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mirror of https://github.com/vcmi/vcmi.git synced 2025-03-23 21:29:13 +02:00

* fixed crash when there was no hero available to hire for some player

* pregmae wont crash if user gives wrong resolution number
* fixed 1024x600 screen resolution
* selection dialog (eg. for treasure chests) can be closed with enter key
* orientation of hero can't be change if movement points are exhausted
* numerous improvements for Tavern window (hover tips for buttons, button will be inactive if player has 8 heroes or there is a visiting hero in the town garrison)
* campfire, borderguard, bordergate, questguard will be accessible from the top
* spells not known by hero can't be casted
* restored checking mana points before casting spell
This commit is contained in:
Michał W. Urbańczyk 2009-02-09 16:18:48 +00:00
parent 445653c880
commit c83404a375
15 changed files with 167 additions and 59 deletions

View File

@ -86,7 +86,7 @@ void AdventureMapButton::hover (bool on)
std::string *name = (vstd::contains(hoverTexts,state)) std::string *name = (vstd::contains(hoverTexts,state))
? (&hoverTexts[state]) ? (&hoverTexts[state])
: (vstd::contains(hoverTexts,0) ? (&hoverTexts[0]) : NULL); : (vstd::contains(hoverTexts,0) ? (&hoverTexts[0]) : NULL);
if(name && !blocked) //if there is no name, there is nohing to display also if(name && blocked!=1) //if there is no name, there is nohing to display also
{ {
if (LOCPLINT->curint == static_cast<CMainInterface*>(LOCPLINT->battleInt)) //for battle buttons if (LOCPLINT->curint == static_cast<CMainInterface*>(LOCPLINT->battleInt)) //for battle buttons
{ {
@ -180,7 +180,7 @@ void AdventureMapButton::init(const CFunctionList<void()> &Callback, const std::
pos.h = imgs[curimg][0]->h -1; pos.h = imgs[curimg][0]->h -1;
} }
void AdventureMapButton::block( bool on ) void AdventureMapButton::block( ui8 on )
{ {
blocked = on; blocked = on;
state = 0; state = 0;

View File

@ -16,13 +16,14 @@ public:
std::map<int,std::string> hoverTexts; //state -> text for statusbar std::map<int,std::string> hoverTexts; //state -> text for statusbar
std::string helpBox; //for right-click help std::string helpBox; //for right-click help
CFunctionList<void()> callback; CFunctionList<void()> callback;
bool colorChange, blocked, bool colorChange,
actOnDown; //runs when mouse is pressed down over it, not when up actOnDown; //runs when mouse is pressed down over it, not when up
ui8 blocked;
void clickRight (tribool down); void clickRight (tribool down);
virtual void clickLeft (tribool down); virtual void clickLeft (tribool down);
void hover (bool on); void hover (bool on);
void block(bool on); //if button is blocked then it'll change it's graphic to inactive (offset==2) and won't react on l-clicks void block(ui8 on); //if button is blocked then it'll change it's graphic to inactive (offset==2) and won't react on l-clicks
void activate(); // makes button active void activate(); // makes button active
void deactivate(); // makes button inactive (but doesn't delete) void deactivate(); // makes button inactive (but doesn't delete)

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@ -617,17 +617,21 @@ void CGameState::applyNL(IPack * pack)
{ {
SetAvailableHeroes *rh = static_cast<SetAvailableHeroes*>(pack); SetAvailableHeroes *rh = static_cast<SetAvailableHeroes*>(pack);
players[rh->player].availableHeroes.clear(); players[rh->player].availableHeroes.clear();
players[rh->player].availableHeroes.push_back(hpool.heroesPool[rh->hid1]);
players[rh->player].availableHeroes.push_back(hpool.heroesPool[rh->hid2]); CGHeroInstance *h = (rh->hid1>=0 ? hpool.heroesPool[rh->hid1] : NULL);
if(rh->flags & 1) players[rh->player].availableHeroes.push_back(h);
if(h && rh->flags & 1)
{ {
hpool.heroesPool[rh->hid1]->army.slots.clear(); h->army.slots.clear();
hpool.heroesPool[rh->hid1]->army.slots[0] = std::pair<ui32,si32>(VLC->creh->nameToID[hpool.heroesPool[rh->hid1]->type->refTypeStack[0]],1); h->army.slots[0] = std::pair<ui32,si32>(VLC->creh->nameToID[h->type->refTypeStack[0]],1);
} }
h = (rh->hid2>=0 ? hpool.heroesPool[rh->hid2] : NULL);
players[rh->player].availableHeroes.push_back(h);
if(rh->flags & 2) if(rh->flags & 2)
{ {
hpool.heroesPool[rh->hid2]->army.slots.clear(); h->army.slots.clear();
hpool.heroesPool[rh->hid2]->army.slots[0] = std::pair<ui32,si32>(VLC->creh->nameToID[hpool.heroesPool[rh->hid2]->type->refTypeStack[0]],1); h->army.slots[0] = std::pair<ui32,si32>(VLC->creh->nameToID[h->type->refTypeStack[0]],1);
} }
break; break;
} }

