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mirror of https://github.com/vcmi/vcmi.git synced 2024-12-24 22:14:36 +02:00

* hero placed in the town starts as visiting hero, not garrisoned

* if hero doesn't have a spell book, he can buy one in a mage guild
* improvements in closing
* fixed crash on picking artifact
* added event message when picking artifact
* fixed problems with disappearing pikemen
* InfoWindow will be properly centered
* hero portraits again visible in PreGame
* fixed problems with handling Pandora's Box
* support for Campfires
* minor changes
This commit is contained in:
Michał W. Urbańczyk 2008-08-25 10:25:16 +00:00
parent 0607ec70cf
commit 6613955463
34 changed files with 271 additions and 165 deletions

View File

@ -16,10 +16,10 @@ AdventureMapButton::AdventureMapButton ()
state=0;
actOnDown = false;
}
AdventureMapButton::AdventureMapButton( std::string Name, std::string HelpBox, boost::function<void()> Callback, int x, int y, std::string defName, bool activ, std::vector<std::string> * add, bool playerColoredButton)
{
init(Callback, Name, HelpBox, playerColoredButton, defName, add, x, y, activ);
}
//AdventureMapButton::AdventureMapButton( std::string Name, std::string HelpBox, boost::function<void()> Callback, int x, int y, std::string defName, bool activ, std::vector<std::string> * add, bool playerColoredButton)
//{
// init(Callback, Name, HelpBox, playerColoredButton, defName, add, x, y, activ);
//}
AdventureMapButton::AdventureMapButton( std::string Name, std::string HelpBox, CFunctionList<void()> Callback, int x, int y, std::string defName, bool activ, std::vector<std::string> * add, bool playerColoredButton )
{
init(Callback, Name, HelpBox, playerColoredButton, defName, add, x, y, activ);

View File

@ -22,7 +22,7 @@ public:
AdventureMapButton(); //c-tor
AdventureMapButton( std::string Name, std::string HelpBox, CFunctionList<void()> Callback, int x, int y, std::string defName, bool activ=false, std::vector<std::string> * add = NULL, bool playerColoredButton = false );//c-tor
AdventureMapButton( std::string Name, std::string HelpBox, boost::function<void()> Callback, int x, int y, std::string defName, bool activ=false, std::vector<std::string> * add = NULL, bool playerColoredButton = false );//c-tor
//AdventureMapButton( std::string Name, std::string HelpBox, boost::function<void()> Callback, int x, int y, std::string defName, bool activ=false, std::vector<std::string> * add = NULL, bool playerColoredButton = false );//c-tor
void init( CFunctionList<void()> Callback, std::string Name, std::string HelpBox, bool playerColoredButton, std::string defName, std::vector<std::string> * add, int x, int y, bool activ );
};

View File

@ -980,7 +980,7 @@ void CAdvMapInt::deactivate()
{
hide();
}
void CAdvMapInt::show()
void CAdvMapInt::show(SDL_Surface *to)
{
blitAt(bg,0,0);

View File

@ -98,7 +98,7 @@ public:
CDefHandler * getAnim(int mode);
};
/*****************************/
class CAdvMapInt : public IActivable //adventure map interface
class CAdvMapInt : public CMainInterface //adventure map interface
{
public:
CAdvMapInt(int Player);
@ -166,7 +166,7 @@ public:
void activate();
void deactivate();
void show(); //shows and activates adv. map interface
void show(SDL_Surface * to=NULL); //shows and activates adv. map interface
void hide(); //deactivates advmap interface
void update(); //redraws terrain

View File

@ -69,7 +69,7 @@ public:
void scrollDown(unsigned int by = 1); //scrolls console up by 'by' positions
};
class CBattleInterface : public IActivable, public IShowable
class CBattleInterface : public CMainInterface
{
private:
SDL_Surface * background, * menu, * amountBasic, * amountNormal;

View File

@ -513,3 +513,9 @@ void CCallback::swapGarrisonHero( const CGTownInstance *town )
if(town->tempOwner != player) return;
*cl->serv << ui16(508) << si32(town->id);
}
void CCallback::buyArtifact(const CGHeroInstance *hero, int aid)
{
if(hero->tempOwner != player) return;
*cl->serv << ui16(510) << hero->id << ui32(aid);
}

View File

@ -40,6 +40,7 @@ public:
virtual bool upgradeCreature(const CArmedInstance *obj, int stackPos, int newID=-1)=0; //if newID==-1 then best possible upgrade will be made
virtual void endTurn()=0;
virtual void swapGarrisonHero(const CGTownInstance *town)=0;
virtual void buyArtifact(const CGHeroInstance *hero, int aid)=0; //used to buy artifacts in towns (including spell book in the guild and war machines in blacksmith)
//get info
virtual bool verifyPath(CPath * path, bool blockSea)=0;
@ -113,6 +114,7 @@ public:
bool upgradeCreature(const CArmedInstance *obj, int stackPos, int newID=-1);
void endTurn();
void swapGarrisonHero(const CGTownInstance *town);
void buyArtifact(const CGHeroInstance *hero, int aid);
//get info
bool verifyPath(CPath * path, bool blockSea);

