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)
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CBattleInterface::CBattleInterface(const CCreatureSet * army1, const CCreatureSet * army2, CGHeroInstance *hero1, CGHeroInstance *hero2, const SDL_Rect & myRect, CPlayerInterface * att, CPlayerInterface * defen)
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: queue(NULL), attackingHeroInstance(hero1), defendingHeroInstance(hero2), animCount(0),
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activeStack(NULL), stackToActivate(NULL), mouseHoveredStack(-1), lastMouseHoveredStackAnimationTime(-1), previouslyHoveredHex(-1),
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activeStack(NULL), stackToActivate(NULL), selectedStack(NULL), mouseHoveredStack(-1), lastMouseHoveredStackAnimationTime(-1), previouslyHoveredHex(-1),
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currentlyHoveredHex(-1), attackingHex(-1), tacticianInterface(NULL), stackCanCastSpell(false), creatureCasting(false), spellDestSelectMode(false), spellSelMode(NO_LOCATION), spellToCast(NULL), sp(NULL),
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siegeH(NULL), attackerInt(att), defenderInt(defen), curInt(att), animIDhelper(0), bfield(GameConstants::BFIELD_SIZE),
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givenCommand(NULL), myTurn(false), resWindow(NULL), moveStarted(false), moveSh(-1), bresult(NULL)
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@ -1385,7 +1385,7 @@ void CBattleInterface::newRound(int number)
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}
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void CBattleInterface::giveCommand(ui8 action, BattleHex tile, ui32 stackID, si32 additional)
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void CBattleInterface::giveCommand(ui8 action, BattleHex tile, ui32 stackID, si32 additional, si32 selected)
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{
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const CStack *stack = curInt->cb->battleGetStackByID(stackID);
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if(!stack && action != BattleAction::HERO_SPELL && action != BattleAction::RETREAT && action != BattleAction::SURRENDER)
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@ -1402,6 +1402,7 @@ void CBattleInterface::giveCommand(ui8 action, BattleHex tile, ui32 stackID, si3
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ba->destinationTile = tile;
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ba->stackNumber = stackID;
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ba->additionalInfo = additional;
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ba->selectedStack = selected;
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//some basic validations
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switch(action)
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@ -1591,6 +1592,7 @@ void CBattleInterface::spellCast( const BattleSpellCast * sc )
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case Spells::RESURRECTION:
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case Spells::ANIMATE_DEAD:
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case Spells::DISPEL_HELPFUL_SPELLS:
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case Spells::SACRIFICE: //TODO: animation upon killed stack
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for(std::set<ui32>::const_iterator it = sc->affectedCres.begin(); it != sc->affectedCres.end(); ++it)
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{
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displayEffect(spell.mainEffectAnim, curInt->cb->battleGetStackByID(*it, false)->position);
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@ -1600,10 +1602,10 @@ void CBattleInterface::spellCast( const BattleSpellCast * sc )
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case Spells::SUMMON_EARTH_ELEMENTAL:
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case Spells::SUMMON_WATER_ELEMENTAL:
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case Spells::SUMMON_AIR_ELEMENTAL:
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case Spells::CLONE: //TODO: make it smarter?
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case Spells::CLONE:
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case Spells::REMOVE_OBSTACLE:
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case Spells::CHAIN_LIGHTNING:
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addNewAnim(new CDummyAnimation(this, 2));
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addNewAnim(new CDummyAnimation(this, 2)); //interface won't return until animation is played. TODO: make it smarter?
