL_PREMY, CGHeroInstance::ESTATES)); //estates
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@ -1265,7 +1265,7 @@ void CGameHandler::newTurn()
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}
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// townID, creatureID, amount
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std::map<si32, std::map<si32, si32> > newCreas;//creatures that needs to be added by town events
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BOOST_FOREACH(CGTownInstance *t, gs->map->towns)
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{
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ui8 player = t->tempOwner;
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@ -1336,7 +1336,7 @@ void CGameHandler::newTurn()
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n.res[player][Res::GOLD] += t->dailyIncome();
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}
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if(vstd::contains(t->builtBuildings, EBuilding::GRAIL) && t->subID == 2)
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if(vstd::contains(t->builtBuildings, EBuilding::GRAIL) && t->subID == 2)
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{
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// Skyship, probably easier to handle same as Veil of darkness
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//do it every new day after veils apply
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@ -1355,7 +1355,7 @@ void CGameHandler::newTurn()
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if(newMonth)
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{
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SetAvailableArtifacts saa;
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SetAvailableArtifacts saa;
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saa.id = -1;
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pickAllowedArtsSet(saa.arts);
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sendAndApply(&saa);
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@ -1484,10 +1484,10 @@ void CGameHandler::run(bool resume)
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boost::unique_lock<boost::recursive_mutex> lock(gsm);
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connections[pom] = cc;
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}
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}
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}
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tlog0 << std::endl;
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}
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for(std::set<CConnection*>::iterator i = conns.begin(); i!=conns.end();i++)
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{
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std::set<int> pom;
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@ -1519,10 +1519,10 @@ void CGameHandler::run(bool resume)
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for(; i != gs->players.end(); i++)
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{
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if((i->second.towns.size()==0 && i->second.heroes.size()==0)
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|| i->first>=GameConstants::PLAYER_LIMIT
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|| i->second.status)
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|| i->first>=GameConstants::PLAYER_LIMIT
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|| i->second.status)
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{
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continue;
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continue;
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}
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states.setFlag(i->first,&PlayerStatus::makingTurn,true);
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@ -1537,7 +1537,7 @@ void CGameHandler::run(bool resume)
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while(states.players[i->first].makingTurn && !end2)
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{
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static time_duration p = milliseconds(200);
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states.cv.timed_wait(lock,p);
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states.cv.timed_wait(lock,p);
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}
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}
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@ -1667,9 +1667,9 @@ bool CGameHandler::moveHero( si32 hid, int3 dst, ui8 instant, ui8 asker /*= 255*
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//check if destination tile is available
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//it's a rock or blocked and not visitable tile
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//it's a rock or blocked and not visitable tile
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//OR hero is on land and dest is water and (there is not present only one object - boat)
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if(((t.tertype == TerrainTile::rock || (t.blocked && !t.visitable && !h->hasBonusOfType(Bonus::FLYING_MOVEMENT) ))
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if(((t.tertype == TerrainTile::rock || (t.blocked && !t.visitable && !h->hasBonusOfType(Bonus::FLYING_MOVEMENT) ))
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&& complain("Cannot move hero, destination tile is blocked!"))
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|| ((!h->boat && !h->canWalkOnSea() && t.tertype == TerrainTile::water && (t.visitableObjects.size() < 1 || (t.visitableObjects.back()->ID != 8 && t.visitableObjects.back()->ID != GameConstants::HEROI_TYPE))) //hero is not on boat/water walking and dst water tile doesn't contain boat/hero (objs visitable from land) -> we test back cause boat may be on top of another object (#276)
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&& complain("Cannot move hero, destination tile is on water!"))
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@ -1710,7 +1710,7 @@ bool CGameHandler::moveHero( si32 hid, int3 dst, ui8 instant, ui8 asker /*= 255*
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if(!instant)
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{
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if( (distance(h->pos,dst) >= 1.5 && complain("Tiles are not neighboring!"))
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|| (h->movement < cost && h->movement < 100 && complain("Not enough move points!")))
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|| (h->movement < cost && h->movement < 100 && complain("Not enough move points!")))
