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https://github.com/vcmi/vcmi.git
synced 2025-08-13 19:54:17 +02:00
Fix regressions
This commit is contained in:
@@ -515,7 +515,8 @@ void CPlayerInterface::heroInGarrisonChange(const CGTownInstance *town)
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if(town->visitingHero) //hero leaves garrison
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{
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if(town->visitingHero->tempOwner == playerID)
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// This method also gets called on hero recruitment -> wandering heroes already contains new hero
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if(town->visitingHero->tempOwner == playerID && !vstd::contains(localState->getWanderingHeroes(), town->visitingHero))
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localState->addWanderingHero(town->visitingHero);
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}
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adventureInt->onHeroChanged(nullptr);
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@@ -1255,8 +1256,8 @@ void CPlayerInterface::moveHero( const CGHeroInstance *h, const CGPath& path )
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setMovementStatus(true);
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if (adventureInt)
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adventureInt->onHeroWokeUp(h);
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if (localState->isHeroSleeping(h))
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localState->setHeroAwaken(h);
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boost::thread moveHeroTask(std::bind(&CPlayerInterface::doMoveHero,this,h,path));
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}
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@@ -70,11 +70,6 @@ CAdventureMapInterface::CAdventureMapInterface():
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pos.w = GH.screenDimensions().x;
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pos.h = GH.screenDimensions().y;
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strongInterest = true; // handle all mouse move events to prevent dead mouse move space in fullscreen mode
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townList->onSelect = [this](){
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const CGTownInstance * selectedTown = LOCPLINT->localState->getOwnedTown(townList->getSelectedIndex());
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assert(selectedTown);
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LOCPLINT->setSelection(selectedTown);
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};
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bg = IImage::createFromFile(ADVOPT.mainGraphic);
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if(!ADVOPT.worldViewGraphic.empty())
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@@ -293,15 +288,10 @@ void CAdventureMapInterface::fsleepWake()
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return;
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bool newSleep = !LOCPLINT->localState->isHeroSleeping(h);
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setHeroSleeping(h, newSleep);
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updateSleepWake(h);
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if (newSleep)
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{
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fnextHero();
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//moveHero.block(true);
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//uncomment to enable original HoMM3 behaviour:
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//move button is disabled for hero going to sleep, even though it's enabled when you reselect him
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}
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updateButtons();
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if (newSleep)
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fnextHero();
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// redraw to update the image of sleep/wake button
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panelMain->redraw();
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@@ -378,20 +368,24 @@ void CAdventureMapInterface::fendTurn()
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endingTurn();
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}
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void CAdventureMapInterface::updateSleepWake(const CGHeroInstance *h)
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void CAdventureMapInterface::updateButtons()
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{
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sleepWake->block(!h);
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if (!h)
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return;
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bool state = LOCPLINT->localState->isHeroSleeping(h);
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sleepWake->setIndex(state ? 1 : 0, true);
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sleepWake->assignedKeys.clear();
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sleepWake->assignedKeys.insert(state ? SDLK_w : SDLK_z);
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}
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const auto * hero = LOCPLINT->localState->getCurrentHero();
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void CAdventureMapInterface::updateSpellbook(const CGHeroInstance *h)
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{
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spellbook->block(!h);
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sleepWake->block(!hero);
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spellbook->block(!hero);
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moveHero->block(!hero || !LOCPLINT->localState->hasPath(hero) || hero->movement == 0);
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const auto * nextSuitableHero = getNextHero(hero);
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nextHero->block(nextSuitableHero == nullptr);
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if(hero)
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{
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bool state = LOCPLINT->localState->isHeroSleeping(hero);
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sleepWake->setIndex(state ? 1 : 0, true);
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sleepWake->assignedKeys = {state ? SDLK_w : SDLK_z};
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sleepWake->redraw();
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}
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}
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const CGHeroInstance * CAdventureMapInterface::getNextHero(const CGHeroInstance * currentHero)
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@@ -400,7 +394,7 @@ const CGHeroInstance * CAdventureMapInterface::getNextHero(const CGHeroInstance
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const CGHeroInstance * firstSuitable = nullptr;
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const CGHeroInstance * nextSuitable = nullptr;
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for (auto const * hero : LOCPLINT->localState->getWanderingHeroes())
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for(const auto * hero : LOCPLINT->localState->getWanderingHeroes())
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{
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if (hero == currentHero)
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{
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@@ -436,23 +430,7 @@ void CAdventureMapInterface::onHeroChanged(const CGHeroInstance *h)
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if (h == LOCPLINT->localState->getCurrentHero())
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infoBar->showSelection();
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const auto * nextSuitableHero = getNextHero(h);
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if (nextSuitableHero == nullptr)
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{
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nextHero->block(true);
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return;
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}
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nextHero->block(false);
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if(!LOCPLINT->localState->getCurrentHero())
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{
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moveHero->block(true);
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return;
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}
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bool hasPath = LOCPLINT->localState->hasPath(h);
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moveHero->block(!hasPath || h->movement == 0);
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updateButtons();
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}
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void CAdventureMapInterface::onTownChanged(const CGTownInstance * town)
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@@ -526,8 +504,8 @@ void CAdventureMapInterface::showAll(SDL_Surface * to)
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{
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bg->draw(to, 0, 0);
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if(state != EGameState::MAKING_TURN)
