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mirror of https://github.com/vcmi/vcmi.git synced 2024-12-24 22:14:36 +02:00
Minor changes.
This commit is contained in:
Michał W. Urbańczyk 2010-07-13 05:25:40 +00:00
parent 70bfd7ceb7
commit 88e1636250
15 changed files with 249 additions and 221 deletions

View File

@ -1804,17 +1804,20 @@ void CAdvMapInt::tileLClicked(const int3 &mp)
if(currentHero == topBlocking) //clicked selected hero
{
LOCPLINT->openHeroWindow(currentHero);
return;
}
else if(topBlocking && (topBlocking->ID == HEROI_TYPE || topBlocking->ID == TOWNI_TYPE) //clicked our town or hero
&& pn->turns == 255 && topBlocking->tempOwner == LOCPLINT->playerID) //at inaccessible tile
{
select(static_cast<const CArmedInstance*>(topBlocking), false);
return;
}
else //still here? we need to move hero if we clicked end of already selected path or calculate a new path otherwise
{
if (terrain.currentPath && terrain.currentPath->endPos() == mp)//we'll be moving
{
LOCPLINT->moveHero(currentHero,*terrain.currentPath);
return;
}
else if(mp.z == currentHero->pos.z) //remove old path and find a new one if we clicked on the map level on which hero is present
{
@ -1822,6 +1825,8 @@ void CAdvMapInt::tileLClicked(const int3 &mp)
terrain.currentPath = &path;
if(!LOCPLINT->cb->getPath2(mp, path)) //try getting path, erase if failed
LOCPLINT->eraseCurrentPathOf(currentHero);
else
return;
}
}
} //end of hero is selected "case"
@ -1829,6 +1834,11 @@ void CAdvMapInt::tileLClicked(const int3 &mp)
{
throw std::string("Nothing is selected...");
}
if(const IShipyard *shipyard = ourInaccessibleShipyard(topBlocking))
{
LOCPLINT->showShipyardDialogOrProblemPopup(shipyard);
}
}
void CAdvMapInt::tileHovered(const int3 &tile)
@ -2006,6 +2016,11 @@ void CAdvMapInt::tileHovered(const int3 &tile)
CGI->curh->changeGraphic(0, 0);
}
}
if(const IShipyard *shipyard = ourInaccessibleShipyard(objAtTile))
{
CGI->curh->changeGraphic(0, 6);
}
}
void CAdvMapInt::tileRClicked(const int3 &mp)
@ -2075,6 +2090,16 @@ const CGTownInstance * CAdvMapInt::curTown() const
return NULL;
}
const IShipyard * CAdvMapInt::ourInaccessibleShipyard(const CGObjectInstance *obj) const
{
const IShipyard *ret = IShipyard::castFrom(obj);
if(!ret || obj->tempOwner != player || CGI->curh->mode || (CGI->curh->number != 6 && CGI->curh->number != 0))
return NULL;
return ret;
}
CAdventureOptions::CAdventureOptions()
{
OBJ_CONSTRUCTION_CAPTURING_ALL;

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@ -14,6 +14,8 @@ class CGHeroInstance;
class CGTownInstance;
class CHeroWindow;
class CSpell;
class IShipyard;
/*****************************/
/*
@ -218,6 +220,7 @@ public:
void leaveCastingMode(bool cast = false, int3 dest = int3(-1, -1, -1));
const CGHeroInstance * curHero() const;
const CGTownInstance * curTown() const;
const IShipyard * ourInaccessibleShipyard(const CGObjectInstance *obj) const; //checks if obj is our ashipyard and cursor is 0,0 -> returns shipyard or NULL else
};
extern CAdvMapInt *adventureInt;