View File

@ -233,27 +233,33 @@ void CHeroGSlot::clickRight (boost::logic::tribool down)
}
void CHeroGSlot::clickLeft(boost::logic::tribool down)
{
CHeroGSlot *other = upg ? &owner->hslotup : &owner->hslotdown;
if(!down)
{
CHeroGSlot *other = upg ? &owner->hslotup : &owner->hslotdown;
if(hero && highlight)
{
highlight = false;
LOCPLINT->openHeroWindow(hero);
LOCPLINT->adventureInt->heroWindow->quitButton->callback += boost::bind(&CCastleInterface::showAll,owner,screen,true);
}
else if(hero)
{
highlight = true;
owner->showAll();
}
else if(other->hero, other->highlight)
else if(other->hero && other->highlight)
{
other->highlight = highlight = false;
LOCPLINT->cb->swapGarrisonHero(owner->town);
}
else if(hero)
{
highlight = true;
owner->garr->highlighted = NULL;
owner->showAll();
}
hover(false);hover(true); //refresh statusbar
}
if(indeterminate(down) && !isItIn(&other->pos,LOCPLINT->current->motion.x,LOCPLINT->current->motion.y))
{
other->highlight = highlight = false;
show();
}
}
void CHeroGSlot::activate()
{
@ -374,7 +380,6 @@ CCastleInterface::CCastleInterface(const CGTownInstance * Town, bool Activate)
{
LOCPLINT->objsToBlit.push_back(this);
activate();
showAll();
}
std::string defname;
@ -472,9 +477,29 @@ void CCastleInterface::buildingClicked(int building)
switch(building)
{
case 0: case 1: case 2: case 3: case 4:
{
if(town->visitingHero && !vstd::contains(town->visitingHero->artifWorn,ui16(17))) //visiting hero doesn't have spellboks
{
if(LOCPLINT->cb->getResourceAmount(6) < 500) //not enough gold to buy spellbook
{
LOCPLINT->showInfoDialog(CGI->generaltexth->allTexts[213],std::vector<SComponent*>());
}
else
{
CFunctionList<void()> fl = boost::bind(&CCallback::buyArtifact,LOCPLINT->cb,town->visitingHero,0);
fl += boost::bind(&CCastleInterface::enterMageGuild,this);
std::vector<SComponent*> vvv(1,new SComponent(SComponent::artifact,0,0));
LOCPLINT->showYesNoDialog(CGI->generaltexth->allTexts[214],vvv,
fl,boost::bind(&CCastleInterface::activate,this),
true,true);
}
}
else
{
deactivate();
(new CMageGuildScreen(this))->activate();
enterMageGuild();
}
break;
}
case 7: case 8: case 9:
@ -629,6 +654,8 @@ void CCastleInterface::activate()
subInt->activate();
return;
}
else
subInt = NULL;
showing = true;
townlist->activate();
garr->activate();
@ -640,6 +667,7 @@ void CCastleInterface::activate()
buildings[i]->activate();
hslotdown.activate();
hslotup.activate();
showAll(0,true);
}
void CCastleInterface::deactivate()
{
@ -807,6 +835,11 @@ CRecrutationWindow * CCastleInterface::showRecruitmentWindow( int building )
rw->activate();
return rw;
}
void CCastleInterface::enterMageGuild()
{
(new CMageGuildScreen(this))->activate();
}
void CHallInterface::CBuildingBox::hover(bool on)
{
Hoverable::hover(on);
@ -995,7 +1028,6 @@ void CHallInterface::close()
deactivate();
delete this;
LOCPLINT->castleInt->activate();
LOCPLINT->castleInt->showAll();
}
void CHallInterface::show(SDL_Surface * to)
{
@ -1055,7 +1087,6 @@ void CHallInterface::CBuildWindow::Buy()
LOCPLINT->cb->buildBuilding(LOCPLINT->castleInt->town,bid);
delete this;
delete LOCPLINT->castleInt->subInt;
LOCPLINT->castleInt->showAll();
}
void CHallInterface::CBuildWindow::close()
{
@ -1252,7 +1283,6 @@ void CFortScreen::close()
deactivate();
delete this;
LOCPLINT->castleInt->activate();
LOCPLINT->castleInt->showAll();
}
CFortScreen::CFortScreen( CCastleInterface * owner )
{
@ -1406,7 +1436,6 @@ void CMageGuildScreen::close()
delete this;
LOCPLINT->castleInt->subInt = NULL;
LOCPLINT->castleInt->activate();
LOCPLINT->castleInt->showAll();
}
void CMageGuildScreen::show(SDL_Surface * to)
{

