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* next ubuntux's patch
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parent
38b680ed30
commit
aa87e1ff16
@ -231,14 +231,14 @@ ui8 side; //who made this action: false - left, true - right player
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CBattleHelper::CBattleHelper():
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InfiniteDistance(0xffff),
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BattlefieldHeight(11),
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BattlefieldWidth(15),
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BattlefieldHeight(11),
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m_voteForMaxDamage(10),
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m_voteForMinDamage(10),
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m_voteForMaxSpeed(10),
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m_voteForDistance(10),
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m_voteForDistanceFromShooters(20),
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m_voteForHitPoints(10),
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m_voteForMaxDamage(10),
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m_voteForMaxSpeed(10),
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m_voteForMinDamage(10)
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m_voteForHitPoints(10)
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{
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// loads votes
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std::fstream f;
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@ -373,9 +373,9 @@ int CBattleHelper::GetDistanceWithObstacles(int pointA, int pointB)
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* Implementation of CBattleLogic class.
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*/
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CBattleLogic::CBattleLogic(ICallback *cb, CCreatureSet *army1, CCreatureSet *army2, int3 tile, CGHeroInstance *hero1, CGHeroInstance *hero2, bool side) :
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m_cb(cb),
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m_iCurrentTurn(-2),
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m_bIsAttacker(false),
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m_cb(cb),
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m_army1(army1),
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m_army2(army2),
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m_tile(tile),
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@ -44,9 +44,10 @@ struct CMP_stack2
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} cmpst2 ;
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CBattleInterface::CBattleInterface(CCreatureSet * army1, CCreatureSet * army2, CGHeroInstance *hero1, CGHeroInstance *hero2, const SDL_Rect & myRect)
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: attackingHeroInstance(hero1), defendingHeroInstance(hero2), animCount(0), activeStack(-1), givenCommand(NULL),
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attackingInfo(NULL), myTurn(false), resWindow(NULL), showStackQueue(false),
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spellDestSelectMode(false), spellToCast(NULL), previouslyHoveredHex(-1), moveStarted(false), mouseHoveredStack(-1)
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: attackingHeroInstance(hero1), defendingHeroInstance(hero2), animCount(0), activeStack(-1),
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mouseHoveredStack(-1), previouslyHoveredHex(-1), spellDestSelectMode(false), spellToCast(NULL),
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attackingInfo(NULL), givenCommand(NULL), myTurn(false), resWindow(NULL),
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showStackQueue(false), moveStarted(false)
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{
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pos = myRect;
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strongInterest = true;
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@ -2336,7 +2337,7 @@ void CBattleHero::clickLeft(boost::logic::tribool down)
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}
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}
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CBattleHero::CBattleHero(const std::string & defName, int phaseG, int imageG, bool flipG, unsigned char player, const CGHeroInstance * hero, const CBattleInterface * owner): phase(phaseG), image(imageG), flip(flipG), flagAnim(0), myHero(hero), myOwner(owner), nextPhase(-1)
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CBattleHero::CBattleHero(const std::string & defName, int phaseG, int imageG, bool flipG, unsigned char player, const CGHeroInstance * hero, const CBattleInterface * owner): flip(flipG), myHero(hero), myOwner(owner), phase(phaseG), nextPhase(-1), image(imageG), flagAnim(0)
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{
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dh = CDefHandler::giveDef( defName );
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for(int i=0; i<dh->ourImages.size(); ++i) //transforming images
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@ -2425,7 +2426,7 @@ void CBattleHex::hover(bool on)
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}
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}
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CBattleHex::CBattleHex() : myNumber(-1), accesible(true), hovered(false), strictHovered(false), myInterface(NULL), setAlterText(false)
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CBattleHex::CBattleHex() : setAlterText(false), myNumber(-1), accesible(true), hovered(false), strictHovered(false), myInterface(NULL)
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{
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}
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@ -435,8 +435,8 @@ std::pair< std::vector<int>, int > BattleInfo::getPath(int start, int dest, bool
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}
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CStack::CStack(CCreature * C, int A, int O, int I, bool AO, int S)
