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Exploded mines now send ACTIVATE flag to client to play effect
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deffba01b9
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@ -72,10 +72,6 @@ void BattleObstacleController::loadObstacleImage(const CObstacleInstance & oi)
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void BattleObstacleController::obstaclePlaced(const std::vector<std::shared_ptr<const CObstacleInstance>> & obstacles)
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{
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assert(obstaclesBeingPlaced.empty());
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for (auto const & oi : obstacles)
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obstaclesBeingPlaced.push_back(oi->uniqueID);
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for (auto const & oi : obstacles)
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{
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auto spellObstacle = dynamic_cast<const SpellCreatedObstacle*>(oi.get());
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@ -83,7 +79,6 @@ void BattleObstacleController::obstaclePlaced(const std::vector<std::shared_ptr<
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if (!spellObstacle)
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{
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logGlobal->error("I don't know how to animate appearing obstacle of type %d", (int)oi->obstacleType);
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obstaclesBeingPlaced.erase(obstaclesBeingPlaced.begin());
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continue;
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}
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@ -92,10 +87,7 @@ void BattleObstacleController::obstaclePlaced(const std::vector<std::shared_ptr<
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auto first = animation->getImage(0, 0);
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if(!first)
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{
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obstaclesBeingPlaced.erase(obstaclesBeingPlaced.begin());
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continue;
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}
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//we assume here that effect graphics have the same size as the usual obstacle image
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// -> if we know how to blit obstacle, let's blit the effect in the same place
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@ -105,7 +97,6 @@ void BattleObstacleController::obstaclePlaced(const std::vector<std::shared_ptr<
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//so when multiple obstacles are added, they show up one after another
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owner.waitForAnimationCondition(EAnimationEvents::ACTION, false);
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obstaclesBeingPlaced.erase(obstaclesBeingPlaced.begin());
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loadObstacleImage(*spellObstacle);
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}
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}
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@ -150,19 +141,9 @@ std::shared_ptr<IImage> BattleObstacleController::getObstacleImage(const CObstac
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int frameIndex = (owner.animCount+1) *25 / owner.getAnimSpeed();
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std::shared_ptr<CAnimation> animation;
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// obstacle is not loaded yet, don't show anything
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if (obstacleAnimations.count(oi.uniqueID) == 0)
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{
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if (boost::range::find(obstaclesBeingPlaced, oi.uniqueID) != obstaclesBeingPlaced.end())
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{
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// obstacle is not loaded yet, don't show anything
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return nullptr;
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}
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else
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{
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assert(0); // how?
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loadObstacleImage(oi);
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}
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}
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return nullptr;
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animation = obstacleAnimations[oi.uniqueID];
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assert(animation);
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@ -35,10 +35,6 @@ class BattleObstacleController
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/// list of all obstacles that are currently being rendered
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std::map<si32, std::shared_ptr<CAnimation>> obstacleAnimations;
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/// semi-debug member, contains obstacles that should not yet be visible due to ongoing placement animation
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/// used only for sanity checks to ensure that there are no invisible obstacles
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std::vector<si32> obstaclesBeingPlaced;
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void loadObstacleImage(const CObstacleInstance & oi);
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std::shared_ptr<IImage> getObstacleImage(const CObstacleInstance & oi);
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@ -187,7 +187,7 @@ void BattleStacksController::stackReset(const CStack * stack)
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void BattleStacksController::stackAdded(const CStack * stack, bool instant)
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{
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// Tower shooters have only their upper half visible
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static const int turretCreatureAnimationHeight = 235;
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static const int turretCreatureAnimationHeight = 225;
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stackFacingRight[stack->ID] = stack->side == BattleSide::ATTACKER; // must be set before getting stack position
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@ -57,7 +57,7 @@
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"targetType" : "NO_TARGET",
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"sounds": {
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"cast": "" // no casting sound, only obstacle placement sound
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"cast": "", // no casting sound, only obstacle placement sound
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},
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"levels" : {
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"base":{
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@ -75,12 +75,16 @@
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"attacker" :{
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"animation" : "C09SPF1",
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"appearAnimation" : "C09SPF0",
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"appearSound" : "LANDMINE"
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"appearSound" : "LANDMINE",
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"triggerAnimation" : "C09SPF3",
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"triggerSound" : "LANDKILL"
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},
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"defender" :{
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"animation" : "C09SPF1",
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"appearAnimation" : "C09SPF0",
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"appearSound" : "LANDMINE"
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"appearSound" : "LANDMINE",
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"triggerAnimation" : "C09SPF3",
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"triggerSound" : "LANDKILL"
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}
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},
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"damage":{
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@ -278,7 +278,9 @@ public:
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ADD,
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RESET_STATE,
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UPDATE,
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REMOVE
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REMOVE,
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ACTIVATE_AND_UPDATE,
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ACTIVATE_AND_REMOVE
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};
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JsonNode data;
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@ -1663,6 +1663,7 @@ DLL_LINKAGE void BattleObstaclesChanged::applyBattle(IBattleState * battleState)
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case BattleChanges::EOperation::ADD:
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battleState->addObstacle(change);
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break;
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case BattleChanges::EOperation::ACTIVATE_AND_UPDATE:
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case BattleChanges::EOperation::UPDATE:
