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https://github.com/vcmi/vcmi.git
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* forgetfulness spell implemented
* partial support for many creatures being attacked at once (killed - not killed mixes and callback/engine support must be added)
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333e1d9878
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@ -912,17 +912,28 @@ void CBattleInterface::stackMoved(int number, int destHex, bool endMoving)
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creAnims[number]->pos.y = coords.second;
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}
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void CBattleInterface::stackIsAttacked(int ID, int dmg, int killed, int IDby, bool byShooting)
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void CBattleInterface::stacksAreAttacked(std::vector<CBattleInterface::SStackAttackedInfo> attackedInfos)
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{
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while(creAnims[ID]->getType() != 2 || (attackingInfo && attackingInfo->IDby == IDby))
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while(true)
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{
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show();
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CSDL_Ext::update();
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SDL_framerateDelay(LOCPLINT->mainFPSmng);
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//checking break conditions
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bool break_loop = true;
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for(int g=0; g<attackedInfos.size(); ++g)
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{
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if(creAnims[attackedInfos[g].ID]->getType() != 2)
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break_loop = false;
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if(attackingInfo && attackingInfo->IDby == attackedInfos[g].IDby)
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break_loop = false;
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}
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if(break_loop) break;
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}
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if(byShooting) //delay hit animation
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if(attackedInfos.size() == 1 && attackedInfos[0].byShooting) //delay hit animation
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{
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CStack attacker = *LOCPLINT->cb->battleGetStackByID(IDby);
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CStack attacker = *LOCPLINT->cb->battleGetStackByID(attackedInfos[0].IDby);
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while(true)
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{
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bool found = false;
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@ -944,20 +955,41 @@ void CBattleInterface::stackIsAttacked(int ID, int dmg, int killed, int IDby, bo
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}
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}
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}
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creAnims[ID]->setType(3); //getting hit
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int firstFrame = creAnims[ID]->getFrame();
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for(int i=0; creAnims[ID]->getFrame() != creAnims[ID]->framesInGroup(3) + firstFrame - 1; ++i)
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std::vector<int> animLengths;
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int maxLen = 0;
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for(int g=0; g<attackedInfos.size(); ++g)
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{
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creAnims[attackedInfos[g].ID]->setType(3); //getting hit
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animLengths.push_back( creAnims[attackedInfos[g].ID]->framesInGroup(3) );
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if(creAnims[attackedInfos[g].ID]->framesInGroup(3) > maxLen)
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{
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maxLen = creAnims[attackedInfos[g].ID]->framesInGroup(3);
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}
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}
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for(int i=0; i<maxLen; ++i)
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{
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show();
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CSDL_Ext::update();
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SDL_framerateDelay(LOCPLINT->mainFPSmng);
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/*if((animCount+1)%(4/animSpeed)==0)
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creAnims[ID]->incrementFrame();*/
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for(int g=0; g<attackedInfos.size(); ++g)
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{
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if(i>=animLengths[g] && creAnims[attackedInfos[g].ID]->getType() == 3)
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creAnims[attackedInfos[g].ID]->setType(2);
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}
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}
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for(int g=0; g<attackedInfos.size(); ++g)
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{
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if(creAnims[attackedInfos[g].ID]->getType() == 3)
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creAnims[attackedInfos[g].ID]->setType(2);
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}
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creAnims[ID]->setType(2);
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if(IDby!=-1)
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printConsoleAttacked(ID, dmg, killed, IDby);
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for(int g=0; g<attackedInfos.size(); ++g)
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{
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if(attackedInfos[g].IDby!=-1)
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printConsoleAttacked(attackedInfos[g].ID, attackedInfos[g].dmg, attackedInfos[g].killed, attackedInfos[g].IDby);
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}
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}
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void CBattleInterface::stackAttacking(int ID, int dest)
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@ -1392,6 +1424,11 @@ void CBattleInterface::spellCasted(SpellCasted * sc)
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displayEffect(19, sc->tile);
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break;
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}
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case 61: //forgetfulness
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{
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displayEffect(42, sc->tile);
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break;
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}
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}
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}
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@ -219,13 +219,22 @@ public:
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void mouseMoved(const SDL_MouseMotionEvent &sEvent);
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bool reverseCreature(int number, int hex, bool wideTrick = false); //reverses animation of given creature playing animation of reversing
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struct SStackAttackedInfo