View File

@ -40,6 +40,24 @@
extern SDL_Surface * screen;
using namespace boost::assign;
void CHeroSwitcher::clickLeft(tribool down, bool previousState)
{
if(!down)
{
owner->deactivate();
const CGHeroInstance * buf = LOCPLINT->getWHero(id);
owner->setHero(buf);
owner->redrawCurBack();
owner->activate();
}
}
CHeroSwitcher::CHeroSwitcher()
{
used = LCLICK;
}
CHeroWindow::CHeroWindow(int playerColor):
player(playerColor)
{
@ -76,7 +94,7 @@ CHeroWindow::CHeroWindow(int playerColor):
for(int g=0; g<8; ++g)
{
//heroList.push_back(new AdventureMapButton<CHeroWindow>(std::string(), std::string(), &CHeroWindow::switchHero, 677, 95+g*54, "hsbtns5.def", this));
heroListMi.push_back(new LClickableAreaHero());
heroListMi.push_back(new CHeroSwitcher());
heroListMi[g]->pos = genRect(32, 48, pos.x+677, pos.y + 95+g*54);
heroListMi[g]->owner = this;
heroListMi[g]->id = g;
@ -94,7 +112,7 @@ CHeroWindow::CHeroWindow(int playerColor):
primSkillAreas[v]->pos = genRect(64, 42, pos.x+95 + 70*v, pos.y + 117);
primSkillAreas[v]->text = CGI->generaltexth->arraytxt[2+v];
primSkillAreas[v]->type = v;
primSkillAreas[v]->bonus = -1; // to be initilized when hero is being set
primSkillAreas[v]->bonusValue = -1; // to be initilized when hero is being set
primSkillAreas[v]->baseType = 0;
sprintf(bufor, CGI->generaltexth->heroscrn[1].c_str(), CGI->generaltexth->primarySkillNames[v].c_str());
primSkillAreas[v]->hoverText = std::string(bufor);
@ -109,10 +127,10 @@ CHeroWindow::CHeroWindow(int playerColor):
expArea->pos = genRect(42, 136, pos.x+83, pos.y + 236);
expArea->hoverText = CGI->generaltexth->heroscrn[9];
morale = new MoraleLuckBox();
morale = new MoraleLuckBox(true);
morale->pos = genRect(45,53,pos.x+240,pos.y+187);
luck = new MoraleLuckBox();
luck = new MoraleLuckBox(false);
luck->pos = genRect(45,53,pos.x+298,pos.y+187);
spellPointsArea = new LRClickableAreaWText();
@ -230,7 +248,7 @@ void CHeroWindow::setHero(const CGHeroInstance *hero)
//primary skills support
for(size_t g=0; g<primSkillAreas.size(); ++g)
{
primSkillAreas[g]->bonus = hero->getPrimSkillLevel(g);
primSkillAreas[g]->bonusValue = hero->getPrimSkillLevel(g);
}
//secondary skills support
@ -240,7 +258,7 @@ void CHeroWindow::setHero(const CGHeroInstance *hero)
level = hero->secSkills[g].second;
secSkillAreas[g]->type = skill;
secSkillAreas[g]->bonus = level;
secSkillAreas[g]->bonusValue = level;
secSkillAreas[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());
@ -289,8 +307,8 @@ void CHeroWindow::setHero(const CGHeroInstance *hero)
formations->select(hero->formation,true);
formations->onChange = boost::bind(&CCallback::setFormation, LOCPLINT->cb, hero, _1);
morale->set(true, hero);
luck->set(false, hero);
morale->set(hero);
luck->set(hero);
//restoring pos
pos.x += 65;

View File

@ -25,7 +25,15 @@ class LRClickableAreaWText;
class LRClickableAreaWTextComp;
class CArtifactsOfHero;
class CHeroSwitcher : public CIntObject
{
public:
int id;
CHeroWindow * owner;
virtual void clickLeft(tribool down, bool previousState);
CHeroSwitcher();
};
class CHeroWindow: public CWindowWithGarrison
{
@ -37,7 +45,7 @@ class CHeroWindow: public CWindowWithGarrison
//buttons
//AdventureMapButton * gar4button; //splitting
std::vector<LClickableAreaHero *> heroListMi; //new better list of heroes
std::vector<CHeroSwitcher *> heroListMi; //new better list of heroes
CArtifactsOfHero * artifs;

