mirror of
https://github.com/vcmi/vcmi.git
synced 2025-06-23 00:28:08 +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:
@ -1319,7 +1319,7 @@ void CCastleInterface::keyPressed( const SDL_KeyboardEvent & key )
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}
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break;
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case SDLK_SPACE:
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if(town->visitingHero && town->garrisonHero)
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if(!!town->visitingHero && town->garrisonHero)
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{
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LOCPLINT->cb->swapGarrisonHero(town);
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}
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@ -1331,7 +1331,7 @@ void CCastleInterface::keyPressed( const SDL_KeyboardEvent & key )
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void CCastleInterface::splitClicked()
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{
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if(town->visitingHero && town->garrisonHero && (hslotdown.highlight || hslotup.highlight))
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if(!!town->visitingHero && town->garrisonHero && (hslotdown.highlight || hslotup.highlight))
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{
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LOCPLINT->heroExchangeStarted(town->visitingHero->id, town->garrisonHero->id);
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}
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@ -84,7 +84,7 @@ void SetSecSkill::applyCl( CClient *cl )
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void HeroVisitCastle::applyCl( CClient *cl )
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{
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if(start() && !garrison() && vstd::contains(cl->playerint,GS(cl)->getHero(hid)->tempOwner))
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if(start() && vstd::contains(cl->playerint,GS(cl)->getHero(hid)->tempOwner))
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{
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cl->playerint[GS(cl)->getHero(hid)->tempOwner]->heroVisitsTown(GS(cl)->getHero(hid),GS(cl)->getTown(tid));
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}
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@ -699,7 +699,7 @@ void CArtHandler::addBonuses()
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//Angelic Alliance
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giveArtBonus(129, Bonus::NONEVIL_ALIGNMENT_MIX, 0);
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giveArtBonus(129, Bonus::OPENING_BATTLE_SPELL, 10, 29); // Prayer
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giveArtBonus(129, Bonus::OPENING_BATTLE_SPELL, 10, 48); // Prayer
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//Cloak of the Undead King
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giveArtBonus(130, Bonus::IMPROVED_NECROMANCY, 0);
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@ -894,8 +894,8 @@ std::string CArtifactInstance::nodeName() const
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CArtifactInstance * CArtifactInstance::createScroll( const CSpell *s)
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{
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CArtifactInstance *ret = new CArtifactInstance(VLC->arth->artifacts[93]);
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Bonus *b = new Bonus(Bonus::PERMANENT, Bonus::SPELL, Bonus::ARTIFACT_INSTANCE, -1, s->id );
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CArtifactInstance *ret = new CArtifactInstance(VLC->arth->artifacts[1]);
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Bonus *b = new Bonus(Bonus::PERMANENT, Bonus::SPELL, Bonus::ARTIFACT_INSTANCE, -1, 1, s->id);
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ret->addNewBonus(b);
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return ret;
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}
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@ -1021,6 +1021,11 @@ CArtifactInstance * CArtifactInstance::createNewArtifactInstance(int aid)
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return createNewArtifactInstance(VLC->arth->artifacts[aid]);
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}
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void CArtifactInstance::deserializationFix()
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{
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setType(artType);
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}
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bool CCombinedArtifactInstance::canBePutAt(const ArtifactLocation &al, bool assumeDestRemoved /*= false*/) const
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{
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bool canMainArtifactBePlaced = CArtifactInstance::canBePutAt(al, assumeDestRemoved);
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@ -1162,6 +1167,12 @@ CArtifactInstance * CCombinedArtifactInstance::figureMainConstituent(ui16 slot)
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return mainConstituent;
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}
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void CCombinedArtifactInstance::deserializationFix()
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{
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BOOST_FOREACH(ConstituentInfo &ci, constituentsInfo)
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attachTo(ci.art);
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}
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CCombinedArtifactInstance::ConstituentInfo::ConstituentInfo(CArtifactInstance *Art /*= NULL*/, ui16 Slot /*= -1*/)
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{
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art = Art;
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@ -74,6 +74,7 @@ public:
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//CArtifactInstance(int aid);
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std::string nodeName() const OVERRIDE;
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void deserializationFix();
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void setType(CArtifact *Art);
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int firstAvailableSlot(const CGHeroInstance *h) const;
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@ -127,6 +128,8 @@ public:
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CCombinedArtifactInstance();
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void deserializationFix();
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friend class CArtifactInstance;
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friend class AssembledArtifact;
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template <typename Handler> void serialize(Handler &h, const int version)
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@ -41,7 +41,7 @@ bool CCreatureSet::setCreature(TSlot slot, TCreature type, TQuantity quantity) /
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return true;
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}
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if(vstd::contains(stacks, slot)) //remove old creature
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if(hasStackAtSlot(slot)) //remove old creature
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eraseStack(slot);
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putStack(slot, new CStackInstance(type, quantity));
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@ -132,7 +132,7 @@ void CCreatureSet::addToSlot(TSlot slot, TCreature cre, TQuantity count, bool al
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{
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const CCreature *c = VLC->creh->creatures[cre];
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if(!vstd::contains(stacks, slot))
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if(!hasStackAtSlot(slot))
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{
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setCreature(slot, cre, count);
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}
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@ -150,7 +150,7 @@ void CCreatureSet::addToSlot(TSlot slot, CStackInstance *stack, bool allowMergin
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{
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assert(stack->valid(true));
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if(!vstd::contains(stacks, slot))
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if(!hasStackAtSlot(slot))
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{
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putStack(slot, stack);
