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

Advanced work on support for Quicksand and Land Mine spells.

This commit is contained in:
Michał W. Urbańczyk 2012-05-04 21:16:39 +00:00
parent f6d6b3cba2
commit 5449546447
19 changed files with 383 additions and 47 deletions

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@ -324,6 +324,16 @@ namespace vstd
{
return std::unique_ptr<T>(new T(std::forward<Arg1>(arg1), std::forward<Arg2>(arg2)));
}
template <typename Container>
typename Container::const_reference circularAt(const Container &r, size_t index)
{
assert(r.size());
index %= r.size();
auto itr = std::begin(r);
std::advance(itr, index);
return *itr;
}
}
using std::shared_ptr;

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@ -903,7 +903,7 @@ void CShootingAnimation::endAnim()
}
CSpellEffectAnimation::CSpellEffectAnimation(CBattleInterface * _owner, ui32 _effect, BattleHex _destTile, int _dx, int _dy, bool _Vflip)
:CBattleAnimation(_owner), effect(_effect), destTile(_destTile), customAnim(""), dx(_dx), dy(_dy), Vflip(_Vflip)
:CBattleAnimation(_owner), effect(_effect), destTile(_destTile), customAnim(""), x(0), y(0), dx(_dx), dy(_dy), Vflip(_Vflip)
{}
CSpellEffectAnimation::CSpellEffectAnimation(CBattleInterface * _owner, std::string _customAnim, int _x, int _y, int _dx, int _dy, bool _Vflip)

