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https://github.com/vcmi/vcmi.git
synced 2024-12-18 17:40:48 +02:00
Minor fixes
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c3276f2276
commit
108470471e
@ -362,7 +362,7 @@ CBattleInterface::CBattleInterface(const CCreatureSet *army1, const CCreatureSet
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{
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{
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if(elem->obstacleType == CObstacleInstance::USUAL)
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if(elem->obstacleType == CObstacleInstance::USUAL)
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{
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{
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std::string animationName = elem->getInfo().defName;
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std::string animationName = elem->getInfo().animation;
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auto cached = animationsCache.find(animationName);
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auto cached = animationsCache.find(animationName);
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@ -380,7 +380,7 @@ CBattleInterface::CBattleInterface(const CCreatureSet *army1, const CCreatureSet
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}
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}
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else if (elem->obstacleType == CObstacleInstance::ABSOLUTE_OBSTACLE)
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else if (elem->obstacleType == CObstacleInstance::ABSOLUTE_OBSTACLE)
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{
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{
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std::string animationName = elem->getInfo().defName;
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std::string animationName = elem->getInfo().animation;
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auto cached = animationsCache.find(animationName);
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auto cached = animationsCache.find(animationName);
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File diff suppressed because it is too large
Load Diff
@ -3,7 +3,7 @@
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"$schema": "http://json-schema.org/draft-04/schema",
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"$schema": "http://json-schema.org/draft-04/schema",
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"title" : "VCMI obstacle format",
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"title" : "VCMI obstacle format",
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"description" : "Format used to define new obstacles in VCMI",
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"description" : "Format used to define new obstacles in VCMI",
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"required" : [ "defname" ],
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"required" : [ "animation" ],
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"additionalProperties" : false,
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"additionalProperties" : false,
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"properties":{
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"properties":{
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@ -30,7 +30,7 @@
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"description": "Blocked hexes - absolute or relative hex id",
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"description": "Blocked hexes - absolute or relative hex id",
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"items": { "type" : "number" }
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"items": { "type" : "number" }
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},
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},
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"defname": {
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"animation": {
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"type": "string",
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"type": "string",
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"description": "Image resource"
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"description": "Image resource"
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},
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},
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@ -80,9 +80,9 @@ ObstacleInfo * ObstacleHandler::loadFromJson(const std::string & scope, const Js
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{
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{
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auto * info = new ObstacleInfo(Obstacle(index), identifier);
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auto * info = new ObstacleInfo(Obstacle(index), identifier);
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info->defName = json["defname"].String();
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info->animation = json["animation"].String();
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info->width = static_cast<si32>(json["width"].Float());
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info->width = json["width"].Integer();
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info->height = static_cast<si32>(json["height"].Float());
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info->height = json["height"].Integer();
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for(auto & t : json["allowedTerrain"].Vector())
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for(auto & t : json["allowedTerrain"].Vector())
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info->allowedTerrains.emplace_back(t.String());
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info->allowedTerrains.emplace_back(t.String());
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for(auto & t : json["specialBattlefields"].Vector())
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for(auto & t : json["specialBattlefields"].Vector())
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@ -16,8 +16,9 @@
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#include "Terrain.h"
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#include "Terrain.h"
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#include "battle/BattleHex.h"
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#include "battle/BattleHex.h"
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struct DLL_LINKAGE ObstacleInfo : public EntityT<Obstacle>
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class DLL_LINKAGE ObstacleInfo : public EntityT<Obstacle>
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{
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{
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public:
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ObstacleInfo(): obstacle(-1), width(0), height(0), isAbsoluteObstacle(false), iconIndex(0)
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ObstacleInfo(): obstacle(-1), width(0), height(0), isAbsoluteObstacle(false), iconIndex(0)
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{}
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{}
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@ -29,10 +30,13 @@ struct DLL_LINKAGE ObstacleInfo : public EntityT<Obstacle>
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Obstacle obstacle;
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Obstacle obstacle;
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si32 iconIndex;
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si32 iconIndex;
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std::string identifier;
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std::string identifier;
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std::string defName;
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std::string appearAnimation, animation, dissapearAnimation;
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std::vector<Terrain> allowedTerrains;
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std::vector<Terrain> allowedTerrains;
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std::vector<std::string> allowedSpecialBfields;
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std::vector<std::string> allowedSpecialBfields;
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//TODO: here is extra field to implement it's logic in the future but save backward compatibility
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int obstacleType = -1;
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ui8 isAbsoluteObstacle; //there may only one such obstacle in battle and its position is always the same
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ui8 isAbsoluteObstacle; //there may only one such obstacle in battle and its position is always the same
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si32 width, height; //how much space to the right and up is needed to place obstacle (affects only placement algorithm)
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si32 width, height; //how much space to the right and up is needed to place obstacle (affects only placement algorithm)
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std::vector<si16> blockedTiles; //offsets relative to obstacle position (that is its left bottom corner)
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std::vector<si16> blockedTiles; //offsets relative to obstacle position (that is its left bottom corner)
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@ -51,9 +55,12 @@ struct DLL_LINKAGE ObstacleInfo : public EntityT<Obstacle>
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template <typename Handler> void serialize(Handler &h, const int version)
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template <typename Handler> void serialize(Handler &h, const int version)
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{
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{
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h & obstacle;
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h & obstacle;
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h & obstacleType;
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h & iconIndex;
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h & iconIndex;
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h & identifier;
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h & identifier;
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h & defName;
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h & animation;
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h & appearAnimation;
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h & dissapearAnimation;
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h & allowedTerrains;
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h & allowedTerrains;
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h & allowedSpecialBfields;
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h & allowedSpecialBfields;
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h & isAbsoluteObstacle;
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h & isAbsoluteObstacle;
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@ -12,8 +12,8 @@
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#include "../ConstTransitivePtr.h"
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#include "../ConstTransitivePtr.h"
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#include "../GameConstants.h"
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#include "../GameConstants.h"
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const ui32 SERIALIZATION_VERSION = 803;
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const ui32 SERIALIZATION_VERSION = 804;
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const ui32 MINIMAL_SERIALIZATION_VERSION = 803;
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const ui32 MINIMAL_SERIALIZATION_VERSION = 804;
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const std::string SAVEGAME_MAGIC = "VCMISVG";
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const std::string SAVEGAME_MAGIC = "VCMISVG";
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class CHero;
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class CHero;
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