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Battles: handle drawbridge lowering from stack start position

This commit is contained in:
Arseniy Shestakov 2016-02-09 10:45:59 +03:00
parent 6e5f5a6800
commit 47433919ab

View File

@ -1005,7 +1005,8 @@ int CGameHandler::moveStack(int stack, BattleHex dest)
assert(gs->curB->isInTacticRange(dest));
}
if(curStack->position == dest)
auto start = curStack->position;
if(start == dest)
return 0;
//initing necessary tables
@ -1032,7 +1033,7 @@ int CGameHandler::moveStack(int stack, BattleHex dest)
return 0;
}
std::pair< std::vector<BattleHex>, int > path = gs->curB->getPath(curStack->position, dest, curStack);
std::pair< std::vector<BattleHex>, int > path = gs->curB->getPath(start, dest, curStack);
ret = path.second;
@ -1059,11 +1060,13 @@ int CGameHandler::moveStack(int stack, BattleHex dest)
std::vector<BattleHex> tiles;
const int tilesToMove = std::max((int)(path.first.size() - creSpeed), 0);
int v = path.first.size()-1;
path.first.push_back(start);
// check if gate need to be open or closed at some point
BattleHex openGateAtHex, gateMayCloseAtHex;
auto dbState = gs->curB->si.drawbridgeState;
if(battleGetSiegeLevel() > 0 && dbState != EDrawbridgeState::LOWERED_BORKED &&
if(battleGetSiegeLevel() > 0 && !curStack->attackerOwned &&
dbState != EDrawbridgeState::LOWERED_BORKED &&
dbState != EDrawbridgeState::RAISED_BLOCKED)
{
for(int i = path.first.size()-1; i >= 0; i--)
@ -1071,13 +1074,9 @@ int CGameHandler::moveStack(int stack, BattleHex dest)
auto hex = path.first[i];
if(!openGateAtHex.isValid() && dbState != EDrawbridgeState::LOWERED)
{
if(gs->curB->town->subID == ETownType::FORTRESS)
if(gs->curB->town->subID == ETownType::FORTRESS && hex == BattleHex(94))
{
if(hex == BattleHex(93) &&
i-1 >= 0 && path.first[i-1] == BattleHex(94))
{
openGateAtHex = path.first[i+1];
}
openGateAtHex = path.first[i+1];
}
if(hex == BattleHex(94) && i-1 >= 0 && path.first[i-1] == BattleHex(95))
{
@ -1088,6 +1087,7 @@ int CGameHandler::moveStack(int stack, BattleHex dest)
openGateAtHex = path.first[i+1];
}
//gate may be opened and then closed during stack movement, but not other way around
if(openGateAtHex.isValid())
dbState = EDrawbridgeState::LOWERED;
}
@ -1130,28 +1130,34 @@ int CGameHandler::moveStack(int stack, BattleHex dest)
}
bool gateStateChanging = false;
for(bool obstacleHit = false; (!obstacleHit) && (!gateStateChanging) && (v >= tilesToMove); --v)
//special handling for opening gate on from starting hex
if(openGateAtHex.isValid() && openGateAtHex == start)
gateStateChanging = true;
else
{
BattleHex hex = path.first[v];
tiles.push_back(hex);
if((openGateAtHex.isValid() && openGateAtHex == hex) ||
(gateMayCloseAtHex.isValid() && gateMayCloseAtHex == hex))
for(bool obstacleHit = false; (!obstacleHit) && (!gateStateChanging) && (v >= tilesToMove); --v)
{
gateStateChanging = true;
}
BattleHex hex = path.first[v];
tiles.push_back(hex);
//if we walked onto something, finalize this portion of stack movement check into obstacle
if((obstacle = battleGetObstacleOnPos(hex, false)))
obstacleHit = true;
if((openGateAtHex.isValid() && openGateAtHex == hex) ||
(gateMayCloseAtHex.isValid() && gateMayCloseAtHex == hex))
{
gateStateChanging = true;
}
if(curStack->doubleWide())
{
BattleHex otherHex = curStack->occupiedHex(hex);
//two hex creature hit obstacle by backside
if(otherHex.isValid() && ((obstacle2 = battleGetObstacleOnPos(otherHex, false))))
//if we walked onto something, finalize this portion of stack movement check into obstacle
if((obstacle = battleGetObstacleOnPos(hex, false)))
obstacleHit = true;
if(curStack->doubleWide())
{
BattleHex otherHex = curStack->occupiedHex(hex);
//two hex creature hit obstacle by backside
if(otherHex.isValid() && ((obstacle2 = battleGetObstacleOnPos(otherHex, false))))
obstacleHit = true;
}
}
}
@ -1188,16 +1194,24 @@ int CGameHandler::moveStack(int stack, BattleHex dest)
if(curStack->alive())
processObstacle(obstacle2);
if(curStack->alive() && gateStateChanging)
if(gateStateChanging)
{
if(curStack->position == openGateAtHex)
{
BattleDrawbridgeStateChanged db;
db.state = EDrawbridgeState::LOWERED;
sendAndApply(&db);
openGateAtHex = BattleHex();
//only open gate if stack is still alive
if(curStack->alive())
{
BattleDrawbridgeStateChanged db;
db.state = EDrawbridgeState::LOWERED;
sendAndApply(&db);
}
}
else
else if(curStack->position == gateMayCloseAtHex)
{
openGateAtHex = BattleHex();
updateDrawbridgeState();
}
}
}
else
@ -3538,11 +3552,18 @@ void CGameHandler::updateDrawbridgeState()
}
else if(db.state == EDrawbridgeState::LOWERED)
{
if((gs->curB->town->subID != ETownType::FORTRESS || !gs->curB->battleGetStackByPos(BattleHex(94), false)) &&
!gs->curB->battleGetStackByPos(BattleHex(95), false) &&
if(!gs->curB->battleGetStackByPos(BattleHex(95), false) &&
!gs->curB->battleGetStackByPos(BattleHex(96), false))
{
db.state = EDrawbridgeState::RAISED;
if(gs->curB->town->subID == ETownType::FORTRESS)
{
if(!gs->curB->battleGetStackByPos(BattleHex(94), false))
db.state = EDrawbridgeState::RAISED;
}
else if(gs->curB->battleGetStackByPos(BattleHex(94)))
db.state = EDrawbridgeState::RAISED_BLOCKED;
else
db.state = EDrawbridgeState::RAISED;
}
}
else if(gs->curB->battleGetStackByPos(BattleHex(94), false))