View File

@ -47,7 +47,7 @@ public:
~CHeroGSlot();
};
class CCastleInterface : public IShowable, public IActivable
class CCastleInterface : public CMainInterface
{
public:
bool showing;
@ -56,7 +56,6 @@ public:
SDL_Surface * cityBg;
const CGTownInstance * town;
CStatusBar * statusbar;
IShowActivable * subInt;
unsigned char animval, count;
CDefHandler *hall,*fort, *flag;
@ -76,7 +75,7 @@ public:
void show(SDL_Surface * to=NULL);
void showAll(SDL_Surface * to=NULL, bool forceTotalRedraw = false);
void buildingClicked(int building);
void enterMageGuild();
CRecrutationWindow * showRecruitmentWindow(int building);
void enterHall();
void close();
@ -145,7 +144,7 @@ public:
void deactivate();
};
class CFortScreen : public IShowActivable
class CFortScreen : public CMainInterface
{
class RecArea : public ClickableL
{

View File

@ -46,6 +46,7 @@ public:
virtual void buildChanged(const CGTownInstance *town, int buildingID, int what){}; //what: 1 - built, 2 - demolished
virtual void garrisonChanged(const CGObjectInstance * obj){};
virtual void heroArtifactSetChanged(const CGHeroInstance*hero){};
virtual void heroCreated(const CGHeroInstance*){};
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
virtual void heroInGarrisonChange(const CGTownInstance *town){};

View File

@ -417,7 +417,18 @@ void CGameState::applyNL(IPack * pack)
{
SetGarrisons * n = static_cast<SetGarrisons*>(pack);
for(std::map<ui32,CCreatureSet>::iterator i = n->garrs.begin(); i!=n->garrs.end(); i++)
static_cast<CArmedInstance*>(map->objects[i->first])->army = i->second;
{
CArmedInstance *ai = static_cast<CArmedInstance*>(map->objects[i->first]);
ai->army = i->second;
if(ai->ID==98 && (static_cast<CGTownInstance*>(ai))->garrisonHero) //if there is a hero in garrison then we must update also his army
const_cast<CGHeroInstance*>((static_cast<CGTownInstance*>(ai))->garrisonHero)->army = i->second;
else if(ai->ID==34)
{
CGHeroInstance *h = static_cast<CGHeroInstance*>(ai);
if(h->visitedTown && h->inTownGarrison)
h->visitedTown->army = i->second;
}
}
break;
}
case 503:
@ -1101,24 +1112,25 @@ void CGameState::init(StartInfo * si, Mapa * map, int Seed)
for(int m=0; m<k->second.towns.size();m++)
{
int3 vistile = k->second.towns[m]->pos; vistile.x--; //tile next to the entrance
if(vistile == k->second.heroes[l]->pos)
if(vistile == k->second.heroes[l]->pos || k->second.heroes[l]->pos==k->second.towns[m]->pos)
{
k->second.towns[m]->visitingHero = k->second.heroes[l];
k->second.heroes[l]->visitedTown = k->second.towns[m];
k->second.heroes[l]->inTownGarrison = false;
goto mainplheloop;
}
else if(k->second.heroes[l]->pos == k->second.towns[m]->pos)
{
k->second.towns[m]->garrisonHero = k->second.heroes[l];
k->second.towns[m]->army = k->second.heroes[l]->army;
k->second.heroes[l]->visitedTown = k->second.towns[m];
k->second.heroes[l]->inTownGarrison = true;
if(k->second.heroes[l]->pos==k->second.towns[m]->pos)
k->second.heroes[l]->pos.x -= 1;
goto mainplheloop;
break;
}
//else if(k->second.heroes[l]->pos == k->second.towns[m]->pos)
//{
// k->second.towns[m]->garrisonHero = k->second.heroes[l];
// k->second.towns[m]->army = k->second.heroes[l]->army;
// k->second.heroes[l]->visitedTown = k->second.towns[m];
// k->second.heroes[l]->inTownGarrison = true;
// k->second.heroes[l]->pos.x -= 1;
// goto mainplheloop;
//}
}
mainplheloop:;
}
}
}

View File

@ -508,6 +508,7 @@ void CHeroWindow::setHero(const CGHeroInstance *Hero)
void CHeroWindow::quit()
{
LOCPLINT->curint->subInt = NULL;
LOCPLINT->objsToBlit -= this;
deactivate();
@ -535,7 +536,7 @@ void CHeroWindow::quit()
void CHeroWindow::activate()
{
//LOCPLINT->curint = this;
LOCPLINT->curint->subInt = this;
quitButton->activate();
dismissButton->activate();
questlogButton->activate();

View File

@ -588,6 +588,26 @@ void CPickable::onHeroVisit(int objid, int heroID)
case 5: //artifact
{
cb->giveHeroArtifact(os->subID,heroID,-1); //TODO: na pozycje
InfoWindow iw;
iw.player = cb->getHeroOwner(heroID);
iw.components.push_back(Component(4,os->subID,0,0));
iw.text << std::pair<ui8,ui32>(12,os->subID);
cb->showInfoDialog(&iw);
break;
}
case 12: //campfire
{
int val = (rand()%3) + 4, //4 - 6
res = rand()%6,
owner = cb->getHeroOwner(heroID);
cb->giveResource(owner,res,val); //non-gold resource
cb->giveResource(owner,6,val*100);//gold
InfoWindow iw;
iw.player = owner;
iw.components.push_back(Component(2,6,val*100,0));
iw.components.push_back(Component(2,res,val,0));
iw.text << std::pair<ui8,ui32>(11,23);
cb->showInfoDialog(&iw);
break;
}
case 79: //resource
@ -691,6 +711,7 @@ std::vector<int> CPickable::yourObjects() //returns IDs of objects which are han
std::vector<int> ret;
ret.push_back(79); //resource
ret.push_back(5); //artifact
ret.push_back(12); //resource
ret.push_back(101); //treasure chest / commander stone
return ret;
}

