mirror of
https://github.com/vcmi/vcmi.git
synced 2024-12-24 22:14:36 +02:00
* swapping artifacts (needs testing)
* various improvements and fixes for interface * put changelog into ChangeLog
This commit is contained in:
parent
22ade5efbe
commit
1c7e3718a7
@ -2,6 +2,7 @@
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#include "CAdvmapInterface.h"
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#include "client/CBitmapHandler.h"
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#include "CPlayerInterface.h"
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#include "CCastleInterface.h"
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#include "hch/CPreGameTextHandler.h"
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#include "hch/CGeneralTextHandler.h"
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#include "hch/CDefHandler.h"
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@ -1098,6 +1099,8 @@ void CAdvMapInt::handleRightClick(std::string text, tribool down, CIntObject * c
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{
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LOCPLINT->objsToBlit.erase(LOCPLINT->objsToBlit.begin()+(i));
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delete pom;
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if((LOCPLINT->curint == LOCPLINT->castleInt) && !LOCPLINT->castleInt->subInt)
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LOCPLINT->castleInt->showAll(0,true);
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}
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}
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}
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@ -456,7 +456,7 @@ void CBattleInterface::stackKilled(int ID, int dmg, int killed, int IDby, bool b
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}
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}
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creAnims[ID]->setType(5); //death
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for(int i=0; i<creAnims[ID]->framesInGroup(5)-1; ++i)
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for(int i=0; i<creAnims[ID]->framesInGroup(5); ++i)
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{
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show();
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CSDL_Ext::update();
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@ -136,20 +136,24 @@ void CCallback::endTurn()
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}
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UpgradeInfo CCallback::getUpgradeInfo(const CArmedInstance *obj, int stackPos)
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{
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boost::shared_lock<boost::shared_mutex> lock(*gs->mx);
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return gs->getUpgradeInfo(const_cast<CArmedInstance*>(obj),stackPos);
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}
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const StartInfo * CCallback::getStartInfo()
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{
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boost::shared_lock<boost::shared_mutex> lock(*gs->mx);
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return gs->scenarioOps;
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}
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int CCallback::howManyTowns()
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{
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return gs->players[gs->currentPlayer].towns.size();
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boost::shared_lock<boost::shared_mutex> lock(*gs->mx);
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return gs->players[player].towns.size();
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}
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const CGTownInstance * CCallback::getTownInfo(int val, bool mode) //mode = 0 -> val = serial; mode = 1 -> val = ID
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{
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boost::shared_lock<boost::shared_mutex> lock(*gs->mx);
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if (!mode)
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return gs->players[gs->currentPlayer].towns[val];
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else
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@ -293,6 +297,7 @@ std::vector < const CGHeroInstance *> CCallback::getHeroesInfo(bool onlyOur)
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bool CCallback::isVisible(int3 pos)
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{
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boost::shared_lock<boost::shared_mutex> lock(*gs->mx);
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return isVisible(pos,player);
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}
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@ -312,6 +317,7 @@ int CCallback::getHeroSerial(const CGHeroInstance * hero)
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}
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const CCreatureSet* CCallback::getGarrison(const CGObjectInstance *obj)
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{
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boost::shared_lock<boost::shared_mutex> lock(*gs->mx);
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if(!obj)
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return NULL;
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if(obj->ID == 34)
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@ -325,7 +331,6 @@ int CCallback::swapCreatures(const CGObjectInstance *s1, const CGObjectInstance
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{
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if(s1->tempOwner != player || s2->tempOwner != player)
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return -1;
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*cl->serv << ui16(502) << ui8(1) << s1->id << ui8(p1) << s2->id << ui8(p2);
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return 0;
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}
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@ -362,31 +367,35 @@ int CCallback::getMySerial()
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return gs->players[player].serial;
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}
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bool CCallback::swapArifacts(const CGHeroInstance * hero1, bool worn1, int pos1, const CGHeroInstance * hero2, bool worn2, int pos2)
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bool CCallback::swapArifacts(const CGHeroInstance * hero1, ui16 pos1, const CGHeroInstance * hero2, ui16 pos2)
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{
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if(!hero1 || !hero2) //incorrect data
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if(player!=hero1->tempOwner || player!=hero2->tempOwner)
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return false;
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CGHeroInstance * Uhero1 = const_cast<CGHeroInstance *>(hero1);
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CGHeroInstance * Uhero2 = const_cast<CGHeroInstance *>(hero2);
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if(worn1 && worn2)
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{
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std::swap(Uhero1->artifWorn[pos1], Uhero2->artifWorn[pos2]);
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}
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else if(worn1 && !worn2)
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{
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std::swap(Uhero1->artifWorn[pos1], Uhero2->artifacts[pos2]);
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}
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else if(!worn1 && worn2)
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{
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std::swap(Uhero1->artifacts[pos1], Uhero2->artifWorn[pos2]);
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}
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else
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{
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std::swap(Uhero1->artifacts[pos1], Uhero2->artifacts[pos2]);
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}
