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https://github.com/vcmi/vcmi.git
synced 2024-12-24 22:14:36 +02:00
Minors:
- By default, cmake will keep debug info - removed warnings from adventure map infobox (part of #1636) - adventure map infobox will refresh on artifact changes (part of #1636) - moved terrain music files to terrains.json file - player should act before AI in all games, not only campaigns
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344783efb5
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@ -9,7 +9,7 @@ set(CMAKE_MODULE_PATH ${CMAKE_HOME_DIRECTORY}/cmake_modules)
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# enable Release mode but only if it was not set
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if (NOT CMAKE_BUILD_TYPE)
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set(CMAKE_BUILD_TYPE Release)
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set(CMAKE_BUILD_TYPE RelWithDebInfo)
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endif()
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# VCMI version
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@ -761,7 +761,7 @@ void CInfoBar::CVisibleInfo::loadGameStatus()
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//generate list of allies and enemies
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for(int i = 0; i < PlayerColor::PLAYER_LIMIT_I; i++)
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{
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if(LOCPLINT->cb->getPlayerStatus(PlayerColor(i)) == EPlayerStatus::INGAME)
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if(LOCPLINT->cb->getPlayerStatus(PlayerColor(i), false) == EPlayerStatus::INGAME)
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{
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if (LOCPLINT->cb->getPlayerRelations(LOCPLINT->playerID, PlayerColor(i)) != PlayerRelations::ENEMIES)
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allies.push_back(PlayerColor(i));
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@ -8,6 +8,7 @@
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#include "../lib/JsonNode.h"
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#include "../lib/GameConstants.h"
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#include "../lib/filesystem/Filesystem.h"
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#include "../lib/StringConstants.h"
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/*
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* CMusicHandler.cpp, part of VCMI engine
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@ -307,16 +308,21 @@ CMusicHandler::CMusicHandler():
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// Vectors for helper
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const std::string setEnemy[] = {"AITheme0", "AITheme1", "AITheme2"};
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const std::string setBattle[] = {"Combat01", "Combat02", "Combat03", "Combat04"};
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const std::string setTerrain[] = {"Dirt", "Sand", "Grass", "Snow", "Swamp", "Rough", "Underground", "Lava", "Water"};
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auto fillSet = [=](std::string setName, const std::string list[], size_t amount)
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{
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for (size_t i=0; i < amount; i++)
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addEntryToSet(setName, i, std::string("music/") + list[i]);
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addEntryToSet(setName, i, "music/" + list[i]);
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};
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fillSet("enemy-turn", setEnemy, ARRAY_COUNT(setEnemy));
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fillSet("battle", setBattle, ARRAY_COUNT(setBattle));
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fillSet("terrain", setTerrain, ARRAY_COUNT(setTerrain));
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JsonNode terrains(ResourceID("config/terrains.json"));
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for (auto entry : terrains.Struct())
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{
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int terrIndex = vstd::find_pos(GameConstants::TERRAIN_NAMES, entry.first);
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addEntryToSet("terrain", terrIndex, "Music/" + entry.second["music"].String());
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}
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}
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void CMusicHandler::addEntryToSet(std::string set, int musicID, std::string musicURI)
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@ -479,8 +485,6 @@ MusicEntry::~MusicEntry()
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logGlobal->traceStream()<<"Del-ing music file "<<currentName;
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if (music)
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Mix_FreeMusic(music);
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/*if (musicFile) // Mix_FreeMusic will also free file data? Needs checking
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SDL_FreeRW(musicFile);*/
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}
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void MusicEntry::load(std::string musicURI)
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@ -491,11 +495,6 @@ void MusicEntry::load(std::string musicURI)
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Mix_FreeMusic(music);
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music = nullptr;
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}
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/*if (musicFile) // Mix_FreeMusic will also free file data? Needs checking
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{
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SDL_FreeRW(musicFile);
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musicFile = nullptr;
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}*/
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currentName = musicURI;
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@ -2515,6 +2515,7 @@ void CPlayerInterface::artifactPut(const ArtifactLocation &al)
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void CPlayerInterface::artifactRemoved(const ArtifactLocation &al)
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{
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EVENT_HANDLER_CALLED_BY_CLIENT;
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adventureInt->infoBar.showSelection();
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for(IShowActivatable *isa : GH.listInt)
