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mirror of https://github.com/vcmi/vcmi.git synced 2024-12-24 22:14:36 +02:00

Various fixes and improvements, mostly for r1093

This commit is contained in:
Michał W. Urbańczyk 2009-08-13 01:03:11 +00:00
parent 69217ff217
commit 2af6d85c23
11 changed files with 116 additions and 111 deletions

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@ -76,7 +76,7 @@ public:
virtual void heroCreated(const CGHeroInstance*){};
virtual void heroGotLevel(const CGHeroInstance *hero, int pskill, std::vector<ui16> &skills, boost::function<void(ui32)> &callback)=0; //pskill is gained primary skill, interface has to choose one of given skills and call callback with selection id
virtual void heroInGarrisonChange(const CGTownInstance *town){};
virtual void heroKilled(const CGHeroInstance*){};
//virtual void heroKilled(const CGHeroInstance*){};
virtual void heroMoved(const TryMoveHero & details){};
virtual void heroPrimarySkillChanged(const CGHeroInstance * hero, int which, int val){};
virtual void heroManaPointsChanged(const CGHeroInstance * hero){} //not called at the beginning of turn and after spell casts
@ -93,7 +93,7 @@ public:
virtual void tileRevealed(const std::set<int3> &pos){};
virtual void newObject(const CGObjectInstance * obj){}; //eg. ship built in shipyard
virtual void yourTurn(){};
virtual void centerView (int3 pos){};
virtual void centerView (int3 pos, int focusTime){};
virtual void availableCreaturesChanged(const CGDwelling *town){};
virtual void heroBonusChanged(const CGHeroInstance *hero, const HeroBonus &bonus, bool gain){};//if gain hero received bonus, else he lost it
virtual void requestRealized(PackageApplied *pa){};

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@ -1463,6 +1463,8 @@ void CAdvMapInt::activate()
}
screenBuf = screen;
LOCPLINT->statusbar = &statusbar;
activateMouseMove();
kingOverview.activate();
underground.activate();
questlog.activate();
@ -1483,7 +1485,9 @@ void CAdvMapInt::activate()
}
void CAdvMapInt::deactivate()
{
deactivateMouseMove();
scrollingDir = 0;
CGI->curh->changeGraphic(0,0);
kingOverview.deactivate();
underground.deactivate();

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@ -1545,9 +1545,20 @@ void CPlayerInterface::newObject( const CGObjectInstance * obj )
}
}
void CPlayerInterface::centerView (int3 pos)
void CPlayerInterface::centerView (int3 pos, int focusTime)
{
LOCPLINT->adventureInt->centerOn (pos);
if(focusTime)
{
bool activeAdv = (GH.topInt() == adventureInt && adventureInt->active);
if(activeAdv)
adventureInt->deactivate();
SDL_Delay(focusTime);
if(activeAdv)
adventureInt->activate();
}
}
void CPlayerInterface::objectRemoved( const CGObjectInstance *obj )

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@ -157,7 +157,7 @@ public:
void heroBonusChanged(const CGHeroInstance *hero, const HeroBonus &bonus, bool gain);//if gain hero received bonus, else he lost it
void requestRealized(PackageApplied *pa);
void heroExchangeStarted(si32 hero1, si32 hero2);
void centerView (int3 pos);
void centerView (int3 pos, int focusTime);
void objectPropertyChanged(const SetObjectProperty * sop);
void objectRemoved(const CGObjectInstance *obj);
void serialize(COSer<CSaveFile> &h, const int version); //saving

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@ -552,13 +552,7 @@ void OpenWindow::applyCl(CClient *cl)
void CenterView::applyCl(CClient *cl)
{
int3 pos = (cl->getObj(id))->pos;
INTERFACE_CALL_IF_PRESENT (player, centerView, pos);
}
void TakeYourTime::applyCl(CClient *cl)
{
SDL_Delay(time);
INTERFACE_CALL_IF_PRESENT (player, centerView, pos, focusTime);
}
void NewObject::applyCl(CClient *cl)

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@ -404,14 +404,14 @@ ui64 CHeroHandler::reqExp(unsigned int level)
}
else
{
ui64 exp = expPerLevel[expPerLevel.size()-1];
level-=(expPerLevel.size()-1);
while(level>0)
{
--level;
exp*=1.2;
}
return exp;
//ui64 exp = expPerLevel[expPerLevel.size()-1];
//level-=(expPerLevel.size()-1);
//while(level>0)
//{
// --level;
// exp*=1.2;
//}
//return exp;
return reqExp(level - 1) + (reqExp(level - 1) - reqExp(level - 2)) * 1.2; //inefficient but follows exactly H3 values
}
}

