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mirror of https://github.com/vcmi/vcmi.git synced 2024-12-24 22:14:36 +02:00

* 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:
Michał W. Urbańczyk 2008-09-23 10:58:54 +00:00
parent e1be5896b9
commit 41acf5528c
15 changed files with 210 additions and 68 deletions

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@ -88,7 +88,7 @@ struct HeroMoveDetails
HeroMoveDetails(int3 Src, int3 Dst, CGHeroInstance*Ho);
int3 src, dst; //source and destination points
CGHeroInstance * ho; //object instance of this hero
int owner;
int owner, style; //style: 0 - normal move, 1 - teleport, 2 - instant jump
bool successful;
};

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@ -1440,7 +1440,7 @@ CMageGuildScreen::CMageGuildScreen(CCastleInterface * owner)
int sp = owner->town->spellsAtLevel(i+1,false);
for(int j=0; j<sp; j++)
{
if(i<owner->town->mageGuildLevel() && owner->town->spells[i].size()<j)
if(i<owner->town->mageGuildLevel() && owner->town->spells[i].size()>j)
{
spells.push_back(Scroll(&CGI->spellh->spells[owner->town->spells[i][j]]));
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)
}
CStack::CStack(CCreature * C, int A, int O, int I, bool AO, int S)
:creature(C),amount(A), baseAmount(A), owner(O), position(-1), ID(I), attackerOwned(AO), firstHPleft(C->hitPoints), slot(S), counterAttacks(0)
:creature(C),amount(A), baseAmount(A), owner(O), position(-1), ID(I), attackerOwned(AO), firstHPleft(C->hitPoints), slot(S), counterAttacks(1)
{
abilities = C->abilities;
state.insert(ALIVE);
@ -541,7 +541,7 @@ void CGameState::applyNL(IPack * pack)
BattleNextRound *ns = static_cast<BattleNextRound*>(pack);
curB->round = ns->round;
for(int i=0; i<curB->stacks.size();i++)
curB->stacks[i]->counterAttacks = 0;
curB->stacks[i]->counterAttacks = 1;
break;
}
case 3002:
@ -582,7 +582,7 @@ void CGameState::applyNL(IPack * pack)
{
BattleAttack *br = static_cast<BattleAttack*>(pack);
if(br->counter())
curB->getStack(br->stackAttacking)->counterAttacks++;
curB->getStack(br->stackAttacking)->counterAttacks--;
applyNL(&br->bsa);
break;
}
@ -1313,6 +1313,40 @@ float CGameState::getMarketEfficiency( int player, int mode/*=0*/ )
float ret = std::min(((float)mcount+1.0f)/20.0f,0.5f);
return ret;
}
std::set<int3> CGameState::tilesToReveal(int3 pos, int radious, int player)
{
std::set<int3> ret;
int xbeg = pos.x - radious - 2;
if(xbeg < 0)
xbeg = 0;
int xend = pos.x + radious + 2;
if(xend >= map->width)
xend = map->width;
int ybeg = pos.y - radious - 2;
if(ybeg < 0)
ybeg = 0;
int yend = pos.y + radious + 2;
if(yend >= map->height)
yend = map->height;
for(int xd=xbeg; xd<xend; ++xd) //revealing part of map around heroes
{
for(int yd=ybeg; yd<yend; ++yd)
{
int deltaX = (pos.x-xd)*(pos.x-xd);
int deltaY = (pos.y-yd)*(pos.y-yd);
if(deltaX+deltaY<radious*radious)
{
if(player<0 || players[player].fogOfWarMap[xd][yd][pos.z]==0)
{
ret.insert(int3(xd,yd,pos.z));
}
}
}
}
return ret;
}
int BattleInfo::calculateDmg(const CStack* attacker, const CStack* defender)
{
int attackDefenseBonus = attacker->creature->attack - defender->creature->defence;