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*cl->serv << ui16(509) << hero1->id << pos1 << hero2->id << pos2;
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return true;
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//if(!hero1 || !hero2) //incorrect data
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// return false;
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//CGHeroInstance * Uhero1 = const_cast<CGHeroInstance *>(hero1);
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//CGHeroInstance * Uhero2 = const_cast<CGHeroInstance *>(hero2);
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//if(worn1 && worn2)
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//{
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// std::swap(Uhero1->artifWorn[pos1], Uhero2->artifWorn[pos2]);
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//}
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//else if(worn1 && !worn2)
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//{
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// std::swap(Uhero1->artifWorn[pos1], Uhero2->artifacts[pos2]);
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//}
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//else if(!worn1 && worn2)
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//{
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// std::swap(Uhero1->artifacts[pos1], Uhero2->artifWorn[pos2]);
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//}
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//else
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//{
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// std::swap(Uhero1->artifacts[pos1], Uhero2->artifacts[pos2]);
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//}
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//
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//return true;
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}
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bool CCallback::buildBuilding(const CGTownInstance *town, si32 buildingID)
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@ -401,7 +410,6 @@ bool CCallback::buildBuilding(const CGTownInstance *town, si32 buildingID)
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return false; //lack of resources
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*cl->serv << ui16(504) << town->id << buildingID;
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//TODO: check if we are allowed to build
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return true;
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}
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@ -431,6 +439,7 @@ CStack* CCallback::battleGetStackByID(int ID)
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CStack* CCallback::battleGetStackByPos(int pos)
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{
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boost::shared_lock<boost::shared_mutex> lock(*gs->mx);
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return battleGetStackByID(battleGetStack(pos));
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}
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@ -34,7 +34,7 @@ public:
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virtual int mergeStacks(const CGObjectInstance *s1, const CGObjectInstance *s2, int p1, int p2)=0;//joins first stack tothe second (creatures must be same type)
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virtual int splitStack(const CGObjectInstance *s1, const CGObjectInstance *s2, int p1, int p2, int val)=0;//split creatures from the first stack
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virtual bool dismissHero(const CGHeroInstance * hero)=0; //dismisses diven hero; true - successfuly, false - not successfuly
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virtual bool swapArifacts(const CGHeroInstance * hero1, bool worn1, int pos1, const CGHeroInstance * hero2, bool worn2, int pos2)=0; //swaps artifacts between two given heroes
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virtual bool swapArifacts(const CGHeroInstance * hero1, ui16 pos1, const CGHeroInstance * hero2, ui16 pos2)=0; //swaps artifacts between two given heroes
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virtual void recruitCreatures(const CGObjectInstance *obj, ui32 ID, ui32 amount)=0;
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virtual bool dismissCreature(const CArmedInstance *obj, int stackPos)=0;
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virtual bool upgradeCreature(const CArmedInstance *obj, int stackPos, int newID=-1)=0; //if newID==-1 then best possible upgrade will be made
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@ -106,7 +106,7 @@ public:
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int mergeStacks(const CGObjectInstance *s1, const CGObjectInstance *s2, int p1, int p2); //first goes to the second
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int splitStack(const CGObjectInstance *s1, const CGObjectInstance *s2, int p1, int p2, int val);
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bool dismissHero(const CGHeroInstance * hero);
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bool swapArifacts(const CGHeroInstance * hero1, bool worn1, int pos1, const CGHeroInstance * hero2, bool worn2, int pos2);
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bool swapArifacts(const CGHeroInstance * hero1, ui16 pos1, const CGHeroInstance * hero2, ui16 pos2);
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bool buildBuilding(const CGTownInstance *town, si32 buildingID);
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void recruitCreatures(const CGObjectInstance *obj, ui32 ID, ui32 amount);
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bool dismissCreature(const CArmedInstance *obj, int stackPos);
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@ -334,6 +334,7 @@ public:
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CCastleInterface::CCastleInterface(const CGTownInstance * Town, bool Activate)
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:hslotup(241,387,0,Town->garrisonHero,this),hslotdown(241,483,1,Town->visitingHero,this)
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{
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subInt = NULL;
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hall = NULL;
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townInt = BitmapHandler::loadBitmap("TOWNSCRN.bmp");
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cityBg = BitmapHandler::loadBitmap(getBgName(Town->subID));
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@ -623,6 +624,11 @@ void CCastleInterface::show(SDL_Surface * to)
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}
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void CCastleInterface::activate()
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{
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if(subInt)
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{
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subInt->activate();
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return;
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}
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showing = true;
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townlist->activate();
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garr->activate();
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@ -637,6 +643,11 @@ void CCastleInterface::activate()
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}
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void CCastleInterface::deactivate()
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{
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if(subInt)
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{
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subInt->deactivate();
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return;
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}
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showing = false;
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townlist->deactivate();
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garr->deactivate();
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@ -980,6 +991,7 @@ CHallInterface::~CHallInterface()
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}
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void CHallInterface::close()
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{
