1
0
mirror of https://github.com/vcmi/vcmi.git synced 2024-11-24 08:32:34 +02:00

Merge remote-tracking branch 'remotes/origin/develop' into feature/VCMIMapFormat1

Conflicts:
	lib/CArtHandler.h
	lib/mapObjects/MiscObjects.cpp
This commit is contained in:
AlexVinS 2016-01-24 15:39:41 +03:00
commit 89d986fc6a
27 changed files with 432 additions and 181 deletions

View File

@ -154,8 +154,8 @@ bool Goals::AbstractGoal::operator== (AbstractGoal &g)
//TODO: find out why the following are not generated automatically on MVS?
namespace Goals
{
namespace Goals
{
template <>
void CGoal<Win>::accept (VCAI * ai)
{
@ -367,7 +367,7 @@ TSubgoal FindObj::whatToDoToAchieve()
std::string GetObj::completeMessage() const
{
return "hero " + hero.get()->name + " captured Object ID = " + boost::lexical_cast<std::string>(objid);
return "hero " + hero.get()->name + " captured Object ID = " + boost::lexical_cast<std::string>(objid);
}
TSubgoal GetObj::whatToDoToAchieve()
@ -409,7 +409,7 @@ bool GetObj::fulfillsMe (TSubgoal goal)
std::string VisitHero::completeMessage() const
{
return "hero " + hero.get()->name + " visited hero " + boost::lexical_cast<std::string>(objid);
return "hero " + hero.get()->name + " visited hero " + boost::lexical_cast<std::string>(objid);
}
TSubgoal VisitHero::whatToDoToAchieve()
@ -435,10 +435,18 @@ TSubgoal VisitHero::whatToDoToAchieve()
bool VisitHero::fulfillsMe (TSubgoal goal)
{
if (goal->goalType == Goals::VISIT_TILE && cb->getObj(ObjectInstanceID(objid))->visitablePos() == goal->tile)
return true;
else
if (goal->goalType != Goals::VISIT_TILE)
{
return false;
}
auto obj = cb->getObj(ObjectInstanceID(objid));
if (!obj)
{
logAi->errorStream() << boost::format("Hero %s: VisitHero::fulfillsMe at %s: object %d not found")
% hero.name % goal->tile % objid;
return false;
}
return obj->visitablePos() == goal->tile;
}
TSubgoal GetArtOfType::whatToDoToAchieve()
@ -458,7 +466,7 @@ TSubgoal ClearWayTo::whatToDoToAchieve()
return sptr (Goals::Explore());
}
return (fh->chooseSolution(getAllPossibleSubgoals()));
return (fh->chooseSolution(getAllPossibleSubgoals()));
}
TGoalVec ClearWayTo::getAllPossibleSubgoals()
@ -862,7 +870,7 @@ TSubgoal GatherTroops::whatToDoToAchieve()
{
auto creatures = vstd::tryAt(t->town->creatures, creature->level - 1);
if(!creatures)
continue;
continue;
int upgradeNumber = vstd::find_pos(*creatures, creature->idNumber);
if(upgradeNumber < 0)
@ -957,7 +965,7 @@ TGoalVec Conquer::getAllPossibleSubgoals()
std::vector<const CGObjectInstance *> objs;
for (auto obj : ai->visitableObjs)
{
if (conquerable(obj))
if (conquerable(obj))
objs.push_back (obj);
}
@ -1035,7 +1043,7 @@ TGoalVec GatherArmy::getAllPossibleSubgoals()
{
//get all possible towns, heroes and dwellings we may use
TGoalVec ret;
//TODO: include evaluation of monsters gather in calculation
for (auto t : cb->getTownsInfo())
{

View File

@ -1987,7 +1987,6 @@ bool VCAI::moveHeroToTile(int3 dst, HeroPtr h)
if(teleportChannelProbingList.size())
doChannelProbing();
}
ret = !i;
}
if (h)
{
@ -2002,6 +2001,8 @@ bool VCAI::moveHeroToTile(int3 dst, HeroPtr h)
completeGoal (sptr(Goals::VisitTile(dst).sethero(h))); //we stepped on some tile, anyway
completeGoal (sptr(Goals::ClearWayTo(dst).sethero(h)));
ret = (dst == h->visitablePos());
if(!ret) //reserve object we are heading towards
{
auto obj = vstd::frontOrNull(cb->getVisitableObjs(dst));
@ -2020,7 +2021,7 @@ bool VCAI::moveHeroToTile(int3 dst, HeroPtr h)
}
void VCAI::tryRealize(Goals::Explore & g)
{
throw cannotFulfillGoalException("EXPLORE is not a elementar goal!");
throw cannotFulfillGoalException("EXPLORE is not an elementar goal!");
}
void VCAI::tryRealize(Goals::RecruitHero & g)
@ -2853,7 +2854,7 @@ BattleState AIStatus::getBattle()
}
void AIStatus::addQuery(QueryID ID, std::string description)
{
{
if(ID == QueryID(-1))
{
logAi->debugStream() << boost::format("The \"query\" has an id %d, it'll be ignored as non-query. Description: %s") % ID % description;
@ -2878,7 +2879,7 @@ void AIStatus::removeQuery(QueryID ID)
std::string description = remainingQueries[ID];
remainingQueries.erase(ID);
cv.notify_all();
logAi->debugStream() << boost::format("Removing query %d - %s. Total queries count: %d") % ID % description % remainingQueries.size();
}

View File

@ -8,6 +8,8 @@ GENERAL:
- Angel Wings
- Boots of Levitation
* Implemented rumors in tavern window
* New cheat code:
- vcmiglaurung - gives 5000 crystal dragons into each slot
ADVETURE AI:
* Fixed AI trying to go through underground rock
@ -19,6 +21,8 @@ RANDOM MAP GENERATOR:
* Changed fractalization algorithm so it can create cycles
* Zones will not have straight paths anymore, they are totally random
* Added Thieves Guild random object (1 per zone)
* Added Seer Huts with quests that match OH3
* RMG will guarantee at least 100 pairs of Monoliths are available even if there are not enough different defs
0.97 -> 0.98
GENERAL:

