mirror of
https://github.com/vcmi/vcmi.git
synced 2025-11-25 22:42:04 +02:00
Merged vcmi/beta with vcmi/develop
This commit is contained in:
@@ -12,8 +12,11 @@
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#include <vcmi/Artifact.h>
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#include "windows/CAdvmapInterface.h"
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#include "battle/CBattleInterface.h"
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#include "battle/CBattleInterfaceClasses.h"
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#include "battle/BattleInterface.h"
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#include "battle/BattleEffectsController.h"
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#include "battle/BattleFieldController.h"
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#include "battle/BattleInterfaceClasses.h"
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#include "battle/BattleWindow.h"
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#include "../CCallback.h"
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#include "windows/CCastleInterface.h"
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#include "gui/CCursorHandler.h"
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@@ -29,7 +32,6 @@
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#include "windows/CTradeWindow.h"
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#include "windows/CSpellWindow.h"
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#include "../lib/CConfigHandler.h"
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#include "battle/CCreatureAnimation.h"
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#include "Graphics.h"
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#include "windows/GUIClasses.h"
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#include "../lib/CArtHandler.h"
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@@ -55,6 +57,7 @@
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#include "../lib/CPlayerState.h"
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#include "../lib/GameConstants.h"
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#include "gui/CGuiHandler.h"
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#include "gui/CAnimation.h"
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#include "windows/InfoWindows.h"
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#include "../lib/UnlockGuard.h"
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#include "../lib/CPathfinder.h"
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@@ -90,7 +93,7 @@ boost::recursive_mutex * CPlayerInterface::pim = new boost::recursive_mutex;
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CPlayerInterface * LOCPLINT;
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CBattleInterface * CPlayerInterface::battleInt;
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std::shared_ptr<BattleInterface> CPlayerInterface::battleInt;
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enum EMoveState {STOP_MOVE, WAITING_MOVE, CONTINUE_MOVE, DURING_MOVE};
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CondSh<EMoveState> stillMoveHero(STOP_MOVE); //used during hero movement
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@@ -139,14 +142,16 @@ CPlayerInterface::CPlayerInterface(PlayerColor Player)
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CPlayerInterface::~CPlayerInterface()
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{
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if(CCS->soundh) CCS->soundh->ambientStopAllChannels();
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if(CCS && CCS->soundh)
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CCS->soundh->ambientStopAllChannels();
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logGlobal->trace("\tHuman player interface for player %s being destructed", playerID.getStr());
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delete showingDialog;
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delete cingconsole;
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if (LOCPLINT == this)
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LOCPLINT = nullptr;
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}
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void CPlayerInterface::init(std::shared_ptr<Environment> ENV, std::shared_ptr<CCallback> CB)
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void CPlayerInterface::initGameInterface(std::shared_ptr<Environment> ENV, std::shared_ptr<CCallback> CB)
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{
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cb = CB;
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env = ENV;
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@@ -264,8 +269,8 @@ void CPlayerInterface::heroMoved(const TryMoveHero & details, bool verbose)
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assert(adventureInt->terrain.currentPath->nodes.size() >= 2);
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std::vector<CGPathNode>::const_iterator nodesIt = adventureInt->terrain.currentPath->nodes.end() - 1;
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if((nodesIt)->coord == CGHeroInstance::convertPosition(details.start, false)
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&& (nodesIt - 1)->coord == CGHeroInstance::convertPosition(details.end, false))
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if((nodesIt)->coord == hero->convertToVisitablePos(details.start)
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&& (nodesIt - 1)->coord == hero->convertToVisitablePos(details.end))
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{
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//path was between entrance and exit of teleport -> OK, erase node as usual
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removeLastNodeFromPath(hero);
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@@ -689,7 +694,7 @@ void CPlayerInterface::battleStart(const CCreatureSet *army1, const CCreatureSet
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if (settings["adventure"]["quickCombat"].Bool())
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{
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autofightingAI = CDynLibHandler::getNewBattleAI(settings["server"]["friendlyAI"].String());
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autofightingAI->init(env, cb);
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autofightingAI->initBattleInterface(env, cb);
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autofightingAI->battleStart(army1, army2, int3(0,0,0), hero1, hero2, side);
