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mirror of https://github.com/vcmi/vcmi.git synced 2025-06-17 00:07:41 +02:00

#41 - Implemented Castle Gates

#375, #376 - fixed recruit window 
#362, #377 - fixed town window
This commit is contained in:
Ivan Savenko
2010-06-30 19:27:35 +00:00
parent 1159750bb6
commit 60c90af39c
11 changed files with 139 additions and 61 deletions

View File

@ -46,6 +46,13 @@ template <ui16 N> bool isType(CPack *pack)
return pack->getType() == N; return pack->getType() == N;
} }
bool CCallback::teleportHero(const CGHeroInstance *who, const CGTownInstance *where)
{
CastleTeleportHero pack(who->id, where->id, 1);
sendRequest(&pack);
return true;
}
bool CCallback::moveHero(const CGHeroInstance *h, int3 dst) bool CCallback::moveHero(const CGHeroInstance *h, int3 dst)
{ {
MoveHero pack(dst,h->id); MoveHero pack(dst,h->id);

View File

@ -211,6 +211,7 @@ protected:
public: public:
//commands //commands
bool moveHero(const CGHeroInstance *h, int3 dst); //dst must be free, neighbouring tile (this function can move hero only by one tile) bool moveHero(const CGHeroInstance *h, int3 dst); //dst must be free, neighbouring tile (this function can move hero only by one tile)
bool teleportHero(const CGHeroInstance *who, const CGTownInstance *where);
void selectionMade(int selection, int asker); void selectionMade(int selection, int asker);
int swapCreatures(const CArmedInstance *s1, const CArmedInstance *s2, int p1, int p2); int swapCreatures(const CArmedInstance *s1, const CArmedInstance *s2, int p1, int p2);
int mergeStacks(const CArmedInstance *s1, const CArmedInstance *s2, int p1, int p2); //first goes to the second int mergeStacks(const CArmedInstance *s1, const CArmedInstance *s2, int p1, int p2); //first goes to the second

