mirror of
https://github.com/vcmi/vcmi.git
synced 2024-12-24 22:14:36 +02:00
- Fixed wrong creature teleported
- Support for Sacrifice
This commit is contained in:
parent
f5e47474c5
commit
25bdcd3cab
@ -92,7 +92,7 @@ void CBattleInterface::addNewAnim(CBattleAnimation * anim)
|
||||
|
||||
CBattleInterface::CBattleInterface(const CCreatureSet * army1, const CCreatureSet * army2, CGHeroInstance *hero1, CGHeroInstance *hero2, const SDL_Rect & myRect, CPlayerInterface * att, CPlayerInterface * defen)
|
||||
: queue(NULL), attackingHeroInstance(hero1), defendingHeroInstance(hero2), animCount(0),
|
||||
activeStack(NULL), stackToActivate(NULL), mouseHoveredStack(-1), lastMouseHoveredStackAnimationTime(-1), previouslyHoveredHex(-1),
|
||||
activeStack(NULL), stackToActivate(NULL), selectedStack(NULL), mouseHoveredStack(-1), lastMouseHoveredStackAnimationTime(-1), previouslyHoveredHex(-1),
|
||||
currentlyHoveredHex(-1), attackingHex(-1), tacticianInterface(NULL), stackCanCastSpell(false), creatureCasting(false), spellDestSelectMode(false), spellSelMode(NO_LOCATION), spellToCast(NULL), sp(NULL),
|
||||
siegeH(NULL), attackerInt(att), defenderInt(defen), curInt(att), animIDhelper(0), bfield(GameConstants::BFIELD_SIZE),
|
||||
givenCommand(NULL), myTurn(false), resWindow(NULL), moveStarted(false), moveSh(-1), bresult(NULL)
|
||||
@ -1385,7 +1385,7 @@ void CBattleInterface::newRound(int number)
|
||||
|
||||
}
|
||||
|
||||
void CBattleInterface::giveCommand(ui8 action, BattleHex tile, ui32 stackID, si32 additional)
|
||||
void CBattleInterface::giveCommand(ui8 action, BattleHex tile, ui32 stackID, si32 additional, si32 selected)
|
||||
{
|
||||
const CStack *stack = curInt->cb->battleGetStackByID(stackID);
|
||||
if(!stack && action != BattleAction::HERO_SPELL && action != BattleAction::RETREAT && action != BattleAction::SURRENDER)
|
||||
@ -1402,6 +1402,7 @@ void CBattleInterface::giveCommand(ui8 action, BattleHex tile, ui32 stackID, si3
|
||||
ba->destinationTile = tile;
|
||||
ba->stackNumber = stackID;
|
||||
ba->additionalInfo = additional;
|
||||
ba->selectedStack = selected;
|
||||
|
||||
//some basic validations
|
||||
switch(action)
|
||||
@ -1591,6 +1592,7 @@ void CBattleInterface::spellCast( const BattleSpellCast * sc )
|
||||
case Spells::RESURRECTION:
|
||||
case Spells::ANIMATE_DEAD:
|
||||
case Spells::DISPEL_HELPFUL_SPELLS:
|
||||
case Spells::SACRIFICE: //TODO: animation upon killed stack
|
||||
for(std::set<ui32>::const_iterator it = sc->affectedCres.begin(); it != sc->affectedCres.end(); ++it)
|
||||
{
|
||||
displayEffect(spell.mainEffectAnim, curInt->cb->battleGetStackByID(*it, false)->position);
|
||||
@ -1600,10 +1602,10 @@ void CBattleInterface::spellCast( const BattleSpellCast * sc )
|
||||
case Spells::SUMMON_EARTH_ELEMENTAL:
|
||||
case Spells::SUMMON_WATER_ELEMENTAL:
|
||||
case Spells::SUMMON_AIR_ELEMENTAL:
|
||||
case Spells::CLONE: //TODO: make it smarter?
|
||||
case Spells::CLONE:
|
||||
case Spells::REMOVE_OBSTACLE:
|
||||
case Spells::CHAIN_LIGHTNING:
|
||||
addNewAnim(new CDummyAnimation(this, 2));
|
||||
addNewAnim(new CDummyAnimation(this, 2)); //interface won't return until animation is played. TODO: make it smarter?
