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mirror of https://github.com/vcmi/vcmi.git synced 2024-12-24 22:14:36 +02:00
- linux readme tweaks
This commit is contained in:
Ivan Savenko 2012-06-27 20:44:01 +00:00
parent 47945383da
commit 613172fa45
14 changed files with 81 additions and 41 deletions

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@ -896,7 +896,7 @@ void VCAI::makeTurn()
{ {
MAKING_TURN; MAKING_TURN;
boost::shared_lock<boost::shared_mutex> gsLock(cb->getGsMutex()); boost::shared_lock<boost::shared_mutex> gsLock(cb->getGsMutex());
setThreadName(-1, "VCAI::makeTurn"); setThreadName("VCAI::makeTurn");
BNLOG("Player %d starting turn", playerID); BNLOG("Player %d starting turn", playerID);
INDENT; INDENT;
@ -2178,7 +2178,7 @@ void VCAI::requestActionASAP(boost::function<void()> whatToDo)
boost::barrier b(2); boost::barrier b(2);
boost::thread newThread([&b,this,whatToDo]() boost::thread newThread([&b,this,whatToDo]()
{ {
setThreadName(-1, "VCAI::requestActionASAP::helper"); setThreadName("VCAI::requestActionASAP::helper");
SET_GLOBAL_STATE(this); SET_GLOBAL_STATE(this);
boost::shared_lock<boost::shared_mutex> gsLock(cb->getGsMutex()); boost::shared_lock<boost::shared_mutex> gsLock(cb->getGsMutex());
b.wait(); b.wait();

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@ -1,8 +1,12 @@
This readme covers VCMI compilation on Unix-like systems. This readme covers VCMI compilation on Unix-like systems.
For complete installation instructions see VCMI wiki: To run the game you will need:
http://wiki.vcmi.eu/index.php?title=Installation_on_Linux 1) Heroes 3 data files (SoD or Complete editions);
2) Unofficial WoG addon
2) VCMI data pack (http://download.vcmi.eu/vcmi-data_0.89.tar.gz)
For complete installation instructions see VCMI wiki:
http://wiki.vcmi.eu/index.php?title=Installation_on_Linux#Preparing_data
I. Prerequisites I. Prerequisites
@ -80,7 +84,7 @@ Since VCMI is still in development, there's no install procedure, although this
make install make install
You also need to update configuration files: You also need to update configuration files:
cp /PATH_TO_SOURCE/config /DATA_PATH/vcmi cp /PATH_TO_SOURCE/config /DATA_PATH/vcmi
In this case you'll have to manually update after any changes. In this case you'll have to manually update these files after any changes.
For more permament solution you should use links as described below. For more permament solution you should use links as described below.
For development puposes, it's better to use links. Go For development puposes, it's better to use links. Go

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@ -1345,12 +1345,15 @@ CCreatureAnim::CCreatureAnim(int x, int y, std::string name, Rect picPos, ui8 fl
pos.h = picPos.h; pos.h = picPos.h;
}; };
void CCreatureAnim::loopPreview() void CCreatureAnim::loopPreview(bool warMachine)
{ {
std::vector<EAnimType> available; std::vector<EAnimType> available;
static const EAnimType previewList[] = {HOLDING, HITTED, DEFENCE, ATTACK_FRONT, CAST_FRONT};
static const EAnimType creaPreviewList[] = {HOLDING, HITTED, DEFENCE, ATTACK_FRONT, CAST_FRONT};
static const EAnimType machPreviewList[] = {HOLDING, MOVING, SHOOT_UP, SHOOT_FRONT, SHOOT_DOWN};
auto & previewList = warMachine ? machPreviewList : creaPreviewList;
for (size_t i=0; i<5; i++) for (size_t i=0; i<ARRAY_COUNT(previewList); i++)
if (anim.size(previewList[i])) if (anim.size(previewList[i]))
available.push_back(previewList[i]); available.push_back(previewList[i]);
@ -1358,10 +1361,15 @@ void CCreatureAnim::loopPreview()
if (rnd >= available.size()) if (rnd >= available.size())
{ {
EAnimType type;
if ( anim.size(MOVING) == 0 )//no moving animation present if ( anim.size(MOVING) == 0 )//no moving animation present
addLast( HOLDING ); type = HOLDING;
else else
addLast( MOVING ) ; type = MOVING;
//display this anim for ~1 second (time is random, but it looks good)
for (size_t i=0; i< 12/anim.size(type) + 1; i++)
addLast(type);
} }
else else
addLast(available[rnd]); addLast(available[rnd]);
@ -1410,9 +1418,9 @@ void CCreatureAnim::reset()
set(HOLDING); set(HOLDING);
} }
void CCreatureAnim::startPreview() void CCreatureAnim::startPreview(bool warMachine)
{ {
callback = boost::bind(&CCreatureAnim::loopPreview,this); callback = boost::bind(&CCreatureAnim::loopPreview, this, warMachine);
} }
void CCreatureAnim::clearAndSet(EAnimType type) void CCreatureAnim::clearAndSet(EAnimType type)