View File

@ -37,6 +37,19 @@ using namespace CSDL_Ext;
* *
*/ */
int hordeToDwellingID(int bid)//helper, converts horde buiding ID into corresponding dwelling ID
{
const CGTownInstance * t = LOCPLINT->castleInt->town;
switch (bid)
{
case 18: return t->town->hordeLvl[0] + 30;
case 19: return t->town->hordeLvl[0] + 37;
case 24: return t->town->hordeLvl[1] + 30;
case 25: return t->town->hordeLvl[1] + 37;
default: return bid;
}
}
CBuildingRect::CBuildingRect(Structure *Str) CBuildingRect::CBuildingRect(Structure *Str)
:moi(false), offset(0), str(Str) :moi(false), offset(0), str(Str)
{ {
@ -154,7 +167,9 @@ void CBuildingRect::clickRight(tribool down, bool previousState)
return; return;
if( !CSDL_Ext::isTransparent(area, GH.current->motion.x-pos.x, GH.current->motion.y-pos.y) ) //inside building image if( !CSDL_Ext::isTransparent(area, GH.current->motion.x-pos.x, GH.current->motion.y-pos.y) ) //inside building image
{ {
CBuilding *bld = CGI->buildh->buildings[str->townID][str->ID]; int bid = hordeToDwellingID(str->ID);
CBuilding *bld = CGI->buildh->buildings[str->townID][bid];
assert(bld); assert(bld);
CInfoPopup *vinya = new CInfoPopup(); CInfoPopup *vinya = new CInfoPopup();
@ -162,13 +177,28 @@ void CBuildingRect::clickRight(tribool down, bool previousState)
vinya->bitmap = CMessage::drawBoxTextBitmapSub vinya->bitmap = CMessage::drawBoxTextBitmapSub
(LOCPLINT->playerID, (LOCPLINT->playerID,
bld->Description(), bld->Description(),
LOCPLINT->castleInt->bicons->ourImages[str->ID].bitmap, LOCPLINT->castleInt->bicons->ourImages[bid].bitmap,
bld->Name()); bld->Name());
vinya->pos.x = screen->w/2 - vinya->bitmap->w/2; vinya->pos.x = screen->w/2 - vinya->bitmap->w/2;
vinya->pos.y = screen->h/2 - vinya->bitmap->h/2; vinya->pos.y = screen->h/2 - vinya->bitmap->h/2;
GH.pushInt(vinya); GH.pushInt(vinya);
} }
} }
std::string getBuildingSubtitle(int tid, int bid)//hover text for building
{
const CGTownInstance * t = LOCPLINT->castleInt->town;
bid = hordeToDwellingID(bid);
if (bid<30)//non-dwellings - only buiding name
return CGI->buildh->buildings[tid][bid]->Name();
else//dwellings - recruit %creature%
{
int creaID = t->creatures[(bid-30)%CREATURES_PER_TOWN].second.back();//taking last of available creatures
return CGI->generaltexth->allTexts[16] + " " + CGI->creh->creatures[creaID]->namePl;
}
}
void CBuildingRect::mouseMoved (const SDL_MouseMotionEvent & sEvent) void CBuildingRect::mouseMoved (const SDL_MouseMotionEvent & sEvent)
{ {
if(area && isItIn(&pos,sEvent.x, sEvent.y)) if(area && isItIn(&pos,sEvent.x, sEvent.y))
@ -188,19 +218,13 @@ void CBuildingRect::mouseMoved (const SDL_MouseMotionEvent & sEvent)
if((*LOCPLINT->castleInt->hBuild)<(*this)) //set if we are on top if((*LOCPLINT->castleInt->hBuild)<(*this)) //set if we are on top
{ {
LOCPLINT->castleInt->hBuild = this; LOCPLINT->castleInt->hBuild = this;
if(CGI->buildh->buildings[str->townID][str->ID] && CGI->buildh->buildings[str->townID][str->ID]->Name().length()) GH.statusbar->print(getBuildingSubtitle(str->townID, str->ID));
GH.statusbar->print(CGI->buildh->buildings[str->townID][str->ID]->Name());
else
