mirror of
https://github.com/vcmi/vcmi.git
synced 2024-12-24 22:14:36 +02:00
* compilation fixes (I didn't test everything, I hope it works)
This commit is contained in:
parent
91b4212c5f
commit
e9c991a180
@ -99,7 +99,7 @@ public:
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ui32 showBlockingDialog(BlockingDialog *iw){return 0;}; //synchronous version of above
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void showGarrisonDialog(int upobj, int hid, bool removableUnits, const boost::function<void()> &cb){};
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void giveResource(int player, int which, int val){};
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void giveCreatures (int objid, const CGHeroInstance * h, const CCreatureSet *creatures) const {};
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void giveCreatures (int objid, const CGHeroInstance * h, CCreatureSet creatures) {};
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void showCompInfo(ShowInInfobox * comp){};
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void heroVisitCastle(int obj, int heroID){};
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void stopHeroVisitCastle(int obj, int heroID){};
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@ -1244,7 +1244,7 @@ void CGDwelling::initObj()
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void CGDwelling::onHeroVisit( const CGHeroInstance * h ) const
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{
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if(h->tempOwner != tempOwner && army) //object is guarded
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if(h->tempOwner != tempOwner && army.slots.size() > 0) //object is guarded
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{
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BlockingDialog bd;
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bd.player = h->tempOwner;
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@ -1508,10 +1508,7 @@ CGTownInstance::CGTownInstance()
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}
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CGTownInstance::~CGTownInstance()
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{
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for (std::vector<CGTownBuilding*>::const_iterator i = bonusingBuildings.begin(); i != bonusingBuildings.end(); i++)
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delete *i;
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}
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{}
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int CGTownInstance::spellsAtLevel(int level, bool checkGuild) const
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{
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@ -1535,7 +1532,7 @@ void CGTownInstance::onHeroVisit(const CGHeroInstance * h) const
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if(getOwner() != h->getOwner())
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{
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//TODO ally check
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if(army || visitingHero)
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if(army.slots.size() > 0 || visitingHero)
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{
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const CGHeroInstance *defendingHero = NULL;
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if(visitingHero)
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@ -1552,7 +1549,6 @@ void CGTownInstance::onHeroVisit(const CGHeroInstance * h) const
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}
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else
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{
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removeCapitols (h->getOwner(), true);
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cb->setOwner(id, h->tempOwner);
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}
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}
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@ -1587,7 +1583,6 @@ void CGTownInstance::initObj()
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bonusingBuildings.push_back (new CTownBonus(17, this));
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break;
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}
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removeCapitols (getOwner(), false); // destroy other capitols
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}
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int3 CGTownInstance::getSightCenter() const
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@ -1604,35 +1599,10 @@ void CGTownInstance::fightOver( const CGHeroInstance *h, BattleResult *result )
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{
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if(result->winner == 0)
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{
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removeCapitols (h->getOwner(), true);
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cb->setOwner (id, h->tempOwner); //give control after checkout is done
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cb->setOwner(id, h->tempOwner);
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}
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}
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void CGTownInstance::removeCapitols (ui8 owner, bool me) const
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{
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if (hasCapitol()) // search for older capitol
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{
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PlayerState* state = cb->gameState()->getPlayer (owner);
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for (std::vector<CGTownInstance*>::const_iterator i = state->towns.begin(); i < state->towns.end(); ++i)
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{
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if (*i != this && (*i)->hasCapitol())
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{
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if (me)
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{
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RazeStructures rs;
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rs.tid = id;
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rs.bid.insert(13);
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si16 builded = destroyed;
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cb->sendAndApply(&rs);
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//cb->gameState()->getTown(id)->builtBuildings.erase(13); //destroy local capitol
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return;
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}
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else
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(*i)->builtBuildings.erase(13); //destroy all other capitols at the beginning of game
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}
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}
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}
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}
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void CGVisitableOPH::onHeroVisit( const CGHeroInstance * h ) const
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{
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if(visitors.find(h->id)==visitors.end())
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@ -2449,7 +2419,7 @@ void CGVisitableOPW::newTurn() const
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void CGVisitableOPW::onHeroVisit( const CGHeroInstance * h ) const
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{
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int mid, sound = 0; //message id, sound
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int mid, sound = 0;
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switch (ID)
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{
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case 55: //mystical garden
