mirror of
https://github.com/vcmi/vcmi.git
synced 2024-12-24 22:14:36 +02:00
Added some kind of simple chatting functionality through console. Implemented several WoG cheats equivalents:
* woggaladriel -> vcmiainur * wogoliphaunt -> vcminoldor * wogshadowfax -> vcminahar * wogeyeofsauron -> vcmieagles * wogisengard -> vcmiformenos * wogsaruman -> vcmiistari * wogpathofthedead -> vcmiangband Minor changes.
This commit is contained in:
parent
9a8e009862
commit
2d01e00284
@ -272,7 +272,7 @@ void CMinimap::deactivate()
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ClickableR::deactivate();
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Hoverable::deactivate();
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}
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void CMinimap::showTile(int3 pos)
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void CMinimap::showTile(const int3 &pos)
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{
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int mw = map[0]->w, mh = map[0]->h;
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double wo = ((double)mw)/CGI->mh->sizes.x, ho = ((double)mh)/CGI->mh->sizes.y;
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@ -282,11 +282,10 @@ void CMinimap::showTile(int3 pos)
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{
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if ((pos.x*wo+ii<this->pos.w) && (pos.y*ho+jj<this->pos.h))
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CSDL_Ext::SDL_PutPixel(FoW[pos.z],pos.x*wo+ii,pos.y*ho+jj,0,0,0,0,0);
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}
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}
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}
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void CMinimap::hideTile(int3 pos)
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void CMinimap::hideTile(const int3 &pos)
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{
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}
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CTerrainRect::CTerrainRect():currentPath(NULL)
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@ -1331,6 +1330,7 @@ int3 CAdvMapInt::verifyPos(int3 ver)
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void CAdvMapInt::select(const CArmedInstance *sel )
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{
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LOCPLINT->cb->setSelection(sel);
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centerOn(sel->pos);
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selection = sel;
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if(sel->ID==98)
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@ -37,8 +37,8 @@ public:
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void mouseMoved (const SDL_MouseMotionEvent & sEvent);
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void activate(); // makes button active
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void deactivate(); // makes button inactive (but don't deletes)
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void hideTile(int3 pos); //puts FoW
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void showTile(int3 pos); //removes FoW
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void hideTile(const int3 &pos); //puts FoW
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void showTile(const int3 &pos); //removes FoW
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};
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class CTerrainRect
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: public ClickableL, public ClickableR, public Hoverable, public virtual CIntObject, public KeyInterested,
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@ -623,3 +623,8 @@ void CCallback::setFormation(const CGHeroInstance * hero, bool tight)
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const_cast<CGHeroInstance*>(hero)->army.formation = tight;
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*cl->serv << ui16(512) << hero->id << ui8(tight);
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}
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void CCallback::setSelection(const CArmedInstance * obj)
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{
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*cl->serv << ui16(514) << obj->id;
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}
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@ -43,6 +43,7 @@ public:
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virtual void buyArtifact(const CGHeroInstance *hero, int aid)=0; //used to buy artifacts in towns (including spell book in the guild and war machines in blacksmith)
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virtual void trade(int mode, int id1, int id2, int val1)=0; //mode==0: sell val1 units of id1 resource for id2 resiurce
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virtual void setFormation(const CGHeroInstance * hero, bool tight)=0;
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virtual void setSelection(const CArmedInstance * obj)=0;
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//get info
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virtual bool verifyPath(CPath * path, bool blockSea)const =0;
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@ -125,6 +126,7 @@ public:
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void buyArtifact(const CGHeroInstance *hero, int aid);
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void trade(int mode, int id1, int id2, int val1);
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void setFormation(const CGHeroInstance * hero, bool tight);
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void setSelection(const CArmedInstance * obj);
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//get info
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bool verifyPath(CPath * path, bool blockSea) const;
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@ -55,14 +55,16 @@ public:
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virtual void heroKilled(const CGHeroInstance*){};
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virtual void heroMoved(const HeroMoveDetails & details){};
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virtual void heroPrimarySkillChanged(const CGHeroInstance * hero, int which, int val){};
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virtual void heroManaPointsChanged(const CGHeroInstance * hero){} //not called at the beginning of turn and after spell casts
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virtual void heroMovePointsChanged(const CGHeroInstance * hero){} //not called at the beginning of turn and after movement
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virtual void heroVisitsTown(const CGHeroInstance* hero, const CGTownInstance * town){};
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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(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 tileHidden(int3 pos){};
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virtual void tileRevealed(int3 pos){};
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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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virtual void availableCreaturesChanged(const CGTownInstance *town){};
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@ -407,6 +407,27 @@ void CGameState::applyNL(IPack * pack)
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hero->spells.erase(sid);
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break;
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}
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case 110:
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{
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SetMana *rh = static_cast<SetMana*>(pack);
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CGHeroInstance *hero = getHero(rh->hid);
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hero->mana = rh->val;
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break;
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}
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case 111:
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{
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SetMovePoints *rh = static_cast<SetMovePoints*>(pack);
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CGHeroInstance *hero = getHero(rh->hid);
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hero->movement = rh->val;
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break;
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}
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case 112:
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{
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FoWChange *rh = static_cast<FoWChange*>(pack);
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BOOST_FOREACH(int3 t, rh->tiles)
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players[rh->player].fogOfWarMap[t.x][t.y][t.z] = rh->mode;
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break;
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}
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case 500:
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{
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RemoveObject *rh = static_cast<RemoveObject*>(pack);
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@ -42,11 +42,12 @@ struct DLL_EXPORT PlayerState
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{
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public:
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ui8 color, serial;
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ui32 currentSelection; //id of hero/town, 0xffffffff if none
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std::vector<std::vector<std::vector<ui8> > > fogOfWarMap; //true - visible, false - hidden
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std::vector<si32> resources;
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std::vector<CGHeroInstance *> heroes;
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std::vector<CGTownInstance *> towns;
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PlayerState():color(-1){};
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PlayerState():color(-1),currentSelection(0xffffffff){};
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};
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struct DLL_EXPORT BattleInfo
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12
CMT.cpp
12
CMT.cpp
@ -52,13 +52,14 @@ std::queue<SDL_Event> events;
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boost::mutex eventsM;
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TTF_Font * TNRB16, *TNR, *GEOR13, *GEORXX, *GEORM, *GEOR16;
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namespace intpr = boost::interprocess;
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void processCommand(const std::string &message);
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void processCommand(const std::string &message, CClient *&client);
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#ifndef __GNUC__
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int _tmain(int argc, _TCHAR* argv[])
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#else
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int main(int argc, char** argv)
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#endif
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{
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CClient *client = NULL;
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boost::thread *console = NULL;
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if(argc>2)
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{
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@ -68,7 +69,7 @@ int main(int argc, char** argv)
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{
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logfile = new std::ofstream("VCMI_Client_log.txt");
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::console = new CConsoleHandler;
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*::console->cb = &processCommand;
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*::console->cb = boost::bind(processCommand,_1,boost::ref(client));
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console = new boost::thread(boost::bind(&CConsoleHandler::run,::console));
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}
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tlog0 << "\tConsole and logifle ready!" << std::endl;
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@ -212,6 +213,7 @@ int main(int argc, char** argv)
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}
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THC tlog0<<"\tConnecting to the server: "<<tmh.getDif()<<std::endl;
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CClient cl(c,options);
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client = &cl;
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boost::thread t(boost::bind(&CClient::run,&cl));
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SDL_Event ev;
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while(1) //main SDL events loop
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@ -239,7 +241,7 @@ int main(int argc, char** argv)
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}
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}
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void processCommand(const std::string &message)
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void processCommand(const std::string &message, CClient *&client)
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{
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std::istringstream readed;
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readed.str(message);
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@ -295,4 +297,8 @@ void processCommand(const std::string &message)
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}
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tlog0<<"\rExtracting done :)\n";
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}
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else if(client && client->serv && client->serv->connected) //send to server
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{
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*client->serv << ui16(513) << message;
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}
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}
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@ -37,6 +37,12 @@
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#include <cmath>
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#include <queue>
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#include <sstream>
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#ifdef min
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#undef min
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#endif
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#ifdef max
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#undef max
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#endif
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using namespace boost::assign;
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using namespace CSDL_Ext;
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@ -1905,11 +1911,24 @@ void CPlayerInterface::heroPrimarySkillChanged(const CGHeroInstance * hero, int
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adventureInt->infoBar.draw();
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return;
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}
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void CPlayerInterface::heroManaPointsChanged(const CGHeroInstance * hero)
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{
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boost::unique_lock<boost::recursive_mutex> un(*pim);
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SDL_FreeSurface(graphics->heroWins[hero->subID]);//TODO: moznaby zmieniac jedynie fragment bitmapy zwiazany z dana umiejetnoscia
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graphics->heroWins[hero->subID] = infoWin(hero); //a nie przerysowywac calosc. Troche roboty, obecnie chyba nie wartej swieczki.