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@ -87,13 +87,13 @@ public:
ui8 owner, slot; //owner - player colour (255 for neutrals), slot - position in garrison (may be 255 for neutrals/called creatures)
ui8 attackerOwned; //if true, this stack is owned by attakcer (this one from left hand side of battle)
ui16 position; //position on battlefield
ui8 counterAttacks; //how many counter attacks has this stack perfomed in current round
ui8 counterAttacks; //how many counter attacks can be performed more in this turn (by default set at the beginning of the round to 1)
std::set<EAbilities> abilities;
std::set<ECombatInfo> state;
CStack(CCreature * C, int A, int O, int I, bool AO, int S);
CStack() : creature(NULL),amount(-1),owner(255), position(-1), ID(-1), attackerOwned(true), firstHPleft(-1), slot(255), baseAmount(-1), counterAttacks(0){};
CStack() : creature(NULL),amount(-1),owner(255), position(-1), ID(-1), attackerOwned(true), firstHPleft(-1), slot(255), baseAmount(-1), counterAttacks(1){};
template <typename Handler> void save(Handler &h, const int version)
{
@ -161,6 +161,7 @@ private:
int battleGetStack(int pos); //returns ID of stack at given tile
UpgradeInfo getUpgradeInfo(CArmedInstance *obj, int stackPos);
float getMarketEfficiency(int player, int mode=0);
std::set<int3> tilesToReveal(int3 pos, int radious, int player); //if player==-1 => adds all tiles in radious
public:
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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@ -873,7 +873,72 @@ void CCreatureGen::onHeroVisit(int objid, int heroID)
}
std::vector<int> CCreatureGen::yourObjects() //returns IDs of objects which are handled by script
{
std::vector<int> ret(1);
std::vector<int> ret;
ret.push_back(17); //cregen1
return ret;
}
void CTeleports::newObject(int objid)
{
DEFOS;
objs[os->ID][os->subID].push_back(objid);
}
void CTeleports::onHeroVisit(int objid, int heroID)
{
DEFOS;
int destinationid=-1;
switch(os->ID)
{
case 43: //one way - find correspong exit monolith
if(vstd::contains(objs,44) && vstd::contains(objs[44],os->subID) && objs[44][os->subID].size())
destinationid = objs[44][os->subID][rand()%objs[44][os->subID].size()];
else
tlog2 << "Cannot find corresponding exit monolith for "<<objid << std::endl;
break;
case 45: //two way monolith - pick any other one
if(vstd::contains(objs,45) && vstd::contains(objs[45],os->subID) && objs[45][os->subID].size()>1)
while ((destinationid = objs[45][os->subID][rand()%objs[45][os->subID].size()])==objid);
else
tlog2 << "Cannot find corresponding exit monolith for "<<objid << std::endl;
break;
case 103: //find nearest subterranean gate on the other level
{
std::pair<int,double> best(-1,150000); //pair<id,dist>
for(int i=0; i<objs[103][0].size(); i++)
{
if(cb->getObj(objs[103][0][i])->pos.z == os->pos.z) continue; //gates on our level are not interesting
double hlp = cb->getObj(objs[103][0][i])->pos.dist2d(os->pos);
if(hlp<best.second)
{
best.first = objs[103][0][i];
best.second = hlp;
}
}
if(best.first<0)
return;
else
destinationid = best.first;
break;
}
}
if(destinationid < 0)
{
tlog2 << "Cannot find exit... :( \n";
return;
}
cb->moveHero(heroID,(os->ID!=103)
?(CGHeroInstance::convertPosition(cb->getObj(destinationid)->pos,true))
:(cb->getObj(destinationid)->pos),
true);
}
std::vector<int> CTeleports::yourObjects() //returns IDs of objects which are handled by script
{
std::vector<int> ret;
ret.push_back(43);
ret.push_back(44);
ret.push_back(45);
ret.push_back(103);
return ret;
}

