mirror of
https://github.com/vcmi/vcmi.git
synced 2024-12-24 22:14:36 +02:00
* mostly done Events objects handling
* some moving hero code improvements * fixed Blacksmith * minor changes
This commit is contained in:
parent
408411d8c3
commit
c8b6858716
@ -414,100 +414,95 @@ void CTerrainRect::clickLeft(tribool down)
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int3 mp = whichTileIsIt();
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if ((mp.x<0) || (mp.y<0))
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return;
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std::vector < const CGObjectInstance * > objs;
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if (LOCPLINT->adventureInt->selection->ID != HEROI_TYPE)
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std::vector < const CGObjectInstance * > bobjs = LOCPLINT->cb->getBlockingObjs(mp), //blocking objects at tile
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vobjs = LOCPLINT->cb->getVisitableObjs(mp); //visitable objects
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if (LOCPLINT->adventureInt->selection->ID != HEROI_TYPE) //hero is not selected (presumably town)
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{
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if (currentPath)
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if(currentPath)
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{
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tlog2<<"Warning: Lost path?" << std::endl;
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delete currentPath;
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currentPath = NULL;
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}
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objs = LOCPLINT->cb->getBlockingObjs(mp);
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for(size_t i=0; i < objs.size(); ++i)
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for(size_t i=0; i < bobjs.size(); ++i)
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{
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if(objs[i]->ID == TOWNI_TYPE && objs[i]->tempOwner == LOCPLINT->playerID) //town
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if(bobjs[i]->ID == TOWNI_TYPE && bobjs[i]->getOwner() == LOCPLINT->playerID) //our town clicked
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{
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if(LOCPLINT->adventureInt->selection == (objs[i]))
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{
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LOCPLINT->openTownWindow(static_cast<const CGTownInstance*>(objs[i]));
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}
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if(LOCPLINT->adventureInt->selection == (bobjs[i])) //selected town clicked
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LOCPLINT->openTownWindow(static_cast<const CGTownInstance*>(bobjs[i]));
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else
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LOCPLINT->adventureInt->select(static_cast<const CArmedInstance*>(bobjs[i]));
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return;
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}
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else if(bobjs[i]->ID == HEROI_TYPE && bobjs[i]->tempOwner == LOCPLINT->playerID) //hero clicked - select him
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{
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LOCPLINT->adventureInt->select(static_cast<const CArmedInstance*>(bobjs[i]));
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return;
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}
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}
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}
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else //hero is selected
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{
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bool townEntrance = false; //town entrance tile has been clicked?
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const CGHeroInstance * currentHero = static_cast<const CGHeroInstance*>(LOCPLINT->adventureInt->selection);
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for(size_t i=0; i < vobjs.size(); ++i)
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{
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if(vobjs[i]->ID == TOWNI_TYPE)
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townEntrance = true;
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}
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if(!townEntrance) //not entrance - select town or open hero window
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{
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for(size_t i=0; i < bobjs.size(); ++i)
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{
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if(bobjs[i]->ID == TOWNI_TYPE && bobjs[i]->tempOwner == LOCPLINT->playerID) //town - switch selection to it
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{
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LOCPLINT->adventureInt->select(static_cast<const CArmedInstance*>(objs[i]));
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LOCPLINT->adventureInt->select(static_cast<const CArmedInstance*>(bobjs[i]));
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return;
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}
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else if(bobjs[i]->ID == HEROI_TYPE //it's a hero
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&& bobjs[i]->tempOwner == LOCPLINT->playerID //our hero (is this condition needed?)
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&& currentHero == (bobjs[i]) ) //and selected one
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{
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LOCPLINT->openHeroWindow(currentHero);
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return;
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}
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}
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else if(objs[i]->ID == HEROI_TYPE && objs[i]->tempOwner == LOCPLINT->playerID)
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{
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LOCPLINT->adventureInt->select(static_cast<const CArmedInstance*>(objs[i]));
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return;
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}
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}
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return;
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}
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else
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{
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objs = LOCPLINT->cb->getVisitableObjs(mp);
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for(size_t i=0; i < objs.size(); ++i)
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//still here? we need to move hero if we clicked end of already selected path or calculate a new path otherwise
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if (currentPath)
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{
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if(objs[i]->ID == TOWNI_TYPE)
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goto endchkpt;
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}
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objs = LOCPLINT->cb->getBlockingObjs(mp);
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for(size_t i=0; i < objs.size(); ++i)
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{
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if(objs[i]->ID == TOWNI_TYPE && objs[i]->tempOwner == LOCPLINT->playerID) //town
