mirror of
https://github.com/vcmi/vcmi.git
synced 2025-05-29 22:57:49 +02:00
Merge branch 'develop' into feature/tavernRumors
Conflicts: lib/CGameState.h
This commit is contained in:
commit
c83f15e413
@ -153,6 +153,12 @@ BattleAction CStupidAI::activeStack( const CStack * stack )
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}
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}
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for ( auto & enemy : enemiesReachable )
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enemy.calcDmg( stack );
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for ( auto & enemy : enemiesShootable )
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enemy.calcDmg( stack );
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if(enemiesShootable.size())
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{
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const EnemyInfo &ei= *std::max_element(enemiesShootable.begin(), enemiesShootable.end(), isMoreProfitable);
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@ -7,6 +7,10 @@
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#include "../../lib/CConfigHandler.h"
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#include "../../lib/CHeroHandler.h"
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#include "../../lib/mapObjects/CBank.h"
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#include "../../lib/mapObjects/CGTownInstance.h"
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#include "../../lib/mapObjects/CQuest.h"
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#include "../../lib/CPathfinder.h"
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#include "../../lib/mapping/CMapDefines.h"
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/*
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* AIUtility.cpp, part of VCMI engine
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@ -150,7 +154,7 @@ void foreach_neighbour(const int3 &pos, std::function<void(const int3& pos)> foo
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{
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CCallback * cbp = cb.get(); // avoid costly retrieval of thread-specific pointer
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for(const int3 &dir : dirs)
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for(const int3 &dir : int3::getDirs())
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{
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const int3 n = pos + dir;
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if(cbp->isInTheMap(n))
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@ -160,7 +164,7 @@ void foreach_neighbour(const int3 &pos, std::function<void(const int3& pos)> foo
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void foreach_neighbour(CCallback * cbp, const int3 &pos, std::function<void(CCallback * cbp, const int3& pos)> foo)
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{
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for(const int3 &dir : dirs)
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for(const int3 &dir : int3::getDirs())
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{
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const int3 n = pos + dir;
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if(cbp->isInTheMap(n))
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@ -359,7 +363,7 @@ int3 whereToExplore(HeroPtr h)
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int radius = h->getSightRadious();
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int3 hpos = h->visitablePos();
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SectorMap &sm = ai->getCachedSectorMap(h);
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auto sm = ai->getCachedSectorMap(h);
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//look for nearby objs -> visit them if they're close enouh
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const int DIST_LIMIT = 3;
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@ -374,7 +378,7 @@ int3 whereToExplore(HeroPtr h)
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CGPath p;
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ai->myCb->getPathsInfo(h.get())->getPath(p, op);
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if (p.nodes.size() && p.endPos() == op && p.nodes.size() <= DIST_LIMIT)
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if (ai->isGoodForVisit(obj, h, sm))
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if (ai->isGoodForVisit(obj, h, *sm))
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nearbyVisitableObjs.push_back(obj);
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}
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}
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@ -6,9 +6,6 @@
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#include "../../lib/CTownHandler.h"
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#include "../../lib/spells/CSpellHandler.h"
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#include "../../lib/Connection.h"
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#include "../../lib/CGameState.h"
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#include "../../lib/mapping/CMap.h"
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#include "../../lib/NetPacks.h"
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#include "../../lib/CStopWatch.h"
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/*
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@ -21,6 +18,8 @@
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*
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*/
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class CCallback;
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typedef const int3& crint3;
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typedef const std::string& crstring;
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@ -5,6 +5,8 @@
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#include "../../lib/mapObjects/MapObjects.h"
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#include "../../lib/mapObjects/CommonConstructors.h"
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#include "../../lib/CCreatureHandler.h"
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#include "../../lib/CPathfinder.h"
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#include "../../lib/CGameStateFwd.h"
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#include "../../lib/VCMI_Lib.h"
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#include "../../CCallback.h"
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#include "VCAI.h"
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@ -482,7 +484,7 @@ float FuzzyHelper::evaluate (Goals::ClearWayTo & g)
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if (!g.hero.h)
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throw cannotFulfillGoalException("ClearWayTo called without hero!");
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int3 t = ai->getCachedSectorMap(g.hero).firstTileToGet(g.hero, g.tile);
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int3 t = ai->getCachedSectorMap(g.hero)->firstTileToGet(g.hero, g.tile);
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if (t.valid())
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{
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@ -3,6 +3,7 @@
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#include "VCAI.h"
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#include "Fuzzy.h"
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#include "../../lib/mapping/CMap.h" //for victory conditions
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#include "../../lib/CPathfinder.h"
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/*
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* Goals.cpp, part of VCMI engine
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@ -483,9 +484,9 @@ TGoalVec ClearWayTo::getAllPossibleSubgoals()
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//if our hero is trapped, make sure we request clearing the way from OUR perspective
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SectorMap &sm = ai->getCachedSectorMap(h);
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auto sm = ai->getCachedSectorMap(h);
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int3 tileToHit = sm.firstTileToGet(h, tile);
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int3 tileToHit = sm->firstTileToGet(h, tile);
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if (!tileToHit.valid())
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continue;
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@ -633,11 +634,11 @@ TGoalVec Explore::getAllPossibleSubgoals()
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for (auto h : heroes)
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{
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SectorMap &sm = ai->getCachedSectorMap(h);
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auto sm = ai->getCachedSectorMap(h);
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for (auto obj : objs) //double loop, performance risk?
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{
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auto t = sm.firstTileToGet(h, obj->visitablePos()); //we assume that no more than one tile on the way is guarded
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auto t = sm->firstTileToGet(h, obj->visitablePos()); //we assume that no more than one tile on the way is guarded
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if (ai->isTileNotReserved(h, t))
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ret.push_back (sptr(Goals::ClearWayTo(obj->visitablePos(), h).setisAbstract(true)));
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}
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@ -963,7 +964,7 @@ TGoalVec Conquer::getAllPossibleSubgoals()
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for (auto h : cb->getHeroesInfo())
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{
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SectorMap &sm = ai->getCachedSectorMap(h);
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auto sm = ai->getCachedSectorMap(h);
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std::vector<const CGObjectInstance *> ourObjs(objs); //copy common objects
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for (auto obj : ai->reservedHeroesMap[h]) //add objects reserved by this hero
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@ -974,7 +975,7 @@ TGoalVec Conquer::getAllPossibleSubgoals()
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for (auto obj : ourObjs)
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{
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int3 dest = obj->visitablePos();
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auto t = sm.firstTileToGet(h, dest); //we assume that no more than one tile on the way is guarded
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auto t = sm->firstTileToGet(h, dest); //we assume that no more than one tile on the way is guarded
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if (t.valid()) //we know any path at all
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{
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if (ai->isTileNotReserved(h, t)) //no other hero wants to conquer that tile
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@ -1027,6 +1028,10 @@ TSubgoal GatherArmy::whatToDoToAchieve()
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return fh->chooseSolution (getAllPossibleSubgoals()); //find dwelling. use current hero to prevent him from doing nothing.
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}
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static const BuildingID unitsSource[] = { BuildingID::DWELL_LVL_1, BuildingID::DWELL_LVL_2, BuildingID::DWELL_LVL_3,
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BuildingID::DWELL_LVL_4, BuildingID::DWELL_LVL_5, BuildingID::DWELL_LVL_6, BuildingID::DWELL_LVL_7};
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TGoalVec GatherArmy::getAllPossibleSubgoals()
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{
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//get all possible towns, heroes and dwellings we may use
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@ -1093,11 +1098,11 @@ TGoalVec GatherArmy::getAllPossibleSubgoals()
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}
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for(auto h : cb->getHeroesInfo())
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{
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SectorMap &sm = ai->getCachedSectorMap(h);
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auto sm = ai->getCachedSectorMap(h);
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for (auto obj : objs)
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{ //find safe dwelling
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auto pos = obj->visitablePos();
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if (ai->isGoodForVisit(obj, h, sm))
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if (ai->isGoodForVisit(obj, h, *sm))
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ret.push_back (sptr (Goals::VisitTile(pos).sethero(h)));
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}
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}
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@ -8,6 +8,8 @@
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#include "../../lib/CConfigHandler.h"
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#include "../../lib/CHeroHandler.h"
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#include "../../lib/CModHandler.h"
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#include "../../lib/CGameState.h"
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#include "../../lib/NetPacks.h"
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/*
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@ -843,9 +845,9 @@ void VCAI::makeTurnInternal()
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bool VCAI::goVisitObj(const CGObjectInstance * obj, HeroPtr h)
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{
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int3 dst = obj->visitablePos();
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SectorMap &sm = getCachedSectorMap(h);
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auto sm = getCachedSectorMap(h);
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logAi->debugStream() << boost::format("%s will try to visit %s at (%s)") % h->name % obj->getObjectName() % strFromInt3(dst);
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int3 pos = sm.firstTileToGet(h, dst);
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int3 pos = sm->firstTileToGet(h, dst);
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if (!pos.valid()) //rare case when we are already standing on one of potential objects
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return false;
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return moveHeroToTile(pos, h);
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@ -1301,6 +1303,20 @@ bool VCAI::tryBuildNextStructure(const CGTownInstance * t, std::vector<BuildingI
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return false;//Nothing to build
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}
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//Set of buildings for different goals. Does not include any prerequisites.
