Browse Source

Refactoring InfoAboutHero + GetHeroInfo

dydzio 9 years ago
parent
commit
68af6a0c19

+ 1 - 1
client/battle/CBattleInterfaceClasses.cpp

@@ -216,7 +216,7 @@ void CBattleHero::clickRight(tribool down, bool previousState)
 	if (down && myOwner->myTurn)
 	{
 		if (myHero != nullptr)
-			targetHero.initFromHero(myHero, true);
+			targetHero.initFromHero(myHero, InfoAboutHero::EInfoLevel::INBATTLE);
 		else
 			targetHero = myOwner->enemyHero();
 

+ 2 - 2
client/widgets/MiscWidgets.cpp

@@ -294,9 +294,9 @@ CHeroTooltip::CHeroTooltip(Point pos, const InfoAboutHero &hero):
 }
 
 CHeroTooltip::CHeroTooltip(Point pos, const CGHeroInstance * hero):
-	CArmyTooltip(pos, InfoAboutHero(hero, true))
+	CArmyTooltip(pos, InfoAboutHero(hero, InfoAboutHero::EInfoLevel::DETAILED))
 {
-	init(InfoAboutHero(hero, true));
+	init(InfoAboutHero(hero, InfoAboutHero::EInfoLevel::DETAILED));
 }
 
 void CTownTooltip::init(const InfoAboutTown &town)

+ 14 - 1
lib/CBattleCallback.cpp

@@ -332,7 +332,8 @@ InfoAboutHero CBattleInfoEssentials::battleGetHeroInfo( ui8 side ) const
 		return InfoAboutHero();
 	}
 
-	return InfoAboutHero(hero, battleDoWeKnowAbout(side));
+	InfoAboutHero::EInfoLevel infoLevel = battleDoWeKnowAbout(side) ? InfoAboutHero::EInfoLevel::DETAILED : InfoAboutHero::EInfoLevel::BASIC;
+	return InfoAboutHero(hero, infoLevel);
 }
 
 int CBattleInfoEssentials::battleCastSpells(ui8 side) const
@@ -424,6 +425,18 @@ ui8 CBattleInfoEssentials::playerToSide(PlayerColor player) const
 	return ret;
 }
 
+bool CBattleInfoEssentials::playerHasAccessToHeroInfo(PlayerColor player, const CGHeroInstance * h) const
+{
+	RETURN_IF_NOT_BATTLE(false);
+	ui8 playerSide = playerToSide(player);
+	if (playerSide >= 0)
+	{
+		if (getBattle()->sides[!playerSide].hero == h)
+			return true;
+	}
+	return false;
+}
+
 ui8 CBattleInfoEssentials::battleGetSiegeLevel() const
 {
 	RETURN_IF_NOT_BATTLE(0);

+ 1 - 0
lib/CBattleCallback.h

@@ -190,6 +190,7 @@ public:
 	bool battleCanFlee(PlayerColor player) const;
 	bool battleCanSurrender(PlayerColor player) const;
 	ui8 playerToSide(PlayerColor player) const;
+	bool playerHasAccessToHeroInfo(PlayerColor player, const CGHeroInstance * h) const;
 	ui8 battleGetSiegeLevel() const; //returns 0 when there is no siege, 1 if fort, 2 is citadel, 3 is castle
 	bool battleHasHero(ui8 side) const;
 	int battleCastSpells(ui8 side) const; //how many spells has given side cast

+ 14 - 15
lib/CGameInfoCallback.cpp

@@ -271,32 +271,31 @@ bool CGameInfoCallback::getHeroInfo(const CGObjectInstance * hero, InfoAboutHero
 	ERROR_RET_VAL_IF(!h, "That's not a hero!", false);
 	ERROR_RET_VAL_IF(!isVisible(h->getPosition(false)), "That hero is not visible!", false);
 
-	bool accessFlag = hasAccess(h->tempOwner);
+	InfoAboutHero::EInfoLevel infoLevel = InfoAboutHero::EInfoLevel::BASIC;
 
-	if (!accessFlag && gs->curB) //if it's battle we can get enemy hero full data
+	if(hasAccess(h->tempOwner))
+		infoLevel = InfoAboutHero::EInfoLevel::DETAILED;
+
+	if ( (infoLevel == InfoAboutHero::EInfoLevel::BASIC) && gs->curB) //if it's battle we can get enemy hero full data
 	{
-		ui8 playerSide = gs->curB->playerToSide(*player);
-		if (playerSide >= 0)
-		{
-			if (gs->curB->sides[!playerSide].hero == h)
-				accessFlag = true;
-		}
+		if(gs->curB->playerHasAccessToHeroInfo(*player, h))
+			infoLevel = InfoAboutHero::EInfoLevel::INBATTLE;
 	}
 
-	if(!accessFlag && nullptr != selectedObject)
+	if( (infoLevel == InfoAboutHero::EInfoLevel::BASIC) && nullptr != selectedObject)
 	{
 		const CGHeroInstance * selectedHero = dynamic_cast<const CGHeroInstance *>(selectedObject);
 		if(nullptr != selectedHero)
-			accessFlag = selectedHero->hasVisions(hero, 1);
+			if(selectedHero->hasVisions(hero, 1))
+				infoLevel = InfoAboutHero::EInfoLevel::DETAILED;
 	}
 