View File

@ -747,10 +747,10 @@ CKingdomInterface::CHeroItem::CHeroItem(int num, CKingdomInterface * Owner)
experience->pos = genRect(33, 49, pos.x+322, pos.y+5);
experience->hoverText = CGI->generaltexth->heroscrn[9];
morale = new MoraleLuckBox();
morale = new MoraleLuckBox(true);
morale->pos = genRect(20,32,pos.x+221,pos.y+52);
luck = new MoraleLuckBox();
luck = new MoraleLuckBox(false);
luck->pos = genRect(20,32,pos.x+221,pos.y+28);
spellPoints = new LRClickableAreaWText();
@ -842,7 +842,7 @@ void CKingdomInterface::CHeroItem::setHero(const CGHeroInstance * newHero)
//primary skills
for(size_t g=0; g<primarySkills.size(); ++g)
primarySkills[g]->bonus = hero->getPrimSkillLevel(g);
primarySkills[g]->bonusValue = hero->getPrimSkillLevel(g);
//secondary skills
for(size_t g=0; g<std::min(secondarySkills.size(),hero->secSkills.size()); ++g)
@ -850,7 +850,7 @@ void CKingdomInterface::CHeroItem::setHero(const CGHeroInstance * newHero)
int skill = hero->secSkills[g].first,
level = hero->secSkills[g].second;
secondarySkills[g]->type = skill;
secondarySkills[g]->bonus = level;
secondarySkills[g]->bonusValue = level;
secondarySkills[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());
secondarySkills[g]->hoverText = std::string(bufor);
@ -866,8 +866,8 @@ void CKingdomInterface::CHeroItem::setHero(const CGHeroInstance * newHero)
spellPoints->text = std::string(bufor);
//setting morale and luck
morale->set(true,hero);
luck->set(false,hero);
morale->set(hero);
luck->set(hero);
}
void CKingdomInterface::CHeroItem::scrollArts(int move)

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@ -2002,3 +2002,15 @@ void CPlayerInterface::showTavernWindow(const CGObjectInstance *townOrTavern)
CTavernWindow *tv = new CTavernWindow(townOrTavern);
GH.pushInt(tv);
}
void CPlayerInterface::showShipyardDialogOrProblemPopup(const IShipyard *obj)
{
if(obj->state())
{
MetaString txt;
obj->getProblemText(txt);
showInfoDialog(txt.toString());
}
else
showShipyardDialog(obj);
}

View File

@ -227,6 +227,7 @@ public:
CGPath *getAndVerifyPath( const CGHeroInstance * h );
void acceptTurn(); //used during hot seat after your turn message is close
void tryDiggging(const CGHeroInstance *h);
void showShipyardDialogOrProblemPopup(const IShipyard *obj); //obj may be town or shipyard;
CPlayerInterface(int Player, int serial);//c-tor
~CPlayerInterface();//d-tor

