mirror of
https://github.com/vcmi/vcmi.git
synced 2024-11-24 08:32:34 +02:00
#41 - Implemented Castle Gates
#375, #376 - fixed recruit window #362, #377 - fixed town window
This commit is contained in:
parent
1159750bb6
commit
60c90af39c
@ -46,6 +46,13 @@ template <ui16 N> bool isType(CPack *pack)
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return pack->getType() == N;
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}
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bool CCallback::teleportHero(const CGHeroInstance *who, const CGTownInstance *where)
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{
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CastleTeleportHero pack(who->id, where->id, 1);
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sendRequest(&pack);
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return true;
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}
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bool CCallback::moveHero(const CGHeroInstance *h, int3 dst)
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{
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MoveHero pack(dst,h->id);
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@ -211,6 +211,7 @@ protected:
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public:
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//commands
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bool moveHero(const CGHeroInstance *h, int3 dst); //dst must be free, neighbouring tile (this function can move hero only by one tile)
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bool teleportHero(const CGHeroInstance *who, const CGTownInstance *where);
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void selectionMade(int selection, int asker);
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int swapCreatures(const CArmedInstance *s1, const CArmedInstance *s2, int p1, int p2);
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int mergeStacks(const CArmedInstance *s1, const CArmedInstance *s2, int p1, int p2); //first goes to the second
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@ -37,6 +37,19 @@ using namespace CSDL_Ext;
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*
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*/
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int hordeToDwellingID(int bid)//helper, converts horde buiding ID into corresponding dwelling ID
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{
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const CGTownInstance * t = LOCPLINT->castleInt->town;
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switch (bid)
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{
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case 18: return t->town->hordeLvl[0] + 30;
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case 19: return t->town->hordeLvl[0] + 37;
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case 24: return t->town->hordeLvl[1] + 30;
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case 25: return t->town->hordeLvl[1] + 37;
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default: return bid;
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}
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}
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CBuildingRect::CBuildingRect(Structure *Str)
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:moi(false), offset(0), str(Str)
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{
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@ -154,7 +167,9 @@ void CBuildingRect::clickRight(tribool down, bool previousState)
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return;
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if( !CSDL_Ext::isTransparent(area, GH.current->motion.x-pos.x, GH.current->motion.y-pos.y) ) //inside building image
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{
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CBuilding *bld = CGI->buildh->buildings[str->townID][str->ID];
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int bid = hordeToDwellingID(str->ID);
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CBuilding *bld = CGI->buildh->buildings[str->townID][bid];
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assert(bld);
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CInfoPopup *vinya = new CInfoPopup();
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@ -162,13 +177,28 @@ void CBuildingRect::clickRight(tribool down, bool previousState)
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vinya->bitmap = CMessage::drawBoxTextBitmapSub
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(LOCPLINT->playerID,
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bld->Description(),
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LOCPLINT->castleInt->bicons->ourImages[str->ID].bitmap,
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LOCPLINT->castleInt->bicons->ourImages[bid].bitmap,
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bld->Name());
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vinya->pos.x = screen->w/2 - vinya->bitmap->w/2;
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vinya->pos.y = screen->h/2 - vinya->bitmap->h/2;
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GH.pushInt(vinya);
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}
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}
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std::string getBuildingSubtitle(int tid, int bid)//hover text for building
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{
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const CGTownInstance * t = LOCPLINT->castleInt->town;
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bid = hordeToDwellingID(bid);
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if (bid<30)//non-dwellings - only buiding name
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return CGI->buildh->buildings[tid][bid]->Name();