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@ -171,7 +171,8 @@ int main(int argc, _TCHAR* argv[])
SDL_WaitEvent(&ev);
if(ev.type==SDL_QUIT)
{
t.interrupt();
cl.close();
SDL_Delay(750);
exit(0);
}
eventsM.lock();

View File

@ -426,7 +426,7 @@ void CMessage::drawIWindow(CInfoWindow * ret, std::string text, int player, int
ret->bitmap = drawBox1(txts.first+70,txts.second+70,0);
ret->pos.h=ret->bitmap->h;
ret->pos.w=ret->bitmap->w;
ret->pos.x=300-(ret->pos.w/2);
ret->pos.x=400-(ret->pos.w/2);
ret->pos.y=300-(ret->pos.h/2);
int curh = 30; //gorny margines
blitTextOnSur(txtg,curh,ret->bitmap);

View File

@ -12,6 +12,7 @@
#include "hch/CLodHandler.h"
#include "CPathfinder.h"
#include <sstream>
#include "hch/CArtHandler.h"
#include "hch/CAbilityHandler.h"
#include "hch/CHeroHandler.h"
#include "hch/CTownHandler.h"
@ -172,14 +173,10 @@ void CGarrisonSlot::clickLeft(tribool down)
(creature->idNumber,1,count,NULL,0, boost::bind(&CCallback::dismissCreature,LOCPLINT->cb,getObj(),ID),NULL) )
->activate();
}
if(LOCPLINT->curint == LOCPLINT->castleInt && dynamic_cast<CHeroWindow*>(LOCPLINT->castleInt->subInt))
{
LOCPLINT->castleInt->subInt->deactivate();
}
if(LOCPLINT->curint->subInt)
LOCPLINT->curint->subInt->deactivate();
else
{
LOCPLINT->curint->deactivate();
}
owner->highlighted = NULL;
show();
refr = true;
@ -263,8 +260,8 @@ void CGarrisonSlot::show()
printTo(buf,pos.x+56,pos.y+62,GEOR16,zwykly);
if(owner->highlighted==this)
blitAt(graphics->bigImgs[-1],pos);
if(owner->update)
updateRect(&pos,screen);
//if(owner->update)
// updateRect(&pos,screen);
delete [] buf;
}
else
@ -273,8 +270,8 @@ void CGarrisonSlot::show()
SDL_BlitSurface(owner->sur,&jakis1,screen,&jakis2);
if(owner->splitting)
blitAt(graphics->bigImgs[-1],pos);
if(owner->update)
SDL_UpdateRect(screen,pos.x,pos.y,pos.w,pos.h);
//if(owner->update)
// SDL_UpdateRect(screen,pos.x,pos.y,pos.w,pos.h);
}
}
CGarrisonInt::~CGarrisonInt()
@ -588,6 +585,10 @@ void SComponent::init(Etype Type, int Subtype, int Val)
std::ostringstream oss;
switch (Type)
{
case artifact:
description = CGI->arth->artifacts[Subtype].description;
subtitle = CGI->arth->artifacts[Subtype].name;
break;
case primskill:
description = CGI->generaltexth->arraytxt[2+Subtype];
oss << ((Val>0)?("+"):("-")) << Val << " " << CGI->heroh->pskillsn[Subtype];
@ -645,6 +646,9 @@ SDL_Surface * SComponent::getImg()
{
switch (type)
{
case artifact:
return graphics->artDefs->ourImages[subtype].bitmap;
break;
case primskill:
return graphics->pskillsb->ourImages[subtype].bitmap;
break;
@ -1942,6 +1946,7 @@ void CPlayerInterface::heroPrimarySkillChanged(const CGHeroInstance * hero, int
void CPlayerInterface::receivedResource(int type, int val)
{
boost::unique_lock<boost::mutex> un(*pim);
adventureInt->resdatabar.draw();
}
@ -2017,13 +2022,13 @@ void CPlayerInterface::garrisonChanged(const CGObjectInstance * obj)
SDL_FreeSurface(graphics->heroWins[hh->subID]);
graphics->heroWins[hh->subID] = infoWin(hh);
}
CHeroWindow * hw = dynamic_cast<CHeroWindow *>(curint);
CHeroWindow * hw = dynamic_cast<CHeroWindow *>(curint->subInt);
if(hw)
{
hw->garInt->recreateSlots();
hw->garInt->show();
}
else if(castleInt) //opened town window - redraw town garrsion slots (change is within hero garr)
if(castleInt) //opened town window - redraw town garrsion slots (change is within hero garr)
{
castleInt->garr->highlighted = NULL;
castleInt->garr->recreateSlots();
@ -2128,9 +2133,9 @@ BattleAction CPlayerInterface::activeStack(int stackID) //called when it's turn
void CPlayerInterface::battleEnd(BattleResult *br)
{
boost::unique_lock<boost::mutex> un(*pim);
dynamic_cast<CBattleInterface*>(curint)->deactivate();
LOCPLINT->objsToBlit.erase(std::find(LOCPLINT->objsToBlit.begin(),LOCPLINT->objsToBlit.end(),dynamic_cast<IShowable*>(curint)));
