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mirror of https://github.com/vcmi/vcmi.git synced 2025-07-15 01:24:45 +02:00

* version set to 0.62

* almost redone treasure chest
* working gaining levels for heroes (including dialog with skill selection)
* corrected another typo i cr_shots
This commit is contained in:
Michał W. Urbańczyk
2008-08-13 00:44:31 +00:00
parent 6e02c1c5db
commit b89c951d09
34 changed files with 572 additions and 207 deletions

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@ -21,3 +21,7 @@ void CEmptyAI::heroCreated(const CGHeroInstance *)
void CEmptyAI::heroMoved(const HeroMoveDetails &) void CEmptyAI::heroMoved(const HeroMoveDetails &)
{ {
} }
void CEmptyAI::heroGotLevel(const CGHeroInstance *hero, int pskill, std::vector<ui16> &skills, boost::function<void(ui32)> &callback)
{
callback(rand()%skills.size());
}

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@ -13,6 +13,7 @@ public:
void showSelDialog(std::string text, std::vector<CSelectableComponent*> & components, int askID){}; void showSelDialog(std::string text, std::vector<CSelectableComponent*> & components, int askID){};
void tileRevealed(int3 pos){}; void tileRevealed(int3 pos){};
void tileHidden(int3 pos){}; void tileHidden(int3 pos){};
void heroGotLevel(const CGHeroInstance *hero, int pskill, std::vector<ui16> &skills, boost::function<void(ui32)> &callback);
}; };
#define NAME "EmptyAI 0.1" #define NAME "EmptyAI 0.1"

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@ -5,7 +5,6 @@
#include "hch/CLodHandler.h" #include "hch/CLodHandler.h"
#include "hch/CPreGameTextHandler.h" #include "hch/CPreGameTextHandler.h"
#include "hch/CTownHandler.h" #include "hch/CTownHandler.h"
#include "CLua.h"
#include "CCallback.h" #include "CCallback.h"
#include "client/Graphics.h" #include "client/Graphics.h"
AdventureMapButton::AdventureMapButton () AdventureMapButton::AdventureMapButton ()

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@ -15,7 +15,6 @@
#include "CMessage.h" #include "CMessage.h"
#include <boost/algorithm/string.hpp> #include <boost/algorithm/string.hpp>
#include <boost/algorithm/string/replace.hpp> #include <boost/algorithm/string/replace.hpp>
#include "CLua.h"
#include "hch/CHeroHandler.h" #include "hch/CHeroHandler.h"
#include <sstream> #include <sstream>
#include "AdventureMapButton.h" #include "AdventureMapButton.h"

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@ -106,9 +106,7 @@ bool CCallback::moveHero(int ID, CPath * path, int idtype, int pathType)
void CCallback::selectionMade(int selection, int asker) void CCallback::selectionMade(int selection, int asker)
{ {
//todo - jak bedzie multiplayer po sieci, to moze wymagac przerobek zaleznych od obranego modelu *cl->serv << ui16(2001) << ui32(asker) << ui32(selection);
//IChosen * ask = (IChosen *)asker;
//ask->chosen(selection);
} }
void CCallback::recruitCreatures(const CGObjectInstance *obj, ui32 ID, ui32 amount) void CCallback::recruitCreatures(const CGObjectInstance *obj, ui32 ID, ui32 amount)
{ {

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@ -3,6 +3,7 @@
#include "global.h" #include "global.h"
#include <set> #include <set>
#include <vector> #include <vector>
#include <boost/function.hpp>
#include "lib/BattleAction.h" #include "lib/BattleAction.h"
BOOST_TRIBOOL_THIRD_STATE(outOfRange) BOOST_TRIBOOL_THIRD_STATE(outOfRange)
@ -55,9 +56,10 @@ public:
virtual void tileHidden(int3 pos){}; virtual void tileHidden(int3 pos){};
virtual void receivedResource(int type, int val){}; virtual void receivedResource(int type, int val){};
virtual void showInfoDialog(std::string text, std::vector<Component*> &components){}; virtual void showInfoDialog(std::string text, std::vector<Component*> &components){};
virtual void showSelDialog(std::string text, std::vector<CSelectableComponent*> & components, int askID)=0; virtual void showSelDialog(std::string text, std::vector<Component*> &components, ui32 askID){};
virtual void garrisonChanged(const CGObjectInstance * obj){}; virtual void garrisonChanged(const CGObjectInstance * obj){};
virtual void buildChanged(const CGTownInstance *town, int buildingID, int what){}; //what: 1 - built, 2 - demolished virtual void buildChanged(const CGTownInstance *town, int buildingID, int what){}; //what: 1 - built, 2 - demolished
virtual void heroGotLevel(const CGHeroInstance *hero, int pskill, std::vector<ui16> &skills, boost::function<void(ui32)> &callback)=0; //pskill is gained primary skill, interface has to choose one of given skills and call callback with selection id
//battle call-ins //battle call-ins
virtual void battleStart(CCreatureSet *army1, CCreatureSet *army2, int3 tile, CGHeroInstance *hero1, CGHeroInstance *hero2, bool side){}; //called by engine when battle starts; side=0 - left, side=1 - right virtual void battleStart(CCreatureSet *army1, CCreatureSet *army2, int3 tile, CGHeroInstance *hero1, CGHeroInstance *hero2, bool side){}; //called by engine when battle starts; side=0 - left, side=1 - right
virtual void battlefieldPrepared(int battlefieldType, std::vector<CObstacle*> obstacles){}; //called when battlefield is prepared, prior the battle beginning virtual void battlefieldPrepared(int battlefieldType, std::vector<CObstacle*> obstacles){}; //called when battlefield is prepared, prior the battle beginning

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@ -304,6 +304,29 @@ void CGameState::applyNL(IPack * pack)
} }
break; break;
} }
case 106:
{
SetSecSkill *sr = static_cast<SetSecSkill*>(pack);
CGHeroInstance *hero = getHero(sr->id);
if(hero->getSecSkillLevel(sr->which) < 0)
{
hero->secSkills.push_back(std::pair<int,int>(sr->which, (sr->abs)? (sr->val) : (sr->val-1)));
}
else
{
for(unsigned i=0;i<hero->secSkills.size();i++)
{
if(hero->secSkills[i].first == sr->which)
{
if(sr->abs)
hero->secSkills[i].second = sr->val;
else
hero->secSkills[i].second += sr->val;
}
}
}
break;
}
case 500: case 500:
{ {
RemoveHero *rh = static_cast<RemoveHero*>(pack); RemoveHero *rh = static_cast<RemoveHero*>(pack);
@ -360,7 +383,7 @@ void CGameState::applyNL(IPack * pack)
case 1001://set object property case 1001://set object property
{ {
SetObjectProperty *p = static_cast<SetObjectProperty*>(pack); SetObjectProperty *p = static_cast<SetObjectProperty*>(pack);
int CGObjectInstance::*point; ui8 CGObjectInstance::*point;
switch(p->what) switch(p->what)
{ {
case 1: case 1:
@ -373,6 +396,12 @@ void CGameState::applyNL(IPack * pack)
map->objects[p->id]->*point = p->val; map->objects[p->id]->*point = p->val;
break; break;
} }
case 2000:
{
HeroLevelUp * bs = static_cast<HeroLevelUp*>(pack);
getHero(bs->heroid)->level = bs->level;
break;
}
case 3000: case 3000:
{ {
BattleStart * bs = static_cast<BattleStart*>(pack); BattleStart * bs = static_cast<BattleStart*>(pack);