View File

@ -79,7 +79,7 @@ extern boost::thread_specific_ptr<bool> inGuiThread;
SDL_Surface *screen = nullptr, //main screen surface
*screen2 = nullptr, //and hlp surface (used to store not-active interfaces layer)
*screenBuf = screen; //points to screen (if only advmapint is present) or screen2 (else) - should be used when updating controls which are not regularly redrawed
std::queue<SDL_Event> events;
boost::mutex eventsM;
@ -187,7 +187,7 @@ static void SDLLogCallback(void* userdata,
{
//todo: convert SDL log priority to vcmi log priority
//todo: make separate log domain for SDL
logGlobal->debugStream() << "SDL(category " << category << "; priority " <<priority <<") "<<message;
}
@ -363,21 +363,21 @@ int main(int argc, char** argv)
}
GH.mainFPSmng->init(); //(!)init here AFTER SDL_Init() while using SDL for FPS management
atexit(SDL_Quit);
SDL_LogSetOutputFunction(&SDLLogCallback, nullptr);
int driversCount = SDL_GetNumRenderDrivers();
std::string preferredDriverName = video["driver"].String();
logGlobal->infoStream() << "Found " << driversCount << " render drivers";
for(int it = 0; it < driversCount; it++)
{
SDL_RendererInfo info;
SDL_GetRenderDriverInfo(it,&info);
std::string driverName(info.name);
if(!preferredDriverName.empty() && driverName == preferredDriverName)
{
preferredDriverIndex = it;
@ -385,8 +385,8 @@ int main(int argc, char** argv)
}
else
logGlobal->infoStream() << "\t" << driverName;
}
}
config::CConfigHandler::GuiOptionsMap::key_type resPair(res["width"].Float(), res["height"].Float());
if (conf.guiOptions.count(resPair) == 0)
{
@ -440,10 +440,15 @@ int main(int argc, char** argv)
CCS->musich->setVolume(settings["general"]["music"].Float());
logGlobal->infoStream()<<"Initializing screen and sound handling: "<<pomtime.getDiff();
#ifdef __APPLE__
// Ctrl+click should be treated as a right click on Mac OS X
SDL_SetHint(SDL_HINT_MAC_CTRL_CLICK_EMULATE_RIGHT_CLICK, "1");
#endif
#ifndef VCMI_NO_THREADED_LOAD
//we can properly play intro only in the main thread, so we have to move loading to the separate thread
boost::thread loading(init);
#else
#else
init();
#endif
@ -632,7 +637,7 @@ void processCommand(const std::string &message)
for (auto & filename : list)
{
const bfs::path filePath = outPath / (filename.getName() + ".TXT");
bfs::create_directories(filePath.parent_path());
bfs::ofstream file(filePath);
@ -845,25 +850,25 @@ static bool checkVideoMode(int monitorIndex, int w, int h, int& bpp, bool fullsc
return true;
}
}
return false;
return false;
}
static bool recreateWindow(int w, int h, int bpp, bool fullscreen)
{
// VCMI will only work with 2 or 4 bytes per pixel
// VCMI will only work with 2 or 4 bytes per pixel
vstd::amax(bpp, 16);
vstd::amin(bpp, 32);
if(bpp>16)
bpp = 32;
int suggestedBpp = bpp;
if(!checkVideoMode(0,w,h,suggestedBpp,fullscreen))
{
logGlobal->errorStream() << "Error: SDL says that " << w << "x" << h << " resolution is not available!";
return false;
}
}
bool bufOnScreen = (screenBuf == screen);
screenBuf = nullptr; //it`s a link - just nullify
@ -873,34 +878,34 @@ static bool recreateWindow(int w, int h, int bpp, bool fullscreen)
SDL_FreeSurface(screen2);
screen2 = nullptr;
}
if(nullptr != screen)
{
SDL_FreeSurface(screen);
screen = nullptr;
}
}
if(nullptr != screenTexture)
{
SDL_DestroyTexture(screenTexture);
screenTexture = nullptr;
}
if(nullptr != mainRenderer)
if(nullptr != mainRenderer)
{
SDL_DestroyRenderer(mainRenderer);
mainRenderer = nullptr;
}
if(nullptr != mainWindow)
{
SDL_DestroyWindow(mainWindow);
mainWindow = nullptr;
}
}
if(fullscreen)
{
//in full-screen mode always use desktop resolution
@ -911,33 +916,33 @@ static bool recreateWindow(int w, int h, int bpp, bool fullscreen)
{
mainWindow = SDL_CreateWindow(NAME.c_str(), SDL_WINDOWPOS_CENTERED,SDL_WINDOWPOS_CENTERED, w, h, 0);
}
if(nullptr == mainWindow)
{
throw std::runtime_error("Unable to create window\n");
}
//create first available renderer if preferred not set. Use no flags, so HW accelerated will be preferred but SW renderer also will possible
mainRenderer = SDL_CreateRenderer(mainWindow,preferredDriverIndex,0);
if(nullptr == mainRenderer)
{
throw std::runtime_error("Unable to create renderer\n");
}
}
SDL_RendererInfo info;
SDL_GetRendererInfo(mainRenderer,&info);
logGlobal->infoStream() << "Created renderer " << info.name;
logGlobal->infoStream() << "Created renderer " << info.name;
SDL_RenderSetLogicalSize(mainRenderer, w, h);
SDL_RenderSetViewport(mainRenderer, nullptr);
#if (SDL_BYTEORDER == SDL_BIG_ENDIAN)
int bmask = 0xff000000;
int gmask = 0x00ff0000;
@ -955,13 +960,13 @@ static bool recreateWindow(int w, int h, int bpp, bool fullscreen)
{
logGlobal->errorStream() << "Unable to create surface";
logGlobal->errorStream() << w << " "<< h << " "<< bpp;
logGlobal->errorStream() << SDL_GetError();
throw std::runtime_error("Unable to create surface");
}
}
//No blending for screen itself. Required for proper cursor rendering.
SDL_SetSurfaceBlendMode(screen, SDL_BLENDMODE_NONE);
screenTexture = SDL_CreateTexture(mainRenderer,
SDL_PIXELFORMAT_ARGB8888,
SDL_TEXTUREACCESS_STREAMING,
@ -972,23 +977,23 @@ static bool recreateWindow(int w, int h, int bpp, bool fullscreen)
logGlobal->errorStream() << "Unable to create screen texture";
logGlobal->errorStream() << SDL_GetError();
throw std::runtime_error("Unable to create screen texture");
}
}
screen2 = CSDL_Ext::copySurface(screen);
if(nullptr == screen2)
{
throw std::runtime_error("Unable to copy surface\n");
}
}
screenBuf = bufOnScreen ? screen : screen2;
SDL_SetRenderDrawColor(mainRenderer, 0, 0, 0, 0);
SDL_RenderClear(mainRenderer);
SDL_RenderPresent(mainRenderer);
return true;
return true;
}
//used only once during initialization
@ -997,7 +1002,7 @@ static void setScreenRes(int w, int h, int bpp, bool fullscreen, bool resetVideo
if(!recreateWindow(w,h,bpp,fullscreen))
{
throw std::runtime_error("Requested screen resolution is not available\n");
}
}
}
static void fullScreenChanged()
@ -1008,16 +1013,16 @@ static void fullScreenChanged()
const bool toFullscreen = full->Bool();
auto bitsPerPixel = screen->format->BitsPerPixel;
auto w = screen->w;
auto h = screen->h;
if(!recreateWindow(w,h,bitsPerPixel,toFullscreen))
{
//will return false and report error if video mode is not supported
return;
}
return;
}
GH.totalRedraw();
}
@ -1025,7 +1030,7 @@ static void handleEvent(SDL_Event & ev)
{
if((ev.type==SDL_QUIT) ||(ev.type == SDL_KEYDOWN && ev.key.keysym.sym==SDLK_F4 && (ev.key.keysym.mod & KMOD_ALT)))
{
handleQuit();
handleQuit();
return;
}
else if(ev.type == SDL_KEYDOWN && ev.key.keysym.sym==SDLK_F4)
@ -1040,8 +1045,8 @@ static void handleEvent(SDL_Event & ev)
{
case FORCE_QUIT:
{
handleQuit(false);
return;
handleQuit(false);
return;
}
break;
case RETURN_TO_MAIN_MENU:
@ -1080,8 +1085,8 @@ static void handleEvent(SDL_Event & ev)
fullScreenChanged();
break;
default:
logGlobal->errorStream() << "Unknown user event. Code " << ev.user.code;
break;
logGlobal->errorStream() << "Unknown user event. Code " << ev.user.code;
break;
}
return;
@ -1098,8 +1103,8 @@ static void handleEvent(SDL_Event & ev)
{
boost::unique_lock<boost::mutex> lock(eventsM);
events.push(ev);
}
}
}
@ -1114,12 +1119,12 @@ static void mainLoop()
while(1) //main SDL events loop
{
SDL_Event ev;
while(1 == SDL_PollEvent(&ev))
{
handleEvent(ev);
}
GH.renderFrame();
}

