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* fixed handling second horde building in Rampart/Inferno

* garrisoned hero can buy a spellbook if he is selected or if there is no visiting hero
* minor fixes
This commit is contained in:
Michał W. Urbańczyk 2009-06-12 23:34:02 +00:00
parent 1c2ac579d5
commit 527ec27ef5
4 changed files with 26 additions and 14 deletions

View File

@ -301,11 +301,11 @@ void CHeroGSlot::clickLeft(boost::logic::tribool down)
}
hover(false);hover(true); //refresh statusbar
}
if(indeterminate(down) && !isItIn(&other->pos,LOCPLINT->current->motion.x,LOCPLINT->current->motion.y))
{
other->highlight = highlight = false;
show(screen2);
}
//if(indeterminate(down) && !isItIn(&other->pos,LOCPLINT->current->motion.x,LOCPLINT->current->motion.y))
//{
// other->highlight = highlight = false;
// show(screen2);
//}
}
void CHeroGSlot::activate()
@ -539,7 +539,18 @@ void CCastleInterface::buildingClicked(int building)
{
case 0: case 1: case 2: case 3: case 4: //mage guild
{
if(town->visitingHero && !vstd::contains(town->visitingHero->artifWorn,ui16(17))) //visiting hero doesn't have spellboks
const CGHeroInstance *h = NULL; //hero that "enters" mage guild
if(!town->garrisonHero && !town->visitingHero) //no heroes in town
h = NULL;
else if(!town->garrisonHero) //only visiting hero
h = town->visitingHero;
else if(!town->visitingHero || hslotup.highlight) //only garrisoned hero OR both heroes present, garrisoned hero selected
h = town->garrisonHero;
else //both heroes present, use the visiting one
h = town->visitingHero;
if(h && !vstd::contains(h->artifWorn,ui16(17))) //hero doesn't have spellbok
{
if(LOCPLINT->cb->getResourceAmount(6) < 500) //not enough gold to buy spellbook
{
@ -547,7 +558,7 @@ void CCastleInterface::buildingClicked(int building)
}
else
{
CFunctionList<void()> fl = boost::bind(&CCallback::buyArtifact,LOCPLINT->cb,town->visitingHero,0);
CFunctionList<void()> fl = boost::bind(&CCallback::buyArtifact,LOCPLINT->cb,h,0);
fl += boost::bind(&CCastleInterface::enterMageGuild,this);
std::vector<SComponent*> vvv(1,new SComponent(SComponent::artifact,0,0));
LOCPLINT->showYesNoDialog(CGI->generaltexth->allTexts[214],vvv,fl,0,true);

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@ -1725,6 +1725,7 @@ void CPlayerInterface::requestRealized( PackageApplied *pa )
void CPlayerInterface::recreateWanderingHeroes()
{
wanderingHeroes.clear();
std::vector<const CGHeroInstance*> heroes = cb->getHeroesInfo();
for(size_t i = 0; i < heroes.size(); i++)
if(!heroes[i]->inTownGarrison)

View File

@ -40,14 +40,14 @@ static std::set<si32> convertBuildings(const std::set<si32> h3m, int castleID)
int level = (-mapa[*i]);
if(h3m.find(20+(level*3)) != h3m.end()) //upgraded creature horde building
{
if(((castleID==1) || (castleID==3)) && ((level==3) || (level==5)))
if(((castleID==1 && level==5) || (castleID==3 && level==3)))
ret.insert(25);
else
ret.insert(19);
}
//else
//{
if(((castleID==1) || (castleID==3)) && ((level==3) || (level==5)))
if(((castleID==1 && level==5) || (castleID==3 && level==3)))
ret.insert(24);
else
ret.insert(18);
@ -729,7 +729,7 @@ int Mapa::loadSeerHut( unsigned char * bufor, int i, CGObjectInstance *& nobj )
return i;
}
void Mapa::loadTown( CGObjectInstance * &nobj, unsigned char * bufor, int &i )
void Mapa::loadTown( CGObjectInstance * &nobj, unsigned char * bufor, int &i, int subid)
{
CGTownInstance * nt = new CGTownInstance();
//(*(static_cast<CGObjectInstance*>(nt))) = *nobj;
@ -764,8 +764,8 @@ void Mapa::loadTown( CGObjectInstance * &nobj, unsigned char * bufor, int &i )
nt->forbiddenBuildings.insert((byte-6)*8+bit);
i++;
}
nt->builtBuildings = convertBuildings(nt->builtBuildings,nt->subID);
nt->forbiddenBuildings = convertBuildings(nt->forbiddenBuildings,nt->subID);
nt->builtBuildings = convertBuildings(nt->builtBuildings,subid);
nt->forbiddenBuildings = convertBuildings(nt->forbiddenBuildings,subid);
}
else //standard buildings
{
@ -1652,7 +1652,7 @@ void Mapa::readObjects( unsigned char * bufor, int &i)
}
case 77: case 98: //random town; town
{
loadTown(nobj, bufor, i);
loadTown(nobj, bufor, i, defInfo->subid);
break;
}
case 53:

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@ -325,7 +325,7 @@ struct DLL_EXPORT Mapa : public CMapHeader
void readHeader( unsigned char * bufor, int &i);
void readRumors( unsigned char * bufor, int &i);
void loadHero( CGObjectInstance * &nobj, unsigned char * bufor, int &i);
void loadTown( CGObjectInstance * &nobj, unsigned char * bufor, int &i);
void loadTown( CGObjectInstance * &nobj, unsigned char * bufor, int &i, int subid);
int loadSeerHut( unsigned char * bufor, int i, CGObjectInstance *& nobj);