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@ -62,7 +62,6 @@ CHeroWindow::CHeroWindow(int playerColor):
heroListMi[g]->id = g; heroListMi[g]->id = g;
} }
skillpics = CDefHandler::giveDef("pskil42.def");
flags = CDefHandler::giveDef("CREST58.DEF"); flags = CDefHandler::giveDef("CREST58.DEF");
//areas //areas
portraitArea = new LRClickableAreaWText(); portraitArea = new LRClickableAreaWText();
@ -126,7 +125,6 @@ CHeroWindow::~CHeroWindow()
if(curBack) if(curBack)
SDL_FreeSurface(curBack); SDL_FreeSurface(curBack);
delete skillpics;
delete flags; delete flags;
delete garInt; delete garInt;
@ -219,22 +217,8 @@ void CHeroWindow::setHero(const CGHeroInstance *Hero)
{ {
secSkillAreas[g]->type = hero->secSkills[g].first; secSkillAreas[g]->type = hero->secSkills[g].first;
secSkillAreas[g]->bonus = hero->secSkills[g].second; secSkillAreas[g]->bonus = hero->secSkills[g].second;
std::string hlp; std::string hlp = CGI->abilh->abilities[ hero->secSkills[g].first ]->infoTexts[hero->secSkills[g].second];
switch(hero->secSkills[g].second)
{
case 0: //basic level
hlp = CGI->abilh->abilities[ hero->secSkills[g].first ]->basicText;
secSkillAreas[g]->text = hlp.substr(1, hlp.size()-2); secSkillAreas[g]->text = hlp.substr(1, hlp.size()-2);
break;
case 1: //adv level
hlp = CGI->abilh->abilities[ hero->secSkills[g].first ]->advText;
secSkillAreas[g]->text = hlp.substr(1, hlp.size()-2);
break;
case 2: //expert level
hlp = CGI->abilh->abilities[ hero->secSkills[g].first ]->expText;
secSkillAreas[g]->text = hlp.substr(1, hlp.size()-2);
break;
}
char * hlpp = new char[200]; char * hlpp = new char[200];
sprintf(hlpp, CGI->generaltexth->heroscrn[21].c_str(), CGI->abilh->levels[hero->secSkills[g].second].c_str(), CGI->abilh->abilities[hero->secSkills[g].first]->name.c_str()); sprintf(hlpp, CGI->generaltexth->heroscrn[21].c_str(), CGI->abilh->levels[hero->secSkills[g].second].c_str(), CGI->abilh->abilities[hero->secSkills[g].first]->name.c_str());
@ -729,12 +713,12 @@ void CHeroWindow::redrawCurBack()
SDL_FreeSurface(curBack); SDL_FreeSurface(curBack);
curBack = SDL_DisplayFormat(background); curBack = SDL_DisplayFormat(background);
blitAt(skillpics->ourImages[0].bitmap, 32, 111, curBack); blitAt(graphics->pskillsm->ourImages[0].bitmap, 32, 111, curBack);
blitAt(skillpics->ourImages[1].bitmap, 102, 111, curBack); blitAt(graphics->pskillsm->ourImages[1].bitmap, 102, 111, curBack);
blitAt(skillpics->ourImages[2].bitmap, 172, 111, curBack); blitAt(graphics->pskillsm->ourImages[2].bitmap, 172, 111, curBack);
blitAt(skillpics->ourImages[5].bitmap, 242, 111, curBack); blitAt(graphics->pskillsm->ourImages[5].bitmap, 242, 111, curBack);
blitAt(skillpics->ourImages[4].bitmap, 20, 230, curBack); blitAt(graphics->pskillsm->ourImages[4].bitmap, 20, 230, curBack);
blitAt(skillpics->ourImages[3].bitmap, 162, 230, curBack); blitAt(graphics->pskillsm->ourImages[3].bitmap, 162, 230, curBack);
blitAt(graphics->portraitLarge[curHero->portrait], 19, 19, curBack); blitAt(graphics->portraitLarge[curHero->portrait], 19, 19, curBack);

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@ -88,7 +88,7 @@ class CHeroWindow: public IActivable, public IShowable, public virtual CIntObjec
CStatusBar * ourBar; //heroWindow's statusBar CStatusBar * ourBar; //heroWindow's statusBar
//general graphics //general graphics
CDefHandler * skillpics, *flags; CDefHandler *flags;
//buttons //buttons
AdventureMapButton * quitButton, * dismissButton, * questlogButton, //general AdventureMapButton * quitButton, * dismissButton, * questlogButton, //general

104
CLua.cpp
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@ -1,5 +1,7 @@
#include "stdafx.h" #include "stdafx.h"
#include <sstream> #include <sstream>
#include <boost/bind.hpp>
#include <boost/function.hpp>
#include <boost/algorithm/string.hpp> #include <boost/algorithm/string.hpp>
#include <boost/algorithm/string/replace.hpp> #include <boost/algorithm/string/replace.hpp>
#include "hch/CHeroHandler.h" #include "hch/CHeroHandler.h"
@ -516,12 +518,12 @@ void CPickable::onHeroVisit(int objid, int heroID)
DEFOS; DEFOS;
switch(os->ID) switch(os->ID)
{ {
case 5: case 5: //artifact
{ {
cb->giveHeroArtifact(os->subID,heroID,-1); //TODO: na pozycje cb->giveHeroArtifact(os->subID,heroID,-1); //TODO: na pozycje
break; break;
} }
case 79: case 79: //resource
{ {
//TODO: handle guards (when battles are finished) //TODO: handle guards (when battles are finished)
CResourceObjInfo * t2 = static_cast<CResourceObjInfo *>(os->info); CResourceObjInfo * t2 = static_cast<CResourceObjInfo *>(os->info);
@ -561,64 +563,60 @@ void CPickable::onHeroVisit(int objid, int heroID)
cb->showCompInfo(&sii); cb->showCompInfo(&sii);
break; break;
} }
case 101: case 101: //treasure chest
{ {
//if (os->subID) if (os->subID) //not OH3 treasure chest
// break; //not OH3 treasure chest break;
//int wyn = rand()%100; int wyn = rand()%100, val=0;
//if (wyn<32) if (wyn<32) //1k/0.5k
//{ {
// tempStore.push_back(new CSelectableComponent(SComponent::resource,6,1000)); val = 1000;
// tempStore.push_back(new CSelectableComponent(SComponent::experience,0,500)); }
//}//1k/0.5k else if(wyn<64) //1.5k/1k
//else if(wyn<64) {
//{ val = 1500;
// tempStore.push_back(new CSelectableComponent(SComponent::resource,6,1500)); }
// tempStore.push_back(new CSelectableComponent(SComponent::experience,0,1000)); else if(wyn<95) //2k/1.5k
//}//1.5k/1k {
//else if(wyn<95) val = 2000;
//{ }
// tempStore.push_back(new CSelectableComponent(SComponent::resource,6,2000)); else //random treasure artifact, or (if backapack is full) 1k/0.5k
// tempStore.push_back(new CSelectableComponent(SComponent::experience,0,1500)); {
//}//2k/1.5k if (1/*TODO: backpack is full*/)
//else {
//{ val = 1000;
// if (1/*TODO: backpack is full*/) }
// { else
// tempStore.push_back(new CSelectableComponent(SComponent::resource,6,1000)); {
// tempStore.push_back(new CSelectableComponent(SComponent::experience,0,500)); //TODO: give treasure artifact
// } break;
// else }
// { }
// //TODO: give treasure artifact SelectionDialog sd;
// break; sd.player = cb->getHeroOwner(heroID);
// } sd.text << std::pair<ui8,ui32>(11,146);
//}//random treasure artifact, or (if backapack is full) 1k/0.5k sd.components.push_back(Component(2,6,val,0));
//tempStore[1]->ID = heroID; sd.components.push_back(Component(5,0,val-500,0));
//player = cb->getHeroOwner(heroID); boost::function<void(ui32)> fun = boost::bind(&CPickable::chosen,this,_1,heroID,val);
//cb->showSelDialog(player,VLC->objh->advobtxt[146],&tempStore,this); cb->showSelectionDialog(&sd,fun);
break; break;
} }
} }
//VLC->mh->removeObject(os); //VLC->mh->removeObject(os);
} }
void CPickable::chosen(int which) void CPickable::chosen(ui32 which, int heroid, int val)
{ {
//switch(tempStore[which]->type) switch(which)
//{ {
//case SComponent::resource: case 0: //player pick gold
// cb->giveResource(player,tempStore[which]->subtype,tempStore[which]->val); cb->giveResource(cb->getHeroOwner(heroid),6,val);
// break; break;
//case SComponent::experience: case 1: //player pick exp
// cb->changePrimSkill(tempStore[which]->ID,4,tempStore[which]->val); cb->changePrimSkill(heroid, 4, val-500);
// break; break;
//default: default:
// throw new std::exception("Unhandled choice"); throw std::string("Unhandled choice");
// }
//}
//for (int i=0;i<tempStore.size();i++)
// delete tempStore[i];
//tempStore.clear();
} }
std::vector<int> CPickable::yourObjects() //returns IDs of objects which are handled by script std::vector<int> CPickable::yourObjects() //returns IDs of objects which are handled by script

12
CLua.h
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@ -60,11 +60,6 @@ public:
CScript(); CScript();
virtual ~CScript(); virtual ~CScript();
}; };
class IChosen
{
public:
virtual void chosen(int which)=0;
};
class CLua :public CScript class CLua :public CScript
{ {
protected: protected:
@ -140,14 +135,11 @@ public:
void newTurn (); void newTurn ();
}; };
class CPickable : public CCPPObjectScript, public IChosen //pickable - resources, artifacts, etc class CPickable : public CCPPObjectScript //pickable - resources, artifacts, etc
{ {
public: public:
std::vector<CSelectableComponent*> tempStore;
int player;
CPickable(CScriptCallback * CB):CCPPObjectScript(CB){}; CPickable(CScriptCallback * CB):CCPPObjectScript(CB){};
void chosen(int which); void chosen(ui32 which, int heroid, int val); //val - value of treasure in gold
void newObject(int objid); void newObject(int objid);
void onHeroVisit(int objid, int heroID); void onHeroVisit(int objid, int heroID);
std::vector<int> yourObjects(); //returns IDs of objects which are handled by script std::vector<int> yourObjects(); //returns IDs of objects which are handled by script

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@ -22,7 +22,6 @@
#include "CCallback.h" #include "CCallback.h"
#include "CPlayerInterface.h" #include "CPlayerInterface.h"
#include "CLuaHandler.h" #include "CLuaHandler.h"
#include "CLua.h"
#include "CAdvmapInterface.h" #include "CAdvmapInterface.h"
#include "hch/CBuildingHandler.h" #include "hch/CBuildingHandler.h"
#include "hch/CVideoHandler.h" #include "hch/CVideoHandler.h"

