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mirror of https://github.com/vcmi/vcmi.git synced 2025-07-03 00:46:55 +02:00

More development around bonus system: building hierarchy, managing morale bonuses. Fully functional Spell Scroll and Angelic Alliance artifacts. Fixed recruiting hero and moving hero to garrison.

This commit is contained in:
Michał W. Urbańczyk
2011-02-04 14:58:14 +00:00
parent 15011e611d
commit c6db92c0be
17 changed files with 331 additions and 355 deletions

View File

@ -271,34 +271,6 @@ CGObjectInstance::~CGObjectInstance()
// delete state;
//state=NULL;
}
//CGObjectInstance::CGObjectInstance(const CGObjectInstance & right)
//{
// pos = right.pos;
// ID = right.ID;
// subID = right.subID;
// id = right.id;
// defInfo = right.defInfo;
// info = right.info;
// blockVisit = right.blockVisit;
// //state = new CLuaObjectScript(right.state->);
// //*state = *right.state;
// //state = right.state;
// tempOwner = right.tempOwner;
//}
//CGObjectInstance& CGObjectInstance::operator=(const CGObjectInstance & right)
//{
// pos = right.pos;
// ID = right.ID;
// subID = right.subID;
// id = right.id;
// defInfo = right.defInfo;
// info = right.info;
// blockVisit = right.blockVisit;
// //state = new CLuaObjectScript();
// //*state = *right.state;
// tempOwner = right.tempOwner;
// return *this;
//}
const std::string & CGObjectInstance::getHoverText() const
{
@ -1431,22 +1403,6 @@ void CGHeroInstance::giveArtifact (ui32 aid) //use only for fixed artifacts
CArtifact * const artifact = VLC->arth->artifacts[aid]; //pointer to constant object
CArtifactInstance *ai = CArtifactInstance::createNewArtifactInstance(artifact);
ai->putAt(this, ai->firstAvailableSlot(this));
//
// if (artifact->isBig())
// {
// for (std::vector<ui16>::const_iterator it = artifact->possibleSlots.begin(); it != artifact->possibleSlots.end(); ++it)
// {
// if (!vstd::contains(artifWorn, *it))
// {
// VLC->arth->equipArtifact(artifWorn, *it, artifact);
// break;
// }
// }
// }
// else
// {
// artifacts.push_back(artifact);
// }
}
int CGHeroInstance::getBoatType() const
@ -1477,21 +1433,6 @@ int CGHeroInstance::getSpellCost(const CSpell *sp) const
return sp->costs[getSpellSchoolLevel(sp)];
}
// void CGHeroInstance::getParents(TCNodes &out, const CBonusSystemNode *root /*= NULL*/) const
// {
// CArmedInstance::getParents(out, root);
//
// if((root == this || contains(static_cast<const CStackInstance *>(root))) && visitedTown && !dynamic_cast<const PlayerState*>(root))
// {
// out.insert(visitedTown);
// }
//
// for (std::map<ui16,CArtifact*>::const_iterator i = artifWorn.begin(); i != artifWorn.end(); i++)
// out.insert(i->second);
//
// out.insert(&speciality);
// }
void CGHeroInstance::pushPrimSkill(int which, int val)
{
addNewBonus(new Bonus(Bonus::PERMANENT, Bonus::PRIMARY_SKILL, Bonus::HERO_BASE_SKILL, val, id, which));
@ -1583,6 +1524,15 @@ bool CGHeroInstance::hasSpellbook() const
return getArt(Arts::SPELLBOOK);
}
void CGHeroInstance::deserializationFix()
{
for(bmap<ui16, ArtSlotInfo>::iterator i = artifactsWorn.begin(); i != artifactsWorn.end(); i++)
if(i->second.artifact && !i->second.locked)
attachTo(i->second.artifact);
attachTo(&speciality);
}
void CGDwelling::initObj()
{
switch(ID)
@ -2008,9 +1958,7 @@ CGTownInstance::CGTownInstance()
{
builded=-1;
destroyed=-1;
garrisonHero=NULL;
town=NULL;
visitingHero = NULL;
}
CGTownInstance::~CGTownInstance()
@ -2137,10 +2085,8 @@ void CGTownInstance::initObj()
break;
}
//add special bonuses from buildings
if(subID == 4 && vstd::contains(builtBuildings, 17))
{
addNewBonus(new Bonus(Bonus::PERMANENT, Bonus::DARKNESS, Bonus::TOWN_STRUCTURE, 20, 17) );
}
recreateBuildingsBonuses();
}
void CGTownInstance::newTurn() const
@ -2241,27 +2187,6 @@ void CGTownInstance::fightOver( const CGHeroInstance *h, BattleResult *result )
{
if(result->winner == 0)
{
if (hasBonusOfType(Bonus::DARKNESS))
{