View File

@ -119,7 +119,7 @@ CPlayerInterface::CPlayerInterface(PlayerColor Player)
isAutoFightOn = false;
duringMovement = false;
ignoreEvents = false;
ignoreEvents = false;
}
CPlayerInterface::~CPlayerInterface()
@ -647,6 +647,8 @@ void CPlayerInterface::battleStart(const CCreatureSet *army1, const CCreatureSet
autofightingAI->battleStart(army1, army2, int3(0,0,0), hero1, hero2, side);
isAutoFightOn = true;
cb->registerBattleInterface(autofightingAI);
// Player shouldn't be able to move on adventure map if quick combat is going
adventureInt->quickCombatLock();
}
//Don't wait for dialogs when we are non-active hot-seat player
@ -822,16 +824,16 @@ BattleAction CPlayerInterface::activeStack(const CStack * stack) //called when i
//tidy up
BattleAction ret = *(b->givenCommand->data);
vstd::clear_pointer(b->givenCommand->data);
if(ret.actionType == Battle::CANCEL)
{
if(stackId != ret.stackNumber)
logGlobal->error("Not current active stack action canceled");
logGlobal->traceStream() << "Canceled command for " << stackName;
logGlobal->traceStream() << "Canceled command for " << stackName;
}
else
logGlobal->traceStream() << "Giving command for " << stackName;
return ret;
}
@ -843,6 +845,7 @@ void CPlayerInterface::battleEnd(const BattleResult *br)
isAutoFightOn = false;
cb->unregisterBattleInterface(autofightingAI);
autofightingAI.reset();
adventureInt->quickCombatUnlock();
if(!battleInt)
{
@ -1332,7 +1335,7 @@ void CPlayerInterface::moveHero( const CGHeroInstance *h, CGPath path )
if(showingDialog->get() || !dialogs.empty())
return;
duringMovement = true;
setMovementStatus(true);
if (adventureInt && adventureInt->isHeroSleeping(h))
{
@ -1344,8 +1347,6 @@ void CPlayerInterface::moveHero( const CGHeroInstance *h, CGPath path )
}
boost::thread moveHeroTask(std::bind(&CPlayerInterface::doMoveHero,this,h,path));
}
bool CPlayerInterface::shiftPressed() const
@ -1556,6 +1557,7 @@ void CPlayerInterface::centerView (int3 pos, int focusTime)
{
EVENT_HANDLER_CALLED_BY_CLIENT;
waitWhileDialog();
CCS->curh->hide();
adventureInt->centerOn (pos);
if(focusTime)
{
@ -1566,6 +1568,7 @@ void CPlayerInterface::centerView (int3 pos, int focusTime)
SDL_Delay(focusTime);
}
}
CCS->curh->show();
}
void CPlayerInterface::objectRemoved( const CGObjectInstance *obj )
@ -1607,11 +1610,11 @@ void CPlayerInterface::update()
{
// Make sure that gamestate won't change when GUI objects may obtain its parts on event processing or drawing request
boost::shared_lock<boost::shared_mutex> gsLock(cb->getGsMutex());
// While mutexes were locked away we may be have stopped being the active interface
// While mutexes were locked away we may be have stopped being the active interface
if(LOCPLINT != this)
return;
//if there are any waiting dialogs, show them
if((howManyPeople <= 1 || makingTurn) && !dialogs.empty() && !showingDialog->get())
{
@ -2192,7 +2195,7 @@ void CPlayerInterface::advmapSpellCast(const CGHeroInstance * caster, int spellI
int level = caster->getSpellSchoolLevel(spell);
adventureInt->worldViewOptions.showAllTerrain = (level>2);
}
auto castSoundPath = spell->getCastSound();
if (!castSoundPath.empty())
CCS->soundh->playSound(castSoundPath);
@ -2507,9 +2510,20 @@ void CPlayerInterface::stacksRebalanced(const StackLocation &src, const StackLoc
garrisonsChanged(objects);
}
void CPlayerInterface::askToAssembleArtifact(const ArtifactLocation &al)
{
auto hero = dynamic_cast<const CGHeroInstance*>(al.relatedObj());
if(hero)
{
CArtPlace::askToAssemble(hero->getArt(al.slot), al.slot, hero);
}
}
void CPlayerInterface::artifactPut(const ArtifactLocation &al)
{
EVENT_HANDLER_CALLED_BY_CLIENT;
adventureInt->infoBar.showSelection();
askToAssembleArtifact(al);
}
void CPlayerInterface::artifactRemoved(const ArtifactLocation &al)
@ -2534,6 +2548,7 @@ void CPlayerInterface::artifactMoved(const ArtifactLocation &src, const Artifact
if(artWin)
artWin->artifactMoved(src, dst);
}
askToAssembleArtifact(dst);
}
void CPlayerInterface::artifactAssembled(const ArtifactLocation &al)
@ -2629,6 +2644,19 @@ bool CPlayerInterface::capturedAllEvents()
return false;
}
void CPlayerInterface::setMovementStatus(bool value)
{
duringMovement = value;
if(value)
{
CCS->curh->hide();
}
else
{
CCS->curh->show();
}
}
void CPlayerInterface::doMoveHero(const CGHeroInstance * h, CGPath path)
{
int i = 1;
@ -2773,15 +2801,15 @@ void CPlayerInterface::doMoveHero(const CGHeroInstance * h, CGPath path)
adventureInt->updateNextHero(h);
}
duringMovement = false;
setMovementStatus(false);
}
void CPlayerInterface::showWorldViewEx(const std::vector<ObjectPosInfo>& objectPositions)
{
EVENT_HANDLER_CALLED_BY_CLIENT;
//TODO: showWorldViewEx
std::copy(objectPositions.begin(), objectPositions.end(), std::back_inserter(adventureInt->worldViewOptions.iconPositions));
viewWorldMap();
}