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@ -12,7 +12,6 @@
#include "CGameInfo.h" #include "CGameInfo.h"
#include "SDL_Extensions.h" #include "SDL_Extensions.h"
#include <sstream> #include <sstream>
#include "CLua.h"
#include "hch/CGeneralTextHandler.h" #include "hch/CGeneralTextHandler.h"
#include "client/Graphics.h" #include "client/Graphics.h"
SDL_Color tytulowy, tlo, zwykly ; SDL_Color tytulowy, tlo, zwykly ;
@ -464,10 +463,10 @@ SDL_Surface * CMessage::drawBoxTextBitmapSub(int player, std::string text, SDL_S
CSelWindow * CMessage::genSelWindow(std::string text, int player, int charperline, std::vector<CSelectableComponent*> & comps, int owner) CSelWindow * CMessage::genSelWindow(std::string text, int player, int charperline, std::vector<CSelectableComponent*> & comps, int owner)
{ {
CSelWindow * ret = new CSelWindow(); CSelWindow * ret = new CSelWindow();
for(int i=0;i<comps.size();i++) for(unsigned i=0;i<comps.size();i++)
{ {
ret->components.push_back(comps[i]); ret->components.push_back(comps[i]);
comps[i]->owner = ret; comps[i]->onSelect = boost::bind(&CSelWindow::selectionChange,ret,i);
} }
std::vector<std::string> * tekst = breakText(text,charperline); std::vector<std::string> * tekst = breakText(text,charperline);
std::vector<std::vector<SDL_Surface*> > * txtg = drawText(tekst); std::vector<std::vector<SDL_Surface*> > * txtg = drawText(tekst);

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@ -27,7 +27,6 @@
#include "hch/CObjectHandler.h" #include "hch/CObjectHandler.h"
#include "CBattleInterface.h" #include "CBattleInterface.h"
#include "CGameInfo.h" #include "CGameInfo.h"
#include "CLua.h"
#include <cmath> #include <cmath>
#include "client/CCreatureAnimation.h" #include "client/CCreatureAnimation.h"
#include "client/Graphics.h" #include "client/Graphics.h"
@ -540,6 +539,10 @@ void SComponent::init(Etype Type, int Subtype, int Val)
oss << ((Val>0)?("+"):("-")) << Val << " " << CGI->heroh->pskillsn[Subtype]; oss << ((Val>0)?("+"):("-")) << Val << " " << CGI->heroh->pskillsn[Subtype];
subtitle = oss.str(); subtitle = oss.str();
break; break;
case secskill44:
subtitle += CGI->abilh->levels[Val] + " " + CGI->abilh->abilities[Subtype]->name;
description = CGI->abilh->abilities[Subtype]->infoTexts[Val];
break;
case resource: case resource:
description = CGI->generaltexth->allTexts[242]; description = CGI->generaltexth->allTexts[242];
oss << Val; oss << Val;
@ -569,13 +572,13 @@ SComponent::SComponent(const Component &c)
init(experience,0,c.val); init(experience,0,c.val);
else else
init((Etype)c.id,c.subtype,c.val); init((Etype)c.id,c.subtype,c.val);
switch(c.id)
{ if(c.id==2 && c.when==-1)
case resource:
if(c.when == -1)
subtitle += CGI->generaltexth->allTexts[3].substr(2,CGI->generaltexth->allTexts[3].length()-2); subtitle += CGI->generaltexth->allTexts[3].substr(2,CGI->generaltexth->allTexts[3].length()-2);
break;
} }
void SComponent::show(SDL_Surface * to)
{
blitAt(getImg(),pos.x,pos.y,to);
} }
SDL_Surface * SComponent::getImg() SDL_Surface * SComponent::getImg()
{ {
@ -584,6 +587,9 @@ SDL_Surface * SComponent::getImg()
case primskill: case primskill:
return graphics->pskillsb->ourImages[subtype].bitmap; return graphics->pskillsb->ourImages[subtype].bitmap;
break; break;
case secskill44:
return CGI->abilh->abils44->ourImages[subtype*3 + 3 + val].bitmap;
break;
case secskill: case secskill:
return CGI->abilh->abils82->ourImages[subtype*3 + 3 + val].bitmap; return CGI->abilh->abils82->ourImages[subtype*3 + 3 + val].bitmap;
break; break;
@ -613,12 +619,11 @@ void CSelectableComponent::clickLeft(tribool down)
{ {
if (down) if (down)
{ {
select(true); if(onSelect)
owner->selectionChange(this); onSelect();
} }
} }
CSelectableComponent::CSelectableComponent(Etype Type, int Sub, int Val, CSelWindow * Owner, SDL_Surface * Border) void CSelectableComponent::init(SDL_Surface * Border)
:SComponent(Type,Sub,Val),owner(Owner)
{ {
SDL_Surface * symb = SComponent::getImg(); SDL_Surface * symb = SComponent::getImg();
myBitmap = CSDL_Ext::newSurface(symb->w+2,symb->h+2,screen); myBitmap = CSDL_Ext::newSurface(symb->w+2,symb->h+2,screen);
@ -648,6 +653,16 @@ CSelectableComponent::CSelectableComponent(Etype Type, int Sub, int Val, CSelWin
} }
selected = false; selected = false;
} }
CSelectableComponent::CSelectableComponent(const Component &c, boost::function<void()> OnSelect, SDL_Surface * Border)
:SComponent(c),onSelect(OnSelect)
{
init(Border);
}
CSelectableComponent::CSelectableComponent(Etype Type, int Sub, int Val, boost::function<void()> OnSelect, SDL_Surface * Border)
:SComponent(Type,Sub,Val),onSelect(OnSelect)
{
init(Border);
}
CSelectableComponent::~CSelectableComponent() CSelectableComponent::~CSelectableComponent()
{ {
SDL_FreeSurface(myBitmap); SDL_FreeSurface(myBitmap);
@ -686,7 +701,11 @@ void CSelectableComponent::select(bool on)
return; return;
} }
} }
void CSelectableComponent::show(SDL_Surface * to)
{
blitAt(myBitmap,pos.x,pos.y,to);
printAtMiddleWB(subtitle,pos.x+pos.w/2,pos.y+pos.h+14,GEOR13,12,zwykly,to);
}
void CSimpleWindow::show(SDL_Surface * to) void CSimpleWindow::show(SDL_Surface * to)
{ {
if(!to) if(!to)
@ -702,22 +721,14 @@ CSimpleWindow::~CSimpleWindow()
} }
} }
void CSelWindow::selectionChange(CSelectableComponent * to) void CSelWindow::selectionChange(unsigned to)
{ {
blitAt(to->getImg(),to->pos.x-pos.x,to->pos.y-pos.y,bitmap); for (unsigned i=0;i<components.size();i++)
for (int i=0;i<components.size();i++)
{ {
if(components[i]==to)
{
if (to->selected)
continue;
else
to->select(true);
}
CSelectableComponent * pom = dynamic_cast<CSelectableComponent*>(components[i]); CSelectableComponent * pom = dynamic_cast<CSelectableComponent*>(components[i]);
if (!pom) if (!pom)
continue; continue;
pom->select(false); pom->select(i==to);
blitAt(pom->getImg(),pom->pos.x-pos.x,pom->pos.y-pos.y,bitmap); blitAt(pom->getImg(),pom->pos.x-pos.x,pom->pos.y-pos.y,bitmap);
} }
} }
@ -736,6 +747,7 @@ void CSelWindow::close()
ret = i; ret = i;
} }
components[i]->deactivate(); components[i]->deactivate();
delete components[i];
} }
components.clear(); components.clear();
okb.deactivate(); okb.deactivate();
@ -1869,10 +1881,16 @@ void CPlayerInterface::receivedResource(int type, int val)
adventureInt->resdatabar.draw(); adventureInt->resdatabar.draw();
} }
void CPlayerInterface::showSelDialog(std::string text, std::vector<CSelectableComponent*> & components, int askID) void CPlayerInterface::showSelDialog(std::string text, std::vector<Component*> &components, ui32 askID)
//void CPlayerInterface::showSelDialog(std::string text, std::vector<CSelectableComponent*> & components, int askID)
{ {
boost::unique_lock<boost::mutex> un(*pim);
adventureInt->hide(); //dezaktywacja starego interfejsu adventureInt->hide(); //dezaktywacja starego interfejsu
CSelWindow * temp = CMessage::genSelWindow(text,LOCPLINT->playerID,35,components,playerID); std::vector<CSelectableComponent*> intComps;
for(int i=0;i<components.size();i++)
intComps.push_back(new CSelectableComponent(*components[i])); //will be deleted by CSelWindow::close
CSelWindow * temp = CMessage::genSelWindow(text,LOCPLINT->playerID,35,intComps,playerID);
LOCPLINT->objsToBlit.push_back(temp); LOCPLINT->objsToBlit.push_back(temp);
temp->pos.x=300-(temp->pos.w/2); temp->pos.x=300-(temp->pos.w/2);
temp->pos.y=300-(temp->pos.h/2); temp->pos.y=300-(temp->pos.h/2);
@ -1886,10 +1904,18 @@ void CPlayerInterface::showSelDialog(std::string text, std::vector<CSelectableCo
temp->components[i]->pos.y += temp->pos.y; temp->components[i]->pos.y += temp->pos.y;
} }
temp->ID = askID; temp->ID = askID;
components[0]->clickLeft(true); intComps[0]->clickLeft(true);
}
void CPlayerInterface::heroGotLevel(const CGHeroInstance *hero, int pskill, std::vector<ui16>& skills, boost::function<void(ui32)> &callback)
{
boost::unique_lock<boost::mutex> un(*pim);
CLevelWindow *lw = new CLevelWindow(hero,pskill,skills,callback);
curint->deactivate();
lw->activate();
} }
void CPlayerInterface::heroVisitsTown(const CGHeroInstance* hero, const CGTownInstance * town) void CPlayerInterface::heroVisitsTown(const CGHeroInstance* hero, const CGTownInstance * town)
{ {
boost::unique_lock<boost::mutex> un(*pim);
openTownWindow(town); openTownWindow(town);
} }
void CPlayerInterface::garrisonChanged(const CGObjectInstance * obj) void CPlayerInterface::garrisonChanged(const CGObjectInstance * obj)
@ -3087,3 +3113,100 @@ void CCreInfoWindow::deactivate()
if(upgrade) if(upgrade)
upgrade->deactivate(); upgrade->deactivate();
} }
void CLevelWindow::close()
{
deactivate();
for(int i=0;i<comps.size();i++)
{
if(comps[i]->selected)
{
cb(i);
break;
}
}
delete this;
LOCPLINT->curint->activate();
}
CLevelWindow::CLevelWindow(const CGHeroInstance *hero, int pskill, std::vector<ui16> &skills, boost::function<void(ui32)> &callback)
{
heroType = hero->subID;
cb = callback;
for(int i=0;i<skills.size();i++)
comps.push_back(new CSelectableComponent(SComponent::secskill44,skills[i],hero->getSecSkillLevel(skills[i])+1,boost::bind(&CLevelWindow::selectionChanged,this,i)));
bitmap = BitmapHandler::loadBitmap("LVLUPBKG.bmp");
graphics->blueToPlayersAdv(bitmap,hero->tempOwner);
SDL_SetColorKey(bitmap,SDL_SRCCOLORKEY,SDL_MapRGB(bitmap->format,0,255,255));
pos.x = screen->w/2 - bitmap->w/2;
pos.y = screen->h/2 - bitmap->h/2;
pos.w = bitmap->w;
pos.h = bitmap->h;
ok = new AdventureMapButton("","",boost::bind(&CLevelWindow::close,this),pos.x+297,pos.y+413,"IOKAY.DEF");
//draw window
char buf[100], buf2[100];
strcpy(buf2,CGI->generaltexth->allTexts[444].c_str()); //%s has gained a level.
sprintf(buf,buf2,hero->name.c_str());
printAtMiddle(buf,192,35,GEOR16,zwykly,bitmap);
strcpy(buf2,CGI->generaltexth->allTexts[445].c_str()); //%s is now a level %d %s.
sprintf(buf,buf2,hero->name.c_str(),hero->level,hero->type->heroClass->name.c_str());
printAtMiddle(buf,192,162,GEOR16,zwykly,bitmap);
blitAt(graphics->pskillsm->ourImages[pskill].bitmap,174,190,bitmap);
printAtMiddle((CGI->generaltexth->primarySkillNames[pskill] + " +1"),192,252,GEOR16,zwykly,bitmap);
SDL_Surface * ort = TTF_RenderText_Blended(GEOR16,CGI->generaltexth->allTexts[4].c_str(),zwykly);
int curx = bitmap->w/2 - ( skills.size()*44 + (skills.size()-1)*(36+ort->w) )/2;
for(int i=0;i<comps.size();i++)
{
comps[i]->pos.x = curx+pos.x;
comps[i]->pos.y = 326+pos.y;
if( i < (comps.size()-1) )
{
curx += 44 + 18; //skill width + margin to "or"
blitAt(ort,curx,346,bitmap);
curx += ort->w + 18;
}
}
SDL_FreeSurface(ort);
}
void CLevelWindow::selectionChanged(unsigned to)
{
for(int i=0;i<comps.size();i++)
if(i==to)
comps[i]->select(true);
else
comps[i]->select(false);
}
CLevelWindow::~CLevelWindow()
{
delete ok;
for(int i=0;i<comps.size();i++)
delete comps[i];
SDL_FreeSurface(bitmap);
}
void CLevelWindow::activate()
{
LOCPLINT->objsToBlit.push_back(this);
ok->activate();
for(int i=0;i<comps.size();i++)
comps[i]->activate();
}
void CLevelWindow::deactivate()
{
LOCPLINT->objsToBlit.erase(std::find(LOCPLINT->objsToBlit.begin(),LOCPLINT->objsToBlit.end(),this));
ok->deactivate();
for(int i=0;i<comps.size();i++)
comps[i]->deactivate();
}
void CLevelWindow::show(SDL_Surface * to)
{
blitAt(bitmap,pos.x,pos.y,screen);
blitAt(graphics->portraitLarge[heroType],170+pos.x,66+pos.y);
ok->show();
for(int i=0;i<comps.size();i++)
comps[i]->show();
}