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@ -330,7 +330,7 @@ void CHeroWindow::setHero(const CGHeroInstance *Hero)
backpack.push_back(add); backpack.push_back(add);
} }
activeArtPlace = NULL; activeArtPlace = NULL;
dismissButton->block(hero->visitedTown); dismissButton->block(!!hero->visitedTown);
leftArtRoll->block(hero->artifacts.size()<6); leftArtRoll->block(hero->artifacts.size()<6);
rightArtRoll->block(hero->artifacts.size()<6); rightArtRoll->block(hero->artifacts.size()<6);
if(hero->getSecSkillLevel(19)==0) if(hero->getSecSkillLevel(19)==0)

View File

@ -290,9 +290,13 @@ void processCommand(const std::string &message, CClient *&client)
std::cin >> i; std::cin >> i;
if(!i) if(!i)
return; return;
else if(i < 0 || i >= conf.guiOptions.size())
{
tlog1 << "Invalid resolution ID! Not a number between 0 and " << conf.guiOptions.size() << ". No settings changed.\n";
}
else else
{ {
for(j=conf.guiOptions.begin(); j!=conf.guiOptions.end() && hlp++<i; j++); for(j=conf.guiOptions.begin(); j!=conf.guiOptions.end() && hlp++<i; j++); //move j to the i-th resolution info
conf.cc.resx = j->first.first; conf.cc.resx = j->first.first;
conf.cc.resy = j->first.second; conf.cc.resy = j->first.second;
tlog0 << "Screen resolution set to " << conf.cc.resx << " x " << conf.cc.resy <<". It will be aplied when the game starts.\n"; tlog0 << "Screen resolution set to " << conf.cc.resx << " x " << conf.cc.resy <<". It will be aplied when the game starts.\n";