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if (currentPath->endPos() == mp) //we'll be moving
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{
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LOCPLINT->adventureInt->select(static_cast<const CArmedInstance*>(objs[i]));
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return;
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LOCPLINT->pim->unlock();
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LOCPLINT->moveHero(currentHero,*currentPath);
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LOCPLINT->pim->lock();
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}
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else if(objs[i]->ID == HEROI_TYPE && objs[i]->tempOwner == LOCPLINT->playerID && LOCPLINT->adventureInt->selection == (objs[i]))
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{
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LOCPLINT->openHeroWindow(static_cast<const CGHeroInstance*>(objs[i]));
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return;
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}
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}
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}
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endchkpt:
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bool mres =true;
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if (currentPath)
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{
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if ( (currentPath->endPos()) == mp)
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{ //move
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CPath sended(*currentPath); //temporary path - engine will operate on it
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LOCPLINT->pim->unlock();
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mres = LOCPLINT->moveHero(static_cast<const CGHeroInstance*>(LOCPLINT->adventureInt->selection),&sended);
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LOCPLINT->pim->lock();
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if(mres)
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else //remove an old path
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{
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delete currentPath;
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currentPath = NULL;
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currentPath=NULL;
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LOCPLINT->adventureInt->heroList.items[LOCPLINT->adventureInt->heroList.getPosOfHero(LOCPLINT->adventureInt->selection)].second = NULL;
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}
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}
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else
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{
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delete currentPath;
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currentPath=NULL;
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LOCPLINT->adventureInt->heroList.items[LOCPLINT->adventureInt->heroList.getPosOfHero(LOCPLINT->adventureInt->selection)].second = NULL;
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}
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}
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const CGHeroInstance * currentHero = (LOCPLINT->adventureInt->heroList.items.size())?(LOCPLINT->adventureInt->heroList.items[LOCPLINT->adventureInt->heroList.selected].first):(NULL);
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if(currentHero)
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{
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int3 bufpos = currentHero->getPosition(false);
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if (mres)
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else //remove old path and find a new one
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{
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int3 bufpos = currentHero->getPosition(false);
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CPath *& pathForCurhero = LOCPLINT->adventureInt->heroList.items[LOCPLINT->adventureInt->heroList.selected].second;
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if(pathForCurhero)
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delete pathForCurhero;
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currentPath = pathForCurhero = LOCPLINT->cb->getPath(bufpos, mp, currentHero);;
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}
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return;
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}
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} //end of hero is selected "case"
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}
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void CTerrainRect::clickRight(tribool down)
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{
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@ -1318,9 +1313,9 @@ void CAdvMapInt::fmoveHero()
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return;
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if (!terrain.currentPath)
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return;
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CPath sended(*(terrain.currentPath)); //temporary path - engine will operate on it
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LOCPLINT->pim->unlock();
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LOCPLINT->moveHero(static_cast<const CGHeroInstance*>(LOCPLINT->adventureInt->selection),&sended);
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LOCPLINT->moveHero(static_cast<const CGHeroInstance*>(LOCPLINT->adventureInt->selection),*terrain.currentPath);
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LOCPLINT->pim->lock();
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}
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void CAdvMapInt::fshowSpellbok()
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@ -25,7 +25,6 @@
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#ifdef max
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#undef max
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#endif
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extern CSharedCond<std::set<CPack*> > mess;
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/*
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* CCallback.cpp, part of VCMI engine
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@ -67,21 +66,6 @@ bool CCallback::moveHero(const CGHeroInstance *h, int3 dst) const
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{
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MoveHero pack(dst,h->id);
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*cl->serv << &pack;
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{//wait till there is server answer
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boost::unique_lock<boost::mutex> lock(*mess.mx);
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while(std::find_if(mess.res->begin(),mess.res->end(),&isType<501>) == mess.res->end())
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mess.cv->wait(lock);
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std::set<CPack*>::iterator itr = std::find_if(mess.res->begin(),mess.res->end(),&isType<501>);
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TryMoveHero *tmh = dynamic_cast<TryMoveHero*>(*itr);
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mess.res->erase(itr);
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if(!tmh->result)
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{
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delete tmh;