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@ -39,24 +39,8 @@ DLL_EXPORT void loadToIt(std::string &dest, std::string &src, int &iter, int mod
extern CLodHandler * bitmaph;
extern boost::rand48 ran;
std::map <ui8, std::set <ui8> > CGKeys::playerKeyMap;
std::map <si32, std::vector<CGMagi> > CGMagi::eyelist;
std::map <ui32, std::vector <BankConfig> > banksInfo; //[index][preset], TODO: load it
std::map <si32, std::vector<si32> > CGMagi::eyelist;
struct BankConfig
{
BankConfig() {chance = upgradeChance = combatValue = value = rewardDifficulty = easiest = 0; };
//std::string name;
ui8 chance;
ui8 upgradeChance;
std::vector< std::pair <ui16, ui32> > guards;
ui32 combatValue;
std::map<ui8, si32> resources;
std::vector< std::pair <ui16, ui32> > creatures;
std::map<ui8, ui16> artifacts;
ui32 value;
ui32 rewardDifficulty; //?
ui16 easiest; //?
};
void IObjectInterface::onHeroVisit(const CGHeroInstance * h) const
{};
@ -92,22 +76,25 @@ bool CPlayersVisited::hasVisited( ui8 player ) const
void CObjectHandler::loadObjects()
{
tlog5 << "\t\tReading cregens \n";
cregens.resize(110); //TODO: hardcoded value - change
for(size_t i=0; i < cregens.size(); ++i)
{
cregens[i]=-1;
tlog5 << "\t\tReading cregens \n";
cregens.resize(110); //TODO: hardcoded value - change
for(size_t i=0; i < cregens.size(); ++i)
{
cregens[i]=-1;
}
std::ifstream ifs("config/cregens.txt");
while(!ifs.eof())
{
int dw, cr;
ifs >> dw >> cr;
cregens[dw]=cr;
}
tlog5 << "\t\tDone loading objects!\n";
}
std::ifstream ifs("config/cregens.txt");
while(!ifs.eof())
{
int dw, cr;
ifs >> dw >> cr;
cregens[dw]=cr;
}
ifs.close();
ifs.clear();
tlog5 << "\t\tDone loading objects!\n";
std::string banksConfig = bitmaph->getTextFile("ZCRBANK.TXT");
//TODO: parse to banksInfo
}
int CGObjectInstance::getOwner() const
{
@ -3429,6 +3416,16 @@ void CGOnceVisitable::searchTomb(const CGHeroInstance *h, ui32 accept) const
iw.text.addReplacement(MetaString::ART_NAMES, bonusType);
cb->giveHeroArtifact(bonusType,h->id,-2);
}
if(!h->getBonus(HeroBonus::OBJECT,ID)) //we don't have modifier from this object yet
{
//ruin morale
GiveBonus gb;
gb.hid = h->id;
gb.bonus = HeroBonus(HeroBonus::ONE_BATTLE,HeroBonus::MORALE,HeroBonus::OBJECT,-3,id,"");
gb.bdescr.addTxt(MetaString::ARRAY_TXT,104); //Warrior Tomb Visited -3
cb->giveHeroBonus(&gb);
}
}
}
@ -3458,9 +3455,9 @@ void CBank::reset()
int val1 = ran()%100;
int chance = 0;
for (ui8 i = 1; i <= banksInfo[index].size(); i++)
for (ui8 i = 1; i <= VLC->objh->banksInfo[index].size(); i++)
{
if (val1 < (chance += banksInfo[index][i].chance))
if (val1 < (chance += VLC->objh->banksInfo[index][i].chance))
cb->setObjProperty (id, 13, i);
}
artifacts.clear();
@ -3482,7 +3479,7 @@ void CBank::setPropertyDer (ui8 what, ui32 val)
multiplier *= ((float)val)/100;
break;
case 13: //bank preset
bc = &banksInfo[index][val];
bc = &VLC->objh->banksInfo[index][val];
break;
case 18: //Artifacts
{
@ -3752,7 +3749,7 @@ void CGMagi::initObj()
if (ID == 27)
{
blockVisit = true;
eyelist[subID].push_back (*this);
eyelist[subID].push_back(id);
}
}
void CGMagi::onHeroVisit(const CGHeroInstance * h) const
@ -3770,18 +3767,18 @@ void CGMagi::onHeroVisit(const CGHeroInstance * h) const
cb->showInfoDialog(&iw);
fw.mode = 1;
TakeYourTime tyt;
std::vector<CGMagi>::iterator it;
for (it = eyelist[subID].begin() ; it < eyelist[subID].end(); it++)
{
cb->getTilesInRange (fw.tiles, it->pos, 5, h->tempOwner, 1);
std::vector<si32>::iterator it;
for (it = eyelist[subID].begin(); it < eyelist[subID].end(); it++)
{
const CGObjectInstance *eye = cb->getObj(*it);
cb->getTilesInRange (fw.tiles, eye->pos, 5, h->tempOwner, 1);
cb->sendAndApply(&fw);
cv.id = it->id;
cv.pos = eye->pos;
cv.focusTime = 2000;
cb->sendAndApply(&cv);
tyt.time = 2000;
cb->sendAndApply(&tyt);
}
cv.id = h->id;
cv.pos = h->getPosition(false);
cb->sendAndApply(&cv);
}
else if (ID == 27)