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static const BuildingID essential[] = {BuildingID::TAVERN, BuildingID::TOWN_HALL};
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static const BuildingID goldSource[] = {BuildingID::TOWN_HALL, BuildingID::CITY_HALL, BuildingID::CAPITOL};
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static const BuildingID unitsSource[] = { BuildingID::DWELL_LVL_1, BuildingID::DWELL_LVL_2, BuildingID::DWELL_LVL_3,
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BuildingID::DWELL_LVL_4, BuildingID::DWELL_LVL_5, BuildingID::DWELL_LVL_6, BuildingID::DWELL_LVL_7};
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static const BuildingID unitsUpgrade[] = { BuildingID::DWELL_LVL_1_UP, BuildingID::DWELL_LVL_2_UP, BuildingID::DWELL_LVL_3_UP,
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BuildingID::DWELL_LVL_4_UP, BuildingID::DWELL_LVL_5_UP, BuildingID::DWELL_LVL_6_UP, BuildingID::DWELL_LVL_7_UP};
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static const BuildingID unitGrowth[] = { BuildingID::FORT, BuildingID::CITADEL, BuildingID::CASTLE, BuildingID::HORDE_1,
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BuildingID::HORDE_1_UPGR, BuildingID::HORDE_2, BuildingID::HORDE_2_UPGR};
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static const BuildingID spells[] = {BuildingID::MAGES_GUILD_1, BuildingID::MAGES_GUILD_2, BuildingID::MAGES_GUILD_3,
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BuildingID::MAGES_GUILD_4, BuildingID::MAGES_GUILD_5};
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static const BuildingID extra[] = {BuildingID::RESOURCE_SILO, BuildingID::SPECIAL_1, BuildingID::SPECIAL_2, BuildingID::SPECIAL_3,
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BuildingID::SPECIAL_4, BuildingID::SHIPYARD}; // all remaining buildings
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void VCAI::buildStructure(const CGTownInstance * t)
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{
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//TODO make *real* town development system
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@ -1381,10 +1397,10 @@ std::vector<const CGObjectInstance *> VCAI::getPossibleDestinations(HeroPtr h)
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{
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validateVisitableObjs();
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std::vector<const CGObjectInstance *> possibleDestinations;
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SectorMap &sm = getCachedSectorMap(h);
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auto sm = getCachedSectorMap(h);
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for(const CGObjectInstance *obj : visitableObjs)
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{
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if (isGoodForVisit(obj, h, sm))
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if (isGoodForVisit(obj, h, *sm))
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{
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possibleDestinations.push_back(obj);
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}
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@ -1439,12 +1455,12 @@ void VCAI::wander(HeroPtr h)
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validateVisitableObjs();
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std::vector <ObjectIdRef> dests, tmp;
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SectorMap &sm = getCachedSectorMap(h);
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auto sm = getCachedSectorMap(h);
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range::copy(reservedHeroesMap[h], std::back_inserter(tmp)); //also visit our reserved objects - but they are not prioritized to avoid running back and forth
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for (auto obj : tmp)
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{
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int3 pos = sm.firstTileToGet(h, obj->visitablePos());
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int3 pos = sm->firstTileToGet(h, obj->visitablePos());
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if (pos.valid())
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if (isAccessibleForHero (pos, h)) //even nearby objects could be blocked by other heroes :(
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dests.push_back(obj); //can't use lambda for member function :(
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@ -1453,7 +1469,7 @@ void VCAI::wander(HeroPtr h)
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range::copy(getPossibleDestinations(h), std::back_inserter(dests));
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erase_if(dests, [&](ObjectIdRef obj) -> bool
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{
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return !isSafeToVisit(h, sm.firstTileToGet(h, obj->visitablePos()));
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return !isSafeToVisit(h, sm->firstTileToGet(h, obj->visitablePos()));
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});
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if(!dests.size())
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@ -2465,7 +2481,7 @@ int3 VCAI::explorationBestNeighbour(int3 hpos, int radius, HeroPtr h)
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{
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int3 ourPos = h->convertPosition(h->pos, false);
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std::map<int3, int> dstToRevealedTiles;
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for(crint3 dir : dirs)
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for(crint3 dir : int3::getDirs())
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if(cb->isInTheMap(hpos+dir))
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if (ourPos != dir) //don't stand in place
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if (isSafeToVisit(h, hpos + dir) && isAccessibleForHero (hpos + dir, h))
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@ -2539,7 +2555,7 @@ int3 VCAI::explorationNewPoint(HeroPtr h)
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int3 VCAI::explorationDesperate(HeroPtr h)
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{
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SectorMap &sm = getCachedSectorMap(h);
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auto sm = getCachedSectorMap(h);
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int radius = h->getSightRadious();
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std::vector<std::vector<int3> > tiles; //tiles[distance_to_fow]
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@ -2568,7 +2584,7 @@ int3 VCAI::explorationDesperate(HeroPtr h)
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if (!howManyTilesWillBeDiscovered(tile, radius, cbp)) //avoid costly checks of tiles that don't reveal much
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continue;
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auto t = sm.firstTileToGet(h, tile);
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auto t = sm->firstTileToGet(h, tile);
|
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if (t.valid())
|
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{
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ui64 ourDanger = evaluateDanger(t, h.h);
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@ -2671,19 +2687,24 @@ void VCAI::finish()
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void VCAI::requestActionASAP(std::function<void()> whatToDo)
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{
|
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// static boost::mutex m;
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||||
// boost::unique_lock<boost::mutex> mylock(m);
|
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boost::mutex mutex;
|
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mutex.lock();
|
||||
|
||||
boost::barrier b(2);
|
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boost::thread newThread([&b,this,whatToDo]()
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boost::thread newThread([&mutex,this,whatToDo]()
|
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{
|
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setThreadName("VCAI::requestActionASAP::helper");
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SET_GLOBAL_STATE(this);
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boost::shared_lock<boost::shared_mutex> gsLock(cb->getGsMutex());
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b.wait();
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// unlock mutex and allow parent function to exit
|
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mutex.unlock();
|
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whatToDo();
|
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});
|
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b.wait();
|
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|
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// wait for mutex to unlock and for thread to initialize properly
|
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mutex.lock();
|
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|
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// unlock mutex - boost dislikes destruction of locked mutexes
|
||||
mutex.unlock();
|
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}
|
||||
|
||||
void VCAI::lostHero(HeroPtr h)
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@ -2757,14 +2778,14 @@ TResources VCAI::freeResources() const
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||||
return myRes;
|
||||
}
|
||||
|
||||
SectorMap& VCAI::getCachedSectorMap(HeroPtr h)
|
||||
std::shared_ptr<SectorMap> VCAI::getCachedSectorMap(HeroPtr h)
|
||||
{
|
||||
auto it = cachedSectorMaps.find(h);
|
||||
if (it != cachedSectorMaps.end())
|
||||
return it->second;
|
||||
else
|
||||
{
|
||||
cachedSectorMaps.insert(std::make_pair(h, SectorMap(h)));
|
||||
cachedSectorMaps[h] = std::make_shared<SectorMap>(h);
|
||||
return cachedSectorMaps[h];
|
||||
}
|
||||
}
|
||||
|
@ -12,11 +12,9 @@
|
||||
#include "../../lib/CBuildingHandler.h"
|
||||
#include "../../lib/CCreatureHandler.h"
|
||||
#include "../../lib/CTownHandler.h"
|
||||
#include "../../lib/mapObjects/MiscObjects.h"
|
||||
#include "../../lib/spells/CSpellHandler.h"
|
||||
#include "../../lib/Connection.h"
|
||||
#include "../../lib/CGameState.h"
|
||||
#include "../../lib/mapping/CMap.h"
|
||||
#include "../../lib/NetPacks.h"
|
||||
#include "../../lib/CondSh.h"
|
||||
|
||||
struct QuestInfo;
|
||||
@ -115,20 +113,6 @@ struct SectorMap
|
||||
int3 findFirstVisitableTile(HeroPtr h, crint3 dst);
|
||||
};
|
||||
|
||||
//Set of buildings for different goals. Does not include any prerequisites.
