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- fixed ancient #31

- fixed #603
This commit is contained in:
Ivan Savenko 2012-05-14 16:29:06 +00:00
parent 9efe05c90b
commit 90ff99d4eb
5 changed files with 124 additions and 104 deletions

View File

@ -1781,20 +1781,31 @@ void CAdvMapInt::endingTurn()
LOCPLINT->cb->endTurn();
}
void CAdvMapInt::tileLClicked(const int3 &mp)
const CGObjectInstance* CAdvMapInt::getBlockingObject(const int3 &mapPos)
{
if(!LOCPLINT->cb->isVisible(mp) || !LOCPLINT->makingTurn)
std::vector < const CGObjectInstance * > bobjs = LOCPLINT->cb->getBlockingObjs(mapPos); //blocking objects at tile
if (bobjs.empty())
return nullptr;
if (bobjs.back()->ID == GameConstants::HEROI_TYPE)
return bobjs.back();
else
return bobjs.front();
}
void CAdvMapInt::tileLClicked(const int3 &mapPos)
{
if(!LOCPLINT->cb->isVisible(mapPos) || !LOCPLINT->makingTurn)
return;
std::vector < const CGObjectInstance * > bobjs = LOCPLINT->cb->getBlockingObjs(mapPos);//blocking objects at tile
const TerrainTile *tile = LOCPLINT->cb->getTile(mapPos);
std::vector < const CGObjectInstance * > bobjs = LOCPLINT->cb->getBlockingObjs(mp), //blocking objects at tile
vobjs = LOCPLINT->cb->getVisitableObjs(mp); //visitable objects
const TerrainTile *tile = LOCPLINT->cb->getTile(mp);
const CGObjectInstance *topBlocking = bobjs.size() ? bobjs.back() : NULL;
const CGObjectInstance *topBlocking = getBlockingObject(mapPos);
int3 selPos = selection->getSightCenter();
if(spellBeingCasted && isInScreenRange(selPos, mp))
if(spellBeingCasted && isInScreenRange(selPos, mapPos))
{
const TerrainTile *heroTile = LOCPLINT->cb->getTile(selPos);
@ -1802,11 +1813,11 @@ void CAdvMapInt::tileLClicked(const int3 &mp)
{
case Spells::SCUTTLE_BOAT: //Scuttle Boat
if(topBlocking && topBlocking->ID == 8)
leaveCastingMode(true, mp);
leaveCastingMode(true, mapPos);
break;
case Spells::DIMENSION_DOOR:
if(!tile || tile->isClear(heroTile))
leaveCastingMode(true, mp);
leaveCastingMode(true, mapPos);
break;
}
return;
@ -1826,7 +1837,7 @@ void CAdvMapInt::tileLClicked(const int3 &mp)
}
else if(const CGHeroInstance * currentHero = curHero()) //hero is selected
{
const CGPathNode *pn = LOCPLINT->cb->getPathInfo(mp);
const CGPathNode *pn = LOCPLINT->cb->getPathInfo(mapPos);
if(currentHero == topBlocking) //clicked selected hero
{
LOCPLINT->openHeroWindow(currentHero);
@ -1839,7 +1850,7 @@ void CAdvMapInt::tileLClicked(const int3 &mp)
}
else //still here? we need to move hero if we clicked end of already selected path or calculate a new path otherwise
{
if (terrain.currentPath && terrain.currentPath->endPos() == mp)//we'll be moving
if (terrain.currentPath && terrain.currentPath->endPos() == mapPos)//we'll be moving
{
LOCPLINT->moveHero(currentHero,*terrain.currentPath);
return;
@ -1848,7 +1859,7 @@ void CAdvMapInt::tileLClicked(const int3 &mp)
{
CGPath &path = LOCPLINT->paths[currentHero];
terrain.currentPath = &path;
bool gotPath = LOCPLINT->cb->getPath2(mp, path); //try getting path, erase if failed
bool gotPath = LOCPLINT->cb->getPath2(mapPos, path); //try getting path, erase if failed
updateMoveHero(currentHero);
if (!gotPath)
LOCPLINT->eraseCurrentPathOf(currentHero);
@ -1868,31 +1879,31 @@ void CAdvMapInt::tileLClicked(const int3 &mp)
}
}
void CAdvMapInt::tileHovered(const int3 &tile)
void CAdvMapInt::tileHovered(const int3 &mapPos)
{
if(!LOCPLINT->cb->isVisible(tile))
if(!LOCPLINT->cb->isVisible(mapPos))
{
CCS->curh->changeGraphic(0, 0);
statusbar.clear();
return;
}
const CGObjectInstance *objAtTile = getBlockingObject(mapPos);
std::vector<std::string> temp = LOCPLINT->cb->getObjDescriptions(tile);
if (temp.size())
//std::vector<std::string> temp = LOCPLINT->cb->getObjDescriptions(mapPos);
if (objAtTile)
{
boost::replace_all(temp.back(),"\n"," ");
statusbar.print(temp.back());
std::string text = objAtTile->getHoverText();
boost::replace_all(text,"\n"," ");
statusbar.print(text);
}
else
{
std::string hlp;
CGI->mh->getTerrainDescr(tile, hlp, false);
CGI->mh->getTerrainDescr(mapPos, hlp, false);
statusbar.print(hlp);
}
const CGPathNode *pnode = LOCPLINT->cb->getPathInfo(tile);
std::vector<const CGObjectInstance *> objs = LOCPLINT->cb->getBlockingObjs(tile);
const CGObjectInstance *objAtTile = objs.size() ? objs.back() : NULL;
const CGPathNode *pnode = LOCPLINT->cb->getPathInfo(mapPos);
bool accessible = pnode->turns < 255;
int turns = pnode->turns;
@ -1913,9 +1924,9 @@ void CAdvMapInt::tileHovered(const int3 &tile)
return;
case Spells::DIMENSION_DOOR:
{
const TerrainTile *t = LOCPLINT->cb->getTile(tile, false);
const TerrainTile *t = LOCPLINT->cb->getTile(mapPos, false);
int3 hpos = selection->getSightCenter();
if((!t || t->isClear(LOCPLINT->cb->getTile(hpos))) && isInScreenRange(hpos, tile))
if((!t || t->isClear(LOCPLINT->cb->getTile(hpos))) && isInScreenRange(hpos, mapPos))
CCS->curh->changeGraphic(0, 41);
else
CCS->curh->changeGraphic(0, 0);
@ -1924,7 +1935,7 @@ void CAdvMapInt::tileHovered(const int3 &tile)
}
}
const bool guardingCreature = CGI->mh->map->isInTheMap(LOCPLINT->cb->guardingCreaturePosition(tile));
const bool guardingCreature = CGI->mh->map->isInTheMap(LOCPLINT->cb->guardingCreaturePosition(mapPos));
if(selection->ID == GameConstants::TOWNI_TYPE)
{
@ -2062,34 +2073,33 @@ void CAdvMapInt::tileHovered(const int3 &tile)
}
}
void CAdvMapInt::tileRClicked(const int3 &mp)
void CAdvMapInt::tileRClicked(const int3 &mapPos)
{
if(spellBeingCasted)
{
leaveCastingMode();
return;
}
if(!LOCPLINT->cb->isVisible(mp))
if(!LOCPLINT->cb->isVisible(mapPos))
{
CRClickPopup::createAndPush(VLC->generaltexth->allTexts[61]); //Uncharted Territory
return;
}
std::vector < const CGObjectInstance * > objs = LOCPLINT->cb->getBlockingObjs(mp);
if(!objs.size())
const CGObjectInstance * obj = getBlockingObject(mapPos);
if(!obj)
{
// Bare or undiscovered terrain
const TerrainTile * tile = LOCPLINT->cb->getTile(mp);
const TerrainTile * tile = LOCPLINT->cb->getTile(mapPos);
if (tile)
{
std::string hlp;
CGI->mh->getTerrainDescr(mp, hlp, true);
CGI->mh->getTerrainDescr(mapPos, hlp, true);
CRClickPopup::createAndPush(hlp);
}
return;
}
const CGObjectInstance * obj = objs.back();
CRClickPopup::createAndPush(obj, GH.current->motion, CENTER);
}