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else//dwellings - recruit %creature%
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{
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int creaID = t->creatures[(bid-30)%CREATURES_PER_TOWN].second.back();//taking last of available creatures
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return CGI->generaltexth->allTexts[16] + " " + CGI->creh->creatures[creaID]->namePl;
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}
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}
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void CBuildingRect::mouseMoved (const SDL_MouseMotionEvent & sEvent)
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{
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if(area && isItIn(&pos,sEvent.x, sEvent.y))
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@ -188,19 +218,13 @@ void CBuildingRect::mouseMoved (const SDL_MouseMotionEvent & sEvent)
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if((*LOCPLINT->castleInt->hBuild)<(*this)) //set if we are on top
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{
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LOCPLINT->castleInt->hBuild = this;
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if(CGI->buildh->buildings[str->townID][str->ID] && CGI->buildh->buildings[str->townID][str->ID]->Name().length())
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GH.statusbar->print(CGI->buildh->buildings[str->townID][str->ID]->Name());
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else
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GH.statusbar->print(str->name);
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GH.statusbar->print(getBuildingSubtitle(str->townID, str->ID));
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}
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}
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else //no building hovered
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{
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LOCPLINT->castleInt->hBuild = this;
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if(CGI->buildh->buildings[str->townID][str->ID] && CGI->buildh->buildings[str->townID][str->ID]->Name().length())
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GH.statusbar->print(CGI->buildh->buildings[str->townID][str->ID]->Name());
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else
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GH.statusbar->print(str->name);
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GH.statusbar->print(getBuildingSubtitle(str->townID, str->ID));
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}
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}
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}
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@ -549,14 +573,7 @@ void CCastleInterface::splitF()
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void CCastleInterface::buildingClicked(int building)
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{
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tlog5<<"You've clicked on "<<building<<std::endl;
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if(building==19 || building==18)
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{
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building = town->town->hordeLvl[0] + 30;
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}
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else if(building==24 || building==25)
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{
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building = town->town->hordeLvl[1] + 30;
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}
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building = hordeToDwellingID(building);
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const CBuilding *b = CGI->buildh->buildings[town->subID][building];
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@ -708,7 +725,7 @@ void CCastleInterface::buildingClicked(int building)
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{
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const CGTownInstance *t = Towns[i];
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if (t->id != this->town->id && t->visitingHero == NULL && //another town, empty and this is
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t->subID == 3 && vstd::contains(t->builtBuildings, 26))//inferno with castle gate
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t->subID == 3 && vstd::contains(t->builtBuildings, 22))//inferno with castle gate
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{
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availableTowns.push_back(t->id);//add to the list
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}
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@ -718,8 +735,7 @@ void CCastleInterface::buildingClicked(int building)
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LOCPLINT->showInfoDialog(CGI->generaltexth->allTexts[126], std::vector<SComponent*>(), soundBase::sound_todo);
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break;//only visiting hero can use castle gates
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}
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tlog4<<"Warning: implementation is unfinished\n";
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CPicture *titlePic = new CPicture (bicons->ourImages[building].bitmap, 0,0, false);
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CPicture *titlePic = new CPicture (bicons->ourImages[building].bitmap, 0,0, false);//will be deleted by selection window
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GH.pushInt (new CObjectListWindow(availableTowns, titlePic, CGI->generaltexth->jktexts[40],
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CGI->generaltexth->jktexts[41], boost::bind (&CCastleInterface::castleTeleport, this, _1)));
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break;
