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https://github.com/vcmi/vcmi.git
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* spells in the guild visible again
* garrisons on adv. map again available from all directions * working Subterranean Gates, Monoliths * minor code reorganizations
This commit is contained in:
parent
e1be5896b9
commit
41acf5528c
@ -88,7 +88,7 @@ struct HeroMoveDetails
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HeroMoveDetails(int3 Src, int3 Dst, CGHeroInstance*Ho);
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int3 src, dst; //source and destination points
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CGHeroInstance * ho; //object instance of this hero
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int owner;
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int owner, style; //style: 0 - normal move, 1 - teleport, 2 - instant jump
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bool successful;
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};
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@ -1440,7 +1440,7 @@ CMageGuildScreen::CMageGuildScreen(CCastleInterface * owner)
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int sp = owner->town->spellsAtLevel(i+1,false);
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for(int j=0; j<sp; j++)
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{
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if(i<owner->town->mageGuildLevel() && owner->town->spells[i].size()<j)
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if(i<owner->town->mageGuildLevel() && owner->town->spells[i].size()>j)
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{
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spells.push_back(Scroll(&CGI->spellh->spells[owner->town->spells[i][j]]));
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spells[spells.size()-1].pos = positions[i][j];
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@ -255,7 +255,7 @@ std::vector<int> BattleInfo::getPath(int start, int dest, bool*accessibility)
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}
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CStack::CStack(CCreature * C, int A, int O, int I, bool AO, int S)
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:creature(C),amount(A), baseAmount(A), owner(O), position(-1), ID(I), attackerOwned(AO), firstHPleft(C->hitPoints), slot(S), counterAttacks(0)
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:creature(C),amount(A), baseAmount(A), owner(O), position(-1), ID(I), attackerOwned(AO), firstHPleft(C->hitPoints), slot(S), counterAttacks(1)
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{
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abilities = C->abilities;
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state.insert(ALIVE);
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@ -541,7 +541,7 @@ void CGameState::applyNL(IPack * pack)
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BattleNextRound *ns = static_cast<BattleNextRound*>(pack);
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curB->round = ns->round;
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for(int i=0; i<curB->stacks.size();i++)
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curB->stacks[i]->counterAttacks = 0;
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curB->stacks[i]->counterAttacks = 1;
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break;
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}
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case 3002:
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@ -582,7 +582,7 @@ void CGameState::applyNL(IPack * pack)
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{
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BattleAttack *br = static_cast<BattleAttack*>(pack);
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if(br->counter())
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curB->getStack(br->stackAttacking)->counterAttacks++;
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curB->getStack(br->stackAttacking)->counterAttacks--;
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applyNL(&br->bsa);
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break;
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}
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@ -1313,6 +1313,40 @@ float CGameState::getMarketEfficiency( int player, int mode/*=0*/ )
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float ret = std::min(((float)mcount+1.0f)/20.0f,0.5f);
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return ret;
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}
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std::set<int3> CGameState::tilesToReveal(int3 pos, int radious, int player)
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{
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std::set<int3> ret;
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int xbeg = pos.x - radious - 2;
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if(xbeg < 0)
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xbeg = 0;
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int xend = pos.x + radious + 2;
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if(xend >= map->width)
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xend = map->width;
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int ybeg = pos.y - radious - 2;
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if(ybeg < 0)
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ybeg = 0;
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int yend = pos.y + radious + 2;
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if(yend >= map->height)
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yend = map->height;
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for(int xd=xbeg; xd<xend; ++xd) //revealing part of map around heroes
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{
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for(int yd=ybeg; yd<yend; ++yd)