|
||||
break;
|
||||
} //switch(sc->id)
|
||||
|
||||
@ -2744,7 +2746,7 @@ void CBattleInterface::handleHex(BattleHex myNumber, int eventType)
|
||||
legalAction = true;
|
||||
break;
|
||||
case RISING_SPELL:
|
||||
if (shere && shere->canBeHealed() && isCastingPossibleHere (sactive, shere, myNumber)) //TODO: at least one stack has to be raised by resurrection / animate dead
|
||||
if (shere && shere->canBeHealed() && ourStack && isCastingPossibleHere (sactive, shere, myNumber)) //TODO: at least one stack has to be raised by resurrection / animate dead
|
||||
legalAction = true;
|
||||
break;
|
||||
case RANDOM_GENIE_SPELL:
|
||||
@ -2771,13 +2773,17 @@ void CBattleInterface::handleHex(BattleHex myNumber, int eventType)
|
||||
else
|
||||
skill = getActiveHero()->getSpellSchoolLevel (CGI->spellh->spells[spellToCast->additionalInfo]);
|
||||
//TODO: explicitely save power, skill
|
||||
if (curInt->cb->battleCanTeleportTo(activeStack, myNumber, skill))
|
||||
if (curInt->cb->battleCanTeleportTo(selectedStack, myNumber, skill))
|
||||
legalAction = true;
|
||||
else
|
||||
notLegal = true;
|
||||
}
|
||||
break;
|
||||
case SACRIFICE: //TODO
|
||||
case SACRIFICE: //choose our living stack to sacrifice
|
||||
if (shere && shere != selectedStack && ourStack && shere->alive())
|
||||
legalAction = true;
|
||||
else
|
||||
notLegal = true;
|
||||
break;
|
||||
case CATAPULT:
|
||||
if (isCatapultAttackable(myNumber))
|
||||
@ -2899,8 +2905,9 @@ void CBattleInterface::handleHex(BattleHex myNumber, int eventType)
|
||||
consoleMsg = boost::str(boost::format(CGI->generaltexth->allTexts[27]) % sp->name % shere->getName()); //Cast %s on %s
|
||||
switch (sp->id)
|
||||
{
|
||||
case Spells::TELEPORT:
|
||||
case Spells::SACRIFICE:
|
||||
case Spells::TELEPORT:
|
||||
selectedStack = shere; //remember firts target
|
||||
secondaryTarget = true;
|
||||
break;
|
||||
}
|
||||
@ -2919,6 +2926,12 @@ void CBattleInterface::handleHex(BattleHex myNumber, int eventType)
|
||||
consoleMsg = CGI->generaltexth->allTexts[550];
|
||||
isCastingPossible = true;
|
||||
break;
|
||||
case SACRIFICE:
|
||||
cursorFrame = ECursor::COMBAT_SACRIFICE;
|
||||
consoleMsg = (boost::format(CGI->generaltexth->allTexts[549]) % shere->getName()).str(); //sacrifice the %s
|
||||
spellToCast->selectedStack = shere->ID; //sacrificed creature is selected
|
||||
isCastingPossible = true;
|
||||
break;
|
||||
case HEAL:
|
||||
cursorFrame = ECursor::COMBAT_HEAL;
|
||||
consoleMsg = (boost::format(CGI->generaltexth->allTexts[419]) % shere->getName()).str(); //Apply first aid to the %s
|
||||
@ -2970,6 +2983,9 @@ void CBattleInterface::handleHex(BattleHex myNumber, int eventType)
|
||||
case TELEPORT:
|
||||
consoleMsg = CGI->generaltexth->allTexts[24]; //Invalid Teleport Destination
|
||||
break;
|
||||
case SACRIFICE:
|
||||
consoleMsg = CGI->generaltexth->allTexts[543]; //choose army to sacrifice
|
||||
break;
|
||||
default:
|
||||
cursorFrame = ECursor::COMBAT_BLOCKED;
|
||||
break;
|
||||
@ -2992,6 +3008,7 @@ void CBattleInterface::handleHex(BattleHex myNumber, int eventType)
|
||||
{
|
||||
case Spells::TELEPORT: //don't cast spell yet, only select target
|
||||
possibleActions.push_back (TELEPORT);
|
||||
spellToCast->selectedStack = selectedStack->ID;
|
||||
break;
|
||||
case Spells::SACRIFICE:
|
||||
possibleActions.push_back (SACRIFICE);
|
||||
@ -3013,10 +3030,19 @@ void CBattleInterface::handleHex(BattleHex myNumber, int eventType)
|
||||
}
|
||||
else
|
||||
{
|
||||
switch (sp->id)
|
||||
{
|
||||
case Spells::SACRIFICE:
|
||||
spellToCast->destinationTile = selectedStack->position; //cast on first creature that will be resurrected
|
||||
break;
|
||||
default:
|
||||
spellToCast->destinationTile = myNumber;
|
||||
break;
|
||||
}
|
||||
curInt->cb->battleMakeAction(spellToCast);
|
||||
endCastingSpell();
|
||||
}
|
||||
selectedStack = NULL;
|
||||
}
|
||||
};
|
||||
}
|
||||
|
@ -116,6 +116,7 @@ private:
|
||||
ui8 animCount;
|
||||
const CStack * activeStack; //number of active stack; NULL - no one
|
||||
const CStack * stackToActivate; //when animation is playing, we should wait till the end to make the next stack active; NULL of none
|
||||
const CStack * selectedStack; //for Teleport / Sacrifice
|
||||
void activateStack(); //sets activeStack to stackToActivate etc.