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{
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auto artWin = dynamic_cast<CArtifactHolder*>(isa);
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@ -2526,6 +2527,7 @@ void CPlayerInterface::artifactRemoved(const ArtifactLocation &al)
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void CPlayerInterface::artifactMoved(const ArtifactLocation &src, const ArtifactLocation &dst)
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{
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EVENT_HANDLER_CALLED_BY_CLIENT;
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adventureInt->infoBar.showSelection();
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for(IShowActivatable *isa : GH.listInt)
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{
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auto artWin = dynamic_cast<CArtifactHolder*>(isa);
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@ -2537,6 +2539,7 @@ void CPlayerInterface::artifactMoved(const ArtifactLocation &src, const Artifact
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void CPlayerInterface::artifactAssembled(const ArtifactLocation &al)
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{
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EVENT_HANDLER_CALLED_BY_CLIENT;
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adventureInt->infoBar.showSelection();
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for(IShowActivatable *isa : GH.listInt)
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{
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auto artWin = dynamic_cast<CArtifactHolder*>(isa);
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@ -2548,6 +2551,7 @@ void CPlayerInterface::artifactAssembled(const ArtifactLocation &al)
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void CPlayerInterface::artifactDisassembled(const ArtifactLocation &al)
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{
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EVENT_HANDLER_CALLED_BY_CLIENT;
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adventureInt->infoBar.showSelection();
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for(IShowActivatable *isa : GH.listInt)
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{
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auto artWin = dynamic_cast<CArtifactHolder*>(isa);
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@ -2559,7 +2563,7 @@ void CPlayerInterface::artifactDisassembled(const ArtifactLocation &al)
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void CPlayerInterface::playerStartsTurn(PlayerColor player)
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{
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EVENT_HANDLER_CALLED_BY_CLIENT;
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adventureInt->infoBar.showSelection();
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if (!vstd::contains (GH.listInt, adventureInt))
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{
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GH.popInts (GH.listInt.size()); //after map load - remove everything else
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@ -3,60 +3,70 @@
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{
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"moveCost" : 100,
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"minimapUnblocked" : [ 82, 56, 8 ],
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"minimapBlocked" : [ 57, 40, 8 ]
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"minimapBlocked" : [ 57, 40, 8 ],
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"music" : "Dirt.mp3"
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},
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"sand" :
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{
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"moveCost" : 150,
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"minimapUnblocked" : [ 222, 207, 140 ],
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"minimapBlocked" : [ 165, 158, 107 ]
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"minimapBlocked" : [ 165, 158, 107 ],
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"music" : "Sand.mp3"
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},
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"grass" :
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{
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"moveCost" : 100,
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"minimapUnblocked" : [ 0, 65, 0 ],
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"minimapBlocked" : [ 0, 48, 0 ]
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"minimapBlocked" : [ 0, 48, 0 ],
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"music" : "Grass.mp3"
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},
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"snow" :
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{
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"moveCost" : 150,
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"minimapUnblocked" : [ 181, 199, 198 ],
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"minimapBlocked" : [ 140, 158, 156 ]
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"minimapBlocked" : [ 140, 158, 156 ],
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"music" : "Snow.mp3"
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},
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"swamp" :
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{
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"moveCost" : 175,
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"minimapUnblocked" : [ 74, 134, 107 ],
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"minimapBlocked" : [ 33, 89, 66 ]
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"minimapBlocked" : [ 33, 89, 66 ],
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"music" : "Swamp.mp3"
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},
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"rough" :
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{
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"moveCost" : 125,
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"minimapUnblocked" : [ 132, 113, 49 ],
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"minimapBlocked" : [ 99, 81, 33 ]
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"minimapBlocked" : [ 99, 81, 33 ],
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"music" : "Rough.mp3"
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},
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"subterra" :
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{
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"moveCost" : 100,