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LOCPLINT->castleInt->subInt = NULL;
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deactivate();
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delete this;
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LOCPLINT->castleInt->activate();
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@ -1392,6 +1404,7 @@ void CMageGuildScreen::close()
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{
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deactivate();
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delete this;
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LOCPLINT->castleInt->subInt = NULL;
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LOCPLINT->castleInt->activate();
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LOCPLINT->castleInt->showAll();
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}
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@ -1430,7 +1443,7 @@ void CMageGuildScreen::Scroll::clickRight (tribool down)
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(LOCPLINT->playerID,
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spell->descriptions[0],
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static_cast<CMageGuildScreen*>(LOCPLINT->castleInt->subInt)->scrolls->ourImages[spell->id].bitmap,
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spell->name);
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spell->name,30,30);
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vinya->pos.x = screen->w/2 - vinya->bitmap->w/2;
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vinya->pos.y = screen->h/2 - vinya->bitmap->h/2;
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vinya->activate();
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@ -48,7 +48,6 @@ CGObjectInstance * createObject(int id, int subid, int3 pos, int owner)
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nobj->defInfo->handler=NULL;
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nobj->defInfo->blockMap[5] = 253;
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nobj->defInfo->visitMap[5] = 2;
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nobj->artifacts.resize(20);
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nobj->artifWorn[16] = 3;
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nobj->portrait = subid;
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nobj->primSkills.resize(4);
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@ -463,6 +462,14 @@ void CGameState::applyNL(IPack * pack)
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}
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break;
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}
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case 509:
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{
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SetHeroArtifacts *sha = static_cast<SetHeroArtifacts*>(pack);
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CGHeroInstance *h = getHero(sha->hid);
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h->artifacts = sha->artifacts;
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h->artifWorn = sha->artifWorn;
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break;
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}
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case 1001://set object property
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{
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SetObjectProperty *p = static_cast<SetObjectProperty*>(pack);
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@ -458,8 +458,7 @@ void CHeroWindow::setHero(const CGHeroInstance *Hero)
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for(int g=0; g<artWorn.size(); ++g)
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{
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artWorn[g]->myNumber = g;
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artWorn[g]->backNumber = -1;
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artWorn[g]->slotID = g;
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char * hll = new char[200];
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sprintf(hll, CGI->generaltexth->heroscrn[1].c_str(), (artWorn[g]->ourArt ? artWorn[g]->ourArt->name.c_str() : ""));
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artWorn[g]->hoverText = std::string(hll);
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@ -477,7 +476,7 @@ void CHeroWindow::setHero(const CGHeroInstance *Hero)
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add->pos.y = 365;
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add->pos.h = add->pos.w = 44;
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if(s<hero->artifacts.size() && hero->artifacts[s])
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add->text = hero->getArt(s)->description;
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add->text = hero->getArt(19+s)->description;
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else
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add->text = std::string();
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add->ourWindow = this;
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@ -500,8 +499,7 @@ void CHeroWindow::setHero(const CGHeroInstance *Hero)
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add->neck = true;
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add->shoulders = true;
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add->head = true;
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add->myNumber = -1;
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add->backNumber = s;
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add->slotID = 19+s;
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backpack.push_back(add);
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}
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activeArtPlace = NULL;
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@ -890,15 +888,7 @@ void CArtPlace::clickLeft(boost::logic::tribool down)
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//chceck if swap is possible
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if(this->fitsHere(ourWindow->activeArtPlace->ourArt) && ourWindow->activeArtPlace->fitsHere(this->ourArt))
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{
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//swap artifacts
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LOCPLINT->cb->swapArifacts(
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ourWindow->curHero,
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this->myNumber>=0,
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this->myNumber>=0 ? this->myNumber : (this->backNumber + ourWindow->backpackPos)%ourWindow->curHero->artifacts.size(),
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ourWindow->curHero,
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ourWindow->activeArtPlace->myNumber>=0,
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ourWindow->activeArtPlace->myNumber>=0 ? ourWindow->activeArtPlace->myNumber : (ourWindow->activeArtPlace->backNumber + ourWindow->backpackPos)%ourWindow->curHero->artifacts.size());
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LOCPLINT->cb->swapArifacts(ourWindow->curHero,slotID,ourWindow->curHero,ourWindow->activeArtPlace->slotID);
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const CArtifact * pmh = ourArt;
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ourArt = ourWindow->activeArtPlace->ourArt;
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@ -64,8 +64,7 @@ public:
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bool spellBook, warMachine1, warMachine2, warMachine3, warMachine4,
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misc1, misc2, misc3, misc4, misc5, feet, lRing, rRing, torso,
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lHand, rHand, neck, shoulders, head; //my types
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int myNumber;
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int backNumber; //number of artifact if this is backpack artplace
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ui16 slotID; //0 head 1 shoulders 2 neck 3 right hand 4 left hand 5 torso 6 right ring 7 left ring 8 feet 9 misc. slot 1 10 misc. slot 2 11 misc. slot 3 12 misc. slot 4 13 ballista (war machine 1) 14 ammo cart (war machine 2) 15 first aid tent (war machine 3) 16 catapult 17 spell book 18 misc. slot 5 19+ backpack slots
