mirror of
https://github.com/vcmi/vcmi.git
synced 2024-12-24 22:14:36 +02:00
* no more divison by 0 in slider
* little more code for upgrades * version set to 0.6 * "plural" reference names for Conflux creatures (starting armies of Conflux heroes should now be working) * minor changes
This commit is contained in:
parent
88a29416da
commit
7d7abbb68d
@ -183,9 +183,14 @@ void CSlider::moveTo(int to)
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else if(to>amount)
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to=amount;
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value = to;
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if(amount)
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{
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float part = (float)to/amount;
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part*=(pos.w-48);
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slider.pos.x = part + pos.x + 16;
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}
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else
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slider.pos.x = pos.x+16;
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moved(to);
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}
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@ -559,7 +559,7 @@ void CBattleInterface::stackAttacking(int ID, int dest)
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switch(CBattleHex::mutualPosition(aStack.position, dest)) //attack direction
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{
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case 0:
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/*reverseCreature(ID, aStack.position, true);
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//reverseCreature(ID, aStack.position, true);
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creAnims[ID]->setType(10);
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for(int i=0; i<creAnims[ID]->framesInGroup(10); ++i)
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{
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@ -567,7 +567,7 @@ void CBattleInterface::stackAttacking(int ID, int dest)
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CSDL_Ext::update();
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SDL_framerateDelay(LOCPLINT->mainFPSmng);
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}
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reverseCreature(ID, aStack.position, true);*/
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//reverseCreature(ID, aStack.position, true);
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break;
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case 1:
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creAnims[ID]->setType(10);
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@ -597,7 +597,7 @@ void CBattleInterface::stackAttacking(int ID, int dest)
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}
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break;
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case 4:
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/*reverseCreature(ID, aStack.position, true);
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//reverseCreature(ID, aStack.position, true);
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creAnims[ID]->setType(12);
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for(int i=0; i<creAnims[ID]->framesInGroup(12); ++i)
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{
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@ -605,10 +605,10 @@ void CBattleInterface::stackAttacking(int ID, int dest)
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CSDL_Ext::update();
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SDL_framerateDelay(LOCPLINT->mainFPSmng);
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}
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reverseCreature(ID, aStack.position, true);*/
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//reverseCreature(ID, aStack.position, true);
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break;
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case 5:
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/*reverseCreature(ID, aStack.position, true);
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reverseCreature(ID, aStack.position, true);
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creAnims[ID]->setType(11);
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for(int i=0; i<creAnims[ID]->framesInGroup(11); ++i)
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{
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@ -616,7 +616,7 @@ void CBattleInterface::stackAttacking(int ID, int dest)
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CSDL_Ext::update();
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SDL_framerateDelay(LOCPLINT->mainFPSmng);
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}
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reverseCreature(ID, aStack.position, true);*/
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reverseCreature(ID, aStack.position, true);
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break;
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}
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creAnims[ID]->setType(2);
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@ -281,7 +281,7 @@ void CCallback::recruitCreatures(const CGObjectInstance *obj, int ID, int amount
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for(int i=0;i<7;i++)
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{
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if(!t->army.slots[i].first)
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if((!t->army.slots[i].first) || (t->army.slots[i].first->idNumber == ID)) //slot is free or there is saem creature
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{
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slot = i;
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break;
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@ -295,9 +295,15 @@ void CCallback::recruitCreatures(const CGObjectInstance *obj, int ID, int amount
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gs->players[player].resources[i] -= (CGI->creh->creatures[ID].cost[i] * amount);
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t->strInfo.creatures[ser] -= amount;
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if(t->army.slots[slot].first) //add new creatures to the existing stack
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{
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t->army.slots[slot].second += amount;
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}
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else //create new stack in the garrison
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{
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t->army.slots[slot].first = &CGI->creh->creatures[ID];
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t->army.slots[slot].second = amount;
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}
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CGI->playerint[gs->players[player].serial]->garrisonChanged(obj);