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{
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int deltaX = (pos.x-xd)*(pos.x-xd);
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int deltaY = (pos.y-yd)*(pos.y-yd);
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if(deltaX+deltaY<radious*radious)
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{
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if(player<0 || players[player].fogOfWarMap[xd][yd][pos.z]==0)
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{
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ret.insert(int3(xd,yd,pos.z));
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}
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}
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}
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}
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return ret;
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}
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int BattleInfo::calculateDmg(const CStack* attacker, const CStack* defender)
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{
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int attackDefenseBonus = attacker->creature->attack - defender->creature->defence;
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@ -87,13 +87,13 @@ public:
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ui8 owner, slot; //owner - player colour (255 for neutrals), slot - position in garrison (may be 255 for neutrals/called creatures)
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ui8 attackerOwned; //if true, this stack is owned by attakcer (this one from left hand side of battle)
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ui16 position; //position on battlefield
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ui8 counterAttacks; //how many counter attacks has this stack perfomed in current round
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ui8 counterAttacks; //how many counter attacks can be performed more in this turn (by default set at the beginning of the round to 1)
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std::set<EAbilities> abilities;
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std::set<ECombatInfo> state;
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CStack(CCreature * C, int A, int O, int I, bool AO, int S);
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CStack() : creature(NULL),amount(-1),owner(255), position(-1), ID(-1), attackerOwned(true), firstHPleft(-1), slot(255), baseAmount(-1), counterAttacks(0){};
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CStack() : creature(NULL),amount(-1),owner(255), position(-1), ID(-1), attackerOwned(true), firstHPleft(-1), slot(255), baseAmount(-1), counterAttacks(1){};
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template <typename Handler> void save(Handler &h, const int version)
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{
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@ -161,6 +161,7 @@ private:
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int battleGetStack(int pos); //returns ID of stack at given tile
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UpgradeInfo getUpgradeInfo(CArmedInstance *obj, int stackPos);
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float getMarketEfficiency(int player, int mode=0);
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std::set<int3> tilesToReveal(int3 pos, int radious, int player); //if player==-1 => adds all tiles in radious
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public:
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int getDate(int mode=0) const; //mode=0 - total days in game, mode=1 - day of week, mode=2 - current week, mode=3 - current month
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67
CLua.cpp
67
CLua.cpp
@ -873,7 +873,72 @@ void CCreatureGen::onHeroVisit(int objid, int heroID)
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}
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std::vector<int> CCreatureGen::yourObjects() //returns IDs of objects which are handled by script
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{
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std::vector<int> ret(1);
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std::vector<int> ret;
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ret.push_back(17); //cregen1
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return ret;
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}
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void CTeleports::newObject(int objid)
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{
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DEFOS;
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objs[os->ID][os->subID].push_back(objid);
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}
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void CTeleports::onHeroVisit(int objid, int heroID)
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{
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DEFOS;
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int destinationid=-1;
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switch(os->ID)
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{
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case 43: //one way - find correspong exit monolith
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if(vstd::contains(objs,44) && vstd::contains(objs[44],os->subID) && objs[44][os->subID].size())
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destinationid = objs[44][os->subID][rand()%objs[44][os->subID].size()];
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else
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tlog2 << "Cannot find corresponding exit monolith for "<<objid << std::endl;
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break;
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case 45: //two way monolith - pick any other one
