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

Fix 2139 captured spell scroll descriptions

This commit is contained in:
Vadim Markovtsev 2016-01-21 20:23:45 +03:00
parent b19e082f37
commit afa95312ba
6 changed files with 140 additions and 106 deletions

View File

@ -386,31 +386,19 @@ void CArtPlace::setArtifact(const CArtifactInstance *art)
image->disable();
text = std::string();
hoverText = CGI->generaltexth->allTexts[507];
return;
}
else
{
image->enable();
image->setFrame(locked ? ArtifactID::ART_LOCK : art->artType->iconIndex);
std::string artDesc = ourArt->artType->Description();
if (vstd::contains (artDesc, '{'))
text = artDesc;
else
text = '{' + ourArt->artType->Name() + "}\n\n" + artDesc; //workaround for new artifacts with single name, turns it to H3-style
text = art->getEffectiveDescription(ourOwner->curHero);
if(art->artType->id == ArtifactID::SPELL_SCROLL)
{
// we expect scroll description to be like this: This scroll contains the [spell name] spell which is added into your spell book for as long as you carry the scroll.
// so we want to replace text in [...] with a spell name
// however other language versions don't have name placeholder at all, so we have to be careful
int spellID = art->getGivenSpellID();
size_t nameStart = text.find_first_of('[');
size_t nameEnd = text.find_first_of(']', nameStart);
if(spellID >= 0)
{
if(nameStart != std::string::npos && nameEnd != std::string::npos)
text = text.replace(nameStart, nameEnd - nameStart + 1, CGI->spellh->objects[spellID]->name);
//add spell component info (used to provide a pic in r-click popup)
baseType = CComponent::spell;
type = spellID;
@ -423,33 +411,11 @@ void CArtPlace::setArtifact(const CArtifactInstance *art)
type = art->artType->id;
bonusValue = 0;
}
if (art->artType->constituents) //display info about components of combined artifact
{
//TODO
}
else if (art->artType->constituentOf.size()) //display info about set
{
std::string artList;
auto combinedArt = art->artType->constituentOf[0];
text += "\n\n";
text += "{" + combinedArt->Name() + "}";
int wornArtifacts = 0;
for (auto a : *combinedArt->constituents) //TODO: can the artifact be a part of more than one set?
{
artList += "\n" + a->Name();
if (ourOwner->curHero->hasArt(a->id, true))
wornArtifacts++;
}
text += " (" + boost::str(boost::format("%d") % wornArtifacts) + " / " +
boost::str(boost::format("%d") % combinedArt->constituents->size()) + ")" + artList;
//TODO: fancy colors and fonts for this text
}
if (locked) // Locks should appear as empty.
hoverText = CGI->generaltexth->allTexts[507];
else
hoverText = boost::str(boost::format(CGI->generaltexth->heroscrn[1]) % ourArt->artType->Name());
}
}
void CArtifactsOfHero::SCommonPart::reset()

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@ -7,6 +7,7 @@
#include "../CMessage.h"
#include "../CGameInfo.h"
#include "../widgets/Images.h"
#include "../widgets/CArtifactHolder.h"
#include "../windows/CAdvmapInterface.h"
#include "../../lib/CArtHandler.h"
@ -144,14 +145,26 @@ size_t CComponent::getIndex()
std::string CComponent::getDescription()
{
switch (compType)
switch(compType)
{
case primskill: return (subtype < 4)? CGI->generaltexth->arraytxt[2+subtype] //Primary skill
: CGI->generaltexth->allTexts[149]; //mana
case secskill: return CGI->generaltexth->skillInfoTexts[subtype][val-1];
case resource: return CGI->generaltexth->allTexts[242];
case creature: return "";
case artifact: return CGI->arth->artifacts[subtype]->Description();
case artifact:
{
std::unique_ptr<CArtifactInstance> art;
if (subtype != ArtifactID::SPELL_SCROLL)
{
art.reset(CArtifactInstance::createNewArtifactInstance(subtype));
}
else
{
art.reset(CArtifactInstance::createScroll(static_cast<SpellID>(val)));
}
return art->getEffectiveDescription();
}
case experience: return CGI->generaltexth->allTexts[241];
case spell: return CGI->spellh->objects[subtype]->getLevelInfo(val).description;
case morale: return CGI->generaltexth->heroscrn[ 4 - (val>0) + (val<0)];
@ -166,7 +179,7 @@ std::string CComponent::getDescription()
std::string CComponent::getSubtitle()
{
if (!perDay)
if(!perDay)
return getSubtitleInternal();
std::string ret = CGI->generaltexth->allTexts[3];

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@ -269,7 +269,7 @@ void CTradeWindow::CTradeableItem::clickRight(tribool down, bool previousState)
case ARTIFACT_TYPE:
case ARTIFACT_PLACEHOLDER:
if(id >= 0)
adventureInt->handleRightClick(CGI->arth->artifacts[id]->Description(), down);
adventureInt->handleRightClick(hlp->getEffectiveDescription(), down);
break;
}
}