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@ -341,7 +341,7 @@ CBattleInterface::CBattleInterface(const CCreatureSet * army1, const CCreatureSe
int ID = obst[t].ID;
std::string gfxName = obst[t].getInfo().defName;
if(!obst[t].isAbsoluteObstacle)
if(obst[t].obstacleType == CObstacleInstance::USUAL)
{
idToObstacle[ID] = CDefHandler::giveDef(gfxName);
for(size_t n = 0; n < idToObstacle[ID]->ourImages.size(); ++n)
@ -355,6 +355,9 @@ CBattleInterface::CBattleInterface(const CCreatureSet * army1, const CCreatureSe
}
}
quicksand = CDefHandler::giveDef("C17SPE1.DEF");
landMine = CDefHandler::giveDef("C09SPF1.DEF");
for (int i = 0; i < bfield.size(); i++)
{
children.push_back(&bfield[i]);
@ -423,6 +426,9 @@ CBattleInterface::~CBattleInterface()
for(std::map< int, CDefHandler * >::iterator g=idToObstacle.begin(); g!=idToObstacle.end(); ++g)
delete g->second;
delete quicksand;
delete landMine;
delete siegeH;
//TODO: play AI tracks if battle was during AI turn
@ -636,7 +642,7 @@ void CBattleInterface::show(SDL_Surface * to)
for(size_t b = 0; b < obstacles.size(); ++b)
{
const CObstacleInstance &oi = obstacles[b];
if(!oi.isAbsoluteObstacle)
if(oi.obstacleType != CObstacleInstance::ABSOLUTE_OBSTACLE)
{
//BattleHex position = CGI->heroh->obstacles.find(obstacles[b].ID)->second.getMaxBlocked(obstacles[b].pos);
hexToObstacle.insert(std::make_pair(oi.pos, b));
@ -717,8 +723,8 @@ void CBattleInterface::show(SDL_Surface * to)
{
for(int b = 0; b < GameConstants::BFIELD_SIZE; ++b) //showing alive stacks
{
showAliveStacks(stackAliveByHex, b, &flyingStacks, to);
showObstacles(&hexToObstacle, obstacles, b, to);
showAliveStacks(stackAliveByHex, b, &flyingStacks, to);
}
}
// Siege drawing
@ -786,8 +792,8 @@ void CBattleInterface::show(SDL_Surface * to)
for (int k = xMin; k <= xMax; k++)
{
int hex = j * 17 + k;
showAliveStacks(stackAliveByHex, hex, &flyingStacks, to);
showObstacles(&hexToObstacle, obstacles, hex, to);
showAliveStacks(stackAliveByHex, hex, &flyingStacks, to);
showPieceOfWall(to, hex, stacks);
}
@ -904,15 +910,9 @@ void CBattleInterface::showObstacles(std::multimap<BattleHex, int> *hexToObstacl
for(std::multimap<BattleHex, int>::const_iterator it = obstRange.first; it != obstRange.second; ++it)
{
CObstacleInstance & curOb = obstacles[it->second];
std::vector<Cimage> &images = idToObstacle[curOb.ID]->ourImages; //reference to animation of obstacle
Rect r = hexPosition(hex);
int offset = images.front().bitmap->h % 42;
if(curOb.getInfo().blockedTiles.front() < 0)
offset -= 42;
r.y += 42 - images.front().bitmap->h + offset;
//r.y -= cellShade->h*CGI->heroh->obstacles.find(curOb.ID)->second.height - images.front().bitmap->h;
blitAt(images[((animCount+1)/(4/getAnimSpeed()))%images.size()].bitmap, r.x, r.y, to);
SDL_Surface *toBlit = imageOfObstacle(curOb);
Point p = whereToBlitObstacleImage(toBlit, curOb);
blitAt(toBlit, p.x, p.y, to);
}
}
@ -1957,12 +1957,12 @@ void CBattleInterface::activateStack()
creatureSpellToCast = -1;
}
GH.fakeMouseMove();
if(!pendingAnims.size() && !active)
activate();
getPossibleActionsForStack (activeStack);
GH.fakeMouseMove();
}
double CBattleInterface::getAnimSpeedMultiplier() const
@ -2279,8 +2279,8 @@ void CBattleInterface::redrawBackgroundWithHexes(const CStack * activeStack)
//draw absolute obstacles (cliffs and so on)
BOOST_FOREACH(const CObstacleInstance &oi, curInt->cb->battleGetAllObstacles())
if(oi.isAbsoluteObstacle)
blitAt(idToAbsoluteObstacle[oi.ID], oi.getInfo().width, oi.getInfo().height, backgroundWithHexes);
if(oi.obstacleType == CObstacleInstance::ABSOLUTE_OBSTACLE)
blitAt(imageOfObstacle(oi), oi.getInfo().width, oi.getInfo().height, backgroundWithHexes);
if(settings["battle"]["cellBorders"].Bool())
CSDL_Ext::blit8bppAlphaTo24bpp(cellBorders, NULL, backgroundWithHexes, NULL);
@ -2418,7 +2418,8 @@ void CBattleInterface::endAction(const BattleAction* action)
else
attackingHero->setPhase(0);
}
if(action->actionType == BattleAction::WALK && creAnims[action->stackNumber]->getType() != 2) //walk or walk & attack
if(stack && action->actionType == BattleAction::WALK && creAnims[action->stackNumber]->getType() != 2) //walk or walk & attack
{
pendingAnims.push_back(std::make_pair(new CMovementEndAnimation(this, stack, action->destinationTile), false));
}
@ -3246,6 +3247,77 @@ Rect CBattleInterface::hexPosition(BattleHex hex) const
return Rect(x, y, w, h);
}
SDL_Surface * CBattleInterface::imageOfObstacle(const CObstacleInstance &oi) const
{
int frameIndex = (animCount+1) / (40/getAnimSpeed());
switch(oi.obstacleType)
{
case CObstacleInstance::USUAL:
return vstd::circularAt(idToObstacle.find(oi.ID)->second->ourImages, frameIndex).bitmap;
case CObstacleInstance::ABSOLUTE_OBSTACLE:
return idToAbsoluteObstacle.find(oi.ID)->second;
case CObstacleInstance::QUICKSAND:
return vstd::circularAt(quicksand->ourImages, frameIndex).bitmap;
case CObstacleInstance::LAND_MINE:
return vstd::circularAt(landMine->ourImages, frameIndex).bitmap;
default:
assert(0);
}
}
void CBattleInterface::obstaclePlaced(const CObstacleInstance & oi)
{
//so when multiple obstacles are added, they show up one after another
waitForAnims();
int effectID = -1;
switch(oi.obstacleType)
{
case CObstacleInstance::QUICKSAND:
effectID = 55;
break;
case CObstacleInstance::LAND_MINE:
effectID = 47;
break;
//TODO firewall, force field
default:
tlog1 << "I don't know how to animate appearing obstacle of type " << (int)oi.obstacleType << std::endl;
return;
}
if(graphics->battleACToDef[effectID].empty())
{
tlog1 << "Cannot find def for effect type " << effectID << std::endl;
return;
}
std::string defname = graphics->battleACToDef[effectID].front();
//we assume here that effect graphics have the same size as the usual obstacle image
// -> if we know how to blit obstacle, let's blit the effect in the same place
Point whereTo = whereToBlitObstacleImage(imageOfObstacle(oi), oi);
addNewAnim(new CSpellEffectAnimation(this, defname, whereTo.x, whereTo.y));
}
Point CBattleInterface::whereToBlitObstacleImage(SDL_Surface *image, const CObstacleInstance &obstacle) const
{
int offset = image->h % 42;
if(obstacle.obstacleType == CObstacleInstance::USUAL)
{
if(obstacle.getInfo().blockedTiles.front() < 0)
offset -= 42;
}
else if(obstacle.obstacleType == CObstacleInstance::QUICKSAND)
{
offset -= 42;
}
Rect r = hexPosition(obstacle.pos);
r.y += 42 - image->h + offset;
return r.topLeft();
}
std::string CBattleInterface::SiegeHelper::townTypeInfixes[GameConstants::F_NUMBER] = {"CS", "RM", "TW", "IN", "NC", "DN", "ST", "FR", "EL"};
CBattleInterface::SiegeHelper::SiegeHelper(const CGTownInstance *siegeTown, const CBattleInterface * _owner)

