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* First Aid Tent won't get move

* presumably fixed crash occurring sometimes on battle end
* fixed problems when attacking with two-hex creature another two-hex creature, when tile before our destination was blocked
* minor changes
This commit is contained in:
Michał W. Urbańczyk 2009-03-31 20:47:53 +00:00
parent cb31f5ada3
commit 2710017049
10 changed files with 35 additions and 113 deletions

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@ -136,7 +136,7 @@ void CGeniusAI::battleNewRound(int round)
/**
*
*/
void CGeniusAI::battleStackMoved(int ID, int dest)
void CGeniusAI::battleStackMoved(int ID, int dest, int distance, bool end)
{
std::string message("\t\t\tCGeniusAI::battleStackMoved ID(");
message += boost::lexical_cast<std::string>(ID);

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@ -200,7 +200,7 @@ public:
virtual void battleStacksAttacked(std::set<BattleStackAttacked> & bsa); //called when stack receives damage (after battleAttack())
virtual void battleEnd(BattleResult *br);
virtual void battleNewRound(int round); //called at the beggining of each turn, round=-1 is the tactic phase, round=0 is the first "normal" turn
virtual void battleStackMoved(int ID, int dest);
virtual void battleStackMoved(int ID, int dest, int distance, bool end);
virtual void battleSpellCasted(SpellCasted *sc);
virtual void battleStart(CCreatureSet *army1, CCreatureSet *army2, int3 tile, CGHeroInstance *hero1, CGHeroInstance *hero2, bool side); //called by engine when battle starts; side=0 - left, side=1 - right
virtual void battlefieldPrepared(int battlefieldType, std::vector<CObstacle*> obstacles); //called when battlefield is prepared, prior the battle beginning

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@ -69,8 +69,8 @@ public:
virtual void init(ICallback * CB){};
virtual void receivedResource(int type, int val){};
virtual void showInfoDialog(const std::string &text, const std::vector<Component*> &components){};
virtual void showSelDialog(std::string &text, const std::vector<Component*> &components, ui32 askID){};
virtual void showYesNoDialog(std::string &text, const std::vector<Component*> &components, ui32 askID){};
virtual void showSelDialog(const std::string &text, const std::vector<Component*> &components, ui32 askID){};
virtual void showYesNoDialog(const std::string &text, const std::vector<Component*> &components, ui32 askID){};
virtual void tileHidden(const std::set<int3> &pos){};
virtual void tileRevealed(const std::set<int3> &pos){};
virtual void yourTurn(){};
@ -87,7 +87,7 @@ public:
virtual void battleStacksAttacked(std::set<BattleStackAttacked> & bsa){}; //called when stack receives damage (after battleAttack())
virtual void battleEnd(BattleResult *br){};
virtual void battleNewRound(int round){}; //called at the beggining of each turn, round=-1 is the tactic phase, round=0 is the first "normal" turn
virtual void battleStackMoved(int ID, int dest, int distance){};
virtual void battleStackMoved(int ID, int dest, int distance, bool end){};
virtual void battleSpellCasted(SpellCasted *sc){};
virtual void battleStacksEffectsSet(SetStackEffect & sse){};//called when a specific effect is set to stacks
virtual void battleStart(CCreatureSet *army1, CCreatureSet *army2, int3 tile, CGHeroInstance *hero1, CGHeroInstance *hero2, bool side){}; //called by engine when battle starts; side=0 - left, side=1 - right