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return false;
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}
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delete tmh;
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}
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return true;
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}
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void CCallback::selectionMade(int selection, int asker)
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@ -343,9 +327,6 @@ const CCreatureSet* CCallback::getGarrison(const CGObjectInstance *obj) const
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int CCallback::swapCreatures(const CArmedInstance *s1, const CArmedInstance *s2, int p1, int p2)
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{
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if(s1->tempOwner != player || s2->tempOwner != player)
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return -1;
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ArrangeStacks pack(1,p1,p2,s1->id,s2->id,0);
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*cl->serv << &pack;
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return 0;
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@ -353,20 +334,12 @@ int CCallback::swapCreatures(const CArmedInstance *s1, const CArmedInstance *s2,
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int CCallback::mergeStacks(const CArmedInstance *s1, const CArmedInstance *s2, int p1, int p2)
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{
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if ((s1->tempOwner!= player || s2->tempOwner!=player))
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{
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return -1;
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}
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ArrangeStacks pack(2,p1,p2,s1->id,s2->id,0);
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*cl->serv << &pack;
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return 0;
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}
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int CCallback::splitStack(const CArmedInstance *s1, const CArmedInstance *s2, int p1, int p2, int val)
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{
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if (s1->tempOwner!= player || s2->tempOwner!=player || (!val))
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{
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return -1;
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}
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ArrangeStacks pack(3,p1,p2,s1->id,s2->id,val);
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*cl->serv << &pack;
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return 0;
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@ -581,8 +581,8 @@ void CCastleInterface::buildingClicked(int building)
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bool possible = (LOCPLINT->cb->getResourceAmount(6) >= price);
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if(vstd::contains(hero->artifWorn,ui16(aid+9))) //hero already has machine
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possible = false;
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deactivate();
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(new CBlacksmithDialog(possible,CArtHandler::convertMachineID(aid,false),aid,hero->id))->activate();
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LOCPLINT->pushInt(new CBlacksmithDialog(possible,CArtHandler::convertMachineID(aid,false),aid,hero->id));
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break;
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}
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default:
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@ -898,9 +898,6 @@ void CGameState::init(StartInfo * si, Mapa * map, int Seed)
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if(map->objects[no]->ID==26)
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{
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map->objects[no]->defInfo->handler=NULL;
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map->removeBlockVisTiles(map->objects[no]);
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map->objects[no]->defInfo->blockMap[5] = 255;
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map->addBlockVisTiles(map->objects[no]);
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}
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map->objects[no]->hoverName = VLC->generaltexth->names[map->objects[no]->ID];
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}
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25
CMessage.cpp
25
CMessage.cpp
@ -508,8 +508,11 @@ ComponentResolved::ComponentResolved( SComponent *Comp )
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std::vector<std::string> * brtext = CMessage::breakText(comp->subtitle,11,true,true); //text
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txt = CMessage::drawText(brtext,GEOR13);
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delete brtext;
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comp->pos.w = img->w;
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comp->pos.h = img->h + COMPONENT_TO_SUBTITLE + CMessage::getMaxSizes(txt).second;
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//calculate dimensions
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std::pair<int,int> textSize = CMessage::getMaxSizes(txt);
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comp->pos.w = std::max(textSize.first, img->w); //bigger of: subtitle width and image width
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comp->pos.h = img->h + COMPONENT_TO_SUBTITLE + textSize.second;
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}
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ComponentResolved::~ComponentResolved()
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@ -537,16 +540,18 @@ ComponentsToBlit::ComponentsToBlit(std::vector<SComponent*> & SComps, int maxw,
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comps.resize(1);
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int curw = 0;
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int curr = 0;
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int curr = 0; //current row
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for(size_t i=0;i<SComps.size();i++)
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{
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int toadd = (SComps[i]->getImg()->w + 12 + (_or ? _or->w : 0));
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ComponentResolved *cur = new ComponentResolved(SComps[i]);
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int toadd = (cur->comp->pos.w + 12 + (_or ? _or->w : 0));
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if (curw + toadd > maxw)
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{
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curr++;
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amax(w,curw);
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curw = SComps[i]->getImg()->w;
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curw = cur->comp->pos.w;
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comps.resize(curr+1);
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}
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else
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@ -554,13 +559,13 @@ ComponentsToBlit::ComponentsToBlit(std::vector<SComponent*> & SComps, int maxw,
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curw += toadd;
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}
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comps[curr].push_back(new ComponentResolved(SComps[i]));
