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mirror of https://github.com/vcmi/vcmi.git synced 2025-04-11 11:31:52 +02:00

* battle should now end automatically when last stack of one of sides is killed by a spell

* minor changes
This commit is contained in:
mateuszb 2009-09-28 14:21:48 +00:00
parent 03f2137cab
commit 7382314dfd
8 changed files with 39 additions and 16 deletions

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@ -275,7 +275,7 @@ void CLodHandler::extractFile(std::string FName, std::string name)
}
}
int CLodHandler::readNormalNr (unsigned char* bufor, int bytCon, bool cyclic)
int CLodHandler::readNormalNr (const unsigned char* bufor, int bytCon, bool cyclic)
{
int ret=0;
int amp=1;

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@ -60,7 +60,7 @@ public:
CLodHandler();
~CLodHandler();
int readNormalNr (unsigned char* bufor, int bytCon, bool cyclic=false); //lod header reading helper
int readNormalNr (const unsigned char* bufor, int bytCon, bool cyclic=false); //lod header reading helper
int infs(unsigned char * in, int size, int realSize, std::ofstream & out, int wBits=15); //zlib fast handler
int infs2(unsigned char * in, int size, int realSize, unsigned char*& out, int wBits=15); //zlib fast handler
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
* type and second value the amount. Both values are returned as -1 if necromancy
* could not be applied.
*/
std::pair<ui32, si32> CGHeroInstance::calculateNecromancy (BattleResult &battleResult) const
std::pair<ui32, si32> CGHeroInstance::calculateNecromancy (const BattleResult &battleResult) const
{
const ui8 necromancyLevel = getSecSkillLevel(12);

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@ -297,7 +297,7 @@ public:
int getTotalStrength() const;
ui8 getSpellSchoolLevel(const CSpell * spell) const; //returns level on which given spell would be cast by this hero
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
std::pair<ui32, si32> calculateNecromancy (BattleResult &battleResult) const;
std::pair<ui32, si32> calculateNecromancy (const BattleResult &battleResult) const;
void showNecromancyDialog (std::pair<ui32, si32> raisedStack) const;
//////////////////////////////////////////////////////////////////////////

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@ -972,7 +972,7 @@ std::pair<int,int> CGameState::pickObject(CGObjectInstance *obj)
switch(obj->ID)
{
case 65: //random artifact
return std::pair<int,int>(5,(ran()%136)+7); //tylko sensowny zakres - na poczatku sa katapulty itp, na koncu specjalne i blanki
return std::pair<int,int>(5,(ran()%136)+7); //the only reasonable range - there are siege weapons and blanks we must ommit
case 66: //random treasure artifact
return std::pair<int,int>(5,VLC->arth->treasures[ran()%VLC->arth->treasures.size()]->id);
case 67: //random minor artifact

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@ -335,7 +335,7 @@ public:
void init(StartInfo * si, Mapa * map, int Seed);
void loadTownDInfos();
void randomizeObject(CGObjectInstance *cur);
std::pair<int,int> pickObject(CGObjectInstance *obj);
std::pair<int,int> pickObject(CGObjectInstance *obj); //chooses type of object to be randomized, returns <type, subtype>
int pickHero(int owner);
void apply(CPack *pack);
CGHeroInstance *getHero(int objid);

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@ -318,6 +318,9 @@ static CCreatureSet takeCasualties(int color, const CCreatureSet &set, BattleInf
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)
{
battleEndCallback = new boost::function<void(BattleResult*)>(cb);
bEndArmy1 = army1;
bEndArmy2 = army2;
{
BattleInfo *curB = new BattleInfo;
curB->side1 = army1->tempOwner;
@ -465,20 +468,26 @@ askInterfaceForMove:
}
}
endBattle(tile, hero1, hero2);
}
void CGameHandler::endBattle(int3 tile, const CGHeroInstance *hero1, const CGHeroInstance *hero2)
{
BattleResultsApplied resultsApplied;
resultsApplied.player1 = army1->tempOwner;
resultsApplied.player2 = army2->tempOwner;
resultsApplied.player1 = bEndArmy1->tempOwner;
resultsApplied.player2 = bEndArmy2->tempOwner;
//unblock engaged players
if(army1->tempOwner<PLAYER_LIMIT)
states.setFlag(army1->tempOwner,&PlayerStatus::engagedIntoBattle,false);
if(army2 && army2->tempOwner<PLAYER_LIMIT)
states.setFlag(army2->tempOwner,&PlayerStatus::engagedIntoBattle,false);
if(bEndArmy1->tempOwner<PLAYER_LIMIT)
states.setFlag(bEndArmy1->tempOwner, &PlayerStatus::engagedIntoBattle, false);
if(bEndArmy2 && bEndArmy2->tempOwner<PLAYER_LIMIT)
states.setFlag(bEndArmy2->tempOwner, &PlayerStatus::engagedIntoBattle, false);
//casualties among heroes armies
SetGarrisons sg;
sg.garrs[army1->id] = takeCasualties(army1->tempOwner,army1->army,gs->curB);
sg.garrs[army2->id] = takeCasualties(army2->tempOwner,army2->army,gs->curB);
sg.garrs[bEndArmy1->id] = takeCasualties(bEndArmy1->tempOwner, bEndArmy1->army, gs->curB);
sg.garrs[bEndArmy2->id] = takeCasualties(bEndArmy2->tempOwner, bEndArmy2->army, gs->curB);
sendAndApply(&sg);
//end battle, remove all info, free memory
@ -503,8 +512,12 @@ askInterfaceForMove:
if(battleResult.data->exp[1] && hero2)
changePrimSkill(hero2->id,4,battleResult.data->exp[1]);
if(cb)
cb(battleResult.data);
if(battleEndCallback && *battleEndCallback)
{
(*battleEndCallback)(battleResult.data);
delete battleEndCallback;
battleEndCallback = 0;
}
sendAndApply(&resultsApplied);
@ -3150,6 +3163,11 @@ bool CGameHandler::makeCustomAction( BattleAction &ba )
}
}
sendAndApply(&EndAction());
checkForBattleEnd(gs->curB->stacks);
if(battleResult.get())
{
endBattle(gs->curB->tile, getHero(gs->curB->hero1), getHero(gs->curB->hero2));
}
return true;
}
}

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@ -85,6 +85,11 @@ public:
void giveSpells(const CGTownInstance *t, const CGHeroInstance *h);
int moveStack(int stack, int dest); //returned value - travelled distance
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
////used only in endBattle - don't touch elsewhere
boost::function<void(BattleResult*)> * battleEndCallback;
const CArmedInstance * bEndArmy1, * bEndArmy2;
//
void endBattle(int3 tile, const CGHeroInstance *hero1, const CGHeroInstance *hero2); //ends battle
void prepareAttack(BattleAttack &bat, const CStack *att, const CStack *def, int distance); //distance - number of hexes travelled before attacking
void prepareAttacked(BattleStackAttacked &bsa, const CStack *def);
void checkForBattleEnd( std::vector<CStack*> &stacks );