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{
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sendAndApply(&tmh);
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return false;
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@ -1731,7 +1731,7 @@ bool CGameHandler::moveHero( si32 hid, int3 dst, ui8 instant, ui8 asker /*= 255*
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if(blockvis)//interaction with blocking object (like resources)
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{
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tmh.result = TryMoveHero::BLOCKING_VISIT;
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sendAndApply(&tmh);
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sendAndApply(&tmh);
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//failed to move to that tile but we visit object
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if(t.visitableObjects.size())
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objectVisited(t.visitableObjects.back(), h);
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@ -1772,7 +1772,7 @@ bool CGameHandler::moveHero( si32 hid, int3 dst, ui8 instant, ui8 asker /*= 255*
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{
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CGHeroInstance *dh = static_cast<CGHeroInstance *>(obj);
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if( gameState()->getPlayerRelations(dh->tempOwner, h->tempOwner))
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if( gameState()->getPlayerRelations(dh->tempOwner, h->tempOwner))
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{
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heroExchange(h->id, dh->id);
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return true;
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@ -1792,12 +1792,12 @@ bool CGameHandler::teleportHero(si32 hid, si32 dstid, ui8 source, ui8 asker/* =
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{
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const CGHeroInstance *h = getHero(hid);
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const CGTownInstance *t = getTown(dstid);
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if ( !h || !t || h->getOwner() != gs->currentPlayer )
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tlog1<<"Invalid call to teleportHero!";
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const CGTownInstance *from = h->visitedTown;
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if(((h->getOwner() != t->getOwner())
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if(((h->getOwner() != t->getOwner())
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&& complain("Cannot teleport hero to another player"))
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|| ((!from || from->subID!=3 || !vstd::contains(from->builtBuildings, EBuilding::SPECIAL_3))
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&& complain("Hero must be in town with Castle gate for teleporting"))
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@ -1824,7 +1824,7 @@ void CGameHandler::setOwner(int objid, ui8 owner)
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const CGTownInstance * town = getTown(objid);
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if (town->subID == 5 && vstd::contains(town->builtBuildings, 22))
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setPortalDwelling(town, true, false);
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if (!gs->getPlayer(owner)->towns.size())//player lost last town
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{
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InfoWindow iw;
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@ -1833,7 +1833,7 @@ void CGameHandler::setOwner(int objid, ui8 owner)
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sendAndApply(&iw);
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}
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}
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const CGObjectInstance * obj = getObj(objid);
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const PlayerState * p = gs->getPlayer(owner);
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@ -1898,7 +1898,7 @@ void CGameHandler::giveCreatures(const CArmedInstance *obj, const CGHeroInstance
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for (TSlots::const_iterator stack = creatures.Slots().begin(); stack != creatures.Slots().end(); stack++)
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{
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addToSlot(StackLocation(obj, obj->getSlotFor(stack->second->type)), stack->second->type, stack->second->count);
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}
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}
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tryJoiningArmy(obj, h, remove, true);
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}
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@ -1998,8 +1998,8 @@ void CGameHandler::startBattleI(const CArmedInstance *army1, const CArmedInstanc
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void CGameHandler::startBattleI( const CArmedInstance *army1, const CArmedInstance *army2, int3 tile, boost::function<void(BattleResult*)> cb, bool creatureBank )
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{
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startBattleI(army1, army2, tile,
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army1->ID == GameConstants::HEROI_TYPE ? static_cast<const CGHeroInstance*>(army1) : NULL,
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army2->ID == GameConstants::HEROI_TYPE ? static_cast<const CGHeroInstance*>(army2) : NULL,
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army1->ID == GameConstants::HEROI_TYPE ? static_cast<const CGHeroInstance*>(army1) : NULL,
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army2->ID == GameConstants::HEROI_TYPE ? static_cast<const CGHeroInstance*>(army2) : NULL,
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creatureBank, cb);
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}
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@ -2092,16 +2092,16 @@ void CGameHandler::useScholarSkill(si32 fromHero, si32 toHero)
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for(std::set<ui32>::const_iterator it=h2->spells.begin(); it!=h2->spells.end();it++)
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if ( h1Lvl >= VLC->spellh->spells[*it]->level && !vstd::contains(h1->spells, *it))
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cs2.spells.insert(*it);
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if (cs1.spells.size() || cs2.spells.size())//create a message
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{
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{
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InfoWindow iw;
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iw.player = h1->tempOwner;
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iw.components.push_back(Component(Component::SEC_SKILL, 18, ScholarLevel, 0));
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iw.text.addTxt(MetaString::GENERAL_TXT, 139);//"%s, who has studied magic extensively,
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iw.text.addReplacement(h1->name);
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if (cs2.spells.size())//if found new spell - apply
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{
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iw.text.addTxt(MetaString::GENERAL_TXT, 140);//learns
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@ -2215,7 +2215,7 @@ void CGameHandler::sendAndApply(CGarrisonOperationPack * info)
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{
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sendAndApply((CPackForClient*)info);
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if(gs->map->victoryCondition.condition == EVictoryConditionType::GATHERTROOP)
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winLoseHandle();
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winLoseHandle();
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}
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// void CGameHandler::sendAndApply( SetGarrisons * info )
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@ -2280,7 +2280,7 @@ void CGameHandler::save( const std::string &fname )
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void CGameHandler::close()
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{
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tlog0 << "We have been requested to close.\n";
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tlog0 << "We have been requested to close.\n";
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if(gs->initialOpts->mode == StartInfo::DUEL)
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{
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@ -2321,7 +2321,7 @@ bool CGameHandler::arrangeStacks( si32 id1, si32 id2, ui8 what, ui8 p1, ui8 p2,
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{
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if (( s1->getCreature(p1) != s2->getCreature(p2) && complain("Cannot merge different creatures stacks!"))
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|| (((s1->tempOwner != player && s1->tempOwner != 254) && s2->getStackCount(p2)) && complain("Can't take troops from another player!")))