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}
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@ -306,15 +312,53 @@ void CCallback::recruitCreatures(const CGObjectInstance *obj, int ID, int amount
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bool CCallback::dismissCreature(const CArmedInstance *obj, int stackPos)
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{
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if(obj->tempOwner != player)
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return false;
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CArmedInstance *ob = const_cast<CArmedInstance*>(obj);
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ob->army.slots.erase(stackPos);
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CGI->playerint[gs->players[player].serial]->garrisonChanged(obj);
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return true;
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}
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bool CCallback::upgradeCreature(const CArmedInstance *obj, int stackPos)
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bool CCallback::upgradeCreature(const CArmedInstance *obj, int stackPos, int newID)
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{
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return false;
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}
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UpgradeInfo CCallback::getUpgradeInfo(const CArmedInstance *obj, int stackPos)
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{
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return UpgradeInfo();
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UpgradeInfo ret;
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CCreature *base = ((CArmedInstance*)obj)->army.slots[stackPos].first;
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if((obj->ID == 98) || ((obj->ID == 34) && static_cast<const CGHeroInstance*>(obj)->visitedTown))
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{
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CGTownInstance * t;
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if(obj->ID == 98)
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t = static_cast<CGTownInstance *>(const_cast<CArmedInstance *>(obj));
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else
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t = static_cast<const CGHeroInstance*>(obj)->visitedTown;
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for(std::set<int>::iterator i=t->builtBuildings.begin(); i!=t->builtBuildings.end(); i++)
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{
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if( (*i) >= 37 && (*i) < 44 ) //upgraded creature dwelling
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{
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int nid = t->town->upgradedCreatures[(*i)-37]; //upgrade offered by that building
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if(base->upgrades.find(nid) != base->upgrades.end()) //possible upgrade
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{
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ret.newID.push_back(nid);
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ret.cost.push_back(std::set<std::pair<int,int> >());
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for(int j=0;j<RESOURCE_QUANTITY;j++)
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{
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int dif = CGI->creh->creatures[nid].cost[j] - base->cost[j];
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if(dif)
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ret.cost[ret.cost.size()-1].insert(std::make_pair(j,dif));
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}
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}
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}
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}//end for
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}
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//TODO: check if hero ability makes some upgrades possible
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if(ret.newID.size())
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ret.oldID = base->idNumber;
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return ret;
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}
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int CCallback::howManyTowns()
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@ -907,6 +951,7 @@ void CScriptCallback::heroVisitCastle(CGObjectInstance * ob, int heroID)
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if(n = dynamic_cast<CGTownInstance*>(ob))
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{
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n->visitingHero = CGI->state->getHero(heroID,0);
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CGI->state->getHero(heroID,0)->visitedTown = n;
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for(int b=0; b<CGI->playerint.size(); ++b)
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{
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if(CGI->playerint[b]->playerID == getHeroOwner(heroID))
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@ -925,6 +970,7 @@ void CScriptCallback::stopHeroVisitCastle(CGObjectInstance * ob, int heroID)
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CGTownInstance * n;
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if(n = dynamic_cast<CGTownInstance*>(ob))
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{
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CGI->state->getHero(heroID,0)->visitedTown = NULL;
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if(n->visitingHero && n->visitingHero->type->ID == heroID)
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n->visitingHero = NULL;
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return;
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@ -35,7 +35,7 @@ public:
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virtual bool swapArifacts(const CGHeroInstance * hero1, bool worn1, int pos1, const CGHeroInstance * hero2, bool worn2, int pos2)=0; //swaps artifacts between two given heroes
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virtual void recruitCreatures(const CGObjectInstance *obj, int ID, int amount)=0;
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virtual bool dismissCreature(const CArmedInstance *obj, int stackPos)=0;
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virtual bool upgradeCreature(const CArmedInstance *obj, int stackPos)=0;
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virtual bool upgradeCreature(const CArmedInstance *obj, int stackPos, int newID=-1)=0; //if newID==-1 then best possible upgrade will be made
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//get info
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virtual bool verifyPath(CPath * path, bool blockSea)=0;
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@ -103,7 +103,7 @@ public:
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bool buildBuilding(const CGTownInstance *town, int buildingID);