|
||||
const BuildingID essential[] = {BuildingID::TAVERN, BuildingID::TOWN_HALL};
|
||||
const BuildingID goldSource[] = {BuildingID::TOWN_HALL, BuildingID::CITY_HALL, BuildingID::CAPITOL};
|
||||
const BuildingID unitsSource[] = { BuildingID::DWELL_LVL_1, BuildingID::DWELL_LVL_2, BuildingID::DWELL_LVL_3,
|
||||
BuildingID::DWELL_LVL_4, BuildingID::DWELL_LVL_5, BuildingID::DWELL_LVL_6, BuildingID::DWELL_LVL_7};
|
||||
const BuildingID unitsUpgrade[] = { BuildingID::DWELL_LVL_1_UP, BuildingID::DWELL_LVL_2_UP, BuildingID::DWELL_LVL_3_UP,
|
||||
BuildingID::DWELL_LVL_4_UP, BuildingID::DWELL_LVL_5_UP, BuildingID::DWELL_LVL_6_UP, BuildingID::DWELL_LVL_7_UP};
|
||||
const BuildingID unitGrowth[] = { BuildingID::FORT, BuildingID::CITADEL, BuildingID::CASTLE, BuildingID::HORDE_1,
|
||||
BuildingID::HORDE_1_UPGR, BuildingID::HORDE_2, BuildingID::HORDE_2_UPGR};
|
||||
const BuildingID spells[] = {BuildingID::MAGES_GUILD_1, BuildingID::MAGES_GUILD_2, BuildingID::MAGES_GUILD_3,
|
||||
BuildingID::MAGES_GUILD_4, BuildingID::MAGES_GUILD_5};
|
||||
const BuildingID extra[] = {BuildingID::RESOURCE_SILO, BuildingID::SPECIAL_1, BuildingID::SPECIAL_2, BuildingID::SPECIAL_3,
|
||||
BuildingID::SPECIAL_4, BuildingID::SHIPYARD}; // all remaining buildings
|
||||
|
||||
class VCAI : public CAdventureAI
|
||||
{
|
||||
public:
|
||||
@ -161,7 +145,7 @@ public:
|
||||
std::set<const CGObjectInstance *> alreadyVisited;
|
||||
std::set<const CGObjectInstance *> reservedObjs; //to be visited by specific hero
|
||||
|
||||
std::map <HeroPtr, SectorMap> cachedSectorMaps; //TODO: serialize? not necessary
|
||||
std::map <HeroPtr, std::shared_ptr<SectorMap>> cachedSectorMaps; //TODO: serialize? not necessary
|
||||
|
||||
TResources saving;
|
||||
|
||||
@ -314,7 +298,7 @@ public:
|
||||
const CGObjectInstance *getUnvisitedObj(const std::function<bool(const CGObjectInstance *)> &predicate);
|
||||
bool isAccessibleForHero(const int3 & pos, HeroPtr h, bool includeAllies = false) const;
|
||||
//optimization - use one SM for every hero call
|
||||
SectorMap& getCachedSectorMap(HeroPtr h);
|
||||
std::shared_ptr<SectorMap> getCachedSectorMap(HeroPtr h);
|
||||
|
||||
const CGTownInstance *findTownWithTavern() const;
|
||||
bool canRecruitAnyHero(const CGTownInstance * t = NULL) const;
|
||||
|
@ -18,12 +18,7 @@
|
||||
#include "lib/spells/CSpellHandler.h"
|
||||
#include "lib/CArtHandler.h"
|
||||
#include "lib/GameConstants.h"
|
||||
#ifdef min
|
||||
#undef min
|
||||
#endif
|
||||
#ifdef max
|
||||
#undef max
|
||||
#endif
|
||||
#include "lib/CPlayerState.h"
|
||||
#include "lib/UnlockGuard.h"
|
||||
|
||||
/*
|
||||
|
@ -37,6 +37,7 @@
|
||||
#include "../lib/CStopWatch.h"
|
||||
#include "../lib/StartInfo.h"
|
||||
#include "../lib/CGameState.h"
|
||||
#include "../lib/CPlayerState.h"
|
||||
#include "../lib/GameConstants.h"
|
||||
#include "gui/CGuiHandler.h"
|
||||
#include "windows/InfoWindows.h"
|
||||
|
@ -5,7 +5,6 @@
|
||||
#include "../lib/CGameInterface.h"
|
||||
#include "../lib/NetPacksBase.h"
|
||||
#include "gui/CIntObject.h"
|
||||
//#include "../lib/CGameState.h"
|
||||
|
||||
#ifdef __GNUC__
|
||||
#define sprintf_s snprintf
|
||||
|
@ -22,6 +22,7 @@
|
||||
#include "../lib/GameConstants.h"
|
||||
#include "../lib/CStopWatch.h"
|
||||
#include "../lib/mapObjects/CObjectClassesHandler.h"
|
||||
#include "../lib/mapObjects/CObjectHandler.h"
|
||||
|
||||
using namespace CSDL_Ext;
|
||||
#ifdef min
|
||||
|
@ -25,6 +25,7 @@
|
||||
#include "../lib/CGameState.h"
|
||||
#include "../lib/BattleState.h"
|
||||
#include "../lib/GameConstants.h"
|
||||
#include "../lib/CPlayerState.h"
|
||||
#include "gui/CGuiHandler.h"
|
||||
#include "widgets/MiscWidgets.h"
|
||||
#include "widgets/AdventureMapClasses.h"
|
||||
|
@ -29,6 +29,7 @@
|
||||
#include "../../lib/NetPacks.h"
|
||||
#include "../../lib/StartInfo.h"
|
||||
#include "../../lib/CondSh.h"
|
||||
#include "../../lib/mapObjects/CGTownInstance.h"
|
||||
|
||||
/*
|
||||
* CBattleInterfaceClasses.cpp, part of VCMI engine
|
||||
|
@ -13,13 +13,6 @@
|
||||
*
|
||||
*/
|
||||
|
||||
#ifdef max
|
||||
#undef max
|
||||
#endif
|
||||
#ifdef min
|
||||
#undef min
|
||||
#endif
|
||||
|
||||
struct SDL_MouseMotionEvent;
|
||||
|
||||
// A point with x/y coordinate, used mostly for graphic rendering
|
||||
|
@ -19,7 +19,7 @@
|
||||
#include "../../lib/CGameState.h"
|
||||
#include "../../lib/CGeneralTextHandler.h"
|
||||
#include "../../lib/NetPacksBase.h"
|
||||
|
||||
#include "../../lib/mapObjects/CQuest.h"
|
||||
/*
|
||||
* CQuestLog.cpp, part of VCMI engine
|
||||
*
|
||||
|
@ -52,7 +52,7 @@ public:
|
||||
/// CModListContainer overrides
|
||||
void resetRepositories() override;
|
||||
void addRepository(QVariantMap data) override;
|
||||
void modChanged(QString modID);
|
||||
void modChanged(QString modID) override;
|
||||
|
||||
QVariant data(const QModelIndex &index, int role) const override;
|
||||
QVariant headerData(int section, Qt::Orientation orientation, int role) const override;
|
||||
|
@ -1,4 +1,4 @@
|
||||
/*
|
||||
/*
|
||||
* BattleState.cpp, part of VCMI engine
|
||||
*
|
||||
* Authors: listed in file AUTHORS in main folder
|
||||
@ -22,6 +22,7 @@
|
||||
#include "JsonNode.h"
|
||||
#include "filesystem/Filesystem.h"
|
||||
#include "CRandomGenerator.h"
|
||||
#include "mapObjects/CGTownInstance.h"
|
||||
|
||||
const CStack * BattleInfo::getNextStack() const
|
||||
{
|
||||
|
@ -11,12 +11,9 @@
|
||||
#pragma once
|
||||
|
||||
#include "BattleHex.h"
|
||||
#include "HeroBonus.h"
|
||||
#include "CCreatureSet.h"
|
||||
#include "mapObjects/CArmedInstance.h" // for army serialization
|
||||
#include "mapObjects/CGHeroInstance.h" // for commander serialization
|
||||
#include "CCreatureHandler.h"
|
||||
#include "CObstacleInstance.h"
|
||||
#include "ConstTransitivePtr.h"
|
||||
#include "GameConstants.h"
|
||||
#include "CBattleCallback.h"
|
||||
|
@ -6,6 +6,7 @@
|
||||
#include "spells/CSpellHandler.h"
|
||||
#include "VCMI_Lib.h"
|
||||
#include "CTownHandler.h"
|
||||
#include "mapObjects/CGTownInstance.h"
|
||||
|
||||
/*
|
||||
* CBattleCallback.cpp, part of VCMI engine
|
||||
@ -2245,6 +2246,7 @@ BattleAttackInfo::BattleAttackInfo(const CStack *Attacker, const CStack *Defende
|
||||
chargedFields = 0;
|
||||
|
||||
luckyHit = false;
|
||||
unluckyHit = false;
|
||||
deathBlow = false;
|
||||
ballistaDoubleDamage = false;
|
||||
}
|
||||
|
@ -19,6 +19,8 @@
|
||||
#include "NetPacks.h" // for InfoWindow
|
||||
#include "CModHandler.h"
|
||||
#include "spells/CSpellHandler.h"
|
||||
#include "mapping/CMap.h"
|
||||
#include "CPlayerState.h"
|
||||
|
||||
//TODO make clean
|
||||
#define ERROR_VERBOSE_OR_NOT_RET_VAL_IF(cond, verbose, txt, retVal) do {if(cond){if(verbose)logGlobal->errorStream() << BOOST_CURRENT_FUNCTION << ": " << txt; return retVal;}} while(0)
|
||||
|
128
lib/CGameState.h
128
lib/CGameState.h
@ -1,12 +1,7 @@
|
||||
#pragma once
|
||||
|
||||
|
||||
|
||||
//#ifndef _MSC_VER
|
||||
#include "CCreatureHandler.h"
|
||||
#include "VCMI_Lib.h"
|
||||
#include "mapping/CMap.h"
|
||||
//#endif
|
||||
|
||||
#include "HeroBonus.h"
|
||||
#include "CCreatureSet.h"
|
||||
@ -67,79 +62,6 @@ namespace boost
|
||||
class shared_mutex;
|
||||
}
|
||||
|
||||
//numbers of creatures are exact numbers if detailed else they are quantity ids (1 - a few, 2 - several and so on; additionally 0 - unknown)
|
||||
struct ArmyDescriptor : public std::map<SlotID, CStackBasicDescriptor>
|
||||
{
|
||||
bool isDetailed;
|
||||
DLL_LINKAGE ArmyDescriptor(const CArmedInstance *army, bool detailed); //not detailed -> quantity ids as count
|
||||
DLL_LINKAGE ArmyDescriptor();
|
||||
|
||||
DLL_LINKAGE int getStrength() const;
|
||||
};
|
||||
|
||||
struct DLL_LINKAGE InfoAboutArmy
|
||||
{
|
||||
PlayerColor owner;
|
||||
std::string name;
|
||||
|
||||
ArmyDescriptor army;
|
||||
|
||||
InfoAboutArmy();
|
||||
InfoAboutArmy(const CArmedInstance *Army, bool detailed);
|
||||
|
||||
void initFromArmy(const CArmedInstance *Army, bool detailed);
|
||||
};
|
