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mirror of https://github.com/vcmi/vcmi.git synced 2024-11-24 08:32:34 +02:00

- bugfixing:

-- fixed #942 and #898
-- removed dublicated code in dwelling loading, #900 is fixed
-- fixed roads rendering for #895
This commit is contained in:
Ivan Savenko 2012-05-11 19:03:40 +00:00
parent b597171f91
commit 46f48f0676
8 changed files with 126 additions and 160 deletions

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@ -1074,6 +1074,7 @@ townList(ADVOPT.tlistSize,ADVOPT.tlistX,ADVOPT.tlistY,ADVOPT.tlistAU,ADVOPT.tlis
setPlayer(LOCPLINT->playerID);
underground.block(!CGI->mh->map->twoLevel);
}
CAdvMapInt::~CAdvMapInt()

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@ -507,7 +507,7 @@ void CKingdomInterface::generateObjectsList(const std::vector<const CGObjectInst
OwnedObjectInfo &info = visibleObjects[object->subID];
if (info.count++ == 0)
{
info.hoverText = CGI->creh->creatures[CGI->objh->cregens[object->subID]]->namePl;
info.hoverText = CGI->creh->creatures[CGI->objh->cregens.find(object->subID)->second]->namePl;
info.imageID = object->subID;
}
}

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@ -2144,6 +2144,7 @@ void CPlayerInterface::acceptTurn()
else
adventureInt->select(towns.front());
adventureInt->updateNextHero(NULL);
adventureInt->showAll(screen);
if(settings["session"]["autoSkip"].Bool() && !LOCPLINT->shiftPressed())

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@ -498,23 +498,43 @@ void CMapHandler::terrainRect( int3 top_tile, ui8 anim, const std::vector< std::
sr.h=sr.w=32;
//blit terrain with river/road
if(tile.terbitmap) { //if custom terrain graphic - use it
if(tile.terbitmap)
{ //if custom terrain graphic - use it
SDL_Rect temp_rect = genRect(sr.h, sr.w, 0, 0);
CSDL_Ext::blitSurface(tile.terbitmap, &temp_rect, extSurf, &sr);
} else //use default terrain graphic
}
else //use default terrain graphic
{
blitterWithRotation(terrainGraphics[tinfo.tertype][tinfo.terview],rtile, extSurf, sr, tinfo.siodmyTajemniczyBajt%4);
}
if(tinfo.nuine) //print river if present
{
blitterWithRotationAndAlpha(staticRiverDefs[tinfo.nuine-1]->ourImages[tinfo.rivDir].bitmap,rtile, extSurf, sr, (tinfo.siodmyTajemniczyBajt>>2)%4);
if(tinfo.malle) //print road if present
blitterWithRotationAndAlpha(roadDefs[tinfo.malle-1]->ourImages[tinfo.roadDir].bitmap,rtile, extSurf, sr, (tinfo.siodmyTajemniczyBajt>>4)%4);
}
//Roads are shifted by 16 pixels to bottom. We have to draw both parts separately
if (pos.y > 0 && map->terrain[pos.x][pos.y-1][pos.z].malle)
{ //part from top tile
const TerrainTile &topTile = map->terrain[pos.x][pos.y-1][pos.z];
Rect source(0, 16, 32, 16);
Rect dest(sr.x, sr.y, sr.w, sr.h/2);
blitterWithRotationAndAlpha(roadDefs[topTile.malle-1]->ourImages[topTile.roadDir].bitmap, source, extSurf, dest, (topTile.siodmyTajemniczyBajt>>4)%4);
}
if(tinfo.malle) //print road from this tile
{
Rect source(0, 0, 32, 32);
Rect dest(sr.x, sr.y+16, sr.w, sr.h/2);
blitterWithRotationAndAlpha(roadDefs[tinfo.malle-1]->ourImages[tinfo.roadDir].bitmap, source, extSurf, dest, (tinfo.siodmyTajemniczyBajt>>4)%4);
}
//blit objects
const std::vector < std::pair<const CGObjectInstance*,SDL_Rect> > &objects = tile.objects;
for(int h=0; h < objects.size(); ++h)
{
const CGObjectInstance *obj = objects[h].first;
if (!graphics->getDef(obj))
processDef(obj->defInfo);
if (!graphics->getDef(obj))
processDef(obj->defInfo);
ui8 color = obj->tempOwner;

