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https://github.com/vcmi/vcmi.git
synced 2024-12-28 23:06:24 +02:00
* Fixed enchantments (#1265). Their effects were not properly added when reading config. Battle interface will be little less likely to block itself after corrupted spell cast.
* Fail gracefully when the file from which game is started is in invalid version. * Bumped versions.
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@ -97,22 +97,30 @@ void startGame(StartInfo * options, CConnection *serv = NULL);
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void startGameFromFile(const std::string &fname)
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{
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if(fname.size() && boost::filesystem::exists(fname))
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StartInfo si;
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try //attempt retrieving start info from given file
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{
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StartInfo si;
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if(!fname.size() || !boost::filesystem::exists(fname))
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throw std::runtime_error("Startfile \"" + fname + "\" does not exist!");
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CLoadFile out(fname);
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if(!out.sfile || !*out.sfile)
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{
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logGlobal->errorStream() << "Failed to open startfile, falling back to the main menu!";
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GH.curInt = CGPreGame::create();
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return;
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throw std::runtime_error("Cannot read from startfile \"" + fname + "\"!");
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}
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out >> si;
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while(GH.topInt())
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GH.popIntTotally(GH.topInt());
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startGame(&si);
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}
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catch(std::exception &e)
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{
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logGlobal->errorStream() << "Failed to start from the file: " + fname << ". Error: " << e.what()
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<< " Falling back to main menu.";
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GH.curInt = CGPreGame::create();
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return;
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}
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while(GH.topInt())
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GH.popIntTotally(GH.topInt());
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startGame(&si);
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}
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void init()
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@ -2493,10 +2493,7 @@ void CBattleInterface::projectileShowHelper(SDL_Surface * to)
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void CBattleInterface::endAction(const BattleAction* action)
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{
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const CStack * stack = curInt->cb->battleGetStackByID(action->stackNumber);
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//if((action->actionType==2 || (action->actionType==6 && action->destinationTile!=cb->battleGetPos(action->stackNumber)))) //activating interface when move is finished
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// {
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// activate();
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// }
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if(action->actionType == Battle::HERO_SPELL)
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{
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if(action->side)
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@ -2536,6 +2533,12 @@ void CBattleInterface::endAction(const BattleAction* action)
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if( action->actionType == Battle::HERO_SPELL) //we have activated next stack after sending request that has been just realized -> blockmap due to movement has changed
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redrawBackgroundWithHexes(activeStack);
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if(activeStack && !animsAreDisplayed.get() && pendingAnims.empty() && !active)
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{
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logGlobal->warnStream() << "Something wrong... interface was deactivated but there is no animation. Reactivating...";
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activate();
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}
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}
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void CBattleInterface::hideQueue()
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@ -248,14 +248,19 @@ CSpell::ETargetType CSpell::getTargetType() const
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void CSpell::getEffects(std::vector<Bonus>& lst, const int level) const
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{
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if (level < 0 || level>3)
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if (level < 0 || level >= GameConstants::SPELL_SCHOOL_LEVELS)
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{
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logGlobal->errorStream() << __FUNCTION__ << " invalid school level " << level;
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return;
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}
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if (effects.empty())
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{
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logGlobal->errorStream() << __FUNCTION__ << " This spell has no bonus effects! " << name;
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logGlobal->errorStream() << __FUNCTION__ << " This spell (" + name + ") has no bonus effects! " << name;
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return;
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}
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if (effects.size() <= level)
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{
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logGlobal->errorStream() << __FUNCTION__ << " This spell (" + name + ") is missing entry for level " << level;
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return;
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}
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lst.reserve(lst.size() + effects[level].size());
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@ -440,7 +445,8 @@ CSpellHandler::CSpellHandler()
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spells.push_back(spells[SpellID::ACID_BREATH_DEFENSE]); //clone Acid Breath attributes for Acid Breath damage effect
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//loading of additional spell traits
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const JsonNode config(ResourceID("config/spell_info.json"));
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JsonNode config(ResourceID("config/spell_info.json"));
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config.setMeta("core");
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BOOST_FOREACH(auto &spell, config["spells"].Struct())
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{
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@ -493,7 +499,14 @@ CSpellHandler::CSpellHandler()
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auto v = v_node.convertTo<std::vector<int> >();
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auto a = a_node.convertTo<std::vector<int> >();
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for (int i=0; i<s->effects.size() ; i++)
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if(v.size() && v.size() != GameConstants::SPELL_SCHOOL_LEVELS)
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logGlobal->errorStream() << s->name << " should either have no values or exactly " << GameConstants::SPELL_SCHOOL_LEVELS;
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if(a.size() && a.size() != GameConstants::SPELL_SCHOOL_LEVELS)
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logGlobal->errorStream() << s->name << " should either have no ainfos or exactly " << GameConstants::SPELL_SCHOOL_LEVELS;
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s->effects.resize(GameConstants::SPELL_SCHOOL_LEVELS);
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for (int i = 0; i < GameConstants::SPELL_SCHOOL_LEVELS; i++)
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{
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Bonus * b = JsonUtils::parseBonus(bonus_node);
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b->sid = s->id; //for all
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@ -27,7 +27,7 @@
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#include "mapping/CCampaignHandler.h" //for CCampaignState
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#include "rmg/CMapGenerator.h" // for CMapGenOptions
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const ui32 version = 739;
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const ui32 version = 740;
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class CConnection;
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class CGObjectInstance;
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@ -14,7 +14,7 @@
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namespace GameConstants
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{
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const std::string VCMI_VERSION = "VCMI 0.92";
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const std::string VCMI_VERSION = "VCMI 0.92b";
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const int BFIELD_WIDTH = 17;
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const int BFIELD_HEIGHT = 11;
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@ -30,6 +30,7 @@ namespace GameConstants
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const ui16 BACKPACK_START = 19;
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const int CREATURES_PER_TOWN = 7; //without upgrades
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const int SPELL_LEVELS = 5;
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const int SPELL_SCHOOL_LEVELS = 4;
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const int CRE_LEVELS = 10; // number of creature experience levels
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const int SPELLBOOK_GOLD_COST = 500;
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@ -1538,6 +1538,8 @@ CGObjectInstance * CMapLoaderH3M::readHero(ObjectInstanceID idToBeGiven)
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PlayerColor owner = PlayerColor(reader.readUInt8());
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nhi->subID = reader.readUInt8();
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//If hero of this type has been predefined, use that as a base.
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//Instance data will overwrite the predefined values where appropriate.
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for(int j = 0; j < map->predefinedHeroes.size(); ++j)
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{
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if(map->predefinedHeroes[j]->subID == nhi->subID)
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