||||
|
||||
struct DLL_LINKAGE InfoAboutHero : public InfoAboutArmy
|
||||
{
|
||||
private:
|
||||
void assign(const InfoAboutHero & iah);
|
||||
public:
|
||||
struct DLL_LINKAGE Details
|
||||
{
|
||||
std::vector<si32> primskills;
|
||||
si32 mana, luck, morale;
|
||||
} *details;
|
||||
|
||||
const CHeroClass *hclass;
|
||||
int portrait;
|
||||
|
||||
InfoAboutHero();
|
||||
InfoAboutHero(const InfoAboutHero & iah);
|
||||
InfoAboutHero(const CGHeroInstance *h, bool detailed);
|
||||
~InfoAboutHero();
|
||||
|
||||
InfoAboutHero & operator=(const InfoAboutHero & iah);
|
||||
|
||||
void initFromHero(const CGHeroInstance *h, bool detailed);
|
||||
};
|
||||
|
||||
/// Struct which holds a int information about a town
|
||||
struct DLL_LINKAGE InfoAboutTown : public InfoAboutArmy
|
||||
{
|
||||
struct DLL_LINKAGE Details
|
||||
{
|
||||
si32 hallLevel, goldIncome;
|
||||
bool customRes;
|
||||
bool garrisonedHero;
|
||||
|
||||
} *details;
|
||||
|
||||
const CTown *tType;
|
||||
|
||||
si32 built;
|
||||
si32 fortLevel; //0 - none
|
||||
|
||||
InfoAboutTown();
|
||||
InfoAboutTown(const CGTownInstance *t, bool detailed);
|
||||
~InfoAboutTown();
|
||||
void initFromTown(const CGTownInstance *t, bool detailed);
|
||||
};
|
||||
|
||||
// typedef si32 TResourceUnit;
|
||||
// typedef std::vector<si32> TResourceVector;
|
||||
// typedef std::set<si32> TResourceSet;
|
||||
|
||||
struct DLL_LINKAGE SThievesGuildInfo
|
||||
{
|
||||
std::vector<PlayerColor> playerColors; //colors of players that are in-game
|
||||
@ -159,55 +81,6 @@ struct DLL_LINKAGE SThievesGuildInfo
|
||||
|
||||
};
|
||||
|
||||
struct DLL_LINKAGE PlayerState : public CBonusSystemNode
|
||||
{
|
||||
public:
|
||||
PlayerColor color;
|
||||
bool human; //true if human controlled player, false for AI
|
||||
TeamID team;
|
||||
TResources resources;
|
||||
std::set<ObjectInstanceID> visitedObjects; // as a std::set, since most accesses here will be from visited status checks
|
||||
std::vector<ConstTransitivePtr<CGHeroInstance> > heroes;
|
||||
std::vector<ConstTransitivePtr<CGTownInstance> > towns;
|
||||
std::vector<ConstTransitivePtr<CGHeroInstance> > availableHeroes; //heroes available in taverns
|
||||
std::vector<ConstTransitivePtr<CGDwelling> > dwellings; //used for town growth
|
||||
std::vector<QuestInfo> quests; //store info about all received quests
|
||||
|
||||
bool enteredWinningCheatCode, enteredLosingCheatCode; //if true, this player has entered cheat codes for loss / victory
|
||||
EPlayerStatus::EStatus status;
|
||||
boost::optional<ui8> daysWithoutCastle;
|
||||
|
||||
PlayerState();
|
||||
std::string nodeName() const override;
|
||||
|
||||
template <typename Handler> void serialize(Handler &h, const int version)
|
||||
{
|
||||
h & color & human & team & resources & status;
|
||||
h & heroes & towns & availableHeroes & dwellings & quests & visitedObjects;
|
||||
h & getBonusList(); //FIXME FIXME FIXME
|
||||
h & status & daysWithoutCastle;
|
||||
h & enteredLosingCheatCode & enteredWinningCheatCode;
|
||||
h & static_cast<CBonusSystemNode&>(*this);
|
||||
}
|
||||
};
|
||||
|
||||
struct DLL_LINKAGE TeamState : public CBonusSystemNode
|
||||
{
|
||||
public:
|
||||
TeamID id; //position in gameState::teams
|
||||
std::set<PlayerColor> players; // members of this team
|
||||
std::vector<std::vector<std::vector<ui8> > > fogOfWarMap; //true - visible, false - hidden
|
||||
|
||||
TeamState();
|
||||
|
||||
template <typename Handler> void serialize(Handler &h, const int version)
|
||||
{
|
||||
h & id & players & fogOfWarMap;
|
||||
h & static_cast<CBonusSystemNode&>(*this);
|
||||
}
|
||||
|
||||
};
|
||||
|
||||
struct DLL_LINKAGE RumorState
|
||||
{
|
||||
enum ERumorType : ui8
|
||||
@ -304,7 +177,6 @@ struct DLL_EXPORT DuelParameters
|
||||
}
|
||||
};
|
||||
|
||||
|
||||
struct BattleInfo;
|
||||
|
||||
DLL_LINKAGE std::ostream & operator<<(std::ostream & os, const EVictoryLossCheckResult & victoryLossCheckResult);
|
||||
|
@ -10,8 +10,81 @@
|
||||
*
|
||||
*/
|
||||
|
||||
#include "CCreatureSet.h"
|
||||
|
||||
class CQuest;
|
||||
class CGObjectInstance;
|
||||
class CHeroClass;
|
||||
class CTown;
|
||||
|
||||
//numbers of creatures are exact numbers if detailed else they are quantity ids (1 - a few, 2 - several and so on; additionally 0 - unknown)
|
||||
struct ArmyDescriptor : public std::map<SlotID, CStackBasicDescriptor>
|
||||
{
|
||||
bool isDetailed;
|
||||
DLL_LINKAGE ArmyDescriptor(const CArmedInstance *army, bool detailed); //not detailed -> quantity ids as count
|
||||
DLL_LINKAGE ArmyDescriptor();
|
||||
|
||||
DLL_LINKAGE int getStrength() const;
|
||||
};
|
||||
|
||||
struct DLL_LINKAGE InfoAboutArmy
|
||||
{
|
||||
PlayerColor owner;
|
||||
std::string name;
|
||||
|
||||
ArmyDescriptor army;
|
||||
|
||||
InfoAboutArmy();
|
||||
InfoAboutArmy(const CArmedInstance *Army, bool detailed);
|
||||
|
||||
void initFromArmy(const CArmedInstance *Army, bool detailed);
|
||||
};
|
||||
|
||||
struct DLL_LINKAGE InfoAboutHero : public InfoAboutArmy
|
||||
{
|
||||
private:
|
||||
void assign(const InfoAboutHero & iah);
|
||||
public:
|
||||
struct DLL_LINKAGE Details
|
||||
{
|
||||
std::vector<si32> primskills;
|
||||
si32 mana, luck, morale;
|
||||
} *details;
|
||||
|
||||
const CHeroClass *hclass;
|
||||
int portrait;
|
||||
|
||||
InfoAboutHero();
|
||||
InfoAboutHero(const InfoAboutHero & iah);
|
||||
InfoAboutHero(const CGHeroInstance *h, bool detailed);
|
||||
~InfoAboutHero();
|
||||
|
||||
InfoAboutHero & operator=(const InfoAboutHero & iah);
|
||||
|
||||
void initFromHero(const CGHeroInstance *h, bool detailed);
|
||||
};
|
||||
|
||||
/// Struct which holds a int information about a town
|
||||
struct DLL_LINKAGE InfoAboutTown : public InfoAboutArmy
|
||||
{
|
||||
struct DLL_LINKAGE Details
|
||||
{
|
||||
si32 hallLevel, goldIncome;
|
||||
bool customRes;
|
||||
bool garrisonedHero;
|
||||
|
||||
} *details;
|
||||
|
||||
const CTown *tType;
|
||||
|
||||
si32 built;
|
||||
si32 fortLevel; //0 - none
|
||||
|
||||
InfoAboutTown();
|
||||
InfoAboutTown(const CGTownInstance *t, bool detailed);
|
||||
~InfoAboutTown();
|
||||
void initFromTown(const CGTownInstance *t, bool detailed);
|
||||
};
|
||||
|
||||
class DLL_LINKAGE EVictoryLossCheckResult
|
||||
{
|
||||
|
@ -117,6 +117,7 @@ set(lib_HEADERS
|
||||
filesystem/ISimpleResourceLoader.h
|
||||
|
||||
mapObjects/MapObjects.h
|
||||
mapping/CMapDefines.h
|
||||
|
||||
CSoundBase.h
|
||||
AI_Base.h
|
||||
@ -131,6 +132,7 @@ set(lib_HEADERS
|
||||
IGameEventsReceiver.h
|
||||
int3.h
|
||||
CGameStateFwd.h
|
||||
CPlayerState.h
|
||||
Interprocess.h
|
||||
NetPacks.h
|
||||
NetPacksBase.h
|
||||
|
@ -467,7 +467,7 @@ static JsonNode loadModSettings(std::string path)
|
||||
JsonNode addMeta(JsonNode config, std::string meta)
|
||||
{
|
||||
config.setMeta(meta);
|
||||
return std::move(config);
|
||||
return config;
|
||||
}
|
||||
|
||||
CModInfo::CModInfo(std::string identifier,const JsonNode & local, const JsonNode & config):
|
||||
|
@ -8,6 +8,7 @@
|
||||
#include "GameConstants.h"
|
||||
#include "CStopWatch.h"
|
||||
#include "CConfigHandler.h"
|
||||
#include "../lib/CPlayerState.h"
|
||||
|
||||
/*
|
||||
* CPathfinder.cpp, part of VCMI engine
|
||||
|
@ -1,8 +1,8 @@
|
||||
#pragma once
|
||||
|
||||
#include "VCMI_Lib.h"
|
||||
#include "mapping/CMap.h"
|
||||
#include "IGameCallback.h"
|
||||
#include "HeroBonus.h"
|
||||
#include "int3.h"
|
||||
|
||||
#include <boost/heap/priority_queue.hpp>
|
||||
@ -21,6 +21,8 @@ class CGHeroInstance;
|
||||
class CGObjectInstance;
|
||||
struct TerrainTile;
|
||||
class CPathfinderHelper;
|
||||
class CMap;
|
||||
class CGWhirlpool;
|
||||
|
||||
struct DLL_LINKAGE CGPathNode
|
||||
{
|
||||
|
66
lib/CPlayerState.h
Normal file
66
lib/CPlayerState.h
Normal file
@ -0,0 +1,66 @@
|
||||
#pragma once
|
||||
|
||||
/*
|
||||
* CPlayerState.h, part of VCMI engine
|
||||
*
|
||||
* Authors: listed in file AUTHORS in main folder
|
||||
*
|
||||
* License: GNU General Public License v2.0 or later