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bool clicked;
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CHeroWindow * ourWindow;
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10
CMessage.cpp
10
CMessage.cpp
@ -222,6 +222,8 @@ std::pair<int,int> CMessage::getMaxSizes(std::vector<std::vector<SDL_Surface*> >
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lw+=(*txtg)[i][j]->w;
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ret.second+=(*txtg)[i][j]->h;
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}
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if(!(*txtg)[i].size())
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ret.second+=19;
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if (ret.first<lw)
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ret.first=lw;
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}
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@ -381,7 +383,7 @@ std::vector< std::vector<SComponent*> > * CMessage::breakComps(std::vector<SComp
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return ret;
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}
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SDL_Surface * CMessage::drawBoxTextBitmapSub(int player, std::string text, SDL_Surface* bitmap, std::string sub, int charperline)
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SDL_Surface * CMessage::drawBoxTextBitmapSub( int player, std::string text, SDL_Surface* bitmap, std::string sub, int charperline/*=30*/, int imgToBmp/*=55*/ )
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{
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int curh;
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std::vector<std::string> * tekst = breakText(text,charperline);
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@ -392,17 +394,19 @@ SDL_Surface * CMessage::drawBoxTextBitmapSub(int player, std::string text, SDL_S
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boxs.second =
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(curh=45) //top margin
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+ txts.second //text total height
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+ 55 //text <=> img
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+ imgToBmp //text <=> img
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+ bitmap->h
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+ 5 // to sibtitle
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+ (*txtg)[0][0]->h
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+ 30;
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SDL_Surface *ret = drawBox1(boxs.first,boxs.second,player);
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blitTextOnSur(txtg,curh,ret);
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curh += 55;
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curh += imgToBmp;
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blitAt(bitmap,(ret->w/2)-(bitmap->w/2),curh,ret);
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curh += bitmap->h + 5;
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CSDL_Ext::printAtMiddle(sub,ret->w/2,curh+( ((*txtg)[0][0]->h) / 2 ),GEOR13,zwykly,ret);
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delete tekst;
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delete txtg;
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return ret;
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}
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@ -39,7 +39,7 @@ public:
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static SDL_Surface * genMessage(std::string title, std::string text, EWindowType type=infoOnly,
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std::vector<CDefHandler*> *addPics=NULL, void * cb=NULL);
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static SDL_Surface * drawBox1(int w, int h, int playerColor=1);
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static SDL_Surface * drawBoxTextBitmapSub(int player, std::string text, SDL_Surface* bitmap, std::string sub, int charperline=30);
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static SDL_Surface * drawBoxTextBitmapSub(int player, std::string text, SDL_Surface* bitmap, std::string sub, int charperline=30, int imgToBmp=55);
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static std::vector<std::string> * breakText(std::string text, int line=30, bool userBreak=true, bool ifor=true); //line - chars per line
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CMessage();
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static void init();
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@ -575,7 +575,7 @@ void CInfoPopup::close()
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delete this;
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if(LOCPLINT->curint == LOCPLINT->adventureInt)
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LOCPLINT->adventureInt->show();
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else if(LOCPLINT->curint == LOCPLINT->castleInt)
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else if((LOCPLINT->curint == LOCPLINT->castleInt) && !LOCPLINT->castleInt->subInt)
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LOCPLINT->castleInt->showAll();
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}
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void CInfoPopup::show(SDL_Surface * to)
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@ -3167,25 +3167,38 @@ CCreInfoWindow::CCreInfoWindow(int Cid, int Type, int creatureCount, StackState
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{
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if(Upg && ui)
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{
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bool enough = true;
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for(std::set<std::pair<int,int> >::iterator i=ui->cost[0].begin(); i!=ui->cost[0].end(); i++) //calculate upgrade cost
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{
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if(LOCPLINT->cb->getResourceAmount(i->first) < i->second*creatureCount)
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enough = false;
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upgResCost.push_back(new SComponent(SComponent::resource,i->first,i->second*creatureCount));
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}
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CFunctionList<void()> fs[2];
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fs[0] += Upg;
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fs[0] += boost::bind(&CCreInfoWindow::close,this);
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|
||||
CCastleInterface *pom;
|
||||
if(pom=dynamic_cast<CCastleInterface*>(LOCPLINT->curint)) //if town screen is opened it needs to be redrawn
|
||||
if(enough)
|
||||
{
|
||||
fs[1] += boost::bind(&CCastleInterface::showAll,pom,screen,true);
|
||||
CFunctionList<void()> fs[2];
|
||||
fs[0] += Upg;
|
||||
fs[0] += boost::bind(&CCreInfoWindow::close,this);
|
||||
|
||||
CCastleInterface *pom;
|
||||
if(pom=dynamic_cast<CCastleInterface*>(LOCPLINT->curint)) //if town screen is opened it needs to be redrawn
|
||||
{
|
||||
fs[1] += boost::bind(&CCastleInterface::showAll,pom,screen,true);
|
||||
}
|
||||
fs[1] += boost::bind(&CCreInfoWindow::activate,this);
|
||||
CFunctionList<void()> cfl;
|
||||
cfl = boost::bind(&CCreInfoWindow::deactivate,this);
|
||||
cfl += boost::bind(&CPlayerInterface::showYesNoDialog,LOCPLINT,CGI->generaltexth->allTexts[207],boost::ref(upgResCost),fs[0],fs[1],false,false);
|
||||
upgrade = new AdventureMapButton("",CGI->preth->zelp[446].second,cfl,pos.x+76,pos.y+237,"IVIEWCR.DEF");
|
||||
}
|
||||
fs[1] += boost::bind(&CCreInfoWindow::activate,this);
|
||||
CFunctionList<void()> cfl;
|
||||
cfl = boost::bind(&CCreInfoWindow::deactivate,this);
|
||||
cfl += boost::bind(&CPlayerInterface::showYesNoDialog,LOCPLINT,CGI->generaltexth->allTexts[207],boost::ref(upgResCost),fs[0],fs[1],false,false);
|
||||
upgrade = new AdventureMapButton("",CGI->preth->zelp[446].second,cfl,pos.x+76,pos.y+237,"IVIEWCR.DEF");
|
||||
else
|
||||
{
|
||||
upgrade = new AdventureMapButton("",CGI->preth->zelp[446].second,boost::function<void()>(),pos.x+76,pos.y+237,"IVIEWCR.DEF");
|
||||
upgrade->callback.funcs.clear();
|
||||
upgrade->bitmapOffset = 2;
|
||||
}
|
||||
|
||||
}
|
||||
if(Dsm)
|
||||
{
|
||||
|
196
ChangeLog
196
ChangeLog
@ -0,0 +1,196 @@
|
||||
0.61 -> 0.62
|
||||
General:
|
||||
* threading and minor changes.
