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https://github.com/vcmi/vcmi.git
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47945383da
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613172fa45
@ -896,7 +896,7 @@ void VCAI::makeTurn()
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{
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MAKING_TURN;
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boost::shared_lock<boost::shared_mutex> gsLock(cb->getGsMutex());
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setThreadName(-1, "VCAI::makeTurn");
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setThreadName("VCAI::makeTurn");
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BNLOG("Player %d starting turn", playerID);
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INDENT;
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@ -2178,7 +2178,7 @@ void VCAI::requestActionASAP(boost::function<void()> whatToDo)
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boost::barrier b(2);
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boost::thread newThread([&b,this,whatToDo]()
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{
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setThreadName(-1, "VCAI::requestActionASAP::helper");
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setThreadName("VCAI::requestActionASAP::helper");
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SET_GLOBAL_STATE(this);
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boost::shared_lock<boost::shared_mutex> gsLock(cb->getGsMutex());
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b.wait();
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10
README.linux
10
README.linux
@ -1,8 +1,12 @@
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This readme covers VCMI compilation on Unix-like systems.
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For complete installation instructions see VCMI wiki:
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http://wiki.vcmi.eu/index.php?title=Installation_on_Linux
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To run the game you will need:
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1) Heroes 3 data files (SoD or Complete editions);
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2) Unofficial WoG addon
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2) VCMI data pack (http://download.vcmi.eu/vcmi-data_0.89.tar.gz)
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For complete installation instructions see VCMI wiki:
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http://wiki.vcmi.eu/index.php?title=Installation_on_Linux#Preparing_data
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I. Prerequisites
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@ -80,7 +84,7 @@ Since VCMI is still in development, there's no install procedure, although this
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make install
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You also need to update configuration files:
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cp /PATH_TO_SOURCE/config /DATA_PATH/vcmi
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In this case you'll have to manually update after any changes.
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In this case you'll have to manually update these files after any changes.
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For more permament solution you should use links as described below.
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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
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pos.h = picPos.h;
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};
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void CCreatureAnim::loopPreview()
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void CCreatureAnim::loopPreview(bool warMachine)
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{
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std::vector<EAnimType> available;
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static const EAnimType previewList[] = {HOLDING, HITTED, DEFENCE, ATTACK_FRONT, CAST_FRONT};
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static const EAnimType creaPreviewList[] = {HOLDING, HITTED, DEFENCE, ATTACK_FRONT, CAST_FRONT};
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static const EAnimType machPreviewList[] = {HOLDING, MOVING, SHOOT_UP, SHOOT_FRONT, SHOOT_DOWN};
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auto & previewList = warMachine ? machPreviewList : creaPreviewList;
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for (size_t i=0; i<5; i++)
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for (size_t i=0; i<ARRAY_COUNT(previewList); i++)
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if (anim.size(previewList[i]))
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available.push_back(previewList[i]);
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@ -1358,10 +1361,15 @@ void CCreatureAnim::loopPreview()
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if (rnd >= available.size())
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{
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EAnimType type;
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if ( anim.size(MOVING) == 0 )//no moving animation present
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addLast( HOLDING );
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type = HOLDING;
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else
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addLast( MOVING ) ;
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type = MOVING;
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//display this anim for ~1 second (time is random, but it looks good)
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for (size_t i=0; i< 12/anim.size(type) + 1; i++)
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addLast(type);
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}
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else
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addLast(available[rnd]);
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@ -1410,9 +1418,9 @@ void CCreatureAnim::reset()
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set(HOLDING);
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}
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void CCreatureAnim::startPreview()
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void CCreatureAnim::startPreview(bool warMachine)
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{
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callback = boost::bind(&CCreatureAnim::loopPreview,this);
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callback = boost::bind(&CCreatureAnim::loopPreview, this, warMachine);
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}
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void CCreatureAnim::clearAndSet(EAnimType type)
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@ -352,8 +352,8 @@ private:
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//queue of animations waiting to be displayed
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std::queue<EAnimType> queue;
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//this funcction is used as callback if preview flag was set during construction
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void loopPreview();
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//this function is used as callback if preview flag was set during construction
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void loopPreview(bool warMachine);
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public:
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//change anim to next if queue is not empty, call callback othervice
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@ -362,7 +362,7 @@ public:
