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mirror of https://github.com/vcmi/vcmi.git synced 2024-12-24 22:14:36 +02:00

Half-done Altar of Sacrifice. (Sacrificing creatures should work)

This commit is contained in:
Michał W. Urbańczyk 2010-07-20 06:05:45 +00:00
parent 7afc478ff4
commit cedf6d812c
14 changed files with 885 additions and 345 deletions

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@ -520,7 +520,7 @@ void CSlider::moveTo(int to)
void CSlider::clickLeft(tribool down, bool previousState)
{
if(down)
if(down && !slider->blocked)
{
float pw = 0;
float rw = 0;

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@ -71,7 +71,7 @@ CHeroWindow::CHeroWindow(int playerColor):
curHero = NULL;
char bufor[400];
artifs = new CArtifactsOfHero(pos);
artifs = new CArtifactsOfHero(pos.topLeft());
artifs->commonInfo = new CArtifactsOfHero::SCommonPart;
artifs->commonInfo->participants.insert(artifs);

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@ -396,6 +396,13 @@ int3 CPlayerInterface::repairScreenPos(int3 pos)
}
void CPlayerInterface::heroPrimarySkillChanged(const CGHeroInstance * hero, int which, si64 val)
{
if(which == 4)
{
if(CAltarWindow *ctw = dynamic_cast<CAltarWindow *>(GH.topInt()))
{
ctw->setExpToLevel();
}
}
if(which >= PRIMARY_SKILLS) //no need to redraw infowin if this is experience (exp is treated as prim skill with id==4)
return;
boost::unique_lock<boost::recursive_mutex> un(*pim);
@ -415,6 +422,9 @@ void CPlayerInterface::heroMovePointsChanged(const CGHeroInstance * hero)
void CPlayerInterface::receivedResource(int type, int val)
{
boost::unique_lock<boost::recursive_mutex> un(*pim);
if(CMarketplaceWindow *mw = dynamic_cast<CMarketplaceWindow *>(GH.topInt()))
mw->resourceChanged(type, val);
GH.totalRedraw();
}
@ -483,7 +493,7 @@ void CPlayerInterface::garrisonChanged(const CGObjectInstance * obj)
//need to create "Garrison Holder" class thingy
cki->updateAllGarrisons();
}
else if(CMarketplaceWindow *cmw = dynamic_cast<CMarketplaceWindow*>(*i))
else if(CTradeWindow *cmw = dynamic_cast<CTradeWindow*>(*i))
{
if(obj == cmw->hero)
cmw->garrisonChanged();
@ -935,8 +945,7 @@ void CPlayerInterface::heroArtifactSetChanged(const CGHeroInstance*hero)
adventureInt->heroWindow->activate();
return;
}
CExchangeWindow* cew = dynamic_cast<CExchangeWindow*>(GH.topInt());
if(cew) //exchange window is open
if(CExchangeWindow* cew = dynamic_cast<CExchangeWindow*>(GH.topInt())) //exchange window is open
{
cew->deactivate();
for(int g=0; g<ARRAY_COUNT(cew->heroInst); ++g)
@ -951,6 +960,14 @@ void CPlayerInterface::heroArtifactSetChanged(const CGHeroInstance*hero)
cew->prepareBackground();
cew->activate();
}
else if(CTradeWindow *caw = dynamic_cast<CTradeWindow*>(GH.topInt()))
{
caw->deactivate();
caw->arts->updateState = true;
caw->arts->setHero(hero);
caw->arts->updateState = false;
caw->activate();
}
}
void CPlayerInterface::availableCreaturesChanged( const CGDwelling *town )
@ -1987,8 +2004,16 @@ void CPlayerInterface::stopMovement()
void CPlayerInterface::showMarketWindow(const IMarket *market, const CGHeroInstance *visitor)
{
CMarketplaceWindow *cmw = new CMarketplaceWindow(market, visitor, market->availableModes().front());
GH.pushInt(cmw);
if(market->o->ID == 2) //Altar
{
EMarketMode mode = market->availableModes().front();
if(market->allowsTrade(ARTIFACT_EXP) && visitor->getAlignment() != EVIL)
GH.pushInt(new CAltarWindow(market, visitor, ARTIFACT_EXP));
else if(market->allowsTrade(CREATURE_EXP) && visitor->getAlignment() != GOOD)
GH.pushInt(new CAltarWindow(market, visitor, CREATURE_EXP));
}
else
GH.pushInt(new CMarketplaceWindow(market, visitor, market->availableModes().front()));
}
void CPlayerInterface::availableArtifactsChanged(const CGBlackMarket *bm /*= NULL*/)

