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* battle should now end automatically when last stack of one of sides is killed by a spell
* minor changes
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03f2137cab
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@ -275,7 +275,7 @@ void CLodHandler::extractFile(std::string FName, std::string name)
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}
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}
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int CLodHandler::readNormalNr (unsigned char* bufor, int bytCon, bool cyclic)
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int CLodHandler::readNormalNr (const unsigned char* bufor, int bytCon, bool cyclic)
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{
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int ret=0;
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int amp=1;
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@ -60,7 +60,7 @@ public:
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CLodHandler();
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~CLodHandler();
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int readNormalNr (unsigned char* bufor, int bytCon, bool cyclic=false); //lod header reading helper
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int readNormalNr (const unsigned char* bufor, int bytCon, bool cyclic=false); //lod header reading helper
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int infs(unsigned char * in, int size, int realSize, std::ofstream & out, int wBits=15); //zlib fast handler
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int infs2(unsigned char * in, int size, int realSize, unsigned char*& out, int wBits=15); //zlib fast handler
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unsigned char * giveFile(std::string defName, int * length=NULL); //returns pointer to the decompressed data - it must be deleted when no longer needed!
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@ -1050,7 +1050,7 @@ bool CGHeroInstance::canCastThisSpell(const CSpell * spell) const
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* type and second value the amount. Both values are returned as -1 if necromancy
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* could not be applied.
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*/
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std::pair<ui32, si32> CGHeroInstance::calculateNecromancy (BattleResult &battleResult) const
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std::pair<ui32, si32> CGHeroInstance::calculateNecromancy (const BattleResult &battleResult) const
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{
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const ui8 necromancyLevel = getSecSkillLevel(12);
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@ -297,7 +297,7 @@ public:
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int getTotalStrength() const;
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ui8 getSpellSchoolLevel(const CSpell * spell) const; //returns level on which given spell would be cast by this hero
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bool canCastThisSpell(const CSpell * spell) const; //determines if this hero can cast given spell; takes into account existing spell in spellbook, existing spellbook and artifact bonuses
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std::pair<ui32, si32> calculateNecromancy (BattleResult &battleResult) const;
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std::pair<ui32, si32> calculateNecromancy (const BattleResult &battleResult) const;
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void showNecromancyDialog (std::pair<ui32, si32> raisedStack) const;
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//////////////////////////////////////////////////////////////////////////
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@ -972,7 +972,7 @@ std::pair<int,int> CGameState::pickObject(CGObjectInstance *obj)
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switch(obj->ID)
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{
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case 65: //random artifact
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return std::pair<int,int>(5,(ran()%136)+7); //tylko sensowny zakres - na poczatku sa katapulty itp, na koncu specjalne i blanki
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return std::pair<int,int>(5,(ran()%136)+7); //the only reasonable range - there are siege weapons and blanks we must ommit
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case 66: //random treasure artifact
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return std::pair<int,int>(5,VLC->arth->treasures[ran()%VLC->arth->treasures.size()]->id);
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case 67: //random minor artifact
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@ -335,7 +335,7 @@ public:
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void init(StartInfo * si, Mapa * map, int Seed);
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void loadTownDInfos();
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void randomizeObject(CGObjectInstance *cur);
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std::pair<int,int> pickObject(CGObjectInstance *obj);
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std::pair<int,int> pickObject(CGObjectInstance *obj); //chooses type of object to be randomized, returns <type, subtype>
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int pickHero(int owner);
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void apply(CPack *pack);
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CGHeroInstance *getHero(int objid);
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@ -318,6 +318,9 @@ static CCreatureSet takeCasualties(int color, const CCreatureSet &set, BattleInf
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void CGameHandler::startBattle(const CArmedInstance *army1, const CArmedInstance * army2, int3 tile, const CGHeroInstance *hero1, const CGHeroInstance *hero2, bool creatureBank, boost::function<void(BattleResult*)> cb, const CGTownInstance *town)
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{
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battleEndCallback = new boost::function<void(BattleResult*)>(cb);
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bEndArmy1 = army1;
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bEndArmy2 = army2;
