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Added workaround for loading spellbook existance status

This commit is contained in:
Ivan Savenko 2023-06-27 13:58:45 +03:00
parent 88566cb1ef
commit cc91be3518
3 changed files with 14 additions and 3 deletions

View File

@ -1223,6 +1223,7 @@ class SpellID
public:
enum ESpellID
{
SPELLBOOK_PRESET = -3,
PRESET = -2,
NONE = -1,
SUMMON_BOAT=0, SCUTTLE_BOAT=1, VISIONS=2, VIEW_EARTH=3, DISGUISE=4, VIEW_AIR=5,

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@ -287,16 +287,23 @@ void CGHeroInstance::initHero(CRandomGenerator & rand)
if (ID == Obj::HERO)
appearance = VLC->objtypeh->getHandlerFor(Obj::HERO, type->heroClass->getIndex())->getTemplates().front();
if(!vstd::contains(spells, SpellID::PRESET)) //hero starts with a spell
if(!vstd::contains(spells, SpellID::PRESET))
{
// hero starts with default spells
for(const auto & spellID : type->spells)
spells.insert(spellID);
}
else //remove placeholder
spells -= SpellID::PRESET;
if(!getArt(ArtifactPosition::MACH4) && !getArt(ArtifactPosition::SPELLBOOK) && type->haveSpellBook) //no catapult means we haven't read pre-existent set -> use default rules for spellbook
putArtifact(ArtifactPosition::SPELLBOOK, ArtifactUtils::createNewArtifactInstance(ArtifactID::SPELLBOOK));
if(!vstd::contains(spells, SpellID::SPELLBOOK_PRESET))
{
// hero starts with default spellbook presence status
if(!getArt(ArtifactPosition::SPELLBOOK) && type->haveSpellBook)
putArtifact(ArtifactPosition::SPELLBOOK, ArtifactUtils::createNewArtifactInstance(ArtifactID::SPELLBOOK));
}
else
spells -= SpellID::SPELLBOOK_PRESET;
if(!getArt(ArtifactPosition::MACH4))
putArtifact(ArtifactPosition::MACH4, ArtifactUtils::createNewArtifactInstance(ArtifactID::CATAPULT)); //everyone has a catapult

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@ -878,6 +878,9 @@ void CMapLoaderH3M::loadArtifactsOfHero(CGHeroInstance * hero)
if(!hasArtSet)
return;
// Workaround - if hero has customized artifacts game should not attempt to add spellbook based on hero type
hero->spells.insert(SpellID::SPELLBOOK_PRESET);
if(!hero->artifactsWorn.empty() || !hero->artifactsInBackpack.empty())
{
logGlobal->warn("Hero %s at %s has set artifacts twice (in map properties and on adventure map instance). Using the latter set...", hero->getNameTranslated(), hero->pos.toString());