1
0
mirror of https://github.com/vcmi/vcmi.git synced 2025-10-31 00:07:39 +02:00

Mod system improvement Part I : Special buildings should work in the modders towns

This commit is contained in:
Dmitry Orlov
2020-10-03 00:55:46 +03:00
parent 124b2a7613
commit f4816b0824
23 changed files with 393 additions and 167 deletions

View File

@@ -343,28 +343,98 @@ void CTownHandler::loadBuildingRequirements(CBuilding * building, const JsonNode
requirementsToLoad.push_back(hlp);
}
template<typename R>
R CTownHandler::getMappedValue(const std::string key, const R defval, const std::map<std::string, R> & map, bool required) const
{
auto it = map.find(key);
if(it != map.end())
return it->second;
if(required)
logMod->warn("Warning: Property: '%s' is unknown. Correct the typo or update VCMI.", key);
return defval;
}
template<typename R>
R CTownHandler::getMappedValue(const JsonNode & node, const R defval, const std::map<std::string, R> & map, bool required) const
{
if(!node.isNull() && node.getType() == JsonNode::JsonType::DATA_STRING)
return getMappedValue<R>(node.String(), defval, map, required);
return defval;
}
void CTownHandler::loadBuilding(CTown * town, const std::string & stringID, const JsonNode & source)
{
auto ret = new CBuilding();
static const std::vector<std::string> MODES =
static const std::map<std::string, CBuilding::EBuildMode> MODES =
{
"normal", "auto", "special", "grail"
{ "normal", CBuilding::BUILD_NORMAL },
{ "auto", CBuilding::BUILD_AUTO },
{ "special", CBuilding::BUILD_SPECIAL },
{ "grail", CBuilding::BUILD_GRAIL }
};
ret->mode = CBuilding::BUILD_NORMAL;
static const std::map<std::string, BuildingID> BUILDING_TYPES =
{
if(source["mode"].getType() == JsonNode::JsonType::DATA_STRING)
{
auto rawMode = vstd::find_pos(MODES, source["mode"].String());
if(rawMode > 0)
ret->mode = static_cast<CBuilding::EBuildMode>(rawMode);
}
}
{ "special1", BuildingID::SPECIAL_1 },
{ "special2", BuildingID::SPECIAL_2 },
{ "special3", BuildingID::SPECIAL_3 },
{ "special4", BuildingID::SPECIAL_4 },
{ "grail", BuildingID::GRAIL }
};
static const std::map<std::string, CBuilding::ETowerHeight> LOOKOUT_TYPES =
{
{ "low", CBuilding::HEIGHT_LOW },
{ "average", CBuilding::HEIGHT_AVERAGE },
{ "high", CBuilding::HEIGHT_HIGH },
{ "skyship", CBuilding::HEIGHT_SKYSHIP }
};
static const std::map<std::string, BuildingSubID::EBuildingSubID> SPECIAL_BUILDINGS =
{
{ "mysticPond", BuildingSubID::MYSTIC_POND },
{ "artifactMerchant", BuildingSubID::ARTIFACT_MERCHANT },
{ "freelancersGuild", BuildingSubID::FREELANCERS_GUILD },
{ "magicUniversity", BuildingSubID::MAGIC_UNIVERSITY },
{ "castleGate", BuildingSubID::CASTLE_GATE },
{ "creatureTransformer", BuildingSubID::CREATURE_TRANSFORMER },//only skeleton transformer yet
{ "portalOfSummoning", BuildingSubID::PORTAL_OF_SUMMONING },
{ "ballistaYard", BuildingSubID::BALLISTA_YARD },
{ "stables", BuildingSubID::STABLES },
{ "manaVortex", BuildingSubID::MANA_VORTEX },
{ "lookoutTower", BuildingSubID::LOOKOUT_TOWER },
{ "library", BuildingSubID::LIBRARY },
{ "brotherhoodOfSword", BuildingSubID::BROTHERHOOD_OF_SWORD },//morale garrison bonus
{ "fountainOfFortune", BuildingSubID::FOUNTAIN_OF_FORTUNE },//luck garrison bonus
{ "spellPowerGarrisonBonus", BuildingSubID::SPELL_POWER_GARRISON_BONUS },//such as 'stormclouds', but this name is not ok for good towns
{ "attackGarrisonBonus", BuildingSubID::ATTACK_GARRISON_BONUS },
{ "defenseGarrisonBonus", BuildingSubID::DEFENSE_GARRISON_BONUS },
{ "escapeTunnel", BuildingSubID::ESCAPE_TUNNEL }
};
auto ret = new CBuilding();
ret->bid = getMappedValue<BuildingID>(stringID, BuildingID::NONE, BUILDING_TYPES, false);
if(ret->bid == BuildingID::NONE)
ret->bid = source["id"].isNull() ? BuildingID(BuildingID::NONE) : BuildingID(source["id"].Float());
if (ret->bid == BuildingID::NONE)
logMod->error("Error: Building '%s' has not internal ID and won't work properly. Correct the typo or update VCMI.", stringID);
ret->mode = ret->bid == BuildingID::GRAIL
? CBuilding::BUILD_GRAIL
: getMappedValue<CBuilding::EBuildMode>(source["mode"], CBuilding::BUILD_NORMAL, MODES);
ret->subId = getMappedValue<BuildingSubID::EBuildingSubID>(source["type"], BuildingSubID::NONE, SPECIAL_BUILDINGS);
ret->height = CBuilding::HEIGHT_NO_TOWER;
if(ret->subId == BuildingSubID::LOOKOUT_TOWER
|| ret->bid == BuildingID::GRAIL)
ret->height = getMappedValue<CBuilding::ETowerHeight>(source["height"], CBuilding::HEIGHT_NO_TOWER, LOOKOUT_TYPES);
ret->identifier = stringID;
ret->town = town;
ret->bid = BuildingID((si32)source["id"].Float());
ret->name = source["name"].String();
ret->description = source["description"].String();
ret->resources = TResources(source["cost"]);