View File

@ -738,9 +738,14 @@ std::string CArtifactInstance::nodeName() const
}
CArtifactInstance * CArtifactInstance::createScroll( const CSpell *s)
{
return createScroll(s->id);
}
CArtifactInstance *CArtifactInstance::createScroll(SpellID sid)
{
auto ret = new CArtifactInstance(VLC->arth->artifacts[ArtifactID::SPELL_SCROLL]);
auto b = new Bonus(Bonus::PERMANENT, Bonus::SPELL, Bonus::ARTIFACT_INSTANCE, -1, ArtifactID::SPELL_SCROLL, s->id);
auto b = new Bonus(Bonus::PERMANENT, Bonus::SPELL, Bonus::ARTIFACT_INSTANCE, -1, ArtifactID::SPELL_SCROLL, sid);
ret->addNewBonus(b);
return ret;
}
@ -752,6 +757,48 @@ void CArtifactInstance::init()
setNodeType(ARTIFACT_INSTANCE);
}
std::string CArtifactInstance::getEffectiveDescription(
const CGHeroInstance *hero) const
{
std::string text = this->artType->Description();
if (!vstd::contains(text, '{'))
text = '{' + this->artType->Name() + "}\n\n" + text; //workaround for new artifacts with single name, turns it to H3-style
if(this->artType->id == ArtifactID::SPELL_SCROLL)
{
// we expect scroll description to be like this: This scroll contains the [spell name] spell which is added into your spell book for as long as you carry the scroll.
// so we want to replace text in [...] with a spell name
// however other language versions don't have name placeholder at all, so we have to be careful
int spellID = this->getGivenSpellID();
size_t nameStart = text.find_first_of('[');
size_t nameEnd = text.find_first_of(']', nameStart);
if(spellID >= 0)
{
if(nameStart != std::string::npos && nameEnd != std::string::npos)
text = text.replace(nameStart, nameEnd - nameStart + 1, VLC->spellh->objects[spellID]->name);
}
}
else if (hero && this->artType->constituentOf.size()) //display info about set
{
std::string artList;
auto combinedArt = this->artType->constituentOf[0];
text += "\n\n";
text += "{" + combinedArt->Name() + "}";
int wornArtifacts = 0;
for (auto a : *combinedArt->constituents) //TODO: can the artifact be a part of more than one set?
{
artList += "\n" + a->Name();
if (hero->hasArt(a->id, true))
wornArtifacts++;
}
text += " (" + boost::str(boost::format("%d") % wornArtifacts) + " / " +
boost::str(boost::format("%d") % combinedArt->constituents->size()) + ")" + artList;
//TODO: fancy colors and fonts for this text
}
return text;
}
ArtifactPosition CArtifactInstance::firstAvailableSlot(const CArtifactSet *h) const
{
for(auto slot : artType->possibleSlots.at(h->bearerType()))

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@ -119,6 +119,7 @@ public:
void deserializationFix();
void setType(CArtifact *Art);
std::string getEffectiveDescription(const CGHeroInstance *hero = nullptr) const;
ArtifactPosition firstAvailableSlot(const CArtifactSet *h) const;
ArtifactPosition firstBackpackSlot(const CArtifactSet *h) const;
SpellID getGivenSpellID() const; //to be used with scrolls (and similar arts), -1 if none
@ -143,6 +144,7 @@ public:
}
static CArtifactInstance *createScroll(const CSpell *s);
static CArtifactInstance *createScroll(SpellID sid);
static CArtifactInstance *createNewArtifactInstance(CArtifact *Art);
static CArtifactInstance *createNewArtifactInstance(int aid);
};