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return false;
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return false;
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moveStack(sl1, sl2);
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}
|
||||
@ -2349,9 +2349,9 @@ bool CGameHandler::arrangeStacks( si32 id1, si32 id2, ui8 what, ui8 p1, ui8 p2,
|
||||
|| (s1->getCreature(p1) != s2->getCreature(p2) && complain("Cannot rebalance different creatures stacks!"))
|
||||
)
|
||||
{
|
||||
return false;
|
||||
return false;
|
||||
}
|
||||
|
||||
|
||||
moveStack(sl1, sl2, val - s2->getStackCount(p2));
|
||||
//S2.slots[p2]->count = val;
|
||||
//S1.slots[p1]->count = total - val;
|
||||
@ -2361,7 +2361,7 @@ bool CGameHandler::arrangeStacks( si32 id1, si32 id2, ui8 what, ui8 p1, ui8 p2,
|
||||
if(s1->getStackCount(p1) < val)//not enough creatures
|
||||
{
|
||||
complain("Cannot split that stack, not enough creatures!");
|
||||
return false;
|
||||
return false;
|
||||
}
|
||||
|
||||
|
||||
@ -2419,7 +2419,7 @@ bool CGameHandler::buildStructure( si32 tid, si32 bid, bool force /*=false*/ )
|
||||
complain("Cannot build that building!");
|
||||
return false;
|
||||
}
|
||||
|
||||
|
||||
if( !force && bid == 26) //grail
|
||||
{
|
||||
if(!t->visitingHero || !t->visitingHero->hasArt(2))
|
||||
@ -2490,7 +2490,7 @@ bool CGameHandler::buildStructure( si32 tid, si32 bid, bool force /*=false*/ )
|
||||
ns.bid.insert(bid);
|
||||
ns.builded = force?t->builded:(t->builded+1);
|
||||
sendAndApply(&ns);
|
||||
|
||||
|
||||
//reveal ground for lookout tower
|
||||
FoWChange fw;
|
||||
fw.player = t->tempOwner;
|
||||
@ -2591,7 +2591,7 @@ bool CGameHandler::recruitCreatures( si32 objid, ui32 crid, ui32 cram, si32 from
|
||||
break;
|
||||
}
|
||||
}
|
||||
int slot = dst->getSlotFor(crid);
|
||||
int slot = dst->getSlotFor(crid);
|
||||
|
||||
if( (!found && complain("Cannot recruit: no such creatures!"))
|
||||
|| (cram > VLC->creh->creatures[crid]->maxAmount(gs->getPlayer(dst->tempOwner)->resources) && complain("Cannot recruit: lack of resources!"))
|
||||
@ -2613,7 +2613,7 @@ bool CGameHandler::recruitCreatures( si32 objid, ui32 crid, ui32 cram, si32 from
|
||||
|
||||
sendAndApply(&sr);
|
||||
sendAndApply(&sac);
|
||||
|
||||
|
||||
if(warMachine)
|
||||
{
|
||||
const CGHeroInstance *h = dynamic_cast<const CGHeroInstance*>(dst);
|
||||
@ -2655,22 +2655,22 @@ bool CGameHandler::upgradeCreature( ui32 objid, ui8 pos, ui32 upgID )
|
||||
TResources totalCost = ui.cost[newIDpos] * crQuantity;
|
||||
|
||||
//check if upgrade is possible
|
||||
if( (ui.oldID<0 || newIDpos == -1 ) && complain("That upgrade is not possible!"))
|
||||
if( (ui.oldID<0 || newIDpos == -1 ) && complain("That upgrade is not possible!"))
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
|
||||
|
||||
//check if player has enough resources
|
||||
if(!p->resources.canAfford(totalCost))
|
||||
COMPLAIN_RET("Cannot upgrade, not enough resources!");
|
||||
|
||||
|
||||
//take resources
|
||||
SetResources sr;
|
||||
sr.player = player;
|
||||
sr.res = p->resources - totalCost;
|
||||
sendAndApply(&sr);
|
||||
|
||||
|
||||
//upgrade creature
|
||||
changeStackType(StackLocation(obj, pos), VLC->creh->creatures[upgID]);
|
||||
return true;
|
||||
@ -2684,11 +2684,11 @@ bool CGameHandler::changeStackType(const StackLocation &sl, CCreature *c)
|
||||
SetStackType sst;
|
||||
sst.sl = sl;
|
||||
sst.type = c;
|
||||
sendAndApply(&sst);
|
||||
sendAndApply(&sst);
|
||||
return true;
|
||||
}
|
||||
|
||||
void CGameHandler::moveArmy(const CArmedInstance *src, const CArmedInstance *dst, bool allowMerging)
|
||||
void CGameHandler::moveArmy(const CArmedInstance *src, const CArmedInstance *dst, bool allowMerging)
|
||||
{
|
||||
assert(src->canBeMergedWith(*dst, allowMerging));
|
||||
while(src->stacksCount())//while there are unmoved creatures
|
||||
@ -2731,16 +2731,16 @@ bool CGameHandler::garrisonSwap( si32 tid )
|
||||
complain("Cannot make garrison swap, not enough free slots!");
|
||||
return false;
|
||||
}
|
||||
|
||||
|
||||
moveArmy(town, town->visitingHero, true);
|
||||
|
||||
|
||||
SetHeroesInTown intown;
|
||||
intown.tid = tid;
|
||||
intown.visiting = -1;
|
||||
intown.garrison = town->visitingHero->id;
|
||||
sendAndApply(&intown);
|
||||
return true;
|
||||
}
|
||||
}
|
||||
else if (town->garrisonHero && !town->visitingHero) //move hero out of the garrison
|
||||
{
|
||||
//check if moving hero out of town will break 8 wandering heroes limit
|
||||
@ -2780,7 +2780,7 @@ bool CGameHandler::moveArtifact(const ArtifactLocation &al1, const ArtifactLocat
|
||||
ArtifactLocation src = al1, dst = al2;
|
||||
const int srcPlayer = src.owningPlayer(), dstPlayer = dst.owningPlayer();
|
||||
const CArmedInstance *srcObj = src.relatedObj(), *dstObj = dst.relatedObj();
|
||||
|
||||
|
||||
// Make sure exchange is even possible between the two heroes.