//TODO: Make some 'change owner' function for bonus, or bonuses independent of player
/*
RemoveBonus rb(RemoveBonus::PLAYER);
rb.whoID = getOwner();
rb.source = Bonus::TOWN_STRUCTURE;
rb.id = id;
cb->sendAndApply(&rb);
GiveBonus gb(GiveBonus::PLAYER);
gb.bonus.type = Bonus::DARKNESS;
gb.bonus.val = 20;
gb.id = h->tempOwner;
gb.bonus.duration = Bonus::PERMANENT;
gb.bonus.source = Bonus::TOWN_STRUCTURE;
gb.bonus.id = id;
cb->sendAndApply(&gb);
*/
}
removeCapitols (h->getOwner());
cb->setOwner (id, h->tempOwner); //give control after checkout is done
FoWChange fw;
@ -2269,8 +2194,6 @@ void CGTownInstance::fightOver( const CGHeroInstance *h, BattleResult *result )
fw.mode = 1;
getSightTiles (fw.tiles); //update visibility for castle structures
cb->sendAndApply (&fw);
}
}
@ -2305,33 +2228,6 @@ int CGTownInstance::getBoatType() const
return 2;
}
// void CGTownInstance::getParents(TCNodes &out, const CBonusSystemNode *root /*= NULL*/) const
// {
// CArmedInstance::getParents(out, root);
// if(root == this && visitingHero && visitingHero != root)
// out.insert(visitingHero);
// }
// void CGTownInstance::getBonuses(BonusList &out, const CSelector &selector, const CBonusSystemNode *root /*= NULL*/) const
// {
// CArmedInstance::getBonuses(out, selector, root);
// //TODO eliminate by moving structures effects to bonus system
//
// if(Selector::matchesType(selector, Bonus::LUCK))
// {
// if(subID == 1 && vstd::contains(builtBuildings,21)) //rampart, fountain of fortune
// out.push_back(Bonus(Bonus::PERMANENT, Bonus::LUCK, Bonus::TOWN_STRUCTURE, +2, 21, VLC->generaltexth->buildings[1][21].first + " +2"));
// }
//
// if(Selector::matchesType(selector, Bonus::MORALE))
// {
// if(subID == 0 && vstd::contains(builtBuildings,22)) //castle, brotherhood of sword built
// out.push_back(Bonus(Bonus::PERMANENT, Bonus::MORALE, Bonus::TOWN_STRUCTURE, +2, 22, VLC->generaltexth->buildings[0][22].first + " +2"));
// else if(vstd::contains(builtBuildings,5)) //tavern is built
// out.push_back(Bonus(Bonus::PERMANENT, Bonus::MORALE, Bonus::TOWN_STRUCTURE, +1, 5, VLC->generaltexth->buildings[0][5].first + " +1"));
// }
// }
int CGTownInstance::getMarketEfficiency() const
{
if(!vstd::contains(builtBuildings, 14))
@ -2390,6 +2286,83 @@ std::vector<int> CGTownInstance::availableItemsIds(EMarketMode mode) const
return IMarket::availableItemsIds(mode);
}
std::string CGTownInstance::nodeName() const
{
return "Town (" + (town ? town->Name() : "unknown") + ") of " + name;
}
void CGTownInstance::deserializationFix()
{
attachTo(&townAndVis);
if(visitingHero)
visitingHero->attachTo(&townAndVis);
if(garrisonHero)
garrisonHero->attachTo(this);
}
void CGTownInstance::recreateBuildingsBonuses()
{
bonuses.remove_if(Selector::sourceType(Bonus::TOWN_STRUCTURE)); //TODO memory leak
if(subID == 4 && vstd::contains(builtBuildings, 17))
addNewBonus(new Bonus(Bonus::PERMANENT, Bonus::DARKNESS, Bonus::TOWN_STRUCTURE, 20, 17));
if(subID == 1 && vstd::contains(builtBuildings,21)) //rampart, fountain of fortune
addNewBonus(new Bonus(Bonus::PERMANENT, Bonus::LUCK, Bonus::TOWN_STRUCTURE, +2, 21, VLC->generaltexth->buildings[1][21].first + " +2"));
if(subID == 0 && vstd::contains(builtBuildings,22)) //castle, brotherhood of sword built
addNewBonus(new Bonus(Bonus::PERMANENT, Bonus::MORALE, Bonus::TOWN_STRUCTURE, +2, 22, VLC->generaltexth->buildings[0][22].first + " +2"));
else if(vstd::contains(builtBuildings,5)) //tavern is built
addNewBonus(new Bonus(Bonus::PERMANENT, Bonus::MORALE, Bonus::TOWN_STRUCTURE, +1, 5, VLC->generaltexth->buildings[0][5].first + " +1"));
}
void CGTownInstance::setVisitingHero(CGHeroInstance *h)
{
assert(!!visitingHero == !h);
if(h)
{
PlayerState *p = cb->gameState()->getPlayer(h->tempOwner);
assert(p);
h->detachFrom(p);
h->attachTo(&townAndVis);
visitingHero = h;
h->visitedTown = this;
h->inTownGarrison = false;
}
else
{
PlayerState *p = cb->gameState()->getPlayer(visitingHero->tempOwner);
visitingHero->visitedTown = NULL;