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@ -3129,38 +3099,6 @@ void CGBonusingObject::initObj()
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}
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}
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void CGMagicSpring::onHeroVisit(const CGHeroInstance * h) const
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{
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int messageID;
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InfoWindow iw;
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iw.player = h->tempOwner;
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iw.soundID = soundBase::GENIE;
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if (!visited)
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{
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if (h->mana > h->manaLimit())
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messageID = 76;
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else
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{
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messageID = 74;
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cb->setManaPoints (h->id, 2 * h->manaLimit());
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cb->setObjProperty (id, 5, true);
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}
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}
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else
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messageID = 75;
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iw.text << std::pair<ui8,ui32>(11,messageID);
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cb->showInfoDialog(&iw);
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}
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const std::string & CGMagicSpring::getHoverText() const
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{
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hoverName = VLC->generaltexth->names[ID];
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if(!visited)
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hoverName += " " + VLC->generaltexth->allTexts[353]; //not visited
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else
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hoverName += " " + VLC->generaltexth->allTexts[352]; //visited
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return hoverName;
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}
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void CGMagicWell::onHeroVisit( const CGHeroInstance * h ) const
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{
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int message;
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@ -3209,7 +3147,7 @@ void CGPandoraBox::open( const CGHeroInstance * h, ui32 accept ) const
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{
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if (accept)
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{
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if (army) //if pandora's box is protected by army
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if (army.slots.size() > 0) //if pandora's box is protected by army
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{
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InfoWindow iw;
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iw.player = h->tempOwner;
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@ -3220,7 +3158,7 @@ void CGPandoraBox::open( const CGHeroInstance * h, ui32 accept ) const
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else if (message.size() == 0 && resources.size() == 0
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&& primskills.size() == 0 && abilities.size() == 0
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&& abilityLevels.size() == 0 && artifacts.size() == 0
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&& spells.size() == 0 && creatures == 0
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&& spells.size() == 0 && creatures.slots.size() > 0
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&& gainedExp == 0 && manaDiff == 0 && moraleDiff == 0 && luckDiff == 0) //if it gives nothing without battle
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{
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InfoWindow iw;
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@ -3421,7 +3359,34 @@ void CGPandoraBox::giveContents( const CGHeroInstance *h, bool afterBattle ) con
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}
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cb->showInfoDialog(&iw);
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}
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cb->giveCreatures (id, h, &creatures);
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//check if creatures can be moved to hero army
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CCreatureSet heroArmy = h->army;
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CCreatureSet ourArmy = creatures;
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while(ourArmy.slots.size() > 0)
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{
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int slot = heroArmy.getSlotFor(ourArmy.slots.begin()->second.first);
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if(slot < 0)
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break;
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heroArmy.slots[slot].first = ourArmy.slots.begin()->second.first;
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heroArmy.slots[slot].second += ourArmy.slots.begin()->second.second;
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ourArmy.slots.erase(ourArmy.slots.begin());
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}
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if(ourArmy.slots.size() > 0) //all creatures can be moved to hero army - do that
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{
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SetGarrisons sg;
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sg.garrs[h->id] = heroArmy;
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cb->sendAndApply(&sg);
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}
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else //show garrison window and let player pick creatures
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{
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SetGarrisons sg;
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sg.garrs[id] = creatures;
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cb->sendAndApply(&sg);
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cb->showGarrisonDialog(id,h->id,true,boost::bind(&IGameCallback::removeObject,cb,id));
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}
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if(!afterBattle && message.size())
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{
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@ -3476,7 +3441,7 @@ void CGEvent::onHeroVisit( const CGHeroInstance * h ) const
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void CGEvent::activated( const CGHeroInstance * h ) const
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{
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if(army)
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if(army.slots.size() > 0)
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{
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InfoWindow iw;
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iw.player = h->tempOwner;
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@ -3691,7 +3656,7 @@ void CGScholar::initObj()
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void CGGarrison::onHeroVisit (const CGHeroInstance *h) const
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{
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if (h->tempOwner != tempOwner && army) {
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if (h->tempOwner != tempOwner && army.slots.size() > 0) {
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//TODO: Find a way to apply magic garrison effects in battle.
