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mirror of https://github.com/vcmi/vcmi.git synced 2025-03-29 21:56:54 +02:00

- Full support for Mystic Pond (Rampart)

- Fixed converHordes issue
- Partial implementation of kingdom overview window
This commit is contained in:
Ivan Savenko 2010-01-28 16:15:46 +00:00
parent 3648a6189b
commit c6408f5b4b
9 changed files with 268 additions and 113 deletions

View File

@ -721,16 +721,16 @@ void CCastleInterface::enterFountain(int building)
std::string descr = CGI->buildh->buildings[town->subID][building]->Description();
if ( building == 21)//we need description for mystic pond as well
descr += "\n\n"+CGI->buildh->buildings[town->subID][17]->Description();
// if (true)//fountain was builded this week
if (town->bonusValue.first == 0)//fountain was builded this week
descr += "\n\n"+ CGI->generaltexth->allTexts[677];
/* else//fountain produced something;
else//fountain produced something;
{
descr+= "\n\n"+ CGI->generaltexth->allTexts[678];
boost::algorithm::replace_first(descr,"%s",CGI->generaltexth->restypes[resID]);
boost::algorithm::replace_first(descr,"%s",CGI->generaltexth->restypes[town->bonusValue.first]);
char buf[10];
SDL_itoa(ResCount,buf,10);
SDL_itoa(town->bonusValue.second,buf,10);
boost::algorithm::replace_first(descr,"%d",buf);
}*/
}
LOCPLINT->showInfoDialog(descr, comps, soundBase::sound_todo);
}