View File

@ -2329,6 +2329,16 @@ void CCreInfoWindow::init(const CCreature *cre, const CStackInstance *stack, int
printLine(4, CGI->generaltexth->allTexts[388], cre->valOfBonuses(Bonus::STACK_HEALTH), finalNode->valOfBonuses(Bonus::STACK_HEALTH));
printLine(6, CGI->generaltexth->zelp[441].first, cre->valOfBonuses(Bonus::STACKS_SPEED), finalNode->valOfBonuses(Bonus::STACKS_SPEED));
//setting morale
morale = new MoraleLuckBox(true);
morale->pos = genRect(42, 42, pos.x + 24, pos.y + 189);
morale->set(stack);
//setting luck
luck = new MoraleLuckBox(false);
luck->pos = genRect(42, 42, pos.x + 77, pos.y + 189);
luck->set(stack);
//luck and morale
int luck = 3, morale = 3;
if(stack)
@ -4156,109 +4166,43 @@ void HoverableArea::hover (bool on)
GH.statusbar->clear();
}
void HoverableArea::activate()
HoverableArea::HoverableArea()
{
activateHover();
used |= HOVER;
}
void HoverableArea::deactivate()
HoverableArea::~HoverableArea()
{
deactivateHover();
}
void LClickableArea::activate()
{
activateLClick();
}
void LClickableArea::deactivate()
{
deactivateLClick();
}
void LClickableArea::clickLeft(tribool down, bool previousState)
{
//if(!down)
//{
// LOCPLINT->showInfoDialog("TEST TEST AAA", std::vector<SComponent*>());
//}
}
void RClickableArea::activate()
{
activateRClick();
}
void RClickableArea::deactivate()
{
deactivateRClick();
}
void RClickableArea::clickRight(tribool down, bool previousState)
{
//if(!down)
//{
// LOCPLINT->showInfoDialog("TEST TEST AAA", std::vector<SComponent*>());
//}
}
void LRClickableAreaWText::clickLeft(tribool down, bool previousState)
{
if(!down && previousState)
{
LOCPLINT->showInfoDialog(text, std::vector<SComponent*>(), soundBase::sound_todo);
LOCPLINT->showInfoDialog(text);
}
//ClickableL::clickLeft(down);
}
void LRClickableAreaWText::clickRight(tribool down, bool previousState)
{
adventureInt->handleRightClick(text, down);
}
void LRClickableAreaWText::activate()
LRClickableAreaWText::LRClickableAreaWText()
{
LClickableArea::activate();
RClickableArea::activate();
activateHover();
}
void LRClickableAreaWText::deactivate()
{
LClickableArea::deactivate();
RClickableArea::deactivate();
deactivateHover();
used = LCLICK | RCLICK | HOVER;
}
void LClickableAreaHero::clickLeft(tribool down, bool previousState)
LRClickableAreaWText::~LRClickableAreaWText()
{
if(!down)
{
owner->deactivate();
const CGHeroInstance * buf = LOCPLINT->getWHero(id);
owner->setHero(buf);
owner->redrawCurBack();
owner->activate();
}
}
void LRClickableAreaWTextComp::clickLeft(tribool down, bool previousState)
{
if((!down) && previousState)
{
std::vector<SComponent*> comp(1, new SComponent(SComponent::Etype(baseType), type, bonus));
LOCPLINT->showInfoDialog(text, comp, soundBase::sound_todo);
std::vector<SComponent*> comp(1, new SComponent(SComponent::Etype(baseType), type, bonusValue));
LOCPLINT->showInfoDialog(text, comp);
}
//ClickableL::clickLeft(down);
}
void LRClickableAreaWTextComp::clickRight(tribool down, bool previousState)
{
adventureInt->handleRightClick(text, down);
}
void LRClickableAreaWTextComp::activate()
{
LClickableArea::activate();
RClickableArea::activate();
activateHover();
}
void LRClickableAreaWTextComp::deactivate()
{
LClickableArea::deactivate();
RClickableArea::deactivate();
deactivateHover();
}
void LRClickableAreaOpenHero::clickLeft(tribool down, bool previousState)
@ -4829,7 +4773,7 @@ CExchangeWindow::CExchangeWindow(si32 hero1, si32 hero2) : bg(NULL)
primSkillAreas[g]->pos = genRect(32, 140, pos.x+329, pos.y + 19 + 36 * g);
primSkillAreas[g]->text = CGI->generaltexth->arraytxt[2+g];
primSkillAreas[g]->type = g;
primSkillAreas[g]->bonus = -1;
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);
@ -4848,7 +4792,7 @@ CExchangeWindow::CExchangeWindow(si32 hero1, si32 hero2) : bg(NULL)
secSkillAreas[b][g]->baseType = 1;
secSkillAreas[b][g]->type = skill;
secSkillAreas[b][g]->bonus = level;