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}
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@ -176,7 +176,7 @@ bool CCreatureSet::validTypes(bool allowUnrandomized /*= false*/) const
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bool CCreatureSet::slotEmpty(TSlot slot) const
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{
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return !vstd::contains(stacks, slot);
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return !hasStackAtSlot(slot);
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}
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bool CCreatureSet::needsLastStack() const
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@ -213,9 +213,10 @@ void CCreatureSet::setFormation(bool tight)
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void CCreatureSet::setStackCount(TSlot slot, TQuantity count)
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{
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assert(vstd::contains(stacks, slot));
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assert(hasStackAtSlot(slot));
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assert(count > 0);
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stacks[slot]->count = count;
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armyChanged();
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}
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void CCreatureSet::clear()
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@ -228,15 +229,15 @@ void CCreatureSet::clear()
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const CStackInstance& CCreatureSet::getStack(TSlot slot) const
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{
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assert(vstd::contains(stacks, slot));
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assert(hasStackAtSlot(slot));
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return *stacks.find(slot)->second;
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}
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void CCreatureSet::eraseStack(TSlot slot)
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{
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assert(vstd::contains(stacks, slot));
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delNull(stacks[slot]);
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stacks.erase(slot);
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assert(hasStackAtSlot(slot));
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CStackInstance *toErase = detachStack(slot);
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delNull(toErase);
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}
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bool CCreatureSet::contains(const CStackInstance *stack) const
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@ -270,9 +271,10 @@ CArmedInstance * CCreatureSet::castToArmyObj()
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void CCreatureSet::putStack(TSlot slot, CStackInstance *stack)
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{
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assert(!vstd::contains(stacks, slot));
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assert(!hasStackAtSlot(slot));
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stacks[slot] = stack;
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stack->setArmyObj(castToArmyObj());
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armyChanged();
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}
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void CCreatureSet::joinStack(TSlot slot, CStackInstance * stack)
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@ -323,7 +325,7 @@ void CCreatureSet::setToArmy(CSimpleArmy &src)
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CStackInstance * CCreatureSet::detachStack(TSlot slot)
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{
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assert(vstd::contains(stacks, slot));
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assert(hasStackAtSlot(slot));
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CStackInstance *ret = stacks[slot];
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if(CArmedInstance *armedObj = castToArmyObj())
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@ -332,16 +334,17 @@ CStackInstance * CCreatureSet::detachStack(TSlot slot)
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}
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assert(!ret->armyObj); //we failed detaching?
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stacks.erase(slot);
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armyChanged();
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return ret;
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}
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void CCreatureSet::setStackType(TSlot slot, const CCreature *type)
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{
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assert(vstd::contains(stacks, slot));
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assert(hasStackAtSlot(slot));
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CStackInstance *s = stacks[slot];
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s->setType(type->idNumber);
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armyChanged();
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}
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bool CCreatureSet::canBeMergedWith(const CCreatureSet &cs, bool allowMergingStacks) const
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@ -383,6 +386,10 @@ CCreatureSet & CCreatureSet::operator=(const CCreatureSet&cs)
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return *this;
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}
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void CCreatureSet::armyChanged()
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{
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}
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CStackInstance::CStackInstance()
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: armyObj(_armyObj)
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{
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@ -494,6 +501,12 @@ std::string CStackInstance::nodeName() const
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return oss.str();
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}
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void CStackInstance::deserializationFix()
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{
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setType(type);
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setArmyObj(armyObj);
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}
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CStackBasicDescriptor::CStackBasicDescriptor()
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{
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type = NULL;
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@ -59,6 +59,7 @@ public:
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void setArmyObj(const CArmedInstance *ArmyObj);
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bool valid(bool allowUnrandomized) const;
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virtual std::string nodeName() const OVERRIDE;
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void deserializationFix();
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};
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DLL_EXPORT std::ostream & operator<<(std::ostream & str, const CStackInstance & sth);
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@ -98,6 +99,7 @@ public:
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CCreatureSet();
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virtual ~CCreatureSet();
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virtual void armyChanged();
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const CStackInstance &operator[](TSlot slot) const;
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@ -110,14 +112,14 @@ public:
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CArmedInstance *castToArmyObj();
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//basic operations
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void eraseStack(TSlot slot); //slot must be occupied
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void putStack(TSlot slot, CStackInstance *stack); //adds new stack to the army, slot must be empty
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void joinStack(TSlot slot, CStackInstance * stack); //adds new stack to the existing stack of the same type
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void setStackCount(TSlot slot, TQuantity count); //stack must exist!
