1
0
mirror of https://github.com/vcmi/vcmi.git synced 2025-06-15 00:05:02 +02:00

Entities redesign and a few ERM features

* Made most Handlers derived from CHandlerBase and moved service API there.
* Declared existing Entity APIs.
* Added basic script context caching
* Started Lua script module
* Started Lua spell effect API
* Started script state persistence
* Started battle info callback binding
* CommitPackage removed
* Extracted spells::Caster to own header; Expanded Spell API.
* implemented !!MC:S, !!FU:E, !!FU:P, !!MA, !!VR:H, !!VR:C
* !!BU:C, !!BU:E, !!BU:G, !!BU:M implemented
* Allow use of "MC:S@varName@" to declare normal variable (technically v-variable with string key)
* Re-enabled VERM macros.
* !?GM0 added
* !?TM implemented
* Added !!MF:N
* Started !?OB, !!BM, !!HE, !!OW, !!UN
* Added basic support of w-variables
* Added support for ERM indirect variables
* Made !?FU regular trigger
* !!re (ERA loop receiver) implemented
* Fixed ERM receivers with zero args.
This commit is contained in:
AlexVinS
2018-03-17 17:58:30 +03:00
committed by AlexVinS
parent 11bb46780a
commit ecaa9f5d0b
475 changed files with 22491 additions and 7123 deletions