GH.statusbar->print(str->name);
} }
} }
else //no building hovered else //no building hovered
{ {
LOCPLINT->castleInt->hBuild = this; LOCPLINT->castleInt->hBuild = this;
if(CGI->buildh->buildings[str->townID][str->ID] && CGI->buildh->buildings[str->townID][str->ID]->Name().length()) GH.statusbar->print(getBuildingSubtitle(str->townID, str->ID));
GH.statusbar->print(CGI->buildh->buildings[str->townID][str->ID]->Name());
else
GH.statusbar->print(str->name);
} }
} }
} }
@ -549,14 +573,7 @@ void CCastleInterface::splitF()
void CCastleInterface::buildingClicked(int building) void CCastleInterface::buildingClicked(int building)
{ {
tlog5<<"You've clicked on "<<building<<std::endl; tlog5<<"You've clicked on "<<building<<std::endl;
if(building==19 || building==18) building = hordeToDwellingID(building);
{
building = town->town->hordeLvl[0] + 30;
}
else if(building==24 || building==25)
{
building = town->town->hordeLvl[1] + 30;
}
const CBuilding *b = CGI->buildh->buildings[town->subID][building]; const CBuilding *b = CGI->buildh->buildings[town->subID][building];
@ -708,7 +725,7 @@ void CCastleInterface::buildingClicked(int building)
{ {
const CGTownInstance *t = Towns[i]; const CGTownInstance *t = Towns[i];
if (t->id != this->town->id && t->visitingHero == NULL && //another town, empty and this is if (t->id != this->town->id && t->visitingHero == NULL && //another town, empty and this is
t->subID == 3 && vstd::contains(t->builtBuildings, 26))//inferno with castle gate t->subID == 3 && vstd::contains(t->builtBuildings, 22))//inferno with castle gate
{ {
availableTowns.push_back(t->id);//add to the list availableTowns.push_back(t->id);//add to the list
} }
@ -718,8 +735,7 @@ void CCastleInterface::buildingClicked(int building)
LOCPLINT->showInfoDialog(CGI->generaltexth->allTexts[126], std::vector<SComponent*>(), soundBase::sound_todo); LOCPLINT->showInfoDialog(CGI->generaltexth->allTexts[126], std::vector<SComponent*>(), soundBase::sound_todo);
break;//only visiting hero can use castle gates break;//only visiting hero can use castle gates
} }
tlog4<<"Warning: implementation is unfinished\n"; CPicture *titlePic = new CPicture (bicons->ourImages[building].bitmap, 0,0, false);//will be deleted by selection window
CPicture *titlePic = new CPicture (bicons->ourImages[building].bitmap, 0,0, false);
GH.pushInt (new CObjectListWindow(availableTowns, titlePic, CGI->generaltexth->jktexts[40], GH.pushInt (new CObjectListWindow(availableTowns, titlePic, CGI->generaltexth->jktexts[40],
CGI->generaltexth->jktexts[41], boost::bind (&CCastleInterface::castleTeleport, this, _1))); CGI->generaltexth->jktexts[41], boost::bind (&CCastleInterface::castleTeleport, this, _1)));
break; break;
@ -752,9 +768,9 @@ void CCastleInterface::buildingClicked(int building)
void CCastleInterface::castleTeleport(int where) void CCastleInterface::castleTeleport(int where)
{ {
//TODO: send message to move hero, const CGTownInstance * dest = dynamic_cast<const CGTownInstance *>(CGI->state->map->objects[where]);
//find a way to do this without new message type LOCPLINT->cb->teleportHero(town->visitingHero, dest);