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@ -752,9 +768,9 @@ void CCastleInterface::buildingClicked(int building)
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void CCastleInterface::castleTeleport(int where)
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{
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//TODO: send message to move hero,
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//find a way to do this without new message type
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//and update interface
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const CGTownInstance * dest = dynamic_cast<const CGTownInstance *>(CGI->state->map->objects[where]);
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LOCPLINT->cb->teleportHero(town->visitingHero, dest);
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close();//close this window, interface with new town will be called by town::onVisit
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}
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void CCastleInterface::defaultBuildingClicked(int building)
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@ -1017,7 +1033,7 @@ void CCastleInterface::recreateBuildings()
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if(vstd::contains(town->builtBuildings,6))
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{
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std::vector <const CGObjectInstance *> vobjs = LOCPLINT->cb->getVisitableObjs(town->bestLocation());
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if(vobjs.size() && (vobjs.front()->ID == 8 || vobjs.front()->ID == HEROI_TYPE)) //there is visitable obj at shipyard output tile and it's a boat or hero (on boat)
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if(!vobjs.empty() && (vobjs.front()->ID == 8 || vobjs.front()->ID == HEROI_TYPE)) //there is visitable obj at shipyard output tile and it's a boat or hero (on boat)
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{
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Structure * st = CGI->townh->structures[town->subID][20];
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buildings.push_back(new CBuildingRect(st));
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@ -1237,19 +1253,20 @@ void CCastleInterface::CCreaInfo::clickRight(tribool down, bool previousState)
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GH.pushInt(mess);
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}
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}
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void CCastleInterface::CCreaInfo::show(SDL_Surface * to)
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{
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blitAt(graphics->smallImgs[crid],pos.x+8,pos.y,to);
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std::ostringstream oss;
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oss << '+' << LOCPLINT->castleInt->town->creatureGrowth((bid-30)%CREATURES_PER_TOWN);
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CSDL_Ext::printAtMiddle(oss.str(),pos.x+24,pos.y+37,FONT_TINY,zwykly,to);
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CSDL_Ext::printAtMiddle(oss.str(),pos.x+24,pos.y+40,FONT_SMALL,zwykly,to);
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}
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CCastleInterface::CTownInfo::~CTownInfo()
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{
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if (pic)
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delete pic;
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}
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CCastleInterface::CTownInfo::CTownInfo(int BID)
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{
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used = LCLICK | RCLICK | HOVER;
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@ -1289,12 +1306,14 @@ void CCastleInterface::CTownInfo::hover(bool on)
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else
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GH.statusbar->clear();
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}
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void CCastleInterface::CTownInfo::clickLeft(tribool down, bool previousState)
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{
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if(previousState && (!down))
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if (LOCPLINT->castleInt->town->builtBuildings.find(bid)!=LOCPLINT->castleInt->town->builtBuildings.end())
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LOCPLINT->castleInt->buildingClicked(bid);//activate building
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}
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void CCastleInterface::CTownInfo::clickRight(tribool down, bool previousState)
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{
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if(down)
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@ -1314,13 +1333,14 @@ void CCastleInterface::CTownInfo::clickRight(tribool down, bool previousState)
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GH.pushInt(mess);
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}
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}
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void CCastleInterface::CTownInfo::show(SDL_Surface * to)
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{
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if ( bid == 14 )//marketplace/income
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{
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std::ostringstream oss;
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oss << LOCPLINT->castleInt->town->dailyIncome();
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CSDL_Ext::printAtMiddle(oss.str(),pos.x+32,pos.y+32,FONT_SMALL,zwykly,to);