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@ -352,8 +352,8 @@ private:
//queue of animations waiting to be displayed //queue of animations waiting to be displayed
std::queue<EAnimType> queue; std::queue<EAnimType> queue;
//this funcction is used as callback if preview flag was set during construction //this function is used as callback if preview flag was set during construction
void loopPreview(); void loopPreview(bool warMachine);
public: public:
//change anim to next if queue is not empty, call callback othervice //change anim to next if queue is not empty, call callback othervice
@ -362,7 +362,7 @@ public:
//add sequence to the end of queue //add sequence to the end of queue
void addLast(EAnimType newType); void addLast(EAnimType newType);
void startPreview(); void startPreview(bool warMachine);
//clear queue and set animation to this sequence //clear queue and set animation to this sequence
void clearAndSet(EAnimType type); void clearAndSet(EAnimType type);

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@ -878,7 +878,7 @@ void CSelectionScreen::difficultyChange( int to )
void CSelectionScreen::handleConnection() void CSelectionScreen::handleConnection()
{ {
setThreadName(-1, "CSelectionScreen::handleConnection"); setThreadName("CSelectionScreen::handleConnection");
try try
{ {
assert(serv); assert(serv);

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@ -133,7 +133,7 @@ void CClient::waitForMoveAndSend(int color)
void CClient::run() void CClient::run()
{ {
setThreadName(-1, "CClient::run"); setThreadName("CClient::run");
try try
{ {
CPack *pack = NULL; CPack *pack = NULL;
@ -614,7 +614,7 @@ void CClient::calculatePaths(const CGHeroInstance *h)
void CClient::commenceTacticPhaseForInt(CBattleGameInterface *battleInt) void CClient::commenceTacticPhaseForInt(CBattleGameInterface *battleInt)
{ {
setThreadName(-1, "CClient::commenceTacticPhaseForInt"); setThreadName("CClient::commenceTacticPhaseForInt");
try try
{ {
battleInt->yourTacticPhase(gs->curB->tacticDistance); battleInt->yourTacticPhase(gs->curB->tacticDistance);
@ -708,7 +708,7 @@ CServerHandler::~CServerHandler()
void CServerHandler::callServer() void CServerHandler::callServer()
{ {
setThreadName(-1, "CServerHandler::callServer"); setThreadName("CServerHandler::callServer");
std::string logName = GVCMIDirs.UserPath + "/server_log.txt"; std::string logName = GVCMIDirs.UserPath + "/server_log.txt";
std::string comm = GameConstants::BIN_DIR + GameConstants::PATH_SEPARATOR + GameConstants::SERVER_NAME + " " + port + " > " + logName; std::string comm = GameConstants::BIN_DIR + GameConstants::PATH_SEPARATOR + GameConstants::SERVER_NAME + " " + port + " > " + logName;
int result = std::system(comm.c_str()); int result = std::system(comm.c_str());