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if (adventureInt->selection == hero)
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adventureInt->infoBar.draw();
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}
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void CPlayerInterface::heroMovePointsChanged(const CGHeroInstance * hero)
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{
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boost::unique_lock<boost::recursive_mutex> un(*pim);
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if(adventureInt == curint)
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adventureInt->heroList.draw();
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}
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void CPlayerInterface::receivedResource(int type, int val)
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{
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boost::unique_lock<boost::recursive_mutex> un(*pim);
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if(!curint->subInt)
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if(curint==adventureInt || curint==castleInt)
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adventureInt->resdatabar.draw();
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}
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@ -1987,8 +2006,8 @@ void CPlayerInterface::garrisonChanged(const CGObjectInstance * obj)
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SDL_FreeSurface(graphics->heroWins[hh->subID]);
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graphics->heroWins[hh->subID] = infoWin(hh);
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}
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CHeroWindow * hw = dynamic_cast<CHeroWindow *>(curint->subInt);
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if(hw)
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CHeroWindow * hw = adventureInt->heroWindow;
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if(hw == curint->subInt)
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{
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hw->garInt->recreateSlots();
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hw->garInt->show();
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@ -2019,6 +2038,8 @@ void CPlayerInterface::garrisonChanged(const CGObjectInstance * obj)
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LOCPLINT->castleInt->garr->recreateSlots();
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}
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}
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if(curint == adventureInt)
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adventureInt->infoBar.draw();
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}
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void CPlayerInterface::buildChanged(const CGTownInstance *town, int buildingID, int what) //what: 1 - built, 2 - demolished
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{
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@ -2068,23 +2089,25 @@ void CPlayerInterface::battleNewRound(int round) //called at the beggining of ea
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void CPlayerInterface::actionStarted(const BattleAction* action)
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{
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boost::unique_lock<boost::recursive_mutex> un(*pim);
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curAction = action;
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if((action->actionType==2 || (action->actionType==6 && action->destinationTile!=cb->battleGetPos(action->stackNumber)))
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&& battleInt->creAnims[action->stackNumber]->framesInGroup(20)
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)
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{
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battleInt->creAnims[action->stackNumber]->setType(20);
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if((action->actionType==2 || (action->actionType==6 && action->destinationTile!=cb->battleGetPos(action->stackNumber)))) //deactivating interface when move is started
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}
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//if((action->actionType==2 || (action->actionType==6 && action->destinationTile!=cb->battleGetPos(action->stackNumber)))) //deactivating interface when move is started
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{
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battleInt->deactivate();
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}
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}
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}
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void CPlayerInterface::actionFinished(const BattleAction* action)
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{
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boost::unique_lock<boost::recursive_mutex> un(*pim);
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curAction = NULL;
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if((action->actionType==2 || (action->actionType==6 && action->destinationTile!=cb->battleGetPos(action->stackNumber)))) //activating interface when move is finished
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//if((action->actionType==2 || (action->actionType==6 && action->destinationTile!=cb->battleGetPos(action->stackNumber)))) //activating interface when move is finished