View File

@ -471,7 +471,7 @@ void CGameHandler::endBattle(int3 tile, const CGHeroInstance *hero1, const CGHer
const CArmedInstance *bEndArmy2 = gs->curB->sides.at(1).armyObject;
const BattleResult::EResult result = battleResult.get()->result;
auto findBattleQuery = [this] () -> std::shared_ptr<CBattleQuery>
auto findBattleQuery = [this]() -> std::shared_ptr<CBattleQuery>
{
for(auto &q : queries.allQueries())
{
@ -526,66 +526,70 @@ void CGameHandler::endBattle(int3 tile, const CGHeroInstance *hero1, const CGHer
}
std::vector<ui32> arts; //display them in window
std::vector<const CArtifactInstance *> arts; //display them in window
if (result == BattleResult::NORMAL && finishingBattle->winnerHero)
if(result == BattleResult::NORMAL && finishingBattle->winnerHero)
{
if (finishingBattle->loserHero)
auto sendMoveArtifact = [&](const CArtifactInstance *art, MoveArtifact *ma)
{
auto artifactsWorn = finishingBattle->loserHero->artifactsWorn; //TODO: wrap it into a function, somehow (boost::variant -_-)
arts.push_back(art);
ma->dst = ArtifactLocation(finishingBattle->winnerHero, art->firstAvailableSlot(finishingBattle->winnerHero));
sendAndApply(ma);
};
if(finishingBattle->loserHero)
{
//TODO: wrap it into a function, somehow (boost::variant -_-)
auto artifactsWorn = finishingBattle->loserHero->artifactsWorn;
for (auto artSlot : artifactsWorn)
{
MoveArtifact ma;
ma.src = ArtifactLocation (finishingBattle->loserHero, artSlot.first);
ma.src = ArtifactLocation(finishingBattle->loserHero, artSlot.first);
const CArtifactInstance * art = ma.src.getArt();
if (art && !art->artType->isBig() && art->artType->id != ArtifactID::SPELLBOOK) // don't move war machines or locked arts (spellbook)
if(art && !art->artType->isBig() &&
art->artType->id != ArtifactID::SPELLBOOK)
// don't move war machines or locked arts (spellbook)
{
arts.push_back (art->artType->id);
ma.dst = ArtifactLocation (finishingBattle->winnerHero, art->firstAvailableSlot(finishingBattle->winnerHero));
sendAndApply(&ma);
sendMoveArtifact(art, &ma);
}
}
while (!finishingBattle->loserHero->artifactsInBackpack.empty())
while(!finishingBattle->loserHero->artifactsInBackpack.empty())
{
//we assume that no big artifacts can be found
MoveArtifact ma;
ma.src = ArtifactLocation (finishingBattle->loserHero,
ma.src = ArtifactLocation(finishingBattle->loserHero,
ArtifactPosition(GameConstants::BACKPACK_START)); //backpack automatically shifts arts to beginning
const CArtifactInstance * art = ma.src.getArt();
arts.push_back (art->artType->id);
ma.dst = ArtifactLocation (finishingBattle->winnerHero, art->firstAvailableSlot(finishingBattle->winnerHero));
sendAndApply(&ma);
if(art->artType->id != ArtifactID::GRAIL) //grail may not be won
{
sendMoveArtifact(art, &ma);
}
if (finishingBattle->loserHero->commander) //TODO: what if commanders belong to no hero?
}
if(finishingBattle->loserHero->commander) //TODO: what if commanders belong to no hero?
{
artifactsWorn = finishingBattle->loserHero->commander->artifactsWorn;
for (auto artSlot : artifactsWorn)
for(auto artSlot : artifactsWorn)
{
MoveArtifact ma;
ma.src = ArtifactLocation (finishingBattle->loserHero->commander.get(), artSlot.first);
ma.src = ArtifactLocation(finishingBattle->loserHero->commander.get(), artSlot.first);
const CArtifactInstance * art = ma.src.getArt();
if (art && !art->artType->isBig())
{
arts.push_back (art->artType->id);
ma.dst = ArtifactLocation (finishingBattle->winnerHero, art->firstAvailableSlot(finishingBattle->winnerHero));
sendAndApply(&ma);
sendMoveArtifact(art, &ma);
}
}
}
}
for (auto armySlot : gs->curB->battleGetArmyObject(!battleResult.data->winner)->stacks)
for(auto armySlot : gs->curB->battleGetArmyObject(!battleResult.data->winner)->stacks)
{
auto artifactsWorn = armySlot.second->artifactsWorn;
for (auto artSlot : artifactsWorn)
{
MoveArtifact ma;
ma.src = ArtifactLocation (armySlot.second, artSlot.first);
ma.src = ArtifactLocation(armySlot.second, artSlot.first);
const CArtifactInstance * art = ma.src.getArt();
if (art && !art->artType->isBig())
{
arts.push_back (art->artType->id);
ma.dst = ArtifactLocation (finishingBattle->winnerHero, art->firstAvailableSlot(finishingBattle->winnerHero));
sendAndApply(&ma);
sendMoveArtifact(art, &ma);
}
}
}
@ -593,23 +597,25 @@ void CGameHandler::endBattle(int3 tile, const CGHeroInstance *hero1, const CGHer
sendAndApply(battleResult.data); //after this point casualties objects are destroyed
if (arts.size()) //display loot
if(arts.size()) //display loot
{
InfoWindow iw;
iw.player = finishingBattle->winnerHero->tempOwner;
iw.text.addTxt (MetaString::GENERAL_TXT, 30); //You have captured enemy artifact
for (auto id : arts) //TODO; separate function to display loot for various ojects?
for(auto art : arts) //TODO; separate function to display loot for various ojects?
{
iw.components.push_back (Component (Component::ARTIFACT, id, 0, 0));
iw.components.push_back(Component(
Component::ARTIFACT, art->artType->id,
art->artType->id == ArtifactID::SPELL_SCROLL? art->getGivenSpellID() : 0, 0));
if(iw.components.size() >= 14)
{
sendAndApply(&iw);
iw.components.clear();
}
}
if (iw.components.size())
if(iw.components.size())
{
sendAndApply(&iw);
}