View File

@ -197,7 +197,7 @@ public:
void showComp(const Component &comp, std::string message) override; //display component in the advmapint infobox
void saveGame(COSer & h, const int version) override; //saving
void loadGame(CISer & h, const int version) override; //loading
void showWorldViewEx(const std::vector<ObjectPosInfo> & objectPositions) override;
void showWorldViewEx(const std::vector<ObjectPosInfo> & objectPositions) override;
//for battles
void actionFinished(const BattleAction& action) override;//occurs AFTER action taken by active stack or by the hero
@ -295,6 +295,8 @@ private:
bool ignoreEvents;
void doMoveHero(const CGHeroInstance *h, CGPath path);
void setMovementStatus(bool value);
void askToAssembleArtifact(const ArtifactLocation &al);
};
extern CPlayerInterface * LOCPLINT;

View File

@ -214,6 +214,32 @@ void CArtPlace::clickLeft(tribool down, bool previousState)
}
}
bool CArtPlace::askToAssemble(const CArtifactInstance *art, ArtifactPosition slot,
const CGHeroInstance *hero)
{
std::vector<const CArtifact *> assemblyPossibilities = art->assemblyPossibilities(hero);
// If the artifact can be assembled, display dialog.
for(const CArtifact *combination : assemblyPossibilities)
{
LOCPLINT->showArtifactAssemblyDialog(
art->artType->id,
combination->id,
true,
std::bind(&CCallback::assembleArtifacts, LOCPLINT->cb.get(), hero, slot, true, combination->id),
0);
if(assemblyPossibilities.size() > 2)
{
logGlobal->warnStream() << boost::format(
"More than one possibility of assembling on %s... taking only first")
% art->artType->Name();
}
return true;
}
return false;
}
void CArtPlace::clickRight(tribool down, bool previousState)
{
if(down && ourArt && !locked && text.size() && !picked) //if there is no description or it's a lock, do nothing ;]
@ -225,20 +251,8 @@ void CArtPlace::clickRight(tribool down, bool previousState)
std::vector<const CArtifact *> assemblyPossibilities = ourArt->assemblyPossibilities(ourOwner->curHero);
// If the artifact can be assembled, display dialog.
for(const CArtifact *combination : assemblyPossibilities)
if (askToAssemble(ourArt, slotID, ourOwner->curHero))
{
LOCPLINT->showArtifactAssemblyDialog(
ourArt->artType->id,
combination->id,
true,
std::bind(&CCallback::assembleArtifacts, LOCPLINT->cb.get(), ourOwner->curHero, slotID, true, combination->id),
0);
if(assemblyPossibilities.size() > 2)
{
logGlobal->warnStream() << "More than one possibility of assembling... taking only first";
break;
}
return;
}
@ -303,10 +317,10 @@ void CArtPlace::deselect ()
for(int i = 0; i < GameConstants::BACKPACK_START; i++)
{
auto place = ourOwner->getArtPlace(i);
if(nullptr != place)//getArtPlace may return null
place->pickSlot(false);
}
}
}
CCS->curh->dragAndDropCursor(nullptr);
@ -454,12 +468,12 @@ void CArtifactsOfHero::setHero(const CGHeroInstance * hero)
backpackPos = 0;
// Fill the slots for worn artifacts and backpack.
for(auto p : artWorn)
{
setSlotData(p.second, p.first);
}
scrollBackpack(0);
}
@ -587,8 +601,8 @@ void CArtifactsOfHero::setSlotData(CArtPlace* artPlace, ArtifactPosition slotID)
if(const ArtSlotInfo *asi = curHero->getSlot(slotID))
{
artPlace->setArtifact(asi->artifact);
artPlace->lockSlot(asi->locked);
artPlace->setArtifact(asi->artifact);
}
else
artPlace->setArtifact(nullptr);
@ -853,7 +867,7 @@ CArtPlace * CArtifactsOfHero::getArtPlace(int slot)
for(CArtPlace *ap : backpack)
if(ap->slotID == slot)
return ap;
return nullptr;
return nullptr;
}
}

View File

@ -74,15 +74,17 @@ public:
void setMeAsDest(bool backpackAsVoid = true);
void setArtifact(const CArtifactInstance *art);
static bool askToAssemble(const CArtifactInstance *art, ArtifactPosition slot,
const CGHeroInstance *hero);
};
/// Contains artifacts of hero. Distincts which artifacts are worn or backpacked
class CArtifactsOfHero : public CIntObject
{
const CGHeroInstance * curHero;
std::map<ArtifactPosition, CArtPlace *> artWorn;
std::vector<CArtPlace *> backpack; //hero's visible backpack (only 5 elements!)
int backpackPos; //number of first art visible in backpack (in hero's vector)

View File

@ -186,19 +186,31 @@ std::string CComponent::getSubtitleInternal()
case artifact: return CGI->arth->artifacts[subtype]->Name();
case experience:
{
if (subtype == 1) //+1 level - tree of knowledge
if(subtype == 1) //+1 level - tree of knowledge
{
std::string level = CGI->generaltexth->allTexts[442];
boost::replace_first(level, "1", boost::lexical_cast<std::string>(val));
return level;
}
else
{
return boost::lexical_cast<std::string>(val); //amount of experience OR level required for seer hut;
}
}
case spell: return CGI->spellh->objects[subtype]->name;
case morale: return "";
case luck: return "";
case building: return CGI->townh->factions[subtype]->town->buildings[BuildingID(val)]->Name();
case building:
{
auto building = CGI->townh->factions[subtype]->town->buildings[BuildingID(val)];
if(!building)
{
logGlobal->errorStream() << boost::format("Town of faction %s has no building #%d")
% CGI->townh->factions[subtype]->town->faction->name % val;
return (boost::format("Missing building #%d") % val).str();
}
return building->Name();
}
case hero: return "";
case flag: return CGI->generaltexth->capColors[subtype];
}

View File

@ -73,11 +73,11 @@ void CGarrisonSlot::hover (bool on)
{
if(upg == EGarrisonType::UP)
{
temp = CGI->generaltexth->tcommands[32]; //Select %s (visiting)
temp = CGI->generaltexth->tcommands[12]; //Select %s (in garrison)
}
else if(owner->armedObjs[0] && (owner->armedObjs[0]->ID == Obj::TOWN || owner->armedObjs[0]->ID == Obj::HERO))
{
temp = CGI->generaltexth->tcommands[12]; //Select %s (in garrison)
temp = CGI->generaltexth->tcommands[32]; //Select %s (visiting)
}
else
{

