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fe7ef6bbe1
commit
3697b1d64e
@ -45,7 +45,7 @@ void startGame(StartInfo * options);
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CGPreGame * CGP;
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static const CMapHeader *curMap = NULL;
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static StartInfo *curOpts = NULL;
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static int playerColor;
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static int playerColor, playerSerial;
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static std::string selectedName; //set when game is started/loaded
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@ -252,7 +252,7 @@ CSelectionScreen::~CSelectionScreen()
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{
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curMap = NULL;
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curOpts = NULL;
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playerColor = -1;
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playerSerial = playerColor = -1;
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}
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void CSelectionScreen::toggleTab(CIntObject *tab)
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@ -293,7 +293,7 @@ void CSelectionScreen::updateStartInfo( const CMapInfo * to )
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sInfo.playerInfos.resize(to->playerAmnt);
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sInfo.mapname = to->filename;
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playerColor = -1;
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playerSerial = playerColor = -1;
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int serialC=0;
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for (int i = 0; i < PLAYER_LIMIT; i++)
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@ -313,6 +313,7 @@ void CSelectionScreen::updateStartInfo( const CMapInfo * to )
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pset.name = CGI->generaltexth->allTexts[434]; //Player
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pset.human = true;
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playerColor = i;
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playerSerial = pset.serial;
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}
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else
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{
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@ -1107,8 +1108,8 @@ void OptionsTab::nextCastle( int player, int dir )
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if(s.hero >= 0)
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s.hero = -1;
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if(s.bonus == bresource)
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s.bonus = brandom;
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if(cur < 0 && s.bonus == bresource)
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s.bonus = brandom;
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entries[player]->selectButtons();
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redraw();
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@ -1227,7 +1228,9 @@ void OptionsTab::setTurnLength( int npos )
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void OptionsTab::flagPressed( int player )
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{
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int playerSerial = playerColor; //curMap->players[playerColor].serial;
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if(player == playerSerial) //that color is already selected, no action needed
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return;
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PlayerSettings &s = curOpts->playerInfos[player],
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&old = curOpts->playerInfos[playerSerial];
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@ -1238,6 +1241,7 @@ void OptionsTab::flagPressed( int player )
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if(!entries[playerSerial]->fixedHero)
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old.hero = -1;
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playerSerial = player;
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entries[s.serial]->selectButtons();
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entries[old.serial]->selectButtons();
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GH.totalRedraw();
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@ -1451,17 +1455,21 @@ void OptionsTab::SelectedBox::clickRight( tribool down, bool previousState )
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int val;
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switch(which)
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{
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case TOWN: val = s.castle; break;
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case TOWN:
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val = s.castle;
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break;
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case HERO:
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val = s.hero;
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if(val < 0)
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{
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int p9 = curMap->players[s.color].p9;
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if(p9 != 255)
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if(p9 != 255 && curOpts->playerInfos[player].heroPortrait >= 0)
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val = p9;
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}
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break;
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case BONUS: val = s.bonus; break;
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case BONUS:
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val = s.bonus;
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break;
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}
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if(val == -1 || which == BONUS) //random or bonus box
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@ -1598,8 +1606,13 @@ CScenarioInfo::CScenarioInfo( const CMapHeader *mapInfo, const StartInfo *startI
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OBJ_CONSTRUCTION_CAPTURING_ALL;
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for(size_t i = 0; i < startInfo->playerInfos.size(); i++)
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{
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if(startInfo->playerInfos[i].human)
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{
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playerColor = startInfo->playerInfos[i].color;
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playerSerial = i;
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}
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}
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pos.w = 762;
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pos.h = 584;
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