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* added new spells

- dispel
- armageddon
* spellbook cannot be opened by L-click on hero in battle when it shouldn't be possible
* minor changes
This commit is contained in:
mateuszb 2009-04-17 14:01:22 +00:00
parent 1dcb99254c
commit 899be22db0
9 changed files with 105 additions and 48 deletions

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@ -267,6 +267,7 @@ CBattleInterface::CBattleInterface(CCreatureSet * army1, CCreatureSet * army2, C
spellToEffect[18] = 10; //implosion spellToEffect[18] = 10; //implosion
spellToEffect[27] = 27; //shield spellToEffect[27] = 27; //shield
spellToEffect[28] = 2; //air shield spellToEffect[28] = 2; //air shield
spellToEffect[35] = 41; //dispel
spellToEffect[41] = 36; //bless spellToEffect[41] = 36; //bless
spellToEffect[42] = 40; //curse spellToEffect[42] = 40; //curse
spellToEffect[43] = 4; //bloodlust spellToEffect[43] = 4; //bloodlust
@ -1941,32 +1942,56 @@ void CBattleInterface::castThisSpell(int spellID)
void CBattleInterface::displayEffect(ui32 effect, int destTile) void CBattleInterface::displayEffect(ui32 effect, int destTile)
{ {
if(graphics->battleACToDef[effect].size() != 0) if(effect == 12) //armageddon
{ {
SBattleEffect be; if(graphics->battleACToDef[effect].size() != 0)
be.anim = CDefHandler::giveDef(graphics->battleACToDef[effect][0]); {
be.frame = 0; CDefHandler * anim = CDefHandler::giveDef(graphics->battleACToDef[effect][0]);
be.maxFrame = be.anim->ourImages.size(); for(int i=0; i * anim->width < pos.w ; ++i)
be.x = 22 * ( ((destTile/BFIELD_WIDTH) + 1)%2 ) + 44 * (destTile % BFIELD_WIDTH) + 45; {
be.y = 105 + 42 * (destTile/BFIELD_WIDTH); for(int j=0; j * anim->height < pos.h ; ++j)
{
SBattleEffect be;
be.anim = CDefHandler::giveDef(graphics->battleACToDef[effect][0]);
be.frame = 0;
be.maxFrame = be.anim->ourImages.size();
be.x = i * anim->width;
be.y = j * anim->height;
if(effect != 1 && effect != 0) battleEffects.push_back(be);
{ }
be.x -= be.anim->ourImages[0].bitmap->w/2; }
be.y -= be.anim->ourImages[0].bitmap->h/2;
} }
else if(effect == 1) }
else
{
if(graphics->battleACToDef[effect].size() != 0)
{ {
be.x -= be.anim->ourImages[0].bitmap->w; SBattleEffect be;
be.y -= be.anim->ourImages[0].bitmap->h; be.anim = CDefHandler::giveDef(graphics->battleACToDef[effect][0]);
} be.frame = 0;
else if (effect == 0) be.maxFrame = be.anim->ourImages.size();
{ be.x = 22 * ( ((destTile/BFIELD_WIDTH) + 1)%2 ) + 44 * (destTile % BFIELD_WIDTH) + 45;
be.x -= be.anim->ourImages[0].bitmap->w/2; be.y = 105 + 42 * (destTile/BFIELD_WIDTH);
be.y -= be.anim->ourImages[0].bitmap->h;
}
battleEffects.push_back(be); if(effect != 1 && effect != 0)
{
be.x -= be.anim->ourImages[0].bitmap->w/2;
be.y -= be.anim->ourImages[0].bitmap->h/2;
}
else if(effect == 1)
{
be.x -= be.anim->ourImages[0].bitmap->w;
be.y -= be.anim->ourImages[0].bitmap->h;
}
else if (effect == 0)
{
be.x -= be.anim->ourImages[0].bitmap->w/2;
be.y -= be.anim->ourImages[0].bitmap->h;
}
battleEffects.push_back(be);
}
} }
//battleEffects //battleEffects
} }
@ -2385,7 +2410,7 @@ void CBattleHero::setPhase(int newPhase)
void CBattleHero::clickLeft(boost::logic::tribool down) void CBattleHero::clickLeft(boost::logic::tribool down)
{ {
if(!down && myHero) if(myHero->getArt(17)) //if both conditions are satisfied; for certain reason myHero->getArt(17) has been checked once even though myHero was NULL if(!down && myHero && LOCPLINT->cb->battleCanCastSpell()) //check conditions
{ {
for(int it=0; it<BFIELD_SIZE; ++it) //do nothing when any hex is hovered - hero's animation overlaps battlefield for(int it=0; it<BFIELD_SIZE; ++it) //do nothing when any hex is hovered - hero's animation overlaps battlefield
{ {