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CSDL_Ext::printAtMiddle(oss.str(),pos.x+33,pos.y+34,FONT_SMALL,zwykly,to);
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}
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else if ( bid == 6 )//no fort
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blitAt(pic->ourImages[3].bitmap,pos.x,pos.y,to);
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@ -1347,7 +1367,7 @@ CRecruitmentWindow * CCastleInterface::showRecruitmentWindow( int building )
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// crs.push_back(std::make_pair((int)cres[i],amount));
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//CRecruitmentWindow *rw = new CRecruitmentWindow(crs,boost::bind(&CCallback::recruitCreatures,LOCPLINT->cb,town,_1,_2));
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CRecruitmentWindow *rw = new CRecruitmentWindow(town, level, town, boost::bind(&CCallback::recruitCreatures,LOCPLINT->cb,town,_1,_2));
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CRecruitmentWindow *rw = new CRecruitmentWindow(town, level, town, boost::bind(&CCallback::recruitCreatures,LOCPLINT->cb,town,_1,_2), -87);
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GH.pushInt(rw);
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return rw;
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}
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@ -1519,33 +1539,27 @@ CHallInterface::CHallInterface(CCastleInterface * owner)
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for(size_t j=0; j<boxList[i].size();j++) //for each box
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{
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size_t k=0;
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for(;k<boxList[i][j].size();k++)//we are looking for the first not build structure
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{
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int bid = boxList[i][j][k];
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if(!vstd::contains(owner->town->builtBuildings,bid))
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//if building not build or this is unupgraded horde
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if(!vstd::contains(owner->town->builtBuildings,bid) || bid==18 || bid == 24)
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{
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int x = 34 + 194*j,
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y = 37 + 104*i,
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ID = bid;
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if (( bid == 18 && vstd::contains(owner->town->builtBuildings, owner->town->town->hordeLvl[0]+37))
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|| ( bid == 24 && vstd::contains(owner->town->builtBuildings, owner->town->town->hordeLvl[1]+37)))
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continue;//we have upgraded dwelling, horde description should be for upgraded creatures
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if(boxList[i].size() == 2) //only two boxes in this row
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x+=194;
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else if(boxList[i].size() == 3) //only three boxes in this row
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x+=97;
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boxes[i].push_back(new CBuildingBox(bid,pos.x+x,pos.y+y));
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//if this is horde dwelling for upgraded creatures and we already have one for basic creatures
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if((bid == 25 && vstd::contains(owner->town->builtBuildings,24))
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|| (bid == 19 && vstd::contains(owner->town->builtBuildings,18))
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)
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{
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boxes[i].back()->state = 4; //already built
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}
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else
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{
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boxes[i].back()->state = LOCPLINT->cb->canBuildStructure(owner->town,ID);
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}
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boxes[i].back()->state = LOCPLINT->cb->canBuildStructure(owner->town,ID);
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break;
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}
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}
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@ -1931,21 +1931,21 @@ void CRecruitmentWindow::show(SDL_Surface * to)
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char pom[15];
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SDL_itoa(creatures[which].amount-slider->value,pom,10); //available
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printAtMiddle(pom,pos.x+205,pos.y+254,FONT_SMALL,zwykly,to);
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printAtMiddle(pom,pos.x+205,pos.y+253,FONT_SMALL,zwykly,to);
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SDL_itoa(slider->value,pom,10); //recruit
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printAtMiddle(pom,pos.x+279,pos.y+254,FONT_SMALL,zwykly,to);
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printAtMiddle(pom,pos.x+279,pos.y+253,FONT_SMALL,zwykly,to);
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printAtMiddle(CGI->generaltexth->allTexts[16] + " " + CGI->creh->creatures[creatures[which].ID]->namePl,pos.x+243,pos.y+32,FONT_BIG,tytulowy,to); //eg "Recruit Dragon flies"
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int curx = pos.x+115-creatures[which].res.size()*16;
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for(int i=0;i<creatures[which].res.size();i++)
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int curx = pos.x+122-creatures[which].res.size()*24;