View File

@ -29,6 +29,7 @@
#include "map.h" #include "map.h"
#include "mapHandler.h" #include "mapHandler.h"
#include "timeHandler.h" #include "timeHandler.h"
#include <boost/lexical_cast.hpp>
#include <boost/algorithm/string.hpp> #include <boost/algorithm/string.hpp>
#include <boost/algorithm/string/replace.hpp> #include <boost/algorithm/string/replace.hpp>
#include <boost/assign/std/vector.hpp> #include <boost/assign/std/vector.hpp>
@ -874,6 +875,10 @@ CSelWindow::CSelWindow(std::string text, int player, int charperline, std::vecto
{ {
buttons.push_back(new AdventureMapButton("","",(Buttons[i].second)?(Buttons[i].second):(boost::bind(&CInfoWindow::close,this)),0,0,Buttons[i].first)); buttons.push_back(new AdventureMapButton("","",(Buttons[i].second)?(Buttons[i].second):(boost::bind(&CInfoWindow::close,this)),0,0,Buttons[i].first));
} }
if(Buttons.size() == 1) //only one button - assign enter to it
buttons[0]->assignedKeys.insert(SDLK_RETURN);
for(int i=0;i<comps.size();i++) for(int i=0;i<comps.size();i++)
{ {
components.push_back(comps[i]); components.push_back(comps[i]);
@ -1226,7 +1231,8 @@ void CPlayerInterface::heroMoved(const HeroMoveDetails & details)
int3 hp = details.src; int3 hp = details.src;
if (!details.successful) //hero failed to move if (!details.successful) //hero failed to move
{ {
ho->moveDir = getDir(details.src,details.dst); if(ho->movement < 50)
ho->moveDir = getDir(details.src,details.dst);
ho->isStanding = true; ho->isStanding = true;
adventureInt->heroList.draw(); adventureInt->heroList.draw();
if (adventureInt->terrain.currentPath && ho->movement>145) //TODO: better condition on movement - check cost of endtile if (adventureInt->terrain.currentPath && ho->movement>145) //TODO: better condition on movement - check cost of endtile
@ -4086,7 +4092,10 @@ void CSystemOptionsWindow::show(SDL_Surface *to)
CTavernWindow::CTavernWindow(const CGHeroInstance *H1, const CGHeroInstance *H2, const std::string &gossip) CTavernWindow::CTavernWindow(const CGHeroInstance *H1, const CGHeroInstance *H2, const std::string &gossip)
:h1(selected,0,72,299,H1),h2(selected,1,162,299,H2) :h1(selected,0,72,299,H1),h2(selected,1,162,299,H2)
{ {
selected = 0; if(H1)
selected = 0;
else
selected = -1;
bg = BitmapHandler::loadBitmap("TPTAVERN.bmp"); bg = BitmapHandler::loadBitmap("TPTAVERN.bmp");
graphics->blueToPlayersAdv(bg,LOCPLINT->playerID); graphics->blueToPlayersAdv(bg,LOCPLINT->playerID);
printAtMiddle(CGI->generaltexth->jktexts[37],200,35,GEOR16,tytulowy,bg); printAtMiddle(CGI->generaltexth->jktexts[37],200,35,GEOR16,tytulowy,bg);
@ -4097,13 +4106,43 @@ CTavernWindow::CTavernWindow(const CGHeroInstance *H1, const CGHeroInstance *H2,
pos.h = bg->h; pos.h = bg->h;
pos.x = (screen->w-bg->w)/2; pos.x = (screen->w-bg->w)/2;
pos.y = (screen->h-bg->h)/2; pos.y = (screen->h-bg->h)/2;
bar = new CStatusBar(pos.x+8, pos.y+478, "APHLFTRT.bmp", 380);
h1.pos.x += pos.x; h1.pos.x += pos.x;
h2.pos.x += pos.x; h2.pos.x += pos.x;
h1.pos.y += pos.y; h1.pos.y += pos.y;
h2.pos.y += pos.y; h2.pos.y += pos.y;
cancel = new AdventureMapButton("","",boost::bind(&CTavernWindow::close,this),pos.x+310,pos.y+428,"ICANCEL.DEF",SDLK_ESCAPE);
cancel = new AdventureMapButton(CGI->generaltexth->tavernInfo[7],"",boost::bind(&CTavernWindow::close,this),pos.x+310,pos.y+428,"ICANCEL.DEF",SDLK_ESCAPE);
recruit = new AdventureMapButton("","",boost::bind(&CTavernWindow::recruitb,this),pos.x+272,pos.y+355,"TPTAV01.DEF",SDLK_RETURN); recruit = new AdventureMapButton("","",boost::bind(&CTavernWindow::recruitb,this),pos.x+272,pos.y+355,"TPTAV01.DEF",SDLK_RETURN);
thiefGuild = new AdventureMapButton("","",0,pos.x+22,pos.y+428,"TPTAV02.DEF",SDLK_t); thiefGuild = new AdventureMapButton(CGI->generaltexth->tavernInfo[5],"",0,pos.x+22,pos.y+428,"TPTAV02.DEF",SDLK_t);
if(LOCPLINT->cb->getResourceAmount(6) < 2500) //not enough gold
{
recruit->hoverTexts[0] = CGI->generaltexth->tavernInfo[0]; //Cannot afford a Hero
recruit->block(2);
}
else if(LOCPLINT->cb->howManyHeroes() >= 8)
{
recruit->hoverTexts[0] = CGI->generaltexth->tavernInfo[1]; //Cannot recruit. You already have %d Heroes.
boost::algorithm::replace_first(recruit->hoverTexts[0],"%d",boost::lexical_cast<std::string>(LOCPLINT->cb->howManyHeroes()));
recruit->block(2);
}
else if(LOCPLINT->castleInt && LOCPLINT->castleInt->town->visitingHero)
{
recruit->hoverTexts[0] = CGI->generaltexth->tavernInfo[2]; //Cannot recruit. You already have a Hero in this town.
recruit->block(2);
}
else
{
if(H1)
{
recruit->hoverTexts[0] = CGI->generaltexth->tavernInfo[3]; //Recruit %s the %s
boost::algorithm::replace_first(recruit->hoverTexts[0],"%s",H1->name);
boost::algorithm::replace_first(recruit->hoverTexts[0],"%s",H1->type->heroClass->name);
}
else
recruit->block(1);
}
} }
void CTavernWindow::recruitb() void CTavernWindow::recruitb()
@ -4119,6 +4158,7 @@ CTavernWindow::~CTavernWindow()
delete cancel; delete cancel;
delete thiefGuild; delete thiefGuild;
delete recruit; delete recruit;
delete bar;
} }
void CTavernWindow::activate() void CTavernWindow::activate()
@ -4127,9 +4167,12 @@ void CTavernWindow::activate()
LOCPLINT->curint->subInt = this; LOCPLINT->curint->subInt = this;
thiefGuild->activate(); thiefGuild->activate();
cancel->activate(); cancel->activate();
h1.activate(); if(h1.h)
h2.activate(); h1.activate();
if(h2.h)
h2.activate();
recruit->activate(); recruit->activate();
LOCPLINT->statusbar = bar;
} }
void CTavernWindow::deactivate() void CTavernWindow::deactivate()
@ -4137,8 +4180,10 @@ void CTavernWindow::deactivate()
LOCPLINT->objsToBlit -= this; LOCPLINT->objsToBlit -= this;
thiefGuild->deactivate(); thiefGuild->deactivate();
cancel->deactivate(); cancel->deactivate();
h1.deactivate(); if(h1.h)
h2.deactivate(); h1.deactivate();
if(h2.h)
h2.deactivate();
recruit->deactivate(); recruit->deactivate();
} }
@ -4153,23 +4198,28 @@ void CTavernWindow::close()
void CTavernWindow::show(SDL_Surface * to) void CTavernWindow::show(SDL_Surface * to)
{ {
blitAt(bg,pos.x,pos.y,screen); blitAt(bg,pos.x,pos.y,screen);
h1.show(); if(h1.h)
h2.show(); h1.show();
if(h2.h)
h2.show();
thiefGuild->show(); thiefGuild->show();
cancel->show(); cancel->show();
recruit->show(); recruit->show();
bar->show();
if(selected >= 0)
HeroPortrait *sel = selected ? &h2 : &h1; {
char descr[300]; HeroPortrait *sel = selected ? &h2 : &h1;
int artifs = sel->h->artifWorn.size()+sel->h->artifacts.size(); char descr[300];
for(int i=13; i<=17; i++) //war machines and spellbook doesn't count int artifs = sel->h->artifWorn.size()+sel->h->artifacts.size();
if(vstd::contains(sel->h->artifWorn,i)) for(int i=13; i<=17; i++) //war machines and spellbook doesn't count
artifs--; if(vstd::contains(sel->h->artifWorn,i))
sprintf_s(descr,300,CGI->generaltexth->allTexts[215].c_str(), artifs--;
sel->h->name.c_str(),sel->h->level,sel->h->type->heroClass->name.c_str(),artifs); sprintf_s(descr,300,CGI->generaltexth->allTexts[215].c_str(),
printAtMiddleWB(descr,pos.x+146,pos.y+389,GEOR13,40,zwykly,screen); sel->h->name.c_str(),sel->h->level,sel->h->type->heroClass->name.c_str(),artifs);
CSDL_Ext::drawBorder(screen,sel->pos.x-2,sel->pos.y-2,sel->pos.w+4,sel->pos.h+4,int3(247,223,123)); printAtMiddleWB(descr,pos.x+146,pos.y+389,GEOR13,40,zwykly,screen);
CSDL_Ext::drawBorder(screen,sel->pos.x-2,sel->pos.y-2,sel->pos.w+4,sel->pos.h+4,int3(247,223,123));
}
} }
void CTavernWindow::HeroPortrait::clickLeft(boost::logic::tribool down) void CTavernWindow::HeroPortrait::clickLeft(boost::logic::tribool down)
@ -4182,11 +4232,13 @@ void CTavernWindow::HeroPortrait::activate()
{ {
ClickableL::activate(); ClickableL::activate();
ClickableR::activate(); ClickableR::activate();
Hoverable::activate();
} }
void CTavernWindow::HeroPortrait::deactivate() void CTavernWindow::HeroPortrait::deactivate()
{ {
ClickableL::deactivate(); ClickableL::deactivate();
ClickableR::deactivate(); ClickableR::deactivate();
Hoverable::deactivate();
} }
void CTavernWindow::HeroPortrait::clickRight(boost::logic::tribool down) void CTavernWindow::HeroPortrait::clickRight(boost::logic::tribool down)
{ {
@ -4213,9 +4265,23 @@ CTavernWindow::HeroPortrait::HeroPortrait(int &sel, int id, int x, int y, const
pos.y = y; pos.y = y;
pos.w = 58; pos.w = 58;
pos.h = 64; pos.h = 64;
if(H)
{
hoverName = CGI->generaltexth->tavernInfo[4];
boost::algorithm::replace_first(hoverName,"%s",H->name);
}
} }
void CTavernWindow::HeroPortrait::show(SDL_Surface * to) void CTavernWindow::HeroPortrait::show(SDL_Surface * to)
{ {
blitAt(graphics->portraitLarge[h->subID],pos); blitAt(graphics->portraitLarge[h->subID],pos);
} }
void CTavernWindow::HeroPortrait::hover( bool on )
{
Hoverable::hover(on);
if(on)
LOCPLINT->statusbar->print(hoverName);
else
LOCPLINT->statusbar->clear();
}