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@ -591,100 +591,69 @@ std::pair<int,int> CGameState::pickObject (CGObjectInstance *obj)
return std::pair<int,int>(54, VLC->creh->pickRandomMonster(boost::ref(ran), 6));
case 164: //random monster lvl7
return std::pair<int,int>(54, VLC->creh->pickRandomMonster(boost::ref(ran), 7));
case 216: //random dwelling
{
int faction = ran()%GameConstants::F_NUMBER;
CGDwelling * dwl = static_cast<CGDwelling*>(obj);
CCreGen2ObjInfo* info = static_cast<CCreGen2ObjInfo*>(dwl->info);
if (info->asCastle)
{
for(ui32 i=0;i<map->objects.size();i++)
{
if(map->objects[i]->ID==77 && dynamic_cast<CGTownInstance*>(map->objects[i].get())->identifier == info->identifier)
{
randomizeObject(map->objects[i]); //we have to randomize the castle first
faction = map->objects[i]->subID;
break;
}
else if(map->objects[i]->ID==GameConstants::TOWNI_TYPE && dynamic_cast<CGTownInstance*>(map->objects[i].get())->identifier == info->identifier)
{
faction = map->objects[i]->subID;
break;
}
}
}
else
{
while((!(info->castles[0]&(1<<faction))))
{
if((faction>7) && (info->castles[1]&(1<<(faction-8))))
break;
faction = ran()%GameConstants::F_NUMBER;
}
}
int level = ((info->maxLevel-info->minLevel) ? (ran()%(info->maxLevel-info->minLevel)+info->minLevel) : (info->minLevel));
int cid = VLC->townh->towns[faction].basicCreatures[level];
for(ui32 i=0;i<VLC->objh->cregens.size();i++)
if(VLC->objh->cregens[i]==cid)
return std::pair<int,int>(17,i);
tlog3 << "Cannot find a dwelling for creature "<< cid << std::endl;
return std::pair<int,int>(17,0);
delete dwl->info;
dwl->info = NULL;
}
case 216: //random dwellings
case 217:
{
int faction = ran()%GameConstants::F_NUMBER;
CGDwelling * dwl = static_cast<CGDwelling*>(obj);
CCreGenObjInfo* info = static_cast<CCreGenObjInfo*>(dwl->info);
if (info->asCastle)
{
for(ui32 i=0;i<map->objects.size();i++)
{
if(map->objects[i]->ID==77 && dynamic_cast<CGTownInstance*>(map->objects[i].get())->identifier == info->identifier)
{
randomizeObject(map->objects[i]); //we have to randomize the castle first
faction = map->objects[i]->subID;
break;
}
else if(map->objects[i]->ID==GameConstants::TOWNI_TYPE && dynamic_cast<CGTownInstance*>(map->objects[i].get())->identifier == info->identifier)
{
faction = map->objects[i]->subID;
break;
}
}
}
else
{
while((!(info->castles[0]&(1<<faction))))
{
if((faction>7) && (info->castles[1]&(1<<(faction-8))))
break;
faction = ran()%GameConstants::F_NUMBER;
}
}
int cid = VLC->townh->towns[faction].basicCreatures[obj->subID];
for(ui32 i=0;i<VLC->objh->cregens.size();i++)
if(VLC->objh->cregens[i]==cid)
return std::pair<int,int>(17,i);
tlog3 << "Cannot find a dwelling for creature "<<cid <<std::endl;
return std::pair<int,int>(17,0);
delete dwl->info;
dwl->info = NULL;
}
case 218:
{
CGDwelling * dwl = static_cast<CGDwelling*>(obj);
CCreGen3ObjInfo* info = static_cast<CCreGen3ObjInfo*>(dwl->info);
int level = ((info->maxLevel-info->minLevel) ? (ran()%(info->maxLevel-info->minLevel)+info->minLevel) : (info->minLevel));
int cid = VLC->townh->towns[obj->subID].basicCreatures[level];
for(ui32 i=0;i<VLC->objh->cregens.size();i++)
if(VLC->objh->cregens[i]==cid)
return std::pair<int,int>(17,i);
tlog3 << "Cannot find a dwelling for creature "<<cid <<std::endl;
return std::pair<int,int>(17,0);
int faction;
//if castle alignment available
if (auto info = dynamic_cast<CCreGenAsCastleInfo*>(dwl->info))
{
faction = ran()%GameConstants::F_NUMBER;
if (info->asCastle)
{
for(ui32 i=0;i<map->objects.size();i++)
{
if(map->objects[i]->ID==77 && dynamic_cast<CGTownInstance*>(map->objects[i].get())->identifier == info->identifier)
{
randomizeObject(map->objects[i]); //we have to randomize the castle first
faction = map->objects[i]->subID;
break;
}
else if(map->objects[i]->ID==GameConstants::TOWNI_TYPE && dynamic_cast<CGTownInstance*>(map->objects[i].get())->identifier == info->identifier)
{
faction = map->objects[i]->subID;
break;
}
}
}
else
{
while((!(info->castles[0]&(1<<faction))))
{
if((faction>7) && (info->castles[1]&(1<<(faction-8))))
break;
faction = ran()%GameConstants::F_NUMBER;
}
}
}
else // castle alignment fixed
faction = obj->subID;
int level;
//if level set to range
if (auto info = dynamic_cast<CCreGenLeveledInfo*>(dwl->info))
level = ((info->maxLevel-info->minLevel) ? (ran()%(info->maxLevel-info->minLevel)+info->minLevel) : (info->minLevel));
else // fixed level
level = obj->subID;
delete dwl->info;
dwl->info = NULL;
dwl->info = nullptr;
std::pair<int,int> result(-1, -1);
int cid = VLC->townh->towns[faction].basicCreatures[level];
//NOTE: this will pick last dwelling with this creature (Mantis #900)
//check for block map equality is better but more complex solution
BOOST_FOREACH(auto &iter, VLC->objh->cregens)
if (iter.second == cid)
result = std::pair<int,int>(17, iter.first);
tlog3 << "Cannot find a dwelling for creature "<< cid << std::endl;
return result;
}
}
return std::pair<int,int>(-1,-1);