View File

@ -45,12 +45,6 @@
// TODO: as Tow suggested these template should all be part of CClient
// This will require rework spectator interface properly though
template<typename T, typename ... Args, typename ... Args2>
void callPrivilegedInterfaces(CClient * cl, void (T::*ptr)(Args...), Args2 && ...args)
{
for(auto &ger : cl->privilegedGameEventReceivers)
((*ger).*ptr)(std::forward<Args2>(args)...);
}
template<typename T, typename ... Args, typename ... Args2>
bool callOnlyThatInterface(CClient * cl, PlayerColor player, void (T::*ptr)(Args...), Args2 && ...args)
@ -67,7 +61,6 @@ template<typename T, typename ... Args, typename ... Args2>
bool callInterfaceIfPresent(CClient * cl, PlayerColor player, void (T::*ptr)(Args...), Args2 && ...args)
{
bool called = callOnlyThatInterface(cl, player, ptr, std::forward<Args2>(args)...);
callPrivilegedInterfaces(cl, ptr, std::forward<Args2>(args)...);
return called;
}
@ -84,18 +77,10 @@ void callOnlyThatBattleInterface(CClient * cl, PlayerColor player, void (T::*ptr
}
}
template<typename T, typename ... Args, typename ... Args2>
void callPrivilegedBattleInterfaces(CClient * cl, void (T::*ptr)(Args...), Args2 && ...args)
{
for(auto & ber : cl->privilegedBattleEventReceivers)
((*ber).*ptr)(std::forward<Args2>(args)...);
}
template<typename T, typename ... Args, typename ... Args2>
void callBattleInterfaceIfPresent(CClient * cl, PlayerColor player, void (T::*ptr)(Args...), Args2 && ...args)
{
callOnlyThatInterface(cl, player, ptr, std::forward<Args2>(args)...);
callPrivilegedBattleInterfaces(cl, ptr, std::forward<Args2>(args)...);
}
//calls all normal interfaces and privileged ones, playerints may be updated when iterating over it, so we need a copy
@ -116,10 +101,8 @@ void callBattleInterfaceIfPresentForBothSides(CClient * cl, void (T::*ptr)(Args.
{
callOnlyThatBattleInterface(cl, PlayerColor::SPECTATOR, ptr, std::forward<Args2>(args)...);
}
callPrivilegedBattleInterfaces(cl, ptr, std::forward<Args2>(args)...);
}
void SetResources::applyCl(CClient *cl)
{
//todo: inform on actual resource set transfered
@ -307,7 +290,7 @@ void GiveBonus::applyCl(CClient *cl)
break;
case PLAYER:
{
const PlayerState *p = GS(cl)->getPlayer(PlayerColor(id));
const PlayerState *p = GS(cl)->getPlayerState(PlayerColor(id));
callInterfaceIfPresent(cl, PlayerColor(id), &IGameEventsReceiver::playerBonusChanged, *p->getBonusList().back(), true);
}
break;
@ -351,7 +334,7 @@ void RemoveBonus::applyCl(CClient *cl)
break;
case PLAYER:
{
//const PlayerState *p = GS(cl)->getPlayer(id);
//const PlayerState *p = GS(cl)->getPlayerState(id);
callInterfaceIfPresent(cl, PlayerColor(id), &IGameEventsReceiver::playerBonusChanged, bonus, false);
}
break;
@ -370,7 +353,7 @@ void RemoveObject::applyFirstCl(CClient *cl)
{
//below line contains little cheat for AI so it will be aware of deletion of enemy heroes that moved or got re-covered by FoW
//TODO: loose requirements as next AI related crashes appear, for example another player collects object that got re-covered by FoW, unsure if AI code workarounds this
if(GS(cl)->isVisible(o, i->first) || (!cl->getPlayer(i->first)->human && o->ID == Obj::HERO && o->tempOwner != i->first))
if(GS(cl)->isVisible(o, i->first) || (!cl->getPlayerState(i->first)->human && o->ID == Obj::HERO && o->tempOwner != i->first))
i->second->objectRemoved(o);
}
}
@ -387,7 +370,7 @@ void TryMoveHero::applyFirstCl(CClient *cl)
//check if playerint will have the knowledge about movement - if not, directly update maphandler
for(auto i=cl->playerint.begin(); i!=cl->playerint.end(); i++)
{
auto ps = GS(cl)->getPlayer(i->first);
auto ps = GS(cl)->getPlayerState(i->first);
if(ps && (GS(cl)->isVisible(start - int3(1, 0, 0), i->first) || GS(cl)->isVisible(end - int3(1, 0, 0), i->first)))
{
if(ps->human)
@ -611,8 +594,6 @@ void BattleStart::applyFirstCl(CClient *cl)
info->tile, info->sides[0].hero, info->sides[1].hero);
callOnlyThatBattleInterface(cl, PlayerColor::SPECTATOR, &IBattleEventsReceiver::battleStartBefore, info->sides[0].armyObject, info->sides[1].armyObject,
info->tile, info->sides[0].hero, info->sides[1].hero);
callPrivilegedBattleInterfaces(cl, &IBattleEventsReceiver::battleStartBefore, info->sides[0].armyObject, info->sides[1].armyObject,
info->tile, info->sides[0].hero, info->sides[1].hero);
}
void BattleStart::applyCl(CClient *cl)
@ -651,6 +632,11 @@ void BattleSetActiveStack::applyCl(CClient *cl)
cl->startPlayerBattleAction(playerToCall);
}
void BattleLogMessage::applyCl(CClient * cl)
{
callBattleInterfaceIfPresentForBothSides(cl, &IBattleEventsReceiver::battleLogMessage, lines);
}
void BattleTriggerEffect::applyCl(CClient * cl)
{
callBattleInterfaceIfPresentForBothSides(cl, &IBattleEventsReceiver::battleTriggerEffect, *this);
@ -680,7 +666,7 @@ void BattleAttack::applyFirstCl(CClient *cl)
void BattleAttack::applyCl(CClient *cl)
{
callBattleInterfaceIfPresentForBothSides(cl, &IBattleEventsReceiver::battleStacksAttacked, bsa, battleLog);
callBattleInterfaceIfPresentForBothSides(cl, &IBattleEventsReceiver::battleStacksAttacked, bsa);
}
void StartAction::applyFirstCl(CClient *cl)
@ -702,7 +688,7 @@ void SetStackEffect::applyCl(CClient *cl)
void StacksInjured::applyCl(CClient *cl)
{
callBattleInterfaceIfPresentForBothSides(cl, &IBattleEventsReceiver::battleStacksAttacked, stacks, battleLog);
callBattleInterfaceIfPresentForBothSides(cl, &IBattleEventsReceiver::battleStacksAttacked, stacks);
}
void BattleResultsApplied::applyCl(CClient *cl)
@ -714,7 +700,7 @@ void BattleResultsApplied::applyCl(CClient *cl)
void BattleUnitsChanged::applyCl(CClient * cl)
{
callBattleInterfaceIfPresentForBothSides(cl, &IBattleEventsReceiver::battleUnitsChanged, changedStacks, customEffects, battleLog);
callBattleInterfaceIfPresentForBothSides(cl, &IBattleEventsReceiver::battleUnitsChanged, changedStacks, customEffects);
}
void BattleObstaclesChanged::applyCl(CClient *cl)
@ -795,7 +781,7 @@ void PlayerMessageClient::applyCl(CClient *cl)
if(player.isSpectator())
str << "Spectator: " << text;
else
str << cl->getPlayer(player)->nodeName() <<": " << text;
str << cl->getPlayerState(player)->nodeName() <<": " << text;
if(LOCPLINT)
LOCPLINT->cingconsole->print(str.str());
}
@ -918,3 +904,9 @@ void SetAvailableArtifacts::applyCl(CClient *cl)
callInterfaceIfPresent(cl, cl->getTile(bm->visitablePos())->visitableObjects.back()->tempOwner, &IGameEventsReceiver::availableArtifactsChanged, bm);
}
}
void EntitiesChanged::applyCl(CClient *cl)
{
cl->invalidatePaths();
}