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@ -112,6 +112,9 @@ private:
std::map< int, CDefHandler * > idToProjectile; //projectiles of creatures (creatureID, defhandler)
std::map< int, CDefHandler * > idToObstacle; //obstacles located on the battlefield
std::map< int, SDL_Surface * > idToAbsoluteObstacle; //obstacles located on the battlefield
CDefHandler *landMine;
CDefHandler *quicksand;
std::map< int, bool > creDir; // <creatureID, if false reverse creature's animation>
ui8 animCount;
const CStack * activeStack; //number of active stack; NULL - no one
@ -153,6 +156,8 @@ private:
void showAliveStacks(std::vector<const CStack *> *aliveStacks, int hex, std::vector<const CStack *> *flyingStacks, SDL_Surface *to); // loops through all stacks at a given hex position
void showPieceOfWall(SDL_Surface * to, int hex, const std::vector<const CStack*> & stacks); //helper function for show
void showObstacles(std::multimap<BattleHex, int> *hexToObstacle, std::vector<CObstacleInstance> &obstacles, int hex, SDL_Surface *to); // show all obstacles at a given hex position
SDL_Surface *imageOfObstacle(const CObstacleInstance &oi) const;
Point whereToBlitObstacleImage(SDL_Surface *image, const CObstacleInstance &obstacle) const;
void redrawBackgroundWithHexes(const CStack * activeStack);
void printConsoleAttacked(const CStack * defender, int dmg, int killed, const CStack * attacker, bool Multiple);
@ -270,7 +275,8 @@ public:
bool canStackMoveHere (const CStack * sactive, BattleHex MyNumber); //TODO: move to BattleState / callback
BattleHex fromWhichHexAttack(BattleHex myNumber);
void obstaclePlaced(const CObstacleInstance & oi);
friend class CPlayerInterface;
friend class CAdventureMapButton;
friend class CInGameConsole;

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@ -910,6 +910,17 @@ void CPlayerInterface::battleAttack(const BattleAttack *ba)
}
}
void CPlayerInterface::battleObstaclesPlaced(const CObstacleInstance &obstacle)
{
EVENT_HANDLER_CALLED_BY_CLIENT;
if(LOCPLINT != this)
{ //another local interface should do this
return;
}
battleInt->obstaclePlaced(obstacle);
}
void CPlayerInterface::yourTacticPhase(int distance)
{
THREAD_CREATED_BY_CLIENT;

