mirror of
https://github.com/vcmi/vcmi.git
synced 2025-01-12 02:28:11 +02:00
* fixed blocked shooter behavior
* slowed map scrolling * minor
This commit is contained in:
parent
7104326563
commit
4af64f1b9f
@ -1200,40 +1200,43 @@ void CAdvMapInt::update()
|
||||
|
||||
}
|
||||
++heroAnim;
|
||||
if(scrollingLeft)
|
||||
if(animValHitCount % 4)
|
||||
{
|
||||
if(position.x>-Woff)
|
||||
if(scrollingLeft)
|
||||
{
|
||||
position.x--;
|
||||
updateScreen = true;
|
||||
updateMinimap=true;
|
||||
if(position.x>-Woff)
|
||||
{
|
||||
position.x--;
|
||||
updateScreen = true;
|
||||
updateMinimap=true;
|
||||
}
|
||||
}
|
||||
}
|
||||
if(scrollingRight)
|
||||
{
|
||||
if(position.x<CGI->mh->map->width-19+4)
|
||||
if(scrollingRight)
|
||||
{
|
||||
position.x++;
|
||||
updateScreen = true;
|
||||
updateMinimap=true;
|
||||
if(position.x<CGI->mh->map->width-19+4)
|
||||
{
|
||||
position.x++;
|
||||
updateScreen = true;
|
||||
updateMinimap=true;
|
||||
}
|
||||
}
|
||||
}
|
||||
if(scrollingUp)
|
||||
{
|
||||
if(position.y>-Hoff)
|
||||
if(scrollingUp)
|
||||
{
|
||||
position.y--;
|
||||
updateScreen = true;
|
||||
updateMinimap=true;
|
||||
if(position.y>-Hoff)
|
||||
{
|
||||
position.y--;
|
||||
updateScreen = true;
|
||||
updateMinimap=true;
|
||||
}
|
||||
}
|
||||
}
|
||||
if(scrollingDown)
|
||||
{
|
||||
if(position.y<CGI->mh->map->height-18+4)
|
||||
if(scrollingDown)
|
||||
{
|
||||
position.y++;
|
||||
updateScreen = true;
|
||||
updateMinimap=true;
|
||||
if(position.y<CGI->mh->map->height-18+4)
|
||||
{
|
||||
position.y++;
|
||||
updateScreen = true;
|
||||
updateMinimap=true;
|
||||
}
|
||||
}
|
||||
}
|
||||
if(updateScreen)
|
||||
|
@ -490,7 +490,7 @@ void CBattleInterface::mouseMoved(const SDL_MouseMotionEvent &sEvent)
|
||||
{
|
||||
if(shere->owner == LOCPLINT->playerID) //our stack
|
||||
CGI->curh->changeGraphic(1,5);
|
||||
else if(LOCPLINT->cb->battleGetStackByID(activeStack)->creature->isShooting()) //we can shoot enemy
|
||||
else if(LOCPLINT->cb->battleCanShoot(activeStack,myNumber)) //we can shoot enemy
|
||||
CGI->curh->changeGraphic(1,3);
|
||||
else if(isTileAttackable(myNumber)) //available enemy (melee attackable)
|
||||
{
|
||||
|
@ -523,13 +523,16 @@ bool CCallback::battleIsStackMine(int ID)
|
||||
}
|
||||
return false;
|
||||
}
|
||||
bool CCallback::battleCanShoot(int ID, int dest) //TODO: finish
|
||||
bool CCallback::battleCanShoot(int ID, int dest) //TODO: check arrows amount
|
||||
{
|
||||
boost::shared_lock<boost::shared_mutex> lock(*gs->mx);
|
||||
if(battleGetStackByID(ID)->creature->isShooting()
|
||||
&& battleGetStack(dest) != -1
|
||||
&& battleGetStackByPos(dest)->owner != battleGetStackByID(ID)->owner
|
||||
&& battleGetStackByPos(dest)->alive())
|
||||
CStack *our=battleGetStackByID(ID), *dst=battleGetStackByPos(dest);
|
||||
if(!our || !dst) return false;
|
||||
if(vstd::contains(our->abilities,SHOOTER)//it's shooter
|
||||
&& our->owner != dst->owner
|
||||
&& dst->alive()
|
||||
&& !gs->curB->isStackBlocked(ID)
|
||||
)
|
||||
return true;
|
||||
return false;
|
||||
}
|
||||
|
@ -21,6 +21,7 @@ class CCreatureSet;
|
||||
class CArmedInstance;
|
||||
struct BattleResult;
|
||||
struct BattleAttack;
|
||||