visitingHero->detachFrom(&townAndVis);
visitingHero->attachTo(p);
visitingHero = NULL;
}
}
void CGTownInstance::setGarrisonedHero(CGHeroInstance *h)
{
assert(!!garrisonHero == !h);
if(h)
{
PlayerState *p = cb->gameState()->getPlayer(h->tempOwner);
assert(p);
h->detachFrom(p);
h->attachTo(this);
garrisonHero = h;
h->visitedTown = this;
h->inTownGarrison = true;
}
else
{
PlayerState *p = cb->gameState()->getPlayer(garrisonHero->tempOwner);
garrisonHero->visitedTown = NULL;
garrisonHero->inTownGarrison = false;
garrisonHero->detachFrom(this);
garrisonHero->attachTo(p);
garrisonHero = NULL;
}
}
void CGVisitableOPH::onHeroVisit( const CGHeroInstance * h ) const
{
if(visitors.find(h->id)==visitors.end())
@ -6584,44 +6557,7 @@ CArmedInstance::CArmedInstance()
// }
// }
//
// if(Selector::matchesType(selector, Bonus::MORALE))
// {
// //number of alignments and presence of undead
// if(contains(dynamic_cast<const CStackInstance*>(root)))
// {
// bool archangelInArmy = false;
// bool canMix = hasBonusOfType(Bonus::NONEVIL_ALIGNMENT_MIX);
// std::set<si8> factions;
// for(TSlots::const_iterator i=Slots().begin(); i!=Slots().end(); i++)
// {
// // Take Angelic Alliance troop-mixing freedom of non-evil, non-Conflux units into account.
// const si8 faction = i->second.type->faction;
// if (canMix
// && ((faction >= 0 && faction <= 2) || faction == 6 || faction == 7))
// {
// factions.insert(0); // Insert a single faction of the affected group, Castle will do.
// }
// else
// {
// factions.insert(faction);
// }
//
// if(i->second.type->idNumber == 13)
// archangelInArmy = true;
// }
//
// if(factions.size() == 1)
// out.push_back(Bonus(Bonus::PERMANENT, Bonus::MORALE, Bonus::ARMY, +1, id, VLC->generaltexth->arraytxt[115]));//All troops of one alignment +1
// else
// {
// int fcountModifier = 2-factions.size();
// out.push_back(Bonus(Bonus::PERMANENT, Bonus::MORALE, Bonus::ARMY, fcountModifier, id, boost::str(boost::format(VLC->generaltexth->arraytxt[114]) % factions.size() % fcountModifier)));//Troops of %d alignments %d
// }
//
// if(vstd::contains(factions,4))
// out.push_back(Bonus(Bonus::PERMANENT, Bonus::MORALE, Bonus::ARMY, -1, id, VLC->generaltexth->arraytxt[116]));//Undead in group -1
// }
// }
// }
int CArmedInstance::valOfGlobalBonuses(CSelector selector) const
@ -6630,6 +6566,56 @@ int CArmedInstance::valOfGlobalBonuses(CSelector selector) const
return cb->gameState()->players[tempOwner].valOfBonuses(selector);
}
void CArmedInstance::updateMoraleBonusFromArmy()
{
if(!validTypes(false)) //object not randomized, don't bother
return;
Bonus *b = bonuses.getFirst(Selector::sourceType(Bonus::ARMY) && Selector::type(Bonus::MORALE));
if(!b)
{
b = new Bonus(Bonus::PERMANENT, Bonus::MORALE, Bonus::ARMY, 0, -1);
addNewBonus(b);
}
//number of alignments and presence of undead
bool canMix = hasBonusOfType(Bonus::NONEVIL_ALIGNMENT_MIX);
std::set<si8> factions;
for(TSlots::const_iterator i=Slots().begin(); i!=Slots().end(); i++)
{
// Take Angelic Alliance troop-mixing freedom of non-evil, non-Conflux units into account.
const si8 faction = i->second->type->faction;
if (canMix
&& ((faction >= 0 && faction <= 2) || faction == 6 || faction == 7))
{
factions.insert(0); // Insert a single faction of the affected group, Castle will do.
}
else
{
factions.insert(faction);
}
}
if(factions.size() == 1)
{
b->val = +1;
b->description = VLC->generaltexth->arraytxt[115]; //All troops of one alignment +1
}
else
{
b->val = 2-factions.size();
b->description = boost::str(boost::format(VLC->generaltexth->arraytxt[114]) % factions.size() % b->val); //Troops of %d alignments %d
}
// if(vstd::contains(factions,4))
// out.push_back(Bonus(Bonus::PERMANENT, Bonus::MORALE, Bonus::ARMY, -1, id, VLC->generaltexth->arraytxt[116]));//Undead in group -1
}
void CArmedInstance::armyChanged()
{
updateMoraleBonusFromArmy();
}
bool IMarket::getOffer(int id1, int id2, int &val1, int &val2, EMarketMode mode) const
{
switch(mode)