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partial support for formations in battles

This commit is contained in:
mateuszb
2008-09-17 11:55:03 +00:00
parent 629d934810
commit 1402b6d634
2 changed files with 92 additions and 96 deletions

View File

@ -18,6 +18,7 @@
#include "boost/date_time/posix_time/posix_time_types.hpp" //no i/o just types
#include "../lib/VCMI_Lib.h"
#include "../lib/CondSh.h"
#include <fstream>
#ifndef _MSC_VER
#include <boost/thread/xtime.hpp>
#endif
@ -1221,6 +1222,24 @@ void CGameHandler::run()
}
}
namespace CGH
{
using namespace std;
void readItTo(ifstream & input, vector< vector<int> > & dest)
{
for(int j=0; j<7; ++j)
{
std::vector<int> pom;
for(int g=0; g<j+1; ++g)
{
int hlp; input>>hlp;
pom.push_back(hlp);
}
dest.push_back(pom);
}
}
}
void CGameHandler::setupBattle( BattleInfo * curB, int3 tile, CCreatureSet &army1, CCreatureSet &army2, CGHeroInstance * hero1, CGHeroInstance * hero2 )
{
battleResult.set(NULL);
@ -1242,106 +1261,49 @@ void CGameHandler::setupBattle( BattleInfo * curB, int3 tile, CCreatureSet &army
stacks[stacks.size()-1]->ID = stacks.size()-1;
}
//initialization of positions
switch(army1.slots.size()) //for attacker
std::ifstream positions;
positions.open("config" PATHSEPARATOR "battleStartpos.txt", std::ios_base::in|std::ios_base::binary);
if(!positions.is_open())
{
case 0:
break;
case 1:
stacks[0]->position = 86; //6
break;
case 2:
stacks[0]->position = 35; //3
stacks[1]->position = 137; //9
break;
case 3:
stacks[0]->position = 35; //3
stacks[1]->position = 86; //6
stacks[2]->position = 137; //9
break;
case 4:
stacks[0]->position = 1; //1
stacks[1]->position = 69; //5
stacks[2]->position = 103; //7
stacks[3]->position = 171; //11
break;
case 5:
stacks[0]->position = 1; //1
stacks[1]->position = 35; //3
stacks[2]->position = 86; //6
stacks[3]->position = 137; //9
stacks[4]->position = 171; //11
break;
case 6:
stacks[0]->position = 1; //1
stacks[1]->position = 35; //3
stacks[2]->position = 69; //5
stacks[3]->position = 103; //7
stacks[4]->position = 137; //9
stacks[5]->position = 171; //11
break;
case 7:
stacks[0]->position = 1; //1
stacks[1]->position = 35; //3
stacks[2]->position = 69; //5
stacks[3]->position = 86; //6
stacks[4]->position = 103; //7
stacks[5]->position = 137; //9
stacks[6]->position = 171; //11
break;
default: //fault
break;
log0<<"Unable to open battleStartpos.txt!"<<std::endl;
}
std::string dump;
positions>>dump; positions>>dump;
std::vector< std::vector<int> > attackerLoose, defenderLoose, attackerTight, defenderTight;
CGH::readItTo(positions, attackerLoose);
positions>>dump;
CGH::readItTo(positions, defenderLoose);
positions>>dump;
positions>>dump;
CGH::readItTo(positions, attackerTight);
positions>>dump;
CGH::readItTo(positions, defenderTight);
positions.close();
if(army1.formation)
for(int b=0; b<army1.slots.size(); ++b) //tight
{
stacks[b]->position = attackerTight[army1.slots.size()-1][b];
}
else
for(int b=0; b<army1.slots.size(); ++b) //loose
{
stacks[b]->position = attackerLoose[army1.slots.size()-1][b];
}
for(std::map<si32,std::pair<ui32,si32> >::iterator i = army2.slots.begin(); i!=army2.slots.end(); i++)
stacks.push_back(new CStack(&VLC->creh->creatures[i->second.first],i->second.second,hero2 ? hero2->tempOwner : 255, stacks.size(), false, i->first));
switch(army2.slots.size()) //for defender
{
case 0:
break;
case 1:
stacks[0+army1.slots.size()]->position = 100; //6
break;
case 2:
stacks[0+army1.slots.size()]->position = 49; //3
stacks[1+army1.slots.size()]->position = 151; //9
break;
case 3:
stacks[0+army1.slots.size()]->position = 49; //3
stacks[1+army1.slots.size()]->position = 100; //6
stacks[2+army1.slots.size()]->position = 151; //9
break;
case 4:
stacks[0+army1.slots.size()]->position = 15; //1
stacks[1+army1.slots.size()]->position = 83; //5
stacks[2+army1.slots.size()]->position = 117; //7
stacks[3+army1.slots.size()]->position = 185; //11
break;
case 5:
stacks[0+army1.slots.size()]->position = 15; //1
stacks[1+army1.slots.size()]->position = 49; //3
stacks[2+army1.slots.size()]->position = 100; //6
stacks[3+army1.slots.size()]->position = 151; //9
stacks[4+army1.slots.size()]->position = 185; //11
break;
case 6:
stacks[0+army1.slots.size()]->position = 15; //1
stacks[1+army1.slots.size()]->position = 49; //3
stacks[2+army1.slots.size()]->position = 83; //5
stacks[3+army1.slots.size()]->position = 117; //7
stacks[4+army1.slots.size()]->position = 151; //9
stacks[5+army1.slots.size()]->position = 185; //11
break;
case 7:
stacks[0+army1.slots.size()]->position = 15; //1
stacks[1+army1.slots.size()]->position = 49; //3
stacks[2+army1.slots.size()]->position = 83; //5
stacks[3+army1.slots.size()]->position = 100; //6
stacks[4+army1.slots.size()]->position = 117; //7
stacks[5+army1.slots.size()]->position = 151; //9
stacks[6+army1.slots.size()]->position = 185; //11
break;
default: //fault
break;
}
if(army2.formation)
for(int b=0; b<army2.slots.size(); ++b) //tight
{
stacks[b+army1.slots.size()]->position = defenderTight[army2.slots.size()-1][b];
}
else
for(int b=0; b<army2.slots.size(); ++b) //loose
{
stacks[b+army1.slots.size()]->position = defenderLoose[army2.slots.size()-1][b];
}
for(unsigned g=0; g<stacks.size(); ++g) //shifting positions of two-hex creatures
{
if((stacks[g]->position%17)==1 && stacks[g]->creature->isDoubleWide())