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* fixed estate problems (#57)
* fixed blinking mana vortex (#52) * grail increases creature growths
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@ -245,9 +245,9 @@ void CCallback::selectionMade(int selection, int asker)
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void CCallback::recruitCreatures(const CGObjectInstance *obj, int ID, int amount)
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{
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if(amount<=0) return;
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if(obj->ID==98)
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if(obj->ID==98) //recruiting from town
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{
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int ser=-1;
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int ser=-1; //used dwelling level
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CGTownInstance *t = const_cast<CGTownInstance*>(static_cast<const CGTownInstance*>(obj));
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//verify
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@ -255,10 +255,10 @@ void CCallback::recruitCreatures(const CGObjectInstance *obj, int ID, int amount
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typedef std::pair<const int,int> Parka;
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for(std::map<int,int>::iterator av=t->strInfo.creatures.begin();av!=t->strInfo.creatures.end();av++)
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{
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if( ( found = (ID == t->town->basicCreatures[av->first]) )
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|| (found = (ID == t->town->upgradedCreatures[av->first])) )
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if( ( found = (ID == t->town->basicCreatures[av->first]) ) //creature is available among basic cretures
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|| (found = (ID == t->town->upgradedCreatures[av->first])) )//creature is available among upgraded cretures
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{
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amount = std::min(amount,av->second);
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amount = std::min(amount,av->second); //reduce recruited amount up to available amount
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ser = av->first;
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break;
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}
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@ -269,17 +269,17 @@ void CCallback::recruitCreatures(const CGObjectInstance *obj, int ID, int amount
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if(amount > CGI->creh->creatures[ID].maxAmount(gs->players[player].resources))
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return; //not enough resources
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for(int i=0;i<RESOURCE_QUANTITY;i++)
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if (gs->players[player].resources[i] < (CGI->creh->creatures[ID].cost[i] * amount))
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return; //not enough resources
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//for(int i=0;i<RESOURCE_QUANTITY;i++)
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// if (gs->players[player].resources[i] < (CGI->creh->creatures[ID].cost[i] * amount))
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// return; //not enough resources
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if(amount<=0) return;
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//recruit
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int slot = -1;
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int slot = -1; //slot ID
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std::pair<int,std::pair<CCreature*,int> > parb;
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for(int i=0;i<7;i++)
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for(int i=0;i<7;i++) //TODO: if there is already stack of same creatures it should be used always
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{
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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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@ -307,12 +307,13 @@ void CCallback::recruitCreatures(const CGObjectInstance *obj, int ID, int amount
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CGI->playerint[gs->players[player].serial]->garrisonChanged(obj);
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}
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//TODO: recruit from dwellings on the adventure map
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}
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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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if((player>=0) && 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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@ -321,6 +322,7 @@ bool CCallback::dismissCreature(const CArmedInstance *obj, int stackPos)
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}
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bool CCallback::upgradeCreature(const CArmedInstance *obj, int stackPos, int newID)
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{
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//TODO: write
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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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@ -14,9 +14,19 @@
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#include "CCallback.h"
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extern TTF_Font * GEOR16;
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CBuildingRect::CBuildingRect(Structure *Str)
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:str(Str), moi(false)
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:str(Str), moi(false), offset(0)
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{
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def = CGI->spriteh->giveDef(Str->defName);
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max = def->ourImages.size();
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if(str->ID == 33 && str->townID == 4) //little 'hack' for estate in necropolis - background color is not always the first color in the palette
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{
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for(std::vector<Cimage>::iterator i=def->ourImages.begin();i!=def->ourImages.end();i++)
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{
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SDL_SetColorKey(i->bitmap,SDL_SRCCOLORKEY,*((char*)i->bitmap->pixels));
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}
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}
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pos.x = str->pos.x;
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pos.y = str->pos.y;
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pos.w = def->ourImages[0].bitmap->w;
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@ -458,16 +468,16 @@ void CCastleInterface::show(SDL_Surface * to)
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//blit buildings
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for(int i=0;i<buildings.size();i++)
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{
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if((animval)%(buildings[i]->def->ourImages.size()))
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int frame = (animval)%(buildings[i]->max - buildings[i]->offset);
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if(frame)
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{
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blitAt(buildings[i]->def->ourImages[0].bitmap,buildings[i]->pos.x,buildings[i]->pos.y,to);
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blitAt(buildings[i]->def->ourImages[(animval)%(buildings[i]->def->ourImages.size())].bitmap,buildings[i]->pos.x,buildings[i]->pos.y,to);
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blitAt(buildings[i]->def->ourImages[frame].bitmap,buildings[i]->pos.x,buildings[i]->pos.y,to);
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}
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else
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blitAt(buildings[i]->def->ourImages[(animval)%(buildings[i]->def->ourImages.size())].bitmap,buildings[i]->pos.x,buildings[i]->pos.y,to);
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//if(buildings[i]->hovered && buildings[i]->border)
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// blitAt(buildings[i]->border,buildings[i]->pos.x,buildings[i]->pos.y);
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if(hBuild==buildings[i] && hBuild->border)
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blitAt(buildings[i]->def->ourImages[frame].bitmap,buildings[i]->pos.x,buildings[i]->pos.y,to);
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if(hBuild==buildings[i] && hBuild->border) //if this this higlighted structure and has border we'll blit it
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blitAt(hBuild->border,hBuild->pos,to);
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}
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@ -572,6 +582,30 @@ void CCastleInterface::recreateBuildings()
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break;
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}
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std::sort(buildings.begin(),buildings.end(),srthlp);
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//code for Mana Vortex (there are two sets of animation frames - one without mage guild and one with
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if((town->subID == 5) && (town->builtBuildings.find(21)!=town->builtBuildings.end()))
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{
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CBuildingRect *vortex = NULL;
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for(int i=0;i<buildings.size();i++)
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{
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if(buildings[i]->str->ID==21)
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{
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vortex=buildings[i];
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break;
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}
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}
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if(town->builtBuildings.find(4)!=town->builtBuildings.end()) //there is mage Guild level 5
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{
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vortex->offset = 10;
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vortex->max = vortex->def->ourImages.size();
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}
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else
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{
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vortex->offset = 0;
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vortex->max = 10;
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}
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}
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}
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void CCastleInterface::recruit(int ID, int amount)
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{
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@ -12,6 +12,7 @@ class CBuildingRect : public Hoverable, public MotionInterested, public Clickabl
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{
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public:
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bool moi; //motion interested is active
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int offset, max; //first and last animation frame
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Structure* str;
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CDefHandler* def;
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SDL_Surface* border;
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@ -285,6 +285,8 @@ int CGTownInstance::creatureGrowth(int level) const
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case 2:
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ret*=(1.5); break;
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}
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if(builtBuildings.find(26)!=builtBuildings.end()) //grail
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ret+=CGI->creh->creatures[town->basicCreatures[level]].growth;
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if(getHordeLevel(0)==level)
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if((builtBuildings.find(18)!=builtBuildings.end()) || (builtBuildings.find(19)!=builtBuildings.end()))
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ret+=CGI->creh->creatures[town->basicCreatures[level]].hordeGrowth;
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