delete dynamic_cast<CBattleInterface*>(curint);
curint->deactivate();
objsToBlit -= curint;
delete curint;
curint = adventureInt;
adventureInt->activate();
}
@ -2257,6 +2262,16 @@ void CPlayerInterface::openHeroWindow(const CGHeroInstance *hero)
adventureInt->heroWindow->quitButton->callback += boost::bind(&CHeroWindow::quit,adventureInt->heroWindow);
adventureInt->heroWindow->activate();
}
void CPlayerInterface::heroArtifactSetChanged(const CGHeroInstance*hero)
{
boost::unique_lock<boost::mutex> un(*pim);
if(curint->subInt == adventureInt->heroWindow)
{
//TODO: update hero window properly
}
}
CStatusBar::CStatusBar(int x, int y, std::string name, int maxw)
{
bg=BitmapHandler::loadBitmap(name);
@ -2827,9 +2842,6 @@ void CRecrutationWindow::close()
deactivate();
delete this;
LOCPLINT->curint->activate();
CCastleInterface *pom;
if(pom=dynamic_cast<CCastleInterface*>(LOCPLINT->curint))
pom->showAll();
}
void CRecrutationWindow::Max()
{
@ -3055,9 +3067,6 @@ void CSplitWindow::close()
deactivate();
delete this;
LOCPLINT->curint->activate();
CCastleInterface *c = dynamic_cast<CCastleInterface*>(LOCPLINT->curint);
if(c) c->showAll();
}
void CSplitWindow::sliderMoved(int to)
{
@ -3210,12 +3219,6 @@ CCreInfoWindow::CCreInfoWindow(int Cid, int Type, int creatureCount, StackState
CFunctionList<void()> fs[2];
fs[0] += Upg;
fs[0] += boost::bind(&CCreInfoWindow::close,this);
CCastleInterface *pom;
if(pom=dynamic_cast<CCastleInterface*>(LOCPLINT->curint)) //if town screen is opened it needs to be redrawn
{
fs[1] += boost::bind(&CCastleInterface::showAll,pom,screen,true);
}
fs[1] += boost::bind(&CCreInfoWindow::activate,this);
CFunctionList<void()> cfl;
cfl = boost::bind(&CCreInfoWindow::deactivate,this);
@ -3236,12 +3239,6 @@ CCreInfoWindow::CCreInfoWindow(int Cid, int Type, int creatureCount, StackState
//on dismiss confirmed
fs[0] += Dsm; //dismiss
fs[0] += boost::bind(&CCreInfoWindow::close,this);//close this window
CCastleInterface *pom;
if(pom=dynamic_cast<CCastleInterface*>(LOCPLINT->curint)) //if town screen is opened it needs to be redrawn
{
fs[1] += boost::bind(&CCastleInterface::showAll,pom,screen,true);
}
fs[1] += boost::bind(&CCreInfoWindow::activate,this);
CFunctionList<void()> cfl;
cfl = boost::bind(&CCreInfoWindow::deactivate,this);
@ -3282,14 +3279,14 @@ void CCreInfoWindow::activate()
void CCreInfoWindow::close()
{
deactivate();
CCastleInterface *c = dynamic_cast<CCastleInterface*>(LOCPLINT->curint);
if(c && dynamic_cast<CHeroWindow*>(c->subInt))
if(dynamic_cast<CHeroWindow*>(LOCPLINT->curint->subInt))
{
if(type)
c->subInt->activate();
LOCPLINT->curint->subInt->activate();
}
else
{
CCastleInterface *c = dynamic_cast<CCastleInterface*>(LOCPLINT->curint);
if(c)
c->showAll();
if(type)

View File

@ -60,6 +60,11 @@ class IShowActivable : public IShowable, public IActivable
public:
virtual ~IShowActivable(){};
};
class CMainInterface : public IShowActivable
{
public:
IShowActivable *subInt;
};
class CIntObject //interface object
{
public:
@ -315,7 +320,7 @@ public:
boost::mutex *pim;
bool makingTurn;
SDL_Event * current;
IActivable *curint;
CMainInterface *curint;
CAdvMapInt * adventureInt;
CCastleInterface * castleInt;
FPSmanager * mainFPSmng;
@ -335,6 +340,7 @@ public:
//overloaded funcs from CGameInterface
void buildChanged(const CGTownInstance *town, int buildingID, int what); //what: 1 - built, 2 - demolished
void garrisonChanged(const CGObjectInstance * obj);
void heroArtifactSetChanged(const CGHeroInstance*hero);
void heroCreated(const CGHeroInstance* hero);
void heroGotLevel(const CGHeroInstance *hero, int pskill, std::vector<ui16> &skills, boost::function<void(ui32)> &callback);
void heroInGarrisonChange(const CGTownInstance *town);