struct BattleStackAttacked;
|
||||
class CObstacle
|
||||
{
|
||||
int ID;
|
||||
@ -68,15 +69,13 @@ public:
|
||||
virtual void actionFinished(const BattleAction *action){};//occurs AFTER every action taken by any stack or by the hero
|
||||
virtual void actionStarted(const BattleAction *action){};//occurs BEFORE every action taken by any stack or by the hero
|
||||
virtual BattleAction activeStack(int stackID)=0; //called when it's turn of that stack
|
||||
virtual void battleAttack(BattleAttack *ba){};
|
||||
virtual void battleAttack(BattleAttack *ba){}; //called when stack is performing attack
|
||||
virtual void battleStackAttacked(BattleStackAttacked * bsa){}; //called when stack receives damage (after battleAttack())
|
||||
virtual void battleEnd(BattleResult *br){};
|
||||
virtual void battleNewRound(int round){}; //called at the beggining of each turn, round=-1 is the tactic phase, round=0 is the first "normal" turn
|
||||
virtual void battleStackKilled(int ID, int dmg, int killed, int IDby, bool byShooting){};
|
||||
virtual void battleStackMoved(int ID, int dest){};
|
||||
virtual void battleStart(CCreatureSet *army1, CCreatureSet *army2, int3 tile, CGHeroInstance *hero1, CGHeroInstance *hero2, bool side){}; //called by engine when battle starts; side=0 - left, side=1 - right
|
||||
virtual void battlefieldPrepared(int battlefieldType, std::vector<CObstacle*> obstacles){}; //called when battlefield is prepared, prior the battle beginning
|
||||
//
|
||||
|
||||
};
|
||||
class CAIHandler
|
||||
{
|
||||
@ -93,7 +92,6 @@ public:
|
||||
virtual void battleStackMoved(int ID, int dest, bool startMoving, bool endMoving){};
|
||||
virtual void battleStackAttacking(int ID, int dest){};
|
||||
virtual void battleStackIsAttacked(int ID, int dmg, int killed, int IDby, bool byShooting){};
|
||||
virtual void battleStackKilled(int ID, int dmg, int killed, int IDby, bool byShooting){};
|
||||
virtual BattleAction activeStack(int stackID) {BattleAction ba; ba.actionType = 3; ba.stackNumber = stackID; return ba;};
|
||||
};
|
||||
#endif //CGAMEINTERFACE_H
|
||||
|
@ -212,6 +212,21 @@ std::vector<int> BattleInfo::getAccessibility(int stackID)
|
||||
|
||||
return ret;
|
||||
}
|
||||
bool BattleInfo::isStackBlocked(int ID)
|
||||
{
|
||||
CStack *our = getStack(ID);
|
||||
for(int i=0; i<stacks.size();i++)
|
||||
{
|
||||
if( !stacks[i]->alive()
|
||||
|| stacks[i]->owner==our->owner
|
||||
)
|
||||
continue; //we ommit dead and allied stacks
|
||||
if( mutualPosition(stacks[i]->position,our->position) >= 0 )
|
||||
return true;
|
||||
}
|
||||
return false;
|
||||
}
|
||||
|
||||
signed char BattleInfo::mutualPosition(int hex1, int hex2)
|
||||
{
|
||||
if(hex2 == hex1 - ( (hex1/17)%2 ? 18 : 17 )) //top left
|
||||
|
@ -71,6 +71,7 @@ struct DLL_EXPORT BattleInfo
|
||||
std::vector<int> getPath(int start, int dest, bool*accessibility);
|
||||
std::vector<int> getAccessibility(int stackID); //returns vector of accessible tiles (taking into account the creature range)
|
||||
|
||||
bool isStackBlocked(int ID); //returns true if there is neighbouring enemy stack
|
||||
static signed char mutualPosition(int hex1, int hex2); //returns info about mutual position of given hexes (-1 - they're distant, 0 - left top, 1 - right top, 2 - right, 3 - right bottom, 4 - left bottom, 5 - left)