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@ -13,6 +13,7 @@
#include "../hch/CObjectHandler.h"
#include "../hch/CTownHandler.h"
#include "../lib/map.h"
#include "../lib/NetPacks.h"
#include <boost/assign/std/vector.hpp>
#include <sstream>
using namespace boost::assign;
@ -28,7 +29,8 @@ using namespace CSDL_Ext;
*
*/
int PicCount = 4;
int PicCount = 4;//how many pictures for background present in .def TODO - move to config
int size = 4;//we have 4 visible items in the list, would be nice to move this value to configs later
CDefEssential* CKingdomInterface::slots;
CDefEssential* CKingdomInterface::fort;
@ -37,11 +39,10 @@ CDefEssential* CKingdomInterface::hall;
CKingdomInterface::CKingdomInterface()
{
OBJ_CONSTRUCTION_CAPTURING_ALL;
defActions = SHARE_POS;
defActions = /*ACTIVATE | DEACTIVATE |*/ SHARE_POS | DISPOSE;//??? why buttons dont receive activate/deactivate???
pos.x = screen->w/2 - 400;
pos.y = screen->h/2 - 300;
size = 4;//we have 4 visible items in the list, would be nice to move this value to configs later
heroPos = townPos = 0;
pos.y = screen->h/2 - (68+58*size);
heroPos = townPos = objPos = 0;
state = 2;
showHarrisoned = false;
@ -52,63 +53,131 @@ CKingdomInterface::CKingdomInterface()
title = CDefHandler::giveDefEss("OVTITLE.DEF");
hall = CDefHandler::giveDefEss("ITMTL.DEF");
fort = CDefHandler::giveDefEss("ITMCL.DEF");
objPics = CDefHandler::giveDefEss("FLAGPORT.DEF");
toHeroes = new AdventureMapButton (CGI->generaltexth->overview[11],"",
boost::bind(&CKingdomInterface::listToHeroes,this),748,492,"OVBUTN1.DEF");
boost::bind(&CKingdomInterface::listToHeroes,this),748,28+size*116,"OVBUTN1.DEF");
toHeroes->block(2);
toTowns = new AdventureMapButton (CGI->generaltexth->overview[12],"",
boost::bind(&CKingdomInterface::listToTowns,this),748,528,"OVBUTN6.DEF");
boost::bind(&CKingdomInterface::listToTowns,this),748,64+size*116,"OVBUTN6.DEF");
toTowns->block(0);
exit = new AdventureMapButton (CGI->generaltexth->allTexts[600],"",
boost::bind(&CKingdomInterface::close,this),748,563,"OVBUTN1.DEF");
boost::bind(&CKingdomInterface::close,this),748,99+size*116,"OVBUTN1.DEF");
exit->bitmapOffset = 3;
statusbar = new CStatusBar(pos.x+7,pos.y+555,"TSTATBAR.bmp",732);
resdatabar = new CResDataBar("KRESBAR.bmp",pos.x+3,pos.y+575,32,2,76,76);
statusbar = new CStatusBar(pos.x+7,pos.y+91+size*116,"TSTATBAR.bmp",732);
resdatabar = new CResDataBar("KRESBAR.bmp",pos.x+3,pos.y+111+size*116,32,2,76,76);
for (int i=0; i<RESOURCE_QUANTITY; i++)
incomes.push_back(new CResIncomePic(i,mines));
heroes.resize(size);
for(size_t i=0;i<size;i++)//preparing lists for input
heroes[i] = NULL;
heroes[i] = new CHeroItem(i);
towns.resize(size);
for(size_t i=0;i<size;i++)
towns[i] = NULL;
towns[i] = new CTownItem(i);
slider = new CSlider(4, 4, 483, boost::bind (&CKingdomInterface::sliderMoved, this, _1),
slider = new CSlider(4, 4, size*116+19, boost::bind (&CKingdomInterface::sliderMoved, this, _1),
size, LOCPLINT->cb->howManyHeroes(showHarrisoned), 0, false, 0);
//creating objects list
ObjTop = new AdventureMapButton ("","", boost::bind(&CKingdomInterface::moveObjectList,this,0),
733,4,"OVBUTN4.DEF");
ObjUp = new AdventureMapButton ("","", boost::bind(&CKingdomInterface::moveObjectList,this,1),
733,24,"OVBUTN4.DEF");
ObjUp->bitmapOffset = 4;
ObjDown = new AdventureMapButton ("","", boost::bind(&CKingdomInterface::moveObjectList,this,2),
733,size*116-18,"OVBUTN4.DEF");
ObjDown->bitmapOffset = 6;
ObjBottom = new AdventureMapButton ("","", boost::bind(&CKingdomInterface::moveObjectList,this,3),
733,size*116+2,"OVBUTN4.DEF");
ObjBottom->bitmapOffset = 2;
std::map<std::pair<int,int>,int> addObjects;//objects to print, except 17th dwelling
//format: (id,subID),image index
#define INSERT_MAP addObjects.insert(std::pair<std::pair<int,int>,int>(std::pair<int,int>
INSERT_MAP (20,1) ,81));//Golem factory
INSERT_MAP (42,0) ,82));//Lighthouse
INSERT_MAP (33,0) ,83));//Garrison
INSERT_MAP (219,0),83));//Garrison
INSERT_MAP (33,1) ,84));//Anti-magic Garrison
INSERT_MAP (219,1),84));//Anti-magic Garrison
INSERT_MAP (53,7) ,85));//Abandoned mine
INSERT_MAP (20,0) ,86));//Conflux
INSERT_MAP (87,0) ,87));//Harbor
#undef INSERT_MAP
for(size_t i = 0; i<CGI->state->map->objects.size(); i++)
{
CGObjectInstance* obj = CGI->state->map->objects[i];
if (obj)
{
std::pair<int,int > curElm = std::pair<int,int >(obj->ID, obj->subID);
if (obj->tempOwner == CGI->state->currentPlayer)
{
if ( obj->ID == 17 )
{
objList[obj->subID].first += 1;
objList[obj->subID].second = & CGI->creh->creatures[CGI->objh->cregens[obj->subID]].namePl;
}
else if (addObjects.find(curElm) != addObjects.end())
{
objList[addObjects[curElm]].first += 1;
objList[addObjects[curElm]].second = & obj->hoverName;
}
}
}
}
addObjects.clear();
objSize = (size*116-64)/57; //in object list will fit (height of panel)/(height of one element) items
ObjList.resize(objSize);
for(size_t i=0;i<objSize;i++)
{
ObjList[i] = new HoverableArea();
ObjList[i]->pos = genRect(50,50,pos.x+740,pos.y+44+i*57);
}
}
void CKingdomInterface::moveObjectList(int newPos)
{
int top = objList.size() > objSize ? 0 : objList.size() - objSize ;
int bottom = objList.size() > objSize ? objList.size() - objSize : 0 ;
switch (newPos)//checking what button was pressed
{
case 0: objPos = top;
break;
case 1: objPos = objPos==top?top:(objPos-1);
break;
case 2: objPos = objPos==bottom?bottom:(objPos+1);
break;
case 3: objPos = bottom;
break;
}
GH.totalRedraw();
}
CKingdomInterface::~CKingdomInterface()
{
SDL_FreeSurface(bg);
delete statusbar;
delete resdatabar;
delete exit;
delete toTowns;
delete toHeroes;
delete slider;
delete title;
delete slots;
delete fort;
delete hall;
delete mines;
/* for(size_t i=0;i<size;i++)
delete heroes[i];
towns.clear();
heroes.clear();
for(size_t i=0;i<size;i++)
delete towns[i];
towns.clear();*/
for(size_t i=0;i<incomes.size();i++)
delete incomes[i];
incomes.clear();
ObjList.clear();
objList.clear();
}
void CKingdomInterface::close()