File diff suppressed because it is too large Load Diff

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@ -579,13 +579,12 @@ public:
void showAll(SDL_Surface * to);
};
class CMarketplaceWindow : public CIntObject
class CTradeWindow : public CIntObject //base for markets and altar of sacrifice
{
bool printButtonFor(EMarketMode M) const;
public:
enum EType
{
RESOURCE, PLAYER, ARTIFACT, CREATURE
RESOURCE, PLAYER, ARTIFACT, CREATURE, CREATURE_PLACEHOLDER,ARTIFACT_PLACEHOLDER
};
class CTradeableItem : public CIntObject
{
@ -594,9 +593,16 @@ public:
int id;
int serial;
bool left;
CFunctionList<void()> callback;
std::string subtitle; //empty if default
void show(SDL_Surface * to);
CFunctionList<void()> callback;
bool downSelection;
void showAllAt(const Point &dstPos, const std::string &customSub, SDL_Surface * to);
void clickRight(tribool down, bool previousState);
void hover (bool on);
void showAll(SDL_Surface * to);
void clickLeft(tribool down, bool previousState);
SDL_Surface *getSurface();
CTradeableItem(EType Type, int ID, bool Left, int Serial);
@ -605,30 +611,96 @@ public:
const IMarket *market;
const CGHeroInstance *hero;
CPicture *bg; //background
std::vector<CTradeableItem*> left, right;
std::vector<std::string> rSubs; //offer caption
CTradeableItem *hLeft, *hRight; //highlighted items (NULL if no highlight)
EType ltype, rtype;
CArtifactsOfHero *arts;
//all indexes: 1 = left, 0 = right
std::vector<CTradeableItem*> items[2];
CTradeableItem *hLeft, *hRight; //highlighted items (NULL if no highlight)
EType itemsType[2];
EMarketMode mode;//0 - res<->res; 1 - res<->plauer; 2 - buy artifact; 3 - sell artifact
int r1, r2; //suggested amounts of traded resources
AdventureMapButton *ok, *max, *deal;
CSlider *slider; //for choosing amount to be exchanged
bool readyToTrade;
CTradeWindow(const IMarket *Market, const CGHeroInstance *Hero, EMarketMode Mode); //c
void showAll(SDL_Surface * to);
void initSubs(bool Left);
void initTypes();
void initItems(bool Left);
std::vector<int> *getItemsIds(bool Left); //NULL if default
void getPositionsFor(std::vector<Rect> &poss, bool Left, EType type) const;
void removeItems(const std::set<CTradeableItem *> &toRemove);
void removeItem(CTradeableItem * t);
void getEmptySlots(std::set<CTradeableItem *> &toRemove);
void setMode(EMarketMode Mode); //mode setter
virtual void getBaseForPositions(EType type, int &dx, int &dy, int &x, int &y, int &h, int &w, bool Right, int &leftToRightOffset) const = 0;
virtual void selectionChanged(bool side) = 0; //true == left
virtual Point selectionOffset(bool Left) const = 0;
virtual std::string selectionSubtitle(bool Left) const = 0;
virtual void garrisonChanged() = 0;
virtual void artifactsChanged(bool left) = 0;
};
class CMarketplaceWindow : public CTradeWindow
{
bool printButtonFor(EMarketMode M) const;
public:
int r1, r2; //suggested amounts of traded resources
void setMax();
void sliderMoved(int to);
void makeDeal();
void selectionChanged(bool side); //true == left
CMarketplaceWindow(const IMarket *Market, const CGHeroInstance *Hero = NULL, EMarketMode Mode = RESOURCE_RESOURCE); //c-tor
~CMarketplaceWindow(); //d-tor
void setMode(EMarketMode Mode); //mode setter
void getPositionsFor(std::vector<Rect> &poss, bool Right, EType type) const;
Point selectionOffset(bool Left) const;
std::string selectionSubtitle(bool Left) const;
void garrisonChanged(); //removes creatures with count 0 from the list (apparently whole stack has been sold)
void artifactsChanged(bool left);
void resourceChanged(int type, int val);
void getBaseForPositions(EType type, int &dx, int &dy, int &x, int &y, int &h, int &w, bool Right, int &leftToRightOffset) const;
};
class CAltarWindow : public CTradeWindow
{
public:
CAltarWindow(const IMarket *Market, const CGHeroInstance *Hero, EMarketMode Mode); //c-tor
void getExpValues();
~CAltarWindow(); //d-tor
std::vector<int> sacrificedUnits, //[slot_nr] -> how many creatures from that slot will be sacrificed
expPerUnit;
AdventureMapButton *sacrificeAll, *sacrificeBackpack;
CLabel *expToLevel, *expOnAltar;
void selectionChanged(bool side); //true == left
void SacrificeAll();
void SacrificeBackpack();
void makeDeal();
void blockTrade();
void sliderMoved(int to);
void getBaseForPositions(EType type, int &dx, int &dy, int &x, int &y, int &h, int &w, bool Right, int &leftToRightOffset) const;
void mimicCres();
Point selectionOffset(bool Left) const;
std::string selectionSubtitle(bool Left) const;
void garrisonChanged();
void artifactsChanged(bool left);
void calcTotalExp();
void setExpToLevel();
void updateRight(CTradeableItem *toUpdate);
};
class CSystemOptionsWindow : public CIntObject
@ -809,12 +881,7 @@ public:
class CArtPlace: public LRClickableAreaWTextComp
{
private:
bool active;
public:
//bool spellBook, warMachine1, warMachine2, warMachine3, warMachine4,
// misc1, misc2, misc3, misc4, misc5, feet, lRing, rRing, torso,
// lHand, rHand, neck, shoulders, head; //my types
ui16 slotID; //0 head 1 shoulders 2 neck 3 right hand 4 left hand 5 torso 6 right ring 7 left ring 8 feet 9 misc. slot 1 10 misc. slot 2 11 misc. slot 3 12 misc. slot 4 13 ballista (war machine 1) 14 ammo cart (war machine 2) 15 first aid tent (war machine 3) 16 catapult 17 spell book 18 misc. slot 5 19+ backpack slots
bool marked;
@ -877,7 +944,7 @@ public:
void setSlotData (CArtPlace* artPlace, int slotID);
void eraseSlotData (CArtPlace* artPlace, int slotID);
CArtifactsOfHero(const SDL_Rect & position); //c-tor
CArtifactsOfHero(const Point& position); //c-tor
~CArtifactsOfHero(); //d-tor
friend class CArtPlace;
@ -1001,38 +1068,6 @@ public:
~CTransformerWindow(); //d-tor
};
class CShopWindow : public CIntObject
{
public:
std::map<ui16, Component> available, chosen, bought;
bool swapItem (ui16 which, bool choose);
virtual void Buy() {};
};
class CArtMerchantWindow : public CShopWindow
{
public:
void activate();
void deactivate();
void show(SDL_Surface * to);
void Buy();
CArtMerchantWindow();
~CArtMerchantWindow();
};
class CUniversityWindow : public CShopWindow
{};
class CAltarWindow : public CShopWindow
{};
class CRefugeeCampWindow : public CShopWindow
{};
class CWarMachineWindow : public CShopWindow
{};
class CFreelancersWindow : public CShopWindow
{};
class CHillFortWindow : public CIntObject //garrison dialog? shop?
{};
class CThievesGuildWindow : public CIntObject
{
const CGObjectInstance * owner;