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@ -687,20 +687,23 @@ public:
class CTavernWindow : public IShowActivable, public CIntObject class CTavernWindow : public IShowActivable, public CIntObject
{ {
public: public:
class HeroPortrait : public ClickableL, public ClickableR class HeroPortrait : public ClickableL, public ClickableR, public Hoverable
{ {
public: public:
std::string hoverName;
vstd::assigner<int,int> as; vstd::assigner<int,int> as;
const CGHeroInstance *h; const CGHeroInstance *h;
void activate(); void activate();
void deactivate(); void deactivate();
void clickLeft(boost::logic::tribool down); void clickLeft(boost::logic::tribool down);
void clickRight(boost::logic::tribool down); void clickRight(boost::logic::tribool down);
void hover (bool on);
HeroPortrait(int &sel, int id, int x, int y, const CGHeroInstance *H); HeroPortrait(int &sel, int id, int x, int y, const CGHeroInstance *H);
void show(SDL_Surface * to = NULL); void show(SDL_Surface * to = NULL);
} h1, h2; } h1, h2;
SDL_Surface *bg; SDL_Surface *bg;
CStatusBar *bar;
int selected;//0 (left) or 1 (right) int selected;//0 (left) or 1 (right)
AdventureMapButton *thiefGuild, *cancel, *recruit; AdventureMapButton *thiefGuild, *cancel, *recruit;