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"minimapUnblocked" : [ 132, 48, 0 ],
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"minimapBlocked" : [ 90, 8, 0 ]
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"minimapBlocked" : [ 90, 8, 0 ],
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"music" : "Underground.mp3"
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},
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"lava" :
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{
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"moveCost" : 100,
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"minimapUnblocked" : [ 74, 73, 74 ],
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"minimapBlocked" : [ 41, 40, 41 ]
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"minimapBlocked" : [ 41, 40, 41 ],
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"music" : "Lava.mp3"
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},
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"water" :
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{
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"moveCost" : 100,
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"minimapUnblocked" : [ 8, 81, 148 ],
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"minimapBlocked" : [ 8, 81, 148 ]
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"minimapBlocked" : [ 8, 81, 148 ],
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"music" : "Water.mp3"
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},
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"rock" :
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{
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"moveCost" : -1,
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"minimapUnblocked" : [ 0, 0, 0 ],
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"minimapBlocked" : [ 0, 0, 0 ]
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"minimapBlocked" : [ 0, 0, 0 ],
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"music" : "Underground.mp3" // Impossible in H3
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}
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}
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@ -633,10 +633,10 @@ bool CGameInfoCallback::hasAccess(boost::optional<PlayerColor> playerId) const
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return !player || gs->getPlayerRelations( *playerId, *player ) != PlayerRelations::ENEMIES;
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}
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EPlayerStatus::EStatus CGameInfoCallback::getPlayerStatus(PlayerColor player) const
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EPlayerStatus::EStatus CGameInfoCallback::getPlayerStatus(PlayerColor player, bool verbose) const
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{
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const PlayerState *ps = gs->getPlayer(player, false);
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ERROR_RET_VAL_IF(!ps, "No such player!", EPlayerStatus::WRONG);
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const PlayerState *ps = gs->getPlayer(player, verbose);
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ERROR_VERBOSE_OR_NOT_RET_VAL_IF(!ps, verbose, "No such player!", EPlayerStatus::WRONG);
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return ps->status;
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}
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@ -85,7 +85,7 @@ public:
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bool isVisible(int3 pos) const;
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PlayerRelations::PlayerRelations getPlayerRelations(PlayerColor color1, PlayerColor color2) const;
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void getThievesGuildInfo(SThievesGuildInfo & thi, const CGObjectInstance * obj); //get thieves' guild info obtainable while visiting given object
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EPlayerStatus::EStatus getPlayerStatus(PlayerColor player) const; //-1 if no such player
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EPlayerStatus::EStatus getPlayerStatus(PlayerColor player, bool verbose = true) const; //-1 if no such player
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PlayerColor getCurrentPlayer() const; //player that currently makes move // TODO synchronous turns
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virtual PlayerColor getLocalPlayer() const; //player that is currently owning given client (if not a client, then returns current player)
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const PlayerSettings * getPlayerSettings(PlayerColor color) const;
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@ -1519,19 +1519,16 @@ std::list<PlayerColor> CGameHandler::generatePlayerTurnOrder() const
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// Generate player turn order
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std::list<PlayerColor> playerTurnOrder;
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bool playCampaign = gs->scenarioOps->campState != nullptr;
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for(const auto & player : gs->players) // add human players for campaign only first OR all players for normal game
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for(const auto & player : gs->players) // add human players first
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{
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if(player.second.human || !playCampaign) playerTurnOrder.push_back(player.first);
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if(player.second.human)
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playerTurnOrder.push_back(player.first);
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}
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if(playCampaign)
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for(const auto & player : gs->players) // then add non-human players
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{
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for(const auto & player : gs->players) // then add non-human players for campaign
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{
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if(!player.second.human) playerTurnOrder.push_back(player.first);
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}
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if(!player.second.human)
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playerTurnOrder.push_back(player.first);
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}
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return std::move(playerTurnOrder);
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}
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