//and update interface close();//close this window, interface with new town will be called by town::onVisit
} }
void CCastleInterface::defaultBuildingClicked(int building) void CCastleInterface::defaultBuildingClicked(int building)
@ -1017,7 +1033,7 @@ void CCastleInterface::recreateBuildings()
if(vstd::contains(town->builtBuildings,6)) if(vstd::contains(town->builtBuildings,6))
{ {
std::vector <const CGObjectInstance *> vobjs = LOCPLINT->cb->getVisitableObjs(town->bestLocation()); std::vector <const CGObjectInstance *> vobjs = LOCPLINT->cb->getVisitableObjs(town->bestLocation());
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) 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)
{ {
Structure * st = CGI->townh->structures[town->subID][20]; Structure * st = CGI->townh->structures[town->subID][20];
buildings.push_back(new CBuildingRect(st)); buildings.push_back(new CBuildingRect(st));
@ -1237,19 +1253,20 @@ void CCastleInterface::CCreaInfo::clickRight(tribool down, bool previousState)
GH.pushInt(mess); GH.pushInt(mess);
} }
} }
void CCastleInterface::CCreaInfo::show(SDL_Surface * to) void CCastleInterface::CCreaInfo::show(SDL_Surface * to)
{ {
blitAt(graphics->smallImgs[crid],pos.x+8,pos.y,to); blitAt(graphics->smallImgs[crid],pos.x+8,pos.y,to);
std::ostringstream oss; std::ostringstream oss;
oss << '+' << LOCPLINT->castleInt->town->creatureGrowth((bid-30)%CREATURES_PER_TOWN); oss << '+' << LOCPLINT->castleInt->town->creatureGrowth((bid-30)%CREATURES_PER_TOWN);
CSDL_Ext::printAtMiddle(oss.str(),pos.x+24,pos.y+37,FONT_TINY,zwykly,to); CSDL_Ext::printAtMiddle(oss.str(),pos.x+24,pos.y+40,FONT_SMALL,zwykly,to);
} }
CCastleInterface::CTownInfo::~CTownInfo() CCastleInterface::CTownInfo::~CTownInfo()
{ {
if (pic)
delete pic; delete pic;
} }
CCastleInterface::CTownInfo::CTownInfo(int BID) CCastleInterface::CTownInfo::CTownInfo(int BID)
{ {
used = LCLICK | RCLICK | HOVER; used = LCLICK | RCLICK | HOVER;
@ -1289,12 +1306,14 @@ void CCastleInterface::CTownInfo::hover(bool on)
else else
GH.statusbar->clear(); GH.statusbar->clear();
} }
void CCastleInterface::CTownInfo::clickLeft(tribool down, bool previousState) void CCastleInterface::CTownInfo::clickLeft(tribool down, bool previousState)
{ {
if(previousState && (!down)) if(previousState && (!down))
if (LOCPLINT->castleInt->town->builtBuildings.find(bid)!=LOCPLINT->castleInt->town->builtBuildings.end()) if (LOCPLINT->castleInt->town->builtBuildings.find(bid)!=LOCPLINT->castleInt->town->builtBuildings.end())
LOCPLINT->castleInt->buildingClicked(bid);//activate building LOCPLINT->castleInt->buildingClicked(bid);//activate building
} }
void CCastleInterface::CTownInfo::clickRight(tribool down, bool previousState) void CCastleInterface::CTownInfo::clickRight(tribool down, bool previousState)
{ {
if(down) if(down)
@ -1314,13 +1333,14 @@ void CCastleInterface::CTownInfo::clickRight(tribool down, bool previousState)
GH.pushInt(mess); GH.pushInt(mess);
} }
} }
void CCastleInterface::CTownInfo::show(SDL_Surface * to) void CCastleInterface::CTownInfo::show(SDL_Surface * to)
{ {
if ( bid == 14 )//marketplace/income if ( bid == 14 )//marketplace/income