View File

@ -615,8 +615,7 @@ void Options::showIcon (int what, int nr, bool abs) //what: -1=castle, 0=hero, 1
{
if(ourOpt->heroPortrait>=0)
{
//TODO: restore drawing hero portrait
//blitAtWR(CGI->heroh->heroes[ourOpt->heroPortrait]->portraitSmall,252,130+50*se);
blitAtWR(graphics->portraitSmall[ourOpt->heroPortrait],252,130+50*se);
}
else
{
@ -625,8 +624,7 @@ void Options::showIcon (int what, int nr, bool abs) //what: -1=castle, 0=hero, 1
}
else
{
//TODO: restore drawing hero portrait
//blitAtWR(CGI->heroh->heroes[pom]->portraitSmall,252,130+50*se);
blitAtWR(graphics->portraitSmall[pom],252,130+50*se);
}
break;
}

View File

@ -1,7 +1,7 @@
0.61 -> 0.62
General:
* restructured to the server-client model
* support for heroes starting in town garrisons
* support for heroes placed in towns
* upgrading creatures
* working gaining levels for heroes (including dialog with skill selection)
* added graphical cursor
@ -16,6 +16,7 @@ Castles:
* viewing hero window in the town screen
* possibility of moving hero into the garrison
* partially done mage guild screen
* if hero doesn't have a spell book, he can buy one in a mage guild
Adventure Interface:
* hopefully fixed problems with wrong town defs (village/fort/capitol)
@ -44,6 +45,8 @@ PreGame:
Objects:
* support for the Tree of knowledge
* support for Campfires
* added event message when picking artifact
0.6 -> 0.61 (Jun 15 2008)
Improvements:

View File

@ -77,6 +77,10 @@ std::string toString(MetaString &ms)
break;
case 11:
vec = &CGI->objh->advobtxt;
break;
case 12:
vec = &CGI->generaltexth->artifEvents;
break;
}
ret += (*vec)[ser];
}
@ -366,7 +370,9 @@ void CClient::process(int what)
*serv >> sha;
std::cout << "Setting artifacts of hero " << sha.hid << std::endl;
gs->apply(&sha);
//TODO: inform interfaces
CGHeroInstance *t = gs->getHero(sha.hid);
if(vstd::contains(playerint,t->tempOwner))
playerint[t->tempOwner]->heroArtifactSetChanged(t);
break;
}
case 1001:
@ -537,3 +543,7 @@ void CClient::run()
} HANDLE_EXCEPTION
}
void CClient::close()
{
serv->close();
}

View File

@ -46,6 +46,7 @@ public:
CClient(CConnection *con, StartInfo *si);
~CClient(void);
void close();
void process(int what);
void run();

View File

@ -9,6 +9,11 @@ public:
CFunctionList(int){};
CFunctionList(){};
template <typename Functor>
CFunctionList(const Functor &f)
{
funcs.push_back(boost::function<Signature>(f));
}
CFunctionList(const boost::function<Signature> &first)
{
funcs.push_back(first);
@ -22,11 +27,11 @@ public:
funcs.push_back(first);
return *this;
}
const boost::function<Signature> & operator=(const boost::function<Signature> &first)
{
funcs.push_back(first);
return first;
}
//CFunctionList<Signature> & operator=(const boost::function<Signature> &first)
//{
// funcs.push_back(first);
// return first;
//}
operator bool() const
{
return funcs.size();

View File

@ -71,7 +71,7 @@ SDL_Surface * Graphics::drawTownInfoWin(const CGTownInstance * curh)
printAtMiddle(buf,167,70,GEORM,zwykly,ret);
for (std::map<si32,std::pair<ui32,si32> >::const_iterator i=curh->army.slots.begin(); i!=curh->army.slots.end();i++)
{
if(!i->second.first)
if(!i->second.second)
continue;
blitAt(graphics->smallImgs[(*i).second.first],slotsPos[(*i).first].first+1,slotsPos[(*i).first].second+1,ret);
SDL_itoa((*i).second.second,buf,10);

View File

@ -92,6 +92,17 @@ const int SPELL_LEVELS = 5;
delete e; \
}
#define HANDLE_EXCEPTIONC(COMMAND) \
catch (const std::exception& e) { \
COMMAND; \
std::cerr << e.what() << std::endl; \
} \
catch (const std::exception * e) \
{ \
COMMAND; \
std::cerr << e->what()<< std::endl; \
delete e; \
}
namespace vstd
{

View File

@ -14,7 +14,6 @@ public:
std::string name;
std::string description;
//std::string desc2;
std::string eventText;
unsigned int price;
bool spellBook, warMachine1, warMachine2, warMachine3, warMachine4, misc1, misc2, misc3, misc4, misc5, feet, lRing, rRing, torso, lHand, rHand, neck, shoulders, head;
EartClass aClass;
@ -27,7 +26,6 @@ public:
std::vector<CArtifact*> treasures, minors, majors, relics;
std::vector<CArtifact> artifacts;
void loadArtifacts();
bool loadArtEvents();
CArtHandler();
};