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@ -155,11 +155,6 @@ static void readBankLevel(const JsonNode &level, BankConfig &bc)
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;
}
const JsonNode config(GameConstants::DATA_DIR + "/config/dwellings.json");
BOOST_FOREACH(const JsonNode &dwelling, config["dwellings"].Vector())

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@ -412,30 +412,25 @@ class DLL_LINKAGE CSpecObjInfo
{
public:
virtual ~CSpecObjInfo(){};
ui8 player; //owner
};
class DLL_LINKAGE CCreGenObjInfo : public CSpecObjInfo
class DLL_LINKAGE CCreGenAsCastleInfo : public virtual CSpecObjInfo
{
public:
ui8 player; //owner
bool asCastle;
ui32 identifier;
ui8 castles[2]; //allowed castles
};
class DLL_LINKAGE CCreGen2ObjInfo : public CSpecObjInfo
class DLL_LINKAGE CCreGenLeveledInfo : public virtual CSpecObjInfo
{
public:
ui8 player; //owner
bool asCastle;
ui32 identifier;
ui8 castles[2]; //allowed castles
ui8 minLevel, maxLevel; //minimal and maximal level of creature in dwelling: <0, 6>
};
class DLL_LINKAGE CCreGen3ObjInfo : public CSpecObjInfo
class DLL_LINKAGE CCreGenLeveledCastleInfo : public CCreGenAsCastleInfo, public CCreGenLeveledInfo
{
public:
ui8 player; //owner
ui8 minLevel, maxLevel; //minimal and maximal level of creature in dwelling: <0, 6>
};
class DLL_LINKAGE CGDwelling : public CArmedInstance
@ -1318,7 +1313,7 @@ struct BankConfig
class DLL_LINKAGE CObjectHandler
{
public:
std::vector<si32> cregens; //type 17. dwelling subid -> creature ID
std::map<si32, si32> cregens; //type 17. dwelling subid -> creature ID
std::map <ui32, std::vector < ConstTransitivePtr<BankConfig> > > banksInfo; //[index][preset]
std::map <ui32, std::string> creBanksNames; //[crebank index] -> name of this creature bank
std::vector<ui32> resVals; //default values of resources in gold