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:creature(C),amount(A), baseAmount(A), owner(O), position(-1), ID(I), attackerOwned(AO), firstHPleft(C->hitPoints),
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shots(C->shots), slot(S), counterAttacks(1), effects(), state()
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:ID(I), creature(C), amount(A), baseAmount(A), firstHPleft(C->hitPoints), owner(O), slot(S), attackerOwned(AO), position(-1),
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counterAttacks(1), shots(C->shots), state(), effects()
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{
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speed = creature->speed;
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abilities = C->abilities;
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@ -159,7 +159,7 @@ public:
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std::vector<StackEffect> effects;
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CStack(CCreature * C, int A, int O, int I, bool AO, int S);
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CStack() : creature(NULL),amount(-1),owner(255), position(-1), ID(-1), attackerOwned(true), firstHPleft(-1), slot(255), baseAmount(-1), counterAttacks(1), effects(), state(), abilities(){}
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CStack() : ID(-1), creature(NULL), amount(-1), baseAmount(-1), firstHPleft(-1), owner(255), slot(255), attackerOwned(true), position(-1), counterAttacks(1), abilities(), state(), effects() {}
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const StackEffect * getEffect(ui16 id) const; //effect id (SP)
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bool willMove(); //if stack has remaining move this turn
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ui32 Speed() const;
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@ -522,8 +522,8 @@ void CGarrisonInt::splitStacks(int 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 CArmedInstance *s1,
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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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:interx(inx),intery(iny),highlighted(NULL),sur(pomsur),offx(OX),offy(OY),sup(NULL),
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sdown(NULL),oup(s1),odown(s2)
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{
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active = false;
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splitting = false;
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@ -641,7 +641,7 @@ void CRClickPopup::close()
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}
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CInfoPopup::CInfoPopup(SDL_Surface * Bitmap, int x, int y, bool Free)
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:bitmap(Bitmap),free(Free)
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:free(Free),bitmap(Bitmap)
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{
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pos.x = x;
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pos.y = y;
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@ -3589,7 +3589,7 @@ void CCreInfoWindow::show(SDL_Surface * to)
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}
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CCreInfoWindow::CCreInfoWindow(int Cid, int Type, int creatureCount, StackState *State, boost::function<void()> Upg, boost::function<void()> Dsm, UpgradeInfo *ui)
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:ok(0),dismiss(0),upgrade(0),type(Type),dsm(Dsm)
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:type(Type),dsm(Dsm),dismiss(0),upgrade(0),ok(0)
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{
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//active = false;
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anf = 0;
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@ -4724,7 +4724,7 @@ void CInGameConsole::refreshEnteredText()
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}
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}
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CInGameConsole::CInGameConsole() : defaultTimeout(10000), maxDisplayedTexts(10), prevEntDisp(-1)
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CInGameConsole::CInGameConsole() : prevEntDisp(-1), defaultTimeout(10000), maxDisplayedTexts(10)
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{
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}
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20
CPreGame.cpp
20
CPreGame.cpp
@ -444,13 +444,13 @@ PreGameTab::PreGameTab()
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}
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/********************************************************************************************/
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Options::PlayerOptions::PlayerOptions(int serial, int player)
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:Cleft(genRect(24,11,164,133+serial*50),CPG->ourOptions->left,true,-1), //left castle arrow
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:flag(genRect(50,42,14,130+serial*50),CPG->ourOptions->flags[player],player),
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Cleft(genRect(24,11,164,133+serial*50),CPG->ourOptions->left,true,-1), //left castle arrow
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Cright(genRect(24,11,225,133+serial*50),CPG->ourOptions->right,false,-1), //right castle arrow
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Hleft(genRect(24,11,240,133+serial*50),CPG->ourOptions->left,true,0), //left hero arrow
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Hright(genRect(24,11,301,133+serial*50),CPG->ourOptions->right,false,0), //right hero arrow
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Bleft(genRect(24,11,316,133+serial*50),CPG->ourOptions->left,true,1), //left bonus arrow
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Bright(genRect(24,11,377,133+serial*50),CPG->ourOptions->right,false,1), //right bonus arrow
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flag(genRect(50,42,14,130+serial*50),CPG->ourOptions->flags[player],player)
