mirror of
https://github.com/vcmi/vcmi.git
synced 2025-01-26 03:52:01 +02:00
* 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:
parent
cb31f5ada3
commit
2710017049
@ -136,7 +136,7 @@ void CGeniusAI::battleNewRound(int round)
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/**
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*
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*/
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void CGeniusAI::battleStackMoved(int ID, int dest)
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void CGeniusAI::battleStackMoved(int ID, int dest, int distance, bool end)
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{
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std::string message("\t\t\tCGeniusAI::battleStackMoved ID(");
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message += boost::lexical_cast<std::string>(ID);
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@ -200,7 +200,7 @@ public:
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virtual void battleStacksAttacked(std::set<BattleStackAttacked> & bsa); //called when stack receives damage (after battleAttack())
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virtual void battleEnd(BattleResult *br);
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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
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virtual void battleStackMoved(int ID, int dest);
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virtual void battleStackMoved(int ID, int dest, int distance, bool end);
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virtual void battleSpellCasted(SpellCasted *sc);
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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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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:
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virtual void init(ICallback * CB){};
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virtual void receivedResource(int type, int val){};
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virtual void showInfoDialog(const std::string &text, const std::vector<Component*> &components){};
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virtual void showSelDialog(std::string &text, const std::vector<Component*> &components, ui32 askID){};
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virtual void showYesNoDialog(std::string &text, const std::vector<Component*> &components, ui32 askID){};
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virtual void showSelDialog(const std::string &text, const std::vector<Component*> &components, ui32 askID){};
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virtual void showYesNoDialog(const std::string &text, const std::vector<Component*> &components, ui32 askID){};
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virtual void tileHidden(const std::set<int3> &pos){};
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virtual void tileRevealed(const std::set<int3> &pos){};
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virtual void yourTurn(){};
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@ -87,7 +87,7 @@ public:
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virtual void battleStacksAttacked(std::set<BattleStackAttacked> & bsa){}; //called when stack receives damage (after battleAttack())
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virtual void battleEnd(BattleResult *br){};
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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
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virtual void battleStackMoved(int ID, int dest, int distance){};
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virtual void battleStackMoved(int ID, int dest, int distance, bool end){};
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virtual void battleSpellCasted(SpellCasted *sc){};
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virtual void battleStacksEffectsSet(SetStackEffect & sse){};//called when a specific effect is set to stacks
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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)
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castleInt->resdatabar->draw();
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}
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void CPlayerInterface::showSelDialog(std::string &text, const std::vector<Component*> &components, ui32 askID)
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void CPlayerInterface::showSelDialog(const std::string &text, const std::vector<Component*> &components, ui32 askID)
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//void CPlayerInterface::showSelDialog(std::string text, std::vector<CSelectableComponent*> & components, int askID)
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{
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boost::unique_lock<boost::recursive_mutex> un(*pim);
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@ -2301,10 +2301,10 @@ void CPlayerInterface::battleResultQuited()
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LOCPLINT->showingDialog->setn(false);
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}
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void CPlayerInterface::battleStackMoved(int ID, int dest, int distance)
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void CPlayerInterface::battleStackMoved(int ID, int dest, int distance, bool end)
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{
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boost::unique_lock<boost::recursive_mutex> un(*pim);
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battleInt->stackMoved(ID, dest, dest==curAction->destinationTile, distance);
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battleInt->stackMoved(ID, dest, end, distance);
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}
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void CPlayerInterface::battleSpellCasted(SpellCasted *sc)
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{
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@ -2391,7 +2391,7 @@ void CPlayerInterface::showInfoDialog(const std::string &text, const std::vector
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std::vector<std::pair<std::string,CFunctionList<void()> > > pom;
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pom.push_back(std::pair<std::string,CFunctionList<void()> >("IOKAY.DEF",0));
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CInfoWindow * temp = new CInfoWindow(text,playerID,32,components,pom);
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CInfoWindow * temp = new CInfoWindow(text,playerID,36,components,pom);
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if(makingTurn && curint)
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{
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@ -2409,7 +2409,7 @@ void CPlayerInterface::showInfoDialog(const std::string &text, const std::vector
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dialogs.push_back(temp);
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}
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}
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void CPlayerInterface::showYesNoDialog(std::string &text, const std::vector<SComponent*> & components, CFunctionList<void()> onYes, CFunctionList<void()> onNo, bool deactivateCur, bool DelComps)
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void CPlayerInterface::showYesNoDialog(const std::string &text, const std::vector<SComponent*> & components, CFunctionList<void()> onYes, CFunctionList<void()> onNo, bool deactivateCur, bool DelComps)