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@ -416,7 +416,7 @@ CCastleInterface::CCastleInterface(const CGTownInstance * Town)
townlist->fun = boost::bind(&CCastleInterface::townChange,this); townlist->fun = boost::bind(&CCastleInterface::townChange,this);
townlist->genList(); townlist->genList();
townlist->selected = getIndexOf(townlist->items,Town); townlist->selected = vstd::findPos(townlist->items,Town);
if((townlist->selected+1) > townlist->SIZE) if((townlist->selected+1) > townlist->SIZE)
townlist->from = townlist->selected - townlist->SIZE + 2; townlist->from = townlist->selected - townlist->SIZE + 2;

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@ -50,7 +50,7 @@ public:
CCastleInterface *owner; CCastleInterface *owner;
const CGHeroInstance *hero; const CGHeroInstance *hero;
int upg; //0 - up garrison, 1 - down garrison int upg; //0 - up garrison, 1 - down garrison
bool highlight; bool highlight; //indicates id the slot is highlighted
void hover (bool on); void hover (bool on);
void clickRight (boost::logic::tribool down); void clickRight (boost::logic::tribool down);
@ -65,8 +65,8 @@ public:
class CCastleInterface : public CWindowWithGarrison class CCastleInterface : public CWindowWithGarrison
{ {
public: public:
SDL_Rect pos; SDL_Rect pos; //why not inherit this member from CIntObject ?
bool showing; bool showing; //indicates if interface is active
CBuildingRect * hBuild; //highlighted building CBuildingRect * hBuild; //highlighted building
SDL_Surface * townInt; SDL_Surface * townInt;
SDL_Surface * cityBg; SDL_Surface * cityBg;
@ -167,7 +167,7 @@ class CFortScreen : public IShowActivable, public CIntObject
{ {
public: public:
int bid; int bid;
RecArea(int BID):bid(BID){}; RecArea(int BID):bid(BID){}; //c-tor
void clickLeft (tribool down); void clickLeft (tribool down);
void clickRight (tribool down); void clickRight (tribool down);
void activate(); void activate();
@ -181,10 +181,10 @@ public:
std::vector<RecArea*> recAreas; std::vector<RecArea*> recAreas;
std::vector<CCreaturePic*> crePics; std::vector<CCreaturePic*> crePics;
CFortScreen(CCastleInterface * owner); CFortScreen(CCastleInterface * owner); //c-tor
void draw( CCastleInterface * owner, bool first); void draw( CCastleInterface * owner, bool first);
~CFortScreen(); ~CFortScreen(); //d-tor
void close(); void close();
void show(SDL_Surface * to); void show(SDL_Surface * to);
void activate(); void activate();

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@ -2304,7 +2304,7 @@ void CPlayerInterface::battleStacksAttacked(std::set<BattleStackAttacked> & bsa)
std::vector<CBattleInterface::SStackAttackedInfo> arg; std::vector<CBattleInterface::SStackAttackedInfo> arg;
for(std::set<BattleStackAttacked>::iterator i = bsa.begin(); i != bsa.end(); i++) for(std::set<BattleStackAttacked>::iterator i = bsa.begin(); i != bsa.end(); i++)
{ {
if(i->isEffect()) if(i->isEffect() && i->effect != 12) //and not armageddon
{ {
battleInt->displayEffect(i->effect, cb->battleGetStackByID(i->stackAttacked)->position); battleInt->displayEffect(i->effect, cb->battleGetStackByID(i->stackAttacked)->position);
} }
@ -2312,6 +2312,11 @@ void CPlayerInterface::battleStacksAttacked(std::set<BattleStackAttacked> & bsa)
arg.push_back(to_put); arg.push_back(to_put);
} }
if(bsa.begin()->isEffect() && bsa.begin()->effect == 12) //for armageddon - I hope this condition is enough
{
battleInt->displayEffect(bsa.begin()->effect, -1);
}
battleInt->stacksAreAttacked(arg); battleInt->stacksAreAttacked(arg);
} }
void CPlayerInterface::battleAttack(BattleAttack *ba) void CPlayerInterface::battleAttack(BattleAttack *ba)