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());
@ -4881,13 +4825,13 @@ CExchangeWindow::CExchangeWindow(si32 hero1, si32 hero2) : bg(NULL)
spellPoints[b]->text = std::string(bufor);
//setting morale
morale[b] = new MoraleLuckBox();
morale[b] = new MoraleLuckBox(true);
morale[b]->pos = genRect(32, 32, pos.x + 177 + 490*b, pos.y + 45);
morale[b]->set(true,heroInst[b]);
morale[b]->set(heroInst[b]);
//setting luck
luck[b] = new MoraleLuckBox();
luck[b] = new MoraleLuckBox(false);
luck[b]->pos = genRect(32, 32, pos.x + 213 + 490*b, pos.y + 45);
luck[b]->set(false,heroInst[b]);
luck[b]->set(heroInst[b]);
}
//buttons
@ -5457,50 +5401,47 @@ CThievesGuildWindow::~CThievesGuildWindow()
// delete resdatabar;
}
void MoraleLuckBox::set(bool morale, const CGHeroInstance *hero)
void MoraleLuckBox::set(const CBonusSystemNode *hero)
{
int mrlv = -9, mrlt = -9;
TModDescr mrl;
const int textId[] = {62, 88}; //eg %s \n\n\n {Current Luck Modifiers:}
const int noneTxtId[] = {77, 108}; //I don't know why we have separate "none" texts for luck and morale...
const int neutralDescr[] = {60, 86}; //eg {Neutral Morale} \n\n Neutral morale means your armies will neither be blessed with extra attacks or freeze in combat.
const int componentType[] = {SComponent::luck, SComponent::morale};
const int hoverTextBase[] = {7, 4};
const Bonus::BonusType bonusType[] = {Bonus::LUCK, Bonus::MORALE};
int (CBonusSystemNode::*getValue[])() const = {&CBonusSystemNode::LuckVal, &CBonusSystemNode::MoraleVal};
if(morale)
{
//setting morale
hero->getModifiersWDescr(mrl, Bonus::MORALE);
mrlv = hero->MoraleVal();
mrlt = (mrlv>0)-(mrlv<0); //signum: -1 - bad morale, 0 - neutral, 1 - good
hoverText = CGI->generaltexth->heroscrn[4 - mrlt];
baseType = SComponent::morale;
bonus = mrlv;
text = CGI->generaltexth->arraytxt[88];
boost::algorithm::replace_first(text,"%s",CGI->generaltexth->arraytxt[86-mrlt]);
int mrlt = -9;
TModDescr mrl;
hero->getModifiersWDescr(mrl, bonusType[morale]);
bonusValue = (hero->*getValue[morale])();
mrlt = (bonusValue>0)-(bonusValue<0); //signum: -1 - bad luck / morale, 0 - neutral, 1 - good
hoverText = CGI->generaltexth->heroscrn[hoverTextBase[morale] - mrlt];
baseType = componentType[morale];
text = CGI->generaltexth->arraytxt[textId[morale]];
boost::algorithm::replace_first(text,"%s",CGI->generaltexth->arraytxt[neutralDescr[morale]-mrlt]);
if (!mrl.size())
text += CGI->generaltexth->arraytxt[108];
text += CGI->generaltexth->arraytxt[noneTxtId[morale]];
else
for(int it=0; it < mrl.size(); it++)
text += "\n" + mrl[it].second;
}
else
{
//setting luck
hero->getModifiersWDescr(mrl, Bonus::LUCK);
mrlv = hero->LuckVal();
mrlt = (mrlv>0)-(mrlv<0); //signum: -1 - bad luck, 0 - neutral, 1 - good
hoverText = CGI->generaltexth->heroscrn[7 - mrlt];
baseType = SComponent::luck;
bonus = mrlv;
text = CGI->generaltexth->arraytxt[62];
boost::algorithm::replace_first(text,"%s",CGI->generaltexth->arraytxt[60-mrlt]);
if (!mrl.size())
text += CGI->generaltexth->arraytxt[77];
else
for(int it=0; it < mrl.size(); it++)
text += "\n" + mrl[it].second;
}
}
void MoraleLuckBox::showAll(SDL_Surface * to)
{
CDefEssential *def = morale ? graphics->morale42 : graphics->luck42;
blitAt(def->ourImages[bonusValue].bitmap, pos, to);
}
MoraleLuckBox::MoraleLuckBox(bool Morale)
:morale(Morale)
{
bonusValue = 0;
}
MoraleLuckBox::~MoraleLuckBox()
{
}
void CLabel::showAll(SDL_Surface * to)
@ -5571,6 +5512,8 @@ void CTextBox::showAll(SDL_Surface * to)
for (int i = 0; i < howManyLinesToPrint; i++)
{
const std::string &line = lines[i + firstLineToPrint];
if(!line.size()) continue;
int x = pos.x;
if(alignment == CENTER)
{
@ -5579,6 +5522,9 @@ void CTextBox::showAll(SDL_Surface * to)
x -= slider->pos.w / 2 + 5;
}
if(line.front() == '{' && line.back() == '}')
printAt(line, x, base_y + i*dy, font, tytulowy, to);
else
printAt(line, x, base_y + i*dy, font, color, to);
}