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@ -2018,7 +2018,7 @@ void CPlayerInterface::receivedResource(int type, int val)
castleInt->resdatabar->draw();
}
void CPlayerInterface::showSelDialog(std::string &text, const std::vector<Component*> &components, ui32 askID)
void CPlayerInterface::showSelDialog(const std::string &text, const std::vector<Component*> &components, ui32 askID)
//void CPlayerInterface::showSelDialog(std::string text, std::vector<CSelectableComponent*> & components, int askID)
{
boost::unique_lock<boost::recursive_mutex> un(*pim);
@ -2301,10 +2301,10 @@ void CPlayerInterface::battleResultQuited()
LOCPLINT->showingDialog->setn(false);
}
void CPlayerInterface::battleStackMoved(int ID, int dest, int distance)
void CPlayerInterface::battleStackMoved(int ID, int dest, int distance, bool end)
{
boost::unique_lock<boost::recursive_mutex> un(*pim);
battleInt->stackMoved(ID, dest, dest==curAction->destinationTile, distance);
battleInt->stackMoved(ID, dest, end, distance);
}
void CPlayerInterface::battleSpellCasted(SpellCasted *sc)
{
@ -2391,7 +2391,7 @@ void CPlayerInterface::showInfoDialog(const std::string &text, const std::vector
std::vector<std::pair<std::string,CFunctionList<void()> > > pom;
pom.push_back(std::pair<std::string,CFunctionList<void()> >("IOKAY.DEF",0));
CInfoWindow * temp = new CInfoWindow(text,playerID,32,components,pom);
CInfoWindow * temp = new CInfoWindow(text,playerID,36,components,pom);
if(makingTurn && curint)
{
@ -2409,7 +2409,7 @@ void CPlayerInterface::showInfoDialog(const std::string &text, const std::vector
dialogs.push_back(temp);
}
}
void CPlayerInterface::showYesNoDialog(std::string &text, const std::vector<SComponent*> & components, CFunctionList<void()> onYes, CFunctionList<void()> onNo, bool deactivateCur, bool DelComps)
void CPlayerInterface::showYesNoDialog(const std::string &text, const std::vector<SComponent*> & components, CFunctionList<void()> onYes, CFunctionList<void()> onNo, bool deactivateCur, bool DelComps)
{
boost::unique_lock<boost::recursive_mutex> un(*pim);
LOCPLINT->showingDialog->setn(true);
@ -2418,7 +2418,7 @@ void CPlayerInterface::showYesNoDialog(std::string &text, const std::vector<SCom
std::vector<std::pair<std::string,CFunctionList<void()> > > pom;
pom.push_back(std::pair<std::string,CFunctionList<void()> >("IOKAY.DEF",0));
pom.push_back(std::pair<std::string,CFunctionList<void()> >("ICANCEL.DEF",0));
CInfoWindow * temp = new CInfoWindow(text,playerID,32,components,pom);
CInfoWindow * temp = new CInfoWindow(text,playerID,36,components,pom);
temp->delComps = DelComps;
for(int i=0;i<onYes.funcs.size();i++)
temp->buttons[0]->callback += onYes.funcs[i];
@ -2433,7 +2433,7 @@ void CPlayerInterface::showYesNoDialog(std::string &text, const std::vector<SCom
LOCPLINT->objsToBlit.push_back(temp);
}
void CPlayerInterface::showYesNoDialog( std::string &text, const std::vector<Component*> &components, ui32 askID )
void CPlayerInterface::showYesNoDialog(const std::string &text, const std::vector<Component*> &components, ui32 askID )
{
boost::unique_lock<boost::recursive_mutex> un(*pim);
LOCPLINT->showingDialog->setn(false);
@ -2446,7 +2446,7 @@ void CPlayerInterface::showYesNoDialog( std::string &text, const std::vector<Com
pom.push_back(std::pair<std::string,CFunctionList<void()> >("IOKAY.DEF",0));
pom.push_back(std::pair<std::string,CFunctionList<void()> >("ICANCEL.DEF",0));
CInfoWindow * temp = new CInfoWindow(text,playerID,32,intComps,pom);
CInfoWindow * temp = new CInfoWindow(text,playerID,36,intComps,pom);
temp->buttons[0]->callback += boost::bind(&IActivable::activate,curint);
temp->buttons[1]->callback += boost::bind(&IActivable::activate,curint);
temp->buttons[0]->callback += boost::bind(&CCallback::selectionMade,cb,0,askID);

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@ -539,8 +539,8 @@ public:
void heroVisitsTown(const CGHeroInstance* hero, const CGTownInstance * town);
void receivedResource(int type, int val);
void showInfoDialog(const std::string &text, const std::vector<Component*> &components);
void showSelDialog(std::string &text, const std::vector<Component*> &components, ui32 askID);
void showYesNoDialog(std::string &text, const std::vector<Component*> &components, ui32 askID);
void showSelDialog(const std::string &text, const std::vector<Component*> &components, ui32 askID);
void showYesNoDialog(const std::string &text, const std::vector<Component*> &components, ui32 askID);
void tileHidden(const std::set<int3> &pos);
void tileRevealed(const std::set<int3> &pos);
void yourTurn();
@ -557,7 +557,7 @@ public:
void battleEnd(BattleResult *br); //end of battle
void battleResultQuited();
void battleNewRound(int round); //called at the beggining of each turn, round=-1 is the tactic phase, round=0 is the first "normal" turn
void battleStackMoved(int ID, int dest, int distance);
void battleStackMoved(int ID, int dest, int distance, bool end);
void battleSpellCasted(SpellCasted *sc);
void battleStacksEffectsSet(SetStackEffect & sse); //called when a specific effect is set to stacks
void battleStacksAttacked(std::set<BattleStackAttacked> & bsa);
@ -581,7 +581,7 @@ public:
int3 repairScreenPos(int3 pos); //returns position closest to pos we can center screen on
void removeObjToBlit(IShowable* obj);
void showInfoDialog(const std::string &text, const std::vector<SComponent*> & components, bool deactivateCur=true);
void showYesNoDialog(std::string &text, const std::vector<SComponent*> & components, CFunctionList<void()> onYes, CFunctionList<void()> onNo, bool deactivateCur, bool DelComps); //deactivateCur - whether current main interface should be deactivated; delComps - if components will be deleted on window close
void showYesNoDialog(const std::string &text, const std::vector<SComponent*> & components, CFunctionList<void()> onYes, CFunctionList<void()> onNo, bool deactivateCur, bool DelComps); //deactivateCur - whether current main interface should be deactivated; delComps - if components will be deleted on window close
bool moveHero(const CGHeroInstance *h, CPath * path);
CPlayerInterface(int Player, int serial);//c-tor