|
||||
int mouseHoveredStack; //stack hovered by mouse; if -1 -> none
|
||||
time_t lastMouseHoveredStackAnimationTime; // time when last mouse hovered animation occurred
|
||||
@ -157,7 +158,7 @@ private:
|
||||
|
||||
std::list<ProjectileInfo> projectiles; //projectiles flying on battlefield
|
||||
void projectileShowHelper(SDL_Surface * to); //prints projectiles present on the battlefield
|
||||
void giveCommand(ui8 action, BattleHex tile, ui32 stackID, si32 additional=-1);
|
||||
void giveCommand(ui8 action, BattleHex tile, ui32 stackID, si32 additional=-1, si32 selectedStack = -1);
|
||||
bool isTileAttackable(const BattleHex & number) const; //returns true if tile 'number' is neighboring any tile from active stack's range or is one of these tiles
|
||||
bool isCatapultAttackable(BattleHex hex) const; //returns true if given tile can be attacked by catapult
|
||||
|
||||
|
@ -48,7 +48,7 @@
|
||||
{ "id": 37, "effect": 1, "anim": 39, "ranges": [ "0", "0", "0", "0" ] },
|
||||
{ "id": 38, "effect": 1, "anim": 79, "ranges": [ "0", "0", "0", "0" ] },
|
||||
{ "id": 39, "effect": 1, "anim": 79, "ranges": [ "0", "0", "0", "0" ] },
|
||||
{ "id": 40, "effect": 1, "anim": -1, "ranges": [ "0", "0", "0", "0" ] },
|
||||
{ "id": 40, "effect": 1, "anim": 79, "ranges": [ "0", "0", "0", "0" ] },
|
||||
{ "id": 41, "effect": 1, "anim": 36, "ranges": [ "0", "0", "0", "X" ] },
|
||||
{ "id": 42, "effect": -1, "anim": 40, "ranges": [ "0", "0", "0", "X" ] },
|
||||
{ "id": 43, "effect": 1, "anim": 4, "ranges": [ "0", "0", "0", "X" ] },
|
||||
|
@ -28,9 +28,11 @@ struct DLL_LINKAGE BattleAction
|
||||
si8 actionType; //use ActionType enum for values
|
||||
BattleHex destinationTile;
|
||||
si32 additionalInfo; // e.g. spell number if type is 1 || 10; tile to attack if type is 6
|
||||
si32 selectedStack; //spell subject for teleport / sacrifice
|
||||
|
||||
template <typename Handler> void serialize(Handler &h, const int version)
|
||||
{
|
||||
h & side & stackNumber & actionType & destinationTile & additionalInfo;
|
||||
h & side & stackNumber & actionType & destinationTile & additionalInfo & selectedStack;
|
||||
}
|
||||
|
||||
BattleAction();
|
||||
|
@ -1168,10 +1168,14 @@ ui32 BattleInfo::calculateSpellDmg( const CSpell * sp, const CGHeroInstance * ca
|
||||
return ret;
|
||||
}
|
||||
|
||||
ui32 BattleInfo::calculateHealedHP(const CGHeroInstance * caster, const CSpell * spell, const CStack * stack) const
|
||||
ui32 BattleInfo::calculateHealedHP(const CGHeroInstance * caster, const CSpell * spell, const CStack * stack, const CStack * sacrificedStack) const
|
||||
{
|
||||
bool resurrect = resurrects(spell->id);
|
||||
int healedHealth = caster->getPrimSkillLevel(2) * spell->power + spell->powers[caster->getSpellSchoolLevel(spell)];
|
||||
int healedHealth;
|
||||
if (spell->id == Spells::SACRIFICE && sacrificedStack)
|
||||
healedHealth = (caster->getPrimSkillLevel(2) + sacrificedStack->MaxHealth() + spell->powers[caster->getSpellSchoolLevel(spell)]) * sacrificedStack->count;
|
||||
else
|
||||
healedHealth = caster->getPrimSkillLevel(2) * spell->power + spell->powers[caster->getSpellSchoolLevel(spell)];
|
||||
healedHealth = calculateSpellBonus(healedHealth, spell, caster, stack);
|
||||