View File

@ -4,7 +4,6 @@
#include "CGameInterface.h" #include "CGameInterface.h"
#include "SDL_framerate.h" #include "SDL_framerate.h"
#include <map> #include <map>
#include <boost/function.hpp>
class CDefEssential; class CDefEssential;
class AdventureMapButton; class AdventureMapButton;
@ -169,9 +168,9 @@ public:
virtual ~CInfoWindow(); virtual ~CInfoWindow();
}; };
class CSelWindow : public CInfoWindow //component selection window class CSelWindow : public CInfoWindow //component selection window
{ //uwaga - to okno nie usuwa swoich komponentow przy usuwaniu, moga sie one jeszcze przydac skryptowi - tak wiec skrypt korzystajacyz tego okna musi je usunac { //uwaga - to okno usuwa swoje komponenty przy zamykaniu
public: public:
void selectionChange(CSelectableComponent * to); void selectionChange(unsigned to);
void okClicked(boost::logic::tribool down); void okClicked(boost::logic::tribool down);
void close(); void close();
CSelWindow(){}; CSelWindow(){};
@ -204,7 +203,7 @@ class SComponent : public ClickableR
public: public:
enum Etype enum Etype
{ {
primskill, secskill, resource, creature, artifact, experience primskill, secskill, resource, creature, artifact, experience, secskill44
} type; } type;
int subtype; int subtype;
int val; int val;
@ -218,6 +217,7 @@ public:
void clickRight (boost::logic::tribool down); void clickRight (boost::logic::tribool down);
virtual SDL_Surface * getImg(); virtual SDL_Surface * getImg();
virtual void show(SDL_Surface * to = NULL);
virtual void activate(); virtual void activate();
virtual void deactivate(); virtual void deactivate();
}; };
@ -229,12 +229,15 @@ public:
bool customB; bool customB;
SDL_Surface * border, *myBitmap; SDL_Surface * border, *myBitmap;
CSelWindow * owner; boost::function<void()> onSelect;
void clickLeft(boost::logic::tribool down); void clickLeft(boost::logic::tribool down);
CSelectableComponent(Etype Type, int Sub, int Val, CSelWindow * Owner=NULL, SDL_Surface * Border=NULL); void init(SDL_Surface * Border);
CSelectableComponent(Etype Type, int Sub, int Val, boost::function<void()> OnSelect = 0, SDL_Surface * Border=NULL);
CSelectableComponent(const Component &c, boost::function<void()> OnSelect = 0, SDL_Surface * Border=NULL);
~CSelectableComponent(); ~CSelectableComponent();
virtual void show(SDL_Surface * to = NULL);
void activate(); void activate();
void deactivate(); void deactivate();
void select(bool on); void select(bool on);
@ -328,10 +331,11 @@ public:
void heroPrimarySkillChanged(const CGHeroInstance * hero, int which, int val); void heroPrimarySkillChanged(const CGHeroInstance * hero, int which, int val);
void receivedResource(int type, int val); void receivedResource(int type, int val);
void showInfoDialog(std::string text, std::vector<Component*> &components); void showInfoDialog(std::string text, std::vector<Component*> &components);
void showSelDialog(std::string text, std::vector<CSelectableComponent*> & components, int askID); void showSelDialog(std::string text, std::vector<Component*> &components, ui32 askID);
void heroVisitsTown(const CGHeroInstance* hero, const CGTownInstance * town); void heroVisitsTown(const CGHeroInstance* hero, const CGTownInstance * town);
void garrisonChanged(const CGObjectInstance * obj); void garrisonChanged(const CGObjectInstance * obj);
void buildChanged(const CGTownInstance *town, int buildingID, int what); //what: 1 - built, 2 - demolished void buildChanged(const CGTownInstance *town, int buildingID, int what); //what: 1 - built, 2 - demolished
void heroGotLevel(const CGHeroInstance *hero, int pskill, std::vector<ui16> &skills, boost::function<void(ui32)> &callback);
//for battles //for battles
void battleStart(CCreatureSet *army1, CCreatureSet *army2, int3 tile, CGHeroInstance *hero1, CGHeroInstance *hero2, bool side); //called by engine when battle starts; side=0 - left, side=1 - right void battleStart(CCreatureSet *army1, CCreatureSet *army2, int3 tile, CGHeroInstance *hero1, CGHeroInstance *hero2, bool side); //called by engine when battle starts; side=0 - left, side=1 - right
void battlefieldPrepared(int battlefieldType, std::vector<CObstacle*> obstacles); //called when battlefield is prepared, prior the battle beginning void battlefieldPrepared(int battlefieldType, std::vector<CObstacle*> obstacles); //called when battlefield is prepared, prior the battle beginning
@ -533,6 +537,24 @@ public:
void show(SDL_Surface * to = NULL); void show(SDL_Surface * to = NULL);
}; };
class CLevelWindow : public IShowable, public CIntObject
{
public:
int heroType;
SDL_Surface *bitmap;
std::vector<CSelectableComponent *> comps; //skills to select
AdventureMapButton *ok;
boost::function<void(ui32)> cb;
void close();
CLevelWindow(const CGHeroInstance *hero, int pskill, std::vector<ui16> &skills, boost::function<void(ui32)> &callback);
~CLevelWindow();
void activate();
void deactivate();
void selectionChanged(unsigned to);
void show(SDL_Surface * to = NULL);
};
extern CPlayerInterface * LOCPLINT; extern CPlayerInterface * LOCPLINT;
#endif //CPLAYERINTERFACE_H #endif //CPLAYERINTERFACE_H