View File

@ -714,62 +714,43 @@ class HoverableArea: public virtual CIntObject
{
public:
std::string hoverText;
virtual void hover (bool on);
virtual void activate();
virtual void deactivate();
HoverableArea();
virtual ~HoverableArea();
};
class LClickableArea: public virtual CIntObject
{
public:
virtual void clickLeft(tribool down, bool previousState);
virtual void activate();
virtual void deactivate();
};
class RClickableArea: public virtual CIntObject
{
public:
virtual void clickRight(tribool down, bool previousState);
virtual void activate();
virtual void deactivate();
};
class LClickableAreaHero : public LClickableArea
{
public:
int id;
CHeroWindow * owner;
virtual void clickLeft(tribool down, bool previousState);
};
class LRClickableAreaWText: public LClickableArea, public RClickableArea, public HoverableArea
class LRClickableAreaWText: public HoverableArea
{
public:
std::string text;
virtual void activate();
virtual void deactivate();
LRClickableAreaWText();
virtual ~LRClickableAreaWText();
virtual void clickLeft(tribool down, bool previousState);
virtual void clickRight(tribool down, bool previousState);
};
class LRClickableAreaWTextComp: public LClickableArea, public RClickableArea, public HoverableArea
class LRClickableAreaWTextComp: public LRClickableAreaWText
{
public:
std::string text;
int baseType;
int bonus, type;
virtual void activate();
virtual void deactivate();
int bonusValue, type;
virtual void clickLeft(tribool down, bool previousState);
virtual void clickRight(tribool down, bool previousState);
};
class MoraleLuckBox : public LRClickableAreaWTextComp
{
public:
bool morale; //true if morale, false if luck
void set(bool morale, const CGHeroInstance *hero);
void set(const CBonusSystemNode*hero);
void showAll(SDL_Surface * to);
MoraleLuckBox(bool Morale);
~MoraleLuckBox();
};
class LRClickableAreaOpenHero: public LRClickableAreaWTextComp
@ -803,7 +784,7 @@ public:
const CCreature *c; //related creature
std::vector<SComponent*> upgResCost; //cost of upgrade (if not possible then empty)
//MoraleLuckBox *luck, *morale;
MoraleLuckBox *luck, *morale;
AdventureMapButton *dismiss, *upgrade, *ok;
CCreInfoWindow(const CStackInstance &st, int Type = 0, boost::function<void()> Upg = 0, boost::function<void()> Dsm = 0, UpgradeInfo *ui = NULL); //c-tor