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void recruitCreatures(const CGObjectInstance *obj, int ID, int amount);
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bool dismissCreature(const CArmedInstance *obj, int stackPos);
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bool upgradeCreature(const CArmedInstance *obj, int stackPos);
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bool upgradeCreature(const CArmedInstance *obj, int stackPos, int newID=-1);
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//get info
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2
CMT.cpp
2
CMT.cpp
@ -62,7 +62,7 @@
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CGameInfo* CGI;
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#endif
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#define CHUNK 16384
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const char * NAME = "VCMI 0.59";
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const char * NAME = "VCMI 0.6";
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SDL_Color playerColorPalette[256]; //palette to make interface colors good
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@ -104,7 +104,7 @@ void CGarrisonSlot::hover (bool on)
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}
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}
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const CGObjectInstance * CGarrisonSlot::getObj()
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const CArmedInstance * CGarrisonSlot::getObj()
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{
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return (!upg)?(owner->oup):(owner->odown);
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}
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@ -142,7 +142,12 @@ void CGarrisonSlot::clickLeft(tribool down)
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{
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if(owner->highlighted == this) //view info
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{
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//TODO: view creature info
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UpgradeInfo pom = LOCPLINT->cb->getUpgradeInfo(getObj(),ID);
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(new CCreInfoWindow
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(creature->idNumber,1,NULL,
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(pom.oldID>=0)?(boost::bind(&CCallback::upgradeCreature,LOCPLINT->cb,getObj(),ID,-1)):(boost::function<void()>()), //if upgrade is possible we'll bind proper function in callback
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boost::bind(&CCallback::dismissCreature,LOCPLINT->cb,getObj(),ID)))
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->activate();
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owner->highlighted = NULL;
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show();
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refr = true;
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@ -399,7 +404,7 @@ void CGarrisonInt::splitStacks(int am2)
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am2);
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}
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CGarrisonInt::CGarrisonInt(int x, int y, int inx, int iny, SDL_Surface *pomsur, int OX, int OY, const CGObjectInstance *s1, const CGObjectInstance *s2)
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CGarrisonInt::CGarrisonInt(int x, int y, int inx, int iny, SDL_Surface *pomsur, int OX, int OY, const CArmedInstance *s1, const CArmedInstance *s2)
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:interx(inx),intery(iny),sur(pomsur),highlighted(NULL),sup(NULL),sdown(NULL),oup(s1),odown(s2),
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offx(OX),offy(OY)
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{
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@ -2926,10 +2931,17 @@ void CCreInfoWindow::show(SDL_Surface * to)
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blitAt(bitmap,pos.x,pos.y,screen);
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blitAt(CGI->creh->backgrounds[c->faction],pos.x+21,pos.y+48,screen);
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anim->nextFrameMiddle(screen,pos.x+90,pos.y+95,true,false,false);
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if(upgrade)
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upgrade->show();
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if(dismiss)
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dismiss->show();
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if(ok)
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ok->show();
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}
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CCreInfoWindow::CCreInfoWindow(int Cid, int Type, StackState *State, boost::function<void()> Upg, boost::function<void()> Dsm)
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:ok(0),dismiss(0),upgrade(0),type(Type)
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CCreInfoWindow::CCreInfoWindow
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(int Cid, int Type, StackState *State, boost::function<void()> Upg, boost::function<void()> Dsm)
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:ok(0),dismiss(0),upgrade(0),type(Type),dsm(Dsm)
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{
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c = &CGI->creh->creatures[Cid];
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bitmap = CGI->bitmaph->loadBitmap("CRSTKPU.bmp");
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@ -3008,9 +3020,10 @@ CCreInfoWindow::CCreInfoWindow(int Cid, int Type, StackState *State, boost::func
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if(type)
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{
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if(Upg)
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upgrade = new AdventureMapButton("",CGI->preth->zelp[446].second,Upg,76,237,"IVIEWCR.DEF");
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upgrade = new AdventureMapButton("",CGI->preth->zelp[446].second,Upg,pos.x+76,pos.y+237,"IVIEWCR.DEF");
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if(Dsm)
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dismiss = new AdventureMapButton("",CGI->preth->zelp[445].second,Upg,21,237,"IVIEWCR2.DEF");
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dismiss = new AdventureMapButton("",CGI->preth->zelp[445].second,boost::bind(&CCreInfoWindow::dismissF,this),pos.x+21,pos.y+237,"IVIEWCR2.DEF");
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ok = new AdventureMapButton("",CGI->preth->zelp[445].second,boost::bind(&CCreInfoWindow::close,this),pos.x+216,pos.y+237,"IOKAY.DEF");
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}
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else
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{
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@ -3032,6 +3045,8 @@ void CCreInfoWindow::activate()
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dismiss->activate();
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if(upgrade)
