mirror of
https://github.com/vcmi/vcmi.git
synced 2025-11-06 09:09:40 +02:00
- (linux) replaced Genius with VCAI
- gcc set to c++0x mode - most of gcc warnings fixed - replaced boost::assign with initialization lists (if available in compiler) - new cheat code: vcmiarmenelos - build everything - updated linux readme - minor fixes, applied patch for #98
This commit is contained in:
@@ -240,7 +240,7 @@ void CPlayerInterface::heroMoved(const TryMoveHero & details)
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if(tile.objects[i].first->id == details.id)
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ho = dynamic_cast<const CGHeroInstance *>(tile.objects[i].first);
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if(!ho) //still nothing...
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if(!ho) //still nothing...
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return;
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}
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@@ -354,7 +354,7 @@ void CPlayerInterface::heroKilled(const CGHeroInstance* hero)
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{
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boost::unique_lock<boost::recursive_mutex> un(*pim);
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wanderingHeroes -= hero;
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if(vstd::contains(paths, hero))
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if(vstd::contains(paths, hero))
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paths.erase(hero);
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adventureInt->heroList.updateHList(hero);
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@@ -382,7 +382,7 @@ SDL_Surface * CPlayerInterface::infoWin(const CGObjectInstance * specific) //spe
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switch(specific->ID)
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{
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case GameConstants::HEROI_TYPE:
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case GameConstants::HEROI_TYPE:
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{
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InfoAboutHero iah;
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bool gotInfo = LOCPLINT->cb->getHeroInfo(specific, iah);
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@@ -452,7 +452,7 @@ void CPlayerInterface::receivedResource(int type, int val)
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boost::unique_lock<boost::recursive_mutex> un(*pim);
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if(CMarketplaceWindow *mw = dynamic_cast<CMarketplaceWindow *>(GH.topInt()))
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mw->resourceChanged(type, val);
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GH.totalRedraw();
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}
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@@ -854,7 +854,7 @@ void CPlayerInterface::battleAttack(const BattleAttack *ba)
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const CStack * attacked = cb->battleGetStackByID(i->stackAttacked);
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battleInt->displayEffect(73, attacked->position);
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}
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}
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const CStack * attacker = cb->battleGetStackByID(ba->stackAttacking);
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@@ -896,6 +896,7 @@ void CPlayerInterface::yourTacticPhase(int distance)
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void CPlayerInterface::showComp(CComponent comp)
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{
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waitWhileDialog();//Fix for mantis #98
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boost::unique_lock<boost::recursive_mutex> un(*pim);
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CCS->soundh->playSoundFromSet(CCS->soundh->pickupSounds);
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@@ -915,7 +916,7 @@ void CPlayerInterface::showInfoDialog(const std::string &text, const std::vector
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{
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waitWhileDialog();
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boost::unique_lock<boost::recursive_mutex> un(*pim);
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stopMovement();
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CInfoWindow *temp = CInfoWindow::create(text, playerID, &components);
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temp->setDelComps(delComps);
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@@ -944,7 +945,7 @@ void CPlayerInterface::showBlockingDialog( const std::string &text, const std::v
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{
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waitWhileDialog();
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boost::unique_lock<boost::recursive_mutex> un(*pim);
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stopMovement();
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CCS->soundh->playSound(static_cast<soundBase::soundID>(soundID));
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@@ -1145,11 +1146,11 @@ bool CPlayerInterface::moveHero( const CGHeroInstance *h, CGPath path )
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{
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adventureInt->sleepWake.clickLeft(true, false);
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adventureInt->sleepWake.clickLeft(false, true);
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//could've just called
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//could've just called
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//adventureInt->fsleepWake();
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//but no authentic button click/sound ;-)
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}
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int i = 1;
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//evil...
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eventsM.unlock();
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@@ -1190,7 +1191,7 @@ bool CPlayerInterface::moveHero( const CGHeroInstance *h, CGPath path )
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{
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newTerrain = cb->getTile(CGHeroInstance::convertPosition(path.nodes[i].coord, false))->tertype;
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if (newTerrain != currentTerrain)
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if (newTerrain != currentTerrain)
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{
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CCS->soundh->stopSound(sh);
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sh = CCS->soundh->playSound(CCS->soundh->horseSounds[newTerrain], -1);
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@@ -1222,7 +1223,7 @@ bool CPlayerInterface::moveHero( const CGHeroInstance *h, CGPath path )
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if (adventureInt)
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{
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// (i == 0) means hero went through all the path
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adventureInt->updateMoveHero(h, (i != 0));
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adventureInt->updateMoveHero(h, (i != 0));
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adventureInt->updateNextHero(h);
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}
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return result;
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@@ -1298,7 +1299,7 @@ void CPlayerInterface::showArtifactAssemblyDialog (ui32 artifactID, ui32 assembl
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text += CGI->generaltexth->allTexts[733];
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}
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showYesNoDialog(text, scs, onYes, onNo, true);
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showYesNoDialog(text, scs, onYes, onNo, true);
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}
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void CPlayerInterface::requestRealized( PackageApplied *pa )
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@@ -1354,13 +1355,13 @@ void CPlayerInterface::recreateHeroTownList()
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newWanderingHeroes += allHeroes[j];
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allHeroes -= allHeroes[j];
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}
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//all the rest of new heroes go the end of the list
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//all the rest of new heroes go the end of the list
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wanderingHeroes.clear();
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wanderingHeroes = newWanderingHeroes;
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newWanderingHeroes.clear();
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for (int i = 0; i < allHeroes.size(); i++)
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if (!allHeroes[i]->inTownGarrison)
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wanderingHeroes += allHeroes[i];
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wanderingHeroes += allHeroes[i];
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std::vector<const CGTownInstance*> newTowns;
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std::vector<const CGTownInstance*> allTowns = cb->getTownsInfo();
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@@ -1463,7 +1464,7 @@ void CPlayerInterface::update()
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if(terminate_cond.get())
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return;
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//make sure that gamestate won't change when GUI objects may obtain its parts on event processing or drawing request
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boost::shared_lock<boost::shared_mutex> gsLock(cb->getGsMutex());
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@@ -1983,15 +1984,15 @@ void CPlayerInterface::gameOver(ui8 player, bool victory )
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requestStoppingClient();
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}
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cb->unregisterMyInterface(); //we already won/lost, nothing else matters
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}
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else
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{
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if(!victory && cb->getPlayerStatus(playerID) == PlayerState::INGAME) //enemy has lost
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{
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std::string txt = CGI->generaltexth->allTexts[5]; //%s has been vanquished!
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boost::algorithm::replace_first(txt, "%s", CGI->generaltexth->capColors[player]);
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showInfoDialog(txt,std::vector<CComponent*>(1, new CComponent(CComponent::flag, player, 0)));
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{
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std::string txt = CGI->generaltexth->allTexts[5]; //%s has been vanquished!
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boost::algorithm::replace_first(txt, "%s", CGI->generaltexth->capColors[player]);
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showInfoDialog(txt,std::vector<CComponent*>(1, new CComponent(CComponent::flag, player, 0)));
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}
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}
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}
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@@ -2056,7 +2057,7 @@ CGPath * CPlayerInterface::getAndVerifyPath(const CGHeroInstance * h)
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}
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else
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{
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assert(h->getPosition(false) == path.startPos());
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assert(h->getPosition(false) == path.startPos());
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//update the hero path in case of something has changed on map
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if(LOCPLINT->cb->getPath2(path.endPos(), path))
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return &path;
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