@ -124,6 +193,35 @@ void CKingdomInterface::showAll( SDL_Surface * to/*=NULL*/)
toTowns->show(to);
toHeroes->show(to);
exit->show(to);
ObjTop->show(to);
ObjUp->show(to);
ObjDown->show(to);
ObjBottom->show(to);
for (size_t i=0; i<ObjList.size(); i++)//list may be moved, recreate hover text
ObjList[i]->hoverText = "";
int skipCount=0, curPos=objPos<0?(-objPos):0;
for (std::map<int,std::pair<int, std::string*> >::iterator it=objList.begin(); it!= objList.end(); it++)
{
if (skipCount<objPos)
{
skipCount++;
continue;
}
blitAt(objPics->ourImages[(*it).first].bitmap,pos.x+740,pos.y+44+curPos*57,to);
std::ostringstream ostrs;
ostrs << (*it).second.first;
CSDL_Ext::printTo(ostrs.str(),pos.x+790,pos.y+94+curPos*57,GEOR13,zwykly,to);
ObjList[curPos]->hoverText = * (*it).second.second;
curPos++;
if (curPos == objSize)
break;
}
if (state == 1)
{//printing text "Town", "Harrisoned hero", "Visiting hero"
CSDL_Ext::printAtMiddle(CGI->generaltexth->overview[3],pos.x+145,pos.y+12,TNRB16,zwykly,to);
@ -143,8 +241,9 @@ void CKingdomInterface::showAll( SDL_Surface * to/*=NULL*/)
for(size_t i=0;i<incomes.size();i++)
incomes[i]->show(to);//printing resource incomes
slider->showAll(to);
if(screen->w != 800 || screen->h !=600)
CMessage::drawBorder(LOCPLINT->playerID,to,828,628,pos.x-14,pos.y-15);
CMessage::drawBorder(LOCPLINT->playerID,to,828,136+116*size+29,pos.x-14,pos.y-15);
show(to);
}
@ -159,6 +258,18 @@ void CKingdomInterface::activate()
exit->activate();
toTowns->activate();
toHeroes->activate();
ObjTop->activate();
ObjUp->activate();
ObjDown->activate();
ObjBottom->activate();
for (size_t i=0; i<ObjList.size(); i++)
ObjList[i]->activate();
for (size_t i=0; i<incomes.size(); i++)
incomes[i]->activate();
if (state == 1)
for (int i=0; i<size; i++)
towns[i]->activate();
@ -174,6 +285,18 @@ void CKingdomInterface::deactivate()
exit->deactivate();
toTowns->deactivate();
toHeroes->deactivate();
ObjTop->deactivate();
ObjUp->deactivate();
ObjDown->deactivate();
ObjBottom->deactivate();
for (size_t i=0; i<ObjList.size(); i++)
ObjList[i]->deactivate();
for (size_t i=0; i<incomes.size(); i++)
incomes[i]->deactivate();
if (state == 1)
for (int i=0; i<size; i++)
towns[i]->deactivate();
@ -189,8 +312,6 @@ void CKingdomInterface::keyPressed(const SDL_KeyboardEvent & key)
void CKingdomInterface::recreateHeroList(int pos)
{
for (int j=0; j<size; j++)
delete heroes[j];//removing old list
std::vector<const CGHeroInstance*> Heroes = LOCPLINT->cb->getHeroesInfo(true);
int i=0, cnt=0;
for (int j = 0; ((j<Heroes.size()) && (i<size));j++)
@ -204,11 +325,11 @@ void CKingdomInterface::recreateHeroList(int pos)
cnt++;
continue;
}//this hero will be added
heroes[i] = new CHeroItem(i, Heroes[j]);
heroes[i]->hero = Heroes[j];
i++;
}
for (i;i<size;i++)//if we still have empty pieces
heroes[i] = new CHeroItem(i, NULL);//empty pic
heroes[i]->hero = NULL;//empty pic
GH.totalRedraw();
}
@ -217,11 +338,10 @@ void CKingdomInterface::recreateTownList(int pos)
std::vector<const CGTownInstance*> Towns = LOCPLINT->cb->getTownsInfo(true);
for(int i=0;i<size;i++)
{
delete towns[i];//remove old
if (i+pos<Towns.size())
towns[i] = new CTownItem(i, Towns[i+pos]);//and add new
towns[i]->town = Towns[i+pos];//replace town
else
towns[i] = new CTownItem(i, NULL);//empty pic
towns[i]->town = NULL;//only empty pic
}
GH.totalRedraw();
}
@ -274,13 +394,25 @@ void CKingdomInterface::sliderMoved(int newpos)
CKingdomInterface::CResIncomePic::CResIncomePic(int RID, CDefEssential * Mines)
{
used = HOVER;
recActions = DISPOSE | SHARE_POS;
resID = RID;
pos.x += 20 + RID*80;
pos.y += 495;
pos.y += 31+size*116;
pos.h = 54;
pos.w = (resID!=7)?68:136;//gold pile is bigger
mines = Mines;
if ( ResID != 7)
{
MetaString ms;
ms << std::pair<ui8,ui32>(9,ResID);
ms.toString(hoverText);
}
else
hoverText = CGI->generaltexth->allTexts[255];
tlog1<<hoverText<<"\n";
value = 0;
int resource = resID==7?6:resID;
@ -321,6 +453,12 @@ CKingdomInterface::CResIncomePic::~CResIncomePic()
void CKingdomInterface::CResIncomePic::hover(bool on)
{
if (on)
{
LOCPLINT->statusbar->print(hoverText);
}
else
LOCPLINT->statusbar->clear();
}
void CKingdomInterface::CResIncomePic::show(SDL_Surface * to)
@ -334,15 +472,15 @@ void CKingdomInterface::CResIncomePic::show(SDL_Surface * to)
}
CKingdomInterface::CTownItem::CTownItem(int num, const CGTownInstance * Town)
CKingdomInterface::CTownItem::CTownItem(int num)
{
// defActions = ACTIVATE | DEACTIVATE | SHOWALL | DISPOSE;
recActions = DISPOSE | SHARE_POS;
numb = num;
pos.x = screen->w/2 - 400 + 23;
pos.y = screen->h/2 - 300 + 26+num*116;
pos.x += 23;
pos.y += 26+num*116;
pos.w = 702;
pos.h = 114;
town = Town;
town = NULL;
}
CKingdomInterface::CTownItem::~CTownItem()
@ -364,7 +502,7 @@ void CKingdomInterface::CTownItem::show(SDL_Surface * to)
blitAt(slots->ourImages[numb % PicCount].bitmap,pos.x,pos.y,to);
return;
}//background
blitAt(slots->ourImages[6].bitmap,pos.x,pos.y,to);
blitAt(slots->ourImages[PicCount+2].bitmap,pos.x,pos.y,to);
//town pic/name
int townPic = town->subID*2;
if (!town->hasFort())
@ -437,14 +575,15 @@ void CKingdomInterface::CTownItem::show(SDL_Surface * to)
}
}
CKingdomInterface::CHeroItem::CHeroItem(int num, const CGHeroInstance * Hero)
CKingdomInterface::CHeroItem::CHeroItem(int num)
{
recActions = DISPOSE | SHARE_POS;
numb = num;
pos.x = screen->w/2 - 400 + 23;
pos.y = screen->h/2 - 300 + 26+num*116;
pos.x += 23;
pos.y += 26+num*116;
pos.w = 702;
pos.h = 114;
hero = Hero;
hero = NULL;
artGroup = 0;
}
@ -459,7 +598,7 @@ void CKingdomInterface::CHeroItem::show(SDL_Surface * to)
blitAt(slots->ourImages[numb % PicCount].bitmap,pos.x,pos.y,to);
return;
}//print background, different for arts view/backpack mode
blitAt(slots->ourImages[(artGroup=2)?4:5].bitmap,pos.x,pos.y,to);
blitAt(slots->ourImages[(artGroup=2)?PicCount:(PicCount+1)].bitmap,pos.x,pos.y,to);
//text "Artifacts"
CSDL_Ext::printAtMiddle(CGI->generaltexth->overview[2],pos.x+320,pos.y+55,GEOR13,zwykly,to);
int X = pos.x+6;//portrait