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CStackInstance *detachStack(TSlot slot); //removes stack from army but doesn't destroy it (so it can be moved somewhere else)
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CStackInstance *detachStack(TSlot slot); //removes stack from army but doesn't destroy it (so it can be moved somewhere else or safely deleted)
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void setStackType(TSlot slot, const CCreature *type);
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//derivative
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void eraseStack(TSlot slot); //slot must be occupied
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void joinStack(TSlot slot, CStackInstance * stack); //adds new stack to the existing stack of the same type
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void changeStackCount(TSlot slot, TQuantity toAdd); //stack must exist!
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bool setCreature (TSlot slot, TCreature type, TQuantity quantity) OVERRIDE; //replaces creature in stack; slots 0 to 6, if quantity=0 erases stack
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void setToArmy(CSimpleArmy &src); //erases all our army and moves stacks from src to us; src MUST NOT be an armed object! WARNING: use it wisely. Or better do not use at all.
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@ -941,19 +941,6 @@ void CGameState::init( StartInfo * si, ui32 checksum, int Seed )
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}
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}
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// h->setCreature(0, 110, 1);
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// h->setCreature(1, 69, 1);
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//
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// CGHeroInstance *h = new CGHeroInstance();
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//
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// CGCreature *c = new CGCreature();
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// c->setOwner(1);
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// c->putStack(0, new CStackInstance(69, 6));
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// c->putStack(1, new CStackInstance(11, 3));
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// c->subID = 34;
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// c->initObj();
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curB = BattleInfo::setupBattle(int3(), dp.bfieldType, dp.terType, armies, heroes, false, town);
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curB->localInit();
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return;
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@ -1069,32 +1056,19 @@ void CGameState::init( StartInfo * si, ui32 checksum, int Seed )
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/*********give starting hero****************************************/
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for(int i=0;i<PLAYER_LIMIT;i++)
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{
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if((map->players[i].generateHeroAtMainTown && map->players[i].hasMainTown) || (map->players[i].hasMainTown && map->version==CMapHeader::RoE))
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const PlayerInfo &p = map->players[i];
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bool generateHero = (p.generateHeroAtMainTown && p.hasMainTown) || (p.hasMainTown && map->version==CMapHeader::RoE);
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if(generateHero && vstd::contains(scenarioOps->playerInfos, i))
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{
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int3 hpos = map->players[i].posOfMainTown;
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hpos.x+=1;// hpos.y+=1;
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if (scenarioOps->playerInfos.find(i) == scenarioOps->playerInfos.end())
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{
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continue;
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}
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int3 hpos = p.posOfMainTown;
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hpos.x+=1;
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int h=pickHero(i);
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int h = pickHero(i);
