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https://github.com/vcmi/vcmi.git
synced 2024-11-24 08:32:34 +02:00
Added convertToVisitablePos/convertFromVisitablePos to CGHeroInstance
This method replaces old convertPosition, but with more clear names and without hardcoded magic constants.
This commit is contained in:
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3e691d9033
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25bceda4ea
@ -92,8 +92,8 @@ void AIGateway::heroMoved(const TryMoveHero & details, bool verbose)
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validateObject(details.id); //enemy hero may have left visible area
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auto hero = cb->getHero(details.id);
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const int3 from = details.start - hero->getVisitableOffset();
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const int3 to = details.end - hero->getVisitableOffset();
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const int3 from = hero->convertToVisitablePos(details.start);
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const int3 to = hero->convertToVisitablePos(details.end);
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const CGObjectInstance * o1 = vstd::frontOrNull(cb->getVisitableObjs(from, verbose));
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const CGObjectInstance * o2 = vstd::frontOrNull(cb->getVisitableObjs(to, verbose));
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@ -1178,7 +1178,7 @@ bool AIGateway::moveHeroToTile(int3 dst, HeroPtr h)
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{
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//FIXME: this assertion fails also if AI moves onto defeated guarded object
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assert(cb->getVisitableObjs(dst).size() > 1); //there's no point in revisiting tile where there is no visitable object
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cb->moveHero(*h, dst + h->getVisitableOffset());
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cb->moveHero(*h, h->convertFromVisitablePos(dst));
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afterMovementCheck(); // TODO: is it feasible to hero get killed there if game work properly?
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// If revisiting, teleport probing is never done, and so the entries into the list would remain unused and uncleared
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teleportChannelProbingList.clear();
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@ -1232,14 +1232,14 @@ bool AIGateway::moveHeroToTile(int3 dst, HeroPtr h)
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auto doMovement = [&](int3 dst, bool transit)
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{
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cb->moveHero(*h, dst + h->getVisitableOffset(), transit);
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cb->moveHero(*h, h->convertFromVisitablePos(dst), transit);
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};
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auto doTeleportMovement = [&](ObjectInstanceID exitId, int3 exitPos)
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{
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destinationTeleport = exitId;
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if(exitPos.valid())
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destinationTeleportPos = exitPos + h->getVisitableOffset();
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destinationTeleportPos = h->convertFromVisitablePos(exitPos);
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cb->moveHero(*h, h->pos);
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destinationTeleport = ObjectInstanceID();
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destinationTeleportPos = int3(-1);
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@ -101,8 +101,8 @@ void VCAI::heroMoved(const TryMoveHero & details, bool verbose)
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validateObject(details.id); //enemy hero may have left visible area
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auto hero = cb->getHero(details.id);
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const int3 from = details.start - hero->getVisitableOffset();
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const int3 to = details.end - hero->getVisitableOffset();
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const int3 from = hero->convertToVisitablePos(details.start);
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const int3 to = hero->convertToVisitablePos(details.end);
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const CGObjectInstance * o1 = vstd::frontOrNull(cb->getVisitableObjs(from, verbose));
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const CGObjectInstance * o2 = vstd::frontOrNull(cb->getVisitableObjs(to, verbose));
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@ -1813,7 +1813,7 @@ bool VCAI::moveHeroToTile(int3 dst, HeroPtr h)
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{
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//FIXME: this assertion fails also if AI moves onto defeated guarded object
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assert(cb->getVisitableObjs(dst).size() > 1); //there's no point in revisiting tile where there is no visitable object
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cb->moveHero(*h, dst + h->getVisitableOffset());
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cb->moveHero(*h, h->convertFromVisitablePos(dst));
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afterMovementCheck(); // TODO: is it feasible to hero get killed there if game work properly?