13
CLua.h
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@ -39,7 +39,7 @@ public:
//functions to be called in script
//virtual void init(){};
//virtual void init(){}; //called when game is ready
virtual void newObject(int objid){};
virtual void onHeroVisit(int objid, int heroID){};
virtual void onHeroLeave(int objid, int heroID){};
@ -187,3 +187,14 @@ public:
void onHeroVisit(int objid, int heroID);
std::vector<int> yourObjects(); //returns IDs of objects which are handled by script
};
class CTeleports : public CCPPObjectScript
{
public:
std::map<int,std::map<int, std::vector<int> > > objs; //map[ID][subID] => vector of ids
void newObject(int objid);
void onHeroVisit(int objid, int heroID);
std::vector<int> yourObjects(); //returns IDs of objects which are handled by script
CTeleports(CScriptCallback * CB):CCPPObjectScript(CB){};
};

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@ -1101,10 +1101,23 @@ int getDir(int3 src, int3 dst)
void CPlayerInterface::heroMoved(const HeroMoveDetails & details)
{
boost::unique_lock<boost::recursive_mutex> un(*pim);
int3 buff = details.ho->pos;
buff.x-=11;
buff.y-=9;
buff = repairScreenPos(buff);
LOCPLINT->adventureInt->position = buff; //actualizing screen pos
if(adventureInt == curint)
adventureInt->minimap.draw();
if(details.style)
return;
//initializing objects and performing first step of move
const CGHeroInstance * ho = details.ho; //object representing this hero
int3 hp = details.src;
if (!details.successful)
if (!details.successful) //hero failed to move
{
ho->moveDir = getDir(details.src,details.dst);
ho->isStanding = true;
@ -1123,11 +1136,6 @@ void CPlayerInterface::heroMoved(const HeroMoveDetails & details)
adventureInt->terrain.currentPath->nodes.erase(adventureInt->terrain.currentPath->nodes.end()-1);
}
int3 buff = details.ho->pos;
buff.x-=11;
buff.y-=9;
buff = repairScreenPos(buff);
LOCPLINT->adventureInt->position = buff; //actualizing screen pos
if(details.dst.x+1 == details.src.x && details.dst.y+1 == details.src.y) //tl
{

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@ -284,7 +284,16 @@ void CClient::process(int what)
*serv >> *th;
tlog5 << "HeroMove: id="<<th->id<<"\tResult: "<<(unsigned)th->result<<"\tPosition "<<th->end<<std::endl;
HeroMoveDetails hmd(th->start,th->end,static_cast<CGHeroInstance*>(gs->map->objects[th->id]));
hmd.style = th->result-1;
hmd.successful = th->result;
if(th->result>1)
CGI->mh->removeObject(hmd.ho);
gs->apply(th);
if(th->result>1)
CGI->mh->printObject(hmd.ho);
int player = gs->map->objects[th->id]->getOwner();
if(playerint[player])
@ -295,22 +304,22 @@ void CClient::process(int what)
}
//notify interfacesabout move
int nn=0; //number of interfece of currently browsed player
for(std::map<ui8, CGameInterface*>::iterator i=playerint.begin();i!=playerint.end();i++)
{
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])
{
HeroMoveDetails hmd(th->start,th->end,static_cast<CGHeroInstance*>(gs->map->objects[th->id]));
hmd.successful = th->result;
i->second->heroMoved(hmd);
}
}
//add info for callback
mess.mx->lock();
mess.res->insert(th);
mess.mx->unlock();
mess.cv->notify_all();
if(th->result<2)
{
mess.mx->lock();
mess.res->insert(th);
mess.mx->unlock();
mess.cv->notify_all();
}
break;
}
case 502:

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@ -16,7 +16,7 @@ typedef boost::int8_t si8; //signed int 8 bits (1 byte)
#define THC
#endif
#define NAME_VER ("VCMI 0.62b")
#define NAME_VER ("VCMI 0.62c")
#define CONSOLE_LOGGING_LEVEL 5
#define FILE_LOGGING_LEVEL 6