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@ -44,7 +44,7 @@ GUISettings
{ {
AdventureMap AdventureMap
{ {
AdvMap: x=7 y=6 tilesWidth=19 tilesHeight=18 trimX=15 trimY=29 smoothMove=1; AdvMap: x=7 y=6 tilesWidth=26 tilesHeight=18 trimX=15 trimY=29 smoothMove=1;
InfoBox: x=829 y=389; InfoBox: x=829 y=389;
gem0: x=6 y=508 graphic=agemLL.def; gem0: x=6 y=508 graphic=agemLL.def;
gem1: x=780 y=508 graphic=agemLR.def; gem1: x=780 y=508 graphic=agemLR.def;
@ -55,7 +55,7 @@ GUISettings
TownList: size=5 x=970 y=196 arrowUp=IAM014.DEF arrowDown=IAM015.DEF; TownList: size=5 x=970 y=196 arrowUp=IAM014.DEF arrowDown=IAM015.DEF;
Minimap: width=144 height=144 x=854 y=26; Minimap: width=144 height=144 x=854 y=26;
Statusbar: x=8 y=556 graphic=ADROLLVR2.pcx; Statusbar: x=8 y=556 graphic=ADROLLVR2.pcx;
ResDataBar: x=0 y=575 graphic=ZRESBAR2.pcx offsetX=32 offsetY=2 resSpace=85; ResDataBar: x=0 y=575 graphic=ZRESBAR2.pcx offsetX=65 offsetY=2 resSpace=109 resDateSpace=135;
ButtonKingdomOv: x=902 y=196 graphic=IAM002.DEF playerColoured=1; ButtonKingdomOv: x=902 y=196 graphic=IAM002.DEF playerColoured=1;
ButtonUnderground: x=934 y=196 graphic=IAM010.DEF playerColoured=1 additionalDefs=(IAM003.DEF); ButtonUnderground: x=934 y=196 graphic=IAM010.DEF playerColoured=1 additionalDefs=(IAM003.DEF);
ButtonQuestLog: x=902 y=228 graphic=IAM004.DEF playerColoured=1; ButtonQuestLog: x=902 y=228 graphic=IAM004.DEF playerColoured=1;

