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

bugfixing:

- fixed parsing of campaign bonuses (conversion to building ID)
- CONTROL event condition can be also fulfilled by allies
- fix for crash on opening exchange window in Russian version
This commit is contained in:
Ivan Savenko 2014-02-26 17:32:42 +00:00
parent d049abe644
commit 78609871ae
3 changed files with 38 additions and 29 deletions

View File

@ -5147,7 +5147,6 @@ CExchangeWindow::CExchangeWindow(ObjectInstanceID hero1, ObjectInstanceID hero2,
CWindowObject(PLAYER_COLORED | BORDERED, "TRADE2")
{
OBJ_CONSTRUCTION_CAPTURING_ALL;
char bufor[400];
heroInst[0] = LOCPLINT->cb->getHero(hero1);
heroInst[1] = LOCPLINT->cb->getHero(hero2);
@ -5175,8 +5174,8 @@ CExchangeWindow::CExchangeWindow(ObjectInstanceID hero1, ObjectInstanceID hero2,
primSkillAreas[g]->type = g;
primSkillAreas[g]->bonusValue = -1;
primSkillAreas[g]->baseType = 0;
sprintf(bufor, CGI->generaltexth->heroscrn[1].c_str(), CGI->generaltexth->primarySkillNames[g].c_str());
primSkillAreas[g]->hoverText = std::string(bufor);
primSkillAreas[g]->hoverText = CGI->generaltexth->heroscrn[1];
boost::replace_first(primSkillAreas[g]->hoverText, "%s", CGI->generaltexth->primarySkillNames[g]);
}
//heroes related thing
@ -5195,8 +5194,9 @@ CExchangeWindow::CExchangeWindow(ObjectInstanceID hero1, ObjectInstanceID hero2,
secSkillAreas[b][g]->bonusValue = level;
secSkillAreas[b][g]->text = CGI->generaltexth->skillInfoTexts[skill][level-1];
sprintf(bufor, CGI->generaltexth->heroscrn[21].c_str(), CGI->generaltexth->levels[level - 1].c_str(), CGI->generaltexth->skillName[skill].c_str());
secSkillAreas[b][g]->hoverText = std::string(bufor);
secSkillAreas[b][g]->hoverText = CGI->generaltexth->heroscrn[21];
boost::algorithm::replace_first(secSkillAreas[b][g]->hoverText, "%s", CGI->generaltexth->levels[level - 1]);
boost::algorithm::replace_first(secSkillAreas[b][g]->hoverText, "%s", CGI->generaltexth->skillName[skill]);
}
portrait[b] = new CHeroArea(257 + 228*b, 13, heroInst[b]);
@ -5210,15 +5210,17 @@ CExchangeWindow::CExchangeWindow(ObjectInstanceID hero1, ObjectInstanceID hero2,
experience[b]->pos = genRect(32, 32, pos.x + 105 + 490*b, pos.y + 45);
experience[b]->hoverText = CGI->generaltexth->heroscrn[9];
experience[b]->text = CGI->generaltexth->allTexts[2].c_str();
boost::replace_first(experience[b]->text, "%d", boost::lexical_cast<std::string>(heroInst[b]->level));
boost::replace_first(experience[b]->text, "%d", boost::lexical_cast<std::string>(CGI->heroh->reqExp(heroInst[b]->level+1)));
boost::replace_first(experience[b]->text, "%d", boost::lexical_cast<std::string>(heroInst[b]->exp));
boost::algorithm::replace_first(experience[b]->text, "%d", boost::lexical_cast<std::string>(heroInst[b]->level));
boost::algorithm::replace_first(experience[b]->text, "%d", boost::lexical_cast<std::string>(CGI->heroh->reqExp(heroInst[b]->level+1)));
boost::algorithm::replace_first(experience[b]->text, "%d", boost::lexical_cast<std::string>(heroInst[b]->exp));
spellPoints[b] = new LRClickableAreaWText();
spellPoints[b]->pos = genRect(32, 32, pos.x + 141 + 490*b, pos.y + 45);
spellPoints[b]->hoverText = CGI->generaltexth->heroscrn[22];
sprintf(bufor, CGI->generaltexth->allTexts[205].c_str(), heroInst[b]->name.c_str(), heroInst[b]->mana, heroInst[b]->manaLimit());
spellPoints[b]->text = std::string(bufor);
spellPoints[b]->text = CGI->generaltexth->allTexts[205];
boost::algorithm::replace_first(spellPoints[b]->text, "%s", heroInst[b]->name);
boost::algorithm::replace_first(spellPoints[b]->text, "%d", boost::lexical_cast<std::string>(heroInst[b]->mana));
boost::algorithm::replace_first(spellPoints[b]->text, "%d", boost::lexical_cast<std::string>(heroInst[b]->manaLimit()));
//setting morale
morale[b] = new MoraleLuckBox(true, genRect(32, 32, 176 + 490*b, 39), true);