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for(int i=creatures[which].res.size()-1; i>=0; i--)// decrement used to make gold displayed as first res
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{
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blitAt(graphics->resources32->ourImages[creatures[which].res[i].first].bitmap,curx,pos.y+243,to);
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blitAt(graphics->resources32->ourImages[creatures[which].res[i].first].bitmap,curx+258,pos.y+243,to);
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SDL_itoa(creatures[which].res[i].second,pom,10);
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printAtMiddle(pom,curx+14,pos.y+288,FONT_SMALL,zwykly,to);
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printAtMiddle(pom,curx+15,pos.y+287,FONT_SMALL,zwykly,to);
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SDL_itoa(creatures[which].res[i].second * slider->value,pom,10);
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printAtMiddle(pom,curx+12+258,pos.y+286,FONT_SMALL,zwykly,to);
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curx+=32;
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printAtMiddle(pom,curx+15+258,pos.y+287,FONT_SMALL,zwykly,to);
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curx+=32+16;//size of bitmap + distance between them
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}
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curx = pos.x + 192 + CREATURE_WIDTH - (CREATURE_WIDTH*creatures.size()/2) - (SPACE_BETWEEN*(creatures.size()-1)/2);
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@ -1959,7 +1959,7 @@ void CRecruitmentWindow::show(SDL_Surface * to)
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bar->show(to);
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}
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CRecruitmentWindow::CRecruitmentWindow(const CGDwelling *Dwelling, int Level, const CArmedInstance *Dst, const boost::function<void(int,int)> &Recruit)
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CRecruitmentWindow::CRecruitmentWindow(const CGDwelling *Dwelling, int Level, const CArmedInstance *Dst, const boost::function<void(int,int)> &Recruit, int y_offset)
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:recruit(Recruit), dwelling(Dwelling), dst(Dst), level(Level)
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{
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which = 0;
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@ -1969,7 +1969,7 @@ CRecruitmentWindow::CRecruitmentWindow(const CGDwelling *Dwelling, int Level, co
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SDL_SetColorKey(bitmap,SDL_SRCCOLORKEY,SDL_MapRGB(bitmap->format,0,255,255));
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SDL_FreeSurface(hhlp);
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pos.x = screen->w/2 - bitmap->w/2;
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pos.y = screen->h/2 - bitmap->h/2;
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pos.y = screen->h/2 - bitmap->h/2+y_offset;
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pos.w = bitmap->w;
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pos.h = bitmap->h;
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bar = new CStatusBar(pos.x+8, pos.y+370, "APHLFTRT.bmp", 471);
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@ -1980,10 +1980,10 @@ CRecruitmentWindow::CRecruitmentWindow(const CGDwelling *Dwelling, int Level, co
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initCres();
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printAtMiddle(CGI->generaltexth->allTexts[346],113,233,FONT_SMALL,zwykly,bitmap); //cost per troop t
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printAtMiddle(CGI->generaltexth->allTexts[346],113,232,FONT_SMALL,zwykly,bitmap); //cost per troop t
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printAtMiddle(CGI->generaltexth->allTexts[465],205,233,FONT_SMALL,zwykly,bitmap); //available t
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printAtMiddle(CGI->generaltexth->allTexts[16],279,233,FONT_SMALL,zwykly,bitmap); //recruit t
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printAtMiddle(CGI->generaltexth->allTexts[466],373,233,FONT_SMALL,zwykly,bitmap); //total cost t
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printAtMiddle(CGI->generaltexth->allTexts[466],371,232,FONT_SMALL,zwykly,bitmap); //total cost t
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drawBorder(bitmap,172,222,67,42,int3(239,215,123));
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drawBorder(bitmap,246,222,67,42,int3(239,215,123));
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drawBorder(bitmap,64,222,99,76,int3(239,215,123));
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@ -2618,8 +2618,10 @@ CObjectListWindow::~CObjectListWindow()
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void CObjectListWindow::elementSelected()
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{
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onSelect(items[slider->value]);
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GH.popIntTotally(this);
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boost::function<void(int)> toCall = onSelect;//save
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int where = items[slider->value]; //required variables
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GH.popIntTotally(this);//then destroy window
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toCall(where);//and send selected object
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}
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void CObjectListWindow::moveList(int which)
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@ -2671,9 +2673,11 @@ void CObjectListWindow::keyPressed (const SDL_KeyboardEvent & key)
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default:
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return;
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}