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// If revisiting, teleport probing is never done, and so the entries into the list would remain unused and uncleared
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teleportChannelProbingList.clear();
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@ -1867,14 +1867,14 @@ bool VCAI::moveHeroToTile(int3 dst, HeroPtr h)
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auto doMovement = [&](int3 dst, bool transit)
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{
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cb->moveHero(*h, dst + h->getVisitableOffset(), transit);
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cb->moveHero(*h, h->convertFromVisitablePos(dst), transit);
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};
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auto doTeleportMovement = [&](ObjectInstanceID exitId, int3 exitPos)
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{
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destinationTeleport = exitId;
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if(exitPos.valid())
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destinationTeleportPos = exitPos + h->getVisitableOffset();
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destinationTeleportPos = h->convertFromVisitablePos(exitPos);
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cb->moveHero(*h, h->pos);
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destinationTeleport = ObjectInstanceID();
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destinationTeleportPos = int3(-1);
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@ -264,8 +264,8 @@ 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 == details.start - hero->getVisitableOffset()
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&& (nodesIt - 1)->coord == details.end - hero->getVisitableOffset())
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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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@ -1573,7 +1573,7 @@ void CPlayerInterface::newObject( const CGObjectInstance * obj )
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//we might have built a boat in shipyard in opened town screen
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if (obj->ID == Obj::BOAT
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&& LOCPLINT->castleInt
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&& obj->pos-obj->getVisitableOffset() == LOCPLINT->castleInt->town->bestLocation())
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&& obj->visitablePos() == LOCPLINT->castleInt->town->bestLocation())
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{
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CCS->soundh->playSound(soundBase::newBuilding);
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LOCPLINT->castleInt->addBuilding(BuildingID::SHIP);
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@ -2405,7 +2405,7 @@ void CPlayerInterface::doMoveHero(const CGHeroInstance * h, CGPath path)
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int i = 1;
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auto getObj = [&](int3 coord, bool ignoreHero)
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{
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return cb->getTile(coord - h->getVisitableOffset())->topVisitableObj(ignoreHero);
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return cb->getTile(h->convertToVisitablePos(coord))->topVisitableObj(ignoreHero);
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};
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auto isTeleportAction = [&](CGPathNode::ENodeAction action) -> bool
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@ -2445,7 +2445,7 @@ void CPlayerInterface::doMoveHero(const CGHeroInstance * h, CGPath path)
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{
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for (auto & elem : path.nodes)
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elem.coord = elem.coord + h->getVisitableOffset();
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elem.coord = h->convertFromVisitablePos(elem.coord);
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TerrainId currentTerrain = Terrain::BORDER; // not init yet
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TerrainId newTerrain;
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@ -2503,7 +2503,7 @@ void CPlayerInterface::doMoveHero(const CGHeroInstance * h, CGPath path)
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sh = CCS->soundh->playSound(soundBase::horseFlying, -1);
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#endif
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{
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newTerrain = cb->getTile(currentCoord - h->getVisitableOffset())->terType->id;
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newTerrain = cb->getTile(h->convertToVisitablePos(currentCoord))->terType->id;
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if(newTerrain != currentTerrain)
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{
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CCS->soundh->stopSound(sh);
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@ -1880,8 +1880,7 @@ void CGameState::placeHeroesInTowns()
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// assume that this hero should be visiting the town (H3M format quirk) and move hero to correct position
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if (heroOnTownBlockableTile)
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{
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int3 townVisitablePos = t->visitablePos();
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int3 correctedPos = townVisitablePos + h->getVisitableOffset();
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int3 correctedPos = h->convertFromVisitablePos(t->visitablePos());
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map->removeBlockVisTiles(h);
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h->pos = correctedPos;
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@ -550,7 +550,7 @@ void TryMoveHero::applyGs(CGameState *gs)
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if(result == EMBARK) //hero enters boat at destination tile
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{
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const TerrainTile &tt = gs->map->getTile(end - h->getVisitableOffset());
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const TerrainTile &tt = gs->map->getTile(h->convertToVisitablePos(end));
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assert(tt.visitableObjects.size() >= 1 && tt.visitableObjects.back()->ID == Obj::BOAT); //the only visitable object at destination is Boat
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CGBoat *boat = static_cast<CGBoat*>(tt.visitableObjects.back());
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@ -704,14 +704,13 @@ DLL_LINKAGE void GiveHero::applyGs(CGameState *gs)
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h->detachFrom(gs->globalEffects);
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h->attachTo(*gs->getPlayerState(player));
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auto oldOffset = h->getVisitableOffset();
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auto oldVisitablePos = h->visitablePos();
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gs->map->removeBlockVisTiles(h,true);
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h->appearance = VLC->objtypeh->getHandlerFor(Obj::HERO, h->type->heroClass->getIndex())->getTemplates().front();
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auto newOffset = h->getVisitableOffset();
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h->setOwner(player);
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h->movement = h->maxMovePoints(true);
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h->pos = h->pos - oldOffset + newOffset;