View File

@ -44,6 +44,7 @@ void blitAtWR(SDL_Surface * src, int x, int y, SDL_Surface * dst)
} }
void blitAt(SDL_Surface * src, int x, int y, SDL_Surface * dst) void blitAt(SDL_Surface * src, int x, int y, SDL_Surface * dst)
{ {
if(!dst) dst = screen;
SDL_Rect pom = genRect(src->h,src->w,x,y); SDL_Rect pom = genRect(src->h,src->w,x,y);
SDL_BlitSurface(src,NULL,dst,&pom); SDL_BlitSurface(src,NULL,dst,&pom);
} }

View File

@ -156,7 +156,7 @@ CClient::CClient(CConnection *con, StartInfo *si)
playerint[color]->init(cb); playerint[color]->init(cb);
} }
} }
CGI->consoleh->cb = new CCallback(gs,-1,this); cb = CGI->consoleh->cb = new CCallback(gs,-1,this);
} }
CClient::~CClient(void) CClient::~CClient(void)
{ {
@ -220,6 +220,15 @@ void CClient::process(int what)
playerint[gs->getHero(sps.id)->tempOwner]->heroPrimarySkillChanged(gs->getHero(sps.id),sps.which,sps.val); playerint[gs->getHero(sps.id)->tempOwner]->heroPrimarySkillChanged(gs->getHero(sps.id),sps.which,sps.val);
break; break;
} }
case 106:
{
SetSecSkill sr;
*serv >> sr;
std::cout << "Changing hero secondary skill"<<std::endl;
gs->apply(&sr);
//TODO? - maybe inform interfaces
break;
}
case 107: case 107:
{ {
ShowInInfobox sii; ShowInInfobox sii;
@ -331,6 +340,28 @@ void CClient::process(int what)
gs->mx->unlock(); gs->mx->unlock();
break; break;
} }
case 2000:
{
HeroLevelUp bs;
*serv >> bs;
std::cout << "Hero levels up!" <<std::endl;
gs->apply(&bs);
CGHeroInstance *h = gs->getHero(bs.heroid);
if(vstd::contains(playerint,h->tempOwner))
playerint[h->tempOwner]->heroGotLevel(h,bs.primskill,bs.skills,boost::function<void(ui32)>(boost::bind(&CCallback::selectionMade,cb,_1,bs.id)));
break;
}
case 2001:
{
SelectionDialog sd;
*serv >> sd;
std::cout << "Showing selection dialog " <<std::endl;
std::vector<Component*> comps;
for(int i=0;i<sd.components.size();i++)
comps.push_back(&sd.components[i]);
playerint[sd.player]->showSelDialog(toString(sd.text),comps,sd.id);
break;
}
case 3000: case 3000:
{ {
BattleStart bs; BattleStart bs;

View File

@ -35,6 +35,7 @@ struct CSharedCond
class CClient class CClient
{ {
CCallback *cb;
CGameState *gs; CGameState *gs;
std::map<ui8,CGameInterface *> playerint; std::map<ui8,CGameInterface *> playerint;
CConnection *serv; CConnection *serv;

View File

@ -174,6 +174,7 @@ Graphics::Graphics()
tasks += GET_DEF_ESS(halls,"ITMTLS.DEF"); tasks += GET_DEF_ESS(halls,"ITMTLS.DEF");
tasks += GET_DEF_ESS(bigTownPic,"ITPT.DEF"); tasks += GET_DEF_ESS(bigTownPic,"ITPT.DEF");
tasks += GET_DEF(pskillsb,"PSKILL.DEF"); tasks += GET_DEF(pskillsb,"PSKILL.DEF");
tasks += GET_DEF(pskillsm,"PSKIL42.DEF");
tasks += GET_DEF(resources,"RESOUR82.DEF"); tasks += GET_DEF(resources,"RESOUR82.DEF");
tasks += GET_DEF(un44,"UN44.DEF"); tasks += GET_DEF(un44,"UN44.DEF");
tasks += GET_DEF(smallIcons,"ITPA.DEF"); tasks += GET_DEF(smallIcons,"ITPA.DEF");

View File

@ -26,6 +26,7 @@ public:
std::vector<SDL_Surface *> portraitLarge; //58x64 px portraits of heroes std::vector<SDL_Surface *> portraitLarge; //58x64 px portraits of heroes
std::vector<CDefHandler *> flags1, flags2, flags3, flags4; //flags blitted on heroes when , std::vector<CDefHandler *> flags1, flags2, flags3, flags4; //flags blitted on heroes when ,
CDefHandler * pskillsb, *resources; //82x93 CDefHandler * pskillsb, *resources; //82x93
CDefHandler * pskillsm; //42x42
CDefHandler * un44; //many things CDefHandler * un44; //many things
CDefHandler * smallIcons, *resources32; //resources 32x32 CDefHandler * smallIcons, *resources32; //resources 32x32
//creatures //creatures

View File

@ -39,6 +39,7 @@
/> />
<Tool <Tool
Name="VCCLCompilerTool" Name="VCCLCompilerTool"
AdditionalOptions="/MP2"
Optimization="0" Optimization="0"
AdditionalIncludeDirectories="G:\vcmt\repa\include" AdditionalIncludeDirectories="G:\vcmt\repa\include"
GeneratePreprocessedFile="0" GeneratePreprocessedFile="0"

View File

@ -6,8 +6,8 @@
18 PELFX.DEF 0 18 PELFX.DEF 0
19 PELFX.DEF 0 19 PELFX.DEF 0
29 CPRGRE.DEF 1 29 CPRGRE.DEF 1
34 PMAGX.DEF 1 34 PMAGEX.DEF 1
35 PMAGX.DEF 1 35 PMAGEX.DEF 1
41 SMBALX.DEF 0 41 SMBALX.DEF 0
44 CPRGOGX.DEF 1 44 CPRGOGX.DEF 1
45 CPRGOGX.DEF 1 45 CPRGOGX.DEF 1

View File

@ -16,7 +16,7 @@ typedef boost::int8_t si8; //signed int 8 bits (1 byte)
#define THC #define THC
#endif #endif
#define NAME_VER ("VCMI \"Altanatse\" 0.7") #define NAME_VER ("VCMI 0.62")
#ifdef _WIN32 #ifdef _WIN32
@ -97,6 +97,11 @@ namespace vstd
{ {
return std::find(c.begin(),c.end(),i) != c.end(); return std::find(c.begin(),c.end(),i) != c.end();
} }
template <typename V, typename Item>
bool contains(const std::map<Item,V> & c, const Item &i)
{
return c.find(i)!=c.end();
}
template <typename Container, typename Item> template <typename Container, typename Item>
typename Container::iterator find(const Container & c, const Item &i) typename Container::iterator find(const Container & c, const Item &i)
{ {

View File

@ -17,10 +17,11 @@ void CAbilityHandler::loadAbilities()
for (int i=0; i<SKILL_QUANTITY; i++) for (int i=0; i<SKILL_QUANTITY; i++)
{ {
CAbility * nab = new CAbility; //new skill, that will be read CAbility * nab = new CAbility; //new skill, that will be read
nab->infoTexts.resize(3);
loadToIt(nab->name,buf,it,4); loadToIt(nab->name,buf,it,4);
loadToIt(nab->basicText,buf,it,4); loadToIt(nab->infoTexts[0],buf,it,4);
loadToIt(nab->advText,buf,it,4); loadToIt(nab->infoTexts[1],buf,it,4);
loadToIt(nab->expText,buf,it,3); loadToIt(nab->infoTexts[2],buf,it,3);
nab->idNumber = abilities.size(); nab->idNumber = abilities.size();
abilities.push_back(nab); abilities.push_back(nab);
} }