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if(scenarioOps->playerInfos[i].hero == -1)
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scenarioOps->playerInfos[i].hero = h;
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CGHeroInstance * nnn = static_cast<CGHeroInstance*>(createObject(HEROI_TYPE,h,hpos,i));
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nnn->id = map->objects.size();
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hpos = map->players[i].posOfMainTown;hpos.x+=2;
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for(unsigned int o=0;o<map->towns.size();o++) //find main town
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{
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if(map->towns[o]->pos == hpos)
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{
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map->towns[o]->visitingHero = nnn;
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nnn->visitedTown = map->towns[o];
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nnn->inTownGarrison = false;
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break;
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}
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}
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nnn->initHero();
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map->heroes.push_back(nnn);
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map->objects.push_back(nnn);
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@ -1533,24 +1507,31 @@ void CGameState::init( StartInfo * si, ui32 checksum, int Seed )
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}
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objCaller->preInit();
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BOOST_FOREACH(CGObjectInstance *obj, map->objects)
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{
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obj->initObj();
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if(obj->ID == 62) //prison also needs to initialize hero
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static_cast<CGHeroInstance*>(obj)->initHero();
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}
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CGTeleport::postInit(); //pairing subterranean gates
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|
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buildBonusSystemTree();
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for(std::map<ui8, PlayerState>::iterator k=players.begin(); k!=players.end(); ++k)
|
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{
|
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if(k->first==-1 || k->first==255)
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continue;
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|
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//init visiting and garrisoned heroes
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for(unsigned int l=0; l<k->second.heroes.size();l++)
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BOOST_FOREACH(CGHeroInstance *h, k->second.heroes)
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{
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CGHeroInstance *h = k->second.heroes[l];
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for(unsigned int m=0; m<k->second.towns.size();m++)
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BOOST_FOREACH(CGTownInstance *t, k->second.towns)
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{
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CGTownInstance *t = k->second.towns[m];
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int3 vistile = t->pos; vistile.x--; //tile next to the entrance
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if(vistile == h->pos || h->pos==t->pos)
|
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{
|
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t->visitingHero = h;
|
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h->visitedTown = t;
|
||||
h->inTownGarrison = false;
|
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t->setVisitingHero(h);
|
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if(h->pos == t->pos) //visiting hero placed in the editor has same pos as the town - we need to correct it
|
||||
{
|
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map->removeBlockVisTiles(h);
|
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@ -1562,15 +1543,6 @@ void CGameState::init( StartInfo * si, ui32 checksum, int Seed )