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@ -3,7 +3,7 @@
clientSettings
{
port=3030;
resolution=1024x768; // format: WxH
resolution=800x600; // format: WxH
bpp=24; // bytes per pixels: 24 or 32
fullscreen=0; //0 - windowed mode, 1 - fullscreen
server=127.0.0.1; //use 127.0.0.1 for localhost

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@ -105,9 +105,9 @@ const int CREEP_SIZE = 4000; // neutral stacks won't grow beyon this number
const int WEEKLY_GROWTH = 10; //percent
const int AVAILABLE_HEROES_PER_PLAYER = 2;
#define BFIELD_WIDTH (17)
#define BFIELD_HEIGHT (11)
#define BFIELD_SIZE ((BFIELD_WIDTH) * (BFIELD_HEIGHT))
const int BFIELD_WIDTH = 17;
const int BFIELD_HEIGHT = 11;
const int BFIELD_SIZE = BFIELD_WIDTH * BFIELD_HEIGHT;
enum EMarketMode
{
@ -116,6 +116,10 @@ enum EMarketMode
MARTKET_AFTER_LAST_PLACEHOLDER
};
enum EAlignment
{
GOOD, EVIL, NEUTRAL
};
//uncomment to make it work
//#define MARK_BLOCKED_POSITIONS
//#define MARK_VISITABLE_POSITIONS

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@ -47,6 +47,11 @@ int CHeroClass::chooseSecSkill(const std::set<int> & possibles) const //picks se
throw std::string("Cannot pick secondary skill!");
}
EAlignment CHeroClass::getAlignment()
{
return (EAlignment)alignment;
}
int CObstacleInfo::getWidth() const
{
int ret = 1;
@ -440,6 +445,7 @@ void CHeroHandler::loadHeroClasses()
for(int ss=0; ss<18; ++ss) //18 classes of hero (including conflux)
{
CHeroClass * hc = new CHeroClass;
hc->alignment = ss / 6;
char name[BUFFER_SIZE+1];
str.get(name, BUFFER_SIZE, '\t');