View File

@ -10,9 +10,7 @@ class CAbility
{ {
public: public:
std::string name; std::string name;
std::string basicText; std::vector <std::string> infoTexts; //0 - basic; 2 - advanced
std::string advText;
std::string expText;
int idNumber; int idNumber;
bool isAllowed; //true if we can use this hero's ability (map information) bool isAllowed; //true if we can use this hero's ability (map information)
}; };

View File

@ -54,8 +54,8 @@ public:
unsigned char animPhaseShift; unsigned char animPhaseShift;
std::string hoverName; std::string hoverName;
int tempOwner; //uzywane dla szybkosci, skrypt ma obowiazek aktualizowac te zmienna ui8 tempOwner; //uzywane dla szybkosci, skrypt ma obowiazek aktualizowac te zmienna
int blockVisit; //if non-zero then blocks the tile but is visitable from neighbouring tile ui8 blockVisit; //if non-zero then blocks the tile but is visitable from neighbouring tile
virtual bool isHero() const; virtual bool isHero() const;
int getOwner() const; int getOwner() const;

View File

@ -25,6 +25,11 @@ template <typename T> struct CPack
ui16 getType() const{return type;} ui16 getType() const{return type;}
T* This(){return static_cast<T*>(this);}; T* This(){return static_cast<T*>(this);};
}; };
template <typename T> struct Query
:public CPack<T>
{
ui32 id;
};
struct SetResources : public CPack<SetResources> //104 struct SetResources : public CPack<SetResources> //104
{ {
SetResources(){res.resize(RESOURCE_QUANTITY);type = 104;}; SetResources(){res.resize(RESOURCE_QUANTITY);type = 104;};
@ -60,6 +65,18 @@ struct SetPrimSkill : public CPack<SetPrimSkill> //105
h & abs & id & which & val; h & abs & id & which & val;
} }
}; };
struct SetSecSkill : public CPack<SetSecSkill> //106
{
SetSecSkill(){type = 106;};
ui8 abs; //0 - changes by value; 1 - sets to value
si32 id;
ui16 which, val;
template <typename Handler> void serialize(Handler &h, const int version)
{
h & abs & id & which & val;
}
};
struct RemoveHero : public CPack<RemoveHero> //500 struct RemoveHero : public CPack<RemoveHero> //500
{ {
RemoveHero(){type = 500;}; RemoveHero(){type = 500;};
@ -239,19 +256,34 @@ struct SetHoverName : public CPack<SetHoverName>//1002
h & id & name; h & id & name;
} }
}; };
struct HeroLevelUp : public CPack<HeroLevelUp>//2000 struct HeroLevelUp : public Query<HeroLevelUp>//2000
{ {
si32 id; si32 heroid;
ui8 primskill, level; ui8 primskill, level;
std::set<ui16> skills; std::vector<ui16> skills;
HeroLevelUp(){type = 2000;}; HeroLevelUp(){type = 2000;};
template <typename Handler> void serialize(Handler &h, const int version) template <typename Handler> void serialize(Handler &h, const int version)
{ {
h & id & primskill & level & skills; h & id & heroid & primskill & level & skills;
} }
}; };
struct SelectionDialog : public Query<SelectionDialog>//2001
{
MetaString text;
std::vector<Component> components;
ui8 player;
SelectionDialog(){type = 2001;};
template <typename Handler> void serialize(Handler &h, const int version)
{
h & id & text & components & player;
}
};
struct BattleInfo; struct BattleInfo;
struct BattleStart : public CPack<BattleStart>//3000 struct BattleStart : public CPack<BattleStart>//3000
{ {

View File

@ -39,6 +39,7 @@
/> />
<Tool <Tool
Name="VCCLCompilerTool" Name="VCCLCompilerTool"
AdditionalOptions="/MP2"
Optimization="0" Optimization="0"
AdditionalIncludeDirectories="G:\vcmt\repa\include" AdditionalIncludeDirectories="G:\vcmt\repa\include"
MinimalRebuild="true" MinimalRebuild="true"

View File

@ -7,7 +7,6 @@
#include "hch/CDefObjInfoHandler.h" #include "hch/CDefObjInfoHandler.h"
#include <algorithm> #include <algorithm>
#include "CGameState.h" #include "CGameState.h"
#include "CLua.h"
#include "hch/CHeroHandler.h" #include "hch/CHeroHandler.h"
#include "hch/CTownHandler.h" #include "hch/CTownHandler.h"
#include "client/Graphics.h" #include "client/Graphics.h"