{ {
std::ostringstream oss; std::ostringstream oss;
oss << LOCPLINT->castleInt->town->dailyIncome(); oss << LOCPLINT->castleInt->town->dailyIncome();
CSDL_Ext::printAtMiddle(oss.str(),pos.x+32,pos.y+32,FONT_SMALL,zwykly,to); CSDL_Ext::printAtMiddle(oss.str(),pos.x+33,pos.y+34,FONT_SMALL,zwykly,to);
} }
else if ( bid == 6 )//no fort else if ( bid == 6 )//no fort
blitAt(pic->ourImages[3].bitmap,pos.x,pos.y,to); blitAt(pic->ourImages[3].bitmap,pos.x,pos.y,to);
@ -1347,7 +1367,7 @@ CRecruitmentWindow * CCastleInterface::showRecruitmentWindow( int building )
// crs.push_back(std::make_pair((int)cres[i],amount)); // crs.push_back(std::make_pair((int)cres[i],amount));
//CRecruitmentWindow *rw = new CRecruitmentWindow(crs,boost::bind(&CCallback::recruitCreatures,LOCPLINT->cb,town,_1,_2)); //CRecruitmentWindow *rw = new CRecruitmentWindow(crs,boost::bind(&CCallback::recruitCreatures,LOCPLINT->cb,town,_1,_2));
CRecruitmentWindow *rw = new CRecruitmentWindow(town, level, town, boost::bind(&CCallback::recruitCreatures,LOCPLINT->cb,town,_1,_2)); CRecruitmentWindow *rw = new CRecruitmentWindow(town, level, town, boost::bind(&CCallback::recruitCreatures,LOCPLINT->cb,town,_1,_2), -87);
GH.pushInt(rw); GH.pushInt(rw);
return rw; return rw;
} }
@ -1519,33 +1539,27 @@ CHallInterface::CHallInterface(CCastleInterface * owner)
for(size_t j=0; j<boxList[i].size();j++) //for each box for(size_t j=0; j<boxList[i].size();j++) //for each box
{ {
size_t k=0; size_t k=0;
for(;k<boxList[i][j].size();k++)//we are looking for the first not build structure for(;k<boxList[i][j].size();k++)//we are looking for the first not build structure
{ {
int bid = boxList[i][j][k]; int bid = boxList[i][j][k];
//if building not build or this is unupgraded horde
if(!vstd::contains(owner->town->builtBuildings,bid)) if(!vstd::contains(owner->town->builtBuildings,bid) || bid==18 || bid == 24)
{ {
int x = 34 + 194*j, int x = 34 + 194*j,
y = 37 + 104*i, y = 37 + 104*i,
ID = bid; ID = bid;
if (( bid == 18 && vstd::contains(owner->town->builtBuildings, owner->town->town->hordeLvl[0]+37))
|| ( bid == 24 && vstd::contains(owner->town->builtBuildings, owner->town->town->hordeLvl[1]+37)))
continue;//we have upgraded dwelling, horde description should be for upgraded creatures
if(boxList[i].size() == 2) //only two boxes in this row if(boxList[i].size() == 2) //only two boxes in this row
x+=194; x+=194;
else if(boxList[i].size() == 3) //only three boxes in this row else if(boxList[i].size() == 3) //only three boxes in this row
x+=97; x+=97;
boxes[i].push_back(new CBuildingBox(bid,pos.x+x,pos.y+y)); boxes[i].push_back(new CBuildingBox(bid,pos.x+x,pos.y+y));
//if this is horde dwelling for upgraded creatures and we already have one for basic creatures
if((bid == 25 && vstd::contains(owner->town->builtBuildings,24))
|| (bid == 19 && vstd::contains(owner->town->builtBuildings,18))
)
{
boxes[i].back()->state = 4; //already built
}
else
{
boxes[i].back()->state = LOCPLINT->cb->canBuildStructure(owner->town,ID); boxes[i].back()->state = LOCPLINT->cb->canBuildStructure(owner->town,ID);
}
break; break;
} }
} }