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isAutoFightOn = true;
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cb->registerBattleInterface(autofightingAI);
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@@ -704,7 +709,7 @@ void CPlayerInterface::battleStart(const CCreatureSet *army1, const CCreatureSet
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BATTLE_EVENT_POSSIBLE_RETURN;
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}
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void CPlayerInterface::battleUnitsChanged(const std::vector<UnitChanges> & units, const std::vector<CustomEffectInfo> & customEffects)
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void CPlayerInterface::battleUnitsChanged(const std::vector<UnitChanges> & units)
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{
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EVENT_HANDLER_CALLED_BY_CLIENT;
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BATTLE_EVENT_POSSIBLE_RETURN;
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@@ -715,34 +720,14 @@ void CPlayerInterface::battleUnitsChanged(const std::vector<UnitChanges> & units
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{
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case UnitChanges::EOperation::RESET_STATE:
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{
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const battle::Unit * unit = cb->battleGetUnitByID(info.id);
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const CStack * stack = cb->battleGetStackByID(info.id );
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if(!unit)
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if(!stack)
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{
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logGlobal->error("Invalid unit ID %d", info.id);
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continue;
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}
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auto iter = battleInt->creAnims.find(info.id);
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if(iter == battleInt->creAnims.end())
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{
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logGlobal->error("Unit %d have no animation", info.id);
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continue;
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}
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auto animation = iter->second;
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if(unit->alive() && animation->isDead())
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animation->setType(CCreatureAnim::HOLDING);
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if (unit->isClone())
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{
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std::unique_ptr<ColorShifterDeepBlue> shifter(new ColorShifterDeepBlue());
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animation->shiftColor(shifter.get());
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}
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//TODO: handle more cases
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battleInt->stackReset(stack);
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}
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break;
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case UnitChanges::EOperation::REMOVE:
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@@ -756,7 +741,7 @@ void CPlayerInterface::battleUnitsChanged(const std::vector<UnitChanges> & units
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logGlobal->error("Invalid unit ID %d", info.id);
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continue;
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}
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battleInt->unitAdded(unit);
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battleInt->stackAdded(unit);
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}
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break;
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default:
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@@ -764,8 +749,6 @@ void CPlayerInterface::battleUnitsChanged(const std::vector<UnitChanges> & units
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break;
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}
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}
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battleInt->displayCustomEffects(customEffects);
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}
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void CPlayerInterface::battleObstaclesChanged(const std::vector<ObstacleChanges> & obstacles)
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@@ -773,7 +756,7 @@ void CPlayerInterface::battleObstaclesChanged(const std::vector<ObstacleChanges>
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EVENT_HANDLER_CALLED_BY_CLIENT;
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BATTLE_EVENT_POSSIBLE_RETURN;
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bool needUpdate = false;
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std::vector<std::shared_ptr<const CObstacleInstance>> newObstacles;
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for(auto & change : obstacles)
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{
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@@ -781,19 +764,16 @@ void CPlayerInterface::battleObstaclesChanged(const std::vector<ObstacleChanges>
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{
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auto instance = cb->battleGetObstacleByID(change.id);
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if(instance)
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battleInt->obstaclePlaced(*instance);
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newObstacles.push_back(instance);
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else
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logNetwork->error("Invalid obstacle instance %d", change.id);
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}
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else
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{
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needUpdate = true;
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}
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}
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if(needUpdate)