View File

@@ -46,6 +46,7 @@ public:
BuildingID bid; //structure ID
BuildingID upgrade; /// indicates that building "upgrade" can be improved by this, -1 = empty
BuildingSubID::EBuildingSubID subId; /// subtype for special buildings, -1 = the building is not special
enum EBuildMode
{
@@ -55,6 +56,15 @@ public:
BUILD_GRAIL // 3 - grail - building reqires grail to be built
} mode;
enum ETowerHeight // for lookup towers and some grails
{
HEIGHT_NO_TOWER = 5, // building has not 'lookout tower' ability
HEIGHT_LOW = 10, // low lookout tower, but castle without lookout tower gives radius 5
HEIGHT_AVERAGE = 15,
HEIGHT_HIGH = 20, // such tower is in the Tower town
HEIGHT_SKYSHIP = std::numeric_limits<int>::max() // grail, open entire map
} height;
CBuilding();
const std::string &Name() const;
@@ -78,6 +88,17 @@ public:
h & requirements;
h & upgrade;
h & mode;
if(version >= 792)
{
h & subId;
h & height;
}
else if (!h.saving)
{
subId = BuildingSubID::NONE;
height = CBuilding::HEIGHT_NO_TOWER;
}
if(!h.saving)
deserializeFix();
}
@@ -330,6 +351,12 @@ class DLL_LINKAGE CTownHandler : public IHandlerBase
CFaction * loadFromJson(const JsonNode & data, const std::string & identifier);
void loadRandomFaction();
template<typename R>
R getMappedValue(const std::string key, const R defval, const std::map<std::string, R> & map, bool required = true) const;
template<typename R>
R getMappedValue(const JsonNode& node, const R defval, const std::map<std::string, R> & map, bool required = true) const;
public:
std::vector<ConstTransitivePtr<CFaction> > factions;

