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https://github.com/vcmi/vcmi.git
synced 2024-11-24 08:32:34 +02:00
Fixed crash on town time event (-1 and -2 "structures" present on buildings list).
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77be397bf6
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4c3ed24fe1
@ -363,6 +363,7 @@ CBattleCallback::CBattleCallback(CGameState *GS, int Player, CClient *C )
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bool CBattleCallback::battleMakeTacticAction( BattleAction * action )
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{
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assert(cl->gs->curB->tacticDistance);
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MakeAction ma;
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ma.ba = *action;
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sendRequest(&ma);
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@ -1334,7 +1334,6 @@ void CPlayerInterface::showShipyardDialog(const IShipyard *obj)
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void CPlayerInterface::newObject( const CGObjectInstance * obj )
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{
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boost::unique_lock<boost::recursive_mutex> un(*pim);
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CGI->mh->printObject(obj);
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//we might have built a boat in shipyard in opened town screen
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if(obj->ID == 8
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&& LOCPLINT->castleInt
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@ -161,6 +161,7 @@ public:
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//////////////////////////////////////////////////////////////////////////
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friend class CCallback; //handling players actions
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friend class CBattleCallback; //handling players actions
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friend void processCommand(const std::string &message, CClient *&client); //handling console
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void handlePack( CPack * pack ); //applies the given pack and deletes it
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@ -864,7 +864,8 @@ void NewObject::applyCl(CClient *cl)
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cl->updatePaths();
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const CGObjectInstance *obj = cl->getObj(id);
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//notify interfaces about move
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CGI->mh->printObject(obj);
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for(std::map<ui8, CGameInterface*>::iterator i=cl->playerint.begin();i!=cl->playerint.end();i++)
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{
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//TODO: check if any covered tile is visible
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@ -68,7 +68,7 @@ public:
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//void getParents(TCNodes &out, const CBonusSystemNode *root /*= NULL*/) const;
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template<typename RanGen>
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int getRandomAmount(RanGen &ranGen)
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int getRandomAmount(RanGen &ranGen) const
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{
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if(ammMax == ammMin)
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return ammMax;
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@ -1466,15 +1466,18 @@ void CGameState::init( StartInfo * si, ui32 checksum, int Seed )
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}
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}
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for (std::list<CCastleEvent*>::iterator ev=vti->events.begin(); ev!=vti->events.end(); ev++)
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for (int i = 0; i<CREATURES_PER_TOWN; i++)
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if (vstd::contains((*ev)->buildings,(-31-i))) //if we have horde for this level
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//town events
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BOOST_FOREACH(CCastleEvent *ev, vti->events)
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{
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(*ev)->buildings.erase(-31-i);
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for (int i = 0; i<CREATURES_PER_TOWN; i++)
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if (vstd::contains(ev->buildings,(-31-i))) //if we have horde for this level
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{
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ev->buildings.erase(-31-i);
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if (vti->town->hordeLvl[0] == i)
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(*ev)->buildings.insert(18);
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ev->buildings.insert(18);
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if (vti->town->hordeLvl[1] == i)
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(*ev)->buildings.insert(24);
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ev->buildings.insert(24);
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}
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}
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//init spells
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vti->spells.resize(SPELL_LEVELS);
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@ -24,7 +24,7 @@
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*
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*/
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static std::set<si32> convertBuildings(const std::set<si32> h3m, int castleID)
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static std::set<si32> convertBuildings(const std::set<si32> h3m, int castleID, bool addAuxiliary = true)
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{
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std::map<int,int> mapa;
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std::set<si32> ret;
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@ -51,9 +51,12 @@ static std::set<si32> convertBuildings(const std::set<si32> h3m, int castleID)
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}
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}
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if(addAuxiliary)
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{
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ret.insert(10); //village hall is always present
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ret.insert(-1); //houses near v.hall / eyecandies
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ret.insert(-2); //terrain eyecandy, if -1 is used
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}
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if(ret.find(11)!=ret.end())
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ret.insert(27);
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@ -752,7 +755,7 @@ void Mapa::loadTown( CGObjectInstance * &nobj, const unsigned char * bufor, int
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nce->buildings.insert(byte*8+bit);
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i++;
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}
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nce->buildings = convertBuildings(nce->buildings,subid);
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nce->buildings = convertBuildings(nce->buildings,subid, false);
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nce->creatures.resize(7);
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for(int vv=0; vv<7; ++vv)
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@ -1049,10 +1049,13 @@ void CGameHandler::newTurn()
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getFreeTiles(tiles);
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ui32 amount = (tiles.size()) >> 6;
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std::random_shuffle(tiles.begin(), tiles.end(), p_myrandom);
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tlog5 << "Spawning wandering monsters. Found " << tiles.size() << " free tiles. Creature type: " << n.creatureid << std::endl;
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const CCreature *cre = VLC->creh->creatures[n.creatureid];
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for (int i = 0; i < amount; ++i)
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{
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tile = tiles.begin();
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putNewMonster(n.creatureid, VLC->creh->creatures[n.creatureid]->getRandomAmount(std::rand), *tile);
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tlog5 << "\tSpawning monster at " << *tile << std::endl;
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putNewMonster(n.creatureid, cre->getRandomAmount(std::rand), *tile);
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tiles.erase(tile); //not use it again
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}
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}
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