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comps[curr].push_back(cur);
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}
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for(size_t i=0;i<comps.size();i++)
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{
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int maxh = 0;
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for(size_t j=0;j<comps.size();j++)
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for(size_t j=0;j<comps[i].size();j++)
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amax(maxh,comps[i][j]->comp->pos.h);
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h += maxh + BETWEEN_COMPS_ROWS;
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}
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@ -575,7 +580,7 @@ void ComponentsToBlit::blitCompsOnSur( SDL_Surface * _or, int inter, int &curh,
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{
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ComponentResolved *cur = (comps)[i][j];
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totalw += cur->comp->pos.w;
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amax(maxh,cur->comp->pos.h);
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amax(maxh,cur->comp->pos.h+BETWEEN_COMPS_ROWS);
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}
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if(_or)
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{
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@ -594,7 +599,7 @@ void ComponentsToBlit::blitCompsOnSur( SDL_Surface * _or, int inter, int &curh,
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//blit img
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int hlp = curh-(cur->comp->pos.h)/2;
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blitAt(cur->img,curw,hlp,ret);
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blitAt(cur->img, curw + (cur->comp->pos.w - cur->comp->getImg()->w)/2, hlp, ret);
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cur->comp->pos.x = curw;
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cur->comp->pos.y = hlp;
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@ -603,7 +608,7 @@ void ComponentsToBlit::blitCompsOnSur( SDL_Surface * _or, int inter, int &curh,
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CMessage::blitTextOnSur(cur->txt, hlp, ret, cur->comp->pos.x + cur->comp->pos.w/2 );
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//if there is subsequent component blit "or"
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curw += cur->img->w;
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curw += cur->comp->pos.w;
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if(j<((comps)[i].size()-1))
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{
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if(_or)
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@ -59,12 +59,15 @@
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using namespace boost::assign;
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using namespace CSDL_Ext;
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extern TTF_Font * GEOR16;
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CPlayerInterface * LOCPLINT;
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extern std::queue<SDL_Event*> events;
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extern boost::mutex eventsM;
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void processCommand(const std::string &message, CClient *&client);
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extern TTF_Font * GEOR16;
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extern std::queue<SDL_Event*> events;
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extern boost::mutex eventsM;
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CPlayerInterface * LOCPLINT;
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enum EMoveState {STOP_MOVE, WAITING_MOVE, CONTINUE_MOVE, DURING_MOVE};
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CondSh<EMoveState> stillMoveHero; //used during hero movement
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struct OCM_HLP_CGIN
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{
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@ -465,7 +468,7 @@ void CGarrisonInt::createSlots()
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new CGarrisonSlot(this, pos.x + (i->first*(58+interx)), pos.y + 64 + intery,i->first,1,
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&CGI->creh->creatures[i->second.first],i->second.second);
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}
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for(int i=0; i<sup->size(); i++)
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for(int i=0; i<sdown->size(); i++)
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if((*sdown)[i] == NULL)
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(*sdown)[i] = new CGarrisonSlot(this, pos.x + (i*(58+interx)), pos.y + 64 + intery,i,1, NULL, 0);
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}
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@ -680,8 +683,21 @@ void SComponent::init(Etype Type, int Subtype, int Val)
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subtitle = CGI->arth->artifacts[Subtype].Name();
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break;
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case primskill:
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description = CGI->generaltexth->arraytxt[2+Subtype];
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oss << ((Val>0)?("+"):("-")) << Val << " " << CGI->generaltexth->primarySkillNames[Subtype];
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oss << ((Val>0)?("+"):("-")) << Val << " ";
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if(Subtype < 4)
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{
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description = CGI->generaltexth->arraytxt[2+Subtype];
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oss << CGI->generaltexth->primarySkillNames[Subtype];
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}
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else if(Subtype == 5) //spell points
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{
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description = CGI->generaltexth->allTexts[149];
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oss << CGI->generaltexth->allTexts[387];
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}
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else
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{
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tlog1 << "Wrong subtype=" << Subtype << std::endl;
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}
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subtitle = oss.str();
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break;
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case secskill44: case secskill:
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@ -697,6 +713,9 @@ void SComponent::init(Etype Type, int Subtype, int Val)
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description = CGI->spellh->spells[Subtype].descriptions[Val];
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subtitle = CGI->spellh->spells[Subtype].name;
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break;
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case creature:
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subtitle = boost::lexical_cast<std::string>(Val) + " " + CGI->creh->creatures[Subtype].*(val != 1 ? &CCreature::namePl : &CCreature::nameSing);
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break;
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case experience:
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description = CGI->generaltexth->allTexts[241];
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oss << Val ;
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@ -774,12 +793,15 @@ SDL_Surface * SComponent::getImg()
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case spell:
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return graphics->spellscr->ourImages[subtype].bitmap;
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break;
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case creature:
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return graphics->bigImgs[subtype];
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}
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return NULL;
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}
|
||||
void SComponent::clickRight (tribool down)
|
||||
{
|
||||
LOCPLINT->adventureInt->handleRightClick(description,down,this);
|
||||
if(description.size())
|
||||
LOCPLINT->adventureInt->handleRightClick(description,down,this);
|
||||
}
|
||||
void SComponent::activate()
|
||||
{
|
||||
@ -1291,6 +1313,7 @@ void CPlayerInterface::heroMoved(const HeroMoveDetails & details)
|
||||
|
||||
adventureInt->centerOn(details.ho->pos); //actualizing screen pos
|
||||
adventureInt->minimap.draw(screen2);
|
||||
adventureInt->heroList.draw(screen2);
|
||||
|
||||
if(details.style>0 || details.src == details.dst)
|
||||
return;
|
||||
@ -1303,19 +1326,27 @@ void CPlayerInterface::heroMoved(const HeroMoveDetails & details)
|
||||
if(ho->movement > 50)
|
||||
ho->moveDir = getDir(details.src,details.dst);
|
||||
ho->isStanding = true;
|
||||
//adventureInt->heroList.draw();
|
||||
if (adventureInt->terrain.currentPath && ho->movement>145) //TODO: better condition on movement - check cost of endtile
|
||||
|
||||
if(ho->movement)
|
||||
{
|
||||
delete adventureInt->terrain.currentPath;
|
||||
adventureInt->terrain.currentPath = NULL;
|
||||
adventureInt->heroList.items[adventureInt->heroList.getPosOfHero(ho)].second = NULL;
|
||||
}
|
||||
stillMoveHero.setn(STOP_MOVE);
|
||||
return;
|
||||
}
|
||||
|
||||
if (adventureInt->terrain.currentPath) //&& hero is moving
|
||||
{
|
||||
adventureInt->terrain.currentPath->nodes.erase(adventureInt->terrain.currentPath->nodes.end()-1);
|
||||
if(!adventureInt->terrain.currentPath->nodes.size())
|
||||
{
|
||||
|
||||
delete adventureInt->terrain.currentPath;
|
||||
adventureInt->terrain.currentPath = NULL;
|
||||
adventureInt->heroList.items[adventureInt->heroList.getPosOfHero(ho)].second = NULL;
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
@ -1767,16 +1798,20 @@ void CPlayerInterface::heroMoved(const HeroMoveDetails & details)
|
||||
switch(ev->type)
|
||||
{
|
||||
case SDL_MOUSEBUTTONDOWN:
|
||||
stillMoveHero = false;
|
||||
stillMoveHero.setn(STOP_MOVE);
|
||||
break;
|
||||
case SDL_KEYDOWN:
|
||||
if(ev->key.keysym.sym < SDLK_F1)
|
||||
stillMoveHero = false;
|
||||
stillMoveHero.setn(STOP_MOVE);
|
||||
break;
|
||||
}
|
||||
delete ev;
|
||||
}
|
||||
}
|
||||
|
||||
if(stillMoveHero.get() == 1)
|
||||
stillMoveHero.setn(DURING_MOVE);
|
||||
|
||||
}
|
||||
void CPlayerInterface::heroKilled(const CGHeroInstance* hero)
|
||||
{
|
||||
@ -2145,11 +2180,10 @@ void CPlayerInterface::buildChanged(const CGTownInstance *town, int buildingID,
|
||||
|
||||
void CPlayerInterface::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
|
||||
{
|
||||
boost::unique_lock<boost::recursive_mutex> un(*pim);
|
||||
|
||||
while(showingDialog->get())
|
||||
SDL_Delay(20);
|
||||
|
||||
boost::unique_lock<boost::recursive_mutex> un(*pim);
|
||||
battleInt = new CBattleInterface(army1, army2, hero1, hero2, genRect(600, 800, (conf.cc.resx - 800)/2, (conf.cc.resy - 600)/2));
|
||||
pushInt(battleInt);
|
||||
}
|
||||
@ -2370,7 +2404,16 @@ void CPlayerInterface::showInfoDialog(const std::string &text, const std::vector
|
||||
|
||||
void CPlayerInterface::showInfoDialog(const std::string &text, const std::vector<SComponent*> & components)
|
||||
{
|
||||
{
|
||||
boost::unique_lock<boost::mutex> un(showingDialog->mx);
|
||||
while(showingDialog->data)
|
||||
showingDialog->cond.wait(un);
|
||||
}
|
||||
|
||||
boost::unique_lock<boost::recursive_mutex> un(*pim);
|
||||
|
||||
if(stillMoveHero.get() == DURING_MOVE)//if we are in the middle of hero movement
|
||||
stillMoveHero.setn(STOP_MOVE); //after showing dialog movement will be stopped
|
||||
|
||||
std::vector<std::pair<std::string,CFunctionList<void()> > > pom;
|
||||
pom.push_back(std::pair<std::string,CFunctionList<void()> >("IOKAY.DEF",0));
|
||||
@ -2480,9 +2523,9 @@ void CPlayerInterface::availableCreaturesChanged( const CGTownInstance *town )
|
||||
boost::unique_lock<boost::recursive_mutex> un(*pim);
|
||||
if(castleInt)
|
||||
{
|
||||
//CFortScreen *fs = dynamic_cast<CFortScreen*>();
|
||||
//if(fs)
|
||||
// fs->draw(castleInt,false);
|
||||
CFortScreen *fs = dynamic_cast<CFortScreen*>(listInt.front());
|
||||
if(fs)
|
||||
fs->draw(castleInt,false);
|
||||
}
|
||||
}
|
||||
|
||||
@ -2523,26 +2566,26 @@ void CPlayerInterface::redrawHeroWin(const CGHeroInstance * hero)
|
||||
adventureInt->infoBar.draw(screen);
|
||||
}
|
||||
|
||||
bool CPlayerInterface::moveHero( const CGHeroInstance *h, CPath * path )
|
||||
bool CPlayerInterface::moveHero( const CGHeroInstance *h, CPath path )
|
||||
{
|
||||
if (!h || !path)
|
||||
if (!h)
|
||||
return false; //can't find hero
|
||||
|
||||
bool result = false;
|
||||
path->convert(0);
|
||||
stillMoveHero = true;
|
||||
path.convert(0);
|
||||
boost::unique_lock<boost::mutex> un(stillMoveHero.mx);
|
||||
stillMoveHero.data = CONTINUE_MOVE;
|
||||
|
||||
for(int i=path->nodes.size()-1; i>0; i--)
|
||||
for(int i=path.nodes.size()-1; i>0 && stillMoveHero.data == CONTINUE_MOVE; i--)
|
||||
{
|
||||
{
|
||||
boost::unique_lock<boost::recursive_mutex> un(*pim);
|
||||
if(!stillMoveHero)
|
||||
return result;
|
||||
}
|
||||
int3 endpos(path->nodes[i-1].coord.x, path->nodes[i-1].coord.y, h->pos.z);
|
||||
result = cb->moveHero(h,endpos);
|
||||
stillMoveHero.data = WAITING_MOVE;
|
||||
|
||||
int3 endpos(path.nodes[i-1].coord.x, path.nodes[i-1].coord.y, h->pos.z);
|
||||
cb->moveHero(h,endpos);
|
||||
while(stillMoveHero.data != STOP_MOVE && stillMoveHero.data != CONTINUE_MOVE)
|
||||
stillMoveHero.cond.wait(un);
|
||||
}
|
||||
stillMoveHero = false;
|
||||
//stillMoveHero = false;
|
||||
return result;
|
||||
}
|
||||
|
||||
@ -2553,6 +2596,19 @@ bool CPlayerInterface::shiftPressed() const
|
||||
|
||||
void CPlayerInterface::showGarrisonDialog( const CArmedInstance *up, const CGHeroInstance *down, boost::function<void()> &onEnd )
|
||||
{
|
||||
{
|
||||
boost::unique_lock<boost::mutex> un(showingDialog->mx);
|
||||
while(showingDialog->data)
|
||||
showingDialog->cond.wait(un);
|
||||
}
|
||||
|
||||
boost::unique_lock<boost::recursive_mutex> un(*pim);
|
||||
while(dialogs.size())
|
||||
{
|
||||
pim->unlock();
|
||||
SDL_Delay(20);
|
||||
pim->lock();
|
||||
}
|
||||
CGarrisonWindow *cgw = new CGarrisonWindow(up,down);
|
||||
cgw->quit->callback += onEnd;
|
||||
pushInt(cgw);
|
||||
@ -2621,6 +2677,12 @@ void CPlayerInterface::totalRedraw()
|
||||
objsToBlit.back()->showAll(screen);
|
||||
}
|
||||
|
||||
void CPlayerInterface::requestRealized( PackageApplied *pa )
|
||||
{
|
||||
if(stillMoveHero.get() == DURING_MOVE)
|
||||
stillMoveHero.setn(CONTINUE_MOVE);
|
||||
}
|
||||
|
||||
CStatusBar::CStatusBar(int x, int y, std::string name, int maxw)
|
||||
{
|
||||
bg=BitmapHandler::loadBitmap(name);
|
||||
|
@ -559,7 +559,6 @@ public:
|
||||
|
||||
CCallback * cb; //to communicate with engine
|
||||
const BattleAction *curAction; //during the battle - action currently performed by active stack (or NULL)
|
||||
bool stillMoveHero; //during hero movement - setting this flag to false will stop movement
|
||||
|
||||
