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Merge pull request from IvanSavenko/hero_positioning_fix

Fixes incorrect positioning of heroes on spawn/release from prison
This commit is contained in:
Andrii Danylchenko 2022-12-05 10:35:24 +02:00 committed by GitHub
commit 40e55e2788
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GPG Key ID: 4AEE18F83AFDEB23
3 changed files with 39 additions and 13 deletions

@ -1873,17 +1873,27 @@ void CGameState::initVisitingAndGarrisonedHeroes()
{
for(CGTownInstance *t : k->second.towns)
{
int3 vistile = t->visitablePos(); vistile.x++; //tile next to the entrance
if(vistile == h->pos || h->pos==t->visitablePos())
bool heroOnTownBlockableTile = t->blockingAt(h->visitablePos().x, h->visitablePos().y);
bool heroOnTownVisitableTile = t->visitableAt(h->visitablePos().x, h->visitablePos().y);
// current hero position is at one of blocking tiles of current town
// assume that this hero should be visiting the town (H3M format quirk) and move hero to correct position
if (heroOnTownBlockableTile)
{
int3 townVisitablePos = t->visitablePos();
int3 correctedPos = townVisitablePos + h->getVisitableOffset();
map->removeBlockVisTiles(h);
h->pos = correctedPos;
map->addBlockVisTiles(h);
assert(t->visitableAt(h->visitablePos().x, h->visitablePos().y));
}
if (heroOnTownBlockableTile || heroOnTownVisitableTile)
{
assert(t->visitingHero == nullptr);
t->setVisitingHero(h);
if(h->pos == t->pos) //visiting hero placed in the editor has same pos as the town - we need to correct it
{
map->removeBlockVisTiles(h);
h->pos.x -= 1;
map->addBlockVisTiles(h);
}
break;
}
}
}

@ -703,13 +703,18 @@ DLL_LINKAGE void GiveHero::applyGs(CGameState *gs)
//bonus system
h->detachFrom(gs->globalEffects);
h->attachTo(*gs->getPlayerState(player));
h->appearance = VLC->objtypeh->getHandlerFor(Obj::HERO, h->type->heroClass->getIndex())->getTemplates().front();
auto oldOffset = h->getVisitableOffset();
gs->map->removeBlockVisTiles(h,true);
h->appearance = VLC->objtypeh->getHandlerFor(Obj::HERO, h->type->heroClass->getIndex())->getTemplates().front();
auto newOffset = h->getVisitableOffset();
h->setOwner(player);
h->movement = h->maxMovePoints(true);
h->pos = h->pos - oldOffset + newOffset;
gs->map->heroesOnMap.push_back(h);
gs->getPlayerState(h->getOwner())->heroes.push_back(h);
gs->map->addBlockVisTiles(h);
h->inTownGarrison = false;
}

@ -195,7 +195,9 @@ std::set<int3> CGObjectInstance::getBlockedOffsets() const
void CGObjectInstance::setType(si32 ID, si32 subID)
{
const TerrainTile &tile = cb->gameState()->map->getTile(visitablePos());
auto position = visitablePos();
auto oldOffset = getVisitableOffset();
auto &tile = cb->gameState()->map->getTile(position);
//recalculate blockvis tiles - new appearance might have different blockmap than before
cb->gameState()->map->removeBlockVisTiles(this, true);
@ -206,14 +208,23 @@ void CGObjectInstance::setType(si32 ID, si32 subID)
return;
}
if(!handler->getTemplates(tile.terType->id).empty())
{
appearance = handler->getTemplates(tile.terType->id)[0];
}
else
{
logGlobal->warn("Object %d:%d at %s has no templates suitable for terrain %s", ID, subID, visitablePos().toString(), tile.terType->name);
appearance = handler->getTemplates()[0]; // get at least some appearance since alternative is crash
}
if(this->ID == Obj::PRISON && ID == Obj::HERO)
{
//adjust for the prison offset
pos = visitablePos();
auto newOffset = getVisitableOffset();
// FIXME: potentially unused code - setType is NOT called when releasing hero from prison
// instead, appearance update & pos adjustment occurs in GiveHero::applyGs
// adjust position since hero and prison may have different visitable offset
pos = pos - oldOffset + newOffset;
}
this->ID = Obj(ID);