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//update accessible hexes
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battleInt->redrawBackgroundWithHexes(battleInt->activeStack);
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if (!newObstacles.empty())
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battleInt->obstaclePlaced(newObstacles);
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battleInt->fieldController->redrawBackgroundWithHexes();
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}
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void CPlayerInterface::battleCatapultAttacked(const CatapultAttack & ca)
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@@ -858,36 +838,36 @@ BattleAction CPlayerInterface::activeStack(const CStack * stack) //called when i
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autofightingAI.reset();
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}
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CBattleInterface *b = battleInt;
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assert(battleInt);
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if(!b)
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if(!battleInt)
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{
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return BattleAction::makeDefend(stack); // probably battle is finished already
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}
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if(CBattleInterface::givenCommand.get())
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if(BattleInterface::givenCommand.get())
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{
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logGlobal->error("Command buffer must be clean! (we don't want to use old command)");
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vstd::clear_pointer(CBattleInterface::givenCommand.data);
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vstd::clear_pointer(BattleInterface::givenCommand.data);
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}
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{
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boost::unique_lock<boost::recursive_mutex> un(*pim);
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b->stackActivated(stack);
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battleInt->stackActivated(stack);
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//Regeneration & mana drain go there
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}
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//wait till BattleInterface sets its command
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boost::unique_lock<boost::mutex> lock(CBattleInterface::givenCommand.mx);
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while(!CBattleInterface::givenCommand.data)
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boost::unique_lock<boost::mutex> lock(BattleInterface::givenCommand.mx);
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while(!BattleInterface::givenCommand.data)
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{
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CBattleInterface::givenCommand.cond.wait(lock);
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BattleInterface::givenCommand.cond.wait(lock);
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if (!battleInt) //battle ended while we were waiting for movement (eg. because of spell)
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throw boost::thread_interrupted(); //will shut the thread peacefully
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}
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//tidy up
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BattleAction ret = *(CBattleInterface::givenCommand.data);
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vstd::clear_pointer(CBattleInterface::givenCommand.data);
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BattleAction ret = *(BattleInterface::givenCommand.data);
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vstd::clear_pointer(BattleInterface::givenCommand.data);
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if(ret.actionType == EActionType::CANCEL)
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{
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@@ -912,7 +892,7 @@ void CPlayerInterface::battleEnd(const BattleResult *br)
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if(!battleInt)
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{
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GH.pushIntT<CBattleResultWindow>(*br, *this);
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GH.pushIntT<BattleResultWindow>(*br, *this);
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// #1490 - during AI turn when quick combat is on, we need to display the message and wait for user to close it.
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// Otherwise NewTurn causes freeze.
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waitWhileDialog();
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@@ -935,12 +915,12 @@ void CPlayerInterface::battleLogMessage(const std::vector<MetaString> & lines)
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battleInt->displayBattleLog(lines);
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}
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void CPlayerInterface::battleStackMoved(const CStack * stack, std::vector<BattleHex> dest, int distance)
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void CPlayerInterface::battleStackMoved(const CStack * stack, std::vector<BattleHex> dest, int distance, bool teleport)
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{
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EVENT_HANDLER_CALLED_BY_CLIENT;
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BATTLE_EVENT_POSSIBLE_RETURN;
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battleInt->stackMoved(stack, dest, distance);
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battleInt->stackMoved(stack, dest, distance, teleport);
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}
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void CPlayerInterface::battleSpellCast( const BattleSpellCast *sc )
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{
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@@ -962,9 +942,9 @@ void CPlayerInterface::battleTriggerEffect (const BattleTriggerEffect & bte)
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//TODO why is this different (no return on LOPLINT != this) ?