View File

@ -1931,21 +1931,21 @@ void CRecruitmentWindow::show(SDL_Surface * to)
char pom[15]; char pom[15];
SDL_itoa(creatures[which].amount-slider->value,pom,10); //available SDL_itoa(creatures[which].amount-slider->value,pom,10); //available
printAtMiddle(pom,pos.x+205,pos.y+254,FONT_SMALL,zwykly,to); printAtMiddle(pom,pos.x+205,pos.y+253,FONT_SMALL,zwykly,to);
SDL_itoa(slider->value,pom,10); //recruit SDL_itoa(slider->value,pom,10); //recruit
printAtMiddle(pom,pos.x+279,pos.y+254,FONT_SMALL,zwykly,to); printAtMiddle(pom,pos.x+279,pos.y+253,FONT_SMALL,zwykly,to);
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" 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"
int curx = pos.x+115-creatures[which].res.size()*16; int curx = pos.x+122-creatures[which].res.size()*24;
for(int i=0;i<creatures[which].res.size();i++) for(int i=creatures[which].res.size()-1; i>=0; i--)// decrement used to make gold displayed as first res
{ {
blitAt(graphics->resources32->ourImages[creatures[which].res[i].first].bitmap,curx,pos.y+243,to); blitAt(graphics->resources32->ourImages[creatures[which].res[i].first].bitmap,curx,pos.y+243,to);
blitAt(graphics->resources32->ourImages[creatures[which].res[i].first].bitmap,curx+258,pos.y+243,to); blitAt(graphics->resources32->ourImages[creatures[which].res[i].first].bitmap,curx+258,pos.y+243,to);
SDL_itoa(creatures[which].res[i].second,pom,10); SDL_itoa(creatures[which].res[i].second,pom,10);
printAtMiddle(pom,curx+14,pos.y+288,FONT_SMALL,zwykly,to); printAtMiddle(pom,curx+15,pos.y+287,FONT_SMALL,zwykly,to);
SDL_itoa(creatures[which].res[i].second * slider->value,pom,10); SDL_itoa(creatures[which].res[i].second * slider->value,pom,10);
printAtMiddle(pom,curx+12+258,pos.y+286,FONT_SMALL,zwykly,to); printAtMiddle(pom,curx+15+258,pos.y+287,FONT_SMALL,zwykly,to);
curx+=32; curx+=32+16;//size of bitmap + distance between them
} }
curx = pos.x + 192 + CREATURE_WIDTH - (CREATURE_WIDTH*creatures.size()/2) - (SPACE_BETWEEN*(creatures.size()-1)/2); curx = pos.x + 192 + CREATURE_WIDTH - (CREATURE_WIDTH*creatures.size()/2) - (SPACE_BETWEEN*(creatures.size()-1)/2);
@ -1959,7 +1959,7 @@ void CRecruitmentWindow::show(SDL_Surface * to)
bar->show(to); bar->show(to);
} }
CRecruitmentWindow::CRecruitmentWindow(const CGDwelling *Dwelling, int Level, const CArmedInstance *Dst, const boost::function<void(int,int)> &Recruit) CRecruitmentWindow::CRecruitmentWindow(const CGDwelling *Dwelling, int Level, const CArmedInstance *Dst, const boost::function<void(int,int)> &Recruit, int y_offset)
:recruit(Recruit), dwelling(Dwelling), dst(Dst), level(Level) :recruit(Recruit), dwelling(Dwelling), dst(Dst), level(Level)
{ {
which = 0; which = 0;
@ -1969,7 +1969,7 @@ CRecruitmentWindow::CRecruitmentWindow(const CGDwelling *Dwelling, int Level, co
SDL_SetColorKey(bitmap,SDL_SRCCOLORKEY,SDL_MapRGB(bitmap->format,0,255,255)); SDL_SetColorKey(bitmap,SDL_SRCCOLORKEY,SDL_MapRGB(bitmap->format,0,255,255));
SDL_FreeSurface(hhlp); SDL_FreeSurface(hhlp);
pos.x = screen->w/2 - bitmap->w/2; pos.x = screen->w/2 - bitmap->w/2;
pos.y = screen->h/2 - bitmap->h/2; pos.y = screen->h/2 - bitmap->h/2+y_offset;
pos.w = bitmap->w; pos.w = bitmap->w;
pos.h = bitmap->h; pos.h = bitmap->h;
bar = new CStatusBar(pos.x+8, pos.y+370, "APHLFTRT.bmp", 471); bar = new CStatusBar(pos.x+8, pos.y+370, "APHLFTRT.bmp", 471);
@ -1980,10 +1980,10 @@ CRecruitmentWindow::CRecruitmentWindow(const CGDwelling *Dwelling, int Level, co
initCres(); initCres();
printAtMiddle(CGI->generaltexth->allTexts[346],113,233,FONT_SMALL,zwykly,bitmap); //cost per troop t printAtMiddle(CGI->generaltexth->allTexts[346],113,232,FONT_SMALL,zwykly,bitmap); //cost per troop t
printAtMiddle(CGI->generaltexth->allTexts[465],205,233,FONT_SMALL,zwykly,bitmap); //available t printAtMiddle(CGI->generaltexth->allTexts[465],205,233,FONT_SMALL,zwykly,bitmap); //available t
printAtMiddle(CGI->generaltexth->allTexts[16],279,233,FONT_SMALL,zwykly,bitmap); //recruit t printAtMiddle(CGI->generaltexth->allTexts[16],279,233,FONT_SMALL,zwykly,bitmap); //recruit t
printAtMiddle(CGI->generaltexth->allTexts[466],373,233,FONT_SMALL,zwykly,bitmap); //total cost t printAtMiddle(CGI->generaltexth->allTexts[466],371,232,FONT_SMALL,zwykly,bitmap); //total cost t
drawBorder(bitmap,172,222,67,42,int3(239,215,123)); drawBorder(bitmap,172,222,67,42,int3(239,215,123));
drawBorder(bitmap,246,222,67,42,int3(239,215,123)); drawBorder(bitmap,246,222,67,42,int3(239,215,123));
drawBorder(bitmap,64,222,99,76,int3(239,215,123)); drawBorder(bitmap,64,222,99,76,int3(239,215,123));
@ -2618,8 +2618,10 @@ CObjectListWindow::~CObjectListWindow()
void CObjectListWindow::elementSelected() void CObjectListWindow::elementSelected()
{ {
onSelect(items[slider->value]); boost::function<void(int)> toCall = onSelect;//save
GH.popIntTotally(this); int where = items[slider->value]; //required variables
GH.popIntTotally(this);//then destroy window
toCall(where);//and send selected object
} }
void CObjectListWindow::moveList(int which) void CObjectListWindow::moveList(int which)
@ -2671,9 +2673,11 @@ void CObjectListWindow::keyPressed (const SDL_KeyboardEvent & key)
default: default:
return; return;
} }
if (sel<-1)//nothing was selected & list was moved up
return;
if (sel<0)//start of list reached if (sel<0)//start of list reached
sel = 0; sel = 0;
else if ( sel >= slider->amount )//end of list reached if ( sel >= slider->amount )//end of list reached
sel = slider->amount-1; sel = slider->amount-1;
if ( sel >= items.size() ) if ( sel >= items.size() )
sel = items.size()-1; sel = items.size()-1;