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{
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boost::unique_lock<boost::recursive_mutex> un(*pim);
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LOCPLINT->showingDialog->setn(true);
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@ -2418,7 +2418,7 @@ void CPlayerInterface::showYesNoDialog(std::string &text, const std::vector<SCom
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std::vector<std::pair<std::string,CFunctionList<void()> > > pom;
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pom.push_back(std::pair<std::string,CFunctionList<void()> >("IOKAY.DEF",0));
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pom.push_back(std::pair<std::string,CFunctionList<void()> >("ICANCEL.DEF",0));
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CInfoWindow * temp = new CInfoWindow(text,playerID,32,components,pom);
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CInfoWindow * temp = new CInfoWindow(text,playerID,36,components,pom);
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temp->delComps = DelComps;
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for(int i=0;i<onYes.funcs.size();i++)
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temp->buttons[0]->callback += onYes.funcs[i];
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@ -2433,7 +2433,7 @@ void CPlayerInterface::showYesNoDialog(std::string &text, const std::vector<SCom
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LOCPLINT->objsToBlit.push_back(temp);
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}
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void CPlayerInterface::showYesNoDialog( std::string &text, const std::vector<Component*> &components, ui32 askID )
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void CPlayerInterface::showYesNoDialog(const std::string &text, const std::vector<Component*> &components, ui32 askID )
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{
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boost::unique_lock<boost::recursive_mutex> un(*pim);
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LOCPLINT->showingDialog->setn(false);
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@ -2446,7 +2446,7 @@ void CPlayerInterface::showYesNoDialog( std::string &text, const std::vector<Com
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pom.push_back(std::pair<std::string,CFunctionList<void()> >("IOKAY.DEF",0));
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pom.push_back(std::pair<std::string,CFunctionList<void()> >("ICANCEL.DEF",0));
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CInfoWindow * temp = new CInfoWindow(text,playerID,32,intComps,pom);
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CInfoWindow * temp = new CInfoWindow(text,playerID,36,intComps,pom);
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temp->buttons[0]->callback += boost::bind(&IActivable::activate,curint);
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temp->buttons[1]->callback += boost::bind(&IActivable::activate,curint);
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temp->buttons[0]->callback += boost::bind(&CCallback::selectionMade,cb,0,askID);
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@ -539,8 +539,8 @@ public:
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void heroVisitsTown(const CGHeroInstance* hero, const CGTownInstance * town);
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void receivedResource(int type, int val);
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void showInfoDialog(const std::string &text, const std::vector<Component*> &components);
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void showSelDialog(std::string &text, const std::vector<Component*> &components, ui32 askID);
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void showYesNoDialog(std::string &text, const std::vector<Component*> &components, ui32 askID);
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void showSelDialog(const std::string &text, const std::vector<Component*> &components, ui32 askID);
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void showYesNoDialog(const std::string &text, const std::vector<Component*> &components, ui32 askID);
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void tileHidden(const std::set<int3> &pos);
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void tileRevealed(const std::set<int3> &pos);
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void yourTurn();
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@ -557,7 +557,7 @@ public:
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void battleEnd(BattleResult *br); //end of battle
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void battleResultQuited();
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void battleNewRound(int round); //called at the beggining of each turn, round=-1 is the tactic phase, round=0 is the first "normal" turn
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void battleStackMoved(int ID, int dest, int distance);
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void battleStackMoved(int ID, int dest, int distance, bool end);
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void battleSpellCasted(SpellCasted *sc);
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void battleStacksEffectsSet(SetStackEffect & sse); //called when a specific effect is set to stacks
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void battleStacksAttacked(std::set<BattleStackAttacked> & bsa);
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@ -581,7 +581,7 @@ public:
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int3 repairScreenPos(int3 pos); //returns position closest to pos we can center screen on
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void removeObjToBlit(IShowable* obj);
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void showInfoDialog(const std::string &text, const std::vector<SComponent*> & components, bool deactivateCur=true);
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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
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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
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bool moveHero(const CGHeroInstance *h, CPath * path);
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CPlayerInterface(int Player, int serial);//c-tor
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@ -330,8 +330,8 @@ void BattleResult::applyFirstCl( CClient *cl )
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void BattleStackMoved::applyFirstCl( CClient *cl )
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{
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INTERFACE_CALL_IF_PRESENT(GS(cl)->curB->side1,battleStackMoved,stack,tile,distance);
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INTERFACE_CALL_IF_PRESENT(GS(cl)->curB->side2,battleStackMoved,stack,tile,distance);
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INTERFACE_CALL_IF_PRESENT(GS(cl)->curB->side1,battleStackMoved,stack,tile,distance,ending);
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INTERFACE_CALL_IF_PRESENT(GS(cl)->curB->side2,battleStackMoved,stack,tile,distance,ending);
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}
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void BattleStackAttacked::applyCl( CClient *cl )
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@ -464,8 +464,9 @@ void CCreatureHandler::loadCreatures()
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creatures[47].abilities += MULTI_HEAD_ATTACK; //cerberus
