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https://github.com/vcmi/vcmi.git
synced 2025-11-25 22:42:04 +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.
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@@ -112,7 +112,7 @@ const std::vector<std::string> CComponent::getFileName()
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case spell: return gen(spellsArr);
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case morale: return gen(moraleArr);
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case luck: return gen(luckArr);
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case building: return std::vector<std::string>(4, CGI->townh->factions[subtype]->town->clientInfo.buildingsIcons);
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case building: return std::vector<std::string>(4, (*CGI->townh)[subtype]->town->clientInfo.buildingsIcons);
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case hero: return gen(heroArr);
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case flag: return gen(flagArr);
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}
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@@ -127,8 +127,8 @@ size_t CComponent::getIndex()
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case primskill: return subtype;
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case secskill: return subtype*3 + 3 + val - 1;
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case resource: return subtype;
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case creature: return CGI->creh->creatures[subtype]->iconIndex;
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case artifact: return CGI->arth->artifacts[subtype]->iconIndex;
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case creature: return CGI->creatures()->getByIndex(subtype)->getIconIndex();
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case artifact: return CGI->artifacts()->getByIndex(subtype)->getIconIndex();
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case experience: return 4;
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case spell: return subtype;
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case morale: return val+3;
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@@ -159,15 +159,15 @@ std::string CComponent::getDescription()
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}
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else
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{
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art.reset(CArtifactInstance::createScroll(static_cast<SpellID>(val)));
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art.reset(CArtifactInstance::createScroll(SpellID(val)));
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}
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return art->getEffectiveDescription();
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}
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case experience: return CGI->generaltexth->allTexts[241];
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case spell: return CGI->spellh->objects[subtype]->getLevelInfo(val).description;
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case spell: return CGI->spellh->objects[subtype]->getLevelDescription(val);
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case morale: return CGI->generaltexth->heroscrn[ 4 - (val>0) + (val<0)];
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case luck: return CGI->generaltexth->heroscrn[ 7 - (val>0) + (val<0)];
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case building: return CGI->townh->factions[subtype]->town->buildings[BuildingID(val)]->Description();
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case building: return (*CGI->townh)[subtype]->town->buildings[BuildingID(val)]->Description();
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case hero: return "";
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case flag: return "";
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}
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@@ -193,8 +193,8 @@ std::string CComponent::getSubtitleInternal()
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case primskill: return boost::str(boost::format("%+d %s") % val % (subtype < 4 ? CGI->generaltexth->primarySkillNames[subtype] : CGI->generaltexth->allTexts[387]));
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case secskill: return CGI->generaltexth->levels[val-1] + "\n" + CGI->skillh->skillName(subtype);
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case resource: return boost::lexical_cast<std::string>(val);
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case creature: return (val? boost::lexical_cast<std::string>(val) + " " : "") + CGI->creh->creatures[subtype]->*(val != 1 ? &CCreature::namePl : &CCreature::nameSing);
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case artifact: return CGI->arth->artifacts[subtype]->Name();
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case creature: return (val? boost::lexical_cast<std::string>(val) + " " : "") + CGI->creh->objects[subtype]->*(val != 1 ? &CCreature::namePl : &CCreature::nameSing);
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case artifact: return CGI->artifacts()->getByIndex(subtype)->getName();
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case experience:
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{
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if(subtype == 1) //+1 level - tree of knowledge
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@@ -208,15 +208,15 @@ std::string CComponent::getSubtitleInternal()
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return boost::lexical_cast<std::string>(val); //amount of experience OR level required for seer hut;
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}
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}
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case spell: return CGI->spellh->objects[subtype]->name;
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case spell: return CGI->spells()->getByIndex(subtype)->getName();
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case morale: return "";
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case luck: return "";
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case building:
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{
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auto building = CGI->townh->factions[subtype]->town->buildings[BuildingID(val)];
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auto building = (*CGI->townh)[subtype]->town->buildings[BuildingID(val)];
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if(!building)
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{
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logGlobal->error("Town of faction %s has no building #%d", CGI->townh->factions[subtype]->town->faction->name, val);
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logGlobal->error("Town of faction %s has no building #%d", (*CGI->townh)[subtype]->town->faction->name, val);
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return (boost::format("Missing building #%d") % val).str();
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}
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return building->Name();
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@@ -224,7 +224,7 @@ std::string CComponent::getSubtitleInternal()
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case hero: return "";
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case flag: return CGI->generaltexth->capColors[subtype];
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}
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assert(0);
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logGlobal->error("Invalid CComponent type: %d", (int)compType);
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return "";
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}
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