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RETURN_IF_QUICK_COMBAT;
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battleInt->battleTriggerEffect(bte);
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battleInt->effectsController->battleTriggerEffect(bte);
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}
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void CPlayerInterface::battleStacksAttacked(const std::vector<BattleStackAttacked> & bsa)
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void CPlayerInterface::battleStacksAttacked(const std::vector<BattleStackAttacked> & bsa, bool ranged)
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{
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EVENT_HANDLER_CALLED_BY_CLIENT;
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BATTLE_EVENT_POSSIBLE_RETURN;
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@@ -974,24 +954,25 @@ void CPlayerInterface::battleStacksAttacked(const std::vector<BattleStackAttacke
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{
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const CStack * defender = cb->battleGetStackByID(elem.stackAttacked, false);
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const CStack * attacker = cb->battleGetStackByID(elem.attackerID, false);
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if(elem.isEffect())
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{
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if(defender && !elem.isSecondary())
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battleInt->displayEffect(elem.effect, defender->getPosition());
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}
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if(elem.isSpell())
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{
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if(defender)
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battleInt->displaySpellEffect(elem.spellID, defender->getPosition());
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}
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//FIXME: why action is deleted during enchanter cast?
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bool remoteAttack = false;
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if(LOCPLINT->curAction)
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remoteAttack |= LOCPLINT->curAction->actionType != EActionType::WALK_AND_ATTACK;
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assert(defender);
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StackAttackedInfo to_put = {defender, elem.damageAmount, elem.killedAmount, attacker, remoteAttack, elem.killed(), elem.willRebirth(), elem.cloneKilled()};
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arg.push_back(to_put);
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StackAttackedInfo info;
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info.defender = defender;
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info.attacker = attacker;
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info.damageDealt = elem.damageAmount;
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info.amountKilled = elem.killedAmount;
|
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info.spellEffect = SpellID::NONE;
|
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info.indirectAttack = ranged;
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info.killed = elem.killed();
|
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info.rebirth = elem.willRebirth();
|
||||
info.cloneKilled = elem.cloneKilled();
|
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info.fireShield = elem.fireShield();
|
||||
|
||||
if (elem.isSpell())
|
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info.spellEffect = elem.spellID;
|
||||
|
||||