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battleState->updateObstacle(change);
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break;
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@ -32,7 +32,7 @@ public:
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Obstacle obstacle;
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si32 iconIndex;
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std::string identifier;
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std::string appearSound, appearAnimation, animation, dissapearAnimation;
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std::string appearSound, appearAnimation, triggerAnimation, triggerSound, animation;
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std::vector<TerrainId> allowedTerrains;
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std::vector<std::string> allowedSpecialBfields;
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@ -63,7 +63,8 @@ public:
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h & animation;
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h & appearSound;
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h & appearAnimation;
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h & dissapearAnimation;
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h & triggerSound;
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h & triggerAnimation;
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h & allowedTerrains;
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h & allowedSpecialBfields;
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h & isAbsoluteObstacle;
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@ -178,6 +178,8 @@ void SpellCreatedObstacle::serializeJson(JsonSerializeFormat & handler)
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handler.serializeString("appearSound", appearSound);
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handler.serializeString("appearAnimation", appearAnimation);
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handler.serializeString("triggerSound", triggerSound);
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handler.serializeString("triggerAnimation", triggerAnimation);
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handler.serializeString("animation", animation);
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handler.serializeInt("animationYOffset", animationYOffset);
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@ -81,6 +81,8 @@ struct DLL_LINKAGE SpellCreatedObstacle : CObstacleInstance
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std::string appearSound;
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std::string appearAnimation;
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std::string triggerSound;
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std::string triggerAnimation;
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std::string animation;
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int animationYOffset;
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@ -43,6 +43,8 @@ void ObstacleSideOptions::serializeJson(JsonSerializeFormat & handler)
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handler.serializeString("appearSound", appearSound);
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handler.serializeString("appearAnimation", appearAnimation);
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handler.serializeString("triggerSound", triggerSound);
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handler.serializeString("triggerAnimation", triggerAnimation);
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handler.serializeString("animation", animation);
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handler.serializeInt("offsetY", offsetY);
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@ -316,6 +318,8 @@ void Obstacle::placeObstacles(ServerCallback * server, const Mechanics * m, cons
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obstacle.appearSound = options.appearSound;
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obstacle.appearAnimation = options.appearAnimation;
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obstacle.triggerSound = options.triggerSound;
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obstacle.triggerAnimation = options.triggerAnimation;
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obstacle.animation = options.animation;
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obstacle.animationYOffset = options.offsetY;
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@ -31,6 +31,8 @@ public:
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std::string appearSound;
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std::string appearAnimation;
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std::string triggerSound;
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std::string triggerAnimation;
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std::string animation;
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int offsetY;
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@ -5459,33 +5459,29 @@ bool CGameHandler::handleDamageFromObstacle(const CStack * curStack, bool stackI
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if(!sp)
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COMPLAIN_RET("Invalid obstacle instance");
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// For the hidden spell created obstacles, e.g. QuickSand, it should be revealed after taking damage
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ObstacleChanges changeInfo;
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changeInfo.id = spellObstacle->uniqueID;
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if (oneTimeObstacle)
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changeInfo.operation = ObstacleChanges::EOperation::ACTIVATE_AND_REMOVE;
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else
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changeInfo.operation = ObstacleChanges::EOperation::ACTIVATE_AND_UPDATE;
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SpellCreatedObstacle changedObstacle;
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changedObstacle.uniqueID = spellObstacle->uniqueID;
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changedObstacle.revealed = true;
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changeInfo.data.clear();
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JsonSerializer ser(nullptr, changeInfo.data);
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ser.serializeStruct("obstacle", changedObstacle);
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BattleObstaclesChanged bocp;
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bocp.changes.emplace_back(changeInfo);
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sendAndApply(&bocp);
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spells::BattleCast battleCast(gs->curB, &caster, spells::Mode::HERO, sp);
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battleCast.applyEffects(spellEnv, spells::Target(1, spells::Destination(curStack)), true);
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if(oneTimeObstacle)
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{
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removeObstacle(*obstacle);
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}
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else
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{
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// For the hidden spell created obstacles, e.g. QuickSand, it should be revealed after taking damage
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ObstacleChanges changeInfo;
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changeInfo.id = spellObstacle->uniqueID;
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changeInfo.operation = ObstacleChanges::EOperation::UPDATE;
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SpellCreatedObstacle changedObstacle;
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changedObstacle.uniqueID = spellObstacle->uniqueID;
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changedObstacle.revealed = true;
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changeInfo.data.clear();
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JsonSerializer ser(nullptr, changeInfo.data);
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ser.serializeStruct("obstacle", changedObstacle);
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BattleObstaclesChanged bocp;
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bocp.changes.emplace_back(changeInfo);
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sendAndApply(&bocp);
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}
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}
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}
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}
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else if(obstacle->obstacleType == CObstacleInstance::MOAT)
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@ -7225,7 +7221,7 @@ void CGameHandler::handleCheatCode(std::string & cheat, PlayerColor player, cons
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void CGameHandler::removeObstacle(const CObstacleInstance & obstacle)
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{
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BattleObstaclesChanged obsRem;
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obsRem.changes.emplace_back(obstacle.uniqueID, BattleChanges::EOperation::REMOVE);
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obsRem.changes.emplace_back(obstacle.uniqueID, ObstacleChanges::EOperation::REMOVE);
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sendAndApply(&obsRem);
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}
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