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@ -5901,7 +5901,7 @@ int3 IBoatGenerator::bestLocation() const
{
if (tile = IObjectInterface::cb->getTile(o->pos + offsets[i])) //tile is in the map
{
if (tile->tertype == TerrainTile::water) //and is water
if (tile->tertype == TerrainTile::water && (!tile->blocked || tile->blockingObjects.front()->ID == 8)) //and is water and is not blocked or is blocked by boat
return o->pos + offsets[i];
}
}
@ -5913,7 +5913,7 @@ int IBoatGenerator::state() const
int3 tile = bestLocation();
TerrainTile *t = IObjectInterface::cb->getTile(tile);
if(!t)
return 3; //no water
return 2; //no available water
else if(!t->blockingObjects.size())
return 0; //OK
else if(t->blockingObjects.front()->ID == 8)
@ -5934,6 +5934,28 @@ IBoatGenerator::IBoatGenerator(const CGObjectInstance *O)
{
}
void IBoatGenerator::getProblemText(MetaString &out, const CGHeroInstance *visitor) const
{
switch(state())
{
case 1:
out.addTxt(MetaString::GENERAL_TXT, 51);
break;
case 2:
if(visitor)
{
out.addTxt(MetaString::GENERAL_TXT, 134);
out.addReplacement(visitor->name);
}
else
out.addTxt(MetaString::ADVOB_TXT, 189);
break;
case 3:
tlog1 << "Shipyard without water!!! " << o->pos << "\t" << o->id << std::endl;
return;
}
}
void IShipyard::getBoatCost( std::vector<si32> &cost ) const
{
cost.resize(RESOURCE_QUANTITY);
@ -5948,6 +5970,9 @@ IShipyard::IShipyard(const CGObjectInstance *O)
IShipyard * IShipyard::castFrom( CGObjectInstance *obj )
{
if(!obj)
return NULL;
if(obj->ID == TOWNI_TYPE)
{
return static_cast<CGTownInstance*>(obj);
@ -5958,7 +5983,7 @@ IShipyard * IShipyard::castFrom( CGObjectInstance *obj )
}
else
{
tlog1 << "Cannot cast to IShipyard object with ID " << obj->ID << std::endl;
//tlog1 << "Cannot cast to IShipyard object with ID " << obj->ID << std::endl;
return NULL;
}
}
@ -5975,8 +6000,12 @@ CGShipyard::CGShipyard()
void CGShipyard::getOutOffsets( std::vector<int3> &offsets ) const
{
offsets += int3(1,0,0), int3(-3,0,0), int3(-3,1,0), int3(-2,1,0), int3(1,1,0), int3(1,-1,0), int3(-3,-1,0),
int3(-2,-1,0), int3(0,-1,0), int3(-1,-1,0), int3(0,1,0), int3(-1,1,0);
// H J L K I
// A x S x B
// C E G F D
offsets += int3(-3,0,0), int3(1,0,0), //AB
int3(-3,1,0), int3(1,1,0), int3(-2,1,0), int3(0,1,0), int3(-1,1,0), //CDEFG
int3(-3,-1,0), int3(1,-1,0), int3(-2,-1,0), int3(0,-1,0), int3(-1,-1,0); //HIJKL
}
void CGShipyard::onHeroVisit( const CGHeroInstance * h ) const
@ -5989,19 +6018,7 @@ void CGShipyard::onHeroVisit( const CGHeroInstance * h ) const
{
InfoWindow iw;
iw.player = tempOwner;
switch(s)
{
case 1:
iw.text.addTxt(MetaString::GENERAL_TXT, 51);
break;
case 2:
iw.text.addTxt(MetaString::ADVOB_TXT, 189);
break;
case 3:
tlog1 << "Shipyard without water!!! " << pos << "\t" << id << std::endl;
return;
}
getProblemText(iw.text, h);
cb->showInfoDialog(&iw);
}
else

View File

@ -25,6 +25,7 @@
*
*/
struct MetaString;
class BattleInfo;
class IGameCallback;
struct BattleResult;
@ -129,6 +130,7 @@ public:
virtual void getOutOffsets(std::vector<int3> &offsets) const =0; //offsets to obj pos when we boat can be placed
int3 bestLocation() const; //returns location when the boat should be placed
int state() const; //0 - can buid, 1 - there is already a boat at dest tile, 2 - dest tile is blocked, 3 - no water
void getProblemText(MetaString &out, const CGHeroInstance *visitor = NULL) const;
};
class DLL_EXPORT IShipyard : public IBoatGenerator

View File

@ -276,6 +276,13 @@ DLL_EXPORT void MetaString::toString(std::string &dst) const
}
}
DLL_EXPORT std::string MetaString::toString() const
{
std::string ret;
toString(ret);
return ret;
}
DLL_EXPORT std::string MetaString::buildList () const
///used to handle loot from creature bank
{