arg.push_back(info);
|
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}
|
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battleInt->stacksAreAttacked(arg);
|
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}
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@@ -1002,96 +983,36 @@ void CPlayerInterface::battleAttack(const BattleAttack * ba)
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|
||||
assert(curAction);
|
||||
|
||||
const CStack * attacker = cb->battleGetStackByID(ba->stackAttacking);
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||||
StackAttackInfo info;
|
||||
info.attacker = cb->battleGetStackByID(ba->stackAttacking);
|
||||
info.defender = nullptr;
|
||||
info.indirectAttack = ba->shot();
|
||||
info.lucky = ba->lucky();
|
||||
info.unlucky = ba->unlucky();
|
||||
info.deathBlow = ba->deathBlow();
|
||||
info.lifeDrain = ba->lifeDrain();
|
||||
info.tile = ba->tile;
|
||||
info.spellEffect = SpellID::NONE;
|
||||
|
||||
if(!attacker)
|
||||
{
|
||||
logGlobal->error("Attacking stack not found");
|
||||
return;
|
||||
}
|
||||
if (ba->spellLike())
|
||||
info.spellEffect = ba->spellID;
|
||||
|
||||
if(ba->lucky()) //lucky hit
|
||||
for(auto & elem : ba->bsa)
|
||||
{
|
||||
battleInt->console->addText(attacker->formatGeneralMessage(-45));
|
||||
battleInt->displayEffect(18, attacker->getPosition());
|
||||
CCS->soundh->playSound(soundBase::GOODLUCK);
|
||||
}
|
||||
if(ba->unlucky()) //unlucky hit
|
||||
{
|
||||
battleInt->console->addText(attacker->formatGeneralMessage(-44));
|
||||
battleInt->displayEffect(48, attacker->getPosition());
|
||||
CCS->soundh->playSound(soundBase::BADLUCK);
|
||||
}
|
||||
if(ba->deathBlow())
|
||||
{
|
||||
battleInt->console->addText(attacker->formatGeneralMessage(365));
|
||||
for(auto & elem : ba->bsa)
|
||||
if(!elem.isSecondary())
|
||||
{
|
||||
const CStack * attacked = cb->battleGetStackByID(elem.stackAttacked);
|
||||
battleInt->displayEffect(73, attacked->getPosition());
|
||||
assert(info.defender == nullptr);
|
||||
info.defender = cb->battleGetStackByID(elem.stackAttacked);
|
||||
}
|
||||
CCS->soundh->playSound(soundBase::deathBlow);
|
||||
}
|
||||
|
||||
battleInt->displayCustomEffects(ba->customEffects);
|
||||
|
||||
battleInt->waitForAnims();
|
||||
|
||||
auto actionTarget = curAction->getTarget(cb.get());
|
||||
|
||||
if(actionTarget.empty() || (actionTarget.size() < 2 && !ba->shot()))
|
||||
{
|
||||
logNetwork->error("Invalid current action: no destination.");
|
||||
return;
|
||||
}
|
||||
|
||||
if(ba->shot())
|
||||
{
|
||||
for(auto & elem : ba->bsa)
|
||||
else
|
||||
{
|
||||
if(!elem.isSecondary()) //display projectile only for primary target
|
||||
{
|
||||
const CStack * attacked = cb->battleGetStackByID(elem.stackAttacked);
|
||||
battleInt->stackAttacking(attacker, attacked->getPosition(), attacked, true);
|
||||
}
|
||||
info.secondaryDefender.push_back(cb->battleGetStackByID(elem.stackAttacked));
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
auto attackTarget = actionTarget.at(1).hexValue;
|
||||
assert(info.defender != nullptr);
|
||||
assert(info.attacker != nullptr);
|
||||
|
||||
//TODO: use information from BattleAttack but not curAction
|
||||
|
||||
int shift = 0;
|
||||
if(ba->counter() && BattleHex::mutualPosition(attackTarget, attacker->getPosition()) < 0)
|
||||
{
|
||||
int distp = BattleHex::getDistance(attackTarget + 1, attacker->getPosition());
|
||||
int distm = BattleHex::getDistance(attackTarget - 1, attacker->getPosition());
|
||||
|
||||
if(distp < distm)
|
||||
shift = 1;
|
||||
else
|
||||
shift = -1;
|
||||
}
|
||||
|
||||
if(!ba->bsa.empty())
|
||||
{
|
||||
const CStack * attacked = cb->battleGetStackByID(ba->bsa.begin()->stackAttacked);
|
||||
battleInt->stackAttacking(attacker, ba->counter() ? BattleHex(attackTarget + shift) : attackTarget, attacked, false);
|