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return;
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// if(state != EGameState::MAKING_TURN)
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// return;
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heroList->showAll(to);
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townList->showAll(to);
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@@ -544,18 +522,6 @@ void CAdventureMapInterface::showAll(SDL_Surface * to)
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LOCPLINT->cingconsole->show(to);
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}
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void CAdventureMapInterface::onHeroWokeUp(const CGHeroInstance * hero)
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{
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if (!LOCPLINT->localState->isHeroSleeping(hero))
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return;
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sleepWake->clickLeft(true, false);
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sleepWake->clickLeft(false, true);
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//could've just called
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//fsleepWake();
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//but no authentic button click/sound ;-)
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}
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void CAdventureMapInterface::setHeroSleeping(const CGHeroInstance *hero, bool sleep)
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{
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if (sleep)
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@@ -568,8 +534,8 @@ void CAdventureMapInterface::setHeroSleeping(const CGHeroInstance *hero, bool sl
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void CAdventureMapInterface::show(SDL_Surface * to)
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{
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if(state != EGameState::MAKING_TURN)
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return;
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// if(state != EGameState::MAKING_TURN)
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// return;
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handleMapScrollingUpdate();
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@@ -652,6 +618,8 @@ void CAdventureMapInterface::handleMapScrollingUpdate()
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if(scrollDelta.y == 0)
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CCS->curh->set(Cursor::Map::POINTER);
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}
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scrollingCursorSet = scrollDelta != Point(0,0);
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}
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void CAdventureMapInterface::centerOnTile(int3 on)
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@@ -866,10 +834,7 @@ void CAdventureMapInterface::onSelectionChanged(const CArmedInstance *sel, bool
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infoBar->showTownSelection(town);
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townList->select(town);
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heroList->select(nullptr);
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updateSleepWake(nullptr);
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onHeroChanged(nullptr);
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updateSpellbook(nullptr);
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}
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else //hero selected
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{
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@@ -880,11 +845,9 @@ void CAdventureMapInterface::onSelectionChanged(const CArmedInstance *sel, bool
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townList->select(nullptr);
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LOCPLINT->localState->verifyPath(hero);
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updateSleepWake(hero);
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onHeroChanged(hero);
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updateSpellbook(hero);
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}
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updateButtons();
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townList->redraw();
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heroList->redraw();
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}
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@@ -1128,10 +1091,11 @@ void CAdventureMapInterface::onTileLeftClicked(const int3 &mapPos)
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void CAdventureMapInterface::onTileHovered(const int3 &mapPos)
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{
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if(state == EGameState::MAKING_TURN)
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if(state != EGameState::MAKING_TURN)
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return;
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if(!LOCPLINT->localState->getCurrentArmy()) //may occur just at the start of game (fake move before full intiialization)
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//may occur just at the start of game (fake move before full intiialization)
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if(!LOCPLINT->localState->getCurrentArmy())
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return;
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if(!LOCPLINT->cb->isVisible(mapPos))
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@@ -120,9 +120,9 @@ private:
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void adjustActiveness(bool aiTurnStart); //should be called every time at AI/human turn transition; blocks GUI during AI turn
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const IShipyard * ourInaccessibleShipyard(const CGObjectInstance *obj) const; //checks if obj is our ashipyard and cursor is 0,0 -> returns shipyard or nullptr else
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//button updates
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void updateSleepWake(const CGHeroInstance *h);
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void updateSpellbook(const CGHeroInstance *h);
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// update locked state of buttons
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void updateButtons();
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void handleMapScrollingUpdate();
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@@ -138,6 +138,8 @@ private:
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/// exits currently opened world view mode and returns to normal map
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void exitWorldView();
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void leaveCastingMode(const int3 & castTarget);
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void abortCastingMode();
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protected:
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// CIntObject interface implementation
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@@ -165,9 +167,6 @@ public:
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/// Called by PlayerInterface when interface should be switched to specified player without starting turn
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void onCurrentPlayerChanged(PlayerColor playerID);
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/// Called by PlayerInterface when hero is forced to wake up, e.g. on moving sleeping hero
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void onHeroWokeUp(const CGHeroInstance * hero);
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/// Called by PlayerInterface when specific map tile changed and must be updated on minimap
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void onMapTilesChanged( boost::optional<std::unordered_set<int3> > positions);
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@@ -206,9 +205,8 @@ public:
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/// called by MapView whenever tile is clicked
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void onTileRightClicked(const int3 & mapPos);
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/// called by spell window when spell to cast has been selected
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void enterCastingMode(const CSpell * sp);
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void leaveCastingMode(const int3 & castTarget);
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void abortCastingMode();
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/// returns area of screen covered by terrain (main game area)
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Rect terrainAreaPixels() const;
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@@ -294,7 +294,7 @@ void CTownList::CTownItem::update()
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void CTownList::CTownItem::select(bool on)
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{
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if (on && LOCPLINT->localState->getCurrentTown() != town)
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LOCPLINT->localState->setSelection(town);
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LOCPLINT->setSelection(town, true);
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}
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void CTownList::CTownItem::open()
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