-	dest.initFromHero(h, accessFlag);
-
-	if (accessFlag && !gs->curB)
-		dest.details->manaLimit = -1; //we do not want to leak max mana info outside battle so set to meaningless value
+	dest.initFromHero(h, infoLevel);
 
 	//DISGUISED bonus implementation
 
+	bool disguiseFlag = (infoLevel == InfoAboutHero::EInfoLevel::DETAILED);
+
 	if(getPlayerRelations(getLocalPlayer(), hero->tempOwner) == PlayerRelations::ENEMIES)
 	{
 		//todo: bonus cashing
@@ -325,7 +324,7 @@ bool CGameInfoCallback::getHeroInfo(const CGObjectInstance * hero, InfoAboutHero
 				}
 		};
 
-		auto doAdvancedDisguise = [accessFlag, &doBasicDisguise](InfoAboutHero & info)
+		auto doAdvancedDisguise = [disguiseFlag, &doBasicDisguise](InfoAboutHero & info)
 		{
 			doBasicDisguise(info);
 

+ 10 - 5
lib/CGameState.cpp

@@ -2619,7 +2619,7 @@ void CGameState::obtainPlayersStats(SThievesGuildInfo & tgi, int level)
 				continue;
 			const CGHeroInstance * best = statsHLP::findBestHero(this, g->second.color);
 			InfoAboutHero iah;
-			iah.initFromHero(best, level >= 2);
+			iah.initFromHero(best, (level >= 2) ? InfoAboutHero::EInfoLevel::DETAILED : InfoAboutHero::EInfoLevel::BASIC);
 			iah.army.clear();
 			tgi.colorToBestHero[g->second.color] = iah;
 		}
@@ -3007,12 +3007,12 @@ InfoAboutHero::InfoAboutHero(const InfoAboutHero & iah):
 	assign(iah);
 }
 
-InfoAboutHero::InfoAboutHero(const CGHeroInstance *h, bool detailed)
+InfoAboutHero::InfoAboutHero(const CGHeroInstance *h, InfoAboutHero::EInfoLevel infoLevel)
 	: details(nullptr),
 	hclass(nullptr),
 	portrait(-1)
 {
-	initFromHero(h, detailed);
+	initFromHero(h, infoLevel);
 }
 
 InfoAboutHero::~InfoAboutHero()
@@ -3026,11 +3026,13 @@ InfoAboutHero & InfoAboutHero::operator=(const InfoAboutHero & iah)
 	return *this;
 }
 
-void InfoAboutHero::initFromHero(const CGHeroInstance *h, bool detailed)
+void InfoAboutHero::initFromHero(const CGHeroInstance *h, InfoAboutHero::EInfoLevel infoLevel)
 {
 	if(!h)
 		return;
 
+	bool detailed = ( (infoLevel == EInfoLevel::DETAILED) || (infoLevel == EInfoLevel::INBATTLE) );
+
 	initFromArmy(h, detailed);
 
 	hclass = h->type->heroClass;
@@ -3044,13 +3046,16 @@ void InfoAboutHero::initFromHero(const CGHeroInstance *h, bool detailed)
 		details->luck = h->LuckVal();
 		details->morale = h->MoraleVal();
 		details->mana = h->mana;
-		details->manaLimit = h->manaLimit();
 		details->primskills.resize(GameConstants::PRIMARY_SKILLS);
 
 		for (int i = 0; i < GameConstants::PRIMARY_SKILLS ; i++)
 		{
 			details->primskills[i] = h->getPrimSkillLevel(static_cast<PrimarySkill::PrimarySkill>(i));
 		}
+		if (infoLevel == EInfoLevel::INBATTLE)
+			details->manaLimit = h->manaLimit();
+		else
+			details->manaLimit = -1; //we do not want to leak max mana info outside battle so set to meaningless value
 	}
 }
 

+ 10 - 2
lib/CGameStateFwd.h

@@ -44,6 +44,7 @@ struct DLL_LINKAGE InfoAboutHero : public InfoAboutArmy
 {
 private:
 	void assign(const InfoAboutHero & iah);
+
 public:
 	struct DLL_LINKAGE Details
 	{
@@ -54,14 +55,21 @@ public:
 	const CHeroClass *hclass;
 	int portrait;
 
+	enum EInfoLevel
+	{
+		BASIC,
+		DETAILED,
+		INBATTLE
+	};
+
 	InfoAboutHero();
 	InfoAboutHero(const InfoAboutHero & iah);
-	InfoAboutHero(const CGHeroInstance *h, bool detailed);
+	InfoAboutHero(const CGHeroInstance *h, EInfoLevel infoLevel);
 	~InfoAboutHero();
 
 	InfoAboutHero & operator=(const InfoAboutHero & iah);
 
-	void initFromHero(const CGHeroInstance *h, bool detailed);
+	void initFromHero(const CGHeroInstance *h, EInfoLevel infoLevel);
 };
 
 /// Struct which holds a int information about a town