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@ -13,6 +13,7 @@ class CResDataBar;
class CStatusBar;
class CSlider;
class CMinorResDataBar;
class HoverableArea;
/*
* CKingdomInterface.h, part of VCMI engine
@ -26,19 +27,11 @@ class CMinorResDataBar;
class CKingdomInterface : public CIntObject
{
/* class CDwellingList : public
{
public:
void mouseMoved (const SDL_MouseMotionEvent & sEvent);
void genList();
void select(int which);
void draw(SDL_Surface * to);
int size(); //how many elements do we have
}*/
class CResIncomePic : public CIntObject
{
public:
int resID,value;//resource ID
std::string hoverText;
CResIncomePic(int RID, CDefEssential * Mines);//c-tor
~CResIncomePic();//d-tor
void hover(bool on);
@ -48,12 +41,12 @@ class CKingdomInterface : public CIntObject
class CTownItem : public CIntObject
{
public:
int numb;//position on screen (1..4)
int numb;//position on screen (1..size)
const CGTownInstance * town;
void show(SDL_Surface * to);
void activate();
void deactivate();
CTownItem (int num, const CGTownInstance * Town);//c-tor
CTownItem (int num);//c-tor
~CTownItem();//d-tor
};
class CHeroItem : public CIntObject
@ -65,34 +58,44 @@ class CKingdomInterface : public CIntObject
void show(SDL_Surface * to);
void activate();
void deactivate();
CHeroItem (int num, const CGHeroInstance * Hero);//c-tor
CHeroItem (int num);//c-tor
~CHeroItem();//d-tor
};
public:
//common data
int state;//0 = initialisation 1 = towns showed, 2 = heroes;
int state;//1 = towns showed, 2 = heroes;
SDL_Surface * bg;//background
CStatusBar * statusbar;//statusbar
CResDataBar *resdatabar;//resources
//buttons
AdventureMapButton *exit;//exit button
AdventureMapButton *toTowns;//town button
AdventureMapButton *toHeroes;//hero button
CDefEssential * title; //title bar
//hero/town lists
bool showHarrisoned;//show harrisoned hero in heroes list or not
CSlider * slider;//slider
int heroPos,townPos,size;//position of lists; size of list
bool showHarrisoned;//show harrisoned hero in heroes list or not, disabled by default
int heroPos,townPos;//position of lists
std::vector<CHeroItem *> heroes;//heroes list
std::vector<CTownItem *> towns;//towns list
static CDefEssential * slots, *fort, *hall;
//objects list
int objSize, objPos;
CDefEssential *objPics;
std::map<int,std::pair<int, std::string*> > objList; //dwelling ID, count, hover text
std::vector <HoverableArea* > ObjList;//list of dwellings
AdventureMapButton* ObjUp, *ObjDown, *ObjTop, *ObjBottom;//buttons for dwellings list
//income pics
std::vector<CResIncomePic *> incomes;//mines + incomes
CDefEssential * mines;//picture of mines
CKingdomInterface(); //c-tor
~CKingdomInterface(); //d-tor
void moveObjectList(int newPos);
void recreateHeroList(int pos);//recreating heroes list (on slider move)
void recreateTownList(int pos);//same for town list
void keyPressed(const SDL_KeyboardEvent & key);

