1
0
mirror of https://github.com/vcmi/vcmi.git synced 2024-11-24 08:32:34 +02:00

* first part of siege support

* minor fix
This commit is contained in:
mateuszb 2009-08-24 12:55:05 +00:00
parent 543e3c6431
commit 2c7d7f4094
5 changed files with 60 additions and 5 deletions

View File

@ -596,11 +596,19 @@ bool CCallback::battleCanCastSpell()
return gs->curB->castSpells[1] == 0 && gs->getHero(gs->curB->hero2)->getArt(17);
}
bool CCallback:: battleCanFlee()
bool CCallback::battleCanFlee()
{
return gs->battleCanFlee(player);
}
const CGTownInstance *CCallback::battleGetDefendedTown()
{
if(!gs->curB || gs->curB->tid == -1)
return NULL;
return gs->map->towns[gs->curB->tid];
}
void CCallback::swapGarrisonHero( const CGTownInstance *town )
{
if(town->tempOwner != player) return;

View File

@ -174,6 +174,7 @@ public:
virtual bool battleCanShoot(int ID, int dest)=0; //returns true if unit with id ID can shoot to dest
virtual bool battleCanCastSpell()=0; //returns true, if caller can cast a spell
virtual bool battleCanFlee()=0; //returns true if caller can flee from the battle
virtual const CGTownInstance * battleGetDefendedTown()=0; //returns defended town if current battle is a siege, NULL instead
};
struct HeroMoveDetails
@ -275,6 +276,7 @@ public:
bool battleCanShoot(int ID, int dest); //returns true if unit with id ID can shoot to dest
bool battleCanCastSpell(); //returns true, if caller can cast a spell
bool battleCanFlee(); //returns true if caller can flee from the battle
const CGTownInstance * battleGetDefendedTown(); //returns defended town if current battle is a siege, NULL instead
//XXX hmmm _tmain on _GNUC_ wtf?
//friends

View File

@ -23,6 +23,7 @@
#include "../lib/NetPacks.h"
#include "CPlayerInterface.h"
#include "../hch/CVideoHandler.h"
#include "../hch/CTownHandler.h"
#include <boost/assign/list_of.hpp>
#ifndef __GNUC__
const double M_PI = 3.14159265358979323846;
@ -75,7 +76,7 @@ CBattleInterface::CBattleInterface(CCreatureSet * army1, CCreatureSet * army2, C
: attackingHeroInstance(hero1), defendingHeroInstance(hero2), animCount(0), activeStack(-1),
mouseHoveredStack(-1), previouslyHoveredHex(-1), currentlyHoveredHex(-1), spellDestSelectMode(false),
spellToCast(NULL), attackingInfo(NULL), givenCommand(NULL), myTurn(false), resWindow(NULL),
showStackQueue(false), moveStarted(false), moveSh(-1)
showStackQueue(false), moveStarted(false), moveSh(-1), siegeH(NULL)
{
pos = myRect;
strongInterest = true;
@ -88,9 +89,27 @@ CBattleInterface::CBattleInterface(CCreatureSet * army1, CCreatureSet * army2, C
{
newStack(b->second.ID);
}
//preparing siege info
const CGTownInstance * town = LOCPLINT->cb->battleGetDefendedTown();
if(town)
{
siegeH = new SiegeHelper(town);
}
//preparing menu background and terrain
std::vector< std::string > & backref = graphics->battleBacks[ LOCPLINT->cb->battleGetBattlefieldType() ];
background = BitmapHandler::loadBitmap(backref[ rand() % backref.size()] );
if(siegeH)
{
background = BitmapHandler::loadBitmap( siegeH->getBackgroundName() );
}
else
{
std::vector< std::string > & backref = graphics->battleBacks[ LOCPLINT->cb->battleGetBattlefieldType() ];
background = BitmapHandler::loadBitmap(backref[ rand() % backref.size()] );
}
//preparign menu background
menu = BitmapHandler::loadBitmap("CBAR.BMP");
graphics->blueToPlayersAdv(menu, hero1->tempOwner);
@ -277,6 +296,7 @@ CBattleInterface::~CBattleInterface()
for(std::map< int, CDefHandler * >::iterator g=idToObstacle.begin(); g!=idToObstacle.end(); ++g)
delete g->second;
delete siegeH;
LOCPLINT->battleInt = NULL;
}
@ -3146,3 +3166,15 @@ void CBattleOptionsWindow::bExitf()
{
GH.popIntTotally(this);
}
std::string CBattleInterface::SiegeHelper::townTypeInfixes[F_NUMBER] = {"CS", "RM", "TW", "IN", "NC", "DN", "ST", "FR" "EL"};
CBattleInterface::SiegeHelper::SiegeHelper(const CGTownInstance *siegeTown)
: town(siegeTown)
{
}
std::string CBattleInterface::SiegeHelper::getBackgroundName() const
{
return "SG" + townTypeInfixes[town->town->typeID] + "BACK.BMP";
}

View File

@ -28,6 +28,7 @@ struct SpellCast;
template <typename T> struct CondSh;
struct SetStackEffect;;
struct BattleAction;
class CGTownInstance;
class CBattleInterface;
@ -225,6 +226,18 @@ private:
CDefHandler * anim; //animation to display
};
std::list<SBattleEffect> battleEffects; //different animations to display on the screen like spell effects
class SiegeHelper
{
private:
static std::string townTypeInfixes[F_NUMBER]; //for internal use only - to build filenames
public:
const CGTownInstance * town; //besieged town
SiegeHelper(const CGTownInstance * siegeTown); //c-tor
//filename getters
std::string getBackgroundName() const;
} * siegeH;
public:
CBattleInterface(CCreatureSet * army1, CCreatureSet * army2, CGHeroInstance *hero1, CGHeroInstance *hero2, const SDL_Rect & myRect); //c-tor
~CBattleInterface(); //d-tor

View File

@ -120,7 +120,7 @@ struct DLL_EXPORT BattleInfo
template <typename Handler> void serialize(Handler &h, const int version)
{
h & side1 & side2 & round & activeStack & siege & tile & stacks & army1 & army2 & hero1 & hero2 & obstacles
h & side1 & side2 & round & activeStack & siege & tid & tile & stacks & army1 & army2 & hero1 & hero2 & obstacles
& castSpells;
}
CStack * getNextStack(); //which stack will have turn after current one