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@ -197,6 +197,7 @@ public:
void battleObstaclesRemoved(const std::set<si32> & removedObstacles) OVERRIDE; //called when a certain set of obstacles is removed from batlefield; IDs of them are given
void battleCatapultAttacked(const CatapultAttack & ca) OVERRIDE; //called when catapult makes an attack
void battleStacksRemoved(const BattleStacksRemoved & bsr) OVERRIDE; //called when certain stack is completely removed from battlefield
void battleObstaclePlaced(const CObstacleInstance &obstacle) OVERRIDE;
void yourTacticPhase(int distance) OVERRIDE;
//-------------//

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@ -595,6 +595,11 @@ void BattleTriggerEffect::applyCl(CClient * cl)
BATTLE_INTERFACE_CALL_IF_PRESENT_FOR_BOTH_SIDES(battleTriggerEffect, *this);
}
void BattleObstaclePlaced::applyCl(CClient * cl)
{
BATTLE_INTERFACE_CALL_IF_PRESENT_FOR_BOTH_SIDES(battleObstaclesPlaced, obstacle);
}
void BattleResult::applyFirstCl( CClient *cl )
{
BATTLE_INTERFACE_CALL_IF_PRESENT_FOR_BOTH_SIDES(battleEnd,this);

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@ -229,6 +229,8 @@ bool BattleInfo::isAccessible(BattleHex hex, bool * accessibility, bool twoHex,
void BattleInfo::makeBFS(BattleHex start, bool *accessibility, BattleHex *predecessor, int *dists, bool twoHex, bool attackerOwned, bool flying, bool fillPredecessors) const //both pointers must point to the at least 187-elements int arrays
{
std::set<BattleHex> quicksands = getQuicksands(!attackerOwned);
//inits
for(int b=0; b<GameConstants::BFIELD_SIZE; ++b)
predecessor[b] = -1;
@ -244,6 +246,9 @@ void BattleInfo::makeBFS(BattleHex start, bool *accessibility, BattleHex *predec
std::pair<BattleHex, bool> curHex = hexq.front();
std::vector<BattleHex> neighbours = curHex.first.neighbouringTiles();
hexq.pop();
if(curHex.first != start && !flying && vstd::contains(quicksands, curHex.first)) //walking stack can't step past the quicksands
continue;
for(ui32 nr=0; nr<neighbours.size(); nr++)
{
curNext = neighbours[nr]; //if(!accessibility[curNext] || (dists[curHex]+1)>=dists[curNext])
@ -1808,7 +1813,7 @@ BattleInfo * BattleInfo::setupBattle( int3 tile, int terrain, int terType, const
try
{
CObstacleInstance coi;
coi.isAbsoluteObstacle = true;
coi.obstacleType = CObstacleInstance::ABSOLUTE_OBSTACLE;
coi.ID = obidgen.getSuchNumber(appropriateAbsoluteObstacle);
coi.uniqueID = curB->obstacles.size();
curB->obstacles.push_back(coi);
@ -1819,7 +1824,7 @@ BattleInfo * BattleInfo::setupBattle( int3 tile, int terrain, int terType, const
}
catch(RangeGenerator::ExhaustedPossibilities &)
{
//silently ignore, if we can't place absolute obstacle, we'll go wityh the usual ones
//silently ignore, if we can't place absolute obstacle, we'll go with the usual ones
}
}
@ -2141,7 +2146,7 @@ ESpellCastProblem::ESpellCastProblem BattleInfo::battleCanCastThisSpellHere( int
{
if(!deadStack && !aliveStack)
return ESpellCastProblem::NO_APPROPRIATE_TARGET;
if(spell->id == Spells::ANIMATE_DEAD && !deadStack->hasBonusOfType(Bonus::UNDEAD))
if(spell->id == Spells::ANIMATE_DEAD && deadStack && !deadStack->hasBonusOfType(Bonus::UNDEAD))
return ESpellCastProblem::NO_APPROPRIATE_TARGET;
if(deadStack && deadStack->owner != player) //you can resurrect only your own stacks //FIXME: it includes alive stacks as well
return ESpellCastProblem::NO_APPROPRIATE_TARGET;
@ -2577,6 +2582,20 @@ int BattleInfo::battlefieldTypeToBI(int bfieldType)
return BattlefieldBI::NONE;
}
std::set<BattleHex> BattleInfo::getQuicksands(bool whichSidePerspective) const
{
std::set<BattleHex> ret;
BOOST_FOREACH(const CObstacleInstance &oi, obstacles)
{
if(oi.obstacleType == CObstacleInstance::QUICKSAND
&& oi.visibleForSide(whichSidePerspective)) //quicksands are visible to the caster or if owned unit stepped into that partcular patch
{
range::copy(oi.getAffectedTiles(), std::inserter(ret, ret.begin()));
}
}
return ret;
}
CStack::CStack(const CStackInstance *Base, int O, int I, bool AO, int S)
: base(Base), ID(I), owner(O), slot(S), attackerOwned(AO),
counterAttacks(1)