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break;
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} //switch(sc->id)
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@ -2744,7 +2746,7 @@ void CBattleInterface::handleHex(BattleHex myNumber, int eventType)
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legalAction = true;
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break;
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case RISING_SPELL:
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if (shere && shere->canBeHealed() && isCastingPossibleHere (sactive, shere, myNumber)) //TODO: at least one stack has to be raised by resurrection / animate dead
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if (shere && shere->canBeHealed() && ourStack && isCastingPossibleHere (sactive, shere, myNumber)) //TODO: at least one stack has to be raised by resurrection / animate dead
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legalAction = true;
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break;
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case RANDOM_GENIE_SPELL:
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@ -2771,13 +2773,17 @@ void CBattleInterface::handleHex(BattleHex myNumber, int eventType)
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else
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skill = getActiveHero()->getSpellSchoolLevel (CGI->spellh->spells[spellToCast->additionalInfo]);
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//TODO: explicitely save power, skill
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if (curInt->cb->battleCanTeleportTo(activeStack, myNumber, skill))
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if (curInt->cb->battleCanTeleportTo(selectedStack, myNumber, skill))
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legalAction = true;
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else
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notLegal = true;
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}
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break;
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case SACRIFICE: //TODO
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case SACRIFICE: //choose our living stack to sacrifice
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if (shere && shere != selectedStack && ourStack && shere->alive())
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legalAction = true;
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else
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notLegal = true;
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break;
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case CATAPULT:
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if (isCatapultAttackable(myNumber))
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@ -2899,8 +2905,9 @@ void CBattleInterface::handleHex(BattleHex myNumber, int eventType)
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consoleMsg = boost::str(boost::format(CGI->generaltexth->allTexts[27]) % sp->name % shere->getName()); //Cast %s on %s
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switch (sp->id)
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{
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case Spells::TELEPORT:
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case Spells::SACRIFICE:
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case Spells::TELEPORT:
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selectedStack = shere; //remember firts target
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secondaryTarget = true;
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break;
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}
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@ -2919,6 +2926,12 @@ void CBattleInterface::handleHex(BattleHex myNumber, int eventType)
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consoleMsg = CGI->generaltexth->allTexts[550];
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isCastingPossible = true;
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break;
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case SACRIFICE:
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cursorFrame = ECursor::COMBAT_SACRIFICE;
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consoleMsg = (boost::format(CGI->generaltexth->allTexts[549]) % shere->getName()).str(); //sacrifice the %s
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spellToCast->selectedStack = shere->ID; //sacrificed creature is selected
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isCastingPossible = true;
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break;
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case HEAL:
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cursorFrame = ECursor::COMBAT_HEAL;
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consoleMsg = (boost::format(CGI->generaltexth->allTexts[419]) % shere->getName()).str(); //Apply first aid to the %s
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@ -2970,6 +2983,9 @@ void CBattleInterface::handleHex(BattleHex myNumber, int eventType)
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case TELEPORT:
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consoleMsg = CGI->generaltexth->allTexts[24]; //Invalid Teleport Destination
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break;
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case SACRIFICE:
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consoleMsg = CGI->generaltexth->allTexts[543]; //choose army to sacrifice
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break;
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default:
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cursorFrame = ECursor::COMBAT_BLOCKED;
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break;
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@ -2992,6 +3008,7 @@ void CBattleInterface::handleHex(BattleHex myNumber, int eventType)
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{
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case Spells::TELEPORT: //don't cast spell yet, only select target
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possibleActions.push_back (TELEPORT);
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spellToCast->selectedStack = selectedStack->ID;
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break;
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case Spells::SACRIFICE:
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possibleActions.push_back (SACRIFICE);
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@ -3013,10 +3030,19 @@ void CBattleInterface::handleHex(BattleHex myNumber, int eventType)
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}
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else
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{
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spellToCast->destinationTile = myNumber;
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switch (sp->id)
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{
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case Spells::SACRIFICE:
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spellToCast->destinationTile = selectedStack->position; //cast on first creature that will be resurrected
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break;
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default:
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spellToCast->destinationTile = myNumber;
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break;
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}
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curInt->cb->battleMakeAction(spellToCast);
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endCastingSpell();
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}
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selectedStack = NULL;
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}
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};
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}
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@ -116,6 +116,7 @@ private:
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ui8 animCount;
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const CStack * activeStack; //number of active stack; NULL - no one
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const CStack * stackToActivate; //when animation is playing, we should wait till the end to make the next stack active; NULL of none
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const CStack * selectedStack; //for Teleport / Sacrifice
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void activateStack(); //sets activeStack to stackToActivate etc.
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int mouseHoveredStack; //stack hovered by mouse; if -1 -> none
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time_t lastMouseHoveredStackAnimationTime; // time when last mouse hovered animation occurred
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@ -157,7 +158,7 @@ private:
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std::list<ProjectileInfo> projectiles; //projectiles flying on battlefield
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void projectileShowHelper(SDL_Surface * to); //prints projectiles present on the battlefield
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void giveCommand(ui8 action, BattleHex tile, ui32 stackID, si32 additional=-1);
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void giveCommand(ui8 action, BattleHex tile, ui32 stackID, si32 additional=-1, si32 selectedStack = -1);