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if(vstd::contains(objs,45) && vstd::contains(objs[45],os->subID) && objs[45][os->subID].size()>1)
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while ((destinationid = objs[45][os->subID][rand()%objs[45][os->subID].size()])==objid);
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else
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tlog2 << "Cannot find corresponding exit monolith for "<<objid << std::endl;
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break;
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case 103: //find nearest subterranean gate on the other level
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{
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std::pair<int,double> best(-1,150000); //pair<id,dist>
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for(int i=0; i<objs[103][0].size(); i++)
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{
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if(cb->getObj(objs[103][0][i])->pos.z == os->pos.z) continue; //gates on our level are not interesting
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double hlp = cb->getObj(objs[103][0][i])->pos.dist2d(os->pos);
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if(hlp<best.second)
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{
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best.first = objs[103][0][i];
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best.second = hlp;
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}
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}
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if(best.first<0)
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return;
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else
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destinationid = best.first;
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break;
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}
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}
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if(destinationid < 0)
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{
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tlog2 << "Cannot find exit... :( \n";
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return;
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}
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cb->moveHero(heroID,(os->ID!=103)
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?(CGHeroInstance::convertPosition(cb->getObj(destinationid)->pos,true))
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:(cb->getObj(destinationid)->pos),
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true);
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}
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std::vector<int> CTeleports::yourObjects() //returns IDs of objects which are handled by script
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{
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std::vector<int> ret;
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ret.push_back(43);
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ret.push_back(44);
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ret.push_back(45);
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ret.push_back(103);
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return ret;
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}
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13
CLua.h
13
CLua.h
@ -39,7 +39,7 @@ public:
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//functions to be called in script
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//virtual void init(){};
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//virtual void init(){}; //called when game is ready
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virtual void newObject(int objid){};
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virtual void onHeroVisit(int objid, int heroID){};
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virtual void onHeroLeave(int objid, int heroID){};
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@ -187,3 +187,14 @@ public:
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void onHeroVisit(int objid, int heroID);
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std::vector<int> yourObjects(); //returns IDs of objects which are handled by script
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};
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class CTeleports : public CCPPObjectScript
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{
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public:
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std::map<int,std::map<int, std::vector<int> > > objs; //map[ID][subID] => vector of ids
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void newObject(int objid);
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void onHeroVisit(int objid, int heroID);
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std::vector<int> yourObjects(); //returns IDs of objects which are handled by script
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CTeleports(CScriptCallback * CB):CCPPObjectScript(CB){};
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};
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@ -1101,10 +1101,23 @@ int getDir(int3 src, int3 dst)
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void CPlayerInterface::heroMoved(const HeroMoveDetails & details)
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{
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boost::unique_lock<boost::recursive_mutex> un(*pim);
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int3 buff = details.ho->pos;
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buff.x-=11;
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buff.y-=9;
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buff = repairScreenPos(buff);