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@ -22,13 +22,7 @@ void blitAtWR(SDL_Surface * src, SDL_Rect pos, SDL_Surface * dst=screen);
void blitAt(SDL_Surface * src, SDL_Rect pos, SDL_Surface * dst=screen); void blitAt(SDL_Surface * src, SDL_Rect pos, SDL_Surface * dst=screen);
void updateRect (SDL_Rect * rect, SDL_Surface * scr = screen); void updateRect (SDL_Rect * rect, SDL_Surface * scr = screen);
bool isItIn(const SDL_Rect * rect, int x, int y); bool isItIn(const SDL_Rect * rect, int x, int y);
template <typename T> int getIndexOf(const std::vector<T> & v, const T & val)
{
for(int i=0;i<v.size();i++)
if(v[i]==val)
return i;
return -1;
}
inline SDL_Rect genRect(const int & hh, const int & ww, const int & xx, const int & yy) inline SDL_Rect genRect(const int & hh, const int & ww, const int & xx, const int & yy)
{ {
SDL_Rect ret; SDL_Rect ret;
@ -59,9 +53,9 @@ namespace CSDL_Ext
SDL_Surface * hFlip(SDL_Surface * toRot); //horizontal flip SDL_Surface * hFlip(SDL_Surface * toRot); //horizontal flip
SDL_Surface * rotate02(SDL_Surface * toRot); //rotate 90 degrees left SDL_Surface * rotate02(SDL_Surface * toRot); //rotate 90 degrees left
SDL_Surface * rotate03(SDL_Surface * toRot); //rotate 180 degrees SDL_Surface * rotate03(SDL_Surface * toRot); //rotate 180 degrees
SDL_Cursor * SurfaceToCursor(SDL_Surface *image, int hx, int hy); SDL_Cursor * SurfaceToCursor(SDL_Surface *image, int hx, int hy); //creates cursor from bitmap
Uint32 SDL_GetPixel(SDL_Surface *surface, const int & x, const int & y, bool colorByte = false); Uint32 SDL_GetPixel(SDL_Surface *surface, const int & x, const int & y, bool colorByte = false);
SDL_Color SDL_GetPixelColor(SDL_Surface *surface, int x, int y); SDL_Color SDL_GetPixelColor(SDL_Surface *surface, int x, int y); //returns color of pixel at given position
SDL_Surface * alphaTransform(SDL_Surface * src); //adds transparency and shadows (partial handling only; see examples of using for details) SDL_Surface * alphaTransform(SDL_Surface * src); //adds transparency and shadows (partial handling only; see examples of using for details)
void blitWithRotate1(SDL_Surface *src,SDL_Rect * srcRect, SDL_Surface * dst, SDL_Rect * dstRect);//srcRect is not used, works with 8bpp sources and 24bpp dests void blitWithRotate1(SDL_Surface *src,SDL_Rect * srcRect, SDL_Surface * dst, SDL_Rect * dstRect);//srcRect is not used, works with 8bpp sources and 24bpp dests
void blitWithRotate2(SDL_Surface *src,SDL_Rect * srcRect, SDL_Surface * dst, SDL_Rect * dstRect);//srcRect is not used, works with 8bpp sources and 24bpp dests void blitWithRotate2(SDL_Surface *src,SDL_Rect * srcRect, SDL_Surface * dst, SDL_Rect * dstRect);//srcRect is not used, works with 8bpp sources and 24bpp dests

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@ -35,7 +35,7 @@
32 1 0 0 0 X 32 1 0 0 0 X
33 1 0 0 0 X 33 1 0 0 0 X
34 1 0 0 0 X 34 1 0 0 0 X
35 1 0 0 0 X 35 0 0 0 0 X
36 1 0 0 0 0 36 1 0 0 0 0
37 1 0 0 0 0 37 1 0 0 0 0
38 1 0 0 0 0 38 1 0 0 0 0