|
||||
* support for heroes starting in town garrisons
|
||||
* upgrading creatures
|
||||
* working gaining levels for heroes (including dialog with skill selection)
|
||||
* added fast graphical cursor
|
||||
* showing creature amount in the CCreInfoWindow
|
||||
|
||||
Castles:
|
||||
* icon in infobox showing that there is hero in town garrison
|
||||
* fort/citadel/castle screen
|
||||
* taking last stack from the heroes army should be impossible (or at least harder)
|
||||
* fixed reading forbidden structures
|
||||
* randomizing spells in towns
|
||||
* viewing hero window in the town screen
|
||||
* possibility of moving hero into the garrison
|
||||
* partially done mage guild screen
|
||||
|
||||
Adventure Interface:
|
||||
* hopefully fixed problems with wrong town defs (village/fort/capitol)
|
||||
|
||||
Hero Window:
|
||||
* bugfix: splitting stacks works in hero window
|
||||
* removed bug causing significant increase of CPU consumption
|
||||
|
||||
Battles:
|
||||
* shooting
|
||||
* removed some displaying problems
|
||||
* showing last group of frames in creature animation won't crash
|
||||
* added start moving and end moving animations
|
||||
* fixed moving two-hex creatures
|
||||
* showing/hiding graphic cursor
|
||||
* a part of using graphic cursor
|
||||
* slightly optimized showing of battle interface
|
||||
* animation of getting hit / death by shooting is displayed when it should be
|
||||
* improved pathfinding in battles, removed problems with displaying movement, adventure map interface won't be called during battles.
|
||||
|
||||
PreGame:
|
||||
* updates settings when selecting new map after changing sorting criteria
|
||||
* if sorting not by name, name will be used as a secondary criteria
|
||||
* when filter is applied a first available map is selected automatically
|
||||
* slider position updated after sorting in pregame
|
||||
|
||||
0.6 -> 0.61 (Jun 15 2008)
|
||||
Improvements:
|
||||
* improved attacking in the battles
|
||||
* it's possible to kill hostile stack
|
||||
* animations won't go in the same phase
|
||||
* Better pathfinder
|
||||
* "%s" substitutions in Right-click information in town hall
|
||||
* windmill won't give wood
|
||||
* hover text for heroes
|
||||
* support for ZSoft-style PCX files in /Data
|
||||
* Splitting: when moving slider to the right so that 0 is left in old slot the army is moved
|
||||
* in the townlist in castle selected town will by placed on the 2nd place (not 3rd)
|
||||
* stack at the limit of unit's range can now be attacked
|
||||
* range of unit is now properly displayed
|
||||
* battle log is scrolled down when new event occurs
|
||||
* console is closed when application exits
|
||||
|
||||
Bugfixes:
|
||||
* stack at the limit of unit's range can now be attacked
|
||||
* good background for the town hall screen in Stronghold
|
||||
* fixed typo in hall.txt
|
||||
* VCMI won't crash when r-click neutral stack during the battle
|
||||
* water won't blink behind shipyard in the Castle
|
||||
* fixed several memory leaks
|
||||
* properly displaying two-hex creatures in recruit/split/info window
|
||||
* corrupted map file won't cause crash on initializing main menu
|
||||
|
||||
0.59 -> 0.6 (Jun 1 2008)
|
||||
* partially done attacking in battles
|
||||
* screen isn't now refreshed while blitting creature info window
|
||||
* r-click creature info windows in battles
|
||||
* no more divison by 0 in slider
|
||||
* "plural" reference names for Conflux creatures (starting armies of Conflux heroes should now be working)
|
||||
* fixed estate problems
|
||||
* fixed blinking mana vortex
|
||||
* grail increases creature growths
|
||||
* new pathfinder
|
||||
* several minor improvements
|
||||
|
||||
0.58 -> 0.59 (May 24 2008 - closed, test release)
|
||||
* fixed memory leak in battles
|
||||
* blitting creature animations to rects in the recruitment window
|
||||