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LOCPLINT->adventureInt->position = buff; //actualizing screen pos
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if(adventureInt == curint)
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adventureInt->minimap.draw();
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if(details.style)
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return;
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//initializing objects and performing first step of move
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const CGHeroInstance * ho = details.ho; //object representing this hero
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int3 hp = details.src;
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if (!details.successful)
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if (!details.successful) //hero failed to move
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{
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ho->moveDir = getDir(details.src,details.dst);
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ho->isStanding = true;
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@ -1123,11 +1136,6 @@ void CPlayerInterface::heroMoved(const HeroMoveDetails & details)
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adventureInt->terrain.currentPath->nodes.erase(adventureInt->terrain.currentPath->nodes.end()-1);
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}
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int3 buff = details.ho->pos;
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buff.x-=11;
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buff.y-=9;
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buff = repairScreenPos(buff);
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LOCPLINT->adventureInt->position = buff; //actualizing screen pos
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if(details.dst.x+1 == details.src.x && details.dst.y+1 == details.src.y) //tl
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{
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@ -284,7 +284,16 @@ void CClient::process(int what)
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*serv >> *th;
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tlog5 << "HeroMove: id="<<th->id<<"\tResult: "<<(unsigned)th->result<<"\tPosition "<<th->end<<std::endl;
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HeroMoveDetails hmd(th->start,th->end,static_cast<CGHeroInstance*>(gs->map->objects[th->id]));
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hmd.style = th->result-1;
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hmd.successful = th->result;
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if(th->result>1)
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CGI->mh->removeObject(hmd.ho);
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gs->apply(th);
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if(th->result>1)
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CGI->mh->printObject(hmd.ho);
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int player = gs->map->objects[th->id]->getOwner();
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if(playerint[player])
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@ -295,22 +304,22 @@ void CClient::process(int what)
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}
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//notify interfacesabout move
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int nn=0; //number of interfece of currently browsed player
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for(std::map<ui8, CGameInterface*>::iterator i=playerint.begin();i!=playerint.end();i++)
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{
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if(gs->players[i->first].fogOfWarMap[th->start.x-1][th->start.y][th->start.z] || gs->players[i->first].fogOfWarMap[th->end.x-1][th->end.y][th->end.z])
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{
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HeroMoveDetails hmd(th->start,th->end,static_cast<CGHeroInstance*>(gs->map->objects[th->id]));
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hmd.successful = th->result;
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i->second->heroMoved(hmd);
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}
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}
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//add info for callback
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mess.mx->lock();
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mess.res->insert(th);
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mess.mx->unlock();
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mess.cv->notify_all();
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if(th->result<2)
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{
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mess.mx->lock();
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mess.res->insert(th);
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mess.mx->unlock();
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mess.cv->notify_all();
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}
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break;
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}
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case 502:
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2
global.h
2
global.h
@ -16,7 +16,7 @@ typedef boost::int8_t si8; //signed int 8 bits (1 byte)
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#define THC
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#endif
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#define NAME_VER ("VCMI 0.62b")
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#define NAME_VER ("VCMI 0.62c")
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#define CONSOLE_LOGGING_LEVEL 5
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#define FILE_LOGGING_LEVEL 6