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h->pos = h->convertFromVisitablePos(oldVisitablePos);
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gs->map->heroesOnMap.push_back(h);
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gs->getPlayerState(h->getOwner())->heroes.push_back(h);
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@ -164,6 +164,16 @@ void CGHeroInstance::setSecSkillLevel(SecondarySkill which, int val, bool abs)
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}
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}
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int3 CGHeroInstance::convertToVisitablePos(const int3 & position) const
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{
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return position - getVisitableOffset();
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}
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int3 CGHeroInstance::convertFromVisitablePos(const int3 & position) const
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{
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return position + getVisitableOffset();
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}
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bool CGHeroInstance::canLearnSkill() const
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{
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return secSkills.size() < GameConstants::SKILL_PER_HERO;
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@ -1585,7 +1595,7 @@ void CGHeroInstance::serializeJsonOptions(JsonSerializeFormat & handler)
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if(!handler.saving)
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{
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patrol.patrolling = (rawPatrolRadius > NO_PATROLING);
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patrol.initialPos = pos - getVisitableOffset();
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patrol.initialPos = visitablePos();
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patrol.patrolRadius = (rawPatrolRadius > NO_PATROLING) ? rawPatrolRadius : 0;
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}
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}
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@ -167,6 +167,9 @@ public:
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bool canLearnSpell(const spells::Spell * spell) const;
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bool canCastThisSpell(const spells::Spell * spell) const; //determines if this hero can cast given spell; takes into account existing spell in spellbook, existing spellbook and artifact bonuses
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/// convert given position between map position (CGObjectInstance::pos) and visitable position used for hero interactions
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int3 convertToVisitablePos(const int3 & position) const;
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int3 convertFromVisitablePos(const int3 & position) const;
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// ----- primary and secondary skill, experience, level handling -----
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@ -1074,7 +1074,7 @@ void CGMonolith::onHeroVisit( const CGHeroInstance * h ) const
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auto exits = cb->getTeleportChannelExits(channel);
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for(auto exit : exits)
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{
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td.exits.push_back(std::make_pair(exit, cb->getObj(exit)->visitablePos() + h->getVisitableOffset()));
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td.exits.push_back(std::make_pair(exit, h->convertFromVisitablePos(cb->getObj(exit)->visitablePos())));
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}
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}
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@ -1106,7 +1106,7 @@ void CGMonolith::teleportDialogAnswered(const CGHeroInstance *hero, ui32 answer,
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else if(vstd::isValidIndex(exits, answer))
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dPos = exits[answer].second;
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else
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dPos = cb->getObj(randomExit)->visitablePos() + hero->getVisitableOffset();
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dPos = hero->convertFromVisitablePos(cb->getObj(randomExit)->visitablePos());
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cb->moveHero(hero->id, dPos, true);
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}
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@ -1150,7 +1150,7 @@ void CGSubterraneanGate::onHeroVisit( const CGHeroInstance * h ) const
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else
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{
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auto exit = getRandomExit(h);
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td.exits.push_back(std::make_pair(exit, cb->getObj(exit)->visitablePos() + h->getVisitableOffset()));
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td.exits.push_back(std::make_pair(exit, h->convertFromVisitablePos(cb->getObj(exit)->visitablePos())));
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}
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cb->showTeleportDialog(&td);
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@ -1259,7 +1259,7 @@ void CGWhirlpool::onHeroVisit( const CGHeroInstance * h ) const
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{
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auto blockedPosList = cb->getObj(exit)->getBlockedPos();
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for(auto bPos : blockedPosList)
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td.exits.push_back(std::make_pair(exit, bPos + h->getVisitableOffset()));
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td.exits.push_back(std::make_pair(exit, h->convertFromVisitablePos(bPos)));
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}
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}
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@ -1283,7 +1283,7 @@ void CGWhirlpool::teleportDialogAnswered(const CGHeroInstance *hero, ui32 answer
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auto obj = cb->getObj(exit);
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std::set<int3> tiles = obj->getBlockedPos();
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dPos = *RandomGeneratorUtil::nextItem(tiles, CRandomGenerator::getDefault()) + hero->getVisitableOffset();
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dPos = hero->convertFromVisitablePos(*RandomGeneratorUtil::nextItem(tiles, CRandomGenerator::getDefault()));
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}
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cb->moveHero(hero->id, dPos, true);
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@ -1664,7 +1664,7 @@ CGObjectInstance * CMapLoaderH3M::readHero(ObjectInstanceID idToBeGiven, const i
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else
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{
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nhi->patrol.patrolling = true;
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nhi->patrol.initialPos = initialPos - nhi->getVisitableOffset();
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nhi->patrol.initialPos = nhi->convertToVisitablePos(initialPos);
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}
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if(map->version > EMapFormat::ROE)
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@ -324,7 +324,7 @@ ESpellCastResult DimensionDoorMechanics::applyAdventureEffects(SpellCastEnvironm
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iw.text.addTxt(MetaString::GENERAL_TXT, 70); //Dimension Door failed!