View File

@@ -414,6 +414,35 @@ public:
EBuildingID num;
};
namespace BuildingSubID
{
enum EBuildingSubID
{
DEFAULT = -50,
NONE = -1,
STABLES,
BROTHERHOOD_OF_SWORD,
CASTLE_GATE,
CREATURE_TRANSFORMER,
MYSTIC_POND,
FOUNTAIN_OF_FORTUNE,
ARTIFACT_MERCHANT,
LOOKOUT_TOWER,
LIBRARY,
MANA_VORTEX,
PORTAL_OF_SUMMONING,
ESCAPE_TUNNEL,
FREELANCERS_GUILD,
BALLISTA_YARD,
HALL_OF_VALHALLA,
MAGIC_UNIVERSITY,
SPELL_POWER_GARRISON_BONUS,
ATTACK_GARRISON_BONUS,
DEFENSE_GARRISON_BONUS
};
}
ID_LIKE_OPERATORS(BuildingID, BuildingID::EBuildingID)
namespace EAiTactic

View File

@@ -62,7 +62,7 @@ void CPrivilegedInfoCallback::getTilesInRange(std::unordered_set<int3, ShashInt3
logGlobal->error("Illegal call to getTilesInRange!");
return;
}
if (radious == -1) //reveal entire map
if(radious == CBuilding::HEIGHT_SKYSHIP) //reveal entire map
getAllTiles (tiles, player, -1, 0);
else
{

View File

@@ -171,7 +171,7 @@ struct Component
{
enum EComponentType {PRIM_SKILL, SEC_SKILL, RESOURCE, CREATURE, ARTIFACT, EXPERIENCE, SPELL, MORALE, LUCK, BUILDING, HERO_PORTRAIT, FLAG};
ui16 id, subtype; //id uses ^^^ enums, when id==EXPPERIENCE subtype==0 means exp points and subtype==1 levels)
si32 val; // + give; - take
si64 val; // + give; - take
si16 when; // 0 - now; +x - within x days; -x - per x days
template <typename Handler> void serialize(Handler &h, const int version)
@@ -186,7 +186,7 @@ struct Component
{
}
DLL_LINKAGE explicit Component(const CStackBasicDescriptor &stack);
Component(Component::EComponentType Type, ui16 Subtype, si32 Val, si16 When)
Component(Component::EComponentType Type, ui16 Subtype, si64 Val, si16 When)
:id(Type),subtype(Subtype),val(Val),when(When)
{
}

View File

@@ -279,7 +279,7 @@ bool CBattleInfoEssentials::battleCanFlee(PlayerColor player) const
if(side.get() == BattleSide::DEFENDER && battleGetSiegeLevel())
{
auto town = battleGetDefendedTown();
if(!town->hasBuilt(BuildingID::ESCAPE_TUNNEL, ETownType::STRONGHOLD))
if(!town->hasBuilt(BuildingSubID::ESCAPE_TUNNEL))
return false;
}

