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

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@ -1319,7 +1319,7 @@ void CCastleInterface::keyPressed( const SDL_KeyboardEvent & key )
}
break;
case SDLK_SPACE:
if(town->visitingHero && town->garrisonHero)
if(!!town->visitingHero && town->garrisonHero)
{
LOCPLINT->cb->swapGarrisonHero(town);
}
@ -1331,7 +1331,7 @@ void CCastleInterface::keyPressed( const SDL_KeyboardEvent & key )
void CCastleInterface::splitClicked()
{
if(town->visitingHero && town->garrisonHero && (hslotdown.highlight || hslotup.highlight))
if(!!town->visitingHero && town->garrisonHero && (hslotdown.highlight || hslotup.highlight))
{
LOCPLINT->heroExchangeStarted(town->visitingHero->id, town->garrisonHero->id);
}

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@ -84,7 +84,7 @@ void SetSecSkill::applyCl( CClient *cl )
void HeroVisitCastle::applyCl( CClient *cl )
{
if(start() && !garrison() && vstd::contains(cl->playerint,GS(cl)->getHero(hid)->tempOwner))
if(start() && vstd::contains(cl->playerint,GS(cl)->getHero(hid)->tempOwner))
{
cl->playerint[GS(cl)->getHero(hid)->tempOwner]->heroVisitsTown(GS(cl)->getHero(hid),GS(cl)->getTown(tid));
}

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@ -699,7 +699,7 @@ void CArtHandler::addBonuses()
//Angelic Alliance
giveArtBonus(129, Bonus::NONEVIL_ALIGNMENT_MIX, 0);
giveArtBonus(129, Bonus::OPENING_BATTLE_SPELL, 10, 29); // Prayer
giveArtBonus(129, Bonus::OPENING_BATTLE_SPELL, 10, 48); // Prayer
//Cloak of the Undead King
giveArtBonus(130, Bonus::IMPROVED_NECROMANCY, 0);
@ -894,8 +894,8 @@ std::string CArtifactInstance::nodeName() const
CArtifactInstance * CArtifactInstance::createScroll( const CSpell *s)
{
CArtifactInstance *ret = new CArtifactInstance(VLC->arth->artifacts[93]);
Bonus *b = new Bonus(Bonus::PERMANENT, Bonus::SPELL, Bonus::ARTIFACT_INSTANCE, -1, s->id );
CArtifactInstance *ret = new CArtifactInstance(VLC->arth->artifacts[1]);
Bonus *b = new Bonus(Bonus::PERMANENT, Bonus::SPELL, Bonus::ARTIFACT_INSTANCE, -1, 1, s->id);
ret->addNewBonus(b);
return ret;
}
@ -1021,6 +1021,11 @@ CArtifactInstance * CArtifactInstance::createNewArtifactInstance(int aid)
return createNewArtifactInstance(VLC->arth->artifacts[aid]);
}
void CArtifactInstance::deserializationFix()
{
setType(artType);
}
bool CCombinedArtifactInstance::canBePutAt(const ArtifactLocation &al, bool assumeDestRemoved /*= false*/) const
{
bool canMainArtifactBePlaced = CArtifactInstance::canBePutAt(al, assumeDestRemoved);
@ -1162,6 +1167,12 @@ CArtifactInstance * CCombinedArtifactInstance::figureMainConstituent(ui16 slot)
return mainConstituent;
}
void CCombinedArtifactInstance::deserializationFix()
{
BOOST_FOREACH(ConstituentInfo &ci, constituentsInfo)
attachTo(ci.art);
}
CCombinedArtifactInstance::ConstituentInfo::ConstituentInfo(CArtifactInstance *Art /*= NULL*/, ui16 Slot /*= -1*/)
{
art = Art;