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@ -97,6 +97,9 @@ const int SPELL_LEVELS = 5;
#endif #endif
#endif #endif
template<typename T, size_t N> char (&_ArrayCountObj(const T (&)[N]))[N];
#define ARRAY_COUNT(arr) (sizeof(_ArrayCountObj(arr)))
namespace vstd namespace vstd
{ {
template <typename Container, typename Item> template <typename Container, typename Item>

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@ -68,17 +68,32 @@ void CDefObjInfoHandler::load()
inp>>nobj->id; inp>>nobj->id;
inp>>nobj->subid; inp>>nobj->subid;
inp>>nobj->type; inp>>nobj->type;
if(nobj->type == 2 || nobj->type == 3 || nobj->type == 4 || nobj->type == 5 || nobj->id == 111 || nobj->id == 33 || nobj->id == 81) //creature, hero, artifact, resource or whirlpool or garrison or scholar
nobj->visitDir = (8|16|32|64|128); //disabled visiting from the top
if(nobj->type == 2 || nobj->type == 3 || nobj->type == 4 || nobj->type == 5) //creature, hero, artifact, resource
{
nobj->visitDir = 0xff; nobj->visitDir = 0xff;
else }
nobj->visitDir = (8|16|32|64|128); //disabled visiting from the top else
inp>>nobj->printPriority; {
static int visitableFromTop[] = {111,33,81,12,9,212,215}; //whirlpool, garrison, scholar, campfire, borderguard, bordergate, questguard
for(int i=0; i < ARRAY_COUNT(visitableFromTop); i++)
{
if(visitableFromTop[i] == nobj->id)
{
nobj->visitDir = 0xff;
break;
}
}
}
inp >> nobj->printPriority;
gobjs[nobj->id][nobj->subid] = nobj; gobjs[nobj->id][nobj->subid] = nobj;
if(nobj->id==98) if(nobj->id==98)
castles[nobj->subid]=nobj; castles[nobj->subid]=nobj;
} }
} }
CDefObjInfoHandler::~CDefObjInfoHandler() CDefObjInfoHandler::~CDefObjInfoHandler()
{ {
for(std::map<int,std::map<int,CGDefInfo*> >::iterator i=gobjs.begin(); i!=gobjs.end(); i++) for(std::map<int,std::map<int,CGDefInfo*> >::iterator i=gobjs.begin(); i!=gobjs.end(); i++)

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@ -306,25 +306,33 @@ void CGeneralTextHandler::load()
} }
itr = 0; itr = 0;
std::string strin2 = bitmaph->getTextFile("JKTEXT.TXT"); strin = bitmaph->getTextFile("JKTEXT.TXT");
for(int hh=0; hh<45; ++hh) for(int hh=0; hh<45; ++hh)
{ {
loadToIt(tmp, strin2, itr, 3); loadToIt(tmp, strin, itr, 3);
jktexts.push_back(tmp); jktexts.push_back(tmp);
} }
itr = 0; itr = 0;
std::string strin3 = bitmaph->getTextFile("HEROSCRN.TXT"); strin = bitmaph->getTextFile("TVRNINFO.TXT");
for(int hh=0; hh<8; ++hh)
{
loadToIt(tmp, strin, itr, 3);
tavernInfo.push_back(tmp);
}
itr = 0;
strin = bitmaph->getTextFile("HEROSCRN.TXT");
for(int hh=0; hh<33; ++hh) for(int hh=0; hh<33; ++hh)
{ {
loadToIt(tmp, strin3, itr, 3); loadToIt(tmp, strin, itr, 3);
heroscrn.push_back(tmp); heroscrn.push_back(tmp);
} }
strin3 = bitmaph->getTextFile("ARTEVENT.TXT"); strin = bitmaph->getTextFile("ARTEVENT.TXT");
for(itr = 0; itr<strin3.size();itr++) for(itr = 0; itr<strin.size();itr++)
{ {
loadToIt(tmp, strin3, itr, 3); loadToIt(tmp, strin, itr, 3);
artifEvents.push_back(tmp); artifEvents.push_back(tmp);
} }