|
||||
if(!isAllowedExchange(srcObj->id, dstObj->id))
|
||||
COMPLAIN_RET("That heroes cannot make any exchange!");
|
||||
@ -2799,12 +2799,12 @@ bool CGameHandler::moveArtifact(const ArtifactLocation &al1, const ArtifactLocat
|
||||
&& srcArtifact && !srcArtifact->canBePutAt(dst, true))
|
||||
COMPLAIN_RET("Cannot move artifact!");
|
||||
|
||||
if ((srcArtifact && srcArtifact->artType->id == GameConstants::ID_LOCK) || (destArtifact && destArtifact->artType->id == GameConstants::ID_LOCK))
|
||||
if ((srcArtifact && srcArtifact->artType->id == GameConstants::ID_LOCK) || (destArtifact && destArtifact->artType->id == GameConstants::ID_LOCK))
|
||||
COMPLAIN_RET("Cannot move artifact locks.");
|
||||
|
||||
if (dst.slot >= GameConstants::BACKPACK_START && srcArtifact->artType->isBig())
|
||||
if (dst.slot >= GameConstants::BACKPACK_START && srcArtifact->artType->isBig())
|
||||
COMPLAIN_RET("Cannot put big artifacts in backpack!");
|
||||
if (src.slot == ArtifactPosition::MACH4 || dst.slot == ArtifactPosition::MACH4)
|
||||
if (src.slot == ArtifactPosition::MACH4 || dst.slot == ArtifactPosition::MACH4)
|
||||
COMPLAIN_RET("Cannot move catapult!");
|
||||
|
||||
if(dst.slot >= GameConstants::BACKPACK_START)
|
||||
@ -2894,7 +2894,7 @@ bool CGameHandler::buyArtifact( ui32 hid, si32 aid )
|
||||
|| (!vstd::contains(town->builtBuildings,si32(EBuilding::BLACKSMITH)) && complain("No blackismith!"))
|
||||
|| (gs->getPlayer(hero->getOwner())->resources[Res::GOLD] < price && complain("Not enough gold!")) //no gold
|
||||
|| ((!(town->subID == 6 && vstd::contains(town->builtBuildings,si32(EBuilding::SPECIAL_3) ) )
|
||||
&& town->town->warMachine!= aid ) && complain("This machine is unavailable here!")))
|
||||
&& town->town->warMachine!= aid ) && complain("This machine is unavailable here!")))
|
||||
{
|
||||
return false;
|
||||
}
|
||||
@ -2913,7 +2913,7 @@ bool CGameHandler::buyArtifact(const IMarket *m, const CGHeroInstance *h, int ri
|
||||
|
||||
int b1, b2;
|
||||
m->getOffer(rid, aid, b1, b2, EMarketMode::RESOURCE_ARTIFACT);
|
||||
|
||||
|
||||
if(getResource(h->tempOwner, rid) < b1)
|
||||
COMPLAIN_RET("You can't afford to buy this artifact!");
|
||||
|
||||
@ -2986,13 +2986,13 @@ bool CGameHandler::buySecSkill( const IMarket *m, const CGHeroInstance *h, int s
|
||||
{
|
||||
if (!h)
|
||||
COMPLAIN_RET("You need hero to buy a skill!");
|
||||
|
||||
|
||||
if (h->getSecSkillLevel(static_cast<CGHeroInstance::SecondarySkill>(skill)))
|
||||
COMPLAIN_RET("Hero already know this skill");
|
||||
|
||||
|
||||
if (h->secSkills.size() >= GameConstants::SKILL_PER_HERO)//can't learn more skills
|
||||
COMPLAIN_RET("Hero can't learn any more skills");
|
||||
|
||||
|
||||
if (h->type->heroClass->proSec[skill]==0)//can't learn this skill (like necromancy for most of non-necros)
|
||||
COMPLAIN_RET("The hero can't learn this skill!");
|
||||
|
||||
@ -3014,7 +3014,7 @@ bool CGameHandler::buySecSkill( const IMarket *m, const CGHeroInstance *h, int s
|
||||
|
||||
bool CGameHandler::tradeResources(const IMarket *market, ui32 val, ui8 player, ui32 id1, ui32 id2)
|
||||
{
|
||||
int r1 = gs->getPlayer(player)->resources[id1],
|
||||
int r1 = gs->getPlayer(player)->resources[id1],
|
||||
r2 = gs->getPlayer(player)->resources[id2];
|
||||
|
||||
vstd::amin(val, r1); //can't trade more resources than have
|
||||
@ -3058,13 +3058,13 @@ bool CGameHandler::sellCreatures(ui32 count, const IMarket *market, const CGHero
|
||||
int b1, b2; //base quantities for trade
|
||||
market->getOffer(s.type->idNumber, resourceID, b1, b2, EMarketMode::CREATURE_RESOURCE);
|
||||
int units = count / b1; //how many base quantities we trade
|
||||
|
||||
|
||||
if(count%b1) //all offered units of resource should be used, if not -> somewhere in calculations must be an error
|
||||
{
|
||||
//TODO: complain?