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@ -98,8 +98,10 @@ struct DLL_LINKAGE BattleInfo : public CBonusSystemNode
std::pair< std::vector<BattleHex>, int > getPath(BattleHex start, BattleHex dest, bool*accessibility, bool flyingCreature, bool twoHex, bool attackerOwned); //returned value: pair<path, length>; length may be different than number of elements in path since flying vreatures jump between distant hexes
std::vector<BattleHex> getAccessibility(const CStack * stack, bool addOccupiable, std::vector<BattleHex> * attackable = NULL, bool forPassingBy = false) const; //returns vector of accessible tiles (taking into account the creature range)
bool isObstacleVisibleForSide(const CObstacleInstance &obstacle, ui8 side) const;
bool isObstacleOnTile(BattleHex tile) const;
bool isStackBlocked(const CStack * stack) const; //returns true if there is neighboring enemy stack
std::set<BattleHex> getQuicksands(bool whichSidePerspective) const;
ui32 calculateDmg(const CStack* attacker, const CStack* defender, const CGHeroInstance * attackerHero, const CGHeroInstance * defendingHero, bool shooting, ui8 charge, bool lucky, bool deathBlow, bool ballistaDoubleDmg); //charge - number of hexes travelled before attack (for champion's jousting)
TDmgRange calculateDmgRange(const CStack* attacker, const CStack* defender, TQuantity attackerCount, TQuantity defenderCount, const CGHeroInstance * attackerHero, const CGHeroInstance * defendingHero, bool shooting, ui8 charge, bool lucky, bool deathBlow, bool ballistaDoubleDmg) const; //charge - number of hexes travelled before attack (for champion's jousting); returns pair <min dmg, max dmg>

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@ -1578,14 +1578,16 @@ void CGameState::init(StartInfo * si)
map->checkForObjectives(); //needs to be run when all objects are properly placed
int seedAfterInit = ran();
tlog0 << "Seed after init is " << seedAfterInit << " (before was " << scenarioOps->seedToBeUsed << ")" << std::endl;
if(scenarioOps->seedPostInit > 0)
{
int actualSeed = ran();
assert(scenarioOps->seedPostInit == actualSeed); //RNG must be in the same state on all machines when initialization is done (otherwise we have desync)
//RNG must be in the same state on all machines when initialization is done (otherwise we have desync)
assert(scenarioOps->seedPostInit == seedAfterInit);
}
else
{
scenarioOps->seedPostInit = ran(); //store the post init "seed"
scenarioOps->seedPostInit = seedAfterInit; //store the post init "seed"
}
}