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{
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BattleInfo *curB = new BattleInfo;
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curB->side1 = army1->tempOwner;
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@ -465,20 +468,26 @@ askInterfaceForMove:
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}
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}
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endBattle(tile, hero1, hero2);
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}
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void CGameHandler::endBattle(int3 tile, const CGHeroInstance *hero1, const CGHeroInstance *hero2)
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{
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BattleResultsApplied resultsApplied;
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resultsApplied.player1 = army1->tempOwner;
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resultsApplied.player2 = army2->tempOwner;
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resultsApplied.player1 = bEndArmy1->tempOwner;
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resultsApplied.player2 = bEndArmy2->tempOwner;
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//unblock engaged players
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if(army1->tempOwner<PLAYER_LIMIT)
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states.setFlag(army1->tempOwner,&PlayerStatus::engagedIntoBattle,false);
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if(army2 && army2->tempOwner<PLAYER_LIMIT)
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states.setFlag(army2->tempOwner,&PlayerStatus::engagedIntoBattle,false);
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if(bEndArmy1->tempOwner<PLAYER_LIMIT)
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states.setFlag(bEndArmy1->tempOwner, &PlayerStatus::engagedIntoBattle, false);
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if(bEndArmy2 && bEndArmy2->tempOwner<PLAYER_LIMIT)
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states.setFlag(bEndArmy2->tempOwner, &PlayerStatus::engagedIntoBattle, false);
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//casualties among heroes armies
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SetGarrisons sg;
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sg.garrs[army1->id] = takeCasualties(army1->tempOwner,army1->army,gs->curB);
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sg.garrs[army2->id] = takeCasualties(army2->tempOwner,army2->army,gs->curB);
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sg.garrs[bEndArmy1->id] = takeCasualties(bEndArmy1->tempOwner, bEndArmy1->army, gs->curB);
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sg.garrs[bEndArmy2->id] = takeCasualties(bEndArmy2->tempOwner, bEndArmy2->army, gs->curB);
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sendAndApply(&sg);
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//end battle, remove all info, free memory
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@ -503,8 +512,12 @@ askInterfaceForMove:
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if(battleResult.data->exp[1] && hero2)
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changePrimSkill(hero2->id,4,battleResult.data->exp[1]);
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if(cb)
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cb(battleResult.data);
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if(battleEndCallback && *battleEndCallback)
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{
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(*battleEndCallback)(battleResult.data);
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delete battleEndCallback;
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battleEndCallback = 0;
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}
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sendAndApply(&resultsApplied);
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@ -3150,6 +3163,11 @@ bool CGameHandler::makeCustomAction( BattleAction &ba )
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}
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}
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sendAndApply(&EndAction());
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checkForBattleEnd(gs->curB->stacks);
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if(battleResult.get())
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{
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endBattle(gs->curB->tile, getHero(gs->curB->hero1), getHero(gs->curB->hero2));
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}
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return true;
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}
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}
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@ -85,6 +85,11 @@ public:
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void giveSpells(const CGTownInstance *t, const CGHeroInstance *h);
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int moveStack(int stack, int dest); //returned value - travelled distance
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void startBattle(const CArmedInstance *army1, const CArmedInstance *army2, int3 tile, const CGHeroInstance *hero1, const CGHeroInstance *hero2, bool creatureBank, boost::function<void(BattleResult*)> cb, const CGTownInstance *town = NULL); //use hero=NULL for no hero
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////used only in endBattle - don't touch elsewhere
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boost::function<void(BattleResult*)> * battleEndCallback;
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const CArmedInstance * bEndArmy1, * bEndArmy2;
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//
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void endBattle(int3 tile, const CGHeroInstance *hero1, const CGHeroInstance *hero2); //ends battle
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void prepareAttack(BattleAttack &bat, const CStack *att, const CStack *def, int distance); //distance - number of hexes travelled before attacking
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void prepareAttacked(BattleStackAttacked &bsa, const CStack *def);
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void checkForBattleEnd( std::vector<CStack*> &stacks );
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