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cb->startBattleI(h, this, boost::bind(&CGGarrison::fightOver, this, h, _1));
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return;
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@ -4211,7 +4176,7 @@ void CBank::endBattle (const CGHeroInstance *h, const BattleResult *result) cons
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iw.text.addReplacement (loot.buildList());
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iw.text.addReplacement (h->name);
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cb->showInfoDialog(&iw);
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cb->giveCreatures (id, h, &ourArmy);
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cb->giveCreatures (id, h, ourArmy);
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}
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cb->setObjProperty (id, 15, 0); //bc = NULL
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}
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@ -4592,22 +4557,6 @@ void CCartographer::buyMap (const CGHeroInstance *h, ui32 accept) const
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}
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}
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void CShop::newTurn() const
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{
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switch (ID)
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{
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case 7: //ArtMerchant aka. Black Market
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if (cb->getDate(0)%28 == 1)
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cb->setObjProperty (id, 13, 0);
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cb->setObjProperty (id, 14, rand());
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break;
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case 78: //Refugee Camp
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case 95: //Tavern
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if (cb->getDate(0)%7 == 1)
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cb->setObjProperty (id, 14, rand());
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break;
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}
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}
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void CShop::setPropertyDer (ui8 what, ui32 val)
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{
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switch (what)
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@ -4650,8 +4599,9 @@ void CGArtMerchant::reset(ui32 val)
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}
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for (ui8 n = 0; n < count; n++)
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{
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index = arts.begin() + val % arts.size();
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avaliable[avaliable.size()] = new Component (Component::ARTIFACT, (*index)->id, 0, 0);
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avaliable [avaliable.size()] = new Component (Component::ARTIFACT, (*index)->id, 0, 0);
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arts.erase(index);
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val *= (id + n * i); //randomize
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}
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@ -441,7 +441,6 @@ public:
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bool hasCapitol() const;
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int dailyIncome() const; //calculates daily income of this town
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int spellsAtLevel(int level, bool checkGuild) const; //levels are counted from 1 (1 - 5)
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void removeCapitols (ui8 owner, bool me) const;
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CGTownInstance();
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virtual ~CGTownInstance();
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@ -752,18 +751,6 @@ public:
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}
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};
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class DLL_EXPORT CGMagicSpring : public CGVisitableOPW
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{///unfortunatelly, this one is quite different than others
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public:
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void onHeroVisit(const CGHeroInstance * h) const;
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const std::string & getHoverText() const;
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template <typename Handler> void serialize(Handler &h, const int version)
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{
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h & static_cast<CGObjectInstance&>(*this);
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h & visited;
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}
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};
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class DLL_EXPORT CGMagicWell : public CGObjectInstance //objects giving bonuses to luck/morale/movement
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{
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public:
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@ -961,8 +948,8 @@ public:
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void initObj() {};
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void setPropertyDer (ui8 what, ui32 val);
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void newTurn() const;
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virtual void reset (ui32 val) {}; //get new items for Black Market, Tavern, Refugee Camp
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void newTurn() const {};
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virtual void reset (ui32 val) {};
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void onHeroVisit (const CGHeroInstance * h) const {};
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virtual void trade (const CGHeroInstance * h) const {};
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4
int3.h
4
int3.h
@ -87,10 +87,6 @@ public:
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{
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h & slots & formation;
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}
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operator bool() const
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{
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return slots.size() > 0;
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}
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void sweep()
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{
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for(TSlots::iterator i=slots.begin(); i!=slots.end(); ++i)
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@ -76,7 +76,7 @@ public:
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virtual ui32 showBlockingDialog(BlockingDialog *iw) =0; //synchronous version of above //TODO:
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virtual void showGarrisonDialog(int upobj, int hid, bool removableUnits, const boost::function<void()> &cb) =0; //cb will be called when player closes garrison window
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virtual void giveResource(int player, int which, int val)=0;
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virtual void giveCreatures (int objid, const CGHeroInstance * h, const CCreatureSet *creatures) const=0;
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virtual void giveCreatures (int objid, const CGHeroInstance * h, CCreatureSet creatures) =0;
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virtual void showCompInfo(ShowInInfobox * comp)=0;
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virtual void heroVisitCastle(int obj, int heroID)=0;
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virtual void stopHeroVisitCastle(int obj, int heroID)=0;
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@ -42,7 +42,7 @@ void registerTypes1(Serializer &s)
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s.template registerType<CGShrine>();
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s.template registerType<CGQuestGuard>();
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s.template registerType<CGBonusingObject>();
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s.template registerType<CGMagicSpring>();
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//s.template registerType<CGMagicSpring>();
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s.template registerType<CGMagicWell>();
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s.template registerType<CGObservatory>();
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s.template registerType<CGKeys>();
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@ -1950,7 +1950,7 @@ void Mapa::readObjects( unsigned char * bufor, int &i)
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}
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case 48: //Magic Spring
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{
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nobj = new CGMagicSpring();
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//nobj = new CGMagicSpring();
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break;
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}
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default:
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@ -1570,22 +1570,22 @@ void CGameHandler::giveResource(int player, int which, int val)
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sr.val = gs->players.find(player)->second.resources[which]+val;
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sendAndApply(&sr);
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}
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void CGameHandler::giveCreatures (int objid, const CGHeroInstance * h, const CCreatureSet *creatures) const
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void CGameHandler::giveCreatures (int objid, const CGHeroInstance * h, CCreatureSet creatures)
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{
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if (creatures->slots.size() <= 0)
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if (creatures.slots.size() <= 0)
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return;
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CCreatureSet heroArmy = h->army;
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while (*creatures)
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while (creatures.slots.size() > 0)
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{
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int slot = heroArmy.getSlotFor (creatures->slots.begin()->second.first);
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int slot = heroArmy.getSlotFor (creatures.slots.begin()->second.first);
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if (slot < 0)
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break;
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heroArmy.slots[slot].first = creatures->slots.begin()->second.first;
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heroArmy.slots[slot].second += creatures->slots.begin()->second.second;
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creatures->slots.erase (creatures->slots.begin());
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heroArmy.slots[slot].first = creatures.slots.begin()->second.first;
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heroArmy.slots[slot].second += creatures.slots.begin()->second.second;
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creatures.slots.erase (creatures.slots.begin());
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}
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if (!*creatures) //all creatures can be moved to hero army - do that
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if (creatures.slots.size() == 0) //all creatures can be moved to hero army - do that
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{
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SetGarrisons sg;
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sg.garrs[h->id] = heroArmy;
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@ -1594,7 +1594,7 @@ void CGameHandler::giveCreatures (int objid, const CGHeroInstance * h, const CCr
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else //show garrison window and let player pick creatures
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{
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SetGarrisons sg;
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sg.garrs[objid] = *creatures;
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sg.garrs[objid] = creatures;
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sendAndApply (&sg);
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showGarrisonDialog (objid, h->id, true, 0);
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return;
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@ -115,7 +115,7 @@ public:
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ui32 showBlockingDialog(BlockingDialog *iw); //synchronous version of above
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void showGarrisonDialog(int upobj, int hid, bool removableUnits, const boost::function<void()> &cb);
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void giveResource(int player, int which, int val);
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void giveCreatures (int objid, const CGHeroInstance * h, CCreatureSet *creatures);
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void giveCreatures (int objid, const CGHeroInstance * h, CCreatureSet creatures);
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void showCompInfo(ShowInInfobox * comp);
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void heroVisitCastle(int obj, int heroID);
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void stopHeroVisitCastle(int obj, int heroID);
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