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@ -5,18 +5,69 @@
CObstacleInstance::CObstacleInstance()
{
isAbsoluteObstacle = false;
obstacleType = USUAL;
casterSide = -1;
spellLevel = -1;
turnsRemaining = -1;
visibleForAnotherSide = -1;
}
const CObstacleInfo & CObstacleInstance::getInfo() const
{
if(isAbsoluteObstacle)
switch(obstacleType)
{
case ABSOLUTE_OBSTACLE:
return VLC->heroh->absoluteObstacles[ID];
case USUAL:
return VLC->heroh->obstacles[ID];
default:
assert(0);
}
return VLC->heroh->obstacles[ID];
}
std::vector<BattleHex> CObstacleInstance::getBlocked() const
{
return getInfo().getBlocked(pos);
}
switch(obstacleType)
{
case ABSOLUTE_OBSTACLE:
case USUAL:
return getInfo().getBlocked(pos);
//TODO Force Field
}
return std::vector<BattleHex>();
}
std::vector<BattleHex> CObstacleInstance::getAffectedTiles() const
{
switch(obstacleType)
{
case QUICKSAND:
case LAND_MINE:
return std::vector<BattleHex>(1, pos);
//TODO Fire Wall
}
return std::vector<BattleHex>();
}
bool CObstacleInstance::spellGenerated() const
{
if(obstacleType == USUAL || obstacleType == ABSOLUTE_OBSTACLE)
return false;
return true;
}
bool CObstacleInstance::visibleForSide(ui8 side) const
{
switch(obstacleType)
{
case ABSOLUTE_OBSTACLE:
case USUAL:
return true;
default:
//we hide mines and not discovered quicksands
return casterSide == side || visibleForAnotherSide;
}
}

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@ -9,15 +9,31 @@ struct DLL_LINKAGE CObstacleInstance
si32 ID; //ID of obstacle (defines type of it)
BattleHex pos; //position on battlefield
ui8 isAbsoluteObstacle; //if true, then position is meaningless
enum EObstacleType
{
//ABSOLUTE needs an underscore because it's a Win
USUAL, ABSOLUTE_OBSTACLE, QUICKSAND, LAND_MINE, FORCE_FIELD, FIRE_WALL
};
ui8 obstacleType; //if true, then position is meaningless
//used only for spell-created obtsacles
si8 turnsRemaining;
si8 spellLevel;
si8 casterSide; //0 - obstacle created by attacker; 1 - by defender
si8 visibleForAnotherSide;
CObstacleInstance();
const CObstacleInfo &getInfo() const;
bool spellGenerated() const;
const CObstacleInfo &getInfo() const; //allowed only when not generated by spell (usual or absolute)
std::vector<BattleHex> getBlocked() const;
std::vector<BattleHex> getAffectedTiles() const; //to be used with quicksands / fire walls /land mines
bool visibleForSide(ui8 side) const; //0 attacker
template <typename Handler> void serialize(Handler &h, const int version)
{
h & ID & pos & isAbsoluteObstacle & uniqueID;
h & ID & pos & obstacleType & uniqueID;
h & turnsRemaining & spellLevel & casterSide & visibleForAnotherSide;
}
};

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@ -208,10 +208,17 @@ int CBattleInfoCallback::battleGetBattlefieldType()
std::vector<CObstacleInstance> CBattleInfoCallback::battleGetAllObstacles()
{
//boost::shared_lock<boost::shared_mutex> lock(*gs->mx);
std::vector<CObstacleInstance> ret;
if(gs->curB)
return gs->curB->obstacles;
else
return std::vector<CObstacleInstance>();
{
BOOST_FOREACH(const CObstacleInstance &oi, gs->curB->obstacles)
{
if(player < 0 || oi.visibleForSide(battleGetMySide()))
ret.push_back(oi);
}
}
return ret;
}
const CStack* CBattleInfoCallback::battleGetStackByID(int ID, bool onlyAlive)
@ -405,15 +412,24 @@ const CGHeroInstance * CBattleInfoCallback::battleGetFightingHero(ui8 side) cons
return gs->curB->heroes[side];
}
bool CBattleInfoCallback::battleIsBlockedByObstacle(BattleHex tile)
unique_ptr<CObstacleInstance> CBattleInfoCallback::battleGetObstacleOnPos(BattleHex tile, bool onlyBlocking /*= true*/)
{
if(!gs->curB)
return 0;
return NULL;
return gs->curB->isObstacleOnTile(tile);
BOOST_FOREACH(const CObstacleInstance &obs, battleGetAllObstacles())
{
if(vstd::contains(obs.getBlocked(), tile)
|| (!onlyBlocking && vstd::contains(obs.getAffectedTiles(), tile)))
{
return make_unique<CObstacleInstance>(obs);
}
}
return NULL;
}
CGameState *const CPrivilagedInfoCallback::gameState ()
{
return gs;