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@ -330,8 +330,8 @@ void BattleResult::applyFirstCl( CClient *cl )
void BattleStackMoved::applyFirstCl( CClient *cl )
{
INTERFACE_CALL_IF_PRESENT(GS(cl)->curB->side1,battleStackMoved,stack,tile,distance);
INTERFACE_CALL_IF_PRESENT(GS(cl)->curB->side2,battleStackMoved,stack,tile,distance);
INTERFACE_CALL_IF_PRESENT(GS(cl)->curB->side1,battleStackMoved,stack,tile,distance,ending);
INTERFACE_CALL_IF_PRESENT(GS(cl)->curB->side2,battleStackMoved,stack,tile,distance,ending);
}
void BattleStackAttacked::applyCl( CClient *cl )

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@ -464,8 +464,9 @@ void CCreatureHandler::loadCreatures()
creatures[47].abilities += MULTI_HEAD_ATTACK; //cerberus
creatures[88].abilities += TWICE_ATTACK; //wolf raider
creatures[87].abilities += TWICE_ATTACK; //wolf raider
creatures[147].abilities += NOT_ACTIVE; //First Aid Tent //TODO: remove when support is added
creatures[148].abilities += NOT_ACTIVE; //Ammo Cart
}

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@ -647,13 +647,14 @@ struct BattleResult : public CPackForClient//3003
struct BattleStackMoved : public CPackForClient//3004
{
ui32 stack, tile, distance;
ui32 stack, tile;
ui8 ending, distance;
BattleStackMoved(){type = 3004;};
void applyFirstCl(CClient *cl);
void applyGs(CGameState *gs);
template <typename Handler> void serialize(Handler &h, const int version)
{
h & stack & tile & distance;
h & stack & tile & ending & distance;
}
};

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@ -1041,15 +1041,6 @@ void Mapa::readHeader( unsigned char * bufor, int &i)
for (int zz=0; zz<lenbuf; zz++)
disposedHeroes[g].name+=bufor[i++];
disposedHeroes[g].players = bufor[i++];
//int players = bufor[i++];
//for(int zz=0;zz<8;zz++)
//{
// int por = (1<<zz);
// if(players & por)
// disposedHeroes[g].players[zz] = true;
// else
// disposedHeroes[g].players[zz] = false;
//}
}
}