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//add sequence to the end of queue
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void addLast(EAnimType newType);
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void startPreview();
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void startPreview(bool warMachine);
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//clear queue and set animation to this sequence
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void clearAndSet(EAnimType type);
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@ -878,7 +878,7 @@ void CSelectionScreen::difficultyChange( int to )
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void CSelectionScreen::handleConnection()
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{
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setThreadName(-1, "CSelectionScreen::handleConnection");
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setThreadName("CSelectionScreen::handleConnection");
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try
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{
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assert(serv);
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@ -133,7 +133,7 @@ void CClient::waitForMoveAndSend(int color)
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void CClient::run()
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{
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setThreadName(-1, "CClient::run");
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setThreadName("CClient::run");
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try
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{
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CPack *pack = NULL;
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@ -614,7 +614,7 @@ void CClient::calculatePaths(const CGHeroInstance *h)
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void CClient::commenceTacticPhaseForInt(CBattleGameInterface *battleInt)
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{
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setThreadName(-1, "CClient::commenceTacticPhaseForInt");
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setThreadName("CClient::commenceTacticPhaseForInt");
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try
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{
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battleInt->yourTacticPhase(gs->curB->tacticDistance);
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@ -708,7 +708,7 @@ CServerHandler::~CServerHandler()
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void CServerHandler::callServer()
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{
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setThreadName(-1, "CServerHandler::callServer");
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setThreadName("CServerHandler::callServer");
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std::string logName = GVCMIDirs.UserPath + "/server_log.txt";
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std::string comm = GameConstants::BIN_DIR + GameConstants::PATH_SEPARATOR + GameConstants::SERVER_NAME + " " + port + " > " + logName;
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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
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bg = new CPicture(graphics->backgroundsm[cre->faction],0,0,false);
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bg->needRefresh = true;
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anim = new CCreatureAnim(0, 0, cre->animDefName, Rect());
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anim->clipRect(cre->doubleWide?170:150, 155, bg->pos.w, bg->pos.h);
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anim->startPreview();
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anim->clipRect(cre->isDoubleWide()?170:150, 155, bg->pos.w, bg->pos.h);
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anim->startPreview(cre->hasBonusOfType(Bonus::SIEGE_WEAPON));
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pos.w = bg->pos.w;
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pos.h = bg->pos.h;
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@ -1201,9 +1201,6 @@ void CRecruitmentWindow::buy()
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onRecruit(crid, slider->value);
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if(level >= 0)
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close();
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else
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slider->moveTo(0);
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}
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void CRecruitmentWindow::showAll(SDL_Surface * to)
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@ -1261,13 +1258,14 @@ void CRecruitmentWindow::availableCreaturesChanged()
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{
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OBJ_CONSTRUCTION_CAPTURING_ALL;
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size_t selectedIndex = 0;
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if (!cards.empty() && selected) // find position of selected item
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selectedIndex = std::find(cards.begin(), cards.end(), selected) - cards.begin();
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//deselect card
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select(nullptr);
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static const int SPACE_BETWEEN = 18;
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static const int CREATURE_WIDTH = 102;
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static const int TOTAL_CREATURE_WIDTH = SPACE_BETWEEN + CREATURE_WIDTH;
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//delete old cards
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BOOST_FOREACH(auto & card, cards)
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delete card;
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@ -1288,15 +1286,33 @@ void CRecruitmentWindow::availableCreaturesChanged()
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assert(!cards.empty());
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const int creatureWidth = 102;
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//normal distance between cards - 18px
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int requiredSpace = 18;
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//maximum distance we can use without reaching window borders
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int availableSpace = pos.w - 50 - creatureWidth * cards.size();
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if (cards.size() > 1) // avoid division by zero
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availableSpace /= cards.size() - 1;
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else
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availableSpace = 0;
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assert(availableSpace >= 0);
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const int spaceBetween = std::min(requiredSpace, availableSpace);
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const int totalCreatureWidth = spaceBetween + creatureWidth;
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//now we know total amount of cards and can move them to correct position
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int curx = 192 + 50 - (CREATURE_WIDTH*cards.size()/2) - (SPACE_BETWEEN*(cards.size()-1)/2);
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int curx = pos.w / 2 - (creatureWidth*cards.size()/2) - (spaceBetween*(cards.size()-1)/2);
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BOOST_FOREACH(auto & card, cards)
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{
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card->moveBy(Point(curx, 64));
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curx += TOTAL_CREATURE_WIDTH;