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@ -95,7 +95,7 @@ public:
//battle
int battleGetBattlefieldType(); // 1. sand/shore 2. sand/mesas 3. dirt/birches 4. dirt/hills 5. dirt/pines 6. grass/hills 7. grass/pines 8. lava 9. magic plains 10. snow/mountains 11. snow/trees 12. subterranean 13. swamp/trees 14. fiery fields 15. rock lands 16. magic clouds 17. lucid pools 18. holy ground 19. clover field 20. evil fog 21. "favourable winds" text on magic plains background 22. cursed ground 23. rough 24. ship to ship 25. ship
//int battleGetObstaclesAtTile(BattleHex tile); //returns bitfield
bool battleIsBlockedByObstacle(BattleHex tile);
unique_ptr<CObstacleInstance> battleGetObstacleOnPos(BattleHex tile, bool onlyBlocking = true);
std::vector<CObstacleInstance> battleGetAllObstacles(); //returns all obstacles on the battlefield
const CStack * battleGetStackByID(int ID, bool onlyAlive = true); //returns stack info by given ID
const CStack * battleGetStackByPos(BattleHex pos, bool onlyAlive = true); //returns stack info by given pos

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@ -34,7 +34,7 @@ struct BattleAttack;
struct SetStackEffect;
struct BattleTriggerEffect;
class CComponent;
struct CObstacleInstance;
class DLL_LINKAGE IBattleEventsReceiver
{
@ -56,6 +56,7 @@ public:
virtual void battleObstaclesRemoved(const std::set<si32> & removedObstacles){}; //called when a certain set of obstacles is removed from batlefield; IDs of them are given
virtual void battleCatapultAttacked(const CatapultAttack & ca){}; //called when catapult makes an attack
virtual void battleStacksRemoved(const BattleStacksRemoved & bsr){}; //called when certain stack is completely removed from battlefield
virtual void battleObstaclePlaced(const CObstacleInstance &obstacle){};
};
class DLL_LINKAGE IGameEventsReceiver

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@ -10,6 +10,7 @@
#include "ConstTransitivePtr.h"
#include "int3.h"
#include "ResourceSet.h"
#include "CObstacleInstance.h"
/*
* NetPacks.h, part of VCMI engine
@ -1592,6 +1593,22 @@ struct BattleTriggerEffect : public CPackForClient //3019
}
};
struct BattleObstaclePlaced : public CPackForClient //3020
{ //activated at the beginning of turn
BattleObstaclePlaced(){type = 3020;};
DLL_LINKAGE void applyGs(CGameState *gs); //effect
void applyCl(CClient *cl); //play animations & stuff
CObstacleInstance obstacle;
template <typename Handler> void serialize(Handler &h, const int version)
{
h & obstacle;
}
};
struct ShowInInfobox : public CPackForClient //107
{
ShowInInfobox(){type = 107;};

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@ -975,6 +975,11 @@ DLL_LINKAGE void BattleTriggerEffect::applyGs( CGameState *gs )
}
}
DLL_LINKAGE void BattleObstaclePlaced::applyGs( CGameState *gs )
{
gs->curB->obstacles.push_back(obstacle);
}
void BattleResult::applyGs( CGameState *gs )
{
//stack with SUMMONED flag but coming from garrison -> most likely resurrected, needs to be removed
@ -1015,7 +1020,20 @@ void BattleResult::applyGs( CGameState *gs )
void BattleStackMoved::applyGs( CGameState *gs )
{
gs->curB->getStack(stack)->position = tilesToMove.back();
CStack *s = gs->curB->getStack(stack);
BattleHex dest = tilesToMove.back();
//if unit ended movement on quicksands that were created by enemy, that quicksand patch becomes visible for owner
BOOST_FOREACH(CObstacleInstance &oi, gs->curB->obstacles)
{
if(oi.obstacleType == CObstacleInstance::QUICKSAND
&& vstd::contains(oi.getAffectedTiles(), tilesToMove.back())
&& oi.casterSide != !s->attackerOwned)
{
oi.visibleForAnotherSide = true;
}
}
s->position = dest;
}
DLL_LINKAGE void BattleStackAttacked::applyGs( CGameState *gs )