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@ -74,6 +74,7 @@ public:
//CArtifactInstance(int aid);
std::string nodeName() const OVERRIDE;
void deserializationFix();
void setType(CArtifact *Art);
int firstAvailableSlot(const CGHeroInstance *h) const;
@ -127,6 +128,8 @@ public:
CCombinedArtifactInstance();
void deserializationFix();
friend class CArtifactInstance;
friend class AssembledArtifact;
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) /
return true;
}
if(vstd::contains(stacks, slot)) //remove old creature
if(hasStackAtSlot(slot)) //remove old creature
eraseStack(slot);
putStack(slot, new CStackInstance(type, quantity));
@ -132,7 +132,7 @@ void CCreatureSet::addToSlot(TSlot slot, TCreature cre, TQuantity count, bool al
{
const CCreature *c = VLC->creh->creatures[cre];
if(!vstd::contains(stacks, slot))
if(!hasStackAtSlot(slot))
{
setCreature(slot, cre, count);
}
@ -150,7 +150,7 @@ void CCreatureSet::addToSlot(TSlot slot, CStackInstance *stack, bool allowMergin
{
assert(stack->valid(true));
if(!vstd::contains(stacks, slot))
if(!hasStackAtSlot(slot))
{
putStack(slot, stack);
}
@ -176,7 +176,7 @@ bool CCreatureSet::validTypes(bool allowUnrandomized /*= false*/) const
bool CCreatureSet::slotEmpty(TSlot slot) const
{
return !vstd::contains(stacks, slot);
return !hasStackAtSlot(slot);
}
bool CCreatureSet::needsLastStack() const
@ -213,9 +213,10 @@ void CCreatureSet::setFormation(bool tight)
void CCreatureSet::setStackCount(TSlot slot, TQuantity count)
{
assert(vstd::contains(stacks, slot));
assert(hasStackAtSlot(slot));
assert(count > 0);
stacks[slot]->count = count;
armyChanged();
}
void CCreatureSet::clear()
@ -228,15 +229,15 @@ void CCreatureSet::clear()
const CStackInstance& CCreatureSet::getStack(TSlot slot) const
{
assert(vstd::contains(stacks, slot));
assert(hasStackAtSlot(slot));
return *stacks.find(slot)->second;
}
void CCreatureSet::eraseStack(TSlot slot)
{
assert(vstd::contains(stacks, slot));
delNull(stacks[slot]);
stacks.erase(slot);
assert(hasStackAtSlot(slot));
CStackInstance *toErase = detachStack(slot);
delNull(toErase);
}
bool CCreatureSet::contains(const CStackInstance *stack) const
@ -270,9 +271,10 @@ CArmedInstance * CCreatureSet::castToArmyObj()
void CCreatureSet::putStack(TSlot slot, CStackInstance *stack)
{
assert(!vstd::contains(stacks, slot));
assert(!hasStackAtSlot(slot));
stacks[slot] = stack;
stack->setArmyObj(castToArmyObj());
armyChanged();
}
void CCreatureSet::joinStack(TSlot slot, CStackInstance * stack)
@ -323,7 +325,7 @@ void CCreatureSet::setToArmy(CSimpleArmy &src)
CStackInstance * CCreatureSet::detachStack(TSlot slot)
{
assert(vstd::contains(stacks, slot));
assert(hasStackAtSlot(slot));
CStackInstance *ret = stacks[slot];
if(CArmedInstance *armedObj = castToArmyObj())
@ -332,16 +334,17 @@ CStackInstance * CCreatureSet::detachStack(TSlot slot)
}
assert(!ret->armyObj); //we failed detaching?
stacks.erase(slot);
armyChanged();
return ret;
}
void CCreatureSet::setStackType(TSlot slot, const CCreature *type)
{
assert(vstd::contains(stacks, slot));
assert(hasStackAtSlot(slot));
CStackInstance *s = stacks[slot];
s->setType(type->idNumber);
armyChanged();
}
bool CCreatureSet::canBeMergedWith(const CCreatureSet &cs, bool allowMergingStacks) const
@ -383,6 +386,10 @@ CCreatureSet & CCreatureSet::operator=(const CCreatureSet&cs)
return *this;
}
void CCreatureSet::armyChanged()
{
}
CStackInstance::CStackInstance()
: armyObj(_armyObj)
{
@ -494,6 +501,12 @@ std::string CStackInstance::nodeName() const
return oss.str();
}
void CStackInstance::deserializationFix()
{
setType(type);
setArmyObj(armyObj);
}
CStackBasicDescriptor::CStackBasicDescriptor()
{
type = NULL;

