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

Several minor fixes.

This commit is contained in:
Michał W. Urbańczyk 2010-05-26 21:59:58 +00:00
parent 8bda10b695
commit 3111a904ae
10 changed files with 61 additions and 34 deletions

View File

@ -1483,7 +1483,7 @@ void CAdvMapInt::keyPressed(const SDL_KeyboardEvent & key)
return;
case SDLK_s:
if(isActive())
GH.pushInt(new CSavingScreen);
GH.pushInt(new CSavingScreen(CPlayerInterface::howManyPeople > 1));
return;
case SDLK_d:
{

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@ -77,7 +77,7 @@ CBattleInterface * CPlayerInterface::battleInt;
enum EMoveState {STOP_MOVE, WAITING_MOVE, CONTINUE_MOVE, DURING_MOVE};
CondSh<EMoveState> stillMoveHero; //used during hero movement
int howManyPeople = 0;
int CPlayerInterface::howManyPeople = 0;
struct OCM_HLP_CGIN

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@ -118,6 +118,7 @@ public:
int firstCall; // -1 - just loaded game; 1 - just started game; 0 otherwise
int autosaveCount;
static const int SAVES_COUNT = 5;
static int howManyPeople;
SystemOptions sysOpts;

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@ -2502,8 +2502,8 @@ void CBonusSelection::CRegion::show( SDL_Surface * to )
}
}
CSavingScreen::CSavingScreen()
: CSelectionScreen(CMenuScreen::saveGame)
CSavingScreen::CSavingScreen(bool hotseat)
: CSelectionScreen(CMenuScreen::saveGame, hotseat)
{
ourGame = mapInfoFromGame();
sInfo = *LOCPLINT->cb->getStartInfo();

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@ -230,7 +230,7 @@ public:
const CMapInfo *ourGame;
CSavingScreen();
CSavingScreen(bool hotseat = false);
~CSavingScreen();
};

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@ -3134,7 +3134,7 @@ void CSystemOptionsWindow::bmainmenuf()
void CSystemOptionsWindow::bsavef()
{
GH.popIntTotally(this);
GH.pushInt(new CSavingScreen);
GH.pushInt(new CSavingScreen(CPlayerInterface::howManyPeople > 1));
/*using namespace boost::posix_time;
std::ostringstream fnameStream;
fnameStream << second_clock::local_time();

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@ -1752,7 +1752,7 @@ void CGameState::getNeighbours( const TerrainTile &srct, int3 tile, std::vector<
const TerrainTile &hlpt = map->getTile(hlp);
//we cannot visit things from blocked tiles
if(srct.blocked && hlpt.visitable && srct.blockingObjects.front()->ID != HEROI_TYPE)
if(srct.blocked && !srct.visitable && hlpt.visitable && srct.blockingObjects.front()->ID != HEROI_TYPE)
{
continue;
}
@ -2289,27 +2289,40 @@ void CGameState::calculatePaths(const CGHeroInstance *hero, CPathsInfo &out, int
*/
int3 CGameState::guardingCreaturePosition (int3 pos) const
{
const int3 originalPos = pos;
// Give monster at position priority.
if (!map->isInTheMap(pos))
return int3(-1, -1, -1);
const TerrainTile &posTile = map->terrain[pos.x][pos.y][pos.z];
if (posTile.visitable) {
BOOST_FOREACH (CGObjectInstance* obj, posTile.visitableObjects) {
if (obj->ID == 54) { // Monster
return pos;
if (posTile.visitable)
{
BOOST_FOREACH (CGObjectInstance* obj, posTile.visitableObjects)
{
if(obj->blockVisit)
{
if (obj->ID == 54) // Monster
return pos;
else
return int3(-1, -1, -1); //blockvis objects are not guarded by neighbouring creatures
}
}
}
// See if there are any monsters adjacent.
pos -= int3(1, 1, 0); // Start with top left.
for (int dx = 0; dx < 3; dx++) {
for (int dy = 0; dy < 3; dy++) {
if (map->isInTheMap(pos)) {
for (int dx = 0; dx < 3; dx++)
{
for (int dy = 0; dy < 3; dy++)
{
if (map->isInTheMap(pos))
{
TerrainTile &tile = map->terrain[pos.x][pos.y][pos.z];
if (tile.visitable) {
BOOST_FOREACH (CGObjectInstance* obj, tile.visitableObjects) {
if (obj->ID == 54) { // Monster
if (tile.visitable)
{
BOOST_FOREACH (CGObjectInstance* obj, tile.visitableObjects)
{
if (obj->ID == 54 && checkForVisitableDir(pos, &map->getTile(originalPos), originalPos)) // Monster being able to attack investigated tile
{
return pos;
}
}