View File

@ -32,14 +32,15 @@ extern bool end2;
#define NEW_ROUND BattleNextRound bnr;\ #define NEW_ROUND BattleNextRound bnr;\
bnr.round = gs->curB->round + 1;\ bnr.round = gs->curB->round + 1;\
sendAndApply(&bnr); sendAndApply(&bnr);
boost::condition_variable cTurn;
boost::mutex mTurn;
boost::shared_mutex gsm;
boost::mutex gsm;
ui32 CGameHandler::QID = 1;
CondSh<bool> battleMadeAction; CondSh<bool> battleMadeAction;
CondSh<BattleResult *> battleResult(NULL); CondSh<BattleResult *> battleResult(NULL);
std::map<ui32, boost::function<void(ui32)> > callbacks; //question id => callback function - for selection dialogs
class CMP_stack class CMP_stack
{ {
public: public:
@ -64,7 +65,86 @@ double distance(int3 a, int3 b)
// } // }
// return false; // return false;
//} //}
PlayerStatus PlayerStatuses::operator[](ui8 player)
{
boost::unique_lock<boost::mutex> l(mx);
if(players.find(player) != players.end())
{
return players[player];
}
else
{
throw std::string("No such player!");
}
}
void PlayerStatuses::addPlayer(ui8 player)
{
boost::unique_lock<boost::mutex> l(mx);
players[player];
}
bool PlayerStatuses::hasQueries(ui8 player)
{
boost::unique_lock<boost::mutex> l(mx);
if(players.find(player) != players.end())
{
return players[player].queries.size();
}
else
{
throw std::string("No such player!");
}
}
bool PlayerStatuses::checkFlag(ui8 player, bool PlayerStatus::*flag)
{
boost::unique_lock<boost::mutex> l(mx);
if(players.find(player) != players.end())
{
return players[player].*flag;
}
else
{
throw std::string("No such player!");
}
}
void PlayerStatuses::setFlag(ui8 player, bool PlayerStatus::*flag, bool val)
{
boost::unique_lock<boost::mutex> l(mx);
if(players.find(player) != players.end())
{
players[player].*flag = val;
}
else
{
throw std::string("No such player!");
}
cv.notify_all();
}
void PlayerStatuses::addQuery(ui8 player, ui32 id)
{
boost::unique_lock<boost::mutex> l(mx);
if(players.find(player) != players.end())
{
players[player].queries.insert(id);
}
else
{
throw std::string("No such player!");
}
cv.notify_all();
}
void PlayerStatuses::removeQuery(ui8 player, ui32 id)
{
boost::unique_lock<boost::mutex> l(mx);
if(players.find(player) != players.end())
{
players[player].queries.erase(id);
}
else
{
throw std::string("No such player!");
}
cv.notify_all();
}
void CGameHandler::handleCPPObjS(std::map<int,CCPPObjectScript*> * mapa, CCPPObjectScript * script) void CGameHandler::handleCPPObjS(std::map<int,CCPPObjectScript*> * mapa, CCPPObjectScript * script)
{ {
std::vector<int> tempv = script->yourObjects(); std::vector<int> tempv = script->yourObjects();
@ -74,6 +154,21 @@ void CGameHandler::handleCPPObjS(std::map<int,CCPPObjectScript*> * mapa, CCPPObj
} }
cppscripts.insert(script); cppscripts.insert(script);
} }
template <typename T>
void callWith(std::vector<T> args, boost::function<void(T)> fun, ui32 which)
{
fun(args[which]);
}
void CGameHandler::changeSecSkill(int ID, ui16 which, int val, bool abs)
{
SetSecSkill sps;
sps.id = ID;
sps.which = which;
sps.abs = abs;
sps.val = val;
sendAndApply(&sps);
}
void CGameHandler::changePrimSkill(int ID, int which, int val, bool abs) void CGameHandler::changePrimSkill(int ID, int which, int val, bool abs)
{ {
@ -83,13 +178,11 @@ void CGameHandler::changePrimSkill(int ID, int which, int val, bool abs)
sps.abs = abs; sps.abs = abs;
sps.val = val; sps.val = val;
sendAndApply(&sps); sendAndApply(&sps);
if(which==4) if(which==4) //only for exp - hero may level up
{ {
CGHeroInstance *hero = static_cast<CGHeroInstance *>(gs->map->objects[ID]); CGHeroInstance *hero = static_cast<CGHeroInstance *>(gs->map->objects[ID]);
if(hero->exp >= VLC->heroh->reqExp(hero->level+1)) //new level if(hero->exp >= VLC->heroh->reqExp(hero->level+1)) //new level
{ {
//hero->level++;
//give prim skill //give prim skill
std::cout << hero->name <<" got level "<<hero->level<<std::endl; std::cout << hero->name <<" got level "<<hero->level<<std::endl;
int r = rand()%100, pom=0, x=0; int r = rand()%100, pom=0, x=0;
@ -107,10 +200,13 @@ void CGameHandler::changePrimSkill(int ID, int which, int val, bool abs)
sps.abs = false; sps.abs = false;
sps.val = 1; sps.val = 1;
sendAndApply(&sps); sendAndApply(&sps);
hero->primSkills[x]++;
std::set<ui16> choice; HeroLevelUp hlu;
hlu.heroid = ID;
hlu.primskill = x;
hlu.level = hero->level+1;
//picking sec. skills for choice
std::set<int> basicAndAdv, expert, none; std::set<int> basicAndAdv, expert, none;
for(int i=0;i<SKILL_QUANTITY;i++) none.insert(i); for(int i=0;i<SKILL_QUANTITY;i++) none.insert(i);
for(unsigned i=0;i<hero->secSkills.size();i++) for(unsigned i=0;i<hero->secSkills.size();i++)
@ -123,25 +219,24 @@ void CGameHandler::changePrimSkill(int ID, int which, int val, bool abs)
} }
if(hero->secSkills.size() < hero->type->heroClass->skillLimit) //free skill slot if(hero->secSkills.size() < hero->type->heroClass->skillLimit) //free skill slot
{ {
choice.insert(hero->type->heroClass->chooseSecSkill(none)); //new skill hlu.skills.push_back(hero->type->heroClass->chooseSecSkill(none)); //new skill
} }
else else
{ {
int s = hero->type->heroClass->chooseSecSkill(basicAndAdv); int s = hero->type->heroClass->chooseSecSkill(basicAndAdv);
choice.insert(s); hlu.skills.push_back(s);
basicAndAdv.erase(s); basicAndAdv.erase(s);
} }
if(basicAndAdv.size()) if(basicAndAdv.size())
{ {
choice.insert(hero->type->heroClass->chooseSecSkill(basicAndAdv)); //new skill hlu.skills.push_back(hero->type->heroClass->chooseSecSkill(basicAndAdv)); //new skill
} }
else if(hero->secSkills.size() < hero->type->heroClass->skillLimit) else if(hero->secSkills.size() < hero->type->heroClass->skillLimit)
{ {
choice.insert(hero->type->heroClass->chooseSecSkill(none)); //new skill hlu.skills.push_back(hero->type->heroClass->chooseSecSkill(none)); //new skill
} }
applyAndAsk(&hlu,hero->tempOwner,boost::function<void(ui32)>(boost::bind(callWith<ui16>,hlu.skills,boost::function<void(ui16)>(boost::bind(&CGameHandler::changeSecSkill,this,ID,_1,1,0)),_1))); //call changeSecSkill with appropriate args when client responds
} }
//TODO - powiadomic interfejsy, sprawdzic czy nie ma awansu itp
} }
} }
@ -154,10 +249,12 @@ void CGameHandler::startBattle(CCreatureSet army1, CCreatureSet army2, int3 tile
battleResult.set(NULL); battleResult.set(NULL);
std::vector<CStack*> & stacks = (curB->stacks); std::vector<CStack*> & stacks = (curB->stacks);
curB->tile = tile;
curB->siege = 0; //TODO: add sieges
curB->army1=army1; curB->army1=army1;
curB->army2=army2; curB->army2=army2;
curB->hero1=(hero1)?(hero1->id):(-1); curB->hero1=(hero1)?(hero1->id):(-1);
curB->hero2=(hero1)?(hero1->id):(-1); curB->hero2=(hero2)?(hero2->id):(-1);
curB->side1=(hero1)?(hero1->tempOwner):(-1); curB->side1=(hero1)?(hero1->tempOwner):(-1);
curB->side2=(hero2)?(hero2->tempOwner):(-1); curB->side2=(hero2)?(hero2->tempOwner):(-1);
curB->round = -2; curB->round = -2;
@ -283,9 +380,9 @@ void CGameHandler::startBattle(CCreatureSet army1, CCreatureSet army2, int3 tile
//block engaged players //block engaged players
if(hero1->tempOwner<PLAYER_LIMIT) if(hero1->tempOwner<PLAYER_LIMIT)
states[hero1->tempOwner] += 10; states.setFlag(hero1->tempOwner,&PlayerStatus::engagedIntoBattle,true);
if(hero2 && hero2->tempOwner<PLAYER_LIMIT) if(hero2 && hero2->tempOwner<PLAYER_LIMIT)
states[hero2->tempOwner] += 10; states.setFlag(hero2->tempOwner,&PlayerStatus::engagedIntoBattle,true);
//send info about battles //send info about battles
BattleStart bs; BattleStart bs;
@ -329,6 +426,12 @@ void CGameHandler::startBattle(CCreatureSet army1, CCreatureSet army2, int3 tile
} }
} }
//unblock engaged players
if(hero1->tempOwner<PLAYER_LIMIT)
states.setFlag(hero1->tempOwner,&PlayerStatus::engagedIntoBattle,false);
if(hero2 && hero2->tempOwner<PLAYER_LIMIT)
states.setFlag(hero2->tempOwner,&PlayerStatus::engagedIntoBattle,false);
//end battle, remove all info, free memory //end battle, remove all info, free memory
sendAndApply(battleResult.data); sendAndApply(battleResult.data);
delete battleResult.data; delete battleResult.data;
@ -380,10 +483,7 @@ void CGameHandler::handleConnection(std::set<int> players, CConnection &c)
{ {
case 100: //my interface ended its turn case 100: //my interface ended its turn
{ {
mTurn.lock(); states.setFlag(gs->currentPlayer,&PlayerStatus::makingTurn,false);
states[gs->currentPlayer] = 0;
mTurn.unlock();
cTurn.notify_all();
break; break;
} }
case 500: case 500:
@ -444,7 +544,7 @@ void CGameHandler::handleConnection(std::set<int> players, CConnection &c)
//if(gs->checkFunc(obj->ID,"heroVisit")) //script function //if(gs->checkFunc(obj->ID,"heroVisit")) //script function
// gs->objscr[obj->ID]["heroVisit"]->onHeroVisit(obj,h->subID); // gs->objscr[obj->ID]["heroVisit"]->onHeroVisit(obj,h->subID);
if(obj->state) //hard-coded function if(obj->state) //hard-coded function
obj->state->onHeroVisit(obj->id,h->subID); obj->state->onHeroVisit(obj->id,h->id);
} }
} }
break; break;
@ -457,7 +557,7 @@ void CGameHandler::handleConnection(std::set<int> players, CConnection &c)
{ {
//TODO: allow to handle this in script-languages //TODO: allow to handle this in script-languages
if(obj->state) //hard-coded function if(obj->state) //hard-coded function
obj->state->onHeroLeave(obj->id,h->subID); obj->state->onHeroLeave(obj->id,h->id);
} }
//reveal fog of war //reveal fog of war
@ -664,6 +764,17 @@ void CGameHandler::handleConnection(std::set<int> players, CConnection &c)
sendAndApply(&sg); sendAndApply(&sg);
break; break;
} }
case 2001:
{
ui32 qid, answer;
c >> qid >> answer;
gsm.lock();
boost::function<void(ui32)> callb = callbacks[qid];
callbacks.erase(qid);
gsm.unlock();
callb(answer);
break;
}
case 3002: case 3002:
{ {
BattleAction ba; BattleAction ba;
@ -949,6 +1060,8 @@ void CGameHandler::run()
//if(checkFunc(map->objects[i]->ID,temps)) //if(checkFunc(map->objects[i]->ID,temps))
// (*skrypty)[map->objects[i]->ID][temps]->newObject(map->objects[i]); // (*skrypty)[map->objects[i]->ID][temps]->newObject(map->objects[i]);
} }
for(std::map<ui8,PlayerState>::iterator i = gs->players.begin(); i != gs->players.end(); i++)
states.addPlayer(i->first);
while (!end2) while (!end2)
{ {
@ -956,17 +1069,18 @@ void CGameHandler::run()
for(std::map<ui8,PlayerState>::iterator i = gs->players.begin(); i != gs->players.end(); i++) for(std::map<ui8,PlayerState>::iterator i = gs->players.begin(); i != gs->players.end(); i++)
{ {
if((i->second.towns.size()==0 && i->second.heroes.size()==0) || i->second.color<0 || i->first>=PLAYER_LIMIT ) continue; //players has not towns/castle - loser if((i->second.towns.size()==0 && i->second.heroes.size()==0) || i->second.color<0 || i->first>=PLAYER_LIMIT ) continue; //players has not towns/castle - loser
states[i->first] = 1; states.setFlag(i->first,&PlayerStatus::makingTurn,true);
gs->currentPlayer = i->first; gs->currentPlayer = i->first;
*connections[i->first] << ui16(100) << i->first; *connections[i->first] << ui16(100) << i->first;
//wait till turn is done //wait till turn is done
boost::unique_lock<boost::mutex> lock(mTurn); boost::unique_lock<boost::mutex> lock(states.mx);
while(states[i->first] && !end2) while(states.players[i->first].makingTurn && !end2)
{ {
boost::posix_time::time_duration p; boost::posix_time::time_duration p;
p= boost::posix_time::seconds(1); p= boost::posix_time::seconds(1);
#ifdef _MSC_VER #ifdef _MSC_VER
cTurn.timed_wait(lock,p); states.cv.timed_wait(lock,p);
#else #else
boost::xtime time={0,0}; boost::xtime time={0,0};
time.sec = static_cast<boost::xtime::xtime_sec_t>(p.total_seconds()); time.sec = static_cast<boost::xtime::xtime_sec_t>(p.total_seconds());