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@ -1037,8 +1037,8 @@ CCreaturePic::CCreaturePic(int x, int y, const CCreature *cre, bool Big, bool An
bg = new CPicture(graphics->backgroundsm[cre->faction],0,0,false); bg = new CPicture(graphics->backgroundsm[cre->faction],0,0,false);
bg->needRefresh = true; bg->needRefresh = true;
anim = new CCreatureAnim(0, 0, cre->animDefName, Rect()); anim = new CCreatureAnim(0, 0, cre->animDefName, Rect());
anim->clipRect(cre->doubleWide?170:150, 155, bg->pos.w, bg->pos.h); anim->clipRect(cre->isDoubleWide()?170:150, 155, bg->pos.w, bg->pos.h);
anim->startPreview(); anim->startPreview(cre->hasBonusOfType(Bonus::SIEGE_WEAPON));
pos.w = bg->pos.w; pos.w = bg->pos.w;
pos.h = bg->pos.h; pos.h = bg->pos.h;
@ -1201,9 +1201,6 @@ void CRecruitmentWindow::buy()
onRecruit(crid, slider->value); onRecruit(crid, slider->value);
if(level >= 0) if(level >= 0)
close(); close();
else
slider->moveTo(0);
} }
void CRecruitmentWindow::showAll(SDL_Surface * to) void CRecruitmentWindow::showAll(SDL_Surface * to)
@ -1261,13 +1258,14 @@ void CRecruitmentWindow::availableCreaturesChanged()
{ {
OBJ_CONSTRUCTION_CAPTURING_ALL; OBJ_CONSTRUCTION_CAPTURING_ALL;
size_t selectedIndex = 0;
if (!cards.empty() && selected) // find position of selected item
selectedIndex = std::find(cards.begin(), cards.end(), selected) - cards.begin();
//deselect card //deselect card
select(nullptr); select(nullptr);
static const int SPACE_BETWEEN = 18;
static const int CREATURE_WIDTH = 102;
static const int TOTAL_CREATURE_WIDTH = SPACE_BETWEEN + CREATURE_WIDTH;
//delete old cards //delete old cards
BOOST_FOREACH(auto & card, cards) BOOST_FOREACH(auto & card, cards)
delete card; delete card;
@ -1288,15 +1286,33 @@ void CRecruitmentWindow::availableCreaturesChanged()
assert(!cards.empty()); assert(!cards.empty());
const int creatureWidth = 102;
//normal distance between cards - 18px
int requiredSpace = 18;
//maximum distance we can use without reaching window borders
int availableSpace = pos.w - 50 - creatureWidth * cards.size();
if (cards.size() > 1) // avoid division by zero
availableSpace /= cards.size() - 1;
else
availableSpace = 0;
assert(availableSpace >= 0);
const int spaceBetween = std::min(requiredSpace, availableSpace);
const int totalCreatureWidth = spaceBetween + creatureWidth;
//now we know total amount of cards and can move them to correct position //now we know total amount of cards and can move them to correct position
int curx = 192 + 50 - (CREATURE_WIDTH*cards.size()/2) - (SPACE_BETWEEN*(cards.size()-1)/2); int curx = pos.w / 2 - (creatureWidth*cards.size()/2) - (spaceBetween*(cards.size()-1)/2);
BOOST_FOREACH(auto & card, cards) BOOST_FOREACH(auto & card, cards)
{ {
card->moveBy(Point(curx, 64)); card->moveBy(Point(curx, 64));
curx += TOTAL_CREATURE_WIDTH; curx += totalCreatureWidth;
} }
select(cards.front()); //restore selection
select(cards[selectedIndex]);
if(slider->value) if(slider->value)
slider->moveTo(0); slider->moveTo(0);

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@ -342,7 +342,7 @@ void CGuiHandler::fakeMouseMove()
void CGuiHandler::run() void CGuiHandler::run()
{ {
setThreadName(-1, "CGuiHandler::run"); setThreadName("CGuiHandler::run");
inGuiThread.reset(new bool(true)); inGuiThread.reset(new bool(true));
try try
{ {

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@ -1943,7 +1943,9 @@
"level": 0, "level": 0,
"name": [ "SylvanCentaur" ], "name": [ "SylvanCentaur" ],
"faction": -1, "faction": -1,
"defname": "ZM192Z.DEF" "defname": "ZM192Z.DEF",
"projectile_defname": "PELFX.DEF",
"projectile_spin": false
}, },
{ {

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@ -180,7 +180,7 @@ void CConsoleHandler::setColor(int level)
int CConsoleHandler::run() int CConsoleHandler::run()
{ {
setThreadName(-1, "CConsoleHandler::run"); setThreadName("CConsoleHandler::run");
//disabling sync to make in_avail() work (othervice always returns 0) //disabling sync to make in_avail() work (othervice always returns 0)
std::ios::sync_with_stdio(false); std::ios::sync_with_stdio(false);
std::string buffer; std::string buffer;