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@ -879,24 +879,10 @@ public:
void onHeroVisit(const CGHeroInstance * h) const;
};
class DLL_EXPORT CObjectHandler
{
public:
std::vector<si32> cregens; //type 17. dwelling subid -> creature ID
void loadObjects();
template <typename Handler> void serialize(Handler &h, const int version)
{
h & cregens;
}
};
class DLL_EXPORT CGMagi : public CGObjectInstance
{
public:
static std::map <si32, std::vector<CGMagi> > eyelist; //[subID][id], supports multiple sets as in H5
static std::map <si32, std::vector<si32> > eyelist; //[subID][id], supports multiple sets as in H5
void initObj();
void onHeroVisit(const CGHeroInstance * h) const;
@ -906,4 +892,44 @@ public:
h & static_cast<CGObjectInstance&>(*this);
}
};
struct BankConfig
{
BankConfig() {chance = upgradeChance = combatValue = value = rewardDifficulty = easiest = 0; };
//std::string name;
ui8 chance;
ui8 upgradeChance;
std::vector< std::pair <ui16, ui32> > guards;
ui32 combatValue;
std::map<ui8, si32> resources;
std::vector< std::pair <ui16, ui32> > creatures;
std::map<ui8, ui16> artifacts;
ui32 value;
ui32 rewardDifficulty; //?
ui16 easiest; //?
template <typename Handler> void serialize(Handler &h, const int version)
{
h & chance & upgradeChance & guards & combatValue & resources & creatures & artifacts
& value & rewardDifficulty & easiest;
}
};
class DLL_EXPORT CObjectHandler
{
public:
std::vector<si32> cregens; //type 17. dwelling subid -> creature ID
std::map <ui32, std::vector <BankConfig> > banksInfo; //[index][preset], TODO: load it
void loadObjects();
template <typename Handler> void serialize(Handler &h, const int version)
{
h & cregens & banksInfo;
}
};
#endif // __COBJECTHANDLER_H__

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@ -1296,35 +1296,18 @@ struct SetSelection : public CPackForClient, public CPackForServer //514
}
};
struct TakeYourTime : public CPackForClient//515
struct CenterView : public CPackForClient//515
{
TakeYourTime(){CPackForClient::type = 515;};
DLL_EXPORT void applyGs(CGameState *gs);
CenterView(){CPackForClient::type = 515;};
void applyCl(CClient *cl);
bool applyGh(CGameHandler *gh);
ui8 player;
ui32 time;
int3 pos;
ui32 focusTime; //ms
template <typename Handler> void serialize(Handler &h, const int version)
{
h & time & player;
}
};
struct CenterView : public CPackForClient//516
{
CenterView(){CPackForClient::type = 516;};
DLL_EXPORT void applyGs(CGameState *gs);
void applyCl(CClient *cl);
bool applyGh(CGameHandler *gh);
ui8 player;
si32 id;
template <typename Handler> void serialize(Handler &h, const int version)
{
h & id & player;
h & pos & player & focusTime;
}
};

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@ -1004,13 +1004,4 @@ DLL_EXPORT void YourTurn::applyGs( CGameState *gs )
DLL_EXPORT void SetSelection::applyGs( CGameState *gs )
{
gs->getPlayer(player)->currentSelection = id;
}
DLL_EXPORT void CenterView::applyGs( CGameState *gs )
{
gs->getPlayer(player)->currentSelection = id;
}
DLL_EXPORT void TakeYourTime::applyGs( CGameState *gs )
{
}
}

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@ -110,7 +110,6 @@ void registerTypes2(Serializer &s)
s.template registerType<SaveGame>();
s.template registerType<SetSelection>();
s.template registerType<PlayerMessage>();
s.template registerType<TakeYourTime>();
s.template registerType<CenterView>();
}