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@ -59,6 +59,7 @@ public:
void setArmyObj(const CArmedInstance *ArmyObj);
bool valid(bool allowUnrandomized) const;
virtual std::string nodeName() const OVERRIDE;
void deserializationFix();
};
DLL_EXPORT std::ostream & operator<<(std::ostream & str, const CStackInstance & sth);
@ -98,6 +99,7 @@ public:
CCreatureSet();
virtual ~CCreatureSet();
virtual void armyChanged();
const CStackInstance &operator[](TSlot slot) const;
@ -110,14 +112,14 @@ public:
CArmedInstance *castToArmyObj();
//basic operations
void eraseStack(TSlot slot); //slot must be occupied
void putStack(TSlot slot, CStackInstance *stack); //adds new stack to the army, slot must be empty
void joinStack(TSlot slot, CStackInstance * stack); //adds new stack to the existing stack of the same type
void setStackCount(TSlot slot, TQuantity count); //stack must exist!
CStackInstance *detachStack(TSlot slot); //removes stack from army but doesn't destroy it (so it can be moved somewhere else)
CStackInstance *detachStack(TSlot slot); //removes stack from army but doesn't destroy it (so it can be moved somewhere else or safely deleted)
void setStackType(TSlot slot, const CCreature *type);
//derivative
void eraseStack(TSlot slot); //slot must be occupied
void joinStack(TSlot slot, CStackInstance * stack); //adds new stack to the existing stack of the same type
void changeStackCount(TSlot slot, TQuantity toAdd); //stack must exist!
bool setCreature (TSlot slot, TCreature type, TQuantity quantity) OVERRIDE; //replaces creature in stack; slots 0 to 6, if quantity=0 erases stack
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 )
}
}
// h->setCreature(0, 110, 1);
// h->setCreature(1, 69, 1);
//
// CGHeroInstance *h = new CGHeroInstance();
//
// CGCreature *c = new CGCreature();
// c->setOwner(1);
// c->putStack(0, new CStackInstance(69, 6));
// c->putStack(1, new CStackInstance(11, 3));
// c->subID = 34;
// c->initObj();
curB = BattleInfo::setupBattle(int3(), dp.bfieldType, dp.terType, armies, heroes, false, town);
curB->localInit();
return;
@ -1069,32 +1056,19 @@ void CGameState::init( StartInfo * si, ui32 checksum, int Seed )
/*********give starting hero****************************************/
for(int i=0;i<PLAYER_LIMIT;i++)
{
if((map->players[i].generateHeroAtMainTown && map->players[i].hasMainTown) || (map->players[i].hasMainTown && map->version==CMapHeader::RoE))
const PlayerInfo &p = map->players[i];
bool generateHero = (p.generateHeroAtMainTown && p.hasMainTown) || (p.hasMainTown && map->version==CMapHeader::RoE);
if(generateHero && vstd::contains(scenarioOps->playerInfos, i))
{
int3 hpos = map->players[i].posOfMainTown;
hpos.x+=1;// hpos.y+=1;
if (scenarioOps->playerInfos.find(i) == scenarioOps->playerInfos.end())
{
continue;
}
int3 hpos = p.posOfMainTown;
hpos.x+=1;
int h=pickHero(i);
int h = pickHero(i);
if(scenarioOps->playerInfos[i].hero == -1)
scenarioOps->playerInfos[i].hero = h;
CGHeroInstance * nnn = static_cast<CGHeroInstance*>(createObject(HEROI_TYPE,h,hpos,i));
nnn->id = map->objects.size();
hpos = map->players[i].posOfMainTown;hpos.x+=2;
for(unsigned int o=0;o<map->towns.size();o++) //find main town
{
if(map->towns[o]->pos == hpos)
{
map->towns[o]->visitingHero = nnn;
nnn->visitedTown = map->towns[o];
nnn->inTownGarrison = false;
break;
}
}
nnn->initHero();
map->heroes.push_back(nnn);
map->objects.push_back(nnn);
@ -1533,24 +1507,31 @@ void CGameState::init( StartInfo * si, ui32 checksum, int Seed )
}
objCaller->preInit();
BOOST_FOREACH(CGObjectInstance *obj, map->objects)
{
obj->initObj();
if(obj->ID == 62) //prison also needs to initialize hero
static_cast<CGHeroInstance*>(obj)->initHero();
}
CGTeleport::postInit(); //pairing subterranean gates
buildBonusSystemTree();
for(std::map<ui8, PlayerState>::iterator k=players.begin(); k!=players.end(); ++k)
{
if(k->first==-1 || k->first==255)
continue;
//init visiting and garrisoned heroes
for(unsigned int l=0; l<k->second.heroes.size();l++)
BOOST_FOREACH(CGHeroInstance *h, k->second.heroes)
{
CGHeroInstance *h = k->second.heroes[l];
for(unsigned int m=0; m<k->second.towns.size();m++)
BOOST_FOREACH(CGTownInstance *t, k->second.towns)
{
CGTownInstance *t = k->second.towns[m];
int3 vistile = t->pos; vistile.x--; //tile next to the entrance
if(vistile == h->pos || h->pos==t->pos)
{
t->visitingHero = h;
h->visitedTown = t;
h->inTownGarrison = false;
t->setVisitingHero(h);
if(h->pos == t->pos) //visiting hero placed in the editor has same pos as the town - we need to correct it
{
map->removeBlockVisTiles(h);
@ -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
static_cast<CGHeroInstance*>(map->objects[i].get())->initHero();
}
CGTeleport::postInit(); //pairing subterranean gates
}
int CGameState::battleGetBattlefieldType(int3 tile)
@ -2882,8 +2854,46 @@ bmap<ui32, ConstTransitivePtr<CGHeroInstance> > CGameState::unusedHeroesFromPool
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);
}
}
BOOST_FOREACH(CGTownInstance *t, map->towns)
{
t->deserializationFix();
}
// CStackInstance <-> CCreature, CStackInstance <-> CArmedInstance, CArtifactInstance <-> CArtifact
// are provided on initializing / deserializing
}
int3 CPath::startPos() const

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@ -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);

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@ -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)

View File

@ -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;
//////////////////////////////////////////////////////////////////////////

View File

@ -944,4 +944,6 @@ public:
};
#define BONUS_TREE_DESERIALIZATION_FIX if(!h.saving) deserializationFix();
#endif // __CONNECTION_H__

View File

@ -46,6 +46,10 @@ public:
{
return ptr;
}
const T*operator=(T *t)
{
return ptr = t;
}
void dellNull()
{

View File

@ -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)

View File

@ -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)
{

View File

@ -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;

View File

@ -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 )

View File

@ -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)