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@ -66,7 +66,7 @@ void CDefObjInfoHandler::load()
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inp>>nobj->id;
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inp>>nobj->subid;
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inp>>nobj->type;
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if(nobj->type == 2 || nobj->type == 3 || nobj->type == 4 || nobj->type == 5 || nobj->id == 111) //creature, hero, artifact, resource or whripool
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if(nobj->type == 2 || nobj->type == 3 || nobj->type == 4 || nobj->type == 5 || nobj->id == 111 || nobj->id == 33) //creature, hero, artifact, resource or whripool or garrison
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nobj->visitDir = 0xff;
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else
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nobj->visitDir = (8|16|32|64|128); //disabled visiting from the top
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2
int3.h
2
int3.h
@ -42,6 +42,8 @@ public:
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{return int3(x-i,y-i,z-i);}
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inline int3 operator-() const //increases all components by si32
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{return int3(-x,-y,-z);}
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inline double dist2d(const int3 other) const //distance (z coord is not used)
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{return std::sqrt((double)(x-other.x)*(x-other.x) + (y-other.y)*(y-other.y));}
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inline void operator+=(const int3 & i)
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{
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x+=i.x;
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@ -124,7 +124,7 @@ struct TryMoveHero : public CPack<TryMoveHero> //501
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TryMoveHero(){type = 501;};
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ui32 id, movePoints;
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ui8 result;
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ui8 result; //0 - failed; 1- succes -normal move; 2 - teleportation, 3 - instant jump
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int3 start, end;
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std::set<int3> fowRevealed; //revealed tiles
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@ -397,6 +397,7 @@ void CGameHandler::handleConnection(std::set<int> players, CConnection &c)
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int3 start, end;
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si32 id;
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c >> id >> start >> end;
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tlog5 << "Interface wants to move hero "<<id << " from "<<start << " to " << end << std::endl;
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int3 hmpos = end + int3(-1,0,0);
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TerrainTile t = gs->map->terrain[hmpos.x][hmpos.y][hmpos.z];
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CGHeroInstance *h = static_cast<CGHeroInstance *>(gs->map->objects[id]);
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@ -445,6 +446,7 @@ void CGameHandler::handleConnection(std::set<int> players, CConnection &c)
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obj->state->onHeroVisit(obj->id,h->id);
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}
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}
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tlog5 << "Blocing visit at " << hmpos << std::endl;
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break;
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}
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else //normal move
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@ -457,38 +459,9 @@ void CGameHandler::handleConnection(std::set<int> players, CConnection &c)
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if(obj->state) //hard-coded function
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obj->state->onHeroLeave(obj->id,h->id);
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}
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//reveal fog of war
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int heroSight = h->getSightDistance();
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int xbeg = start.x - heroSight - 2;
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if(xbeg < 0)
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xbeg = 0;
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int xend = start.x + heroSight + 2;
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if(xend >= gs->map->width)
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xend = gs->map->width;
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int ybeg = start.y - heroSight - 2;
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if(ybeg < 0)
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ybeg = 0;
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int yend = start.y + heroSight + 2;
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if(yend >= gs->map->height)
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yend = gs->map->height;
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for(int xd=xbeg; xd<xend; ++xd) //revealing part of map around heroes
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{
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for(int yd=ybeg; yd<yend; ++yd)
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{
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int deltaX = (hmpos.x-xd)*(hmpos.x-xd);
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int deltaY = (hmpos.y-yd)*(hmpos.y-yd);
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if(deltaX+deltaY<h->getSightDistance()*h->getSightDistance())
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{