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
objCaller->preInit();
|
||||
for(unsigned int i=0; i<map->objects.size(); i++)
|
||||
{
|
||||
map->objects[i]->initObj();
|
||||
if(map->objects[i]->ID == 62) //prison also needs to initialize hero
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||||
static_cast<CGHeroInstance*>(map->objects[i].get())->initHero();
|
||||
}
|
||||
CGTeleport::postInit(); //pairing subterranean gates
|
||||
}
|
||||
|
||||
int CGameState::battleGetBattlefieldType(int3 tile)
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@ -2882,8 +2854,46 @@ bmap<ui32, ConstTransitivePtr<CGHeroInstance> > CGameState::unusedHeroesFromPool
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||||
return pool;
|
||||
}
|
||||
|
||||
void CGameState::buildGameLogicTree()
|
||||
void CGameState::buildBonusSystemTree()
|
||||
{
|
||||
for(std::map<ui8, TeamState>::iterator k=teams.begin(); k!=teams.end(); ++k)
|
||||
{
|
||||
TeamState *t = &k->second;
|
||||
t->attachTo(&globalEffects);
|
||||
|
||||
BOOST_FOREACH(ui8 teamMember, k->second.players)
|
||||
{
|
||||
PlayerState *p = getPlayer(teamMember);
|
||||
assert(p);
|
||||
p->attachTo(t);
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
BOOST_FOREACH(CGObjectInstance *obj, map->objects)
|
||||
{
|
||||
if(CArmedInstance *armed = dynamic_cast<CArmedInstance*>(obj))
|
||||
{
|
||||
CBonusSystemNode *whereToAttach = armed->tempOwner < PLAYER_LIMIT
|
||||
? getPlayer(armed->tempOwner)
|
||||
: &globalEffects;
|
||||
|
||||
if(armed->ID == TOWNI_TYPE)
|
||||
{
|
||||
CGTownInstance *town = static_cast<CGTownInstance*>(armed);
|
||||
town->townAndVis.attachTo(whereToAttach);
|
||||
}
|
||||
else
|
||||
armed->attachTo(whereToAttach);
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||||
}
|
||||
}
|
||||
|
||||
BOOST_FOREACH(CGTownInstance *t, map->towns)
|
||||
{
|
||||
t->deserializationFix();
|
||||
}
|
||||
// CStackInstance <-> CCreature, CStackInstance <-> CArmedInstance, CArtifactInstance <-> CArtifact
|
||||
// are provided on initializing / deserializing
|
||||
}
|
||||
|
||||
int3 CPath::startPos() const
|
||||
|
@ -321,7 +321,6 @@ public:
|
||||
const TeamState *getTeam(ui8 teamID) const;
|
||||
const TeamState *getPlayerTeam(ui8 color) const;
|
||||
void init(StartInfo * si, ui32 checksum, int Seed);
|
||||
void buildGameLogicTree();
|
||||
void loadTownDInfos();
|
||||
void randomizeObject(CGObjectInstance *cur);
|
||||
std::pair<int,int> pickObject(CGObjectInstance *obj); //chooses type of object to be randomized, returns <type, subtype>
|
||||
@ -350,6 +349,7 @@ public:
|
||||
bmap<ui32, ConstTransitivePtr<CGHeroInstance> > unusedHeroesFromPool(); //heroes pool without heroes that are available in taverns
|
||||
BattleInfo * setupBattle(int3 tile, const CArmedInstance *armies[2], const CGHeroInstance * heroes[2], bool creatureBank, const CGTownInstance *town);
|
||||
|
||||
void buildBonusSystemTree();
|
||||
|
||||
bool isVisible(int3 pos, int player);
|
||||
bool isVisible(const CGObjectInstance *obj, int player);
|
||||
|
@ -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)
|
||||
|
@ -227,6 +227,9 @@ public:
|
||||
|
||||
CCreatureSet& getArmy() const;
|
||||
void randomizeArmy(int type);
|
||||
void updateMoraleBonusFromArmy();
|
||||
|
||||
void armyChanged() OVERRIDE;
|
||||
|
||||
//////////////////////////////////////////////////////////////////////////
|
||||
//void getParents(TCNodes &out, const CBonusSystemNode *root = NULL) const;
|
||||
@ -432,6 +435,7 @@ public:
|
||||
|
||||
|
||||
virtual std::string nodeName() const OVERRIDE;
|
||||
void deserializationFix();
|
||||
void setPropertyDer(ui8 what, ui32 val);//synchr
|
||||
void initObj();
|
||||
void onHeroVisit(const CGHeroInstance * h) const;
|
||||
@ -556,14 +560,19 @@ public:
|
||||
}
|
||||
};
|
||||
|
||||
class DLL_EXPORT CTownAndVisitingHero : public CBonusSystemNode
|
||||
{
|
||||
};
|
||||
|
||||
class DLL_EXPORT CGTownInstance : public CGDwelling, public IShipyard, public IMarket
|
||||
{
|
||||
public:
|
||||
CTownAndVisitingHero townAndVis;
|
||||
CTown * town;
|
||||
std::string name; // name of town
|
||||
si32 builded; //how many buildings has been built this turn
|
||||
si32 destroyed; //how many buildings has been destroyed this turn
|
||||
const CGHeroInstance * garrisonHero, *visitingHero;
|
||||
ConstTransitivePtr<CGHeroInstance> garrisonHero, visitingHero;
|
||||
ui32 identifier; //special identifier from h3m (only > RoE maps)
|
||||
si32 alignment;
|
||||
std::set<si32> forbiddenBuildings, builtBuildings;
|
||||