View File

@ -7,6 +7,7 @@
#include "../hch/CCreatureHandler.h"
#include <boost/assign/list_of.hpp>
#include "CCreatureSet.h"
#include <boost/algorithm/string/trim.hpp>
#define FOREACH_CONST_PARENT(pname, source) TCNodes parents; getParents(parents, source); BOOST_FOREACH(const CBonusSystemNode *pname, parents)
#define FOREACH_PARENT(pname, source) TNodes parents; getParents(parents, source); BOOST_FOREACH(CBonusSystemNode *pname, parents)
@ -337,12 +338,41 @@ std::string Bonus::Description() const
return str.str();
}
Bonus::Bonus(ui8 Dur, ui8 Type, ui8 Src, si32 Val, ui32 ID, std::string Desc, si32 Subtype/*=-1*/)
: duration(Dur), type(Type), subtype(Subtype), source(Src), val(Val), id(ID), description(Desc)
{
additionalInfo = -1;
turnsRemain = 0;
valType = ADDITIVE_VALUE;
effectRange = NO_LIMIT;
limiter = NULL;
boost::algorithm::trim(description);
}
Bonus::Bonus(ui8 Dur, ui8 Type, ui8 Src, si32 Val, ui32 ID, si32 Subtype/*=-1*/, ui8 ValType /*= ADDITIVE_VALUE*/)
: duration(Dur), type(Type), subtype(Subtype), source(Src), val(Val), id(ID), valType(ValType)
{
additionalInfo = -1;
turnsRemain = 0;
effectRange = NO_LIMIT;
limiter = NULL;
}
Bonus::Bonus()
{
subtype = -1;
additionalInfo = -1;
turnsRemain = 0;
valType = ADDITIVE_VALUE;
effectRange = NO_LIMIT;
limiter = NULL;
}
CSelector DLL_EXPORT operator&&(const CSelector &first, const CSelector &second)
{
return CSelectorsConjunction(first, second);
}
namespace Selector
{
DLL_EXPORT CSelectFieldEqual<TBonusType> type(&Bonus::type, 0);

View File

@ -227,32 +227,9 @@ struct DLL_EXPORT Bonus
std::string description;
Bonus(ui8 Dur, ui8 Type, ui8 Src, si32 Val, ui32 ID, std::string Desc, si32 Subtype=-1)
:duration(Dur), type(Type), subtype(Subtype), source(Src), val(Val), id(ID), description(Desc)
{
additionalInfo = -1;
turnsRemain = 0;
valType = ADDITIVE_VALUE;
effectRange = NO_LIMIT;
limiter = NULL;
}
Bonus(ui8 Dur, ui8 Type, ui8 Src, si32 Val, ui32 ID, si32 Subtype=-1, ui8 ValType = ADDITIVE_VALUE)
:duration(Dur), type(Type), subtype(Subtype), source(Src), val(Val), id(ID), valType(ValType)
{
additionalInfo = -1;
turnsRemain = 0;
effectRange = NO_LIMIT;
limiter = NULL;
}
Bonus()
{
subtype = -1;
additionalInfo = -1;
turnsRemain = 0;
valType = ADDITIVE_VALUE;
effectRange = NO_LIMIT;
limiter = NULL;
}
Bonus(ui8 Dur, ui8 Type, ui8 Src, si32 Val, ui32 ID, std::string Desc, si32 Subtype=-1);
Bonus(ui8 Dur, ui8 Type, ui8 Src, si32 Val, ui32 ID, si32 Subtype=-1, ui8 ValType = ADDITIVE_VALUE);
Bonus();
// //comparison
// bool operator==(const HeroBonus &other)

View File

@ -136,6 +136,7 @@ public:
numbers.clear();
}
DLL_EXPORT void toString(std::string &dst) const;
DLL_EXPORT std::string toString() const;
void getLocalString(const std::pair<ui8,ui32> &txt, std::string &dst) const;
MetaString()