|
||||
assert(0);
|
||||
}
|
||||
|
||||
|
||||
changeStackCount(StackLocation(hero, slot), -count);
|
||||
|
||||
SetResource sr;
|
||||
@ -3092,7 +3092,7 @@ bool CGameHandler::transformInUndead(const IMarket *market, const CGHeroInstance
|
||||
|
||||
const CStackInstance &s = army->getStack(slot);
|
||||
int resCreature;//resulting creature - bone dragons or skeletons
|
||||
|
||||
|
||||
if (s.hasBonusOfType(Bonus::DRAGON_NATURE))
|
||||
resCreature = 68;
|
||||
else
|
||||
@ -3249,7 +3249,7 @@ bool CGameHandler::makeBattleAction( BattleAction &ba )
|
||||
//defensive stance //TODO: remove this bonus when stack becomes active
|
||||
SetStackEffect sse;
|
||||
sse.effect.push_back( Bonus(Bonus::STACK_GETS_TURN, Bonus::PRIMARY_SKILL, Bonus::OTHER, 20, -1, PrimarySkill::DEFENSE, Bonus::PERCENT_TO_ALL) );
|
||||
sse.effect.push_back( Bonus(Bonus::STACK_GETS_TURN, Bonus::PRIMARY_SKILL, Bonus::OTHER, gs->curB->stacks[ba.stackNumber]->valOfBonuses(Bonus::DEFENSIVE_STANCE),
|
||||
sse.effect.push_back( Bonus(Bonus::STACK_GETS_TURN, Bonus::PRIMARY_SKILL, Bonus::OTHER, gs->curB->stacks[ba.stackNumber]->valOfBonuses(Bonus::DEFENSIVE_STANCE),
|
||||
-1, PrimarySkill::DEFENSE, Bonus::ADDITIVE_VALUE));
|
||||
sse.stacks.push_back(ba.stackNumber);
|
||||
sendAndApply(&sse);
|
||||
@ -3306,7 +3306,7 @@ bool CGameHandler::makeBattleAction( BattleAction &ba )
|
||||
&& !(curStack->doubleWide()
|
||||
&& ( curStack->position == ba.destinationTile + (curStack->attackerOwned ? +1 : -1 ) )
|
||||
) //nor occupy specified hex
|
||||
)
|
||||
)
|
||||
{
|
||||
std::string problem = "We cannot move this stack to its destination " + curStack->getCreature()->namePl;
|
||||
tlog3 << problem << std::endl;
|
||||
@ -3429,7 +3429,7 @@ bool CGameHandler::makeBattleAction( BattleAction &ba )
|
||||
sendAndApply(&start_action);
|
||||
const CGHeroInstance * attackingHero = gs->curB->heroes[ba.side];
|
||||
CHeroHandler::SBallisticsLevelInfo sbi = VLC->heroh->ballistics[attackingHero->getSecSkillLevel(CGHeroInstance::BALLISTICS)];
|
||||
|
||||
|
||||
int attackedPart = gs->curB->hexToWallPart(ba.destinationTile);
|
||||
if(attackedPart < 0)
|
||||
{
|
||||
@ -3442,7 +3442,7 @@ bool CGameHandler::makeBattleAction( BattleAction &ba )
|
||||
{
|
||||
if(wallInitHP + dmgAlreadyDealt == 3) //it's not destroyed
|
||||
continue;
|
||||
|
||||
|
||||
CatapultAttack ca; //package for clients
|
||||
std::pair< std::pair< ui8, si16 >, ui8> attack; //<< attackedPart , destination tile >, damageDealt >
|
||||
attack.first.first = attackedPart;
|
||||
@ -3802,8 +3802,8 @@ void CGameHandler::handleSpellCasting( int spellID, int spellLvl, BattleHex dest
|
||||
//It creates, sends and applies needed package.