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@ -114,17 +114,7 @@ void giveExp(BattleResult &r)
r.exp[r.winner] += VLC->creh->creatures[i->first].hitPoints * i->second;
}
}
//bool CGameState::checkFunc(int obid, std::string name)
//{
// if (objscr.find(obid)!=objscr.end())
// {
// if(objscr[obid].find(name)!=objscr[obid].end())
// {
// return true;
// }
// }
// return false;
//}
PlayerStatus PlayerStatuses::operator[](ui8 player)
{
boost::unique_lock<boost::mutex> l(mx);
@ -205,15 +195,7 @@ void PlayerStatuses::removeQuery(ui8 player, ui32 id)
}
cv.notify_all();
}
//void CGameHandler::handleCPPObjS(std::map<int,CCPPObjectScript*> * mapa, CCPPObjectScript * script)
//{
// std::vector<int> tempv = script->yourObjects();
// for (unsigned i=0;i<tempv.size();i++)
// {
// (*mapa)[tempv[i]]=script;
// }
// cppscripts.insert(script);
//}
template <typename T>
void callWith(std::vector<T> args, boost::function<void(T)> fun, ui32 which)
{
@ -387,6 +369,7 @@ void CGameHandler::startBattle(CCreatureSet army1, CCreatureSet army2, int3 tile
askInterfaceForMove:
//ask interface and wait for answer
if(!battleResult.get())
{
BattleSetActiveStack sas;
sas.stack = next->ID;
@ -396,6 +379,11 @@ askInterfaceForMove:
battleMadeAction.cond.wait(lock);
battleMadeAction.data = false;
}
else
{
break;
}
//we're after action, all results applied
checkForBattleEnd(stacks); //check if this action ended the battle
@ -571,6 +559,7 @@ void CGameHandler::moveStack(int stack, int dest)
sm.stack = curStack->ID;
sm.tile = path.first[0];
sm.distance = path.second;
sm.ending = true;
sendAndApply(&sm);
}
}
@ -584,6 +573,7 @@ void CGameHandler::moveStack(int stack, int dest)
sm.stack = curStack->ID;
sm.tile = path.first[v];
sm.distance = path.second;
sm.ending = v==tilesToMove;
sendAndApply(&sm);
}
}
@ -610,32 +600,6 @@ void CGameHandler::init(StartInfo *si, int Seed)
gs->init(si,map,Seed);
tlog0 << "Gamestate initialized!" << std::endl;
/****************************LUA OBJECT SCRIPTS************************************************/
//std::vector<std::string> * lf = CLuaHandler::searchForScripts("scripts/lua/objects"); //files
//for (int i=0; i<lf->size(); i++)
//{
// try
// {
// std::vector<std::string> * temp = CLuaHandler::functionList((*lf)[i]);
// CLuaObjectScript * objs = new CLuaObjectScript((*lf)[i]);
// CLuaCallback::registerFuncs(objs->is);
// //objs
// for (int j=0; j<temp->size(); j++)
// {
// int obid ; //obj ID
// int dspos = (*temp)[j].find_first_of('_');
// obid = atoi((*temp)[j].substr(dspos+1,(*temp)[j].size()-dspos-1).c_str());
// std::string fname = (*temp)[j].substr(0,dspos);
// if (skrypty->find(obid)==skrypty->end())
// skrypty->insert(std::pair<int, std::map<std::string, CObjectScript*> >(obid,std::map<std::string,CObjectScript*>()));
// (*skrypty)[obid].insert(std::pair<std::string, CObjectScript*>(fname,objs));
// }
// delete temp;
// }HANDLE_EXCEPTION
//}
//delete lf;
for(std::map<ui8,PlayerState>::iterator i = gs->players.begin(); i != gs->players.end(); i++)
states.addPlayer(i->first);
}
@ -768,42 +732,6 @@ void CGameHandler::run(bool resume)
boost::thread(boost::bind(&CGameHandler::handleConnection,this,pom,boost::ref(**i)));
}
/****************************SCRIPTS************************************************/
//std::map<int, std::map<std::string, CObjectScript*> > * skrypty = &objscr; //alias for easier access
/****************************C++ OBJECT SCRIPTS************************************************/
//std::map<int,CCPPObjectScript*> scripts;
//CScriptCallback * csc = new CScriptCallback();
//csc->gh = this;
//handleCPPObjS(&scripts,new CVisitableOPH(csc));
//handleCPPObjS(&scripts,new CVisitableOPW(csc));
//handleCPPObjS(&scripts,new CPickable(csc));
//handleCPPObjS(&scripts,new CMines(csc));
//handleCPPObjS(&scripts,new CTownScript(csc));
//handleCPPObjS(&scripts,new CHeroScript(csc));
//handleCPPObjS(&scripts,new CMonsterS(csc));
//handleCPPObjS(&scripts,new CCreatureGen(csc));
//handleCPPObjS(&scripts,new CTeleports(csc));
/****************************INITIALIZING OBJECT SCRIPTS************************************************/
//std::string temps("newObject");
//for (unsigned i=0; i<gs->map->objects.size(); i++)
//{
//c++ scripts
//if (scripts.find(gs->map->objects[i]->ID) != scripts.end())
//{
// gs->map->objects[i]->state = scripts[gs->map->objects[i]->ID];
// gs->map->objects[i]->state->newObject(gs->map->objects[i]->id);
//}
//else
//{
// gs->map->objects[i]->state = NULL;
//}
//// lua scripts
//if(checkFunc(map->objects[i]->ID,temps))
// (*skrypty)[map->objects[i]->ID][temps]->newObject(map->objects[i]);
//}
while (!end2)
{
if(!resume)
@ -1450,6 +1378,7 @@ void CGameHandler::ask( Query * sel, ui8 player, const CFunctionList<void(ui32)>
void CGameHandler::sendToAllClients( CPackForClient * info )
{
tlog5 << "Sending to all clients a package of type " << typeid(*info).name() << std::endl;
for(std::set<CConnection*>::iterator i=conns.begin(); i!=conns.end();i++)
{
(*i)->wmx->lock();