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{
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int ID; //id of attacked stack
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int dmg; //damage dealt
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int killed; //how many creatures in stack has been killed
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int IDby; //ID of attacking stack
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bool byShooting; //if true, stack has been attacked by shooting
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};
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//call-ins
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void newStack(CStack stack); //new stack appeared on battlefield
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void stackRemoved(CStack stack); //stack disappeared from batlefiled
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void stackKilled(int ID, int dmg, int killed, int IDby, bool byShooting); //stack has been killed (but corpses remain)
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void stackActivated(int number); //active stack has been changed
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void stackMoved(int number, int destHex, bool endMoving); //stack with id number moved to destHex
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void stackIsAttacked(int ID, int dmg, int killed, int IDby, bool byShooting); //called when stack id attacked by stack with id IDby
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void stacksAreAttacked(std::vector<SStackAttackedInfo> attackedInfos); //called when a certain amount of stacks has been attacked
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void stackAttacking(int ID, int dest); //called when stack with id ID is attacking something on hex dest
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void newRound(int number); //caled when round is ended; number is the number of round
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void hexLclicked(int whichOne); //hex only call-in
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@ -526,8 +526,15 @@ bool CCallback::battleIsStackMine(int ID)
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bool CCallback::battleCanShoot(int ID, int dest)
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{
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boost::shared_lock<boost::shared_mutex> lock(*gs->mx);
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CStack *our=battleGetStackByID(ID), *dst=battleGetStackByPos(dest);
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CStack *our = battleGetStackByID(ID), *dst = battleGetStackByPos(dest);
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if(!our || !dst) return false;
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for(int g=0; g<our->effects.size(); ++g)
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{
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if(61 == our->effects[g].id) //forgetfulness
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return false;
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}
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if(vstd::contains(our->abilities,SHOOTER)//it's shooter
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&& our->owner != dst->owner
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&& dst->alive()
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@ -2120,7 +2120,12 @@ void CPlayerInterface::battleStackAttacked(BattleStackAttacked * bsa)
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if(bsa->killed())
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battleInt->stackKilled(bsa->stackAttacked, bsa->damageAmount, bsa->killedAmount, LOCPLINT->curAction->stackNumber, LOCPLINT->curAction->actionType==7 );
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else
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battleInt->stackIsAttacked(bsa->stackAttacked, bsa->damageAmount, bsa->killedAmount, LOCPLINT->curAction->stackNumber, LOCPLINT->curAction->actionType==7);
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{
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std::vector<CBattleInterface::SStackAttackedInfo> arg;
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CBattleInterface::SStackAttackedInfo to_put = {bsa->stackAttacked, bsa->damageAmount, bsa->killedAmount, LOCPLINT->curAction->stackNumber, LOCPLINT->curAction->actionType==7};
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arg.push_back(to_put);
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battleInt->stacksAreAttacked(arg);
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}
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}
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void CPlayerInterface::battleAttack(BattleAttack *ba)
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{
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@ -1,7 +1,6 @@
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#ifndef MAPHANDLER_H
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#define MAPHANDLER_H
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#include "global.h"
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#include <SDL.h>
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#include <list>
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#include <set>
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const int Woff = 12; //width of map's frame
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@ -14,6 +13,8 @@ class CGDefInfo;
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class CGObjectInstance;
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class CDefHandler;
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struct TerrainTile;
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struct SDL_Surface;
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struct SDL_Rect;
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struct TerrainTile2
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{
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@ -1162,6 +1162,11 @@ upgend:
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|| !vstd::contains(curStack->abilities,SHOOTER) //our stack is shooting unit
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)
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break;
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for(int g=0; g<curStack->effects.size(); ++g)
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{
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if(61 == curStack->effects[g].id) //forgetfulness
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break;
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}
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sendAndApply(&StartAction(ba)); //start shooting
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@ -1314,6 +1319,16 @@ upgend:
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sendAndApply(&sse);
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break;
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}
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case 61: //forgetfulness
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{
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SetStackEffect sse;
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sse.stack = gs->curB->getStackT(ba.destinationTile)->ID;
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sse.effect.id = 61;
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sse.effect.level = getSchoolLevel(h,s);
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sse.effect.turnsRemain = h->getPrimSkillLevel(2);
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sendAndApply(&sse);
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break;
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}
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}
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//TODO: spells to support possibly soon (list by Zamolxis):
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