|
||||
auto placeObstacle = [&](BattleHex pos)
|
||||
{
|
||||
static int obstacleIdToGive = gs->curB->obstacles.size()
|
||||
? (gs->curB->obstacles.back()->uniqueID+1)
|
||||
static int obstacleIdToGive = gs->curB->obstacles.size()
|
||||
? (gs->curB->obstacles.back()->uniqueID+1)
|
||||
: 0;
|
||||
|
||||
auto obstacle = make_shared<SpellCreatedObstacle>();
|
||||
@ -3921,7 +3921,7 @@ void CGameHandler::handleSpellCasting( int spellID, int spellLvl, BattleHex dest
|
||||
|
||||
//applying effects
|
||||
switch (spellID)
|
||||
{
|
||||
{
|
||||
case Spells::QUICKSAND:
|
||||
case Spells::LAND_MINE:
|
||||
{
|
||||
@ -4016,7 +4016,7 @@ void CGameHandler::handleSpellCasting( int spellID, int spellLvl, BattleHex dest
|
||||
break;
|
||||
}
|
||||
// permanent effects
|
||||
case Spells::SHIELD:
|
||||
case Spells::SHIELD:
|
||||
case Spells::AIR_SHIELD:
|
||||
case Spells::FIRE_SHIELD:
|
||||
case Spells::PROTECTION_FROM_AIR:
|
||||
@ -4079,7 +4079,7 @@ void CGameHandler::handleSpellCasting( int spellID, int spellLvl, BattleHex dest
|
||||
if(vstd::contains(sc.resisted, (*it)->ID)) //this creature resisted the spell
|
||||
continue;
|
||||
sse.stacks.push_back((*it)->ID);
|
||||
|
||||
|
||||
//Apply hero specials - peculiar enchants
|
||||
if ((*it)->base) // no war machines - TODO: make it work
|
||||
{
|
||||
@ -4093,7 +4093,7 @@ void CGameHandler::handleSpellCasting( int spellID, int spellLvl, BattleHex dest
|
||||
switch(tier)
|
||||
{
|
||||
case 1: case 2:
|
||||
power = 3;
|
||||
power = 3;
|
||||
break;
|
||||
case 3: case 4:
|
||||
power = 2;
|
||||
@ -4165,7 +4165,7 @@ void CGameHandler::handleSpellCasting( int spellID, int spellLvl, BattleHex dest
|
||||
{
|
||||
if(vstd::contains(sc.resisted, (*it)->ID) //this creature resisted the spell
|
||||
|| (spellID == Spells::ANIMATE_DEAD && !(*it)->hasBonusOfType(Bonus::UNDEAD)) //we try to cast animate dead on living stack
|
||||
)
|
||||
)
|
||||
continue;
|
||||
StacksHealedOrResurrected::HealInfo hi;
|
||||
hi.stackID = (*it)->ID;
|
||||
@ -4302,7 +4302,7 @@ void CGameHandler::handleSpellCasting( int spellID, int spellLvl, BattleHex dest
|
||||
{
|
||||
BattleStackAttacked bsa;
|
||||
bsa.flags |= BattleStackAttacked::EFFECT;
|
||||
bsa.effect = VLC->spellh->spells[80]->mainEffectAnim; //use acid breath
|
||||
bsa.effect = VLC->spellh->spells[80]->mainEffectAnim; //use acid breath
|
||||
bsa.damageAmount = usedSpellPower; //damage times the number of attackers
|
||||
bsa.stackAttacked = (*it)->ID;
|
||||
bsa.attackerID = -1;
|
||||
@ -4563,15 +4563,15 @@ void CGameHandler::handleDamageFromObstacle(const CObstacleInstance &obstacle, C
|
||||
return;
|
||||
|
||||
oneTimeObstacle = true;
|
||||
effect = 82; //makes
|
||||
damage = gs->curB->calculateSpellDmg(VLC->spellh->spells[Spells::LAND_MINE], hero, curStack,
|
||||
effect = 82; //makes
|
||||
damage = gs->curB->calculateSpellDmg(VLC->spellh->spells[Spells::LAND_MINE], hero, curStack,
|
||||
spellObstacle->spellLevel, spellObstacle->casterSpellPower);
|
||||
//TODO even if obstacle wasn't created by hero (Tower "moat") it should deal dmg as if casted by hero,
|
||||
//if it is bigger than default dmg. Or is it just irrelevant H3 implementation quirk
|
||||
}
|
||||
else if(obstacle.obstacleType == CObstacleInstance::FIRE_WALL)
|
||||
{
|
||||
damage = gs->curB->calculateSpellDmg(VLC->spellh->spells[Spells::FIRE_WALL], hero, curStack,
|
||||
damage = gs->curB->calculateSpellDmg(VLC->spellh->spells[Spells::FIRE_WALL], hero, curStack,
|
||||
spellObstacle->spellLevel, spellObstacle->casterSpellPower);
|
||||
}
|
||||
else
|
||||
@ -4611,7 +4611,7 @@ void CGameHandler::handleTimeEvents()
|
||||
|
||||
if( pinfo //player exists
|
||||
&& (ev->players & 1<<player) //event is enabled to this player
|
||||
&& ((ev->computerAffected && !pinfo->human)
|
||||
&& ((ev->computerAffected && !pinfo->human)
|
||||
|| (ev->humanAffected && pinfo->human)
|
||||
)
|
||||
)
|
||||
@ -4672,7 +4672,7 @@ void CGameHandler::handleTownEvents(CGTownInstance * town, NewTurn &n, std::map<
|
||||
|
||||
if( pinfo //player exists
|
||||
&& (ev->players & 1<<player) //event is enabled to this player
|
||||
&& ((ev->computerAffected && !pinfo->human)
|
||||
&& ((ev->computerAffected && !pinfo->human)
|
||||
|| (ev->humanAffected && pinfo->human) ) )
|
||||
{
|
||||
|
||||
@ -4706,7 +4706,7 @@ void CGameHandler::handleTownEvents(CGTownInstance * town, NewTurn &n, std::map<
|
||||
if(town->creatureDwelling(i) && ev->creatures[i])//there is dwelling
|
||||
{
|
||||
newCreas[town->id][i] += ev->creatures[i];
|
||||
iw.components.push_back(Component(Component::CREATURE,
|
||||
iw.components.push_back(Component(Component::CREATURE,
|
||||
town->creatures[i].second.back(), ev->creatures[i], 0));
|
||||
}
|
||||
}
|
||||
@ -4758,7 +4758,7 @@ void CGameHandler::showGarrisonDialog( int upobj, int hid, bool removableUnits,
|
||||
|
||||
//register callback manually since we need to use query ID that's given in result of prepareNewQuery call
|
||||
callbacks[gd.queryID] = [=](ui32 answer)
|
||||
{
|
||||
{
|
||||
// Garrison callback calls the "original callback" and closes the exchange between objs.