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creatures[88].abilities += TWICE_ATTACK; //wolf raider
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creatures[87].abilities += TWICE_ATTACK; //wolf raider
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creatures[147].abilities += NOT_ACTIVE; //First Aid Tent //TODO: remove when support is added
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creatures[148].abilities += NOT_ACTIVE; //Ammo Cart
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}
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@ -647,13 +647,14 @@ struct BattleResult : public CPackForClient//3003
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struct BattleStackMoved : public CPackForClient//3004
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{
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ui32 stack, tile, distance;
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ui32 stack, tile;
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ui8 ending, distance;
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BattleStackMoved(){type = 3004;};
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void applyFirstCl(CClient *cl);
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void applyGs(CGameState *gs);
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template <typename Handler> void serialize(Handler &h, const int version)
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{
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h & stack & tile & distance;
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h & stack & tile & ending & distance;
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}
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};
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9
map.cpp
9
map.cpp
@ -1041,15 +1041,6 @@ void Mapa::readHeader( unsigned char * bufor, int &i)
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for (int zz=0; zz<lenbuf; zz++)
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disposedHeroes[g].name+=bufor[i++];
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disposedHeroes[g].players = bufor[i++];
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//int players = bufor[i++];
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//for(int zz=0;zz<8;zz++)
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//{
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// int por = (1<<zz);
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// if(players & por)
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// disposedHeroes[g].players[zz] = true;
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// else
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// disposedHeroes[g].players[zz] = false;
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//}
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}
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}
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@ -114,17 +114,7 @@ void giveExp(BattleResult &r)
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r.exp[r.winner] += VLC->creh->creatures[i->first].hitPoints * i->second;
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}
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}
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//bool CGameState::checkFunc(int obid, std::string name)
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//{
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// if (objscr.find(obid)!=objscr.end())
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// {
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// if(objscr[obid].find(name)!=objscr[obid].end())
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// {
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// return true;
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// }
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// }
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// return false;
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//}
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PlayerStatus PlayerStatuses::operator[](ui8 player)
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{
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boost::unique_lock<boost::mutex> l(mx);
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@ -205,15 +195,7 @@ void PlayerStatuses::removeQuery(ui8 player, ui32 id)
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}
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cv.notify_all();
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}
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//void CGameHandler::handleCPPObjS(std::map<int,CCPPObjectScript*> * mapa, CCPPObjectScript * script)
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//{
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// std::vector<int> tempv = script->yourObjects();
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// for (unsigned i=0;i<tempv.size();i++)
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// {
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// (*mapa)[tempv[i]]=script;
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// }
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// cppscripts.insert(script);
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//}
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template <typename T>
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void callWith(std::vector<T> args, boost::function<void(T)> fun, ui32 which)
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{
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@ -387,6 +369,7 @@ void CGameHandler::startBattle(CCreatureSet army1, CCreatureSet army2, int3 tile
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askInterfaceForMove:
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//ask interface and wait for answer
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if(!battleResult.get())
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{
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BattleSetActiveStack sas;
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sas.stack = next->ID;
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@ -396,6 +379,11 @@ askInterfaceForMove:
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battleMadeAction.cond.wait(lock);
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battleMadeAction.data = false;
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}
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else
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{
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break;
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}
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//we're after action, all results applied
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checkForBattleEnd(stacks); //check if this action ended the battle
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@ -571,6 +559,7 @@ void CGameHandler::moveStack(int stack, int dest)
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sm.stack = curStack->ID;
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sm.tile = path.first[0];
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sm.distance = path.second;
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sm.ending = true;
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sendAndApply(&sm);
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}
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}
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@ -584,6 +573,7 @@ void CGameHandler::moveStack(int stack, int dest)