* fixed wrong creatures def names
|
||||
* better battle pathfinder and unit reversing
|
||||
* improved slider ( #58 )
|
||||
* fixed problems with horde buildings (won't block original dwellings)
|
||||
* giving primary skill when hero get level (but there is still no dialog)
|
||||
* if an upgraded creature is available it'll be shown as the first in a recruitment window
|
||||
* creature levels not messed in Fortress
|
||||
* war machines are added to the hero's inventory, not to the garrison
|
||||
* support for H3-style PCX graphics in Data/
|
||||
* VCMI won't crash when is unable to initialize audio system
|
||||
* fixed displaying wrong town defs
|
||||
* improvements in recruitment window (slider won't allow to select more creatures than we can afford)
|
||||
* creature info window (only r-click)
|
||||
* callback for buttons/lists based on boost::function
|
||||
* a lot of minor improvements
|
||||
|
||||
0.55 -> 0.58 (Apr 20 2008 - closed, test release)
|
||||
Towns:
|
||||
* recruiting creatures
|
||||
* working creature growths (including castle and horde building influences)
|
||||
* towns give income
|
||||
* town hall screen
|
||||
* building buildings (requirements and cost are handled)
|
||||
* hints for structures
|
||||
* updating town infobox
|
||||
Garrisons:
|
||||
* merging stacks
|
||||
* splitting stacks
|
||||
Battles:
|
||||
* starting battles
|
||||
* displaying terrain, animations of heroes, units, grid, range of units, battle menu with console, amounts of units in stacks
|
||||
* leaving battle by pressing flee button
|
||||
* moving units in battles and displaying thier ranges
|
||||
* defend command for units
|
||||
General:
|
||||
* a number of minor fixes and improvements
|
||||
|
||||
0.54 -> 0.55 (Feb 29 2008)
|
||||
* Sprites/ folder works for h3sprite.lod same as Data/ for h3bitmap.lod (but it's still experimental)
|
||||
* randomization quantity of creatures on the map
|
||||
* fix of Pandora's Box handling
|
||||
* reading disposed/predefined heroes
|
||||
* new command - "get txt" - VCMI will extract all .txt files from h3bitmap.lod to the Extracted_txts/ folder.
|
||||
* more detailed logs
|
||||
* reported problems with hero flags resolved
|
||||
* heroes cannot occupy the same tile
|
||||
* hints for most of creature generators
|
||||
* some minor stuff
|
||||
|
||||
0.53b -> 0.54 (Feb 23 2008 - first public release)
|
||||
* given hero is placed in the town entrance
|
||||
* some objects such as river delta won't be blitted "on" hero
|
||||
* tiles under FoW are inaccessible
|
||||
* giving random hero on RoE maps
|
||||
* improved protection against hero duplication
|
||||
* fixed starting values of primary abilities of random heroes on RoE/AB maps
|
||||
* right click popups with infoboxes for heroes/towns lists
|
||||
* new interface coloring (many thanks to GrayFace ;])
|
||||
* fixed bug in object flag's coloring
|
||||
* added hints in town lists
|
||||
* eliminated square from city hints
|
||||
|
||||
0.53 - 0.53b (Feb 20 2008)
|
||||
* added giving default buildings in towns
|
||||
* town infobox won't crash on empty town
|
||||
|
||||
0.52 - 0.53 (Feb 18 2008):
|
||||
* hopefully the last bugfix of Pandora's Box
|
||||
* fixed blockmaps of generated heroes
|
||||
* disposed hero cannot be chosen in scenario settings (unless he is in prison)
|
||||
* fixed town randomization
|
||||
* fixed hero randomization
|
||||
* fixed displaying heroes in preGame
|
||||
* fixed selecting/deselecting artifact slots in hero window
|
||||
* much faster pathfinder
|
||||
* memory usage and load time significantly decreased
|
||||
* it's impossible to select empty artifact slot in hero window
|
||||
* fixed problem with FoW displaying on minimap on L-sized maps
|
||||
* fixed crashbug in hero list connected with heroes dismissing
|
||||
* mostly done town infobox
|
||||
* town daily income is properly calculated
|
||||
|
||||