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@ -30,6 +30,7 @@ public:
//towns //towns
std::vector<std::string> tcommands, hcommands; //texts for town screen and town hall screen std::vector<std::string> tcommands, hcommands; //texts for town screen and town hall screen
std::vector<std::string> tavernInfo;
std::vector<std::vector<std::string> > townNames; //[type id] => vec of names of instances std::vector<std::vector<std::string> > townNames; //[type id] => vec of names of instances
std::vector<std::string> townTypes; //castle, rampart, tower, etc std::vector<std::string> townTypes; //castle, rampart, tower, etc
std::map<int, std::map<int, std::pair<std::string, std::string> > > buildings; //map[town id][building id] => pair<name, description> std::map<int, std::map<int, std::pair<std::string, std::string> > > buildings; //map[town id][building id] => pair<name, description>
@ -54,7 +55,6 @@ public:
std::string getTitle(std::string text); std::string getTitle(std::string text);
std::string getDescr(std::string text); std::string getDescr(std::string text);
void loadTexts();
void load(); void load();
CGeneralTextHandler(); CGeneralTextHandler();
}; };

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@ -23,9 +23,6 @@ class CConnection;
namespace mpl = boost::mpl; namespace mpl = boost::mpl;
template<typename T, size_t N> char (&_ArrayCountObj(const T (&)[N]))[N];
#define ARRAY_COUNT(arr) (sizeof(_ArrayCountObj(arr)))
namespace boost namespace boost
{ {
namespace asio namespace asio

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@ -184,7 +184,7 @@ struct SetAvailableHeroes : public CPack<SetAvailableHeroes> //113
{ {
SetAvailableHeroes(){type = 113;flags=0;}; SetAvailableHeroes(){type = 113;flags=0;};
ui8 player; ui8 player;
ui32 hid1, hid2; si32 hid1, hid2;
ui8 flags; //1 - reset army of hero1; 2 - reset army of hero 2 ui8 flags; //1 - reset army of hero1; 2 - reset army of hero 2
template <typename Handler> void serialize(Handler &h, const int version) template <typename Handler> void serialize(Handler &h, const int version)
{ {

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@ -1307,8 +1307,8 @@ upgend:
//TODO: skill level may be different on special terrain //TODO: skill level may be different on special terrain
if( // !vstd::contains(h->spells,ba.additionalInfo) //hero doesn't know this spell if( !vstd::contains(h->spells,ba.additionalInfo) //hero doesn't know this spell
/*||*/ (h->mana < s->costs[skill]) //not enough mana || (h->mana < s->costs[skill]) //not enough mana
|| (ba.additionalInfo < 10) //it's adventure spell (not combat) || (ba.additionalInfo < 10) //it's adventure spell (not combat)
|| 0 )//TODO: hero has already casted a spell in this round || 0 )//TODO: hero has already casted a spell in this round
{ {
@ -1631,9 +1631,16 @@ void CGameHandler::newTurn()
{ {
SetAvailableHeroes sah; SetAvailableHeroes sah;
sah.player = i->first; sah.player = i->first;
//TODO: - will fail when there are not enough available heroes CGHeroInstance *h = gs->hpool.pickHeroFor(true,i->first,&VLC->townh->towns[gs->scenarioOps->getIthPlayersSettings(i->first).castle]);
sah.hid1 = gs->hpool.pickHeroFor(true,i->first,&VLC->townh->towns[gs->scenarioOps->getIthPlayersSettings(i->first).castle])->subID; if(h)
sah.hid2 = gs->hpool.pickHeroFor(false,i->first,&VLC->townh->towns[gs->scenarioOps->getIthPlayersSettings(i->first).castle],sah.hid1)->subID; sah.hid1 = h->subID;
else
sah.hid1 = -1;
h = gs->hpool.pickHeroFor(false,i->first,&VLC->townh->towns[gs->scenarioOps->getIthPlayersSettings(i->first).castle],sah.hid1);
if(h)
sah.hid2 = h->subID;
else
sah.hid2 = -1;
sendAndApply(&sah); sendAndApply(&sah);
} }
if(i->first>=PLAYER_LIMIT) continue; if(i->first>=PLAYER_LIMIT) continue;