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@ -3712,6 +3712,24 @@ CArtPlace::~CArtPlace()
deactivate();
}
void HoverableArea::hover (bool on)
{
if (on)
LOCPLINT->statusbar->print(hoverText);
else if (LOCPLINT->statusbar->getCurrent()==hoverText)
LOCPLINT->statusbar->clear();
}
void HoverableArea::activate()
{
activateHover();
}
void HoverableArea::deactivate()
{
deactivateHover();
}
void LClickableArea::activate()
{
activateLClick();
@ -3768,14 +3786,6 @@ void LRClickableAreaWText::deactivate()
RClickableArea::deactivate();
deactivateHover();
}
void LRClickableAreaWText::hover(bool on)
{
//Hoverable::hover(on);
if (on)
LOCPLINT->statusbar->print(hoverText);
else if (LOCPLINT->statusbar->getCurrent()==hoverText)
LOCPLINT->statusbar->clear();
}
void LClickableAreaHero::clickLeft(tribool down, bool previousState)
{
@ -3814,14 +3824,6 @@ void LRClickableAreaWTextComp::deactivate()
RClickableArea::deactivate();
deactivateHover();
}
void LRClickableAreaWTextComp::hover(bool on)
{
//Hoverable::hover(on);
if (on)
LOCPLINT->statusbar->print(hoverText);
else if (LOCPLINT->statusbar->getCurrent()==hoverText)
LOCPLINT->statusbar->clear();
}
void CArtifactsOfHero::activate()
{