View File

@ -3,31 +3,54 @@
#include <set> #include <set>
#include "../CGameState.h" #include "../CGameState.h"
#include "../lib/Connection.h" #include "../lib/Connection.h"
#ifndef _MSC_VER #include <boost/function.hpp>
#include <boost/thread.hpp> #include <boost/thread.hpp>
#endif
class CVCMIServer; class CVCMIServer;
class CGameState; class CGameState;
//class CConnection;
struct StartInfo; struct StartInfo;
class CCPPObjectScript; class CCPPObjectScript;
class CScriptCallback; class CScriptCallback;
template <typename T> struct CPack; template <typename T> struct CPack;
template <typename T> struct Query;
class CGHeroInstance; class CGHeroInstance;
extern std::map<ui32, boost::function<void(ui32)> > callbacks; //question id => callback function - for selection dialogs
extern boost::mutex gsm;
struct PlayerStatus
{
bool makingTurn, engagedIntoBattle;
std::set<ui32> queries;
PlayerStatus():makingTurn(false),engagedIntoBattle(false){};
};
class PlayerStatuses
{
public:
std::map<ui8,PlayerStatus> players;
boost::mutex mx;
boost::condition_variable cv; //notifies when any changes are made
void addPlayer(ui8 player);
PlayerStatus operator[](ui8 player);
bool hasQueries(ui8 player);
bool checkFlag(ui8 player, bool PlayerStatus::*flag);
void setFlag(ui8 player, bool PlayerStatus::*flag, bool val);
void addQuery(ui8 player, ui32 id);
void removeQuery(ui8 player, ui32 id);
};
class CGameHandler class CGameHandler
{ {
static ui32 QID;
CGameState *gs; CGameState *gs;
std::set<CCPPObjectScript *> cppscripts; //C++ scripts std::set<CCPPObjectScript *> cppscripts; //C++ scripts
//std::map<int, std::map<std::string, CObjectScript*> > objscr; //non-C++ scripts //std::map<int, std::map<std::string, CObjectScript*> > objscr; //non-C++ scripts
CVCMIServer *s; CVCMIServer *s;
std::map<int,CConnection*> connections; //player color -> connection to clinet with interface of that player std::map<int,CConnection*> connections; //player color -> connection to clinet with interface of that player
std::map<int,int> states; //player color -> player state PlayerStatuses states; //player color -> player state
std::set<CConnection*> conns; std::set<CConnection*> conns;
void handleCPPObjS(std::map<int,CCPPObjectScript*> * mapa, CCPPObjectScript * script); void handleCPPObjS(std::map<int,CCPPObjectScript*> * mapa, CCPPObjectScript * script);
void changePrimSkill(int ID, int which, int val, bool abs=false); void changePrimSkill(int ID, int which, int val, bool abs=false);
void changeSecSkill(int ID, ui16 which, int val, bool abs=false);
void moveStack(int stack, int dest); void moveStack(int stack, int dest);
void startBattle(CCreatureSet army1, CCreatureSet army2, int3 tile, CGHeroInstance *hero1, CGHeroInstance *hero2); //use hero=NULL for no hero void startBattle(CCreatureSet army1, CCreatureSet army2, int3 tile, CGHeroInstance *hero1, CGHeroInstance *hero2); //use hero=NULL for no hero
@ -37,6 +60,27 @@ public:
~CGameHandler(void); ~CGameHandler(void);
void init(StartInfo *si, int Seed); void init(StartInfo *si, int Seed);
void handleConnection(std::set<int> players, CConnection &c); void handleConnection(std::set<int> players, CConnection &c);
template <typename T> void applyAndAsk(Query<T> * sel, ui8 player, boost::function<void(ui32)> &callback)
{
gsm.lock();
sel->id = QID;
callbacks[QID] = callback;
states.addQuery(player,QID);
QID++;
sendAndApply(sel);
gsm.unlock();
}
template <typename T> void ask(Query<T> * sel, ui8 player, boost::function<void(ui32)> &callback)
{
gsm.lock();
sel->id = QID;
callbacks[QID] = callback;
states.addQuery(player,QID);
sendToAllClients(sel);
QID++;
gsm.unlock();
}
template <typename T>void sendToAllClients(CPack<T> * info) template <typename T>void sendToAllClients(CPack<T> * info)
{ {
for(std::set<CConnection*>::iterator i=conns.begin(); i!=conns.end();i++) for(std::set<CConnection*>::iterator i=conns.begin(); i!=conns.end();i++)

View File

@ -12,6 +12,8 @@
#include <boost/bind.hpp> #include <boost/bind.hpp>
#include <boost/foreach.hpp> #include <boost/foreach.hpp>
#include <boost/thread.hpp> #include <boost/thread.hpp>
CScriptCallback::CScriptCallback(void) CScriptCallback::CScriptCallback(void)
{ {
} }
@ -62,32 +64,13 @@ int CScriptCallback::getHeroOwner(int heroID)
void CScriptCallback::showInfoDialog(InfoWindow *iw) void CScriptCallback::showInfoDialog(InfoWindow *iw)
{ {
gh->sendToAllClients(iw); gh->sendToAllClients(iw);
//TODO: upewniac sie ze mozemy to zrzutowac (przy customowych interfejsach cos moze sie kopnac)
//if (player>=0)
//{
// CGameInterface * temp = sv->playerint[player];
// if (temp->human)
// ((CPlayerInterface*)(temp))->showInfoDialog(text,*components);
// return;
//}
//else
//{
// typedef std::pair<const ui8, CGameInterface*> intf;
// BOOST_FOREACH(intf & i, sv->playerint)
// {
// if (i.second->human)
// ((CPlayerInterface*)(i.second))->showInfoDialog(text,*components);
// }
//}
} }
void CScriptCallback::showSelDialog(int player, std::string text, std::vector<CSelectableComponent*>*components, IChosen * asker) void CScriptCallback::showSelectionDialog(SelectionDialog *iw, boost::function<void(ui32),std::allocator<void> > &callback)
{ {
//CGameInterface * temp = sv->playerint[player]; gh->ask(iw,iw->player,callback);
//if (temp->human)
// ((CPlayerInterface*)(temp))->showSelDialog(text,*components,(int)asker);
return;
} }
int CScriptCallback::getSelectedHero() int CScriptCallback::getSelectedHero()
{ {
//int ret; //int ret;

View File

@ -1,6 +1,7 @@
#pragma once #pragma once
#include "../global.h" #include "../global.h"
#include <vector> #include <vector>
#include <boost/function.hpp>
class CVCMIServer; class CVCMIServer;
class CGameHandler; class CGameHandler;
class SComponent; class SComponent;
@ -16,6 +17,7 @@ struct lua_State;
struct MetaString; struct MetaString;
struct InfoWindow; struct InfoWindow;
struct ShowInInfobox; struct ShowInInfobox;
struct SelectionDialog;
class CScriptCallback class CScriptCallback
{ {
CScriptCallback(void); CScriptCallback(void);
@ -38,7 +40,7 @@ public:
void setHoverName(int objid, MetaString * name); void setHoverName(int objid, MetaString * name);
void changePrimSkill(int ID, int which, int val, bool abs=false); void changePrimSkill(int ID, int which, int val, bool abs=false);
void showInfoDialog(InfoWindow *iw); void showInfoDialog(InfoWindow *iw);
void showSelDialog(int player, std::string text, std::vector<CSelectableComponent*>*components, IChosen * asker); void showSelectionDialog(SelectionDialog *iw, boost::function<void(ui32),std::allocator<void> > &callback); //returns question id
void giveResource(int player, int which, int val); void giveResource(int player, int which, int val);
void showCompInfo(ShowInInfobox * comp); void showCompInfo(ShowInInfobox * comp);
void heroVisitCastle(int obj, int heroID); void heroVisitCastle(int obj, int heroID);

View File

@ -39,8 +39,9 @@
/> />
<Tool <Tool
Name="VCCLCompilerTool" Name="VCCLCompilerTool"
AdditionalOptions="/MP2"
Optimization="0" Optimization="0"
MinimalRebuild="true" MinimalRebuild="false"
BasicRuntimeChecks="3" BasicRuntimeChecks="3"
RuntimeLibrary="3" RuntimeLibrary="3"
WarningLevel="2" WarningLevel="2"