return std::min<ui32>(healedHealth, stack->MaxHealth() - stack->firstHPleft + (resurrect ? stack->baseAmount * stack->MaxHealth() : 0));
|
||||
}
|
||||
@ -2132,11 +2136,11 @@ ESpellCastProblem::ESpellCastProblem BattleInfo::battleCanCastThisSpellHere( int
|
||||
|
||||
if(spell->isRisingSpell())
|
||||
{
|
||||
if(!deadStack || aliveStack)
|
||||
if(!deadStack && !aliveStack)
|
||||
return ESpellCastProblem::NO_APPROPRIATE_TARGET;
|
||||
if(spell->id == Spells::ANIMATE_DEAD && !deadStack->hasBonusOfType(Bonus::UNDEAD))
|
||||
return ESpellCastProblem::NO_APPROPRIATE_TARGET;
|
||||
if(deadStack->owner != player) //you can resurrect only your own stacks
|
||||
if(deadStack && deadStack->owner != player) //you can resurrect only your own stacks //FIXME: it includes alive stacks as well
|
||||
return ESpellCastProblem::NO_APPROPRIATE_TARGET;
|
||||
}
|
||||
else if(spell->getTargetType() == CSpell::CREATURE || spell->getTargetType() == CSpell::CREATURE_EXPERT_MASSIVE)
|
||||
|
@ -52,7 +52,7 @@ struct DLL_LINKAGE AttackableTiles
|
||||
struct DLL_LINKAGE BattleInfo : public CBonusSystemNode
|
||||
{
|
||||
ui8 sides[2]; //sides[0] - attacker, sides[1] - defender
|
||||
si32 round, activeStack;
|
||||
si32 round, activeStack, selectedStack;
|
||||
ui8 siege; // = 0 ordinary battle = 1 a siege with a Fort = 2 a siege with a Citadel = 3 a siege with a Castle
|
||||
const CGTownInstance * town; //used during town siege - id of attacked town; -1 if not town defence
|
||||
int3 tile; //for background and bonuses
|
||||
@ -71,7 +71,7 @@ struct DLL_LINKAGE BattleInfo : public CBonusSystemNode
|
||||
|
||||
template <typename Handler> void serialize(Handler &h, const int version)
|
||||
{
|
||||
h & sides & round & activeStack & siege & town & tile & stacks & belligerents & obstacles
|
||||
h & sides & round & activeStack & selectedStack & siege & town & tile & stacks & belligerents & obstacles
|
||||
& castSpells & si & battlefieldType;
|
||||
h & heroes;
|
||||
h & usedSpellsHistory & enchanterCounter;
|
||||
@ -120,7 +120,7 @@ struct DLL_LINKAGE BattleInfo : public CBonusSystemNode
|
||||
std::pair<const CStack *, BattleHex> getNearestStack(const CStack * closest, boost::logic::tribool attackerOwned) const; //if attackerOwned is indetermnate, returened stack is of any owner; hex is the number of hex we should be looking from; returns (nerarest creature, predecessorHex)
|
||||
ui32 calculateSpellBonus(ui32 baseDamage, const CSpell * sp, const CGHeroInstance * caster, const CStack * affectedCreature) const;
|
||||
ui32 calculateSpellDmg(const CSpell * sp, const CGHeroInstance * caster, const CStack * affectedCreature, int spellSchoolLevel, int usedSpellPower) const; //calculates damage inflicted by spell
|
||||
ui32 calculateHealedHP(const CGHeroInstance * caster, const CSpell * spell, const CStack * stack) const;
|
||||
ui32 calculateHealedHP(const CGHeroInstance * caster, const CSpell * spell, const CStack * stack, const CStack * sacrificedStack = NULL) const;
|
||||
ui32 calculateHealedHP(int healedHealth, const CSpell * spell, const CStack * stack) const; //for Archangel
|
||||
ui32 calculateHealedHP(const CSpell * spell, int usedSpellPower, int spellSchoolLevel, const CStack * stack) const; //unused
|
||||
bool resurrects(TSpell spellid) const; //TODO: move it to spellHandler?