|
||||
if (cb)
|
||||
cb();
|
||||
@ -4828,7 +4828,7 @@ bool CGameHandler::isAllowedExchange( int id1, int id2 )
|
||||
}
|
||||
else //not exchanging between heroes, TODO: more sophisticated logic
|
||||
{
|
||||
return true;
|
||||
return true;
|
||||
}
|
||||
return false;
|
||||
}
|
||||
@ -5126,7 +5126,7 @@ bool CGameHandler::dig( const CGHeroInstance *h )
|
||||
no.pos = h->getPosition();
|
||||
no.subID = getTile(no.pos)->tertype;
|
||||
sendAndApply(&no);
|
||||
|
||||
|
||||
//take MPs
|
||||
SetMovePoints smp;
|
||||
smp.hid = h->id;
|
||||
@ -5243,7 +5243,7 @@ void CGameHandler::handleAfterAttackCasting( const BattleAttack & bat )
|
||||
}
|
||||
if (((int)(mean * 100)) < rand() % 100) //fractional chance for one last kill
|
||||
++staredCreatures;
|
||||
|
||||
|
||||
staredCreatures += attacker->type->level * attacker->valOfBonuses(Bonus::DEATH_STARE, 1);
|
||||
if (staredCreatures)
|
||||
{
|
||||
@ -5276,7 +5276,7 @@ bool CGameHandler::castSpell(const CGHeroInstance *h, int spellID, const int3 &p
|
||||
|
||||
if(!h->canCastThisSpell(s))
|
||||
COMPLAIN_RET("Hero cannot cast this spell!");
|
||||
if(h->mana < cost)
|
||||
if(h->mana < cost)
|
||||
COMPLAIN_RET("Hero doesn't have enough spell points to cast this spell!");
|
||||
if(s->combatSpell)
|
||||
COMPLAIN_RET("This function can be used only for adventure map spells!");
|
||||
@ -5289,7 +5289,7 @@ bool CGameHandler::castSpell(const CGHeroInstance *h, int spellID, const int3 &p
|
||||
using namespace Spells;
|
||||
switch(spellID)
|
||||
{
|
||||
case SUMMON_BOAT: //Summon Boat
|
||||
case SUMMON_BOAT: //Summon Boat
|
||||
{
|
||||
//check if spell works at all
|
||||
if(rand() % 100 >= s->powers[schoolLevel]) //power is % chance of success
|
||||
@ -5351,7 +5351,7 @@ bool CGameHandler::castSpell(const CGHeroInstance *h, int spellID, const int3 &p
|
||||
break;
|
||||
}
|
||||
|
||||
case SCUTTLE_BOAT: //Scuttle Boat
|
||||
case SCUTTLE_BOAT: //Scuttle Boat
|
||||
{
|
||||
//check if spell works at all
|
||||
if(rand() % 100 >= s->powers[schoolLevel]) //power is % chance of success
|
||||
@ -5399,7 +5399,7 @@ bool CGameHandler::castSpell(const CGHeroInstance *h, int spellID, const int3 &p
|
||||
gb.id = h->id;
|
||||
gb.bonus = Bonus(Bonus::ONE_DAY, Bonus::NONE, Bonus::SPELL_EFFECT, 0, Spells::DIMENSION_DOOR);
|
||||
sendAndApply(&gb);
|
||||
|
||||
|
||||
if(!dest->isClear(curr)) //wrong dest tile
|
||||
{
|
||||
InfoWindow iw;
|
||||
@ -5424,7 +5424,7 @@ bool CGameHandler::castSpell(const CGHeroInstance *h, int spellID, const int3 &p
|
||||
tryAttackingGuard(guardPos, h);
|
||||
}
|
||||
break;
|
||||
case FLY: //Fly
|
||||
case FLY: //Fly
|
||||
{
|
||||
int subtype = schoolLevel >= 2 ? 1 : 2; //adv or expert
|
||||
|
||||
@ -5434,7 +5434,7 @@ bool CGameHandler::castSpell(const CGHeroInstance *h, int spellID, const int3 &p
|
||||
sendAndApply(&gb);
|
||||
}
|
||||
break;
|
||||
case WATER_WALK: //Water Walk
|
||||
case WATER_WALK: //Water Walk
|
||||
{
|
||||
int subtype = schoolLevel >= 2 ? 1 : 2; //adv or expert
|
||||
|
||||
@ -5444,21 +5444,21 @@ bool CGameHandler::castSpell(const CGHeroInstance *h, int spellID, const int3 &p
|
||||
sendAndApply(&gb);
|
||||
}
|
||||
break;
|
||||
|
||||
case TOWN_PORTAL: //Town Portal
|
||||
|
||||
case TOWN_PORTAL: //Town Portal
|
||||
{
|
||||
if (!gs->map->isInTheMap(pos))
|
||||
COMPLAIN_RET("Destination tile not present!")