View File

@@ -437,14 +437,22 @@ void CGDwelling::serializeJsonOptions(JsonSerializeFormat & handler)
int CGTownInstance::getSightRadius() const //returns sight distance
{
if (subID == ETownType::TOWER)
auto ret = CBuilding::HEIGHT_NO_TOWER;
for(const auto & bid : builtBuildings)
{
if (hasBuilt(BuildingID::GRAIL)) //skyship
return -1; //entire map
if (hasBuilt(BuildingID::LOOKOUT_TOWER)) //lookout tower
return 20;
if(bid == BuildingID::SPECIAL_1
|| bid == BuildingID::SPECIAL_2
|| bid == BuildingID::SPECIAL_3
|| bid == BuildingID::SPECIAL_4
|| bid == BuildingID::GRAIL)
{
auto height = town->buildings.at(bid)->height;
if(ret < height)
ret = height;
}
}
return 5;
return ret;
}
void CGTownInstance::setPropertyDer(ui8 what, ui32 val)
@@ -635,7 +643,7 @@ int CGTownInstance::spellsAtLevel(int level, bool checkGuild) const
return 0;
int ret = 6 - level; //how many spells are available at this level
if (hasBuilt(BuildingID::LIBRARY, ETownType::TOWER))
if (hasBuilt(BuildingSubID::LIBRARY))
ret++;
return ret;
@@ -733,15 +741,26 @@ std::string CGTownInstance::getObjectName() const
return name + ", " + town->faction->name;
}
bool CGTownInstance::townEnvisagesSpecialBuilding(BuildingSubID::EBuildingSubID bid) const
{
for(const auto & it : town->buildings)
{
if(it.second->subId == bid)
return true;
}
return false;
}
void CGTownInstance::initObj(CRandomGenerator & rand)
///initialize town structures
{
blockVisit = true;
if (subID == ETownType::DUNGEON)
creatures.resize(GameConstants::CREATURES_PER_TOWN+1);//extra dwelling for Dungeon
if(townEnvisagesSpecialBuilding(BuildingSubID::PORTAL_OF_SUMMONING)) //Dungeon for example
creatures.resize(GameConstants::CREATURES_PER_TOWN+1);
else
creatures.resize(GameConstants::CREATURES_PER_TOWN);
for (int level = 0; level < GameConstants::CREATURES_PER_TOWN; level++)
{
BuildingID buildID = BuildingID(BuildingID::DWELL_FIRST).advance(level);
@@ -753,16 +772,19 @@ void CGTownInstance::initObj(CRandomGenerator & rand)
creatures[level].second.push_back(town->creatures[level][upgradeNum]);
}
}
if(townEnvisagesSpecialBuilding(BuildingSubID::STABLES))
bonusingBuildings.push_back(new COPWBonus(BuildingID::STABLES, BuildingSubID::STABLES, this));
if(townEnvisagesSpecialBuilding(BuildingSubID::MANA_VORTEX))
bonusingBuildings.push_back(new COPWBonus(BuildingID::MANA_VORTEX, BuildingSubID::MANA_VORTEX, this));
switch (subID)
{ //add new visitable objects
case ETownType::CASTLE:
bonusingBuildings.push_back (new COPWBonus(BuildingID::STABLES, this));
break;
{
//add new visitable objects
case ETownType::DUNGEON:
bonusingBuildings.push_back (new COPWBonus(BuildingID::MANA_VORTEX, this));
FALLTHROUGH
case ETownType::TOWER: case ETownType::INFERNO: case ETownType::STRONGHOLD:
case ETownType::TOWER:
case ETownType::INFERNO:
case ETownType::STRONGHOLD:
bonusingBuildings.push_back (new CTownBonus(BuildingID::SPECIAL_4, this));
break;
case ETownType::FORTRESS:
@@ -779,9 +801,11 @@ void CGTownInstance::newTurn(CRandomGenerator & rand) const
{
if (cb->getDate(Date::DAY_OF_WEEK) == 1) //reset on new week
{
//give resources for Rampart, Mystic Pond
if (hasBuilt(BuildingID::MYSTIC_POND, ETownType::RAMPART)
&& cb->getDate(Date::DAY) != 1 && (tempOwner < PlayerColor::PLAYER_LIMIT))
//give resources if there's a Mystic Pond
if (hasBuilt(BuildingSubID::MYSTIC_POND)
&& cb->getDate(Date::DAY) != 1
&& (tempOwner < PlayerColor::PLAYER_LIMIT)
)
{
int resID = rand.nextInt(2, 5); //bonus to random rare resource
resID = (resID==2)?1:resID;
@@ -791,12 +815,10 @@ void CGTownInstance::newTurn(CRandomGenerator & rand) const
cb->setObjProperty (id, ObjProperty::BONUS_VALUE_SECOND, resVal);
}
if ( subID == ETownType::DUNGEON )
for (auto & elem : bonusingBuildings)
{
if ((elem)->ID == BuildingID::MANA_VORTEX)
cb->setObjProperty (id, ObjProperty::STRUCTURE_CLEAR_VISITORS, (elem)->id); //reset visitors for Mana Vortex
}
auto manaVortex = getBonusingBuilding(BuildingSubID::MANA_VORTEX);
if (manaVortex != nullptr)
cb->setObjProperty(id, ObjProperty::STRUCTURE_CLEAR_VISITORS, manaVortex->indexOnTV); //reset visitors for Mana Vortex
//get Mana Vortex or Stables bonuses
//same code is in the CGameHandler::buildStructure method
@@ -882,7 +904,7 @@ void CGTownInstance::getOutOffsets( std::vector<int3> &offsets ) const
void CGTownInstance::mergeGarrisonOnSiege() const
{
auto getWeakestStackSlot = [&](int powerLimit)
auto getWeakestStackSlot = [&](ui64 powerLimit)
{
std::vector<SlotID> weakSlots;
auto stacksList = visitingHero->stacks;
@@ -909,7 +931,8 @@ void CGTownInstance::mergeGarrisonOnSiege() const
return SlotID();
};
int count = static_cast<int>(stacks.size());
auto count = static_cast<int>(stacks.size());
for(int i = 0; i < count; i++)
{
auto pair = *vstd::maxElementByFun(stacks, [&](std::pair<SlotID, CStackInstance *> elem)
@@ -1099,9 +1122,14 @@ void CGTownInstance::recreateBuildingsBonuses()
removeBonus(b);
//tricky! -> checks tavern only if no bratherhood of sword or not a castle
if(subID != ETownType::CASTLE || !addBonusIfBuilt(BuildingID::BROTHERHOOD, Bonus::MORALE, +2))
if(!addBonusIfBuilt(BuildingSubID::BROTHERHOOD_OF_SWORD, Bonus::MORALE, +2))
addBonusIfBuilt(BuildingID::TAVERN, Bonus::MORALE, +1);
addBonusIfBuilt(BuildingSubID::FOUNTAIN_OF_FORTUNE, Bonus::LUCK, +2); //fountain of fortune
addBonusIfBuilt(BuildingSubID::SPELL_POWER_GARRISON_BONUS, Bonus::PRIMARY_SKILL, +2, PrimarySkill::SPELL_POWER);//works as Brimstone Clouds
addBonusIfBuilt(BuildingSubID::ATTACK_GARRISON_BONUS, Bonus::PRIMARY_SKILL, +2, PrimarySkill::ATTACK);//works as Blood Obelisk
addBonusIfBuilt(BuildingSubID::DEFENSE_GARRISON_BONUS, Bonus::PRIMARY_SKILL, +2, PrimarySkill::DEFENSE);//works as Glyphs of Fear
if(subID == ETownType::CASTLE) //castle
{
addBonusIfBuilt(BuildingID::LIGHTHOUSE, Bonus::SEA_MOVEMENT, +500, playerProp);
@@ -1109,17 +1137,12 @@ void CGTownInstance::recreateBuildingsBonuses()
}
else if(subID == ETownType::RAMPART) //rampart
{
addBonusIfBuilt(BuildingID::FOUNTAIN_OF_FORTUNE, Bonus::LUCK, +2); //fountain of fortune
addBonusIfBuilt(BuildingID::GRAIL, Bonus::LUCK, +2, playerProp); //guardian spirit
}
else if(subID == ETownType::TOWER) //tower
{
addBonusIfBuilt(BuildingID::GRAIL, Bonus::PRIMARY_SKILL, +15, PrimarySkill::KNOWLEDGE); //grail
}
else if(subID == ETownType::INFERNO) //Inferno
{
addBonusIfBuilt(BuildingID::STORMCLOUDS, Bonus::PRIMARY_SKILL, +2, PrimarySkill::SPELL_POWER); //Brimstone Clouds
}
else if(subID == ETownType::NECROPOLIS) //necropolis
{
addBonusIfBuilt(BuildingID::COVER_OF_DARKNESS, Bonus::DARKNESS, +20);
@@ -1136,15 +1159,32 @@ void CGTownInstance::recreateBuildingsBonuses()
}
else if(subID == ETownType::FORTRESS) //Fortress
{
addBonusIfBuilt(BuildingID::GLYPHS_OF_FEAR, Bonus::PRIMARY_SKILL, +2, PrimarySkill::DEFENSE); //Glyphs of Fear
addBonusIfBuilt(BuildingID::BLOOD_OBELISK, Bonus::PRIMARY_SKILL, +2, PrimarySkill::ATTACK); //Blood Obelisk
addBonusIfBuilt(BuildingID::GRAIL, Bonus::PRIMARY_SKILL, +10, PrimarySkill::ATTACK); //grail
addBonusIfBuilt(BuildingID::GRAIL, Bonus::PRIMARY_SKILL, +10, PrimarySkill::DEFENSE); //grail
}
else if(subID == ETownType::CONFLUX)
{
}
bool CGTownInstance::addBonusIfBuilt(BuildingSubID::EBuildingSubID building, Bonus::BonusType type, int val, int subtype)
{
bool ret = false;
if (hasBuilt(building))
{
std::ostringstream descr;
for (const auto & it : town->buildings)
{
if (it.second->subId == building)
{
descr << it.second->Name();
break;
}
}
auto b = std::make_shared<Bonus>(Bonus::PERMANENT, type, Bonus::TOWN_STRUCTURE, val, building, descr.str(), subtype);
addNewBonus(b); //looks like a propagator is not necessary in this case
ret = true;
}
return ret;
}
bool CGTownInstance::addBonusIfBuilt(BuildingID building, Bonus::BonusType type, int val, int subtype)
@@ -1248,10 +1288,14 @@ const CTown * CGTownInstance::getTown() const
int CGTownInstance::getTownLevel() const
{
// count all buildings that are not upgrades
return (int)boost::range::count_if(builtBuildings, [&](const BuildingID & build)
int level = 0;
for (const auto & bid : builtBuildings)
{
return town->buildings.at(build) && town->buildings.at(build)->upgrade == -1;
});
if(town->buildings.at(bid)->upgrade == BuildingID::NONE)
level++;
}
return level;
}
CBonusSystemNode * CGTownInstance::whatShouldBeAttached()
@@ -1266,6 +1310,31 @@ const CArmedInstance * CGTownInstance::getUpperArmy() const
return this;
}
const CGTownBuilding * CGTownInstance::getBonusingBuilding(BuildingSubID::EBuildingSubID subId) const
{
for(const auto building : bonusingBuildings)
{
if(building->getBuildingSubtype() == subId)
return building;
}
return nullptr;
}
bool CGTownInstance::hasBuilt(BuildingSubID::EBuildingSubID buildingID) const
{
for(const auto & bid : builtBuildings)
{
if(town->buildings.at(bid)->subId == buildingID)
return true;
}
return false;
}
bool CGTownInstance::hasBuilt(BuildingID buildingID) const
{
return vstd::contains(builtBuildings, buildingID);
}
bool CGTownInstance::hasBuilt(BuildingID buildingID, int townID) const
{
if (townID == town->faction->index || townID == ETownType::ANY)
@@ -1285,11 +1354,6 @@ TResources CGTownInstance::getBuildingCost(BuildingID buildingID) const
}
bool CGTownInstance::hasBuilt(BuildingID buildingID) const
{
return vstd::contains(builtBuildings, buildingID);
}
CBuilding::TRequired CGTownInstance::genBuildingRequirements(BuildingID buildID, bool deep) const
{
const CBuilding * building = town->buildings.at(buildID);
@@ -1338,7 +1402,7 @@ CBuilding::TRequired CGTownInstance::genBuildingRequirements(BuildingID buildID,
return ret;
}
void CGTownInstance::addHeroToStructureVisitors( const CGHeroInstance *h, si32 structureInstanceID ) const
void CGTownInstance::addHeroToStructureVisitors( const CGHeroInstance *h, si64 structureInstanceID ) const
{
if(visitingHero == h)
cb->setObjProperty(id, ObjProperty::STRUCTURE_ADD_VISITING_HERO, structureInstanceID); //add to visitors
@@ -1498,12 +1562,14 @@ void CGTownInstance::serializeJsonOptions(JsonSerializeFormat & handler)
}
}
COPWBonus::COPWBonus (BuildingID index, CGTownInstance *TOWN)
COPWBonus::COPWBonus (BuildingID bid, BuildingSubID::EBuildingSubID subId, CGTownInstance *TOWN)
{
ID = index;
bID = bid;
bType = subId;
town = TOWN;
id = static_cast<si32>(town->bonusingBuildings.size());
indexOnTV = static_cast<si32>(town->bonusingBuildings.size());
}
void COPWBonus::setProperty(ui8 what, ui32 val)
{
switch (what)
@@ -1516,16 +1582,18 @@ void COPWBonus::setProperty(ui8 what, ui32 val)
break;
}
}
void COPWBonus::onHeroVisit (const CGHeroInstance * h) const
{
ObjectInstanceID heroID = h->id;
if (town->hasBuilt(ID))
if (town->hasBuilt(bID))
{
InfoWindow iw;
iw.player = h->tempOwner;
switch (town->subID)
switch (this->bType)
{
case ETownType::CASTLE: //Stables
case BuildingSubID::STABLES:
if (!h->hasBonusFrom(Bonus::OBJECT, Obj::STABLES)) //does not stack with advMap Stables
{
GiveBonus gb;
@@ -1543,7 +1611,8 @@ void COPWBonus::onHeroVisit (const CGHeroInstance * h) const
cb->showInfoDialog(&iw);
}
break;
case ETownType::DUNGEON: //Mana Vortex
case BuildingSubID::MANA_VORTEX:
if (visitors.empty())
{
if (h->mana < h->manaLimit() * 2)
@@ -1553,7 +1622,7 @@ void COPWBonus::onHeroVisit (const CGHeroInstance * h) const
iw.text << VLC->generaltexth->allTexts[579];
cb->showInfoDialog(&iw);
//extra visit penalty if hero alredy had double mana points (or even more?!)
town->addHeroToStructureVisitors(h, id);
town->addHeroToStructureVisitors(h, indexOnTV);
}
break;
}
@@ -1561,24 +1630,28 @@ void COPWBonus::onHeroVisit (const CGHeroInstance * h) const
}
CTownBonus::CTownBonus (BuildingID index, CGTownInstance *TOWN)
{
ID = index;
bID = index;
town = TOWN;
id = static_cast<si32>(town->bonusingBuildings.size());
indexOnTV = static_cast<si32>(town->bonusingBuildings.size());
}
void CTownBonus::setProperty (ui8 what, ui32 val)
{
if(what == ObjProperty::VISITORS)
visitors.insert(ObjectInstanceID(val));
}
void CTownBonus::onHeroVisit (const CGHeroInstance * h) const
{
ObjectInstanceID heroID = h->id;
if (town->hasBuilt(ID) && visitors.find(heroID) == visitors.end())
if (town->hasBuilt(bID) && visitors.find(heroID) == visitors.end())
{
si32 mid=0;
si64 val = 0;
InfoWindow iw;
PrimarySkill::PrimarySkill what = PrimarySkill::ATTACK;
int val=0, mid=0;
switch (ID)
switch (bID)
{
case BuildingID::SPECIAL_4:
switch(town->subID)
@@ -1626,7 +1699,7 @@ void CTownBonus::onHeroVisit (const CGHeroInstance * h) const
iw.text << VLC->generaltexth->allTexts[mid];
cb->showInfoDialog(&iw);
cb->changePrimSkill (cb->getHero(heroID), what, val);
town->addHeroToStructureVisitors(h, id);
town->addHeroToStructureVisitors(h, indexOnTV);
}
}

