1
0
mirror of https://github.com/vcmi/vcmi.git synced 2025-08-13 19:54:17 +02:00

Fix regressions

This commit is contained in:
Ivan Savenko
2023-04-17 23:16:45 +03:00
parent dd227d24c3
commit e8718a46cc
4 changed files with 42 additions and 79 deletions

View File

@@ -515,7 +515,8 @@ void CPlayerInterface::heroInGarrisonChange(const CGTownInstance *town)
if(town->visitingHero) //hero leaves garrison
{
if(town->visitingHero->tempOwner == playerID)
// This method also gets called on hero recruitment -> wandering heroes already contains new hero
if(town->visitingHero->tempOwner == playerID && !vstd::contains(localState->getWanderingHeroes(), town->visitingHero))
localState->addWanderingHero(town->visitingHero);
}
adventureInt->onHeroChanged(nullptr);
@@ -1255,8 +1256,8 @@ void CPlayerInterface::moveHero( const CGHeroInstance *h, const CGPath& path )
setMovementStatus(true);
if (adventureInt)
adventureInt->onHeroWokeUp(h);
if (localState->isHeroSleeping(h))
localState->setHeroAwaken(h);
boost::thread moveHeroTask(std::bind(&CPlayerInterface::doMoveHero,this,h,path));
}

View File

@@ -70,11 +70,6 @@ CAdventureMapInterface::CAdventureMapInterface():
pos.w = GH.screenDimensions().x;
pos.h = GH.screenDimensions().y;
strongInterest = true; // handle all mouse move events to prevent dead mouse move space in fullscreen mode
townList->onSelect = [this](){
const CGTownInstance * selectedTown = LOCPLINT->localState->getOwnedTown(townList->getSelectedIndex());
assert(selectedTown);
LOCPLINT->setSelection(selectedTown);
};
bg = IImage::createFromFile(ADVOPT.mainGraphic);
if(!ADVOPT.worldViewGraphic.empty())
@@ -293,15 +288,10 @@ void CAdventureMapInterface::fsleepWake()
return;
bool newSleep = !LOCPLINT->localState->isHeroSleeping(h);
setHeroSleeping(h, newSleep);
updateSleepWake(h);
if (newSleep)
{
fnextHero();
//moveHero.block(true);
//uncomment to enable original HoMM3 behaviour:
//move button is disabled for hero going to sleep, even though it's enabled when you reselect him
}
updateButtons();
if (newSleep)
fnextHero();
// redraw to update the image of sleep/wake button
panelMain->redraw();
@@ -378,20 +368,24 @@ void CAdventureMapInterface::fendTurn()
endingTurn();
}
void CAdventureMapInterface::updateSleepWake(const CGHeroInstance *h)
void CAdventureMapInterface::updateButtons()
{
sleepWake->block(!h);
if (!h)
return;
bool state = LOCPLINT->localState->isHeroSleeping(h);
sleepWake->setIndex(state ? 1 : 0, true);
sleepWake->assignedKeys.clear();
sleepWake->assignedKeys.insert(state ? SDLK_w : SDLK_z);
}
const auto * hero = LOCPLINT->localState->getCurrentHero();
void CAdventureMapInterface::updateSpellbook(const CGHeroInstance *h)
{
spellbook->block(!h);
sleepWake->block(!hero);
spellbook->block(!hero);
moveHero->block(!hero || !LOCPLINT->localState->hasPath(hero) || hero->movement == 0);
const auto * nextSuitableHero = getNextHero(hero);
nextHero->block(nextSuitableHero == nullptr);
if(hero)
{
bool state = LOCPLINT->localState->isHeroSleeping(hero);
sleepWake->setIndex(state ? 1 : 0, true);
sleepWake->assignedKeys = {state ? SDLK_w : SDLK_z};
sleepWake->redraw();
}
}
const CGHeroInstance * CAdventureMapInterface::getNextHero(const CGHeroInstance * currentHero)
@@ -400,7 +394,7 @@ const CGHeroInstance * CAdventureMapInterface::getNextHero(const CGHeroInstance
const CGHeroInstance * firstSuitable = nullptr;
const CGHeroInstance * nextSuitable = nullptr;
for (auto const * hero : LOCPLINT->localState->getWanderingHeroes())
for(const auto * hero : LOCPLINT->localState->getWanderingHeroes())
{
if (hero == currentHero)
{
@@ -436,23 +430,7 @@ void CAdventureMapInterface::onHeroChanged(const CGHeroInstance *h)
if (h == LOCPLINT->localState->getCurrentHero())
infoBar->showSelection();
const auto * nextSuitableHero = getNextHero(h);
if (nextSuitableHero == nullptr)
{
nextHero->block(true);
return;
}
nextHero->block(false);
if(!LOCPLINT->localState->getCurrentHero())
{
moveHero->block(true);
return;
}
bool hasPath = LOCPLINT->localState->hasPath(h);
moveHero->block(!hasPath || h->movement == 0);
updateButtons();
}
void CAdventureMapInterface::onTownChanged(const CGTownInstance * town)
@@ -526,8 +504,8 @@ void CAdventureMapInterface::showAll(SDL_Surface * to)
{
bg->draw(to, 0, 0);
if(state != EGameState::MAKING_TURN)
return;
// if(state != EGameState::MAKING_TURN)
// return;
heroList->showAll(to);
townList->showAll(to);
@@ -544,18 +522,6 @@ void CAdventureMapInterface::showAll(SDL_Surface * to)
LOCPLINT->cingconsole->show(to);
}
void CAdventureMapInterface::onHeroWokeUp(const CGHeroInstance * hero)
{
if (!LOCPLINT->localState->isHeroSleeping(hero))
return;
sleepWake->clickLeft(true, false);
sleepWake->clickLeft(false, true);
//could've just called
//fsleepWake();
//but no authentic button click/sound ;-)
}
void CAdventureMapInterface::setHeroSleeping(const CGHeroInstance *hero, bool sleep)
{
if (sleep)
@@ -568,8 +534,8 @@ void CAdventureMapInterface::setHeroSleeping(const CGHeroInstance *hero, bool sl
void CAdventureMapInterface::show(SDL_Surface * to)
{
if(state != EGameState::MAKING_TURN)
return;
// if(state != EGameState::MAKING_TURN)
// return;
handleMapScrollingUpdate();
@@ -652,6 +618,8 @@ void CAdventureMapInterface::handleMapScrollingUpdate()
if(scrollDelta.y == 0)
CCS->curh->set(Cursor::Map::POINTER);
}
scrollingCursorSet = scrollDelta != Point(0,0);
}
void CAdventureMapInterface::centerOnTile(int3 on)
@@ -866,10 +834,7 @@ void CAdventureMapInterface::onSelectionChanged(const CArmedInstance *sel, bool
infoBar->showTownSelection(town);
townList->select(town);
heroList->select(nullptr);
updateSleepWake(nullptr);
onHeroChanged(nullptr);
updateSpellbook(nullptr);
}
else //hero selected
{
@@ -880,11 +845,9 @@ void CAdventureMapInterface::onSelectionChanged(const CArmedInstance *sel, bool
townList->select(nullptr);
LOCPLINT->localState->verifyPath(hero);
updateSleepWake(hero);
onHeroChanged(hero);
updateSpellbook(hero);
}
updateButtons();
townList->redraw();
heroList->redraw();
}
@@ -1128,10 +1091,11 @@ void CAdventureMapInterface::onTileLeftClicked(const int3 &mapPos)
void CAdventureMapInterface::onTileHovered(const int3 &mapPos)
{
if(state == EGameState::MAKING_TURN)
if(state != EGameState::MAKING_TURN)
return;
if(!LOCPLINT->localState->getCurrentArmy()) //may occur just at the start of game (fake move before full intiialization)
//may occur just at the start of game (fake move before full intiialization)
if(!LOCPLINT->localState->getCurrentArmy())
return;
if(!LOCPLINT->cb->isVisible(mapPos))