|
||||
* Full text of license available in license.txt file, in main folder
|
||||
*
|
||||
*/
|
||||
|
||||
#include "HeroBonus.h"
|
||||
|
||||
class CGHeroInstance;
|
||||
class CGTownInstance;
|
||||
class CGDwelling;
|
||||
|
||||
struct DLL_LINKAGE PlayerState : public CBonusSystemNode
|
||||
{
|
||||
public:
|
||||
PlayerColor color;
|
||||
bool human; //true if human controlled player, false for AI
|
||||
TeamID team;
|
||||
TResources resources;
|
||||
std::set<ObjectInstanceID> visitedObjects; // as a std::set, since most accesses here will be from visited status checks
|
||||
std::vector<ConstTransitivePtr<CGHeroInstance> > heroes;
|
||||
std::vector<ConstTransitivePtr<CGTownInstance> > towns;
|
||||
std::vector<ConstTransitivePtr<CGHeroInstance> > availableHeroes; //heroes available in taverns
|
||||
std::vector<ConstTransitivePtr<CGDwelling> > dwellings; //used for town growth
|
||||
std::vector<QuestInfo> quests; //store info about all received quests
|
||||
|
||||
bool enteredWinningCheatCode, enteredLosingCheatCode; //if true, this player has entered cheat codes for loss / victory
|
||||
EPlayerStatus::EStatus status;
|
||||
boost::optional<ui8> daysWithoutCastle;
|
||||
|
||||
PlayerState();
|
||||
std::string nodeName() const override;
|
||||
|
||||
template <typename Handler> void serialize(Handler &h, const int version)
|
||||
{
|
||||
h & color & human & team & resources & status;
|
||||
h & heroes & towns & availableHeroes & dwellings & quests & visitedObjects;
|
||||
h & getBonusList(); //FIXME FIXME FIXME
|
||||
h & status & daysWithoutCastle;
|
||||
h & enteredLosingCheatCode & enteredWinningCheatCode;
|
||||
h & static_cast<CBonusSystemNode&>(*this);
|
||||
}
|
||||
};
|
||||
|
||||
struct DLL_LINKAGE TeamState : public CBonusSystemNode
|
||||
{
|
||||
public:
|
||||
TeamID id; //position in gameState::teams
|
||||
std::set<PlayerColor> players; // members of this team
|
||||
std::vector<std::vector<std::vector<ui8> > > fogOfWarMap; //true - visible, false - hidden
|
||||
|
||||
TeamState();
|
||||
|
||||
template <typename Handler> void serialize(Handler &h, const int version)
|
||||
{
|
||||
h & id & players & fogOfWarMap;
|
||||
h & static_cast<CBonusSystemNode&>(*this);
|
||||
}
|
||||
|
||||
};
|
@ -774,12 +774,8 @@ std::set<TFaction> CTownHandler::getAllowedFactions(bool withTown /*=true*/) con
|
||||
if (withTown)
|
||||
allowed = getDefaultAllowed();
|
||||
else
|
||||
{
|
||||
for (auto town : factions)
|
||||
{
|
||||
allowed.push_back (true);
|
||||
}
|
||||
}
|
||||
allowed.resize( factions.size(), true);
|
||||
|
||||
for (size_t i=0; i<allowed.size(); i++)
|
||||
if (allowed[i])
|
||||
allowedFactions.insert(i);
|
||||
|
@ -2,6 +2,8 @@
|
||||
#include "Connection.h"
|
||||
|
||||
#include "registerTypes/RegisterTypes.h"
|
||||
#include "mapping/CMap.h"
|
||||
#include "CGameState.h"
|
||||
|
||||
#include <boost/asio.hpp>
|
||||
|
||||
|
@ -11,7 +11,7 @@
|
||||
|
||||
#pragma once
|
||||
|
||||
#include <typeinfo> //XXX this is in namespace std if you want w/o use typeinfo.h?
|
||||
#include <typeinfo>
|
||||
#include <type_traits>
|
||||
|
||||
#include <boost/mpl/eval_if.hpp>
|
||||
|
@ -405,6 +405,18 @@ public:
|
||||
|
||||
ID_LIKE_OPERATORS(BuildingID, BuildingID::EBuildingID)
|
||||
|
||||
namespace EAiTactic
|
||||
{
|
||||
enum EAiTactic
|
||||
{
|
||||
NONE = -1,
|
||||
RANDOM,
|
||||
WARRIOR,
|
||||
BUILDER,
|
||||
EXPLORER
|
||||
};
|
||||
}
|
||||
|
||||
namespace EBuildingState
|
||||
{
|
||||
enum EBuildingState
|
||||
|
@ -21,6 +21,8 @@
|
||||
#include "mapObjects/CObjectClassesHandler.h"
|
||||
#include "StartInfo.h"
|
||||
#include "CGameState.h"
|
||||
#include "mapping/CMap.h"
|
||||
#include "CPlayerState.h"
|
||||
|
||||
void CPrivilagedInfoCallback::getFreeTiles (std::vector<int3> &tiles) const
|
||||
{
|
||||
|
@ -13,7 +13,7 @@
|
||||
#include "ResourceSet.h"
|
||||
//#include "CObstacleInstance.h"
|
||||
#include "CGameStateFwd.h"
|
||||
#include "mapping/CMap.h"
|
||||
#include "mapping/CMapDefines.h"
|
||||
#include "CObstacleInstance.h"
|
||||
|
||||
#include "spells/ViewSpellInt.h"
|
||||
|
@ -16,6 +16,7 @@
|
||||
#include "CTownHandler.h"
|
||||
#include "mapping/CMapInfo.h"
|
||||
#include "StartInfo.h"
|
||||
#include "CPlayerState.h"
|
||||
|
||||
/*
|
||||
* NetPacksLib.cpp, part of VCMI engine
|
||||
|
11
lib/int3.h
11
lib/int3.h
@ -131,6 +131,12 @@ public:
|
||||
{
|
||||
h & x & y & z;
|
||||
}
|
||||
|
||||
static std::array<int3, 8> getDirs()
|
||||
{
|
||||
return { { int3(0,1,0),int3(0,-1,0),int3(-1,0,0),int3(+1,0,0),
|
||||
int3(1,1,0),int3(-1,1,0),int3(1,-1,0),int3(-1,-1,0) } };
|
||||
}
|
||||
};
|
||||
|
||||
inline std::ostream & operator<<(std::ostream & str, const int3 & sth)
|
||||
@ -154,9 +160,6 @@ struct ShashInt3
|
||||
}
|
||||
};
|
||||
|
||||
static const int3 dirs[] = { int3(0,1,0),int3(0,-1,0),int3(-1,0,0),int3(+1,0,0),
|
||||
int3(1,1,0),int3(-1,1,0),int3(1,-1,0),int3(-1,-1,0) };
|
||||
|
||||
template<typename Container>
|
||||
int3 findClosestTile (Container & container, int3 dest)
|
||||
{
|
||||
@ -175,4 +178,4 @@ int3 findClosestTile (Container & container, int3 dest)
|
||||
}
|
||||
}
|
||||
return result;
|
||||
}
|
||||
}
|
||||
|
@ -1,4 +1,4 @@
|
||||
/*
|
||||
/*
|
||||
* CArmedInstance.cpp, part of VCMI engine
|
||||
*
|
||||
* Authors: listed in file AUTHORS in main folder
|
||||
@ -15,6 +15,7 @@
|
||||
#include "../CCreatureHandler.h"
|
||||
#include "../CGeneralTextHandler.h"
|
||||
#include "../CGameState.h"
|
||||
#include "../CPlayerState.h"
|
||||
|
||||
void CArmedInstance::randomizeArmy(int type)
|
||||
{
|
||||
|
@ -1,4 +1,4 @@
|
||||
/*
|
||||
/*
|
||||
* CGHeroInstance.cpp, part of VCMI engine
|
||||
*
|
||||
* Authors: listed in file AUTHORS in main folder
|
||||
@ -22,6 +22,8 @@
|
||||
#include "../CGameState.h"
|
||||
#include "../CCreatureHandler.h"
|
||||
#include "../BattleState.h"
|
||||
#include "../CTownHandler.h"
|
||||
#include "CGTownInstance.h"
|
||||
|
||||
///helpers
|
||||
static void showInfoDialog(const PlayerColor playerID, const ui32 txtID, const ui16 soundID)
|
||||
|
@ -1,4 +1,4 @@
|
||||
/*
|
||||
/*
|
||||
*
|
||||
* CGMarket.cpp, part of VCMI engine
|
||||
*
|
||||
@ -17,6 +17,7 @@
|
||||
#include "../IGameCallback.h"
|
||||
#include "../CCreatureHandler.h"
|
||||
#include "../CGameState.h"
|
||||
#include "CGTownInstance.h"
|
||||
|
||||
///helpers
|
||||
static void openWindow(const OpenWindow::EWindow type, const int id1, const int id2 = -1)
|
||||
|
@ -1,4 +1,4 @@
|
||||
/*
|
||||
/*
|
||||
* CGTownInstance.cpp, part of VCMI engine
|
||||
*
|
||||
* Authors: listed in file AUTHORS in main folder
|
||||
@ -17,6 +17,8 @@
|
||||
#include "../CModHandler.h"
|
||||
#include "../IGameCallback.h"
|
||||
#include "../CGameState.h"
|
||||
#include "../mapping/CMapDefines.h"
|
||||
#include "../CPlayerState.h"
|
||||
|
||||
std::vector<const CArtifact *> CGTownInstance::merchantArtifacts;
|
||||
std::vector<int> CGTownInstance::universitySkills;
|
||||
|
@ -1,4 +1,4 @@
|
||||
#pragma once
|
||||
#pragma once
|
||||
|
||||
#include "CObjectHandler.h"
|
||||
#include "CGMarket.h" // For IMarket interface
|
||||
@ -52,11 +52,7 @@ public:
|
||||
CSpecObjInfo * info; //h3m info about dewlling
|
||||
TCreaturesSet creatures; //creatures[level] -> <vector of alternative ids (base creature and upgrades, creatures amount>
|
||||
|
||||
template <typename Handler> void serialize(Handler &h, const int version)
|
||||
{
|
||||
h & static_cast<CArmedInstance&>(*this) & creatures;
|
||||
}
|
||||
|
||||
private:
|
||||
void initObj() override;
|
||||
void onHeroVisit(const CGHeroInstance * h) const override;
|
||||
void newTurn() const override;
|
||||
@ -64,9 +60,14 @@ public:
|
||||
void battleFinished(const CGHeroInstance *hero, const BattleResult &result) const override;
|
||||
void blockingDialogAnswered(const CGHeroInstance *hero, ui32 answer) const override;
|
||||
|
||||
private:
|
||||
void updateGuards() const;
|
||||