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@ -1935,8 +1935,8 @@ void Mapa::readObjects( const unsigned char * bufor, int &i)
nobj->tempOwner = readNormalNr(bufor,i); i+=4;
break;
}
case 2: //Altar of Sacrifice
case 7: //Black Market
//case 2: //Altar of Sacrifice
//case 7: //Black Market
case 99: //Trading Post
case 213: //Freelancer's Guild
case 221: //Trading Post (snow)

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@ -623,6 +623,12 @@ void CGameHandler::endBattle(int3 tile, const CGHeroInstance *hero1, const CGHer
}
}
if(visitObjectAfterVictory && winnerHero == hero1)
{
visitObjectOnTile(*getTile(winnerHero->getPosition()), winnerHero);
}
visitObjectAfterVictory = false;
winLoseHandle(1<<sides[0] | 1<<sides[1]); //handle victory/loss of engaged players
delete battleResult.data;
}
@ -870,6 +876,7 @@ CGameHandler::CGameHandler(void)
gs = NULL;
IObjectInterface::cb = this;
applier = new CGHApplier;
visitObjectAfterVictory = false;
}
CGameHandler::~CGameHandler(void)
@ -1734,23 +1741,17 @@ bool CGameHandler::moveHero( si32 hid, int3 dst, ui8 instant, ui8 asker /*= 255*
{
const TerrainTile &guardTile = gs->map->terrain[guardPos.x][guardPos.y][guardPos.z];
objectVisited(guardTile.visitableObjects.back(), h);
// TODO: Need to wait until battle is over.
// Do not visit anything else if hero died.
if (h->getArmy().stacksCount() == 0)
return true;
visitObjectAfterVictory = true;
//
// // TODO: Need to wait until battle is over.
//
// // Do not visit anything else if hero died.
// if (h->getArmy().stacksCount() == 0)
// return true;
}
//call objects if they are visited
if(t.visitableObjects.size())
else if(t.visitableObjects.size()) //call objects if they are visited
{
//to prevent self-visiting heroes on space press
if(t.visitableObjects.back() != h)
objectVisited(t.visitableObjects.back(), h);
else if(t.visitableObjects.size() > 1)
objectVisited(*(t.visitableObjects.end()-2),h);
visitObjectOnTile(t, h);
}
// BOOST_FOREACH(CGObjectInstance *obj, t.visitableObjects)
// {
@ -4603,3 +4604,12 @@ bool CGameHandler::castSpell(const CGHeroInstance *h, int spellID, const int3 &p
return true;
}
void CGameHandler::visitObjectOnTile(const TerrainTile &t, const CGHeroInstance * h)
{
//to prevent self-visiting heroes on space press
if(t.visitableObjects.back() != h)
objectVisited(t.visitableObjects.back(), h);
else if(t.visitableObjects.size() > 1)
objectVisited(*(t.visitableObjects.end()-2),h);
}

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@ -98,6 +98,7 @@ public:
////used only in endBattle - don't touch elsewhere
boost::function<void(BattleResult*)> * battleEndCallback;
const CArmedInstance * bEndArmy1, * bEndArmy2;
bool visitObjectAfterVictory;
//
void endBattle(int3 tile, const CGHeroInstance *hero1, const CGHeroInstance *hero2); //ends battle
void prepareAttack(BattleAttack &bat, const CStack *att, const CStack *def, int distance); //distance - number of hexes travelled before attacking
@ -144,6 +145,8 @@ public:
void startBattleI(const CArmedInstance *army1, const CArmedInstance *army2, boost::function<void(BattleResult*)> cb = 0, bool creatureBank = false); //if any of armies is hero, hero will be used, visitable tile of second obj is place of battle//void startBattleI(int heroID, CCreatureSet army, int3 tile, boost::function<void(BattleResult*)> cb); //for hero<=>neutral army
void setAmount(int objid, ui32 val);
bool moveHero(si32 hid, int3 dst, ui8 instant, ui8 asker = 255);
void visitObjectOnTile(const TerrainTile &t, const CGHeroInstance * h);
void giveHeroBonus(GiveBonus * bonus);
void setMovePoints(SetMovePoints * smp);
void setManaPoints(int hid, int val);