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{
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battleInt->activate();
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}
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@ -2238,15 +2261,21 @@ void CPlayerInterface::removeObjToBlit(IShowable* obj)
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(std::find(objsToBlit.begin(),objsToBlit.end(),obj));
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//delete obj;
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}
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void CPlayerInterface::tileRevealed(int3 pos)
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void CPlayerInterface::tileRevealed(const std::set<int3> &pos)
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{
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boost::unique_lock<boost::recursive_mutex> un(*pim);
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adventureInt->minimap.showTile(pos);
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for(std::set<int3>::const_iterator i=pos.begin(); i!=pos.end();i++)
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adventureInt->minimap.showTile(*i);
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if(curint == adventureInt)
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adventureInt->minimap.draw();
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}
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void CPlayerInterface::tileHidden(int3 pos)
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void CPlayerInterface::tileHidden(const std::set<int3> &pos)
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{
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boost::unique_lock<boost::recursive_mutex> un(*pim);
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adventureInt->minimap.hideTile(pos);
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for(std::set<int3>::const_iterator i=pos.begin(); i!=pos.end();i++)
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adventureInt->minimap.hideTile(*i);
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if(curint == adventureInt)
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adventureInt->minimap.draw();
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}
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void CPlayerInterface::openHeroWindow(const CGHeroInstance *hero)
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{
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@ -2440,8 +2469,8 @@ void CHeroList::select(int which)
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LOCPLINT->adventureInt->terrain.currentPath = items[which].second;
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draw();
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LOCPLINT->adventureInt->townList.draw();
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LOCPLINT->adventureInt->infoBar.draw(NULL);
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LOCPLINT->cb->setSelection(items[which].first);
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}
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void CHeroList::clickLeft(tribool down)
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{
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@ -2592,7 +2621,7 @@ void CHeroList::updateMove(const CGHeroInstance* which) //draws move points bar
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{
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int ser = LOCPLINT->cb->getHeroSerial(which);
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ser -= from;
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int pom = (which->movement)/100;
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int pom = std::min((which->movement)/100,(int)mobile->ourImages.size()-1);
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blitAt(mobile->ourImages[pom].bitmap,posmobx,posmoby+ser*32); //move point
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}
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void CHeroList::draw()
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@ -353,13 +353,15 @@ public:
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void heroKilled(const CGHeroInstance* hero);
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void heroMoved(const HeroMoveDetails & details);
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void heroPrimarySkillChanged(const CGHeroInstance * hero, int which, int val);
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void heroManaPointsChanged(const CGHeroInstance * hero);
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void heroMovePointsChanged(const CGHeroInstance * hero);
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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(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 tileHidden(int3 pos);
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void tileRevealed(int3 pos);
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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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void availableCreaturesChanged(const CGTownInstance *town);
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//for battles
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@ -264,6 +264,42 @@ void CClient::process(int what)
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gs->apply(&vc);
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break;