void heroAcceptsCreatures(const CGHeroInstance *h) const;
|
||||
|
||||
public:
|
||||
template <typename Handler> void serialize(Handler &h, const int version)
|
||||
{
|
||||
h & static_cast<CArmedInstance&>(*this) & creatures;
|
||||
}
|
||||
};
|
||||
|
||||
class DLL_LINKAGE CGTownBuilding : public IObjectInterface
|
||||
|
@ -1,4 +1,4 @@
|
||||
/*
|
||||
/*
|
||||
* CObjectHandler.cpp, part of VCMI engine
|
||||
*
|
||||
* Authors: listed in file AUTHORS in main folder
|
||||
@ -18,8 +18,10 @@
|
||||
#include "../filesystem/ResourceID.h"
|
||||
#include "../IGameCallback.h"
|
||||
#include "../CGameState.h"
|
||||
#include "../mapping/CMap.h"
|
||||
|
||||
#include "CObjectClassesHandler.h"
|
||||
#include "CGTownInstance.h"
|
||||
|
||||
IGameCallback * IObjectInterface::cb = nullptr;
|
||||
|
||||
|
@ -17,6 +17,7 @@
|
||||
#include "../CGeneralTextHandler.h"
|
||||
#include "../CHeroHandler.h"
|
||||
#include "CObjectClassesHandler.h"
|
||||
#include "MiscObjects.h"
|
||||
#include "../IGameCallback.h"
|
||||
#include "../CGameState.h"
|
||||
|
||||
|
@ -17,6 +17,7 @@
|
||||
#include "../NetPacks.h"
|
||||
#include "../IGameCallback.h"
|
||||
#include "../CGameState.h"
|
||||
#include "../CPlayerState.h"
|
||||
|
||||
#include "CObjectClassesHandler.h"
|
||||
|
||||
|
@ -20,6 +20,8 @@
|
||||
#include "../spells/CSpellHandler.h"
|
||||
#include "../IGameCallback.h"
|
||||
#include "../CGameState.h"
|
||||
#include "../mapping/CMap.h"
|
||||
#include "../CPlayerState.h"
|
||||
|
||||
std::map <si32, std::vector<ObjectInstanceID> > CGMagi::eyelist;
|
||||
ui8 CGObelisk::obeliskCount; //how many obelisks are on map
|
||||
|
@ -227,7 +227,8 @@ class DLL_LINKAGE CGMine : public CArmedInstance
|
||||
public:
|
||||
Res::ERes producedResource;
|
||||
ui32 producedQuantity;
|
||||
|
||||
|
||||
private:
|
||||
void onHeroVisit(const CGHeroInstance * h) const override;
|
||||
void battleFinished(const CGHeroInstance *hero, const BattleResult &result) const override;
|
||||
void blockingDialogAnswered(const CGHeroInstance *hero, ui32 answer) const override;
|
||||
@ -239,6 +240,7 @@ public:
|
||||
std::string getObjectName() const override;
|
||||
std::string getHoverText(PlayerColor player) const override;
|
||||
|
||||
public:
|
||||
template <typename Handler> void serialize(Handler &h, const int version)
|
||||
{
|
||||
h & static_cast<CArmedInstance&>(*this);
|
||||
@ -265,29 +267,33 @@ struct DLL_LINKAGE TeleportChannel
|
||||
|
||||
class DLL_LINKAGE CGTeleport : public CGObjectInstance
|
||||
{
|
||||
public:
|
||||
enum EType {UNKNOWN, ENTRANCE, EXIT, BOTH};
|
||||
|
||||
EType type;
|
||||
TeleportChannelID channel;
|
||||
|
||||
CGTeleport();
|
||||
bool isEntrance() const;
|
||||
bool isExit() const;
|
||||
bool isChannelEntrance(ObjectInstanceID id) const;
|
||||
bool isChannelExit(ObjectInstanceID id) const;
|
||||
|
||||
std::vector<ObjectInstanceID> getAllEntrances(bool excludeCurrent = false) const;
|
||||
std::vector<ObjectInstanceID> getAllExits(bool excludeCurrent = false) const;
|
||||
|
||||
protected:
|
||||
enum EType {UNKNOWN, ENTRANCE, EXIT, BOTH};
|
||||
EType type;
|
||||
|
||||
CGTeleport();
|
||||
ObjectInstanceID getRandomExit(const CGHeroInstance * h) const;
|
||||
std::vector<ObjectInstanceID> getAllExits(bool excludeCurrent = false) const;
|
||||
|
||||
public:
|
||||
TeleportChannelID channel;
|
||||
|
||||
bool isEntrance() const;
|
||||
bool isExit() const;
|
||||
|
||||
virtual void teleportDialogAnswered(const CGHeroInstance *hero, ui32 answer, std::vector<ObjectInstanceID> exits) const = 0;
|
||||
|
||||
static bool isTeleport(const CGObjectInstance * dst);
|
||||
static bool isConnected(const CGTeleport * src, const CGTeleport * dst);
|
||||
static bool isConnected(const CGObjectInstance * src, const CGObjectInstance * dst);
|
||||
static bool isExitPassable(CGameState * gs, const CGHeroInstance * h, const CGObjectInstance * obj);
|
||||
static std::vector<ObjectInstanceID> getPassableExits(CGameState * gs, const CGHeroInstance * h, std::vector<ObjectInstanceID> exits);
|
||||
static void addToChannel(std::map<TeleportChannelID, shared_ptr<TeleportChannel> > &channelsList, const CGTeleport * obj);
|
||||
static std::vector<ObjectInstanceID> getPassableExits(CGameState * gs, const CGHeroInstance * h, std::vector<ObjectInstanceID> exits);
|
||||
static bool isExitPassable(CGameState * gs, const CGHeroInstance * h, const CGObjectInstance * obj);
|
||||
|
||||
template <typename Handler> void serialize(Handler &h, const int version)
|
||||
{
|
||||
@ -299,11 +305,12 @@ class DLL_LINKAGE CGMonolith : public CGTeleport
|
||||
{
|
||||
TeleportChannelID findMeChannel(std::vector<Obj> IDs, int SubID) const;
|
||||
|
||||
public:
|
||||
protected:
|
||||
void onHeroVisit(const CGHeroInstance * h) const override;
|
||||
void teleportDialogAnswered(const CGHeroInstance *hero, ui32 answer, std::vector<ObjectInstanceID> exits) const override;
|
||||
void initObj() override;
|
||||
|
||||
public:
|
||||
template <typename Handler> void serialize(Handler &h, const int version)
|
||||
{
|
||||
h & static_cast<CGTeleport&>(*this);
|
||||
@ -312,9 +319,10 @@ public:
|
||||
|
||||
class DLL_LINKAGE CGSubterraneanGate : public CGMonolith
|
||||
{
|
||||
public:
|
||||
void onHeroVisit(const CGHeroInstance * h) const override;
|
||||
void initObj() override;
|
||||
|
||||
public:
|
||||
static void postInit();
|
||||
|
||||
template <typename Handler> void serialize(Handler &h, const int version)
|
||||
@ -325,11 +333,11 @@ public:
|
||||
|
||||
class DLL_LINKAGE CGWhirlpool : public CGMonolith
|
||||
{
|
||||
public:
|
||||
void onHeroVisit(const CGHeroInstance * h) const override;
|
||||
void teleportDialogAnswered(const CGHeroInstance *hero, ui32 answer, std::vector<ObjectInstanceID> exits) const override;
|
||||
static bool isProtected( const CGHeroInstance * h );
|
||||
|
||||
public:
|
||||
template <typename Handler> void serialize(Handler &h, const int version)
|
||||
{
|
||||
h & static_cast<CGMonolith&>(*this);
|
||||
|
@ -292,7 +292,7 @@ CScenarioTravel CCampaignHandler::readScenarioTravelFromMemory(CBinaryReader & r
|
||||
|
||||
std::vector< std::vector<ui8> > CCampaignHandler::getFile(const std::string & name, bool headerOnly)
|
||||
{
|
||||
CCompressedStream stream(std::move(CResourceHandler::get()->load(ResourceID(name, EResType::CAMPAIGN))), true);
|
||||
CCompressedStream stream(CResourceHandler::get()->load(ResourceID(name, EResType::CAMPAIGN)), true);
|
||||
|
||||
std::vector< std::vector<ui8> > ret;
|
||||
do
|
||||
@ -363,7 +363,7 @@ std::vector<CGHeroInstance *> CCampaignScenario::getLostCrossoverHeroes() const
|
||||
}
|
||||
}
|
||||
}
|
||||
return std::move(lostCrossoverHeroes);
|
||||
return lostCrossoverHeroes;
|
||||
}
|
||||
|
||||
bool CScenarioTravel::STravelBonus::isBonusForHero() const
|
||||
|
@ -10,6 +10,7 @@
|
||||
|
||||
#include "StdInc.h"
|
||||
#include "CDrawRoadsOperation.h"
|
||||
#include "CMap.h"
|
||||
|
||||
const std::vector<CDrawRoadsOperation::RoadPattern> CDrawRoadsOperation::patterns =
|
||||
{
|
||||
|
@ -11,9 +11,9 @@
|
||||
#pragma once
|
||||
|
||||
#include "../CRandomGenerator.h"
|
||||
#include "CMap.h"
|
||||
#include "CMapEditManager.h"
|
||||
|
||||
struct TerrainTile;
|
||||
|
||||
class CDrawRoadsOperation : public CMapOperation
|
||||
{
|
||||
|
@ -19,6 +19,7 @@
|
||||
#include "../int3.h"
|
||||
#include "../GameConstants.h"
|
||||
#include "../LogicalExpression.h"
|
||||
#include "CMapDefines.h"
|
||||
|
||||
class CArtifactInstance;
|
||||
class CGObjectInstance;
|
||||
@ -47,18 +48,6 @@ struct DLL_LINKAGE SHeroName
|
||||
}
|
||||
};
|
||||
|
||||
namespace EAiTactic
|
||||
{
|
||||
enum EAiTactic
|
||||
{
|
||||
NONE = -1,
|
||||
RANDOM,
|
||||
WARRIOR,
|
||||
BUILDER,
|
||||
EXPLORER
|
||||
};
|
||||
}
|
||||
|
||||
/// The player info constains data about which factions are allowed, AI tactical settings,
|
||||
/// the main hero name, where to generate the hero, whether the faction should be selected randomly,...