View File

@ -152,6 +152,7 @@ void registerTypes2(Serializer &s)
s.template registerType<BattleSpellCast>();
s.template registerType<SetStackEffect>();
s.template registerType<BattleTriggerEffect>();
s.template registerType<BattleObstaclePlaced>();
s.template registerType<BattleSetStackProperty>();
s.template registerType<StacksInjured>();
s.template registerType<BattleResultsApplied>();

View File

@ -858,11 +858,26 @@ int CGameHandler::moveStack(int stack, BattleHex dest)
else //for non-flying creatures
{
// send one package with the creature path information
unique_ptr<CObstacleInstance> obstacle = NULL; //obstacle that interrupted movement
std::vector<BattleHex> tiles;
int tilesToMove = std::max((int)(path.first.size() - creSpeed), 0);
for(int v=path.first.size()-1; v>=tilesToMove; --v)
int v = path.first.size()-1;
startWalking:
for(; v >= tilesToMove; --v)
{
tiles.push_back(path.first[v]);
BattleHex hex = path.first[v];
tiles.push_back(hex);
//if there are quicksands, we stop
if(obstacle = battleGetObstacleOnPos(hex, false))
{
if(!obstacle->obstacleType == CObstacleInstance::LAND_MINE || obstacle->casterSide != !curStack->attackerOwned) //if it's mine, make boom only if enemy planted it
break;
else
obstacle = NULL;
}
}
if (tiles.size() > 0)
@ -874,6 +889,34 @@ int CGameHandler::moveStack(int stack, BattleHex dest)
sm.tilesToMove = tiles;
sendAndApply(&sm);
}
if(obstacle && obstacle->obstacleType == CObstacleInstance::LAND_MINE)
{
//TODO make POOF and deal dmg
BattleStackAttacked bsa;
bsa.flags |= BattleStackAttacked::EFFECT;
bsa.effect = 82;
bsa.damageAmount = 50; //TODO TODO TODO
bsa.stackAttacked = curStack->ID;
bsa.attackerID = -1;
curStack->prepareAttacked(bsa);
//sendAndApply(&bsa);
StacksInjured si;
si.stacks.push_back(bsa);
sendAndApply(&si);
ObstaclesRemoved or;
or.obstacles.insert(obstacle->uniqueID);
sendAndApply(&or);
//if stack didn't die in explosion, continue movement
if(curStack->alive())
{
tiles.clear();
goto startWalking; //TODO it's so evil
}
}
}
return ret;
@ -3685,7 +3728,52 @@ void CGameHandler::handleSpellCasting( int spellID, int spellLvl, BattleHex dest
//applying effects
switch (spellID)
{ //damage spells
{
case Spells::QUICKSAND:
case Spells::LAND_MINE:
{
const int baseUniqueID = gs->curB->obstacles.size()
? (gs->curB->obstacles.back().uniqueID+1)
: 0;
std::vector<BattleHex> availableTiles;
for(int i = 0; i < GameConstants::BFIELD_SIZE; i += 1)
{
BattleHex hex = i;
if(hex.getX() > 2 && hex.getX() < 14 && !battleGetStackByPos(hex, false) & !battleGetObstacleOnPos(hex, false))
availableTiles.push_back(hex);
}
range::random_shuffle(availableTiles);
const int patchesForSkill[] = {4, 4, 6, 8};
int patchesToPut = patchesForSkill[spellLvl];
vstd::amin(patchesToPut, availableTiles.size());
for (int i = 0; i < patchesToPut; i++)
{
CObstacleInstance coi;
coi.pos = availableTiles[i];
coi.casterSide = casterSide;
coi.obstacleType = (spellID == Spells::QUICKSAND)
? CObstacleInstance::QUICKSAND
: CObstacleInstance::LAND_MINE;
coi.ID = spellID;
coi.spellLevel = spellLvl;
coi.turnsRemaining = -1;
coi.uniqueID = baseUniqueID + i;
coi.visibleForAnotherSide = false;
BattleObstaclePlaced bop;
bop.obstacle = coi;
sendAndApply(&bop);
}
}
break;
//damage spells
case Spells::MAGIC_ARROW:
case Spells::ICE_BOLT:
case Spells::LIGHTNING_BOLT: