mirror of
https://github.com/vcmi/vcmi.git
synced 2024-11-28 08:48:48 +02:00
037efdf5fc
- Constructor of Identifier from integer is now explicit - Lobby hero/town selection now uses Identifiers instead of int's - Removed serialization workaround for hero portraits - Added dummy objects for custom heroes portraits for ID resolver to use - HeroInstance now stores portrait ID only in case of custom portrait - Fixed loading of campaign heroes portraits on RoE maps
189 lines
4.1 KiB
C++
189 lines
4.1 KiB
C++
/*
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* InfoAboutArmy.cpp, part of VCMI engine
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*
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* Authors: listed in file AUTHORS in main folder
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*
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* License: GNU General Public License v2.0 or later
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* Full text of license available in license.txt file, in main folder
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*
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*/
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#include "StdInc.h"
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#include "InfoAboutArmy.h"
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#include "../mapObjects/CGHeroInstance.h"
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#include "../mapObjects/CGTownInstance.h"
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#include "../CHeroHandler.h"
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VCMI_LIB_NAMESPACE_BEGIN
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ArmyDescriptor::ArmyDescriptor(const CArmedInstance *army, bool detailed)
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: isDetailed(detailed)
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{
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for(const auto & elem : army->Slots())
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{
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if(detailed)
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(*this)[elem.first] = *elem.second;
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else
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(*this)[elem.first] = CStackBasicDescriptor(elem.second->type, (int)elem.second->getQuantityID());
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}
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}
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ArmyDescriptor::ArmyDescriptor()
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: isDetailed(false)
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{
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}
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int ArmyDescriptor::getStrength() const
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{
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ui64 ret = 0;
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if(isDetailed)
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{
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for(const auto & elem : *this)
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ret += elem.second.type->getAIValue() * elem.second.count;
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}
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else
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{
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for(const auto & elem : *this)
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ret += elem.second.type->getAIValue() * CCreature::estimateCreatureCount(elem.second.count);
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}
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return static_cast<int>(ret);
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}
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InfoAboutArmy::InfoAboutArmy():
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owner(PlayerColor::NEUTRAL)
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{}
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InfoAboutArmy::InfoAboutArmy(const CArmedInstance *Army, bool detailed)
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{
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initFromArmy(Army, detailed);
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}
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void InfoAboutArmy::initFromArmy(const CArmedInstance *Army, bool detailed)
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{
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army = ArmyDescriptor(Army, detailed);
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owner = Army->tempOwner;
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name = Army->getObjectName();
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}
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void InfoAboutHero::assign(const InfoAboutHero & iah)
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{
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vstd::clear_pointer(details);
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InfoAboutArmy::operator = (iah);
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details = (iah.details ? new Details(*iah.details) : nullptr);
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hclass = iah.hclass;
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portraitSource = iah.portraitSource;
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}
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InfoAboutHero::InfoAboutHero()
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{}
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InfoAboutHero::InfoAboutHero(const InfoAboutHero & iah): InfoAboutArmy(iah)
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{
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assign(iah);
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}
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InfoAboutHero::InfoAboutHero(const CGHeroInstance * h, InfoAboutHero::EInfoLevel infoLevel)
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{
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initFromHero(h, infoLevel);
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}
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InfoAboutHero::~InfoAboutHero()
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{
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vstd::clear_pointer(details);
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}
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InfoAboutHero & InfoAboutHero::operator=(const InfoAboutHero & iah)
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{
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assign(iah);
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return *this;
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}
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int32_t InfoAboutHero::getIconIndex() const
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{
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return VLC->heroTypes()->getById(portraitSource)->getIconIndex();
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}
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void InfoAboutHero::initFromHero(const CGHeroInstance *h, InfoAboutHero::EInfoLevel infoLevel)
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{
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vstd::clear_pointer(details);
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if(!h)
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return;
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bool detailed = ( (infoLevel == EInfoLevel::DETAILED) || (infoLevel == EInfoLevel::INBATTLE) );
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initFromArmy(h, detailed);
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hclass = h->type->heroClass;
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name = h->getNameTranslated();
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portraitSource = h->getPortraitSource();
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if(detailed)
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{
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//include details about hero
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details = new Details();
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details->luck = h->luckVal();
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details->morale = h->moraleVal();
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details->mana = h->mana;
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details->primskills.resize(GameConstants::PRIMARY_SKILLS);
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for (int i = 0; i < GameConstants::PRIMARY_SKILLS ; i++)
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{
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details->primskills[i] = h->getPrimSkillLevel(static_cast<PrimarySkill>(i));
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}
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if (infoLevel == EInfoLevel::INBATTLE)
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details->manaLimit = h->manaLimit();
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else
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details->manaLimit = -1; //we do not want to leak max mana info outside battle so set to meaningless value
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}
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}
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InfoAboutTown::InfoAboutTown():
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details(nullptr),
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tType(nullptr),
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built(0),
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fortLevel(0)
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{
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}
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InfoAboutTown::InfoAboutTown(const CGTownInstance *t, bool detailed):
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details(nullptr),
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tType(nullptr),
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built(0),
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fortLevel(0)
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{
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initFromTown(t, detailed);
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}
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InfoAboutTown::~InfoAboutTown()
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{
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vstd::clear_pointer(details);
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}
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void InfoAboutTown::initFromTown(const CGTownInstance *t, bool detailed)
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{
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initFromArmy(t, detailed);
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army = ArmyDescriptor(t->getUpperArmy(), detailed);
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built = t->builded;
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fortLevel = t->fortLevel();
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name = t->getNameTranslated();
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tType = t->getTown();
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vstd::clear_pointer(details);
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if(detailed)
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{
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//include details about hero
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details = new Details();
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TResources income = t->dailyIncome();
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details->goldIncome = income[EGameResID::GOLD];
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details->customRes = t->hasBuilt(BuildingID::RESOURCE_SILO);
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details->hallLevel = t->hallLevel();
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details->garrisonedHero = t->garrisonHero;
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}
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}
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VCMI_LIB_NAMESPACE_END
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