|
||||
struct DLL_LINKAGE PlayerInfo
|
||||
@ -216,94 +205,6 @@ struct DLL_LINKAGE DisposedHero
|
||||
}
|
||||
};
|
||||
|
||||
/// The map event is an event which e.g. gives or takes resources of a specific
|
||||
/// amount to/from players and can appear regularly or once a time.
|
||||
class DLL_LINKAGE CMapEvent
|
||||
{
|
||||
public:
|
||||
CMapEvent();
|
||||
|
||||
bool earlierThan(const CMapEvent & other) const;
|
||||
bool earlierThanOrEqual(const CMapEvent & other) const;
|
||||
|
||||
std::string name;
|
||||
std::string message;
|
||||
TResources resources;
|
||||
ui8 players; // affected players, bit field?
|
||||
ui8 humanAffected;
|
||||
ui8 computerAffected;
|
||||
ui32 firstOccurence;
|
||||
ui32 nextOccurence; /// specifies after how many days the event will occur the next time; 0 if event occurs only one time
|
||||
|
||||
template <typename Handler>
|
||||
void serialize(Handler & h, const int version)
|
||||
{
|
||||
h & name & message & resources
|
||||
& players & humanAffected & computerAffected & firstOccurence & nextOccurence;
|
||||
}
|
||||
};
|
||||
|
||||
/// The castle event builds/adds buildings/creatures for a specific town.
|
||||
class DLL_LINKAGE CCastleEvent: public CMapEvent
|
||||
{
|
||||
public:
|
||||
CCastleEvent();
|
||||
|
||||
std::set<BuildingID> buildings;
|
||||
std::vector<si32> creatures;
|
||||
CGTownInstance * town;
|
||||
|
||||
template <typename Handler>
|
||||
void serialize(Handler & h, const int version)
|
||||
{
|
||||
h & static_cast<CMapEvent &>(*this);
|
||||
h & buildings & creatures;
|
||||
}
|
||||
};
|
||||
|
||||
/// The terrain tile describes the terrain type and the visual representation of the terrain.
|
||||
/// Furthermore the struct defines whether the tile is visitable or/and blocked and which objects reside in it.
|
||||
struct DLL_LINKAGE TerrainTile
|
||||
{
|
||||
TerrainTile();
|
||||
|
||||
/// Gets true if the terrain is not a rock. If from is water/land, same type is also required.
|
||||
bool entrableTerrain(const TerrainTile * from = nullptr) const;
|
||||
bool entrableTerrain(bool allowLand, bool allowSea) const;
|
||||
/// Checks for blocking objects and terraint type (water / land).
|
||||
bool isClear(const TerrainTile * from = nullptr) const;
|
||||
/// Gets the ID of the top visitable object or -1 if there is none.
|
||||
Obj topVisitableId(bool excludeTop = false) const;
|
||||
CGObjectInstance * topVisitableObj(bool excludeTop = false) const;
|
||||
bool isWater() const;
|
||||
bool isCoastal() const;
|
||||
EDiggingStatus getDiggingStatus(const bool excludeTop = true) const;
|
||||
bool hasFavourableWinds() const;
|
||||
|
||||
ETerrainType terType;
|
||||
ui8 terView;
|
||||
ERiverType::ERiverType riverType;
|
||||
ui8 riverDir;
|
||||
ERoadType::ERoadType roadType;
|
||||
ui8 roadDir;
|
||||
/// first two bits - how to rotate terrain graphic (next two - river graphic, next two - road);
|
||||
/// 7th bit - whether tile is coastal (allows disembarking if land or block movement if water); 8th bit - Favourable Winds effect
|
||||
ui8 extTileFlags;
|
||||
bool visitable;
|
||||
bool blocked;
|
||||
|
||||
std::vector<CGObjectInstance *> visitableObjects;
|
||||
std::vector<CGObjectInstance *> blockingObjects;
|
||||
|
||||
template <typename Handler>
|
||||
void serialize(Handler & h, const int version)
|
||||
{
|
||||
h & terType & terView & riverType & riverDir & roadType &roadDir & extTileFlags;
|
||||
h & visitable & blocked;
|
||||
h & visitableObjects & blockingObjects;
|
||||
}
|
||||
};
|
||||
|
||||
namespace EMapFormat
|
||||
{
|
||||
enum EMapFormat
|
||||
|
99
lib/mapping/CMapDefines.h
Normal file
99
lib/mapping/CMapDefines.h
Normal file
@ -0,0 +1,99 @@
|
||||
/*
|
||||
* CMapDefines.h, part of VCMI engine
|
||||
*
|
||||
* Authors: listed in file AUTHORS in main folder
|
||||
*
|
||||
* License: GNU General Public License v2.0 or later
|
||||
* Full text of license available in license.txt file, in main folder
|
||||
*
|
||||
*/
|
||||
|
||||
#pragma once
|
||||
|
||||
/// The map event is an event which e.g. gives or takes resources of a specific
|
||||
/// amount to/from players and can appear regularly or once a time.
|
||||
class DLL_LINKAGE CMapEvent
|
||||
{
|
||||
public:
|
||||
CMapEvent();
|
||||
|
||||
bool earlierThan(const CMapEvent & other) const;
|
||||
bool earlierThanOrEqual(const CMapEvent & other) const;
|
||||
|
||||
std::string name;
|
||||
std::string message;
|
||||
TResources resources;
|
||||
ui8 players; // affected players, bit field?
|
||||
ui8 humanAffected;
|
||||
ui8 computerAffected;
|
||||
ui32 firstOccurence;
|
||||
ui32 nextOccurence; /// specifies after how many days the event will occur the next time; 0 if event occurs only one time
|
||||
|
||||
template <typename Handler>
|
||||
void serialize(Handler & h, const int version)
|
||||
{
|
||||
h & name & message & resources
|
||||
& players & humanAffected & computerAffected & firstOccurence & nextOccurence;
|
||||
}
|
||||
};
|
||||
|
||||
/// The castle event builds/adds buildings/creatures for a specific town.
|
||||
class DLL_LINKAGE CCastleEvent: public CMapEvent
|
||||
{
|
||||
public:
|
||||
CCastleEvent();
|
||||
|
||||
std::set<BuildingID> buildings;
|
||||
std::vector<si32> creatures;
|
||||
CGTownInstance * town;
|
||||
|
||||
template <typename Handler>
|
||||
void serialize(Handler & h, const int version)
|
||||
{
|
||||
h & static_cast<CMapEvent &>(*this);
|
||||
h & buildings & creatures;
|
||||
}
|
||||
};
|
||||
|
||||
/// The terrain tile describes the terrain type and the visual representation of the terrain.
|
||||
/// Furthermore the struct defines whether the tile is visitable or/and blocked and which objects reside in it.
|
||||
struct DLL_LINKAGE TerrainTile
|
||||
{
|
||||
TerrainTile();
|
||||
|
||||
/// Gets true if the terrain is not a rock. If from is water/land, same type is also required.
|
||||
bool entrableTerrain(const TerrainTile * from = nullptr) const;
|
||||
bool entrableTerrain(bool allowLand, bool allowSea) const;
|
||||
/// Checks for blocking objects and terraint type (water / land).
|
||||
bool isClear(const TerrainTile * from = nullptr) const;
|
||||
/// Gets the ID of the top visitable object or -1 if there is none.
|
||||
Obj topVisitableId(bool excludeTop = false) const;
|
||||
CGObjectInstance * topVisitableObj(bool excludeTop = false) const;
|
||||
bool isWater() const;
|
||||
bool isCoastal() const;
|
||||
EDiggingStatus getDiggingStatus(const bool excludeTop = true) const;
|
||||
bool hasFavourableWinds() const;
|
||||
|
||||
ETerrainType terType;
|
||||
ui8 terView;
|
||||
ERiverType::ERiverType riverType;
|
||||
ui8 riverDir;
|
||||
ERoadType::ERoadType roadType;
|
||||
ui8 roadDir;
|
||||
/// first two bits - how to rotate terrain graphic (next two - river graphic, next two - road);
|
||||
/// 7th bit - whether tile is coastal (allows disembarking if land or block movement if water); 8th bit - Favourable Winds effect
|
||||
ui8 extTileFlags;
|
||||
bool visitable;
|
||||
bool blocked;
|
||||
|
||||
std::vector<CGObjectInstance *> visitableObjects;
|
||||
std::vector<CGObjectInstance *> blockingObjects;
|
||||
|
||||
template <typename Handler>
|
||||
void serialize(Handler & h, const int version)
|
||||
{
|
||||
h & terType & terView & riverType & riverDir & roadType &roadDir & extTileFlags;
|
||||
h & visitable & blocked;
|
||||
h & visitableObjects & blockingObjects;
|
||||
}
|
||||
};
|
@ -7,6 +7,7 @@
|
||||
#include "../mapObjects/CGHeroInstance.h"
|
||||
#include "../VCMI_Lib.h"
|
||||
#include "CDrawRoadsOperation.h"
|
||||
#include "../mapping/CMap.h"
|
||||
|
||||
MapRect::MapRect() : x(0), y(0), z(0), width(0), height(0)
|
||||
{
|
||||
|
@ -12,11 +12,13 @@
|
||||
#pragma once
|
||||
|
||||
#include "../CRandomGenerator.h"
|
||||
#include "CMap.h"
|
||||
#include "../int3.h"
|
||||
#include "../GameConstants.h"
|
||||
|
||||
class CGObjectInstance;
|
||||
class CTerrainViewPatternConfig;
|
||||
struct TerrainViewPattern;
|
||||
class CMap;
|
||||
|
||||
/// Represents a map rectangle.