View File

@ -322,18 +322,21 @@ void CTerrainRect::showAnim(SDL_Surface * to)
show(to); // currently the same; maybe we should pass some flag to map handler so it redraws ONLY tiles that need redraw instead of full
}
int3 CTerrainRect::whichTileIsIt(const int & x, const int & y)
int3 CTerrainRect::whichTileIsIt(const int x, const int y)
{
int3 ret;
ret.x = adventureInt->position.x + ((GH.current->motion.x-CGI->mh->offsetX-pos.x)/32);
ret.y = adventureInt->position.y + ((GH.current->motion.y-CGI->mh->offsetY-pos.y)/32);
ret.x = adventureInt->position.x + ((x-CGI->mh->offsetX-pos.x)/32);
ret.y = adventureInt->position.y + ((y-CGI->mh->offsetY-pos.y)/32);
ret.z = adventureInt->position.z;
return ret;
}
int3 CTerrainRect::whichTileIsIt()
{
return whichTileIsIt(GH.current->motion.x,GH.current->motion.y);
if(GH.current)
return whichTileIsIt(GH.current->motion.x,GH.current->motion.y);
else
return int3(-1);
}
int3 CTerrainRect::tileCountOnScreen()
@ -755,14 +758,15 @@ void CAdvMapInt::updateSleepWake(const CGHeroInstance *h)
void CAdvMapInt::updateMoveHero(const CGHeroInstance *h, tribool hasPath)
{
//default value is for everywhere but CPlayerInterface::moveHero, because paths are not updated from there immediately
if (hasPath == boost::indeterminate)
hasPath = LOCPLINT->paths[h].nodes.size() ? true : false;
if (!h)
if(!h)
{
moveHero->block(true);
return;
}
//default value is for everywhere but CPlayerInterface::moveHero, because paths are not updated from there immediately
if(boost::logic::indeterminate(hasPath))
hasPath = LOCPLINT->paths[h].nodes.size() ? true : false;
moveHero->block(!hasPath || (h->movement == 0));
}
@ -1417,13 +1421,13 @@ void CAdvMapInt::tileLClicked(const int3 &mapPos)
bool canSelect = topBlocking && topBlocking->ID == Obj::HERO && topBlocking->tempOwner == LOCPLINT->playerID;
canSelect |= topBlocking && topBlocking->ID == Obj::TOWN && LOCPLINT->cb->getPlayerRelations(LOCPLINT->playerID, topBlocking->tempOwner);
if (selection->ID != Obj::HERO) //hero is not selected (presumably town)
if(selection->ID != Obj::HERO) //hero is not selected (presumably town)
{
assert(!terrain.currentPath); //path can be active only when hero is selected
if(selection == topBlocking) //selected town clicked
LOCPLINT->openTownWindow(static_cast<const CGTownInstance*>(topBlocking));
else if ( canSelect )
select(static_cast<const CArmedInstance*>(topBlocking), false);
else if(canSelect)
select(static_cast<const CArmedInstance*>(topBlocking), false);
return;
}
else if(const CGHeroInstance * currentHero = curHero()) //hero is selected
@ -1441,22 +1445,26 @@ void CAdvMapInt::tileLClicked(const int3 &mapPos)
}
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() == mapPos)//we'll be moving
if(terrain.currentPath && terrain.currentPath->endPos() == mapPos)//we'll be moving
{
if (CGI->mh->canStartHeroMovement())
LOCPLINT->moveHero(currentHero,*terrain.currentPath);
if(CGI->mh->canStartHeroMovement())
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
else //remove old path and find a new one if we clicked on accessible tile
{
CGPath &path = LOCPLINT->paths[currentHero];
terrain.currentPath = &path;
bool gotPath = LOCPLINT->cb->getPathsInfo(currentHero)->getPath(path, mapPos); //try getting path, erase if failed
updateMoveHero(currentHero);
if (!gotPath)
LOCPLINT->eraseCurrentPathOf(currentHero);
CGPath newpath;
bool gotPath = LOCPLINT->cb->getPathsInfo(currentHero)->getPath(newpath, mapPos); //try getting path, erase if failed
if(gotPath && newpath.nodes.size())
path = newpath;
if(path.nodes.size())
terrain.currentPath = &path;
else
return;
LOCPLINT->eraseCurrentPathOf(currentHero);
updateMoveHero(currentHero);
}
}
} //end of hero is selected "case"
@ -1704,6 +1712,18 @@ void CAdvMapInt::adjustActiveness(bool aiTurnStart)
activate();
}
void CAdvMapInt::quickCombatLock()
{
if(!duringAITurn)
deactivate();
}
void CAdvMapInt::quickCombatUnlock()
{
if(!duringAITurn)
activate();
}
void CAdvMapInt::changeMode(EAdvMapMode newMode, float newScale /* = 0.4f */)
{
if (mode != newMode)

View File

@ -74,7 +74,7 @@ public:
void showAll(SDL_Surface * to) override;
void showAnim(SDL_Surface * to);
void showPath(const SDL_Rect * extRect, SDL_Surface * to);
int3 whichTileIsIt(const int & x, const int & y); //x,y are cursor position
int3 whichTileIsIt(const int x, const int y); //x,y are cursor position
int3 whichTileIsIt(); //uses current cursor pos
/// @returns number of visible tiles on screen respecting current map scaling
int3 tileCountOnScreen();
@ -224,6 +224,8 @@ public:
void aiTurnStarted();
void adjustActiveness(bool aiTurnStart); //should be called every time at AI/human turn transition; blocks GUI during AI turn
void quickCombatLock(); //should be called when quick battle started
void quickCombatUnlock();
void tileLClicked(const int3 &mapPos);
void tileHovered(const int3 &mapPos);
void tileRClicked(const int3 &mapPos);

View File

@ -1178,9 +1178,42 @@ const CArtifactInstance * CArtifactSet::getArtByInstanceId( ArtifactInstanceID a
return nullptr;
}
bool CArtifactSet::hasArt(ui32 aid, bool onlyWorn /*= false*/) const
bool CArtifactSet::hasArt(ui32 aid, bool onlyWorn /*= false*/,
bool searchBackpackAssemblies /*= false*/) const
{
return getArtPos(aid, onlyWorn) != ArtifactPosition::PRE_FIRST;
return getArtPos(aid, onlyWorn) != ArtifactPosition::PRE_FIRST ||
(searchBackpackAssemblies && getHiddenArt(aid));
}
std::pair<const CCombinedArtifactInstance *, const CArtifactInstance *>
CArtifactSet::searchForConstituent(int aid) const
{
for(auto & slot : artifactsInBackpack)
{
auto art = slot.artifact;
if(art->canBeDisassembled())
{
auto ass = static_cast<CCombinedArtifactInstance *>(art.get());
for(auto& ci : ass->constituentsInfo)
{
if(ci.art->artType->id == aid)
{
return {ass, ci.art};
}
}
}
}
return {nullptr, nullptr};
}
const CArtifactInstance *CArtifactSet::getHiddenArt(int aid) const
{
return searchForConstituent(aid).second;
}
const CCombinedArtifactInstance *CArtifactSet::getAssemblyByConstituent(int aid) const
{
return searchForConstituent(aid).first;
}
const ArtSlotInfo * CArtifactSet::getSlot(ArtifactPosition pos) const