0.51 - 0.52 (Feb 7 2008):
|
||||
* [feature] giving starting hero
|
||||
* [feature] VCMI will try to use files from /Data folder instead of those from h3bitmap.lod
|
||||
* [feature] picked artifacts are added to hero's backpack
|
||||
* [feature] possibility of choosing player to play
|
||||
* [bugfix] ZELP.TXT file *should* be handled correctly even it is non-english
|
||||
* [bugfix] fixed crashbug in reading defs with negativ left/right margins
|
||||
* [bugfix] improved randomization
|
||||
* [bugfix] pathfinder can't be cheated (what caused errors)
|
||||
|
||||
0.5 - 0.51 (Feb 3 2008):
|
||||
* close button properly closes (same does 'q' key)
|
||||
* two players can't have selected same hero
|
||||
* double click on "Show Available Scenarios" won't reset options
|
||||
* fixed possible crashbug in town/hero lists
|
||||
* fixed crashbug in initializing game caused by wrong prisons handling
|
||||
* fixed crashbug on reading hero's custom artifacts in RoE maps
|
||||
* fixed crashbug on reading custom Pandora's Box in RoE maps
|
||||
* fixed crashbug on reading blank Quest Guards
|
||||
* better console messages
|
||||
* map reading speed up (though it's still slow, especially on bigger maps)
|
||||
|
||||
to 0.5 (Feb 2 2008 - first closed release):
|
||||
* Main menu and New game screens
|
||||
* Scenario selection, part of advanced options support
|
||||
* Partially done adventure map, town and hero interfaces
|
||||
* Moving hero
|
||||
* Interactions with several objects (mines, resources, mills, and others)
|
@ -360,6 +360,15 @@ void CClient::process(int what)
|
||||
playerint[t->tempOwner]->heroInGarrisonChange(t);
|
||||
break;
|
||||
}
|
||||
case 509:
|
||||
{
|
||||
SetHeroArtifacts sha;
|
||||
*serv >> sha;
|
||||
std::cout << "Setting artifacts of hero " << sha.hid << std::endl;
|
||||
gs->apply(&sha);
|
||||
//TODO: inform interfaces
|
||||
break;
|
||||
}
|
||||
case 1001:
|
||||
{
|
||||
SetObjectProperty sop;
|
||||
|
9
config/mageBg.txt
Normal file
9
config/mageBg.txt
Normal file
@ -0,0 +1,9 @@
|
||||
TPMAGECS.bmp
|
||||
TPMAGERM.bmp
|
||||
TPMAGETW.bmp
|
||||
TPMAGEIN.bmp
|
||||
TPMAGENC.bmp
|
||||
TPMAGEDN.bmp
|
||||
TPMAGEST.bmp
|
||||
TPMAGEFR.bmp
|
||||
TPMAGEEL.bmp
|
@ -237,11 +237,45 @@ int CGHeroInstance::getSecSkillLevel(const int & ID) const
|
||||
return secSkills[i].second;
|
||||
return -1;
|
||||
}
|
||||
ui32 CGHeroInstance::getArtAtPos(ui16 pos) const
|
||||
{
|
||||
if(pos<19)
|
||||
if(vstd::contains(artifWorn,pos))
|
||||
return artifWorn.find(pos)->second;
|
||||
else
|
||||
return -1;
|
||||
else
|
||||
if(pos-19 < artifacts.size())
|
||||
return artifacts[pos-19];
|
||||
else
|
||||
return -1;
|
||||
}
|
||||
void CGHeroInstance::setArtAtPos(ui16 pos, int art)
|
||||
{
|
||||
if(art<0)
|
||||
{
|
||||
if(pos<19)
|
||||
artifWorn.erase(pos);
|
||||
else
|
||||
artifacts -= artifacts[pos];
|
||||
}
|
||||
else
|
||||
{
|
||||
if(pos<19)
|
||||
artifWorn[pos] = art;
|
||||
else
|
||||
if(pos-19 < artifacts.size())
|
||||
artifacts[pos-19] = art;
|
||||
else
|
||||
artifacts.push_back(art);
|
||||
}
|
||||
}
|
||||
const CArtifact * CGHeroInstance::getArt(int pos)
|
||||
{
|
||||
if(artifWorn.find(pos)!=artifWorn.end())
|
||||
return &VLC->arth->artifacts[artifWorn[pos]];
|
||||
else
|
||||
int id = getArtAtPos(pos);
|
||||
if(id>=0)
|
||||
return &VLC->arth->artifacts[id];
|
||||
else
|
||||
return NULL;
|
||||
}
|
||||
|
||||
|
@ -107,8 +107,8 @@ public:
|
||||
bool inTownGarrison; // if hero is in town garrison
|
||||
CGTownInstance * visitedTown; //set if hero is visiting town or in the town garrison
|
||||
|
||||
std::vector<int> artifacts; //hero's artifacts from bag
|
||||
std::map<int,int> artifWorn; //map<position,artifact_id>; positions: 0 - head; 1 - shoulders; 2 - neck; 3 - right hand; 4 - left hand; 5 - torso; 6 - right ring; 7 - left ring; 8 - feet; 9 - misc1; 10 - misc2; 11 - misc3; 12 - misc4; 13 - mach1; 14 - mach2; 15 - mach3; 16 - mach4; 17 - spellbook; 18 - misc5