std::list<CInfoWindow *> dialogs; //queue of dialogs awaiting to be shown (not currently shown!)
|
||||
std::list<IShowActivable *> listInt; //list of interfaces - front=foreground; back = background (includes adventure map, window interfaces, all kind of active dialogs, and so on)
|
||||
@ -603,6 +602,7 @@ public:
|
||||
void yourTurn();
|
||||
void availableCreaturesChanged(const CGTownInstance *town);
|
||||
void heroBonusChanged(const CGHeroInstance *hero, const HeroBonus &bonus, bool gain);//if gain hero received bonus, else he lost it
|
||||
void requestRealized(PackageApplied *pa);
|
||||
void serialize(COSer<CSaveFile> &h, const int version); //saving
|
||||
void serialize(CISer<CLoadFile> &h, const int version); //loading
|
||||
|
||||
@ -638,7 +638,7 @@ public:
|
||||
int3 repairScreenPos(int3 pos); //returns position closest to pos we can center screen on
|
||||
void showInfoDialog(const std::string &text, const std::vector<SComponent*> & components);
|
||||
void showYesNoDialog(const std::string &text, const std::vector<SComponent*> & components, CFunctionList<void()> onYes, CFunctionList<void()> onNo, bool DelComps); //deactivateCur - whether current main interface should be deactivated; delComps - if components will be deleted on window close
|
||||
bool moveHero(const CGHeroInstance *h, CPath * path);
|
||||
bool moveHero(const CGHeroInstance *h, CPath path);
|
||||
|
||||
CPlayerInterface(int Player, int serial);//c-tor
|
||||
~CPlayerInterface();//d-tor
|
||||
|
@ -32,8 +32,6 @@
|
||||
*
|
||||
*/
|
||||
|
||||
CSharedCond<std::set<CPack*> > mess(new std::set<CPack*>);
|
||||
|
||||
void SetResources::applyCl( CClient *cl )
|
||||
{
|
||||
cl->playerint[player]->receivedResource(-1,-1);
|
||||
@ -168,15 +166,6 @@ void TryMoveHero::applyCl( CClient *cl )
|
||||
i->second->heroMoved(hmd);
|
||||
}
|
||||
}
|
||||
|
||||
//add info for callback
|
||||
if(result<2)
|
||||
{
|
||||
mess.mx->lock();
|
||||
mess.res->insert(new TryMoveHero(*this));
|
||||
mess.mx->unlock();
|
||||
mess.cv->notify_all();
|
||||
}
|
||||
}
|
||||
|
||||
void SetGarrisons::applyCl( CClient *cl )
|
||||
|
@ -670,8 +670,12 @@ std::vector<std::pair<int,std::string> > CGHeroInstance::getCurrentMoraleModifie
|
||||
|
||||
//various morale bonuses (from buildings, artifacts, etc)
|
||||
for(std::list<HeroBonus>::const_iterator i=bonuses.begin(); i != bonuses.end(); i++)
|
||||
{
|
||||
if(i->type == HeroBonus::MORALE || i->type == HeroBonus::MORALE_AND_LUCK)
|
||||
{
|
||||
ret.push_back(std::make_pair(i->val, i->description));
|
||||
}
|
||||
}
|
||||
|
||||
//leadership
|
||||
if(getSecSkillLevel(6))
|
||||
@ -2223,22 +2227,257 @@ void CGEvent::onHeroVisit( const CGHeroInstance * h ) const
|
||||
activated(h);
|
||||
}
|
||||
|
||||
void CGEvent::endBattle( BattleResult *result ) const
|
||||
void CGEvent::endBattle( const CGHeroInstance *h, BattleResult *result ) const
|
||||
{
|
||||
if(result->winner)
|
||||
return;
|
||||
//give
|
||||
|
||||
giveContents(h,true);
|
||||
}
|
||||
|
||||
void CGEvent::activated( const CGHeroInstance * h ) const
|
||||
{
|
||||
if(army)
|
||||
{
|
||||
InfoWindow iw;
|
||||
iw.player = h->tempOwner;
|
||||
iw.text << message;
|
||||
cb->showInfoDialog(&iw);
|
||||
cb->startBattleI(h->id,army,pos,boost::bind(&CGEvent::endBattle,this,h,_1));
|
||||
}
|
||||
else
|
||||
{
|
||||
giveContents(h,false);
|
||||
}
|
||||
}
|
||||
|
||||
void CGEvent::giveContents( const CGHeroInstance *h, bool afterBattle ) const
|
||||
{
|
||||
InfoWindow iw;
|
||||
iw.player = h->tempOwner;
|
||||
iw.text << message;
|
||||
cb->showInfoDialog(&iw);
|
||||
if(guarders)
|
||||
cb->startBattleI(h->id,guarders,pos,boost::bind(&CGEvent::endBattle,this,_1));
|
||||
cb->removeObject(id);
|
||||
iw.player = h->getOwner();
|
||||
|
||||
bool changesPrimSkill = false;
|
||||
for (int i = 0; i < primskills.size(); i++)
|
||||
{
|
||||
if(primskills[i])
|
||||
{
|
||||
changesPrimSkill = true;
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
if(gainedExp || changesPrimSkill || abilities.size())
|
||||
{
|
||||
getText(iw,afterBattle,175,h);
|
||||
|
||||
if(gainedExp)
|
||||
iw.components.push_back(Component(Component::EXPERIENCE,0,gainedExp,0));
|
||||
for(int i=0; i<primskills.size(); i++)
|
||||
if(primskills[i])
|
||||
iw.components.push_back(Component(Component::PRIM_SKILL,i,primskills[i],0));
|
||||
|
||||
for(int i=0; i<abilities.size(); i++)
|
||||
iw.components.push_back(Component(Component::SEC_SKILL,abilities[i],abilityLevels[i],0));
|
||||
|
||||
cb->showInfoDialog(&iw);
|
||||
|
||||
//give exp
|
||||
if(gainedExp)
|
||||
cb->changePrimSkill(h->id,5,gainedExp,false);
|
||||
//give prim skills
|
||||
for(int i=0; i<primskills.size(); i++)
|
||||
if(primskills[i])
|
||||
cb->changePrimSkill(h->id,i,primskills[i],false);
|
||||
|
||||
//give sec skills
|
||||
for(int i=0; i<abilities.size(); i++)
|
||||
{
|
||||
int curLev = h->getSecSkillLevel(abilities[i]);
|
||||
|
||||
if(curLev && curLev < abilityLevels[i]
|
||||
|| h->secSkills.size() < SKILL_PER_HERO )
|
||||
{
|
||||
cb->changeSecSkill(h->id,abilities[i],abilityLevels[i],true);
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
if(manaDiff)
|
||||
{
|
||||
getText(iw,afterBattle,luckDiff,176,177,h);
|
||||
iw.components.push_back(Component(Component::PRIM_SKILL,5,manaDiff,0));
|
||||
cb->showInfoDialog(&iw);
|
||||
cb->setManaPoints(h->id, h->mana + manaDiff);
|
||||
}
|
||||
|
||||
if(moraleDiff)
|
||||
{
|
||||
getText(iw,afterBattle,luckDiff,178,179,h);
|
||||
iw.components.push_back(Component(Component::MORALE,0,moraleDiff,0));
|
||||
cb->showInfoDialog(&iw);
|
||||
GiveBonus gb;
|
||||
gb.bonus = HeroBonus(HeroBonus::ONE_BATTLE,HeroBonus::MORALE,HeroBonus::OBJECT,moraleDiff,id,"");
|
||||
gb.hid = h->id;
|
||||
cb->giveHeroBonus(&gb);
|
||||
}
|
||||
|
||||
if(luckDiff)
|
||||
{
|
||||
getText(iw,afterBattle,luckDiff,180,181,h);
|
||||
iw.components.push_back(Component(Component::LUCK,0,luckDiff,0));
|
||||
cb->showInfoDialog(&iw);
|
||||
GiveBonus gb;
|
||||
gb.bonus = HeroBonus(HeroBonus::ONE_BATTLE,HeroBonus::LUCK,HeroBonus::OBJECT,luckDiff,id,"");
|
||||
gb.hid = h->id;
|
||||
cb->giveHeroBonus(&gb);
|
||||
}
|
||||
|
||||
iw.components.clear();
|
||||
iw.text.clear();
|
||||
for(int i=0; i<resources.size(); i++)
|
||||
{
|
||||
if(resources[i] < 0)
|
||||
iw.components.push_back(Component(Component::RESOURCE,i,resources[i],0));
|
||||
}
|
||||
if(iw.components.size())
|
||||
{
|
||||
getText(iw,afterBattle,182,h);
|
||||
cb->showInfoDialog(&iw);
|
||||
}
|
||||
|
||||
iw.components.clear();
|
||||
iw.text.clear();
|
||||
for(int i=0; i<resources.size(); i++)
|
||||
{
|
||||
if(resources[i] > 0)
|
||||
iw.components.push_back(Component(Component::RESOURCE,i,resources[i],0));
|
||||
}
|
||||
if(iw.components.size())
|
||||
{
|
||||
getText(iw,afterBattle,183,h);
|
||||
cb->showInfoDialog(&iw);
|
||||
}
|
||||
|
||||
iw.components.clear();
|
||||
for(int i=0; i<artifacts.size(); i++)
|
||||
{
|
||||
iw.components.push_back(Component(Component::ARTIFACT,artifacts[i],0,0));
|
||||
}
|
||||
if(iw.components.size())
|
||||
{
|
||||
cb->showInfoDialog(&iw);
|
||||
}
|
||||
|
||||
for(int i=0; i<resources.size(); i++)
|
||||
if(resources[i])
|
||||
cb->giveResource(h->getOwner(),i,resources[i]);
|
||||
|
||||
for(int i=0; i<artifacts.size(); i++)
|
||||
cb->giveHeroArtifact(artifacts[i],h->id,-2);
|
||||
|
||||
//show dialog with given creatures
|
||||
iw.components.clear();
|
||||
iw.text.clear();
|
||||
for(std::map<si32,std::pair<ui32,si32> >::const_iterator i = creatures.slots.begin(); i != creatures.slots.end(); i++)
|
||||
{
|
||||
iw.components.push_back(Component(Component::CREATURE,i->second.first,i->second.second,0));
|
||||
}
|
||||
if(iw.components.size())
|
||||
{
|
||||
if(afterBattle)
|
||||
{
|
||||
if(iw.components.front().val == 1)
|
||||
{
|
||||
iw.text.addTxt(MetaString::ADVOB_TXT,185);//A %s joins %s's army.