View File

@ -6,7 +6,7 @@
void CGeneralTextHandler::load()
{
std::string buf = CGI->bitmaph->getTextFile("GENRLTXT.TXT");
std::string buf = CGI->bitmaph->getTextFile("GENRLTXT.TXT"), tmp;
int andame = buf.size();
int i=0; //buf iterator
for(i; i<andame; ++i)
@ -28,7 +28,6 @@ void CGeneralTextHandler::load()
int itr=0;
while(itr<strs.length()-1)
{
std::string tmp;
loadToIt(tmp, strs, itr, 3);
arraytxt.push_back(tmp);
}
@ -37,7 +36,6 @@ void CGeneralTextHandler::load()
std::string strin = CGI->bitmaph->getTextFile("PRISKILL.TXT");
for(int hh=0; hh<4; ++hh)
{
std::string tmp;
loadToIt(tmp, strin, itr, 3);
primarySkillNames.push_back(tmp);
}
@ -46,7 +44,6 @@ void CGeneralTextHandler::load()
std::string strin2 = CGI->bitmaph->getTextFile("JKTEXT.TXT");
for(int hh=0; hh<45; ++hh)
{
std::string tmp;
loadToIt(tmp, strin2, itr, 3);
jktexts.push_back(tmp);
}
@ -55,8 +52,14 @@ void CGeneralTextHandler::load()
std::string strin3 = CGI->bitmaph->getTextFile("HEROSCRN.TXT");
for(int hh=0; hh<33; ++hh)
{
std::string tmp;
loadToIt(tmp, strin3, itr, 3);
heroscrn.push_back(tmp);
}
strin3 = CGI->bitmaph->getTextFile("ARTEVENT.TXT");
for(itr = 0; itr<strin3.size();itr++)
{
loadToIt(tmp, strin3, itr, 3);
artifEvents.push_back(tmp);
}
}

View File

@ -13,6 +13,8 @@ public:
std::vector<std::string> primarySkillNames;
std::vector<std::string> jktexts;
std::vector<std::string> heroscrn;
std::vector<std::string> artifEvents;
void load();
};

View File

@ -257,7 +257,7 @@ void CGHeroInstance::setArtAtPos(ui16 pos, int art)
if(pos<19)
artifWorn.erase(pos);
else
artifacts -= artifacts[pos];
artifacts -= artifacts[pos-19];
}
else
{

View File

@ -79,14 +79,21 @@ int CConnection::read(void * data, unsigned size)
}
CConnection::~CConnection(void)
{
if(socket)
socket->close();
delete socket;
close();
delete io_service;
delete wmx;
delete rmx;
}
void CConnection::close()
{
if(socket)
{
socket->close();
delete socket;
socket = NULL;
}
}
template <>
void CConnection::saveSerializable<std::string>(const std::string &data)
{

View File

@ -372,6 +372,7 @@ public:
int write(const void * data, unsigned size);
int read(void * data, unsigned size);
int readLine(void * data, unsigned maxSize);
void close();
~CConnection(void);
};

View File

@ -2128,8 +2128,6 @@ void Mapa::readObjects( unsigned char * bufor, int &i)
}
int gcre = readNormalNr(bufor,i, 1); ++i; //number of gained creatures
spec->creatures = readCreatureSet(bufor,i,gcre,(version>RoE));
if(version > RoE)
i+=gcre;
i+=8;
nobj->info = spec;
///////end of copied fragment