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sm.stack = curStack->ID;
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sm.tile = path.first[v];
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sm.distance = path.second;
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sm.ending = v==tilesToMove;
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sendAndApply(&sm);
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}
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}
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@ -610,32 +600,6 @@ void CGameHandler::init(StartInfo *si, int Seed)
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gs->init(si,map,Seed);
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tlog0 << "Gamestate initialized!" << std::endl;
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/****************************LUA OBJECT SCRIPTS************************************************/
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//std::vector<std::string> * lf = CLuaHandler::searchForScripts("scripts/lua/objects"); //files
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//for (int i=0; i<lf->size(); i++)
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//{
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// try
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// {
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// std::vector<std::string> * temp = CLuaHandler::functionList((*lf)[i]);
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// CLuaObjectScript * objs = new CLuaObjectScript((*lf)[i]);
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// CLuaCallback::registerFuncs(objs->is);
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// //objs
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// for (int j=0; j<temp->size(); j++)
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// {
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// int obid ; //obj ID
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// int dspos = (*temp)[j].find_first_of('_');
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// obid = atoi((*temp)[j].substr(dspos+1,(*temp)[j].size()-dspos-1).c_str());
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// std::string fname = (*temp)[j].substr(0,dspos);
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// if (skrypty->find(obid)==skrypty->end())
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// skrypty->insert(std::pair<int, std::map<std::string, CObjectScript*> >(obid,std::map<std::string,CObjectScript*>()));
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// (*skrypty)[obid].insert(std::pair<std::string, CObjectScript*>(fname,objs));
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// }
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// delete temp;
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// }HANDLE_EXCEPTION
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//}
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//delete lf;
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for(std::map<ui8,PlayerState>::iterator i = gs->players.begin(); i != gs->players.end(); i++)
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states.addPlayer(i->first);
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}
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@ -768,42 +732,6 @@ void CGameHandler::run(bool resume)
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boost::thread(boost::bind(&CGameHandler::handleConnection,this,pom,boost::ref(**i)));
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}
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/****************************SCRIPTS************************************************/
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//std::map<int, std::map<std::string, CObjectScript*> > * skrypty = &objscr; //alias for easier access
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/****************************C++ OBJECT SCRIPTS************************************************/
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//std::map<int,CCPPObjectScript*> scripts;
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//CScriptCallback * csc = new CScriptCallback();
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//csc->gh = this;
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//handleCPPObjS(&scripts,new CVisitableOPH(csc));
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//handleCPPObjS(&scripts,new CVisitableOPW(csc));
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//handleCPPObjS(&scripts,new CPickable(csc));
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//handleCPPObjS(&scripts,new CMines(csc));
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//handleCPPObjS(&scripts,new CTownScript(csc));
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//handleCPPObjS(&scripts,new CHeroScript(csc));
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//handleCPPObjS(&scripts,new CMonsterS(csc));
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//handleCPPObjS(&scripts,new CCreatureGen(csc));
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//handleCPPObjS(&scripts,new CTeleports(csc));
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/****************************INITIALIZING OBJECT SCRIPTS************************************************/
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//std::string temps("newObject");
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//for (unsigned i=0; i<gs->map->objects.size(); i++)
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//{
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//c++ scripts
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//if (scripts.find(gs->map->objects[i]->ID) != scripts.end())
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//{
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// gs->map->objects[i]->state = scripts[gs->map->objects[i]->ID];
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// gs->map->objects[i]->state->newObject(gs->map->objects[i]->id);
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//}
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//else
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//{
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// gs->map->objects[i]->state = NULL;
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//}
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//// lua scripts
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//if(checkFunc(map->objects[i]->ID,temps))
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// (*skrypty)[map->objects[i]->ID][temps]->newObject(map->objects[i]);
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//}
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while (!end2)
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{
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if(!resume)
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@ -1450,6 +1378,7 @@ void CGameHandler::ask( Query * sel, ui8 player, const CFunctionList<void(ui32)>
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void CGameHandler::sendToAllClients( CPackForClient * info )
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{
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tlog5 << "Sending to all clients a package of type " << typeid(*info).name() << std::endl;
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for(std::set<CConnection*>::iterator i=conns.begin(); i!=conns.end();i++)
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{
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(*i)->wmx->lock();
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