|
||||
iw.text.replacements.push_back(VLC->creh->creatures[iw.components.front().subtype].nameSing);
|
||||
}
|
||||
else
|
||||
{
|
||||
iw.text.addTxt(MetaString::ADVOB_TXT,186);//%s join %s's army.
|
||||
iw.text.replacements.push_back(VLC->creh->creatures[iw.components.front().subtype].namePl);
|
||||
}
|
||||
iw.text.replacements.push_back(h->name);
|
||||
}
|
||||
else
|
||||
{
|
||||
iw.text << message;
|
||||
afterBattle = true;
|
||||
}
|
||||
cb->showInfoDialog(&iw);
|
||||
}
|
||||
|
||||
//check if creatures can be moved to hero army
|
||||
CCreatureSet heroArmy = h->army;
|
||||
CCreatureSet ourArmy = creatures;
|
||||
while(ourArmy)
|
||||
{
|
||||
int slot = heroArmy.getSlotFor(ourArmy.slots.begin()->second.first);
|
||||
if(slot < 0)
|
||||
break;
|
||||
|
||||
heroArmy.slots[slot].first = ourArmy.slots.begin()->second.first;
|
||||
heroArmy.slots[slot].second += ourArmy.slots.begin()->second.second;
|
||||
ourArmy.slots.erase(ourArmy.slots.begin());
|
||||
}
|
||||
|
||||
if(!ourArmy) //all creatures can be moved to hero army - do that
|
||||
{
|
||||
SetGarrisons sg;
|
||||
sg.garrs[h->id] = heroArmy;
|
||||
cb->sendAndApply(&sg);
|
||||
}
|
||||
else //show garrison window and let player pick creatures
|
||||
{
|
||||
SetGarrisons sg;
|
||||
sg.garrs[id] = creatures;
|
||||
cb->sendAndApply(&sg);
|
||||
|
||||
if(removeAfterVisit)
|
||||
cb->showGarrisonDialog(id,h->id,boost::bind(&IGameCallback::removeObject,cb,id));
|
||||
else
|
||||
cb->showGarrisonDialog(id,h->id,0);
|
||||
return;
|
||||
}
|
||||
|
||||
if(!afterBattle)
|
||||
{
|
||||
iw.text << message;
|
||||
cb->showInfoDialog(&iw);
|
||||
}
|
||||
|
||||
if(removeAfterVisit)
|
||||
cb->removeObject(id);
|
||||
}
|
||||
|
||||
void CGEvent::getText( InfoWindow &iw, bool &afterBattle, int text, const CGHeroInstance * h ) const
|
||||
{
|
||||
if(afterBattle)
|
||||
{
|
||||
iw.text.addTxt(MetaString::ADVOB_TXT,text);//%s has lost treasure.
|
||||
iw.text.replacements.push_back(h->name);
|
||||
}
|
||||
else
|
||||
{
|
||||
iw.text << message;
|
||||
afterBattle = true;
|
||||
}
|
||||
}
|
||||
|
||||
void CGEvent::getText( InfoWindow &iw, bool &afterBattle, int val, int positive, int negative, const CGHeroInstance * h ) const
|
||||
{
|
||||
iw.components.clear();
|
||||
iw.text.clear();
|
||||
if(afterBattle)
|
||||
{
|
||||
iw.text.addTxt(MetaString::ADVOB_TXT,val < 0 ? negative : positive); //%s's luck takes a turn for the worse / %s's luck increases
|
||||
iw.text.replacements.push_back(h->name);
|
||||
}
|
||||
else
|
||||
{
|
||||
iw.text << message;
|
||||
afterBattle = true;
|
||||
}
|
||||
}
|
||||
|
||||
void CGObservatory::onHeroVisit( const CGHeroInstance * h ) const
|
||||
|
@ -41,6 +41,7 @@ class CArtifact;
|
||||
class CGDefInfo;
|
||||
class CSpecObjInfo;
|
||||
struct TerrainTile;
|
||||
struct InfoWindow;
|
||||
|
||||
class DLL_EXPORT CCastleEvent
|
||||
{
|
||||
@ -375,10 +376,9 @@ public:
|
||||
}
|
||||
};
|
||||
|
||||
class DLL_EXPORT CGEvent : public CGObjectInstance //event objects
|
||||
class DLL_EXPORT CGEvent : public CArmedInstance //event objects
|
||||
{
|
||||
public:
|
||||
CCreatureSet guarders;
|
||||
std::string message;
|
||||
ui32 gainedExp;
|
||||
si32 manaDiff; //amount of gained / lost mana
|
||||
@ -394,18 +394,23 @@ public:
|
||||
ui8 availableFor; //players whom this event is available for
|
||||
ui8 computerActivate; //true if computre player can activate this event
|
||||
ui8 humanActivate; //true if human player can activate this event
|
||||
ui8 removeAfterVisit; //true if event is removed after occurring
|
||||
|
||||
template <typename Handler> void serialize(Handler &h, const int version)
|
||||
{
|
||||
h & static_cast<CGObjectInstance&>(*this);
|
||||
h & guarders & message & gainedExp & manaDiff & moraleDiff & luckDiff & resources & primskills
|
||||
h & static_cast<CArmedInstance&>(*this);
|
||||
h & message & gainedExp & manaDiff & moraleDiff & luckDiff & resources & primskills