@ -586,10 +595,16 @@ public:
|
||||
for (std::vector<CGTownBuilding*>::iterator i = bonusingBuildings.begin(); i!=bonusingBuildings.end(); i++)
|
||||
(*i)->town = this;
|
||||
|
||||
h & town;
|
||||
h & town & townAndVis;
|
||||
//garrison/visiting hero pointers will be restored in the map serialization
|
||||
}
|
||||
//////////////////////////////////////////////////////////////////////////
|
||||
|
||||
std::string nodeName() const OVERRIDE;
|
||||
void deserializationFix();
|
||||
void recreateBuildingsBonuses();
|
||||
void setVisitingHero(CGHeroInstance *h);
|
||||
void setGarrisonedHero(CGHeroInstance *h);
|
||||
// void getParents(TCNodes &out, const CBonusSystemNode *root = NULL) const;
|
||||
// void getBonuses(BonusList &out, const CSelector &selector, const CBonusSystemNode *root = NULL) const;
|
||||
//////////////////////////////////////////////////////////////////////////
|
||||
|
@ -944,4 +944,6 @@ public:
|
||||
|
||||
};
|
||||
|
||||
#define BONUS_TREE_DESERIALIZATION_FIX if(!h.saving) deserializationFix();
|
||||
|
||||
#endif // __CONNECTION_H__
|
||||
|
@ -46,6 +46,10 @@ public:
|
||||
{
|
||||
return ptr;
|
||||
}
|
||||
const T*operator=(T *t)
|
||||
{
|
||||
return ptr = t;
|
||||
}
|
||||
|
||||
void dellNull()
|
||||
{
|
||||
|
@ -315,6 +315,8 @@ CBonusSystemNode::~CBonusSystemNode()
|
||||
if(children.size())
|
||||
{
|
||||
tlog2 << "Warning: an orphaned child!\n";
|
||||
while(children.size())
|
||||
children.front()->detachFrom(this);
|
||||
}
|
||||
}
|
||||
|
||||
@ -440,6 +442,11 @@ std::string CBonusSystemNode::nodeName() const
|
||||
return std::string("Bonus system node of type ") + typeid(*this).name();
|
||||
}
|
||||
|
||||
void CBonusSystemNode::deserializationFix()
|
||||
{
|
||||
tlog2 << "Deserialization fix called on bare CBSN? Shouldn't be...\n";
|
||||
}
|
||||
|
||||
int NBonus::valOf(const CBonusSystemNode *obj, Bonus::BonusType type, int subtype /*= -1*/)
|
||||
{
|
||||
if(obj)
|
||||
|
@ -434,6 +434,7 @@ public:
|
||||
|
||||
void popBonuses(const CSelector &s);
|
||||
virtual std::string nodeName() const;
|
||||
void deserializationFix();
|
||||
|
||||
template <typename Handler> void serialize(Handler &h, const int version)
|
||||
{
|
||||
|
@ -287,17 +287,17 @@ struct HeroVisitCastle : public CPackForClient //108
|
||||
void applyCl(CClient *cl);
|
||||
DLL_EXPORT void applyGs(CGameState *gs);
|
||||
|
||||
ui8 flags; //1 - start, 2 - garrison
|
||||
ui8 flags; //1 - start
|
||||
ui32 tid, hid;
|
||||
|
||||
bool start() //if hero is entering castle (if false - leaving)
|
||||
{
|
||||
return flags & 1;
|
||||
}
|
||||
bool garrison() //if hero is entering/leaving garrison (if false - it's only visiting hero)
|
||||
{
|
||||
return flags & 2;
|
||||
}
|
||||
// bool garrison() //if hero is entering/leaving garrison (if false - it's only visiting hero)
|
||||
// {
|
||||
// return flags & 2;
|
||||
// }
|
||||
template <typename Handler> void serialize(Handler &h, const int version)
|
||||
{
|
||||
h & flags & tid & hid;
|
||||
|
@ -86,36 +86,11 @@ DLL_EXPORT void HeroVisitCastle::applyGs( CGameState *gs )
|
||||
{
|
||||
CGHeroInstance *h = gs->getHero(hid);
|
||||
CGTownInstance *t = gs->getTown(tid);
|
||||
|
||||
if(start())
|
||||
{
|
||||
if(garrison())
|
||||
{
|
||||
t->garrisonHero = h;
|
||||
h->visitedTown = t;
|
||||
h->inTownGarrison = true;
|
||||
}
|
||||
t->setVisitingHero(h);
|
||||
else
|
||||
{
|
||||
t->visitingHero = h;
|
||||
h->visitedTown = t;
|
||||
h->inTownGarrison = false;
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
if(garrison())
|
||||
{
|
||||
t->garrisonHero = NULL;
|
||||
h->visitedTown = NULL;
|
||||
h->inTownGarrison = false;
|
||||
}
|
||||
else
|
||||
{
|
||||
t->visitingHero = NULL;
|
||||
h->visitedTown = NULL;
|
||||
h->inTownGarrison = false;
|
||||
}
|
||||
}
|
||||
t->setVisitingHero(NULL);
|
||||
}
|
||||
|
||||
DLL_EXPORT void ChangeSpells::applyGs( CGameState *gs )
|
||||
@ -379,24 +354,6 @@ void TryMoveHero::applyGs( CGameState *gs )
|
||||
gs->getPlayerTeam(h->getOwner())->fogOfWarMap[t.x][t.y][t.z] = 1;
|
||||
}
|
||||
|
||||
// DLL_EXPORT void SetGarrisons::applyGs( CGameState *gs )
|
||||
// {
|
||||
// for(std::map<ui32,CCreatureSet>::iterator i = garrs.begin(); i!=garrs.end(); i++)
|
||||
// {
|
||||
// CArmedInstance *ai = static_cast<CArmedInstance*>(gs->map->objects[i->first]);
|
||||
// ai->setToArmy(i->second);
|
||||
// if(ai->ID==TOWNI_TYPE && (static_cast<CGTownInstance*>(ai))->garrisonHero) //if there is a hero in garrison then we must update also his army
|
||||