||||
}
|
||||
}
|
||||
|
||||
//battleInt->waitForAnims(); //FIXME: freeze
|
||||
|
||||
if(ba->spellLike())
|
||||
{
|
||||
//TODO: use information from BattleAttack but not curAction
|
||||
|
||||
auto destination = actionTarget.at(0).hexValue;
|
||||
//display hit animation
|
||||
SpellID spellID = ba->spellID;
|
||||
battleInt->displaySpellHit(spellID, destination);
|
||||
}
|
||||
battleInt->stackAttacking(info);
|
||||
}
|
||||
|
||||
void CPlayerInterface::battleGateStateChanged(const EGateState state)
|
||||
@@ -1573,7 +1494,7 @@ void CPlayerInterface::newObject( const CGObjectInstance * obj )
|
||||
//we might have built a boat in shipyard in opened town screen
|
||||
if (obj->ID == Obj::BOAT
|
||||
&& LOCPLINT->castleInt
|
||||
&& obj->pos-obj->getVisitableOffset() == LOCPLINT->castleInt->town->bestLocation())
|
||||
&& obj->visitablePos() == LOCPLINT->castleInt->town->bestLocation())
|
||||
{
|
||||
CCS->soundh->playSound(soundBase::newBuilding);
|
||||
LOCPLINT->castleInt->addBuilding(BuildingID::SHIP);
|
||||
@@ -1625,7 +1546,7 @@ void CPlayerInterface::playerBlocked(int reason, bool start)
|
||||
GH.curInt = this;
|
||||
adventureInt->selection = nullptr;
|
||||
adventureInt->setPlayer(playerID);
|
||||
std::string msg = CGI->generaltexth->localizedTexts["adventureMap"]["playerAttacked"].String();
|
||||
std::string msg = CGI->generaltexth->translate("vcmi.adventureMap.playerAttacked");
|
||||
boost::replace_first(msg, "%s", cb->getStartInfo()->playerInfos.find(playerID)->second.name);
|
||||
std::vector<std::shared_ptr<CComponent>> cmp;
|
||||
cmp.push_back(std::make_shared<CComponent>(CComponent::flag, playerID.getNum(), 0));
|
||||
@@ -2008,7 +1929,7 @@ CGPath * CPlayerInterface::getAndVerifyPath(const CGHeroInstance * h)
|
||||
}
|
||||
else
|
||||
{
|
||||
assert(h->getPosition(false) == path.startPos());
|
||||
assert(h->visitablePos() == path.startPos());
|
||||
//update the hero path in case of something has changed on map
|
||||
if (LOCPLINT->cb->getPathsInfo(h)->getPath(path, path.endPos()))
|
||||
return &path;
|
||||
@@ -2112,7 +2033,7 @@ void CPlayerInterface::acceptTurn()
|
||||
void CPlayerInterface::tryDiggging(const CGHeroInstance * h)
|
||||
{
|
||||
int msgToShow = -1;
|
||||
const bool isBlocked = CGI->mh->hasObjectHole(h->getPosition(false)); // Don't dig in the pit.
|
||||
const bool isBlocked = CGI->mh->hasObjectHole(h->visitablePos()); // Don't dig in the pit.
|
||||
|
||||
const auto diggingStatus = isBlocked
|
||||
? EDiggingStatus::TILE_OCCUPIED
|
||||
@@ -2409,7 +2330,7 @@ void CPlayerInterface::doMoveHero(const CGHeroInstance * h, CGPath path)
|
||||
int i = 1;
|
||||
auto getObj = [&](int3 coord, bool ignoreHero)
|
||||
{
|
||||
return cb->getTile(CGHeroInstance::convertPosition(coord,false))->topVisitableObj(ignoreHero);
|
||||
return cb->getTile(h->convertToVisitablePos(coord))->topVisitableObj(ignoreHero);
|
||||
};
|
||||
|
||||
auto isTeleportAction = [&](CGPathNode::ENodeAction action) -> bool
|
||||
@@ -2448,7 +2369,9 @@ void CPlayerInterface::doMoveHero(const CGHeroInstance * h, CGPath path)
|
||||
};
|
||||
|
||||
{
|
||||
path.convert(0);
|
||||
for (auto & elem : path.nodes)
|
||||
elem.coord = h->convertFromVisitablePos(elem.coord);
|
||||
|
||||
TerrainId currentTerrain = Terrain::BORDER; // not init yet
|
||||
TerrainId newTerrain;
|
||||
int sh = -1;
|
||||
@@ -2505,7 +2428,7 @@ void CPlayerInterface::doMoveHero(const CGHeroInstance * h, CGPath path)
|
||||
sh = CCS->soundh->playSound(soundBase::horseFlying, -1);
|
||||
#endif
|
||||
{
|
||||
newTerrain = cb->getTile(CGHeroInstance::convertPosition(currentCoord, false))->terType->id;
|
||||
newTerrain = cb->getTile(h->convertToVisitablePos(currentCoord))->terType->id;
|
||||
if(newTerrain != currentTerrain)
|
||||
{
|
||||
CCS->soundh->stopSound(sh);
|
||||
|
||||
Reference in New Issue
Block a user