View File

@ -586,6 +586,14 @@ public:
CInGameConsole(); //c-tor
};
class HoverableArea: public virtual CIntObject
{
public:
std::string hoverText;
virtual void hover (bool on);
virtual void activate();
virtual void deactivate();
};
class LClickableArea: public virtual CIntObject
{
@ -611,28 +619,26 @@ public:
virtual void clickLeft(tribool down, bool previousState);
};
class LRClickableAreaWText: public LClickableArea, public RClickableArea
class LRClickableAreaWText: public LClickableArea, public RClickableArea, public HoverableArea
{
public:
std::string text, hoverText;
std::string text;
virtual void activate();
virtual void deactivate();
virtual void clickLeft(tribool down, bool previousState);
virtual void clickRight(tribool down, bool previousState);
virtual void hover(bool on);
};
class LRClickableAreaWTextComp: public LClickableArea, public RClickableArea
class LRClickableAreaWTextComp: public LClickableArea, public RClickableArea, public HoverableArea
{
public:
std::string text, hoverText;
std::string text;
int baseType;
int bonus, type;
virtual void activate();
virtual void deactivate();
virtual void clickLeft(tribool down, bool previousState);
virtual void clickRight(tribool down, bool previousState);
virtual void hover(bool on);
};
class CArtPlace: public LRClickableAreaWTextComp
@ -812,4 +818,4 @@ class CFreelancersWindow : public CShopWindow
{};
class CHillFortWindow : public CIntObject //garrison dialog? shop?
{};
#endif //__GUICLASSES_H__
#endif //__GUICLASSES_H__

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@ -1478,6 +1478,12 @@ void CGTownInstance::setPropertyDer(ui8 what, ui32 val)
case 13: //add garrisoned hero to visitors
bonusingBuildings[val]->setProperty (4, garrisonHero->id);
break;
case 14:
bonusValue.first = val;
break;
case 15:
bonusValue.second = val;
break;
}
}
int CGTownInstance::fortLevel() const //0 - none, 1 - fort, 2 - citadel, 3 - castle
@ -1680,16 +1686,27 @@ void CGTownInstance::initObj()
void CGTownInstance::newTurn() const
{
if (cb->getDate(0)%7 == 1 && subID == 5) //reset on new for week for Dungeon, needs to be moved if town list expands
if (cb->getDate(1) == 1) //reset on new week
{
for (std::vector<CGTownBuilding*>::const_iterator i = bonusingBuildings.begin(); i!=bonusingBuildings.end(); i++)
if (vstd::contains(builtBuildings,17) && subID == 1 && cb->getDate(0) && (tempOwner < PLAYER_LIMIT) )//give resources for Rampart, Mystic Pond
{
int resID = rand()%4+2;//bonus to random rare resource
resID = (resID==2)?1:resID;
int resVal = rand()%4+1;//with size 1..4
cb->giveResource(tempOwner, resID, resVal);
cb->setObjProperty (id, 14, resID);
cb->setObjProperty (id, 15, resVal);
}
if ( subID == 5 )
for (std::vector<CGTownBuilding*>::const_iterator i = bonusingBuildings.begin(); i!=bonusingBuildings.end(); i++)
{
if ((*i)->ID == 21)
cb->setObjProperty (id, 12, (*i)->id); //reset visitors for Mana Vortex
}
}
}
int3 CGTownInstance::getSightCenter() const
{
return pos - int3(2,0,0);