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Bright(genRect(24,11,377,133+serial*50),CPG->ourOptions->right,false,1) //right bonus arrow
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{
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Bleft.playerID=Bright.playerID=Hleft.playerID=Hright.playerID=Cleft.playerID=Cright.playerID=player;
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Bleft.serialID=Bright.serialID=Hleft.serialID=Hright.serialID=Cleft.serialID=Cright.serialID=serial;
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@ -2508,17 +2508,17 @@ CPreGame::menuItems::~menuItems()
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ScenSel::ScenSel()
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:
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difficulty(new CPoinGroup()),
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bScens(genRect(0,0,414,81),boost::bind(&CPreGame::showScenList,CPG),CDefHandler::giveDef("GSPBUTT.DEF")),
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bOptions(genRect(0,0,414,509),boost::bind(&CPreGame::showOptions,CPG),CDefHandler::giveDef("GSPBUTT.DEF")),
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bRandom(genRect(0,0,414,105),boost::bind(&CPreGame::showScenList,CPG),CDefHandler::giveDef("GSPBUTT.DEF")),
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bBegin(genRect(0,0,414,535),boost::bind(&CPreGame::begin,CPG),CDefHandler::giveDef("SCNRBEG.DEF")),
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bLoad(genRect(0,0,414,535),boost::bind(&CPreGame::begin,CPG),CDefHandler::giveDef("SCNRLOD.DEF")),
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bBack(genRect(0,0,584,535),boost::bind(&CPreGame::showNewMenu,CPG),CDefHandler::giveDef("SCNRBACK.DEF")),
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bEasy(genRect(0,0,506,456),NULL,CDefHandler::giveDef("GSPBUT3.DEF"),true,difficulty,0),
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bNormal(genRect(0,0,538,456),NULL,CDefHandler::giveDef("GSPBUT4.DEF"),true,difficulty,1),
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bHard(genRect(0,0,570,456),NULL,CDefHandler::giveDef("GSPBUT5.DEF"),true,difficulty,2),
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bExpert(genRect(0,0,602,456),NULL,CDefHandler::giveDef("GSPBUT6.DEF"),true,difficulty,3),
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bImpossible(genRect(0,0,634,456),NULL,CDefHandler::giveDef("GSPBUT7.DEF"),true,difficulty,4),
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bBack(genRect(0,0,584,535),boost::bind(&CPreGame::showNewMenu,CPG),CDefHandler::giveDef("SCNRBACK.DEF")),
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bBegin(genRect(0,0,414,535),boost::bind(&CPreGame::begin,CPG),CDefHandler::giveDef("SCNRBEG.DEF")),
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bLoad(genRect(0,0,414,535),boost::bind(&CPreGame::begin,CPG),CDefHandler::giveDef("SCNRLOD.DEF")),
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bScens(genRect(0,0,414,81),boost::bind(&CPreGame::showScenList,CPG),CDefHandler::giveDef("GSPBUTT.DEF")),
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bRandom(genRect(0,0,414,105),boost::bind(&CPreGame::showScenList,CPG),CDefHandler::giveDef("GSPBUTT.DEF")),
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bOptions(genRect(0,0,414,509),boost::bind(&CPreGame::showOptions,CPG),CDefHandler::giveDef("GSPBUTT.DEF"))
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bImpossible(genRect(0,0,634,456),NULL,CDefHandler::giveDef("GSPBUT7.DEF"),true,difficulty,4)
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{
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pressed=NULL;
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listShowed=false;
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@ -45,10 +45,10 @@ struct DLL_EXPORT HeroBonus
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std::string description;
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HeroBonus(ui8 Dur, ui8 Type, ui8 Src, si32 Val, ui32 ID, std::string Desc, si32 Subtype=-1)
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:duration(Dur), type(Type), source(Src), val(Val), id(ID), description(Desc), subtype(Subtype)
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:duration(Dur), type(Type), subtype(Subtype), source(Src), val(Val), id(ID), description(Desc)
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{}
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HeroBonus(ui8 Dur, ui8 Type, ui8 Src, si32 Val, ui32 ID, si32 Subtype=-1)
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:duration(Dur), type(Type), source(Src), val(Val), id(ID), subtype(Subtype)
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:duration(Dur), type(Type), subtype(Subtype), source(Src), val(Val), id(ID)
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{}
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HeroBonus()
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{
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@ -895,7 +895,7 @@ struct DisbandCreature : public CPackForServer
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struct BuildStructure : public CPackForServer
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{
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BuildStructure(){};
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BuildStructure(si32 TID, si32 BID):tid(TID),bid(BID){};
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BuildStructure(si32 TID, si32 BID):bid(BID),tid(TID){};
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si32 bid, tid; //structure and town ids
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void applyGh(CGameHandler *gh);
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@ -1403,5 +1403,5 @@ CMapHandler::CMapHandler()
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}
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TerrainTile2::TerrainTile2()
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:terbitmap(0),tileInfo(0)
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:tileInfo(0),terbitmap(0)
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{}
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