// const_cast<CGHeroInstance*>((static_cast<CGTownInstance*>(ai))->garrisonHero)->setToArmy(i->second);
|
||||
// else if(ai->ID==HEROI_TYPE)
|
||||
// {
|
||||
// CGHeroInstance *h = static_cast<CGHeroInstance*>(ai);
|
||||
// CGTownInstance *t = const_cast<CGTownInstance *>(h->visitedTown);
|
||||
// if(t && h->inTownGarrison)
|
||||
// t->setToArmy(i->second);
|
||||
// }
|
||||
// }
|
||||
// }
|
||||
|
||||
DLL_EXPORT void NewStructures::applyGs( CGameState *gs )
|
||||
{
|
||||
CGTownInstance *t = gs->getTown(tid);
|
||||
@ -405,6 +362,7 @@ DLL_EXPORT void NewStructures::applyGs( CGameState *gs )
|
||||
t->builtBuildings.insert(id);
|
||||
}
|
||||
t->builded = builded;
|
||||
t->recreateBuildingsBonuses();
|
||||
}
|
||||
DLL_EXPORT void RazeStructures::applyGs( CGameState *gs )
|
||||
{
|
||||
@ -414,7 +372,9 @@ DLL_EXPORT void RazeStructures::applyGs( CGameState *gs )
|
||||
t->builtBuildings.erase(id);
|
||||
}
|
||||
t->destroyed = destroyed; //yeaha
|
||||
t->recreateBuildingsBonuses();
|
||||
}
|
||||
|
||||
DLL_EXPORT void SetAvailableCreatures::applyGs( CGameState *gs )
|
||||
{
|
||||
CGDwelling *dw = dynamic_cast<CGDwelling*>(gs->map->objects[tid].get());
|
||||
@ -429,71 +389,34 @@ DLL_EXPORT void SetHeroesInTown::applyGs( CGameState *gs )
|
||||
CGHeroInstance *v = gs->getHero(visiting),
|
||||
*g = gs->getHero(garrison);
|
||||
|
||||
t->visitingHero = v;
|
||||
t->garrisonHero = g;
|
||||
bool newVisitorComesFromGarrison = v && v == t->garrisonHero;
|
||||
bool newGarrisonComesFromVisiting = g && g == t->visitingHero;
|
||||
|
||||
if(newVisitorComesFromGarrison)
|
||||
t->setGarrisonedHero(NULL);
|
||||
if(newGarrisonComesFromVisiting)
|
||||
t->setVisitingHero(NULL);
|
||||
if(!newGarrisonComesFromVisiting || v)
|
||||
t->setVisitingHero(v);
|
||||
if(!newVisitorComesFromGarrison || g)
|
||||
t->setGarrisonedHero(g);
|
||||
|
||||
if(v)
|
||||
{
|
||||
v->visitedTown = t;
|
||||
v->inTownGarrison = false;
|
||||
gs->map->addBlockVisTiles(v);
|
||||
}
|
||||
if(g)
|
||||
{
|
||||
g->visitedTown = t;
|
||||
g->inTownGarrison = true;
|
||||
gs->map->removeBlockVisTiles(g);
|
||||
}
|
||||
}
|
||||
|
||||
// DLL_EXPORT void SetHeroArtifacts::applyGs( CGameState *gs )
|
||||
// {
|
||||
// CGHeroInstance *h = gs->getHero(hid);
|
||||
// for(std::map<ui16, const CArtifact*>::const_iterator i = h->artifWorn.begin(); i != h->artifWorn.end(); i++)
|
||||
// if(!vstd::contains(artifWorn,i->first) || artifWorn[i->first] != i->second)
|
||||
// unequiped.push_back(i->second);
|
||||
//
|
||||
// for(std::map<ui16, const CArtifact*>::iterator i = artifWorn.begin(); i != artifWorn.end(); i++)
|
||||
// if(!vstd::contains(h->artifWorn,i->first) || h->artifWorn[i->first] != i->second)
|
||||
// {
|
||||
// equiped.push_back(i->second);
|
||||
// }
|
||||
//
|
||||
// //update hero data
|
||||
// h->artifacts = artifacts;
|
||||
// h->artifWorn = artifWorn;
|
||||
// }
|
||||
//
|
||||
// DLL_EXPORT void SetHeroArtifacts::setArtAtPos(ui16 pos, const CArtifact* art)
|
||||
// {
|
||||
// if(!art)
|
||||
// {
|
||||
// if(pos<19)
|
||||
// VLC->arth->unequipArtifact(artifWorn, pos);
|
||||
// else if (pos - 19 < artifacts.size())
|
||||
// artifacts.erase(artifacts.begin() + (pos - 19));
|
||||
// }
|
||||
// else
|
||||
// {
|
||||
// if (pos < 19)
|
||||
// {
|
||||
// VLC->arth->equipArtifact(artifWorn, pos, art);
|
||||
// }
|
||||
// else // Goes into the backpack.
|
||||
// {
|
||||
// if(pos - 19 < artifacts.size())
|
||||
// artifacts.insert(artifacts.begin() + (pos - 19), art);
|
||||
// else
|
||||
// artifacts.push_back(art);
|
||||
// }
|
||||
// }
|
||||
// }
|
||||
|
||||
|
||||
DLL_EXPORT void HeroRecruited::applyGs( CGameState *gs )
|
||||
{
|
||||
assert(vstd::contains(gs->hpool.heroesPool, hid));
|
||||
CGHeroInstance *h = gs->hpool.heroesPool[hid];
|
||||
CGTownInstance *t = gs->getTown(tid);
|
||||
PlayerState *p = gs->getPlayer(player);
|
||||
h->setOwner(player);
|
||||
h->pos = tile;
|
||||
h->movement = h->maxMovePoints(true);
|
||||
@ -509,16 +432,15 @@ DLL_EXPORT void HeroRecruited::applyGs( CGameState *gs )
|
||||
|
||||
h->initHeroDefInfo();
|
||||
gs->map->heroes.push_back(h);
|
||||
gs->getPlayer(h->getOwner())->heroes.push_back(h);
|
||||
p->heroes.push_back(h);
|
||||
h->attachTo(p);
|
||||
h->initObj();
|
||||
gs->map->addBlockVisTiles(h);
|
||||
|
||||
if(t)
|
||||
{
|
||||
t->visitingHero = h;
|
||||
h->visitedTown = t;
|
||||
t->setVisitingHero(h);
|
||||
}
|
||||
h->inTownGarrison = false;
|
||||
}
|
||||
|
||||
DLL_EXPORT void GiveHero::applyGs( CGameState *gs )
|
||||