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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
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bool isCatapultAttackable(BattleHex hex) const; //returns true if given tile can be attacked by catapult
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@ -48,7 +48,7 @@
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{ "id": 37, "effect": 1, "anim": 39, "ranges": [ "0", "0", "0", "0" ] },
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{ "id": 38, "effect": 1, "anim": 79, "ranges": [ "0", "0", "0", "0" ] },
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{ "id": 39, "effect": 1, "anim": 79, "ranges": [ "0", "0", "0", "0" ] },
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{ "id": 40, "effect": 1, "anim": -1, "ranges": [ "0", "0", "0", "0" ] },
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{ "id": 40, "effect": 1, "anim": 79, "ranges": [ "0", "0", "0", "0" ] },
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{ "id": 41, "effect": 1, "anim": 36, "ranges": [ "0", "0", "0", "X" ] },
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{ "id": 42, "effect": -1, "anim": 40, "ranges": [ "0", "0", "0", "X" ] },
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{ "id": 43, "effect": 1, "anim": 4, "ranges": [ "0", "0", "0", "X" ] },
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@ -28,9 +28,11 @@ struct DLL_LINKAGE BattleAction
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si8 actionType; //use ActionType enum for values
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BattleHex destinationTile;
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si32 additionalInfo; // e.g. spell number if type is 1 || 10; tile to attack if type is 6
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si32 selectedStack; //spell subject for teleport / sacrifice
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template <typename Handler> void serialize(Handler &h, const int version)
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{
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h & side & stackNumber & actionType & destinationTile & additionalInfo;
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h & side & stackNumber & actionType & destinationTile & additionalInfo & selectedStack;
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}
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BattleAction();
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@ -1168,10 +1168,14 @@ ui32 BattleInfo::calculateSpellDmg( const CSpell * sp, const CGHeroInstance * ca
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return ret;
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}
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ui32 BattleInfo::calculateHealedHP(const CGHeroInstance * caster, const CSpell * spell, const CStack * stack) const
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ui32 BattleInfo::calculateHealedHP(const CGHeroInstance * caster, const CSpell * spell, const CStack * stack, const CStack * sacrificedStack) const
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{
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bool resurrect = resurrects(spell->id);
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int healedHealth = caster->getPrimSkillLevel(2) * spell->power + spell->powers[caster->getSpellSchoolLevel(spell)];
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int healedHealth;
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if (spell->id == Spells::SACRIFICE && sacrificedStack)
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healedHealth = (caster->getPrimSkillLevel(2) + sacrificedStack->MaxHealth() + spell->powers[caster->getSpellSchoolLevel(spell)]) * sacrificedStack->count;
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else
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healedHealth = caster->getPrimSkillLevel(2) * spell->power + spell->powers[caster->getSpellSchoolLevel(spell)];
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healedHealth = calculateSpellBonus(healedHealth, spell, caster, stack);
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return std::min<ui32>(healedHealth, stack->MaxHealth() - stack->firstHPleft + (resurrect ? stack->baseAmount * stack->MaxHealth() : 0));
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}
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@ -2127,16 +2131,16 @@ ESpellCastProblem::ESpellCastProblem BattleInfo::battleCanCastThisSpellHere( int
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//get dead stack if we cast resurrection or animate dead
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const CStack *deadStack = getStackIf([dest](const CStack *s) { return !s->alive() && s->position == dest; });
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const CStack *aliveStack = getStackIf([dest](const CStack *s) { return s->alive() && s->position == dest; });
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const CStack *aliveStack = getStackIf([dest](const CStack *s) { return s->alive() && s->position == dest;});
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if(spell->isRisingSpell())
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{
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if(!deadStack || aliveStack)
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if(!deadStack && !aliveStack)
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return ESpellCastProblem::NO_APPROPRIATE_TARGET;
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if(spell->id == Spells::ANIMATE_DEAD && !deadStack->hasBonusOfType(Bonus::UNDEAD))
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return ESpellCastProblem::NO_APPROPRIATE_TARGET;
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if(deadStack->owner != player) //you can resurrect only your own stacks
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if(deadStack && deadStack->owner != player) //you can resurrect only your own stacks //FIXME: it includes alive stacks as well
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return ESpellCastProblem::NO_APPROPRIATE_TARGET;
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}
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else if(spell->getTargetType() == CSpell::CREATURE || spell->getTargetType() == CSpell::CREATURE_EXPERT_MASSIVE)
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@ -52,7 +52,7 @@ struct DLL_LINKAGE AttackableTiles
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struct DLL_LINKAGE BattleInfo : public CBonusSystemNode
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{
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ui8 sides[2]; //sides[0] - attacker, sides[1] - defender
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si32 round, activeStack;
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si32 round, activeStack, selectedStack;
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ui8 siege; // = 0 ordinary battle = 1 a siege with a Fort = 2 a siege with a Citadel = 3 a siege with a Castle
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const CGTownInstance * town; //used during town siege - id of attacked town; -1 if not town defence
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int3 tile; //for background and bonuses
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@ -71,7 +71,7 @@ struct DLL_LINKAGE BattleInfo : public CBonusSystemNode
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template <typename Handler> void serialize(Handler &h, const int version)
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{
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h & sides & round & activeStack & siege & town & tile & stacks & belligerents & obstacles
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h & sides & round & activeStack & selectedStack & siege & town & tile & stacks & belligerents & obstacles
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& castSpells & si & battlefieldType;
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h & heroes;
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h & usedSpellsHistory & enchanterCounter;
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@ -120,7 +120,7 @@ struct DLL_LINKAGE BattleInfo : public CBonusSystemNode
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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)
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ui32 calculateSpellBonus(ui32 baseDamage, const CSpell * sp, const CGHeroInstance * caster, const CStack * affectedCreature) const;
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ui32 calculateSpellDmg(const CSpell * sp, const CGHeroInstance * caster, const CStack * affectedCreature, int spellSchoolLevel, int usedSpellPower) const; //calculates damage inflicted by spell
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ui32 calculateHealedHP(const CGHeroInstance * caster, const CSpell * spell, const CStack * stack) const;
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ui32 calculateHealedHP(const CGHeroInstance * caster, const CSpell * spell, const CStack * stack, const CStack * sacrificedStack = NULL) const;
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ui32 calculateHealedHP(int healedHealth, const CSpell * spell, const CStack * stack) const; //for Archangel
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ui32 calculateHealedHP(const CSpell * spell, int usedSpellPower, int spellSchoolLevel, const CStack * stack) const; //unused
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bool resurrects(TSpell spellid) const; //TODO: move it to spellHandler?