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if (sel<-1)//nothing was selected & list was moved up
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return;
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if (sel<0)//start of list reached
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sel = 0;
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else if ( sel >= slider->amount )//end of list reached
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if ( sel >= slider->amount )//end of list reached
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sel = slider->amount-1;
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if ( sel >= items.size() )
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sel = items.size()-1;
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@ -424,7 +424,7 @@ public:
|
||||
class CRecruitmentWindow : public CIntObject
|
||||
{
|
||||
public:
|
||||
static const int SPACE_BETWEEN = 8;
|
||||
static const int SPACE_BETWEEN = 18;
|
||||
static const int CREATURE_WIDTH = 102;
|
||||
static const int TOTAL_CREATURE_WIDTH = SPACE_BETWEEN + CREATURE_WIDTH;
|
||||
|
||||
@ -461,7 +461,7 @@ public:
|
||||
void showAll(SDL_Surface * to){show(to);};
|
||||
void cleanCres();
|
||||
void initCres();
|
||||
CRecruitmentWindow(const CGDwelling *Dwelling, int Level, const CArmedInstance *Dst, const boost::function<void(int,int)> & Recruit); //creatures - pairs<creature_ID,amount> //c-tor
|
||||
CRecruitmentWindow(const CGDwelling *Dwelling, int Level, const CArmedInstance *Dst, const boost::function<void(int,int)> & Recruit, int y_offset = 0); //creatures - pairs<creature_ID,amount> //c-tor
|
||||
~CRecruitmentWindow(); //d-tor
|
||||
};
|
||||
|
||||
|
@ -1483,7 +1483,11 @@ void CGameState::init( StartInfo * si, ui32 checksum, int Seed )
|
||||
vti->builtBuildings.insert(30);
|
||||
if(ran()%2)
|
||||
vti->builtBuildings.insert(31);
|
||||
}//init hordes
|
||||
}
|
||||
if (vstd::contains(vti->builtBuildings,(6)) && vti->state()==3)
|
||||
vti->builtBuildings.erase(6);//if we have harbor without water - erase it (this is H3 behaviour)
|
||||
|
||||
//init hordes
|
||||
for (int i = 0; i<CREATURES_PER_TOWN; i++)
|
||||
if (vstd::contains(vti->builtBuildings,(-31-i))) //if we have horde for this level
|
||||
{
|
||||
|
@ -1238,6 +1238,21 @@ struct MoveHero : public CPackForServer
|
||||
}
|
||||
};
|
||||
|
||||
struct CastleTeleportHero : public CPackForServer
|
||||
{
|
||||
CastleTeleportHero(){};
|
||||
CastleTeleportHero(const si32 HID, si32 Dest, ui8 Source ) : dest(Dest), hid(HID), source(Source){};
|
||||
si32 dest;
|
||||
si32 hid;
|
||||
si8 source;//who give teleporting, 1=castle gate
|
||||
|
||||
bool applyGh(CGameHandler *gh);
|
||||
template <typename Handler> void serialize(Handler &h, const int version)
|
||||
{
|
||||
h & dest & hid;
|
||||
}
|
||||
};
|
||||
|
||||
struct ArrangeStacks : public CPackForServer
|
||||
{
|
||||
ArrangeStacks(){};
|
||||
|
@ -158,6 +158,7 @@ void registerTypes3(Serializer &s)
|
||||
s.template registerType<MakeCustomAction>();
|
||||
s.template registerType<DigWithHero>();
|
||||
s.template registerType<CastAdvSpell>();
|
||||
s.template registerType<CastleTeleportHero>();
|
||||
|
||||
s.template registerType<SaveGame>();
|
||||
s.template registerType<SetSelection>();
|
||||
|
@ -1807,6 +1807,30 @@ bool CGameHandler::moveHero( si32 hid, int3 dst, ui8 instant, ui8 asker /*= 255*
|
||||
return true;
|
||||
}
|
||||
}
|
||||
|
||||
bool CGameHandler::teleportHero(si32 hid, si32 dstid, ui8 source, ui8 asker/* = 255*/)
|
||||
{
|
||||
const CGHeroInstance *h = getHero(hid);
|
||||
const CGTownInstance *t = getTown(dstid);
|
||||
|
||||
if ( !h || !t || h->getOwner() != gs->currentPlayer )
|
||||
tlog1<<"Invalid call to teleportHero!";
|
||||
|
||||
const CGTownInstance *from = h->visitedTown;
|
||||
if((h->getOwner() != t->getOwner())
|
||||
&& complain("Cannot teleport hero to another player")
|
||||
|| (!from || from->subID!=3 || !vstd::contains(from->builtBuildings, 22))
|
||||
&& complain("Hero must be in town with Castle gate for teleporting")
|
||||
|| (t->subID!=3 || !vstd::contains(t->builtBuildings, 22))
|
||||
&& complain("Cannot teleport hero to town without Castle gate in it"))
|
||||
return false;
|
||||
int3 pos = t->visitablePos();
|
||||
pos.x++;//FIXME: get correct visitable position
|
||||
stopHeroVisitCastle(from->id, hid);
|
||||
moveHero(hid,pos,1);
|
||||
heroVisitCastle(dstid, hid);
|
||||
}
|
||||
|
||||
void CGameHandler::setOwner(int objid, ui8 owner)
|
||||
{
|
||||
ui8 oldOwner = getOwner(objid);
|
||||
|
@ -144,6 +144,7 @@ public:
|
||||
void startBattleI(const CArmedInstance *army1, const CArmedInstance *army2, int3 tile, boost::function<void(BattleResult*)> cb = 0, bool creatureBank = false); //if any of armies is hero, hero will be used
|
||||
void startBattleI(const CArmedInstance *army1, const CArmedInstance *army2, boost::function<void(BattleResult*)> cb = 0, bool creatureBank = false); //if any of armies is hero, hero will be used, visitable tile of second obj is place of battle//void startBattleI(int heroID, CCreatureSet army, int3 tile, boost::function<void(BattleResult*)> cb); //for hero<=>neutral army
|
||||
void setAmount(int objid, ui32 val);
|
||||
bool teleportHero(si32 hid, si32 dstid, ui8 source, ui8 asker = 255);
|
||||
bool moveHero(si32 hid, int3 dst, ui8 instant, ui8 asker = 255);
|
||||
bool tryAttackingGuard(const int3 &guardPos, const CGHeroInstance * h);
|
||||
void visitObjectOnTile(const TerrainTile &t, const CGHeroInstance * h);
|
||||
|
@ -59,6 +59,13 @@ bool MoveHero::applyGh( CGameHandler *gh )
|
||||
return gh->moveHero(hid,dest,0,gh->getPlayerAt(c));
|
||||
}
|
||||
|
||||
bool CastleTeleportHero::applyGh( CGameHandler *gh )
|
||||
{
|
||||
ERROR_IF_NOT_OWNS(hid);
|
||||
|
||||
return gh->teleportHero(hid,dest,source,gh->getPlayerAt(c));
|
||||
}
|
||||
|
||||
bool ArrangeStacks::applyGh( CGameHandler *gh )
|
||||
{
|
||||
//checks for owning in the gh func
|
||||
|
Loading…
Reference in New Issue
Block a user