|
||||
static std::vector<int> neighbouringTiles(int hex);
|
||||
static int calculateDmg(const CStack* attacker, const CStack* defender, const CGHeroInstance * attackerHero, const CGHeroInstance * defendingHero, bool shooting); //TODO: add additional conditions and require necessary data
|
||||
|
@ -2025,7 +2025,7 @@ void CPlayerInterface::actionStarted(const BattleAction* action)
|
||||
)
|
||||
{
|
||||
static_cast<CBattleInterface*>(curint)->creAnims[action->stackNumber]->setType(20);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void CPlayerInterface::actionFinished(const BattleAction* action)
|
||||
@ -2088,10 +2088,10 @@ void CPlayerInterface::battleAttack(BattleAttack *ba)
|
||||
else
|
||||
dynamic_cast<CBattleInterface*>(curint)->stackIsAttacked(ba->bsa.stackAttacked, ba->bsa.damageAmount, ba->bsa.killedAmount, ba->stackAttacking, ba->shot());
|
||||
}
|
||||
void CPlayerInterface::battleStackKilled(int ID, int dmg, int killed, int IDby, bool byShooting)
|
||||
{
|
||||
dynamic_cast<CBattleInterface*>(curint)->stackKilled(ID, dmg, killed, IDby, byShooting);
|
||||
}
|
||||
//void CPlayerInterface::battleStackKilled(int ID, int dmg, int killed, int IDby, bool byShooting)
|
||||
//{
|
||||
// dynamic_cast<CBattleInterface*>(curint)->stackKilled(ID, dmg, killed, IDby, byShooting);
|
||||
//}
|
||||
|
||||
//void CPlayerInterface::battleStackIsShooting(int ID, int dest)
|
||||
//{
|
||||
|
@ -365,8 +365,6 @@ public:
|
||||
void battleEnd(BattleResult *br);
|
||||
void battleResultQuited();
|
||||
void battleNewRound(int round); //called at the beggining of each turn, round=-1 is the tactic phase, round=0 is the first "normal" turn
|
||||
//void battleStackIsShooting(int ID, int dest); //called when stack with id ID is shooting to hex dest
|
||||
void battleStackKilled(int ID, int dmg, int killed, int IDby, bool byShooting);
|
||||
void battleStackMoved(int ID, int dest);
|
||||
void battleStart(CCreatureSet *army1, CCreatureSet *army2, int3 tile, CGHeroInstance *hero1, CGHeroInstance *hero2, bool side); //called by engine when battle starts; side=0 - left, side=1 - right
|
||||
void battlefieldPrepared(int battlefieldType, std::vector<CObstacle*> obstacles); //called when battlefield is prepared, prior the battle beginning
|
||||
|
@ -530,8 +530,15 @@ void CClient::process(int what)
|
||||
BattleAttack ba;
|
||||
*serv >> ba;
|
||||
tlog5 << "Stack: " << ba.stackAttacking << " is attacking stack "<< ba.bsa.stackAttacked <<std::endl;
|
||||
if(playerint.find(gs->curB->side1) != playerint.end())
|
||||
playerint[gs->curB->side1]->battleAttack(&ba);
|
||||
if(playerint.find(gs->curB->side2) != playerint.end())
|
||||
playerint[gs->curB->side2]->battleAttack(&ba);
|
||||
gs->apply(&ba);
|
||||
LOCPLINT->battleAttack(&ba);
|
||||
if(playerint.find(gs->curB->side1) != playerint.end())
|
||||
playerint[gs->curB->side1]->battleStackAttacked(&ba.bsa);
|
||||
if(playerint.find(gs->curB->side2) != playerint.end())
|
||||
playerint[gs->curB->side2]->battleStackAttacked(&ba.bsa);
|
||||
break;
|
||||
}
|
||||
case 3007:
|
||||
|
Loading…
Reference in New Issue
Block a user