|
||||
struct DLL_LINKAGE MapRect
|
||||
|
@ -20,7 +20,7 @@ std::unique_ptr<CMap> CMapService::loadMap(const std::string & name)
|
||||
getMapPatcher(name)->patchMapHeader(header);
|
||||
header.release();
|
||||
|
||||
return std::move(map);
|
||||
return map;
|
||||
}
|
||||
|
||||
std::unique_ptr<CMapHeader> CMapService::loadMapHeader(const std::string & name)
|
||||
@ -28,7 +28,7 @@ std::unique_ptr<CMapHeader> CMapService::loadMapHeader(const std::string & name)
|
||||
auto stream = getStreamFromFS(name);
|
||||
std::unique_ptr<CMapHeader> header = getMapLoader(stream)->loadMapHeader();
|
||||
getMapPatcher(name)->patchMapHeader(header);
|
||||
return std::move(header);
|
||||
return header;
|
||||
}
|
||||
|
||||
std::unique_ptr<CMap> CMapService::loadMap(const ui8 * buffer, int size, const std::string & name)
|
||||
@ -40,7 +40,7 @@ std::unique_ptr<CMap> CMapService::loadMap(const ui8 * buffer, int size, const s
|
||||
getMapPatcher(name)->patchMapHeader(header);
|
||||
header.release();
|
||||
|
||||
return std::move(map);
|
||||
return map;
|
||||
}
|
||||
|
||||
std::unique_ptr<CMapHeader> CMapService::loadMapHeader(const ui8 * buffer, int size, const std::string & name)
|
||||
@ -48,7 +48,7 @@ std::unique_ptr<CMapHeader> CMapService::loadMapHeader(const ui8 * buffer, int s
|
||||
auto stream = getStreamFromMem(buffer, size);
|
||||
std::unique_ptr<CMapHeader> header = getMapLoader(stream)->loadMapHeader();
|
||||
getMapPatcher(name)->patchMapHeader(header);
|
||||
return std::move(header);
|
||||
return header;
|
||||
}
|
||||
|
||||
std::unique_ptr<CInputStream> CMapService::getStreamFromFS(const std::string & name)
|
||||
|
@ -4,7 +4,7 @@
|
||||
#include "../NetPacks.h"
|
||||
#include "../VCMI_Lib.h"
|
||||
#include "../CArtHandler.h"
|
||||
#include "../CGameState.h"
|
||||
#include "../CPlayerState.h"
|
||||
#include "../CHeroHandler.h"
|
||||
#include "../CTownHandler.h"
|
||||
#include "../CModHandler.h" //needed?
|
||||
@ -24,8 +24,6 @@
|
||||
*
|
||||
*/
|
||||
|
||||
|
||||
|
||||
template<typename Serializer>
|
||||
void registerTypesMapObjects1(Serializer &s)
|
||||
{
|
||||
|
@ -17,7 +17,7 @@ static const int3 dirs4[] = {int3(0,1,0),int3(0,-1,0),int3(-1,0,0),int3(+1,0,0)}
|
||||
|
||||
void CMapGenerator::foreach_neighbour(const int3 &pos, std::function<void(int3& pos)> foo)
|
||||
{
|
||||
for(const int3 &dir : dirs)
|
||||
for(const int3 &dir : int3::getDirs())
|
||||
{
|
||||
int3 n = pos + dir;
|
||||
if(map->isInTheMap(n))
|
||||
|
@ -735,7 +735,7 @@ bool CRmgTemplateZone::createRoad(CMapGenerator* gen, const int3& src, const int
|
||||
std::map<int3, int3> cameFrom; // The map of navigated nodes.
|
||||
std::map<int3, float> distances;
|
||||
|
||||
int3 currentNode = src;
|
||||
//int3 currentNode = src;
|
||||
gen->setRoad (src, ERoadType::NO_ROAD); //just in case zone guard already has road under it. Road under nodes will be added at very end
|
||||
|
||||
cameFrom[src] = int3(-1, -1, -1); //first node points to finish condition
|
||||
@ -824,7 +824,7 @@ bool CRmgTemplateZone::connectPath(CMapGenerator* gen, const int3& src, bool onl
|
||||
std::map<int3, int3> cameFrom; // The map of navigated nodes.
|
||||
std::map<int3, float> distances;
|
||||
|
||||
int3 currentNode = src;
|
||||
//int3 currentNode = src;
|
||||
|
||||
cameFrom[src] = int3(-1, -1, -1); //first node points to finish condition
|
||||
distances[src] = 0;
|
||||
@ -866,7 +866,7 @@ bool CRmgTemplateZone::connectPath(CMapGenerator* gen, const int3& src, bool onl
|
||||
return;
|
||||
if (distance < bestDistanceSoFar || !vstd::contains(closed, pos))
|
||||
{
|
||||
auto obj = gen->map->getTile(pos).topVisitableObj();
|
||||
//auto obj = gen->map->getTile(pos).topVisitableObj();
|
||||
if (vstd::contains(this->tileinfo, pos))
|
||||
{
|
||||
cameFrom[pos] = currentNode;
|
||||
@ -902,7 +902,7 @@ bool CRmgTemplateZone::connectWithCenter(CMapGenerator* gen, const int3& src, bo
|
||||
std::map<int3, int3> cameFrom; // The map of navigated nodes.
|
||||
std::map<int3, float> distances;
|
||||
|
||||
int3 currentNode = src;
|
||||
//int3 currentNode = src;
|
||||
|
||||
cameFrom[src] = int3(-1, -1, -1); //first node points to finish condition
|
||||
distances[src] = 0;
|
||||
@ -950,7 +950,7 @@ bool CRmgTemplateZone::connectWithCenter(CMapGenerator* gen, const int3& src, bo
|
||||
|
||||
if (distance < bestDistanceSoFar || !vstd::contains(closed, pos))
|
||||
{
|
||||
auto obj = gen->map->getTile(pos).topVisitableObj();
|
||||
//auto obj = gen->map->getTile(pos).topVisitableObj();
|
||||
if (vstd::contains(this->tileinfo, pos))
|
||||
{
|
||||
cameFrom[pos] = currentNode;
|
||||
@ -2336,7 +2336,8 @@ ObjectInfo CRmgTemplateZone::getRandomObject(CMapGenerator* gen, CTreasurePileIn
|
||||
}
|
||||
assert (0); //we should never be here
|
||||
}
|
||||
//FIXME: control reaches end of non-void function. Missing return?
|
||||
|
||||
return ObjectInfo(); // unreachable
|
||||
}
|
||||
|
||||
void CRmgTemplateZone::addAllPossibleObjects(CMapGenerator* gen)
|
||||
|
@ -13,6 +13,7 @@
|
||||
#include "../CRandomGenerator.h"
|
||||
#include "CZonePlacer.h"
|
||||
#include "CRmgTemplateZone.h"
|
||||
#include "../mapping/CMap.h"
|
||||
|
||||
#include "CZoneGraphGenerator.h"
|
||||
|
||||
|
@ -12,8 +12,6 @@
|
||||
#pragma once
|
||||
|
||||
#include "CMapGenerator.h"
|
||||
#include "../mapping/CMap.h"
|
||||
|
||||
#include "float3.h"
|
||||
#include "../int3.h"
|
||||
|
||||
|
@ -18,6 +18,8 @@
|
||||
#include "../BattleState.h"
|
||||
#include "../CGameState.h"
|
||||
#include "../CGameInfoCallback.h"
|
||||
#include "../mapping/CMap.h"
|
||||
#include "../CPlayerState.h"
|
||||
|
||||
///SummonBoatMechanics
|
||||
ESpellCastResult SummonBoatMechanics::applyAdventureEffects(const SpellCastEnvironment * env, AdventureSpellCastParameters & parameters) const
|
||||
|
@ -14,6 +14,7 @@
|
||||
#include "../NetPacks.h"
|
||||
#include "../BattleState.h"
|
||||
#include "../mapObjects/CGHeroInstance.h"
|
||||
#include "../mapObjects/CGTownInstance.h"
|
||||
|
||||
///HealingSpellMechanics
|
||||
void HealingSpellMechanics::applyBattleEffects(const SpellCastEnvironment * env, const BattleSpellCastParameters & parameters, SpellCastContext & ctx) const
|
||||
|
@ -640,7 +640,7 @@ std::string CSpell::AnimationInfo::selectProjectile(const double angle) const
|
||||
}
|
||||
}
|
||||
|
||||
return std::move(res);
|
||||
return res;
|
||||
}
|
||||
|
||||
///CSpell::TargetInfo
|
||||
|
@ -1665,7 +1665,7 @@ std::list<PlayerColor> CGameHandler::generatePlayerTurnOrder() const
|
||||
if(!player.second.human)
|
||||
playerTurnOrder.push_back(player.first);
|
||||
}
|
||||
return std::move(playerTurnOrder);
|
||||
return playerTurnOrder;
|
||||
}
|
||||
|
||||
void CGameHandler::setupBattle( int3 tile, const CArmedInstance *armies[2], const CGHeroInstance *heroes[2], bool creatureBank, const CGTownInstance *town )
|
||||
|
@ -2,11 +2,9 @@
|
||||
|
||||
|
||||
#include "../lib/FunctionList.h"
|
||||
#include "../lib/CGameState.h"
|
||||
#include "../lib/Connection.h"
|
||||
#include "../lib/IGameCallback.h"
|
||||
#include "../lib/BattleAction.h"
|
||||
#include "../lib/NetPacks.h"
|
||||
#include "CQuery.h"
|
||||
|
||||
|
||||
|
@ -2,6 +2,7 @@
|
||||
#include "CQuery.h"
|
||||
#include "CGameHandler.h"
|
||||
#include "../lib/BattleState.h"
|
||||
#include "../lib/mapObjects/MiscObjects.h"
|
||||
|
||||
boost::mutex Queries::mx;
|
||||
|
||||
|
Loading…
x
Reference in New Issue
Block a user