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@ -114,12 +114,12 @@ template<typename T, size_t N> char (&_ArrayCountObj(const T (&)[N]))[N];
namespace vstd namespace vstd
{ {
template <typename Container, typename Item> template <typename Container, typename Item>
bool contains(const Container & c, const Item &i) bool contains(const Container & c, const Item &i) //returns true if container c contains item i
{ {
return std::find(c.begin(),c.end(),i) != c.end(); return std::find(c.begin(),c.end(),i) != c.end();
} }
template <typename V, typename Item, typename Item2> template <typename V, typename Item, typename Item2>
bool contains(const std::map<Item,V> & c, const Item2 &i) bool contains(const std::map<Item,V> & c, const Item2 &i) //returns true if map c contains item i
{ {
return c.find(i)!=c.end(); return c.find(i)!=c.end();
} }
@ -140,7 +140,7 @@ namespace vstd
return std::find(c.begin(),c.end(),i); return std::find(c.begin(),c.end(),i);
} }
template <typename T1, typename T2> template <typename T1, typename T2>
int findPos(const std::vector<T1> & c, const T2 &s) int findPos(const std::vector<T1> & c, const T2 &s) //returns position of first element in vector c equal to s, if there is no such element, -1 is returned
{ {
for(size_t i=0; i < c.size(); ++i) for(size_t i=0; i < c.size(); ++i)
if(c[i] == s) if(c[i] == s)
@ -161,7 +161,7 @@ namespace vstd
return std::find(c.begin(),c.end(),i); return std::find(c.begin(),c.end(),i);
} }
template <typename Container, typename Item> template <typename Container, typename Item>
bool operator-=(Container &c, const Item &i) bool operator-=(Container &c, const Item &i) //removes element i from container c, returns false if c does not contain i
{ {
typename Container::iterator itr = find(c,i); typename Container::iterator itr = find(c,i);
if(itr == c.end()) if(itr == c.end())
@ -212,7 +212,7 @@ namespace vstd
using vstd::operator-=; using vstd::operator-=;
template <typename t1, typename t2> template <typename t1, typename t2>
t1 & amax(t1 &a, const t2 &b) t1 & amax(t1 &a, const t2 &b) //assigns greater of (a, b) to a and returns maximum of (a, b)
{ {
if(a >= b) if(a >= b)
return a; return a;
@ -223,7 +223,7 @@ t1 & amax(t1 &a, const t2 &b)
} }
} }
template <typename t1, typename t2> template <typename t1, typename t2>
t1 & amin(t1 &a, const t2 &b) t1 & amin(t1 &a, const t2 &b) //assigns smaller of (a, b) to a and returns minimum of (a, b)
{ {
if(a <= b) if(a <= b)
return a; return a;
@ -236,7 +236,7 @@ t1 & amin(t1 &a, const t2 &b)
#include "CConsoleHandler.h" #include "CConsoleHandler.h"
extern DLL_EXPORT std::ostream *logfile; extern DLL_EXPORT std::ostream *logfile;
extern DLL_EXPORT CConsoleHandler *console; extern DLL_EXPORT CConsoleHandler *console;
template <int lvl> class CLogger template <int lvl> class CLogger //logger, prints log info to console and saves in file
{ {
public: public:
CLogger<lvl>& operator<<(std::ostream& (*fun)(std::ostream&)) CLogger<lvl>& operator<<(std::ostream& (*fun)(std::ostream&))

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@ -549,7 +549,16 @@ DLL_EXPORT void SetStackEffect::applyGs( CGameState *gs )
{ {
CStack *s = gs->curB->getStack(id); CStack *s = gs->curB->getStack(id);
if(s) if(s)
s->effects.push_back(effect); {
if(effect.id == 35) //dispel - removing all effects
{
s->effects.clear();
}
else //adding effect
{
s->effects.push_back(effect);
}
}
else else
tlog1 << "Cannot find stack " << id << std::endl; tlog1 << "Cannot find stack " << id << std::endl;
} }

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@ -2425,8 +2425,32 @@ bool CGameHandler::makeCustomAction( BattleAction &ba )
sendAndApply(&si); sendAndApply(&si);
break; break;
} }
case 26: //armageddon
{
std::set<CStack*> attackedCres;
for(int it=0; it<gs->curB->stacks.size(); ++it)
{
attackedCres.insert(gs->curB->stacks[it]);
}
if(attackedCres.size() == 0) break;
StacksInjured si;
for(std::set<CStack*>::iterator it = attackedCres.begin(); it != attackedCres.end(); ++it)
{
BattleStackAttacked bsa;
bsa.flags |= 2;
bsa.effect = 12;
bsa.damageAmount = h->getPrimSkillLevel(2) * 10 + s->powers[h->getSpellSchoolLevel(s)];
bsa.stackAttacked = (*it)->ID;
prepareAttacked(bsa,*it);
si.stacks.insert(bsa);
}
sendAndApply(&si);
break;
}
case 27: //shield case 27: //shield
case 28: //air shield case 28: //air shield
case 35: //dispel
case 41: //bless case 41: //bless
case 42: //curse case 42: //curse
case 43: //bloodlust case 43: //bloodlust