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@ -1675,64 +1675,49 @@ void Mapa::readObjects( const ui8 * bufor, int &i)
grailRadious = read_le_u32(bufor + i); i+=4;
continue;
}
case 217:
//dwellings
case 216: //same as castle + level range
case 217: //same as castle
case 218: //level range
{
nobj = new CGDwelling();
CCreGenObjInfo * spec = new CCreGenObjInfo;
spec->player = read_le_u32(bufor + i); i+=4;
spec->identifier = read_le_u32(bufor + i); i+=4;
if(!spec->identifier)
CSpecObjInfo * spec = nullptr;
switch(defInfo->id)
{
spec->asCastle = false;
spec->castles[0] = bufor[i]; ++i;
spec->castles[1] = bufor[i]; ++i;
break; case 216: spec = new CCreGenLeveledCastleInfo;
break; case 217: spec = new CCreGenAsCastleInfo;
break; case 218: spec = new CCreGenLeveledInfo;
}
spec->player = read_le_u32(bufor + i); i+=4;
//216 and 217
if (auto castleSpec = dynamic_cast<CCreGenAsCastleInfo*>(spec))
{
castleSpec->identifier = read_le_u32(bufor + i); i+=4;
if(!castleSpec->identifier)
{
castleSpec->asCastle = false;
castleSpec->castles[0] = bufor[i]; ++i;
castleSpec->castles[1] = bufor[i]; ++i;
}
else
{
castleSpec->asCastle = true;
}
}
else
i+=3; //only for 218
//216 and 218
if (auto lvlSpec = dynamic_cast<CCreGenLeveledInfo*>(spec))
{
spec->asCastle = true;
lvlSpec->minLevel = std::max(bufor[i], ui8(1)); ++i;
lvlSpec->maxLevel = std::min(bufor[i], ui8(7)); ++i;
}
nobj->setOwner(spec->player);
static_cast<CGDwelling*>(nobj)->info = spec;
break;
}
case 216:
{
nobj = new CGDwelling();
CCreGen2ObjInfo * spec = new CCreGen2ObjInfo;
spec->player = read_le_u32(bufor + i); i+=4;
spec->identifier = read_le_u32(bufor + i); i+=4;
if(!spec->identifier)
{
spec->asCastle = false;
spec->castles[0] = bufor[i]; ++i;
spec->castles[1] = bufor[i]; ++i;
}
else
{
spec->asCastle = true;
}
spec->minLevel = bufor[i]; ++i;
spec->maxLevel = bufor[i]; ++i;
nobj->setOwner(spec->player);
static_cast<CGDwelling*>(nobj)->info = spec;
break;
}
case 218:
{
nobj = new CGDwelling();
CCreGen3ObjInfo * spec = new CCreGen3ObjInfo;
spec->player = bufor[i]; ++i;
i+=3;
spec->minLevel = bufor[i]; ++i;
spec->maxLevel = bufor[i]; ++i;
if(spec->maxLevel>7)
spec->maxLevel = 7;
if(spec->minLevel<1)
spec->minLevel = 1;
nobj->setOwner(spec->player);
static_cast<CGDwelling*>(nobj)->info = spec;
break;
}
case 215:
{
CGQuestGuard *guard = new CGQuestGuard();