|
||||
|
@ -3509,7 +3509,8 @@ void CGameHandler::playerMessage( ui8 player, const std::string &message )
|
||||
}
|
||||
}
|
||||
|
||||
void CGameHandler::handleSpellCasting( int spellID, int spellLvl, BattleHex destination, ui8 casterSide, ui8 casterColor, const CGHeroInstance * caster, const CGHeroInstance * secHero, int usedSpellPower, ECastingMode::ECastingMode mode, const CStack * stack)
|
||||
void CGameHandler::handleSpellCasting( int spellID, int spellLvl, BattleHex destination, ui8 casterSide, ui8 casterColor, const CGHeroInstance * caster, const CGHeroInstance * secHero,
|
||||
int usedSpellPower, ECastingMode::ECastingMode mode, const CStack * stack, si32 selectedStack)
|
||||
{
|
||||
const CSpell *spell = VLC->spellh->spells[spellID];
|
||||
|
||||
@ -3765,7 +3766,7 @@ void CGameHandler::handleSpellCasting( int spellID, int spellLvl, BattleHex dest
|
||||
{
|
||||
BattleStackMoved bsm;
|
||||
bsm.distance = -1;
|
||||
bsm.stack = gs->curB->activeStack;
|
||||
bsm.stack = selectedStack;
|
||||
std::vector<BattleHex> tiles;
|
||||
tiles.push_back(destination);
|
||||
bsm.tilesToMove = tiles;
|
||||
@ -3776,6 +3777,7 @@ void CGameHandler::handleSpellCasting( int spellID, int spellLvl, BattleHex dest
|
||||
case Spells::CURE:
|
||||
case Spells::RESURRECTION:
|
||||
case Spells::ANIMATE_DEAD:
|
||||
case Spells::SACRIFICE:
|
||||
{
|
||||
int hpGained = 0;
|
||||
if (stack)
|
||||
@ -3807,12 +3809,18 @@ void CGameHandler::handleSpellCasting( int spellID, int spellLvl, BattleHex dest
|
||||
hi.healedHP = gs->curB->calculateHealedHP(spell, usedSpellPower, spellLvl, *it);
|
||||
}
|
||||
else
|
||||
hi.healedHP = gs->curB->calculateHealedHP(caster, spell, *it);
|
||||
hi.healedHP = gs->curB->calculateHealedHP(caster, spell, *it, gs->curB->getStack(selectedStack));
|
||||
hi.lowLevelResurrection = spellLvl <= 1;
|
||||
shr.healedStacks.push_back(hi);
|
||||
}
|
||||
if(!shr.healedStacks.empty())
|
||||
sendAndApply(&shr);
|
||||
if (spellID == Spells::SACRIFICE) //remove victim
|
||||
{
|
||||
BattleStacksRemoved bsr;
|
||||
bsr.stackIDs.insert (selectedStack); //somehow it works for teleport?
|
||||
sendAndApply(&bsr);
|
||||
}
|
||||
break;
|
||||
}
|
||||
case Spells::SUMMON_FIRE_ELEMENTAL:
|
||||
@ -4013,7 +4021,8 @@ bool CGameHandler::makeCustomAction( BattleAction &ba )
|
||||
StartAction start_action(ba);
|
||||
sendAndApply(&start_action); //start spell casting
|
||||
|
||||
handleSpellCasting (ba.additionalInfo, skill, ba.destinationTile, ba.side, h->tempOwner, h, secondHero, h->getPrimSkillLevel(2), ECastingMode::HERO_CASTING, NULL);
|
||||
handleSpellCasting (ba.additionalInfo, skill, ba.destinationTile, ba.side, h->tempOwner, h, secondHero, h->getPrimSkillLevel(2),
|
||||
ECastingMode::HERO_CASTING, NULL, ba.selectedStack);
|
||||
|
||||
sendAndApply(&end_action);
|
||||
if( !gs->curB->getStack(gs->curB->activeStack, false)->alive() )
|
||||
|
@ -193,7 +193,8 @@ public:
|
||||
|
||||
void playerMessage( ui8 player, const std::string &message);
|
||||
bool makeBattleAction(BattleAction &ba);
|
||||
void handleSpellCasting(int spellID, int spellLvl, BattleHex destination, ui8 casterSide, ui8 casterColor, const CGHeroInstance * caster, const CGHeroInstance * secHero, int usedSpellPower, ECastingMode::ECastingMode mode, const CStack * stack);
|
||||
void handleSpellCasting(int spellID, int spellLvl, BattleHex destination, ui8 casterSide, ui8 casterColor, const CGHeroInstance * caster, const CGHeroInstance * secHero,
|
||||
int usedSpellPower, ECastingMode::ECastingMode mode, const CStack * stack, si32 selectedStack = -1);
|
||||
bool makeCustomAction(BattleAction &ba);
|
||||
void stackTurnTrigger(const CStack * stack);
|
||||
bool queryReply( ui32 qid, ui32 answer, ui8 player );
|
||||
|
Loading…
Reference in New Issue
Block a user