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

Fixed #768. More logging for #774.

Fixed crash on town time event (-1 and -2 "structures" present on buildings list).
This commit is contained in:
Michał W. Urbańczyk 2011-08-25 20:02:38 +00:00
parent 77be397bf6
commit 4c3ed24fe1
8 changed files with 25 additions and 14 deletions

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@ -363,6 +363,7 @@ CBattleCallback::CBattleCallback(CGameState *GS, int Player, CClient *C )
bool CBattleCallback::battleMakeTacticAction( BattleAction * action )
{
assert(cl->gs->curB->tacticDistance);
MakeAction ma;
ma.ba = *action;
sendRequest(&ma);

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@ -1334,7 +1334,6 @@ void CPlayerInterface::showShipyardDialog(const IShipyard *obj)
void CPlayerInterface::newObject( const CGObjectInstance * obj )
{
boost::unique_lock<boost::recursive_mutex> un(*pim);
CGI->mh->printObject(obj);
//we might have built a boat in shipyard in opened town screen
if(obj->ID == 8
&& LOCPLINT->castleInt

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@ -161,6 +161,7 @@ public:
//////////////////////////////////////////////////////////////////////////
friend class CCallback; //handling players actions
friend class CBattleCallback; //handling players actions
friend void processCommand(const std::string &message, CClient *&client); //handling console
void handlePack( CPack * pack ); //applies the given pack and deletes it

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@ -864,7 +864,8 @@ void NewObject::applyCl(CClient *cl)
cl->updatePaths();
const CGObjectInstance *obj = cl->getObj(id);
//notify interfaces about move
CGI->mh->printObject(obj);
for(std::map<ui8, CGameInterface*>::iterator i=cl->playerint.begin();i!=cl->playerint.end();i++)
{
//TODO: check if any covered tile is visible

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@ -68,7 +68,7 @@ public:
//void getParents(TCNodes &out, const CBonusSystemNode *root /*= NULL*/) const;
template<typename RanGen>
int getRandomAmount(RanGen &ranGen)
int getRandomAmount(RanGen &ranGen) const
{
if(ammMax == ammMin)
return ammMax;

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@ -1466,15 +1466,18 @@ void CGameState::init( StartInfo * si, ui32 checksum, int Seed )
}
}
for (std::list<CCastleEvent*>::iterator ev=vti->events.begin(); ev!=vti->events.end(); ev++)
for (int i = 0; i<CREATURES_PER_TOWN; i++)
if (vstd::contains((*ev)->buildings,(-31-i))) //if we have horde for this level
//town events
BOOST_FOREACH(CCastleEvent *ev, vti->events)
{
(*ev)->buildings.erase(-31-i);
for (int i = 0; i<CREATURES_PER_TOWN; i++)
if (vstd::contains(ev->buildings,(-31-i))) //if we have horde for this level
{
ev->buildings.erase(-31-i);
if (vti->town->hordeLvl[0] == i)
(*ev)->buildings.insert(18);
ev->buildings.insert(18);
if (vti->town->hordeLvl[1] == i)
(*ev)->buildings.insert(24);
ev->buildings.insert(24);
}
}
//init spells
vti->spells.resize(SPELL_LEVELS);

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@ -24,7 +24,7 @@
*
*/
static std::set<si32> convertBuildings(const std::set<si32> h3m, int castleID)
static std::set<si32> convertBuildings(const std::set<si32> h3m, int castleID, bool addAuxiliary = true)
{
std::map<int,int> mapa;
std::set<si32> ret;
@ -51,9 +51,12 @@ static std::set<si32> convertBuildings(const std::set<si32> h3m, int castleID)
}
}
if(addAuxiliary)
{
ret.insert(10); //village hall is always present
ret.insert(-1); //houses near v.hall / eyecandies
ret.insert(-2); //terrain eyecandy, if -1 is used
}
if(ret.find(11)!=ret.end())
ret.insert(27);
@ -752,7 +755,7 @@ void Mapa::loadTown( CGObjectInstance * &nobj, const unsigned char * bufor, int
nce->buildings.insert(byte*8+bit);
i++;
}
nce->buildings = convertBuildings(nce->buildings,subid);
nce->buildings = convertBuildings(nce->buildings,subid, false);
nce->creatures.resize(7);
for(int vv=0; vv<7; ++vv)

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@ -1049,10 +1049,13 @@ void CGameHandler::newTurn()
getFreeTiles(tiles);
ui32 amount = (tiles.size()) >> 6;
std::random_shuffle(tiles.begin(), tiles.end(), p_myrandom);
tlog5 << "Spawning wandering monsters. Found " << tiles.size() << " free tiles. Creature type: " << n.creatureid << std::endl;
const CCreature *cre = VLC->creh->creatures[n.creatureid];
for (int i = 0; i < amount; ++i)
{
tile = tiles.begin();
putNewMonster(n.creatureid, VLC->creh->creatures[n.creatureid]->getRandomAmount(std::rand), *tile);
tlog5 << "\tSpawning monster at " << *tile << std::endl;
putNewMonster(n.creatureid, cre->getRandomAmount(std::rand), *tile);
tiles.erase(tile); //not use it again
}
}