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upgrade->activate();
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if(type)
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LOCPLINT->curint->deactivate();
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}
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void CCreInfoWindow::close()
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{
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@ -3049,6 +3064,11 @@ void CCreInfoWindow::clickRight(boost::logic::tribool down)
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return;
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close();
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}
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void CCreInfoWindow::dismissF()
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{
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dsm();
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close();
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}
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void CCreInfoWindow::keyPressed (SDL_KeyboardEvent & key)
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{
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}
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@ -245,7 +245,7 @@ public:
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bool active;
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virtual void hover (bool on);
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const CGObjectInstance * getObj();
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const CArmedInstance * getObj();
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void clickRight (boost::logic::tribool down);
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void clickLeft(boost::logic::tribool down);
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void activate();
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@ -269,7 +269,7 @@ public:
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const CCreatureSet *set2;
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std::vector<CGarrisonSlot*> *sup, *sdown;
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const CGObjectInstance *oup, *odown;
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const CArmedInstance *oup, *odown;
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void activate();
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void deactivate();
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@ -283,7 +283,7 @@ public:
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void splitClick();
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void splitStacks(int am2);
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CGarrisonInt(int x, int y, int inx, int iny, SDL_Surface *pomsur, int OX, int OY, const CGObjectInstance *s1, const CGObjectInstance *s2=NULL);
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CGarrisonInt(int x, int y, int inx, int iny, SDL_Surface *pomsur, int OX, int OY, const CArmedInstance *s1, const CArmedInstance *s2=NULL);
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~CGarrisonInt();
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};
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@ -514,6 +514,7 @@ public:
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int type;//0 - rclick popup; 1 - normal window
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SDL_Surface *bitmap;
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boost::function<void()> dsm;
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CCreatureAnimation *anim;
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CCreature *c;
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@ -523,6 +524,7 @@ public:
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void activate();
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void close();
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void clickRight(boost::logic::tribool down);
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void dismissF();
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void keyPressed (SDL_KeyboardEvent & key);
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void deactivate();
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void show(SDL_Surface * to = NULL);
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80
config/cr_upgrade_list.txt
Normal file
80
config/cr_upgrade_list.txt
Normal file
@ -0,0 +1,80 @@
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0 1
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2 3
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4 5
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6 7
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8 9
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10 11
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12 13
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14 15
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16 17
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18 19
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20 21
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22 23
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24 25
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26 27
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28 29
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30 31
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32 33
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34 35
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36 37
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38 39
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40 41
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42 43
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44 45
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46 47
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48 49
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50 51
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52 53
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54 55
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56 57
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58 59
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60 61
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62 63
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64 65
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66 67
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68 69
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70 71
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72 73
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74 75
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76 77
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78 79
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80 81
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82 83
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84 85
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86 87
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88 89
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90 91
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92 93