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@ -54,6 +54,7 @@ public:
class DLL_EXPORT CHeroClass
{
public:
ui8 alignment;
ui32 skillLimit; //how many secondary skills can hero learn
std::string name;
float aggression;
@ -70,8 +71,9 @@ public:
template <typename Handler> void serialize(Handler &h, const int version)
{
h & skillLimit & name & aggression & initialAttack & initialDefence & initialPower & initialKnowledge & primChance
& proSec & selectionProbability & terrCosts;
& proSec & selectionProbability & terrCosts & alignment;
}
EAlignment getAlignment();
};
struct DLL_EXPORT CObstacleInfo

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@ -1516,6 +1516,11 @@ void CGHeroInstance::getBonuses(BonusList &out, const CSelector &selector, const
}
}
EAlignment CGHeroInstance::getAlignment() const
{
return type->heroClass->getAlignment();
}
void CGDwelling::initObj()
{
switch(ID)
@ -2239,6 +2244,7 @@ bool CGTownInstance::allowsTrade(EMarketMode mode) const
case RESOURCE_PLAYER:
return vstd::contains(builtBuildings, 14); // marketplace
case ARTIFACT_RESOURCE:
case RESOURCE_ARTIFACT:
return (subID == 2 || subID == 5 || subID == 8) && vstd::contains(builtBuildings, 17);//artifact merchants
case CREATURE_RESOURCE:
return subID == 6 && vstd::contains(builtBuildings, 21); //Freelancer's guild
@ -6488,6 +6494,13 @@ bool IMarket::getOffer(int id1, int id2, int &val1, int &val2, EMarketMode mode)
}
break;
case CREATURE_EXP:
{
val1 = 1;
val2 = (VLC->creh->creatures[id1]->AIValue / 40) * 5;
}
break;
default:
assert(0);
return false;

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@ -337,7 +337,8 @@ public:
void getOutOffsets(std::vector<int3> &offsets) const; //offsets to obj pos when we boat can be placed
//////////////////////////////////////////////////////////////////////////
EAlignment getAlignment() const;
const std::string &getBiography() const;
bool needsLastStack()const;
unsigned int getTileCost(const TerrainTile &dest, const TerrainTile &from) const; //move cost - applying pathfinding skill, road and terrain modifiers. NOT includes diagonal move penalty, last move levelling

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@ -4866,5 +4866,33 @@ bool CGameHandler::tryAttackingGuard(const int3 &guardPos, const CGHeroInstance
const TerrainTile &guardTile = gs->map->terrain[guardPos.x][guardPos.y][guardPos.z];
objectVisited(guardTile.visitableObjects.back(), h);
visitObjectAfterVictory = true;
return true;
}
bool CGameHandler::sacrificeCreatures(const IMarket *market, const CGHeroInstance *hero, TSlot slot, ui32 count)
{
int oldCount = hero->getAmount(slot);
int newCount = oldCount - count;
if(oldCount < count)
COMPLAIN_RET("Not enough creatures to sacrifice!")
else if(oldCount == count && hero->Slots().size() == 1 && hero->needsLastStack())
COMPLAIN_RET("Cannot sacrifice last creature!");
int crid = hero->getStack(slot).type->idNumber;
SetGarrisons sg;
sg.garrs[hero->id] = hero->getArmy();
if(newCount)
sg.garrs[hero->id].setStackCount(slot, newCount);
else
sg.garrs[hero->id].eraseStack(slot);
sendAndApply(&sg);
int dump, exp;
market->getOffer(crid, 0, dump, exp, CREATURE_EXP);
exp *= count;
changePrimSkill (hero->id, 4, exp);
return true;
}

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@ -171,6 +171,7 @@ public:
bool buildBoat( ui32 objid );
bool setFormation( si32 hid, ui8 formation );
bool tradeResources(const IMarket *market, ui32 val, ui8 player, ui32 id1, ui32 id2);
bool sacrificeCreatures(const IMarket *market, const CGHeroInstance *hero, TSlot slot, ui32 count);
bool sendResources(ui32 val, ui8 player, ui32 r1, ui32 r2);
bool sellCreatures(ui32 count, const IMarket *market, const CGHeroInstance * hero, ui32 slot, ui32 resourceID);
bool transformInUndead(const IMarket *market, const CGHeroInstance * hero, ui32 slot);

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@ -158,6 +158,8 @@ bool TradeOnMarketplace::applyGh( CGameHandler *gh )
return gh->buyArtifact(m, hero, r1, r2);
case CREATURE_UNDEAD:
return gh->transformInUndead(m, hero, r1);
case CREATURE_EXP:
return gh->sacrificeCreatures(m, hero, r1, val);
default:
COMPLAIN_AND_RETURN("Unknown exchange mode!");
}