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Support for Favourable Winds.

This commit is contained in:
Michał W. Urbańczyk
2010-07-09 04:29:11 +00:00
parent 44ee8e47b7
commit 3af697b91a
4 changed files with 28 additions and 13 deletions

View File

@@ -325,8 +325,8 @@ static void processDef (CGDefInfo* def)
return;
}
def->width = def->handler->ourImages[0].bitmap->w/32;
def->height = def->handler->ourImages[0].bitmap->h/32;
// def->width = def->handler->ourImages[0].bitmap->w/32;
// def->height = def->handler->ourImages[0].bitmap->h/32;
}
CGDefInfo* pom = CGI->dobjinfo->gobjs[def->id][def->subid];
@@ -1348,14 +1348,16 @@ void CMapHandler::getTerrainDescr( const int3 &pos, std::string & out, bool terN
TerrainTile2 &t = ttiles[pos.x][pos.y][pos.z];
for(std::vector < std::pair<const CGObjectInstance*,SDL_Rect> >::const_iterator i = t.objects.begin(); i != t.objects.end(); i++)
{
if(i->first->ID == 124)
if(i->first->ID == 124) //Hole
{
out = i->first->hoverName;
return;
}
}
if(terName)
if(t.tileInfo->siodmyTajemniczyBajt & 128)
out = CGI->generaltexth->names[225]; //Favourable Winds
else if(terName)
out = CGI->generaltexth->terrainNames[t.tileInfo->tertype];
}

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@@ -1271,14 +1271,24 @@ void CGameState::init( StartInfo * si, ui32 checksum, int Seed )
}
//randomizing objects
for(unsigned int no=0; no<map->objects.size(); ++no)
BOOST_FOREACH(CGObjectInstance *obj, map->objects)
{
randomizeObject(map->objects[no]);
if(map->objects[no]->ID==EVENTI_TYPE)
randomizeObject(obj);
if(obj->ID==EVENTI_TYPE)
{
map->objects[no]->defInfo->handler=NULL;
obj->defInfo->handler=NULL;
}
map->objects[no]->hoverName = VLC->generaltexth->names[map->objects[no]->ID];
obj->hoverName = VLC->generaltexth->names[obj->ID];
//handle Favouring Winds - mark tiles under it
if(obj->ID == 225)
for (int i = 0; i < obj->getWidth() ; i++)
for (int j = 0; j < obj->getHeight() ; j++)
{
int3 pos = obj->pos - int3(i,j,0);
if(map->isInTheMap(pos))
map->getTile(pos).siodmyTajemniczyBajt |= 128;
}
}
//std::cout<<"\tRandomizing objects: "<<th.getDif()<<std::endl;
@@ -1804,10 +1814,10 @@ int CGameState::getMovementCost(const CGHeroInstance *h, const int3 &src, const
}
else if (d.tertype == TerrainTile::water)
{
if (!h->boat && h->getBonusesCount(Selector::typeSybtype(Bonus::WATER_WALKING, 1)) > 0)
{
if(h->boat && s.siodmyTajemniczyBajt & 128 && d.siodmyTajemniczyBajt & 128) //Favourable Winds
ret *= 0.666f;
else if (!h->boat && h->getBonusesCount(Selector::typeSybtype(Bonus::WATER_WALKING, 1)) > 0)
ret *= 1.4f; //40% penalty for water walking
}
}
if(src.x != dest.x && src.y != dest.y) //it's diagonal move

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@@ -1338,6 +1338,9 @@ void Mapa::readDefInfo( const unsigned char * bufor, int &i)
//calculating coverageMap
std::string nameCopy = vinya->name;
std::string msk = spriteh->getTextFile(nameCopy.replace( nameCopy.size()-4, 4, ".MSK" ));
vinya->width = msk[0];
vinya->height = msk[1];
for(int i=0; i<6; ++i)
{
vinya->coverageMap[i] = msk[i+2];

View File

@@ -77,7 +77,7 @@ struct DLL_EXPORT TerrainTile
unsigned char rivDir; // direction of Eriver
Eroad malle; // type of Eroad (0 if there is no river)
unsigned char roadDir; // direction of Eroad
unsigned char siodmyTajemniczyBajt; //bitfield, info whether this tile is coastal and how to rotate tile graphics
unsigned char siodmyTajemniczyBajt; //first two bits - how to rotate terrain graphic (next two - river graphic, next two - road); 7th bit - whether tile is coastal (allows disembarking if land or block movement if water); 8th bit - Favourable Winds effect
bool visitable; //false = not visitable; true = visitable
bool blocked; //false = free; true = blocked;