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@ -32,7 +32,7 @@ BuildingID CBuildingHandler::campToERMU( int camp, int townType, std::set<Buildi
list_of(0), list_of(0), list_of(0), list_of(0), list_of(0)};
int curPos = campToERMU.size();
for (int i=0; i<7; ++i)
for (int i=0; i<GameConstants::CREATURES_PER_TOWN; ++i)
{
if(camp == curPos) //non-upgraded
return BuildingID(30 + i);
@ -40,31 +40,34 @@ BuildingID CBuildingHandler::campToERMU( int camp, int townType, std::set<Buildi
if(camp == curPos) //upgraded
return BuildingID(37 + i);
curPos++;
//horde building
if (vstd::contains(hordeLvlsPerTType[townType], i))
if (i < 5) // last two levels don't have reserved horde ID. Yet another H3C weirdeness
{
if (camp == curPos)
if (vstd::contains(hordeLvlsPerTType[townType], i))
{
if (hordeLvlsPerTType[townType][0] == i)
if (camp == curPos)
{
if(vstd::contains(builtBuildings, 37 + hordeLvlsPerTType[townType][0])) //if upgraded dwelling is built
return BuildingID::HORDE_1_UPGR;
else //upgraded dwelling not presents
return BuildingID::HORDE_1;
}
else
{
if(hordeLvlsPerTType[townType].size() > 1)
if (hordeLvlsPerTType[townType][0] == i)
{
if(vstd::contains(builtBuildings, 37 + hordeLvlsPerTType[townType][1])) //if upgraded dwelling is built
return BuildingID::HORDE_2_UPGR;
if(vstd::contains(builtBuildings, 37 + hordeLvlsPerTType[townType][0])) //if upgraded dwelling is built
return BuildingID::HORDE_1_UPGR;
else //upgraded dwelling not presents
return BuildingID::HORDE_2;
return BuildingID::HORDE_1;
}
else
{
if(hordeLvlsPerTType[townType].size() > 1)
{
if(vstd::contains(builtBuildings, 37 + hordeLvlsPerTType[townType][1])) //if upgraded dwelling is built
return BuildingID::HORDE_2_UPGR;
else //upgraded dwelling not presents
return BuildingID::HORDE_2;
}
}
}
}
curPos++;
}
curPos++;
}
assert(0);
return BuildingID::NONE; //not found

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@ -2438,16 +2438,20 @@ bool CGameState::checkForVictory( PlayerColor player, const EventCondition & con
}
case EventCondition::CONTROL:
{
// list of players that need to control object to fulfull condition
// NOTE: cgameinfocallback specified explicitly in order to get const version
auto & team = CGameInfoCallback::getPlayerTeam(player)->players;
if (condition.object) // mode A - flag one specific object, like town
{
return condition.object->tempOwner == player;
return team.count(condition.object->tempOwner) != 0;
}
else
{
for(auto & elem : map->objects) // mode B - flag all objects of this type
{
//check not flagged objs
if(elem && elem->tempOwner != player && elem->ID == condition.objectType)
if ( elem && elem->ID == condition.objectType && team.count(elem->tempOwner) == 0 )
return false;
}
return true;