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if(gs->players[h->getOwner()].fogOfWarMap[xd][yd][hmpos.z] == 0)
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{
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tmh.fowRevealed.insert(int3(xd,yd,hmpos.z));
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}
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}
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}
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}
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tmh.fowRevealed = gs->tilesToReveal(h->getPosition(false),h->getSightDistance(),h->tempOwner);
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sendAndApply(&tmh);
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tlog5 << "Moved to " <<tmh.end<<std::endl;
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BOOST_FOREACH(CGObjectInstance *obj, t.visitableObjects)//call objects if they are visited
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{
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@ -498,8 +471,10 @@ void CGameHandler::handleConnection(std::set<int> players, CConnection &c)
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obj->state->onHeroVisit(obj->id,h->id);
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}
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}
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tlog5 << "Movement end!\n";
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break;
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fail:
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||||
tlog2 << "Movement failed to " << tmh.end << std::endl;
|
||||
sendAndApply(&tmh);
|
||||
break;
|
||||
}
|
||||
@ -577,8 +552,17 @@ void CGameHandler::handleConnection(std::set<int> players, CConnection &c)
|
||||
for(int i=0;i<RESOURCE_QUANTITY;i++)
|
||||
if(b->resources[i] > gs->players[t->tempOwner].resources[i])
|
||||
break; //no res
|
||||
//TODO: check requirements
|
||||
//TODO: check if building isn't forbidden
|
||||
|
||||
for( std::set<int>::iterator ri = VLC->townh->requirements[t->subID][bid].begin();
|
||||
ri != VLC->townh->requirements[t->subID][bid].end();
|
||||
ri++ )
|
||||
{
|
||||
if(!vstd::contains(t->builtBuildings,*ri))
|
||||
break; //lack of requirements - cannot build
|
||||
}
|
||||
|
||||
if(vstd::contains(t->forbiddenBuildings,bid))
|
||||
break; //this building is forbidden
|
||||
|
||||
NewStructures ns;
|
||||
ns.tid = tid;
|
||||
@ -948,7 +932,7 @@ upgend:
|
||||
//counterattack
|
||||
if(!vstd::contains(curStack->abilities,NO_ENEMY_RETALIATION)
|
||||
&& stackAtEnd->alive()
|
||||
&& !stackAtEnd->counterAttacks ) //TODO: support for multiple retaliatons per turn
|
||||
&& stackAtEnd->counterAttacks ) //TODO: support for multiple retaliatons per turn
|
||||
{
|
||||
prepareAttack(bat,stackAtEnd,curStack);
|
||||
bat.flags |= 2;
|
||||
@ -991,23 +975,18 @@ upgend:
|
||||
break;
|
||||
}
|
||||
default:
|
||||
#ifndef __GNUC__
|
||||
throw std::exception("Not supported client message!");
|
||||
#else
|
||||
throw std::exception();
|
||||
#endif
|
||||
break;
|
||||
throw std::string("Not supported client message!");
|
||||
}
|
||||
}
|
||||
}
|
||||
catch (const std::exception& e)
|
||||
{
|
||||
tlog1 << e.what() << std::endl;
|
||||
tlog1 << "Exception during handling connection: " << e.what() << std::endl;
|
||||
end2 = true;
|
||||
}
|
||||
catch (const std::exception * e)
|
||||
{
|
||||
tlog1 << e->what()<< std::endl;
|
||||
tlog1 << "Exception during handling connection: " << e->what()<< std::endl;
|
||||
end2 = true;
|
||||
delete e;
|
||||
}
|
||||
@ -1016,7 +995,7 @@ upgend:
|
||||
end2 = true;
|
||||
}
|
||||
handleConEnd:
|
||||
;
|
||||
tlog1 << "Ended handling connection\n";
|
||||
}
|
||||
void CGameHandler::moveStack(int stack, int dest)
|
||||
{
|
||||
@ -1214,6 +1193,7 @@ void CGameHandler::run()
|
||||
handleCPPObjS(&scripts,new CHeroScript(csc));
|
||||
handleCPPObjS(&scripts,new CMonsterS(csc));
|
||||
handleCPPObjS(&scripts,new CCreatureGen(csc));
|
||||
handleCPPObjS(&scripts,new CTeleports(csc));
|
||||
|
||||
/****************************INITIALIZING OBJECT SCRIPTS************************************************/
|
||||
//std::string temps("newObject");
|
||||
|
@ -39,6 +39,37 @@ void CScriptCallback::setAmount(int objid, ui32 val)
|
||||
gh->sendAndApply(&sop);
|
||||
}
|
||||
|
||||
void CScriptCallback::moveHero(int hid, int3 pos, bool instant)
|
||||
{
|
||||
if(!instant)
|
||||
{
|
||||
tlog1 << "Not supported call to CScriptCallback::moveHero\n";
|
||||
return;
|
||||
}
|
||||
CGHeroInstance *h = const_cast<CGHeroInstance *>(getHero(hid));
|
||||
//check if destination tile is free
|
||||
BOOST_FOREACH(CGObjectInstance* obj, gh->gs->map->terrain[pos.x-1][pos.y][pos.z].blockingObjects)
|
||||
{
|
||||
if(obj->ID==34)
|
||||
{
|
||||
if(obj->tempOwner==h->tempOwner)
|
||||
return;//TODO: exchange
|
||||
//TODO: check for ally
|
||||
CGHeroInstance *dh = static_cast<CGHeroInstance *>(obj);
|
||||
startBattle(&h->army,&dh->army,pos,h,dh,0);
|
||||
return;
|
||||
}
|
||||
}
|
||||
TryMoveHero tmh;
|
||||
tmh.start = h->pos;
|
||||
tmh.end = pos;
|
||||
tmh.id = hid;
|
||||
tmh.movePoints = h->movement;
|
||||
tmh.result = instant+1;
|
||||
tmh.fowRevealed = gh->gs->tilesToReveal(CGHeroInstance::convertPosition(pos,false),h->getSightDistance(),h->tempOwner);
|
||||
gh->sendAndApply(&tmh);
|
||||
}
|
||||
|
||||
void CScriptCallback::setOwner(int objid, ui8 owner)
|
||||
{
|
||||
SetObjectProperty sop(objid,1,owner);
|
||||
|
@ -56,6 +56,7 @@ public:
|
||||
void startBattle(const CCreatureSet * army1, const CCreatureSet * army2, int3 tile, const CGHeroInstance *hero1, const CGHeroInstance *hero2, boost::function<void(BattleResult*)> cb); //use hero=NULL for no hero
|
||||
void startBattle(int heroID, CCreatureSet army, int3 tile, boost::function<void(BattleResult*)> cb); //for hero<=>neutral army
|
||||
void setAmount(int objid, ui32 val);
|
||||
void moveHero(int hid, int3 pos, bool instant);
|
||||
|
||||
//friends
|
||||
friend class CGameHandler;
|
||||
|
Loading…
Reference in New Issue
Block a user