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Merge pull request #1196 from IvanSavenko/hero_positioning_fix
Fixes incorrect positioning of heroes on spawn/release from prison
This commit is contained in:
commit
40e55e2788
lib
@ -1873,17 +1873,27 @@ void CGameState::initVisitingAndGarrisonedHeroes()
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{
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for(CGTownInstance *t : k->second.towns)
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{
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int3 vistile = t->visitablePos(); vistile.x++; //tile next to the entrance
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if(vistile == h->pos || h->pos==t->visitablePos())
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bool heroOnTownBlockableTile = t->blockingAt(h->visitablePos().x, h->visitablePos().y);
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bool heroOnTownVisitableTile = t->visitableAt(h->visitablePos().x, h->visitablePos().y);
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// current hero position is at one of blocking tiles of current town
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// assume that this hero should be visiting the town (H3M format quirk) and move hero to correct position
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if (heroOnTownBlockableTile)
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{
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int3 townVisitablePos = t->visitablePos();
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int3 correctedPos = townVisitablePos + h->getVisitableOffset();
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map->removeBlockVisTiles(h);
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h->pos = correctedPos;
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map->addBlockVisTiles(h);
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assert(t->visitableAt(h->visitablePos().x, h->visitablePos().y));
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}
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if (heroOnTownBlockableTile || heroOnTownVisitableTile)
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{
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assert(t->visitingHero == nullptr);
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t->setVisitingHero(h);
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if(h->pos == t->pos) //visiting hero placed in the editor has same pos as the town - we need to correct it
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{
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map->removeBlockVisTiles(h);
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h->pos.x -= 1;
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map->addBlockVisTiles(h);
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}
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break;
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}
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}
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}
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@ -703,13 +703,18 @@ DLL_LINKAGE void GiveHero::applyGs(CGameState *gs)
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//bonus system
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h->detachFrom(gs->globalEffects);
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h->attachTo(*gs->getPlayerState(player));
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h->appearance = VLC->objtypeh->getHandlerFor(Obj::HERO, h->type->heroClass->getIndex())->getTemplates().front();
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auto oldOffset = h->getVisitableOffset();
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gs->map->removeBlockVisTiles(h,true);
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h->appearance = VLC->objtypeh->getHandlerFor(Obj::HERO, h->type->heroClass->getIndex())->getTemplates().front();
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auto newOffset = h->getVisitableOffset();
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h->setOwner(player);
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h->movement = h->maxMovePoints(true);
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h->pos = h->pos - oldOffset + newOffset;
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gs->map->heroesOnMap.push_back(h);
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gs->getPlayerState(h->getOwner())->heroes.push_back(h);
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gs->map->addBlockVisTiles(h);
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h->inTownGarrison = false;
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}
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@ -195,7 +195,9 @@ std::set<int3> CGObjectInstance::getBlockedOffsets() const
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void CGObjectInstance::setType(si32 ID, si32 subID)
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{
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const TerrainTile &tile = cb->gameState()->map->getTile(visitablePos());
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auto position = visitablePos();
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auto oldOffset = getVisitableOffset();
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auto &tile = cb->gameState()->map->getTile(position);
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//recalculate blockvis tiles - new appearance might have different blockmap than before
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cb->gameState()->map->removeBlockVisTiles(this, true);
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@ -206,14 +208,23 @@ void CGObjectInstance::setType(si32 ID, si32 subID)
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return;
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}
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if(!handler->getTemplates(tile.terType->id).empty())
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{
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appearance = handler->getTemplates(tile.terType->id)[0];
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}
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else
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{
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logGlobal->warn("Object %d:%d at %s has no templates suitable for terrain %s", ID, subID, visitablePos().toString(), tile.terType->name);
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appearance = handler->getTemplates()[0]; // get at least some appearance since alternative is crash
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}
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if(this->ID == Obj::PRISON && ID == Obj::HERO)
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{
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//adjust for the prison offset
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pos = visitablePos();
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auto newOffset = getVisitableOffset();
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// FIXME: potentially unused code - setType is NOT called when releasing hero from prison
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// instead, appearance update & pos adjustment occurs in GiveHero::applyGs
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// adjust position since hero and prison may have different visitable offset
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pos = pos - oldOffset + newOffset;
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}
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this->ID = Obj(ID);
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