View File

@ -424,7 +424,7 @@ public:
class CRecruitmentWindow : public CIntObject class CRecruitmentWindow : public CIntObject
{ {
public: public:
static const int SPACE_BETWEEN = 8; static const int SPACE_BETWEEN = 18;
static const int CREATURE_WIDTH = 102; static const int CREATURE_WIDTH = 102;
static const int TOTAL_CREATURE_WIDTH = SPACE_BETWEEN + CREATURE_WIDTH; static const int TOTAL_CREATURE_WIDTH = SPACE_BETWEEN + CREATURE_WIDTH;
@ -461,7 +461,7 @@ public:
void showAll(SDL_Surface * to){show(to);}; void showAll(SDL_Surface * to){show(to);};
void cleanCres(); void cleanCres();
void initCres(); 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 ~CRecruitmentWindow(); //d-tor
}; };

View File

@ -1483,7 +1483,11 @@ void CGameState::init( StartInfo * si, ui32 checksum, int Seed )
vti->builtBuildings.insert(30); vti->builtBuildings.insert(30);
if(ran()%2) if(ran()%2)
vti->builtBuildings.insert(31); 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++) for (int i = 0; i<CREATURES_PER_TOWN; i++)
if (vstd::contains(vti->builtBuildings,(-31-i))) //if we have horde for this level if (vstd::contains(vti->builtBuildings,(-31-i))) //if we have horde for this level
{ {

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@ -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 struct ArrangeStacks : public CPackForServer
{ {
ArrangeStacks(){}; ArrangeStacks(){};

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@ -158,6 +158,7 @@ void registerTypes3(Serializer &s)
s.template registerType<MakeCustomAction>(); s.template registerType<MakeCustomAction>();
s.template registerType<DigWithHero>(); s.template registerType<DigWithHero>();
s.template registerType<CastAdvSpell>(); s.template registerType<CastAdvSpell>();
s.template registerType<CastleTeleportHero>();
s.template registerType<SaveGame>(); s.template registerType<SaveGame>();
s.template registerType<SetSelection>(); s.template registerType<SetSelection>();

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@ -1807,6 +1807,30 @@ bool CGameHandler::moveHero( si32 hid, int3 dst, ui8 instant, ui8 asker /*= 255*
return true; 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) void CGameHandler::setOwner(int objid, ui8 owner)
{ {
ui8 oldOwner = getOwner(objid); ui8 oldOwner = getOwner(objid);

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@ -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, 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 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); 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 moveHero(si32 hid, int3 dst, ui8 instant, ui8 asker = 255);
bool tryAttackingGuard(const int3 &guardPos, const CGHeroInstance * h); bool tryAttackingGuard(const int3 &guardPos, const CGHeroInstance * h);
void visitObjectOnTile(const TerrainTile &t, const CGHeroInstance * h); void visitObjectOnTile(const TerrainTile &t, const CGHeroInstance * h);

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@ -59,6 +59,13 @@ bool MoveHero::applyGh( CGameHandler *gh )
return gh->moveHero(hid,dest,0,gh->getPlayerAt(c)); 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 ) bool ArrangeStacks::applyGh( CGameHandler *gh )
{ {
//checks for owning in the gh func //checks for owning in the gh func