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@ -3509,7 +3509,8 @@ void CGameHandler::playerMessage( ui8 player, const std::string &message )
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}
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}
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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)
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void CGameHandler::handleSpellCasting( int spellID, int spellLvl, BattleHex destination, ui8 casterSide, ui8 casterColor, const CGHeroInstance * caster, const CGHeroInstance * secHero,
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int usedSpellPower, ECastingMode::ECastingMode mode, const CStack * stack, si32 selectedStack)
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{
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const CSpell *spell = VLC->spellh->spells[spellID];
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@ -3765,7 +3766,7 @@ void CGameHandler::handleSpellCasting( int spellID, int spellLvl, BattleHex dest
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{
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BattleStackMoved bsm;
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bsm.distance = -1;
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bsm.stack = gs->curB->activeStack;
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bsm.stack = selectedStack;
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std::vector<BattleHex> tiles;
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tiles.push_back(destination);
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bsm.tilesToMove = tiles;
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@ -3776,6 +3777,7 @@ void CGameHandler::handleSpellCasting( int spellID, int spellLvl, BattleHex dest
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case Spells::CURE:
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case Spells::RESURRECTION:
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case Spells::ANIMATE_DEAD:
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case Spells::SACRIFICE:
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{
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int hpGained = 0;
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if (stack)
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@ -3807,12 +3809,18 @@ void CGameHandler::handleSpellCasting( int spellID, int spellLvl, BattleHex dest
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hi.healedHP = gs->curB->calculateHealedHP(spell, usedSpellPower, spellLvl, *it);
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}
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else
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hi.healedHP = gs->curB->calculateHealedHP(caster, spell, *it);
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hi.healedHP = gs->curB->calculateHealedHP(caster, spell, *it, gs->curB->getStack(selectedStack));
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hi.lowLevelResurrection = spellLvl <= 1;
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shr.healedStacks.push_back(hi);
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}
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if(!shr.healedStacks.empty())
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sendAndApply(&shr);
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if (spellID == Spells::SACRIFICE) //remove victim
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{
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BattleStacksRemoved bsr;
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bsr.stackIDs.insert (selectedStack); //somehow it works for teleport?
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sendAndApply(&bsr);
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}
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break;
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}
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case Spells::SUMMON_FIRE_ELEMENTAL:
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@ -4013,7 +4021,8 @@ bool CGameHandler::makeCustomAction( BattleAction &ba )
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StartAction start_action(ba);
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sendAndApply(&start_action); //start spell casting
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handleSpellCasting (ba.additionalInfo, skill, ba.destinationTile, ba.side, h->tempOwner, h, secondHero, h->getPrimSkillLevel(2), ECastingMode::HERO_CASTING, NULL);
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handleSpellCasting (ba.additionalInfo, skill, ba.destinationTile, ba.side, h->tempOwner, h, secondHero, h->getPrimSkillLevel(2),
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ECastingMode::HERO_CASTING, NULL, ba.selectedStack);
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sendAndApply(&end_action);
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if( !gs->curB->getStack(gs->curB->activeStack, false)->alive() )
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@ -193,7 +193,8 @@ public:
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void playerMessage( ui8 player, const std::string &message);
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bool makeBattleAction(BattleAction &ba);
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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);
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void handleSpellCasting(int spellID, int spellLvl, BattleHex destination, ui8 casterSide, ui8 casterColor, const CGHeroInstance * caster, const CGHeroInstance * secHero,
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int usedSpellPower, ECastingMode::ECastingMode mode, const CStack * stack, si32 selectedStack = -1);
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bool makeCustomAction(BattleAction &ba);
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void stackTurnTrigger(const CStack * stack);
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bool queryReply( ui32 qid, ui32 answer, ui8 player );
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