View File

@ -133,7 +133,9 @@ public:
virtual bool canBeDisassembled() const;
virtual void putAt(ArtifactLocation al);
virtual void removeFrom(ArtifactLocation al);
virtual bool isPart(const CArtifactInstance *supposedPart) const; //checks if this a part of this artifact: artifact instance is a part of itself, additionally truth is returned for consituents of combined arts
/// Checks if this a part of this artifact: artifact instance is a part
/// of itself, additionally truth is returned for constituents of combined arts
virtual bool isPart(const CArtifactInstance *supposedPart) const;
std::vector<const CArtifact *> assemblyPossibilities(const CArtifactSet *h) const;
void move(ArtifactLocation src, ArtifactLocation dst);
@ -177,7 +179,7 @@ public:
void createConstituents();
void addAsConstituent(CArtifactInstance *art, ArtifactPosition slot);
CArtifactInstance *figureMainConstituent(const ArtifactLocation al); //main constituent is replcaed with us (combined art), not lock
CArtifactInstance *figureMainConstituent(const ArtifactLocation al); //main constituent is replaced with us (combined art), not lock
CCombinedArtifactInstance();
@ -270,10 +272,8 @@ struct DLL_LINKAGE ArtSlotInfo
ConstTransitivePtr<CArtifactInstance> artifact;
ui8 locked; //if locked, then artifact points to the combined artifact
ArtSlotInfo()
{
locked = false;
}
ArtSlotInfo() : locked(false) {}
template <typename Handler> void serialize(Handler &h, const int version)
{
h & artifact & locked;
@ -293,10 +293,16 @@ public:
const ArtSlotInfo *getSlot(ArtifactPosition pos) const;
const CArtifactInstance* getArt(ArtifactPosition pos, bool excludeLocked = true) const; //nullptr - no artifact
CArtifactInstance* getArt(ArtifactPosition pos, bool excludeLocked = true); //nullptr - no artifact
ArtifactPosition getArtPos(int aid, bool onlyWorn = true) const; //looks for equipped artifact with given ID and returns its slot ID or -1 if none(if more than one such artifact lower ID is returned)
/// Looks for equipped artifact with given ID and returns its slot ID or -1 if none
/// (if more than one such artifact lower ID is returned)
ArtifactPosition getArtPos(int aid, bool onlyWorn = true) const;
ArtifactPosition getArtPos(const CArtifactInstance *art) const;
const CArtifactInstance *getArtByInstanceId(ArtifactInstanceID artInstId) const;
bool hasArt(ui32 aid, bool onlyWorn = false) const; //checks if hero possess artifact of given id (either in backack or worn)
/// Search for constituents of assemblies in backpack which do not have an ArtifactPosition
const CArtifactInstance *getHiddenArt(int aid) const;
const CCombinedArtifactInstance *getAssemblyByConstituent(int aid) const;
/// Checks if hero possess artifact of given id (either in backack or worn)
bool hasArt(ui32 aid, bool onlyWorn = false, bool searchBackpackAssemblies = false) const;
bool isPositionFree(ArtifactPosition pos, bool onlyLockCheck = false) const;
si32 getArtTypeId(ArtifactPosition pos) const;
@ -313,4 +319,7 @@ public:
protected:
void writeJson(JsonNode & json) const;
void readJson(const JsonNode & json);
protected:
std::pair<const CCombinedArtifactInstance *, const CArtifactInstance *> searchForConstituent(int aid) const;
};

View File

@ -1658,15 +1658,16 @@ void CGameState::initStartingBonus()
switch(scenarioOps->playerInfos[elem.first].bonus)
{
case PlayerSettings::GOLD:
elem.second.resources[Res::GOLD] += rand.nextInt(500, 1000);
elem.second.resources[Res::GOLD] += rand.nextInt(5, 10) * 100;
break;
case PlayerSettings::RESOURCE:
{
int res = VLC->townh->factions[scenarioOps->playerInfos[elem.first].castle]->town->primaryRes;
if(res == Res::WOOD_AND_ORE)
{
elem.second.resources[Res::WOOD] += rand.nextInt(5, 10);
elem.second.resources[Res::ORE] += rand.nextInt(5, 10);
int amount = rand.nextInt(5, 10);
elem.second.resources[Res::WOOD] += amount;
elem.second.resources[Res::ORE] += amount;
}
else
{

View File

@ -14,7 +14,7 @@
namespace GameConstants
{
const std::string VCMI_VERSION = "VCMI 0.98f";
const std::string VCMI_VERSION = "VCMI 0.98g";
const int BFIELD_WIDTH = 17;
const int BFIELD_HEIGHT = 11;

View File

@ -340,7 +340,7 @@ DLL_LINKAGE void RemoveBonus::applyGs( CGameState *gs )
if(b->source == source && b->sid == id)
{
bonus = *b; //backup bonus (to show to interfaces later)
node->removeBonus(b);
node->removeBonus(b);
break;
}
}
@ -754,7 +754,7 @@ DLL_LINKAGE const CArtifactInstance *ArtifactLocation::getArt() const
return s->artifact;
else
{
logNetwork->warnStream() << "ArtifactLocation::getArt: That location is locked!";
logNetwork->warnStream() << "ArtifactLocation::getArt: This location is locked!";
return nullptr;
}
}
@ -914,6 +914,32 @@ DLL_LINKAGE void PutArtifact::applyGs( CGameState *gs )
DLL_LINKAGE void EraseArtifact::applyGs( CGameState *gs )
{
auto slot = al.getSlot();
if(slot->locked)
{
logGlobal->debugStream() << "Erasing locked artifact: " << slot->artifact->artType->Name();
DisassembledArtifact dis;
dis.al.artHolder = al.artHolder;
auto aset = al.getHolderArtSet();
bool found = false;
for(auto& p : aset->artifactsWorn)
{
auto art = p.second.artifact;
if(art->canBeDisassembled() && art->isPart(slot->artifact))
{
dis.al.slot = aset->getArtPos(art);
found = true;
break;
}
}
assert(found && "Failed to determine the assembly this locked artifact belongs to");
logGlobal->debugStream() << "Found the corresponding assembly: " << dis.al.getSlot()->artifact->artType->Name();
dis.applyGs(gs);
}
else
{
logGlobal->debugStream() << "Erasing artifact " << slot->artifact->artType->Name();
}
al.removeArtifact();
}
@ -1262,7 +1288,7 @@ DLL_LINKAGE void BattleStackAttacked::applyGs( CGameState *gs )
{
//"hide" killed creatures instead so we keep info about it
at->state.insert(EBattleStackState::DEAD_CLONE);
for(CStack * s : gs->curB->stacks)
{
if(s->cloneID == at->ID)
@ -1375,7 +1401,7 @@ void actualizeEffect(CStack * s, const Bonus & ef)
stackBonus->turnsRemain = std::max(stackBonus->turnsRemain, ef.turnsRemain);
}
}
CBonusSystemNode::treeHasChanged();
CBonusSystemNode::treeHasChanged();
}
void actualizeEffect(CStack * s, const std::vector<Bonus> & ef)