View File

@@ -120,9 +120,9 @@ private:
void adjustActiveness(bool aiTurnStart); //should be called every time at AI/human turn transition; blocks GUI during AI turn
const IShipyard * ourInaccessibleShipyard(const CGObjectInstance *obj) const; //checks if obj is our ashipyard and cursor is 0,0 -> returns shipyard or nullptr else
//button updates
void updateSleepWake(const CGHeroInstance *h);
void updateSpellbook(const CGHeroInstance *h);
// update locked state of buttons
void updateButtons();
void handleMapScrollingUpdate();
@@ -138,6 +138,8 @@ private:
/// exits currently opened world view mode and returns to normal map
void exitWorldView();
void leaveCastingMode(const int3 & castTarget);
void abortCastingMode();
protected:
// CIntObject interface implementation
@@ -165,9 +167,6 @@ public:
/// Called by PlayerInterface when interface should be switched to specified player without starting turn
void onCurrentPlayerChanged(PlayerColor playerID);
/// Called by PlayerInterface when hero is forced to wake up, e.g. on moving sleeping hero
void onHeroWokeUp(const CGHeroInstance * hero);
/// Called by PlayerInterface when specific map tile changed and must be updated on minimap
void onMapTilesChanged( boost::optional<std::unordered_set<int3> > positions);
@@ -206,9 +205,8 @@ public:
/// called by MapView whenever tile is clicked
void onTileRightClicked(const int3 & mapPos);
/// called by spell window when spell to cast has been selected
void enterCastingMode(const CSpell * sp);
void leaveCastingMode(const int3 & castTarget);
void abortCastingMode();
/// returns area of screen covered by terrain (main game area)
Rect terrainAreaPixels() const;

View File

@@ -294,7 +294,7 @@ void CTownList::CTownItem::update()
void CTownList::CTownItem::select(bool on)
{
if (on && LOCPLINT->localState->getCurrentTown() != town)
LOCPLINT->localState->setSelection(town);
LOCPLINT->setSelection(town, true);
}
void CTownList::CTownItem::open()