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94 95
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96 97
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98 99
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100 101
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102 103
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104 105
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106 107
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108 109
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110 111
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118 119
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120 121
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112 127
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113 125
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114 129
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115 123
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130 131
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2 137
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3 137
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18 137
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19 137
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34 136
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35 136
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8 136
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9 136
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13 150
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27 151
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41 152
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55 153
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69 154
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83 155
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97 156
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111 157
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131 15
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@ -113,12 +113,17 @@
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110 Hydra
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111 ChaosHydra
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112 AirElemental
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112 AirElementals
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113 EarthElemental
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113 EarthElementals
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114 FireElemental
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114 FireElementals
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115 WaterElemental
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115 WaterElementals
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116 GoldGolem
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117 DiamondGolem
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118 Pixie
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118 Pixies
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119 Sprite
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120 PsiElemental
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121 MagicElemental
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@ -369,6 +369,16 @@ void CCreatureHandler::loadCreatures()
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ifs.close();
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ifs.clear();
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ifs.open("config/cr_upgrade_list.txt");
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while(!ifs.eof())
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{
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int id, up;
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ifs >> id >> up;
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creatures[id].upgrades.insert(up);
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}
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ifs.close();
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ifs.clear();
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//loading 32x32px imgs
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CDefHandler *smi = CGI->spriteh->giveDef("CPRSMALL.DEF");
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smi->notFreeImgs = true;
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@ -15,6 +15,7 @@ class CCreature
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public:
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std::string namePl, nameSing, nameRef; //name in singular and plural form; and reference name
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std::vector<int> cost; //cost[res_id] - amount of that resource
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std::set<int> upgrades; // IDs of creatures to which this creature can be upgraded
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int fightValue, AIValue, growth, hordeGrowth, hitPoints, speed, attack, defence, shots, spells;
|
||||
int damageMin, damageMax;
|
||||
int ammMin, ammMax;
|
||||
|
@ -116,6 +116,9 @@ void CHeroHandler::loadHeroes()
|
||||
CGeneralTextHandler::loadToIt(pom,buf,it,4);
|
||||
nher->highStack[x] = atoi(pom.c_str());
|
||||
CGeneralTextHandler::loadToIt(nher->refTypeStack[x],buf,it,(x==2) ? (3) : (4));
|
||||
int hlp = nher->refTypeStack[x].find_first_of(' ',0);
|
||||
if(hlp>=0)
|
||||
nher->refTypeStack[x].replace(hlp,1,"");
|
||||
}
|
||||
|
||||
nher->ID = heroes.size();
|
||||
|
@ -349,6 +349,7 @@ CGHeroInstance::CGHeroInstance()
|
||||
isStanding = true;
|
||||
moveDir = 4;
|
||||
mana = 0;
|
||||
visitedTown = NULL;
|
||||
}
|
||||
|
||||
CGHeroInstance::~CGHeroInstance()
|
||||
|
@ -304,7 +304,7 @@ class CGObjectInstance
|
||||
{
|
||||
public:
|
||||
int3 pos; //h3m pos
|
||||
int ID, subID; //normal ID (this one from OH3 maps ;])
|
||||
int ID, subID; //normal ID (this one from OH3 maps ;]) - eg. town=98; hero=34
|
||||
int id;//number of object in CObjectHandler's vector
|
||||
CGDefInfo * defInfo;
|
||||
CCPPObjectScript * state;
|
||||
@ -350,14 +350,11 @@ public:
|
||||
std::vector<int> primSkills; //0-attack, 1-defence, 2-spell power, 3-knowledge
|
||||
std::vector<std::pair<int,int> > secSkills; //first - ID of skill, second - level of skill (0 - basic, 1 - adv., 2 - expert)
|
||||
int movement; //remaining movement points
|
||||
|
||||
bool inTownGarrison; // if hero is in town garrison
|
||||
CGTownInstance * visitedTown; //set if hero is visiting town or in the town garrison
|
||||
|
||||
std::vector<CArtifact *> artifacts; //hero's artifacts from bag
|
||||
//CArtifact * artHead, * artLRing, * artRRing, * artLHand,
|
||||
// * artRhand, * artFeet, * artSpellBook, * artMach1,
|
||||
// * artMach2, * artMach3, * artMach4, * artMisc1, * artMisc2,
|
||||
// * artMisc3, * artMisc4, * artMisc5, * artTorso, * artNeck,
|
||||
// * artShoulders; //working artifacts
|
||||
std::vector<CArtifact *> artifWorn; // 0 - head; 1 - shoulders; 2 - neck; 3 - right hand; 4 - left hand; 5 - torso; 6 - right ring; 7 - left ring; 8 - feet; 9 - misc1; 10 - misc2; 11 - misc3; 12 - misc4; 13 - mach1; 14 - mach2; 15 - mach3; 16 - mach4; 17 - spellbook; 18 - misc5
|
||||
|
||||
virtual bool isHero() const;
|
||||
|
Loading…
Reference in New Issue
Block a user