|
||||
std::vector<ui32> artifacts; //hero's artifacts from bag
|
||||
std::map<ui16,ui32> artifWorn; //map<position,artifact_id>; positions: 0 - head; 1 - shoulders; 2 - neck; 3 - right hand; 4 - left hand; 5 - torso; 6 - right ring; 7 - left ring; 8 - feet; 9 - misc1; 10 - misc2; 11 - misc3; 12 - misc4; 13 - mach1; 14 - mach2; 15 - mach3; 16 - mach4; 17 - spellbook; 18 - misc5
|
||||
std::set<int> spells; //known spells (spell IDs)
|
||||
|
||||
virtual bool isHero() const;
|
||||
@ -125,6 +125,8 @@ public:
|
||||
int getCurrentLuck() const;
|
||||
int getCurrentMorale() const;
|
||||
int getSecSkillLevel(const int & ID) const; //-1 - no skill
|
||||
ui32 getArtAtPos(ui16 pos) const; //-1 - no artifact
|
||||
void setArtAtPos(ui16 pos, int art);
|
||||
const CArtifact * getArt(int pos);
|
||||
CGHeroInstance();
|
||||
virtual ~CGHeroInstance();
|
||||
|
@ -164,6 +164,18 @@ struct SetHeroesInTown : public CPack<SetHeroesInTown> //508
|
||||
h & tid & visiting & garrison;
|
||||
}
|
||||
};
|
||||
struct SetHeroArtifacts : public CPack<SetHeroArtifacts> //509
|
||||
{
|
||||
SetHeroArtifacts(){type = 509;};
|
||||
si32 hid;
|
||||
std::vector<ui32> artifacts; //hero's artifacts from bag
|
||||
std::map<ui16,ui32> artifWorn; //map<position,artifact_id>; positions: 0 - head; 1 - shoulders; 2 - neck; 3 - right hand; 4 - left hand; 5 - torso; 6 - right ring; 7 - left ring; 8 - feet; 9 - misc1; 10 - misc2; 11 - misc3; 12 - misc4; 13 - mach1; 14 - mach2; 15 - mach3; 16 - mach4; 17 - spellbook; 18 - misc5
|
||||
|
||||
template <typename Handler> void serialize(Handler &h, const int version)
|
||||
{
|
||||
h & hid & artifacts & artifWorn;
|
||||
}
|
||||
};
|
||||
struct NewTurn : public CPack<NewTurn> //101
|
||||
{
|
||||
struct Hero
|
||||
|
@ -501,6 +501,11 @@ void CGameHandler::handleConnection(std::set<int> players, CConnection &c)
|
||||
if(!S1->slots[p1].second) //if we've moved all creatures
|
||||
S1->slots.erase(p1);
|
||||
}
|
||||
if((s1->ID==34 && !S1->slots.size()) //it's not allowed to take last stack from hero army!
|
||||
|| (s2->ID==34 && !S2->slots.size()))
|
||||
{
|
||||
break;
|
||||
}
|
||||
SetGarrisons sg;
|
||||
sg.garrs[id1] = *S1;
|
||||
if(s1 != s2)
|
||||
@ -732,6 +737,53 @@ upgend:
|
||||
}
|
||||
break;
|
||||
}
|
||||
case 509:
|
||||
{
|
||||
si32 hid1, hid2;
|
||||
ui16 slot1, slot2;
|
||||
c >> hid1 >> slot1 >> hid2 >> slot2;
|
||||
CGHeroInstance *h1 = gs->getHero(hid1), *h2 = gs->getHero(hid2);
|
||||
if((distance(h1->pos,h2->pos) > 1.0) || (h1->tempOwner != h2->tempOwner))
|
||||
break;
|
||||
int a1=h1->getArtAtPos(slot1), a2=h2->getArtAtPos(slot2);
|
||||
|
||||
h2->setArtAtPos(slot2,a1);
|
||||
h1->setArtAtPos(slot1,a2);
|
||||
// if(std::max(slot1,slot2) < 19)
|
||||
// {
|
||||
// if(vstd::contains(h1->artifWorn,slot1) && vstd::contains(h1->artifWorn,slot2))
|
||||
// std::swap(h1->artifWorn[slot1],h2->artifWorn[slot2]);
|
||||
// if(vstd::contains(h1->artifWorn,slot1))
|
||||
// {
|
||||
// h2->artifWorn[slot2] = h1->artifWorn[slot1];
|
||||
// h1->artifWorn.erase(slot1);
|
||||
// }
|
||||
// else if(vstd::contains(h2->artifWorn,slot2))
|
||||
// {
|
||||
// h1->artifWorn[slot1] = h2->artifWorn[slot2];
|
||||
// h2->artifWorn.erase(slot2);
|
||||
// }
|
||||
// else
|
||||
// {
|
||||
// std::cout << "Warning, wrong artifact swap command!" << std::endl;
|
||||
// }
|
||||
// }
|
||||
// else
|
||||
// {
|
||||
// }
|
||||
SetHeroArtifacts sha;
|
||||
sha.hid = hid1;
|
||||
sha.artifacts = h1->artifacts;
|
||||
sha.artifWorn = h1->artifWorn;
|
||||
sendAndApply(&sha);
|
||||
if(hid1 != hid2)
|
||||
{
|
||||
sha.hid = hid2;
|
||||
sha.artifacts = h2->artifacts;
|
||||
sha.artifWorn = h2->artifWorn;
|
||||
sendAndApply(&sha);
|
||||
}
|
||||
}
|
||||
case 2001:
|
||||
{
|
||||
ui32 qid, answer;
|
||||
|
Loading…
Reference in New Issue
Block a user