@ -702,7 +624,6 @@ DLL_EXPORT void PutArtifact::applyGs( CGameState *gs )
|
||||
{
|
||||
assert(art->canBePutAt(al));
|
||||
al.hero->putArtifact(al.slot, art);
|
||||
//art->putAt(al.hero, al.slot);
|
||||
}
|
||||
|
||||
DLL_EXPORT void EraseArtifact::applyGs( CGameState *gs )
|
||||
|
@ -2142,14 +2142,15 @@ bool CGameHandler::buildStructure( si32 tid, si32 bid, bool force /*=false*/ )
|
||||
ns.bid.insert(29);
|
||||
else if (t->subID == 4 && bid == 17) //veil of darkness
|
||||
{
|
||||
GiveBonus gb(GiveBonus::TOWN);
|
||||
gb.bonus.type = Bonus::DARKNESS;
|
||||
gb.bonus.val = 20;
|
||||
gb.id = t->id;
|
||||
gb.bonus.duration = Bonus::PERMANENT;
|
||||
gb.bonus.source = Bonus::TOWN_STRUCTURE;
|
||||
gb.bonus.id = 17;
|
||||
sendAndApply(&gb);
|
||||
//handled via town->reacreateBonuses in apply
|
||||
// GiveBonus gb(GiveBonus::TOWN);
|
||||
// gb.bonus.type = Bonus::DARKNESS;
|
||||
// gb.bonus.val = 20;
|
||||
// gb.id = t->id;
|
||||
// gb.bonus.duration = Bonus::PERMANENT;
|
||||
// gb.bonus.source = Bonus::TOWN_STRUCTURE;
|
||||
// gb.bonus.id = 17;
|
||||
// sendAndApply(&gb);
|
||||
}
|
||||
else if ( t->subID == 5 && bid == 22 )
|
||||
{
|
||||
@ -2204,14 +2205,14 @@ bool CGameHandler::razeStructure (si32 tid, si32 bid)
|
||||
rs.destroyed = t->destroyed + 1;
|
||||
sendAndApply(&rs);
|
||||
//TODO: Remove dwellers
|
||||
if (t->subID == 4 && bid == 17) //Veil of Darkness
|
||||
{
|
||||
RemoveBonus rb(RemoveBonus::TOWN);
|
||||
rb.whoID = t->id;
|
||||
rb.source = Bonus::TOWN_STRUCTURE;
|
||||
rb.id = 17;
|
||||
sendAndApply(&rb);
|
||||
}
|
||||
// if (t->subID == 4 && bid == 17) //Veil of Darkness
|
||||
// {
|
||||
// RemoveBonus rb(RemoveBonus::TOWN);
|
||||
// rb.whoID = t->id;
|
||||
// rb.source = Bonus::TOWN_STRUCTURE;
|
||||
// rb.id = 17;
|
||||
// sendAndApply(&rb);
|
||||
// }
|
||||
return true;
|
||||
}
|
||||
|
||||
@ -2371,7 +2372,7 @@ bool CGameHandler::changeStackType(const StackLocation &sl, CCreature *c)
|
||||
void CGameHandler::moveArmy(const CArmedInstance *src, const CArmedInstance *dst, bool allowMerging)
|
||||
{
|
||||
assert(src->canBeMergedWith(*dst, allowMerging));
|
||||
while(!src->stacksCount())//while there are unmoved creatures
|
||||
while(src->stacksCount())//while there are unmoved creatures
|
||||
{
|
||||
TSlots::const_iterator i = src->Slots().begin(); //iterator to stack to move
|
||||
StackLocation sl(src, i->first); //location of stack to move
|
||||
@ -2437,7 +2438,7 @@ bool CGameHandler::garrisonSwap( si32 tid )
|
||||
sendAndApply(&intown);
|
||||
return true;
|
||||
}
|
||||
else if (town->garrisonHero && town->visitingHero) //swap visiting and garrison hero
|
||||
else if(!!town->garrisonHero && town->visitingHero) //swap visiting and garrison hero
|
||||
{
|
||||
SetHeroesInTown intown;
|
||||
intown.tid = tid;
|
||||
@ -3480,7 +3481,7 @@ void CGameHandler::playerMessage( ui8 player, const std::string &message )
|
||||
}
|
||||
}
|
||||
|
||||
static std::vector<ui32> calculateResistedStacks(const CSpell * sp, const CGHeroInstance * caster, const CGHeroInstance * hero2, const std::set<CStack*> affectedCreatures)
|
||||
static std::vector<ui32> calculateResistedStacks(const CSpell * sp, const CGHeroInstance * caster, const CGHeroInstance * hero2, const std::set<CStack*> affectedCreatures, int casterSideOwner)
|
||||
{
|
||||
std::vector<ui32> ret;
|
||||
for(std::set<CStack*>::const_iterator it = affectedCreatures.begin(); it != affectedCreatures.end(); ++it)
|
||||
@ -3518,11 +3519,11 @@ static std::vector<ui32> calculateResistedStacks(const CSpell * sp, const CGHero
|
||||
|
||||
|
||||
//non-negative spells on friendly stacks should always succeed, unless immune
|
||||
if(sp->positiveness >= 0 && (*it)->owner == caster->tempOwner)
|
||||
if(sp->positiveness >= 0 && (*it)->owner == casterSideOwner)
|
||||
continue;
|
||||
|
||||
const CGHeroInstance * bonusHero; //hero we should take bonuses from
|
||||
if(caster && (*it)->owner == caster->tempOwner)
|
||||
if((*it)->owner == casterSideOwner)
|
||||
bonusHero = caster;
|
||||
else
|
||||
bonusHero = hero2;
|
||||
@ -3582,7 +3583,7 @@ void CGameHandler::handleSpellCasting( int spellID, int spellLvl, int destinatio
|
||||
}
|
||||
|
||||
//checking if creatures resist
|
||||
sc.resisted = calculateResistedStacks(spell, caster, secHero, attackedCres);
|
||||
sc.resisted = calculateResistedStacks(spell, caster, secHero, attackedCres, casterColor);
|
||||
|
||||
//calculating dmg to display
|
||||
for(std::set<CStack*>::iterator it = attackedCres.begin(); it != attackedCres.end(); ++it)
|
||||
|
Reference in New Issue
Block a user