|
||||
& abilities & abilityLevels & artifacts & spells & creatures & availableFor
|
||||
& computerActivate & humanActivate;
|
||||
}
|
||||
|
||||
void activated(const CGHeroInstance * h) const;
|
||||
void onHeroVisit(const CGHeroInstance * h) const;
|
||||
void endBattle(BattleResult *result) const;
|
||||
void endBattle(const CGHeroInstance *h, BattleResult *result) const;
|
||||
void giveContents(const CGHeroInstance *h, bool afterBattle) const;
|
||||
|
||||
void getText( InfoWindow &iw, bool &afterBattle, int val, int positive, int negative, const CGHeroInstance * h ) const;
|
||||
void getText( InfoWindow &iw, bool &afterBattle, int text, const CGHeroInstance * h ) const;
|
||||
};
|
||||
|
||||
class DLL_EXPORT CGCreature : public CArmedInstance //creatures on map
|
||||
|
@ -101,6 +101,7 @@ struct MetaString : public CPack //2001 helper for object scrips
|
||||
strings.clear();
|
||||
texts.clear();
|
||||
message.clear();
|
||||
replacements.clear();
|
||||
}
|
||||
|
||||
MetaString(){type = 2001;};
|
||||
|
@ -10,6 +10,8 @@
|
||||
#include "../hch/CSpellHandler.h"
|
||||
#include <boost/bind.hpp>
|
||||
#include <boost/foreach.hpp>
|
||||
#include <boost/lexical_cast.hpp>
|
||||
#include <boost/algorithm/string/replace.hpp>
|
||||
#include <boost/thread.hpp>
|
||||
#include <boost/thread/shared_mutex.hpp>
|
||||
|
||||
@ -166,7 +168,22 @@ DLL_EXPORT void GiveBonus::applyGs( CGameState *gs )
|
||||
{
|
||||
CGHeroInstance *h = gs->getHero(hid);
|
||||
h->bonuses.push_back(bonus);
|
||||
h->bonuses.back().description = toString(bdescr);
|
||||
|
||||
|
||||
std::string &descr = h->bonuses.back().description;
|
||||
|
||||
if(!bdescr.texts.size()
|
||||
&& bonus.source == HeroBonus::OBJECT
|
||||
&& (bonus.type == HeroBonus::LUCK || bonus.type == HeroBonus::MORALE || bonus.type == HeroBonus::MORALE_AND_LUCK)
|
||||
&& gs->map->objects[bonus.id]->ID == 26) //it's morale/luck bonus from an event without description
|
||||
{
|
||||
descr = VLC->generaltexth->arraytxt[bonus.val > 0 ? 110 : 109]; //+/-%d Temporary until next battle"
|
||||
boost::replace_first(descr,"%d",boost::lexical_cast<std::string>(std::abs(bonus.val)));
|
||||
}
|
||||
else
|
||||
{
|
||||
descr = toString(bdescr);
|
||||
}
|
||||
}
|
||||
|
||||
DLL_EXPORT void ChangeObjPos::applyGs( CGameState *gs )
|
||||
|
10
map.cpp
10
map.cpp
@ -1325,6 +1325,10 @@ void Mapa::readDefInfo( unsigned char * bufor, int &i)
|
||||
}
|
||||
else
|
||||
vinya->visitDir = 0xff;
|
||||
|
||||
if(vinya->id == 26)
|
||||
std::memset(vinya->blockMap,255,6);
|
||||
|
||||
defy.push_back(vinya); // add this def to the vector
|
||||
}
|
||||
}
|
||||
@ -1366,7 +1370,7 @@ void Mapa::readObjects( unsigned char * bufor, int &i)
|
||||
}
|
||||
if(bufor[i++])
|
||||
{
|
||||
evnt->guarders = readCreatureSet(bufor,i,7,(version>RoE));
|
||||
evnt->army = readCreatureSet(bufor,i,7,(version>RoE));
|
||||
}
|
||||
i+=4;
|
||||
}
|
||||
@ -1415,7 +1419,9 @@ void Mapa::readObjects( unsigned char * bufor, int &i)
|
||||
i+=8;
|
||||
evnt->availableFor = readNormalNr(bufor,i, 1); ++i;
|
||||
evnt->computerActivate = readNormalNr(bufor,i, 1); ++i;
|
||||
evnt->humanActivate = readNormalNr(bufor,i, 1); ++i;
|
||||
evnt->removeAfterVisit = readNormalNr(bufor,i, 1); ++i;
|
||||
evnt->humanActivate = true;
|
||||
|
||||
i+=4;
|
||||
break;
|
||||
}
|
||||
|
@ -409,8 +409,6 @@ askInterfaceForMove:
|
||||
//end battle, remove all info, free memory
|
||||
giveExp(*battleResult.data);
|
||||
sendAndApply(battleResult.data);
|
||||
if(cb)
|
||||
cb(battleResult.data);
|
||||
|
||||
//if one hero has lost we will erase him
|
||||
if(battleResult.data->winner!=0 && hero1)
|
||||
@ -430,6 +428,9 @@ askInterfaceForMove:
|
||||
if(battleResult.data->exp[1] && hero2)
|
||||
changePrimSkill(hero2->id,4,battleResult.data->exp[1]);
|
||||
|
||||
if(cb)
|
||||
cb(battleResult.data);
|
||||
|
||||
delete battleResult.data;
|
||||
|
||||
}
|
||||
|
Loading…
Reference in New Issue
Block a user