View File

@ -477,9 +477,9 @@ void CGameHandler::handleConnection(std::set<int> players, CConnection &c)
S2->slots[p2].second = S1->slots[p1].second;
S1->slots[p1].second = pom2;
if(!S1->slots[p1].first)
if(!S1->slots[p1].second)
S1->slots.erase(p1);
if(!S2->slots[p2].first)
if(!S2->slots[p2].second)
S2->slots.erase(p2);
}
else if(what==2)//merge
@ -618,7 +618,6 @@ void CGameHandler::handleConnection(std::set<int> players, CConnection &c)
{
sg.garrs[objid].slots[slot].second += cram;
}
sendAndApply(&sr);
sendAndApply(&sac);
sendAndApply(&sg);
@ -708,28 +707,30 @@ upgend:
}
else if (town->garrisonHero && !town->visitingHero) //move hero out of the garrison
{
//town will be empty
SetGarrisons sg;
sg.garrs[tid] = CCreatureSet();
sendAndApply(&sg);
SetHeroesInTown intown;
intown.tid = tid;
intown.garrison = -1;
intown.visiting = town->garrisonHero->id;
sendAndApply(&intown);
//town will be empty
SetGarrisons sg;
sg.garrs[tid] = CCreatureSet();
sendAndApply(&sg);
}
else if (town->garrisonHero && town->visitingHero) //swap visiting and garrison hero
{
SetGarrisons sg;
sg.garrs[town->id] = town->visitingHero->army;
sendAndApply(&sg);
sg.garrs[town->garrisonHero->id] = town->garrisonHero->army;
//sg.garrs[town->visitingHero->id] = town->visitingHero->army;
SetHeroesInTown intown;
intown.tid = tid;
intown.garrison = town->visitingHero->id;
intown.visiting = town->garrisonHero->id;
sendAndApply(&intown);
sendAndApply(&sg);
}
else
{
@ -737,7 +738,7 @@ upgend:
}
break;
}
case 509:
case 509: //swap artifacts
{
si32 hid1, hid2;
ui16 slot1, slot2;
@ -749,28 +750,6 @@ upgend:
h2->setArtAtPos(slot2,a1);
h1->setArtAtPos(slot1,a2);
// if(std::max(slot1,slot2) < 19)
// {
// if(vstd::contains(h1->artifWorn,slot1) && vstd::contains(h1->artifWorn,slot2))
// std::swap(h1->artifWorn[slot1],h2->artifWorn[slot2]);
// if(vstd::contains(h1->artifWorn,slot1))
// {
// h2->artifWorn[slot2] = h1->artifWorn[slot1];
// h1->artifWorn.erase(slot1);
// }
// else if(vstd::contains(h2->artifWorn,slot2))
// {
// h1->artifWorn[slot1] = h2->artifWorn[slot2];
// h2->artifWorn.erase(slot2);
// }
// else
// {
// std::cout << "Warning, wrong artifact swap command!" << std::endl;
// }
// }
// else
// {
// }
SetHeroArtifacts sha;
sha.hid = hid1;
sha.artifacts = h1->artifacts;
@ -783,6 +762,35 @@ upgend:
sha.artifWorn = h2->artifWorn;
sendAndApply(&sha);
}
break;
}
case 510: //buy artifact
{
ui32 hid;
si32 aid, bid;
c >> hid >> aid;
CGHeroInstance *hero = gs->getHero(hid);
CGTownInstance *town = hero->visitedTown;
if(aid==0)
{
if(!vstd::contains(town->builtBuildings,si32(0)))
break;
SetResource sr;
sr.player = hero->tempOwner;
sr.resid = 6;
sr.val = gs->players[hero->tempOwner].resources[6] - 500;
sendAndApply(&sr);
SetHeroArtifacts sha;
sha.hid = hid;
sha.artifacts = hero->artifacts;
sha.artifWorn = hero->artifWorn;
sha.artifWorn[17] = 0;
sendAndApply(&sha);
}
//TODO: war machines
break;
}
case 2001:
{
@ -1100,12 +1108,12 @@ void CGameHandler::run()
while(states.players[i->first].makingTurn && !end2)
{
boost::posix_time::time_duration p;
p= boost::posix_time::seconds(1);
p = boost::posix_time::milliseconds(200);
#ifdef _MSC_VER
states.cv.timed_wait(lock,p);
#else
boost::xtime time={0,0};
time.sec = static_cast<boost::xtime::xtime_sec_t>(p.total_seconds());
time.nsec = static_cast<boost::xtime::xtime_nsec_t>(p.total_nanoseconds());
states.cv.timed_wait(lock,time);
#endif
}

View File

@ -128,28 +128,20 @@ void CScriptCallback::stopHeroVisitCastle(int obj, int heroID)
}
void CScriptCallback::giveHeroArtifact(int artid, int hid, int position) //pos==-1 - first free slot in backpack
{
CGHeroInstance* h = gh->gs->map->getHero(hid,0);
const CGHeroInstance* h = getHero(hid);
SetHeroArtifacts sha;
sha.hid = hid;
sha.artifacts = h->artifacts;
sha.artifWorn = h->artifWorn;
if(position<0)
{
for(unsigned i=0;i<h->artifacts.size();i++)
{
if(!h->artifacts[i])
{
h->artifacts[i] = artid;
return;
}
}
h->artifacts.push_back(artid);
return;
}
sha.artifacts.push_back(artid);
else
{
if(h->artifWorn[position]) //slot is occupied
{
giveHeroArtifact(h->artifWorn[position],hid,-1);
}
h->artifWorn[position] = artid;
}
if(!vstd::contains(sha.artifWorn,ui16(position)))
sha.artifWorn[position] = artid;
else
sha.artifacts.push_back(artid);
gh->sendAndApply(&sha);
}
void CScriptCallback::startBattle(const CCreatureSet * army1, const CCreatureSet * army2, int3 tile, const CGHeroInstance *hero1, const CGHeroInstance *hero2) //use hero=NULL for no hero

View File

@ -288,12 +288,6 @@
>
</File>
</Filter>
<Filter
Name="Resource Files"
Filter="rc;ico;cur;bmp;dlg;rc2;rct;bin;rgs;gif;jpg;jpeg;jpe;resx;tiff;tif;png;wav"
UniqueIdentifier="{67DA6AB6-F800-4c08-8B7A-83BB121AAD01}"
>
</Filter>
</Files>
<Globals>
</Globals>