|
||||
TerrainTile tile = gs->map->getTile(pos);
|
||||
if (tile.visitableObjects.empty() || tile.visitableObjects.back()->ID != GameConstants::TOWNI_TYPE )
|
||||
COMPLAIN_RET("Town not found for Town Portal!");
|
||||
|
||||
|
||||
CGTownInstance * town = static_cast<CGTownInstance*>(tile.visitableObjects.back());
|
||||
if (town->tempOwner != h->tempOwner)
|
||||
COMPLAIN_RET("Can't teleport to another player!");
|
||||
if (town->visitingHero)
|
||||
COMPLAIN_RET("Can't teleport to occupied town!");
|
||||
|
||||
|
||||
if (h->getSpellSchoolLevel(s) < 2)
|
||||
{
|
||||
double dist = town->pos.dist2d(h->pos);
|
||||
@ -5482,10 +5482,10 @@ bool CGameHandler::castSpell(const CGHeroInstance *h, int spellID, const int3 &p
|
||||
}
|
||||
break;
|
||||
|
||||
case VISIONS: //Visions
|
||||
case VIEW_EARTH: //View Earth
|
||||
case DISGUISE: //Disguise
|
||||
case VIEW_AIR: //View Air
|
||||
case VISIONS: //Visions
|
||||
case VIEW_EARTH: //View Earth
|
||||
case DISGUISE: //Disguise
|
||||
case VIEW_AIR: //View Air
|
||||
default:
|
||||
COMPLAIN_RET("This spell is not implemented yet!");
|
||||
break;
|
||||
@ -5529,7 +5529,7 @@ bool CGameHandler::sacrificeCreatures(const IMarket *market, const CGHeroInstanc
|
||||
COMPLAIN_RET("Cannot sacrifice last creature!");
|
||||
|
||||
int crid = hero->getStack(slot).type->idNumber;
|
||||
|
||||
|
||||
changeStackCount(StackLocation(hero, slot), -count);
|
||||
|
||||
int dump, exp;
|
||||
@ -5661,9 +5661,9 @@ void CGameHandler::tryJoiningArmy(const CArmedInstance *src, const CArmedInstanc
|
||||
cont = false;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
boost::function<void()> removeOrNot = 0;
|
||||
if(removeObjWhenFinished)
|
||||
if(removeObjWhenFinished)
|
||||
removeOrNot = boost::bind(&IGameCallback::removeObject,this,src->id);
|
||||
showGarrisonDialog(src->id, dst->id, true, removeOrNot); //show garrison window and optionally remove ourselves from map when player ends
|
||||
}
|
||||
@ -5755,7 +5755,7 @@ void CGameHandler::runBattle()
|
||||
if(const SpellCreatedObstacle *sco = dynamic_cast<const SpellCreatedObstacle *>(obstPtr.get()))
|
||||
if(sco->turnsRemaining == 0)
|
||||
removeObstacle(*obstPtr);
|
||||
}
|
||||
}
|
||||
|
||||
std::vector<CStack*> & stacks = (gs->curB->stacks);
|
||||
const BattleInfo & curB = *gs->curB;
|
||||
@ -5887,7 +5887,7 @@ void CGameHandler::runBattle()
|
||||
|
||||
int numberOfAsks = 1;
|
||||
bool breakOuter = false;
|
||||
do
|
||||
do
|
||||
{//ask interface and wait for answer
|
||||
if(!battleResult.get())
|
||||
{
|
||||
@ -5981,7 +5981,7 @@ void CGameHandler::giveHeroArtifact(const CGHeroInstance *h, const CArtifactInst
|
||||
al.slot = slot;
|
||||
|
||||
if(slot < 0 || !a->canBePutAt(al))
|
||||
{
|
||||
{
|
||||
complain("Cannot put artifact in that slot!");
|
||||
return;
|
||||
}
|
||||
@ -6008,7 +6008,7 @@ void CGameHandler::giveHeroNewArtifact(const CGHeroInstance *h, const CArtifact
|
||||
a = new CCombinedArtifactInstance();
|
||||
}
|
||||
a->artType = artType; //*NOT* via settype -> all bonus-related stuff must be done by NewArtifact apply
|
||||
|
||||
|
||||
NewArtifact na;
|
||||
na.art = a;
|
||||
sendAndApply(&na); // -> updates a!!!, will create a on other machines
|
||||
@ -6101,7 +6101,7 @@ CasualtiesAfterBattle::CasualtiesAfterBattle(const CArmedInstance *army, BattleI
|
||||
{
|
||||
auto c = dynamic_cast <const CCommanderInstance *>(st->base);
|
||||
if (c) //switch commander status to dead
|
||||
{
|
||||
{
|
||||
auto h = dynamic_cast <const CGHeroInstance *>(army);
|
||||
if (h && h->commander == c)
|
||||
heroWithDeadCommander = army->id; //TODO: unify commander handling
|
||||
|
Reference in New Issue
Block a user