View File

@@ -97,16 +97,31 @@ class DLL_LINKAGE CGTownBuilding : public IObjectInterface
{
///basic class for town structures handled as map objects
public:
BuildingID ID; //from buildig list
si32 id; //identifies its index on towns vector
si32 indexOnTV; //identifies its index on towns vector
CGTownInstance *town;
CGTownBuilding() : bType(BuildingSubID::NONE), indexOnTV(0), town(nullptr) {};
STRONG_INLINE
BuildingSubID::EBuildingSubID getBuildingSubtype() const
{
return bType;
}
template <typename Handler> void serialize(Handler &h, const int version)
{
h & ID;
h & id;
h & bID;
h & indexOnTV;
if(version >= 792)
h & bType;
else if(!h.saving)
bType = BuildingSubID::NONE;
}
protected:
BuildingID bID; //from buildig list
BuildingSubID::EBuildingSubID bType;
};
class DLL_LINKAGE COPWBonus : public CGTownBuilding
{///used for OPW bonusing structures
public:
@@ -114,8 +129,9 @@ public:
void setProperty(ui8 what, ui32 val) override;
void onHeroVisit (const CGHeroInstance * h) const override;
COPWBonus (BuildingID index, CGTownInstance *TOWN);
COPWBonus (){ID = BuildingID::NONE; town = nullptr;};
COPWBonus (BuildingID index, BuildingSubID::EBuildingSubID subId, CGTownInstance *TOWN);
COPWBonus () {};
template <typename Handler> void serialize(Handler &h, const int version)
{
h & static_cast<CGTownBuilding&>(*this);
@@ -133,7 +149,8 @@ public:
void onHeroVisit (const CGHeroInstance * h) const override;
CTownBonus (BuildingID index, CGTownInstance *TOWN);
CTownBonus (){ID = BuildingID::NONE; town = nullptr;};
CTownBonus () {};
template <typename Handler> void serialize(Handler &h, const int version)
{
h & static_cast<CGTownBuilding&>(*this);
@@ -231,6 +248,7 @@ public:
void updateMoraleBonusFromArmy() override;
void deserializationFix();
void recreateBuildingsBonuses();
bool addBonusIfBuilt(BuildingSubID::EBuildingSubID building, Bonus::BonusType type, int val, int subtype = -1);
bool addBonusIfBuilt(BuildingID building, Bonus::BonusType type, int val, TPropagatorPtr &prop, int subtype = -1); //returns true if building is built and bonus has been added
bool addBonusIfBuilt(BuildingID building, Bonus::BonusType type, int val, int subtype = -1); //convienence version of above
void setVisitingHero(CGHeroInstance *h);
@@ -262,9 +280,13 @@ public:
GrowthInfo getGrowthInfo(int level) const;
bool hasFort() const;
bool hasCapitol() const;
const CGTownBuilding * getBonusingBuilding(BuildingSubID::EBuildingSubID subId) const;
//checks if special building with type buildingID is constructed
bool hasBuilt(BuildingSubID::EBuildingSubID buildingID) const;
//checks if building is constructed and town has same subID
bool hasBuilt(BuildingID buildingID) const;
bool hasBuilt(BuildingID buildingID, int townID) const;
TResources getBuildingCost(BuildingID buildingID) const;
TResources dailyIncome() const; //calculates daily income of this town
int spellsAtLevel(int level, bool checkGuild) const; //levels are counted from 1 (1 - 5)
@@ -276,7 +298,8 @@ public:
void mergeGarrisonOnSiege() const; // merge garrison into army of visiting hero
void removeCapitols (PlayerColor owner) const;
void clearArmy() const;
void addHeroToStructureVisitors(const CGHeroInstance *h, si32 structureInstanceID) const; //hero must be visiting or garrisoned in town
void addHeroToStructureVisitors(const CGHeroInstance *h, si64 structureInstanceID) const; //hero must be visiting or garrisoned in town
bool townEnvisagesSpecialBuilding(BuildingSubID::EBuildingSubID bid) const;
const CTown * getTown() const ;

View File

@@ -12,7 +12,7 @@
#include "../ConstTransitivePtr.h"
#include "../GameConstants.h"
const ui32 SERIALIZATION_VERSION = 791;
const ui32 SERIALIZATION_VERSION = 792;
const ui32 MINIMAL_SERIALIZATION_VERSION = 753;
const std::string SAVEGAME_MAGIC = "VCMISVG";