View File

@ -427,7 +427,8 @@ public:
std::vector<CGTownBuilding*> bonusingBuildings;
std::vector<ui32> possibleSpells, obligatorySpells;
std::vector<std::vector<ui32> > spells; //spells[level] -> vector of spells, first will be available in guild
std::set<CCastleEvent> events;
std::set<CCastleEvent> events;
std::pair<si32, si32> bonusValue;//var to store town bonuses (rampart = resources from mystic pond);
//////////////////////////////////////////////////////////////////////////
@ -435,7 +436,7 @@ public:
template <typename Handler> void serialize(Handler &h, const int version)
{
h & static_cast<CGDwelling&>(*this);
h & name & builded & destroyed & identifier & alignment & forbiddenBuildings & builtBuildings
h & name & builded & destroyed & identifier & alignment & forbiddenBuildings & builtBuildings & bonusValue
& possibleSpells & obligatorySpells & spells & /*strInfo & */events & bonusingBuildings;
for (std::vector<CGTownBuilding*>::iterator i = bonusingBuildings.begin(); i!=bonusingBuildings.end(); i++)

View File

@ -1168,7 +1168,6 @@ void CGameState::randomizeObject(CGObjectInstance *cur)
t->defInfo = forts[t->subID];
else
t->defInfo = villages[t->subID];
//convertHordes(t);
}
return;
}
@ -1195,7 +1194,6 @@ void CGameState::randomizeObject(CGObjectInstance *cur)
t->defInfo = forts[t->subID];
else
t->defInfo = villages[t->subID];
convertHordes(t);
map->towns.push_back(t);
return;
}
@ -1503,7 +1501,7 @@ void CGameState::init(StartInfo * si, Mapa * map, int Seed)
if(ran()%2)
vti->builtBuildings.insert(31);
}
convertHordes(vti);
//init spells
vti->spells.resize(SPELL_LEVELS);
CSpell *s;

View File

@ -856,20 +856,9 @@ void CGameHandler::newTurn()
ui8 player = (*j)->tempOwner;
if(gs->getDate(1)==7) //first day of week
{
if ( ((**j).subID == 1) && (gs->getDate(0)) && (player < PLAYER_LIMIT) )//this is rampart and not a first day
{
if (vstd::contains((**j).builtBuildings,22))//we have treasury
{
if ( (**j).subID == 1 && gs->getDate(0) && player < PLAYER_LIMIT
&& vstd::contains((**j).builtBuildings,22) )//dwarven treasury
n.res[player][6] += hadGold[player]/10; //give 10% of starting gold
}
if (vstd::contains((**j).builtBuildings,17))//we have mystic pond
{//TODO: whole week pond should have message "pond produced %d" - need vars to store it
int restype = rand()%4+2;//bonus to random rare resource
restype = (restype==2)?1:restype;
int cnt = rand()%4+1;//with size 1..4
n.res[player][restype] += cnt;
}
}
SetAvailableCreatures sac;
sac.tid = (**j).id;
sac.creatures = (**j).creatures;
@ -2936,7 +2925,7 @@ void CGameHandler::playerMessage( ui8 player, const std::string &message )
cheated = false;
if(cheated)
{
sendAndApply(&SystemMessage("CHEATER!!!"));
sendAndApply(&SystemMessage(VLC->generaltexth->allTexts[260]));
}
}