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env->apply(&iw);
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}
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else if(env->moveHero(parameters.caster->id, parameters.pos + parameters.caster->getVisitableOffset(), true))
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else if(env->moveHero(parameters.caster->id, parameters.caster->convertFromVisitablePos(parameters.pos), true))
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{
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SetMovePoints smp;
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smp.hid = parameters.caster->id;
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@ -424,7 +424,7 @@ ESpellCastResult TownPortalMechanics::applyAdventureEffects(SpellCastEnvironment
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return ESpellCastResult::ERROR;
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}
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if(env->moveHero(parameters.caster->id, destination->visitablePos() + parameters.caster->getVisitableOffset(), true))
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if(env->moveHero(parameters.caster->id, parameters.caster->convertFromVisitablePos(destination->visitablePos()), true))
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{
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SetMovePoints smp;
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smp.hid = parameters.caster->id;
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@ -2326,7 +2326,7 @@ bool CGameHandler::moveHero(ObjectInstanceID hid, int3 dst, ui8 teleporting, boo
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}
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logGlobal->trace("Player %d (%s) wants to move hero %d from %s to %s", asker, asker.getStr(), hid.getNum(), h->pos.toString(), dst.toString());
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const int3 hmpos = dst - h->getVisitableOffset();
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const int3 hmpos = h->convertToVisitablePos(dst);
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if (!gs->map->isInTheMap(hmpos))
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{
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@ -2526,8 +2526,8 @@ bool CGameHandler::teleportHero(ObjectInstanceID hid, ObjectInstanceID dstid, ui
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|| (!t->hasBuilt(BuildingSubID::CASTLE_GATE)
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&& complain("Cannot teleport hero to town without Castle gate in it")))
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return false;
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int3 pos = t->visitablePos();
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pos += h->getVisitableOffset();
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int3 pos = h->convertFromVisitablePos(t->visitablePos());
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moveHero(hid,pos,1);
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return true;
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}
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@ -4353,7 +4353,7 @@ bool CGameHandler::hireHero(const CGObjectInstance *obj, ui8 hid, PlayerColor pl
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hr.tid = obj->id;
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hr.hid = nh->subID;
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hr.player = player;
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hr.tile = obj->visitablePos() + nh->getVisitableOffset();
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hr.tile = nh->convertFromVisitablePos(obj->visitablePos());
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sendAndApply(&hr);
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std::map<ui32, ConstTransitivePtr<CGHeroInstance> > pool = gs->unusedHeroesFromPool();
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@ -489,7 +489,7 @@ void CHeroMovementQuery::onExposure(QueryPtr topQuery)
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logGlobal->trace("Hero %s after victory over guard finishes visit to %s", hero->name, tmh.end.toString());
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//finish movement
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visitDestAfterVictory = false;
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gh->visitObjectOnTile(*gh->getTile(tmh.end - hero->getVisitableOffset()), hero);
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gh->visitObjectOnTile(*gh->getTile(hero->convertToVisitablePos(tmh.end)), hero);
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}
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owner->popIfTop(*this);
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