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}
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case 110:
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{
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SetMana sm;
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*serv >> sm;
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tlog5 << "Setting mana value of hero "<<sm.hid<<" to "<<sm.val<<std::endl;
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gs->apply(&sm);
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CGHeroInstance *h = gs->getHero(sm.hid);
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if(vstd::contains(playerint,h->tempOwner))
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playerint[h->tempOwner]->heroManaPointsChanged(h);
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break;
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}
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case 111:
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{
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SetMovePoints smp;
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*serv >> smp;
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tlog5 << "Setting movement points of hero "<<smp.hid<<" to "<<smp.val<<std::endl;
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gs->apply(&smp);
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CGHeroInstance *h = gs->getHero(smp.hid);
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if(vstd::contains(playerint,h->tempOwner))
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playerint[h->tempOwner]->heroMovePointsChanged(h);
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break;
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}
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case 112:
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{
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FoWChange fc;
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*serv >> fc;
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tlog5 << "Changing FoW of player "<<(int)fc.player<<std::endl;
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gs->apply(&fc);
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if(!vstd::contains(playerint,fc.player))
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break;
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if(fc.mode)
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playerint[fc.player]->tileRevealed(fc.tiles);
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else
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playerint[fc.player]->tileHidden(fc.tiles);
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break;
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}
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case 500:
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{
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RemoveObject rh;
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@ -299,8 +335,7 @@ void CClient::process(int what)
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if(playerint[player])
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{
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for(std::set<int3>::iterator i=th->fowRevealed.begin(); i != th->fowRevealed.end(); i++)
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playerint[player]->tileRevealed(*i);
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playerint[player]->tileRevealed(th->fowRevealed);
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//std::for_each(th->fowRevealed.begin(),th->fowRevealed.end(),boost::bind(&CGameInterface::tileRevealed,playerint[player],_1));
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}
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@ -395,6 +430,14 @@ void CClient::process(int what)
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playerint[t->tempOwner]->heroArtifactSetChanged(t);
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break;
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}
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case 513:
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{
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ui8 color;
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std::string message;
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*serv >> color >> message;
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tlog4 << "Player "<<(int)color<<" sends a message: " << message << std::endl;
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break;
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}
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case 1001:
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{
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SetObjectProperty sop;
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@ -6,7 +6,8 @@ class CGameState;
|
||||
class CGameInterface;
|
||||
class CConnection;
|
||||
class CCallback;
|
||||
|
||||
class CClient;
|
||||
void processCommand(const std::string &message, CClient *&client);
|
||||
namespace boost
|
||||
{
|
||||
class mutex;
|
||||
@ -50,6 +51,7 @@ public:
|
||||
void process(int what);
|
||||
void run();
|
||||
|
||||
friend class CCallback;
|
||||
friend class CScriptCallback;
|
||||
friend class CCallback; //handling players actions
|
||||
friend class CScriptCallback; //for objects scripts
|
||||
friend void processCommand(const std::string &message, CClient *&client); //handling console