View File

@ -315,6 +315,16 @@ void CObjectClassesHandler::afterLoadFinalization()
logGlobal->warnStream() << "No templates found for " << entry.first << ":" << obj.first;
}
}
//duplicate existing two-way portals to make reserve for RMG
auto& portalVec = objects[Obj::MONOLITH_TWO_WAY]->objects;
size_t portalCount = portalVec.size();
size_t currentIndex = portalCount;
while (portalVec.size() < 100)
{
portalVec[currentIndex] = portalVec[currentIndex % portalCount];
currentIndex++;
}
}
std::string CObjectClassesHandler::getObjectName(si32 type) const

View File

@ -183,7 +183,7 @@ std::set<int3> CGObjectInstance::getBlockedPos() const
{
for(int h=0; h<getHeight(); ++h)
{
if (appearance.isBlockedAt(w, h))
if(appearance.isBlockedAt(w, h))
ret.insert(int3(pos.x - w, pos.y - h, pos.z));
}
}
@ -205,7 +205,13 @@ void CGObjectInstance::setType(si32 ID, si32 subID)
//recalculate blockvis tiles - new appearance might have different blockmap than before
cb->gameState()->map->removeBlockVisTiles(this, true);
auto handler = VLC->objtypeh->getHandlerFor(ID, subID);
if (!handler->getTemplates(tile.terType).empty())
if(!handler)
{
logGlobal->errorStream() << boost::format(
"Unknown object type %d:%d at %s") % ID % subID % visitablePos();
return;
}
if(!handler->getTemplates(tile.terType).empty())
appearance = handler->getTemplates(tile.terType)[0];
else
appearance = handler->getTemplates()[0]; // get at least some appearance since alternative is crash
@ -410,9 +416,9 @@ int3 IBoatGenerator::bestLocation() const
for (auto & offset : offsets)
{
if (const TerrainTile *tile = IObjectInterface::cb->getTile(o->pos + offset, false)) //tile is in the map
if(const TerrainTile *tile = IObjectInterface::cb->getTile(o->pos + offset, false)) //tile is in the map
{
if (tile->terType == ETerrainType::WATER && (!tile->blocked || tile->blockingObjects.front()->ID == Obj::BOAT)) //and is water and is not blocked or is blocked by boat
if(tile->terType == ETerrainType::WATER && (!tile->blocked || tile->blockingObjects.front()->ID == Obj::BOAT)) //and is water and is not blocked or is blocked by boat
return o->pos + offset;
}
}

View File

@ -70,7 +70,7 @@ bool CQuest::checkQuest (const CGHeroInstance * h) const
case MISSION_ART:
for (auto & elem : m5arts)
{
if (h->hasArt(elem))
if (h->hasArt(elem, false, true))
continue;
return false; //if the artifact was not found
}
@ -630,6 +630,18 @@ void CGSeerHut::finishQuest(const CGHeroInstance * h, ui32 accept) const
case CQuest::MISSION_ART:
for (auto & elem : quest->m5arts)
{
if(!h->hasArt(elem))
{
// first we need to disassemble this backpack artifact
auto assembly = h->getAssemblyByConstituent(elem);
assert(assembly);
for(auto & ci : assembly->constituentsInfo)
{
cb->giveHeroNewArtifact(h, ci.art->artType, ArtifactPosition::PRE_FIRST);
}
// remove the assembly
cb->removeArtifact(ArtifactLocation(h, h->getArtPos(assembly)));
}
cb->removeArtifact(ArtifactLocation(h, h->getArtPos(elem, false)));
}
break;

View File

@ -496,6 +496,7 @@ void CGPickable::initObj()
info.resize(1);
info[0].message.addTxt(MetaString::ADVOB_TXT, 51);
info[0].reward.removeObject = true;
break;
case 1:
{
info.resize(1);
@ -682,7 +683,6 @@ void CGBonusingObject::initObj()
info[i].message.addTxt(MetaString::ADVOB_TXT, 62);
soundID = soundBase::experience;
}
onVisited.addTxt(MetaString::ADVOB_TXT, 63);
info.back().limiter.dayOfWeek = 7;
configureBonus(info.back(), Bonus::MORALE, 1, 68); // on last day of week
configureBonus(info.back(), Bonus::LUCK, 1, 68);

View File

@ -393,6 +393,7 @@ void CGCreature::joinDecision(const CGHeroInstance *h, int cost, ui32 accept) co
if(cost)
cb->giveResource(h->tempOwner,Res::GOLD,-cost);
giveReward(h);
cb->tryJoiningArmy(this, h, true, true);
}
}
@ -456,6 +457,7 @@ void CGCreature::battleFinished(const CGHeroInstance *hero, const BattleResult &
if(result.winner==0)
{
giveReward(hero);
cb->removeObject(this);
}
else
@ -558,6 +560,35 @@ int CGCreature::getNumberOfStacks(const CGHeroInstance *hero) const
return split;
}
void CGCreature::giveReward(const CGHeroInstance * h) const
{
InfoWindow iw;
iw.player = h->tempOwner;
if(resources.size())
{
cb->giveResources(h->tempOwner, resources);
for(int i = 0; i < resources.size(); i++)
{
if(resources[i] > 0)
iw.components.push_back(Component(Component::RESOURCE, i, resources[i], 0));
}
}
if(gainedArtifact != ArtifactID::NONE)
{
cb->giveHeroNewArtifact(h, VLC->arth->artifacts[gainedArtifact], ArtifactPosition::FIRST_AVAILABLE);
iw.components.push_back(Component(Component::ARTIFACT, gainedArtifact, 0, 0));
}
if(iw.components.size())
{
iw.text.addTxt(MetaString::ADVOB_TXT, 183); // % has found treasure
iw.text.addReplacement(h->name);
cb->showInfoDialog(&iw);
}
}
void CGCreature::writeJsonOptions(JsonNode& json) const
{
@ -1791,6 +1822,7 @@ void CGMagi::onHeroVisit(const CGHeroInstance * h) const
cb->sendAndApply(&cv);
}
cv.pos = h->getPosition(false);
cv.focusTime = 0;
cb->sendAndApply(&cv);
}
}

View File

@ -93,6 +93,7 @@ private:
void joinDecision(const CGHeroInstance *h, int cost, ui32 accept) const;
int takenAction(const CGHeroInstance *h, bool allowJoin=true) const; //action on confrontation: -2 - fight, -1 - flee, >=0 - will join for given value of gold (may be 0)
void giveReward(const CGHeroInstance * h) const;
};

View File

@ -20,6 +20,8 @@ void CMapGenerator::foreach_neighbour(const int3 &pos, std::function<void(int3&
for(const int3 &dir : int3::getDirs())
{
int3 n = pos + dir;
/*important notice: perform any translation before this function is called,
so the actual map position is checked*/
if(map->isInTheMap(n))
foo(n);
}