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curx += totalCreatureWidth;
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}
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select(cards.front());
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//restore selection
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select(cards[selectedIndex]);
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if(slider->value)
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slider->moveTo(0);
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@ -342,7 +342,7 @@ void CGuiHandler::fakeMouseMove()
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void CGuiHandler::run()
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{
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setThreadName(-1, "CGuiHandler::run");
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setThreadName("CGuiHandler::run");
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inGuiThread.reset(new bool(true));
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try
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{
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@ -1943,7 +1943,9 @@
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"level": 0,
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"name": [ "SylvanCentaur" ],
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"faction": -1,
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"defname": "ZM192Z.DEF"
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"defname": "ZM192Z.DEF",
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"projectile_defname": "PELFX.DEF",
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"projectile_spin": false
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},
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{
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@ -180,7 +180,7 @@ void CConsoleHandler::setColor(int level)
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int CConsoleHandler::run()
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{
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setThreadName(-1, "CConsoleHandler::run");
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setThreadName("CConsoleHandler::run");
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//disabling sync to make in_avail() work (othervice always returns 0)
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std::ios::sync_with_stdio(false);
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std::string buffer;
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@ -74,10 +74,18 @@ class CGameInterface : public CBattleGameInterface, public IGameEventsReceiver
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public:
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virtual void init(CCallback * CB){};
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virtual void yourTurn(){}; //called AFTER playerStartsTurn(player)
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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
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//pskill is gained primary skill, interface has to choose one of given skills and call callback with selection id
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virtual void heroGotLevel(const CGHeroInstance *hero, int pskill, std::vector<ui16> &skills, boost::function<void(ui32)> &callback)=0;
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virtual void commanderGotLevel (const CCommanderInstance * commander, std::vector<ui32> skills, boost::function<void(ui32)> &callback)=0;
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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.
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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
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// Show a dialog, player must take decision. If selection then he has to choose between one of given components,
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// if cancel he is allowed to not choose. After making choice, CCallback::selectionMade should be called
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// with number of selected component (1 - n) or 0 for cancel (if allowed) and askID.
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virtual void showBlockingDialog(const std::string &text, const std::vector<Component> &components, ui32 askID, const int soundID, bool selection, bool cancel) = 0;
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// all stacks operations between these objects become allowed, interface has to call onEnd when done
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virtual void showGarrisonDialog(const CArmedInstance *up, const CGHeroInstance *down, bool removableUnits, boost::function<void()> &onEnd) = 0;
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virtual void serialize(COSer<CSaveFile> &h, const int version){}; //saving
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virtual void serialize(CISer<CLoadFile> &h, const int version){}; //loading
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virtual void finish(){}; //if for some reason we want to end
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@ -45,7 +45,9 @@ void CThreadHelper::processTasks()
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}
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}
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void setThreadName(long threadID, const std::string &name)
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// set name for this thread.
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// NOTE: on *nix string will be trimmed to 16 symbols
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void setThreadName(const std::string &name)
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{
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#ifdef _WIN32
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//follows http://msdn.microsoft.com/en-us/library/xcb2z8hs.aspx
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@ -62,7 +64,7 @@ void setThreadName(long threadID, const std::string &name)
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THREADNAME_INFO info;
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info.dwType = 0x1000;
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info.szName = name.c_str();
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info.dwThreadID = threadID;
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info.dwThreadID = -1;
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info.dwFlags = 0;
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__try
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@ -34,7 +34,7 @@ template <typename T> inline void setData(T * data, boost::function<T()> func)
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*data = func();
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}
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void DLL_LINKAGE setThreadName(long threadID, const std::string &name);
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void DLL_LINKAGE setThreadName(const std::string &name);
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#define GET_DATA(TYPE,DESTINATION,FUNCTION_TO_GET) \
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(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
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}
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void CGameHandler::handleConnection(std::set<int> players, CConnection &c)
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{
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setThreadName(-1, "CGameHandler::handleConnection");
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setThreadName("CGameHandler::handleConnection");
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srand(time(NULL));
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try
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