|
||||
};
|
||||
|
@ -109,6 +109,37 @@ struct ChangeSpells : public CPack<ChangeSpells> //109
|
||||
h & learn & hid & spells;
|
||||
}
|
||||
};
|
||||
|
||||
struct SetMana : public CPack<SetMana> //110
|
||||
{
|
||||
SetMana(){type = 110;};
|
||||
ui32 hid, val;
|
||||
|
||||
template <typename Handler> void serialize(Handler &h, const int version)
|
||||
{
|
||||
h & val & hid;
|
||||
}
|
||||
};
|
||||
struct SetMovePoints : public CPack<SetMovePoints> //111
|
||||
{
|
||||
SetMovePoints(){type = 111;};
|
||||
ui32 hid, val;
|
||||
|
||||
template <typename Handler> void serialize(Handler &h, const int version)
|
||||
{
|
||||
h & val & hid;
|
||||
}
|
||||
};
|
||||
struct FoWChange : public CPack<FoWChange> //112
|
||||
{
|
||||
FoWChange(){type = 112;};
|
||||
std::set<int3> tiles;
|
||||
ui8 player, mode; //mode==0 - hide, mode==1 - reveal
|
||||
template <typename Handler> void serialize(Handler &h, const int version)
|
||||
{
|
||||
h & tiles & player;
|
||||
}
|
||||
};
|
||||
struct RemoveObject : public CPack<RemoveObject> //500
|
||||
{
|
||||
RemoveObject(){type = 500;};
|
||||
|
@ -899,6 +899,112 @@ upgend:
|
||||
gs->getHero(hid)->army.formation = formation;
|
||||
break;
|
||||
}
|
||||
case 513:
|
||||
{
|
||||
std::string message;
|
||||
c >> message;
|
||||
bool cheated=true;
|
||||
sendDataToClients(ui16(513));
|
||||
sendDataToClients(ui8(*players.begin()));
|
||||
sendDataToClients(message);
|
||||
if(message == "vcmiistari") //give all spells and 999 mana
|
||||
{
|
||||
SetMana sm;
|
||||
ChangeSpells cs;
|
||||
cs.learn = 1;
|
||||
for(int i=0;i<VLC->spellh->spells.size();i++)
|
||||
cs.spells.insert(i);
|
||||
sm.hid = cs.hid = gs->players[*players.begin()].currentSelection;
|
||||
sm.val = 999;
|
||||
if(gs->getHero(cs.hid))
|
||||
{
|
||||
sendAndApply(&cs);
|
||||
sendAndApply(&sm);
|
||||
}
|
||||
}
|
||||
else if(message == "vcmiainur") //gives 5 archangels into each slot
|
||||
{
|
||||
SetGarrisons sg;
|
||||
CGHeroInstance *hero = gs->getHero(gs->players[*players.begin()].currentSelection);
|
||||
if(!hero) break;
|
||||
sg.garrs[hero->id] = hero->army;
|
||||
for(int i=0;i<7;i++)
|
||||
if(!vstd::contains(sg.garrs[hero->id].slots,i))
|
||||
sg.garrs[hero->id].slots[i] = std::pair<ui32,si32>(13,5);
|
||||
sendAndApply(&sg);
|
||||
}
|
||||
else if(message == "vcmiangband") //gives 10 black knightinto each slot
|
||||
{
|
||||
SetGarrisons sg;
|
||||
CGHeroInstance *hero = gs->getHero(gs->players[*players.begin()].currentSelection);
|
||||
if(!hero) break;
|
||||
sg.garrs[hero->id] = hero->army;
|
||||
for(int i=0;i<7;i++)
|
||||
if(!vstd::contains(sg.garrs[hero->id].slots,i))
|
||||
sg.garrs[hero->id].slots[i] = std::pair<ui32,si32>(66,10);
|
||||
sendAndApply(&sg);
|
||||
}
|
||||
else if(message == "vcminoldor") //all war machines
|
||||
{
|
||||
CGHeroInstance *hero = gs->getHero(gs->players[*players.begin()].currentSelection);
|
||||
if(!hero) break;
|
||||
SetHeroArtifacts sha;
|
||||
sha.hid = hero->id;
|
||||
sha.artifacts = hero->artifacts;
|
||||
sha.artifWorn = hero->artifWorn;
|
||||
sha.artifWorn[13] = 4;
|
||||
sha.artifWorn[14] = 5;
|
||||
sha.artifWorn[15] = 6;
|
||||
sendAndApply(&sha);
|
||||
}
|
||||
else if(message == "vcminahar") //1000000 movement points
|
||||
{
|
||||
CGHeroInstance *hero = gs->getHero(gs->players[*players.begin()].currentSelection);
|
||||
if(!hero) break;
|
||||
SetMovePoints smp;
|
||||
smp.hid = hero->id;
|
||||
smp.val = 1000000;
|
||||
sendAndApply(&smp);
|
||||
}
|
||||
else if(message == "vcmiformenos") //give resources
|
||||
{
|
||||
SetResources sr;
|
||||
sr.player = *players.begin();
|
||||
sr.res = gs->players[sr.player].resources;
|
||||
for(int i=0;i<7;i++)
|
||||
sr.res[i] += 100;
|
||||
sr.res[6] += 19900;
|
||||
sendAndApply(&sr);
|
||||
}
|
||||
else if(message == "vcmieagles") //reveal FoW
|
||||
{
|
||||
FoWChange fc;
|
||||
fc.player = *players.begin();
|
||||
for(int i=0;i<gs->map->width;i++)
|
||||
for(int j=0;j<gs->map->height;j++)
|
||||
for(int k=0;k<gs->map->twoLevel+1;k++)
|
||||
if(!gs->players[fc.player].fogOfWarMap[i][j][k])
|
||||
fc.tiles.insert(int3(i,j,k));
|
||||
sendAndApply(&fc);
|
||||
}
|
||||
else
|
||||
cheated = false;
|
||||
if(cheated)
|
||||
{
|
||||
message = "CHEATER!!!";
|
||||
sendDataToClients(ui16(513));
|
||||
sendDataToClients(ui8(*players.begin()));
|
||||
sendDataToClients(message);
|
||||
}
|
||||
break;
|
||||
}
|
||||
case 514:
|
||||
{
|
||||
ui32 id;
|
||||
c >> id;
|
||||
gs->players[*players.begin()].currentSelection = id;
|
||||
break;
|
||||
}
|
||||
case 2001:
|
||||
{
|
||||
ui32 qid, answer;
|
||||
@ -1269,7 +1375,7 @@ void CGameHandler::newTurn()
|
||||
NewTurn::Hero hth;
|
||||
hth.id = h->id;
|
||||
hth.move = valMovePoints(h, true); //TODO: check if hero is really on the land
|
||||
hth.mana = std::min(h->mana+1+h->getSecSkillLevel(8), h->manaLimit()); //hero regains 1 mana point + mysticism lvel
|
||||
hth.mana = std::max(h->mana,std::min(h->mana+1+h->getSecSkillLevel(8), h->manaLimit())); //hero regains 1 mana point + mysticism lvel
|
||||
n.heroes.insert(hth);
|
||||
|
||||
switch(h->getSecSkillLevel(13)) //handle estates - give gols
|
||||
|
@ -156,7 +156,7 @@ int main(int argc, char** argv)
|
||||
{
|
||||
logfile = new std::ofstream("VCMI_Server_log.txt");
|
||||
console = new CConsoleHandler;
|
||||
boost::thread t(boost::bind(&CConsoleHandler::run,::console));
|
||||
//boost::thread t(boost::bind(&CConsoleHandler::run,::console));
|
||||
if(argc > 1)
|
||||
{
|
||||
#ifdef _MSC_VER
|
||||
|
Loading…
Reference in New Issue
Block a user