View File

@ -1176,25 +1176,23 @@ bool CRmgTemplateZone::createTreasurePile(CMapGenerator* gen, int3 &pos, float m
int3 closestTile = int3(-1,-1,-1);
float minDistance = 1e10;
for (auto visitablePos : info.visitableFromBottomPositions) //objects that are not visitable from top must be accessible from bottom or side
{
int3 closestFreeTile = findClosestTile(freePaths, visitablePos);
if (closestFreeTile.dist2d(visitablePos) < minDistance)
{
closestTile = visitablePos + int3 (0, 1, 0); //start below object (y+1), possibly even outside the map (?)
closestTile = visitablePos + int3 (0, 1, 0); //start below object (y+1), possibly even outside the map, to not make path up through it
minDistance = closestFreeTile.dist2d(visitablePos);
}
}
if (!closestTile.valid())
for (auto visitablePos : info.visitableFromTopPositions) //all objects are accessible from any direction
{
for (auto visitablePos : info.visitableFromTopPositions) //all objects are accessible from any direction
int3 closestFreeTile = findClosestTile(freePaths, visitablePos);
if (closestFreeTile.dist2d(visitablePos) < minDistance)
{
int3 closestFreeTile = findClosestTile(freePaths, visitablePos);
if (closestFreeTile.dist2d(visitablePos) < minDistance)
{
closestTile = visitablePos;
minDistance = closestFreeTile.dist2d(visitablePos);
}
closestTile = visitablePos;
minDistance = closestFreeTile.dist2d(visitablePos);
}
}
assert (closestTile.valid());
@ -1245,6 +1243,8 @@ bool CRmgTemplateZone::createTreasurePile(CMapGenerator* gen, int3 &pos, float m
for (auto treasure : treasures)
{
int3 visitableOffset = treasure.second->getVisitableOffset();
if (treasure.second->ID == Obj::SEER_HUT) //FIXME: find generic solution or figure out why Seer Hut doesn't behave correctly
visitableOffset.x += 1;
placeObject(gen, treasure.second, treasure.first + visitableOffset);
}
if (addMonster(gen, guardPos, currentValue, false))
@ -2661,8 +2661,7 @@ void CRmgTemplateZone::addAllPossibleObjects(CMapGenerator* gen)
//seer huts with creatures or generic rewards
//if (questArtZone) //we won't be placing seer huts if there is no zone left to place arties
if (false) //FIXME: Seer Huts are bugged
if (questArtZone) //we won't be placing seer huts if there is no zone left to place arties
{
static const int genericSeerHuts = 8;
int seerHutsPerType = 0;
@ -2718,6 +2717,9 @@ void CRmgTemplateZone::addAllPossibleObjects(CMapGenerator* gen)
obj->quest->missionType = CQuest::MISSION_ART;
ArtifactID artid = *RandomGeneratorUtil::nextItem(gen->getQuestArtsRemaning(), gen->rand);
obj->quest->m5arts.push_back(artid);
obj->quest->lastDay = -1;
obj->quest->isCustomFirst = obj->quest->isCustomNext = obj->quest->isCustomComplete = false;
gen->banQuestArt(artid);
gen->map->addQuest(obj);
@ -2754,6 +2756,9 @@ void CRmgTemplateZone::addAllPossibleObjects(CMapGenerator* gen)
obj->quest->missionType = CQuest::MISSION_ART;
ArtifactID artid = *RandomGeneratorUtil::nextItem(gen->getQuestArtsRemaning(), gen->rand);
obj->quest->m5arts.push_back(artid);
obj->quest->lastDay = -1;
obj->quest->isCustomFirst = obj->quest->isCustomNext = obj->quest->isCustomComplete = false;
gen->banQuestArt(artid);
gen->map->addQuest(obj);
@ -2775,6 +2780,9 @@ void CRmgTemplateZone::addAllPossibleObjects(CMapGenerator* gen)
obj->quest->missionType = CQuest::MISSION_ART;
ArtifactID artid = *RandomGeneratorUtil::nextItem(gen->getQuestArtsRemaning(), gen->rand);
obj->quest->m5arts.push_back(artid);
obj->quest->lastDay = -1;
obj->quest->isCustomFirst = obj->quest->isCustomNext = obj->quest->isCustomComplete = false;
gen->banQuestArt(artid);
gen->map->addQuest(obj);

View File

@ -926,13 +926,16 @@ void CGameHandler::handleConnection(std::set<PlayerColor> players, CConnection &
{
const bool result = apply->applyOnGH(this,&c,pack, player);
if(!result)
complain("Got false in applying... that request must have been fishy!");
logGlobal->traceStream() << "Message successfully applied (result=" << result << ")!";
{
complain((boost::format("Got false in applying %s... that request must have been fishy!")
% typeid(*pack).name()).str());
}
logGlobal->traceStream() << "Message successfully applied (result=" << result << ")!";
sendPackageResponse(true);
}
else
{
logGlobal->errorStream() << "Message cannot be applied, cannot find applier (unregistered type)!";
logGlobal->errorStream() << "Message cannot be applied, cannot find applier (unregistered type)!";
sendPackageResponse(false);
}
@ -2113,7 +2116,6 @@ void CGameHandler::stopHeroVisitCastle(const CGTownInstance * obj, const CGHeroI
void CGameHandler::removeArtifact(const ArtifactLocation &al)
{
assert(al.getArt());
EraseArtifact ea;
ea.al = al;
sendAndApply(&ea);
@ -3038,7 +3040,7 @@ bool CGameHandler::assembleArtifacts (ObjectInstanceID heroID, ArtifactPosition
sendAndApply(&da);
}
return false;
return true;
}
bool CGameHandler::buyArtifact( ObjectInstanceID hid, ArtifactID aid )
@ -4026,6 +4028,16 @@ void CGameHandler::playerMessage( PlayerColor player, const std::string &message
if(!hero->hasStackAtSlot(SlotID(i)))
insertNewStack(StackLocation(hero, SlotID(i)), blackKnight, 10);
}
else if(message == "vcmiglaurung") //gives 5000 crystal dragons into each slot
{
CGHeroInstance *hero = gs->getHero(currObj);
const CCreature *crystalDragon = VLC->creh->creatures.at(133);
if(!hero) return;
for(int i = 0; i < GameConstants::ARMY_SIZE; i++)
if(!hero->hasStackAtSlot(SlotID(i)))
insertNewStack(StackLocation(hero, SlotID(i)), crystalDragon, 5000);
}
else if(message == "vcminoldor") //all war machines
{
CGHeroInstance *hero = gs->getHero(currObj);

View File

@ -321,7 +321,8 @@ CBlockingDialogQuery::CBlockingDialogQuery(const BlockingDialog &bd)
void CTeleportDialogQuery::notifyObjectAboutRemoval(const CObjectVisitQuery &objectVisit) const
{
auto obj = dynamic_ptr_cast<const CGTeleport>(objectVisit.visitedObject);
// do not change to dynamic_ptr_cast - SIGSEGV!
auto obj = dynamic_cast<const CGTeleport*>(objectVisit.visitedObject);
obj->teleportDialogAnswered(objectVisit.visitingHero, *answer, td.exits);
}