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@ -66,7 +66,7 @@ void CDefObjInfoHandler::load()
inp>>nobj->id;
inp>>nobj->subid;
inp>>nobj->type;
if(nobj->type == 2 || nobj->type == 3 || nobj->type == 4 || nobj->type == 5 || nobj->id == 111) //creature, hero, artifact, resource or whripool
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
nobj->visitDir = 0xff;
else
nobj->visitDir = (8|16|32|64|128); //disabled visiting from the top

2
int3.h
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@ -42,6 +42,8 @@ public:
{return int3(x-i,y-i,z-i);}
inline int3 operator-() const //increases all components by si32
{return int3(-x,-y,-z);}
inline double dist2d(const int3 other) const //distance (z coord is not used)
{return std::sqrt((double)(x-other.x)*(x-other.x) + (y-other.y)*(y-other.y));}
inline void operator+=(const int3 & i)
{
x+=i.x;

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@ -124,7 +124,7 @@ struct TryMoveHero : public CPack<TryMoveHero> //501
TryMoveHero(){type = 501;};
ui32 id, movePoints;
ui8 result;
ui8 result; //0 - failed; 1- succes -normal move; 2 - teleportation, 3 - instant jump
int3 start, end;
std::set<int3> fowRevealed; //revealed tiles

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@ -397,6 +397,7 @@ void CGameHandler::handleConnection(std::set<int> players, CConnection &c)
int3 start, end;
si32 id;
c >> id >> start >> end;
tlog5 << "Interface wants to move hero "<<id << " from "<<start << " to " << end << std::endl;
int3 hmpos = end + int3(-1,0,0);
TerrainTile t = gs->map->terrain[hmpos.x][hmpos.y][hmpos.z];
CGHeroInstance *h = static_cast<CGHeroInstance *>(gs->map->objects[id]);
@ -445,6 +446,7 @@ void CGameHandler::handleConnection(std::set<int> players, CConnection &c)
obj->state->onHeroVisit(obj->id,h->id);
}
}
tlog5 << "Blocing visit at " << hmpos << std::endl;
break;
}
else //normal move
@ -457,38 +459,9 @@ void CGameHandler::handleConnection(std::set<int> players, CConnection &c)
if(obj->state) //hard-coded function
obj->state->onHeroLeave(obj->id,h->id);
}
//reveal fog of war
int heroSight = h->getSightDistance();
int xbeg = start.x - heroSight - 2;
if(xbeg < 0)
xbeg = 0;
int xend = start.x + heroSight + 2;
if(xend >= gs->map->width)
xend = gs->map->width;
int ybeg = start.y - heroSight - 2;
if(ybeg < 0)
ybeg = 0;
int yend = start.y + heroSight + 2;
if(yend >= gs->map->height)
yend = gs->map->height;
for(int xd=xbeg; xd<xend; ++xd) //revealing part of map around heroes
{
for(int yd=ybeg; yd<yend; ++yd)
{
int deltaX = (hmpos.x-xd)*(hmpos.x-xd);
int deltaY = (hmpos.y-yd)*(hmpos.y-yd);
if(deltaX+deltaY<h->getSightDistance()*h->getSightDistance())
{
if(gs->players[h->getOwner()].fogOfWarMap[xd][yd][hmpos.z] == 0)
{
tmh.fowRevealed.insert(int3(xd,yd,hmpos.z));
}
}
}
}
tmh.fowRevealed = gs->tilesToReveal(h->getPosition(false),h->getSightDistance(),h->tempOwner);
sendAndApply(&tmh);
tlog5 << "Moved to " <<tmh.end<<std::endl;
BOOST_FOREACH(CGObjectInstance *obj, t.visitableObjects)//call objects if they are visited
{
@ -498,8 +471,10 @@ void CGameHandler::handleConnection(std::set<int> players, CConnection &c)
obj->state->onHeroVisit(obj->id,h->id);
}
}
tlog5 << "Movement end!\n";
break;
fail:
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");

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@ -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);

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@ -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;