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@ -74,10 +74,18 @@ class CGameInterface : public CBattleGameInterface, public IGameEventsReceiver
public: public:
virtual void init(CCallback * CB){}; virtual void init(CCallback * CB){};
virtual void yourTurn(){}; //called AFTER playerStartsTurn(player) virtual void yourTurn(){}; //called AFTER playerStartsTurn(player)
virtual void heroGotLevel(const CGHeroInstance *hero, int pskill, std::vector<ui16> &skills, boost::function<void(ui32)> &callback)=0; //pskill is gained primary skill, interface has to choose one of given skills and call callback with selection id
//pskill is gained primary skill, interface has to choose one of given skills and call callback with selection id
virtual void heroGotLevel(const CGHeroInstance *hero, int pskill, std::vector<ui16> &skills, boost::function<void(ui32)> &callback)=0;
virtual void commanderGotLevel (const CCommanderInstance * commander, std::vector<ui32> skills, boost::function<void(ui32)> &callback)=0; virtual void commanderGotLevel (const CCommanderInstance * commander, std::vector<ui32> skills, boost::function<void(ui32)> &callback)=0;
virtual void showBlockingDialog(const std::string &text, const std::vector<Component> &components, ui32 askID, const int soundID, bool selection, bool cancel) = 0; //Show a dialog, player must take decision. If selection then he has to choose between one of given components, if cancel he is allowed to not choose. After making choice, CCallback::selectionMade should be called with number of selected component (1 - n) or 0 for cancel (if allowed) and askID.
virtual void showGarrisonDialog(const CArmedInstance *up, const CGHeroInstance *down, bool removableUnits, boost::function<void()> &onEnd) = 0; //all stacks operations between these objects become allowed, interface has to call onEnd when done // Show a dialog, player must take decision. If selection then he has to choose between one of given components,
// if cancel he is allowed to not choose. After making choice, CCallback::selectionMade should be called
// with number of selected component (1 - n) or 0 for cancel (if allowed) and askID.
virtual void showBlockingDialog(const std::string &text, const std::vector<Component> &components, ui32 askID, const int soundID, bool selection, bool cancel) = 0;
// all stacks operations between these objects become allowed, interface has to call onEnd when done
virtual void showGarrisonDialog(const CArmedInstance *up, const CGHeroInstance *down, bool removableUnits, boost::function<void()> &onEnd) = 0;
virtual void serialize(COSer<CSaveFile> &h, const int version){}; //saving virtual void serialize(COSer<CSaveFile> &h, const int version){}; //saving
virtual void serialize(CISer<CLoadFile> &h, const int version){}; //loading virtual void serialize(CISer<CLoadFile> &h, const int version){}; //loading
virtual void finish(){}; //if for some reason we want to end virtual void finish(){}; //if for some reason we want to end

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@ -45,7 +45,9 @@ void CThreadHelper::processTasks()
} }
} }
void setThreadName(long threadID, const std::string &name) // set name for this thread.
// NOTE: on *nix string will be trimmed to 16 symbols
void setThreadName(const std::string &name)
{ {
#ifdef _WIN32 #ifdef _WIN32
//follows http://msdn.microsoft.com/en-us/library/xcb2z8hs.aspx //follows http://msdn.microsoft.com/en-us/library/xcb2z8hs.aspx
@ -62,7 +64,7 @@ void setThreadName(long threadID, const std::string &name)
THREADNAME_INFO info; THREADNAME_INFO info;
info.dwType = 0x1000; info.dwType = 0x1000;
info.szName = name.c_str(); info.szName = name.c_str();
info.dwThreadID = threadID; info.dwThreadID = -1;
info.dwFlags = 0; info.dwFlags = 0;
__try __try

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@ -34,7 +34,7 @@ template <typename T> inline void setData(T * data, boost::function<T()> func)
*data = func(); *data = func();
} }
void DLL_LINKAGE setThreadName(long threadID, const std::string &name); void DLL_LINKAGE setThreadName(const std::string &name);
#define GET_DATA(TYPE,DESTINATION,FUNCTION_TO_GET) \ #define GET_DATA(TYPE,DESTINATION,FUNCTION_TO_GET) \
(boost::bind(&setData<TYPE>,&DESTINATION,FUNCTION_TO_GET)) (boost::bind(&setData<TYPE>,&DESTINATION,FUNCTION_TO_GET))

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@ -847,7 +847,7 @@ void CGameHandler::applyBattleEffects(BattleAttack &bat, const CStack *att, cons
} }
void CGameHandler::handleConnection(std::set<int> players, CConnection &c) void CGameHandler::handleConnection(std::set<int> players, CConnection &c)
{ {
setThreadName(-1, "CGameHandler::handleConnection"); setThreadName("CGameHandler::handleConnection");
srand(time(NULL)); srand(time(NULL));
try try