View File

@ -176,6 +176,9 @@ public:
/// can get to the towns and heroes.
class CAdvMapInt : public CIntObject
{
//get top selectable object at tile
const CGObjectInstance *getBlockingObject(const int3 &tile);
public:
CAdvMapInt();
~CAdvMapInt();
@ -259,9 +262,9 @@ public:
void aiTurnStarted();
void adjustActiveness(bool aiTurnStart); //should be called everytime at AI/human turn transition; blocks GUI during AI turn
void tileLClicked(const int3 &mp);
void tileHovered(const int3 &tile);
void tileRClicked(const int3 &mp);
void tileLClicked(const int3 &mapPos);
void tileHovered(const int3 &mapPos);
void tileRClicked(const int3 &mapPos);
void enterCastingMode(const CSpell * sp);
void leaveCastingMode(bool cast = false, int3 dest = int3(-1, -1, -1));
const CGHeroInstance * curHero() const;

View File

@ -402,12 +402,6 @@ void processCommand(const std::string &message)
readed >> fname;
client->save(fname);
}
//else if(cn=="list")
//{
// if(CPG)
// for(int i = 0; i < CPG->ourScenSel->mapsel.ourGames.size(); i++)
// tlog0 << i << ".\t" << CPG->ourScenSel->mapsel.ourGames[i]->filename << std::endl;
//}
else if(cn=="load")
{
// TODO: this code should end the running game and manage to call startGame instead
@ -415,13 +409,6 @@ void processCommand(const std::string &message)
readed >> fname;
client->loadGame(fname);
}
//else if(cn=="ln")
//{
// int num;
// readed >> num;
// std::string &name = CPG->ourScenSel->mapsel.ourGames[num]->filename;
// client->load(name.substr(0, name.size()-6));
//}
else if(cn=="resolution" || cn == "r")
{
if(LOCPLINT)
@ -531,15 +518,19 @@ void processCommand(const std::string &message)
if(const CArtifactInstance *a = h->getArt(id2))
tlog4 << a->nodeName();
}
else if (what == "anim" )
{
CAnimation::getAnimInfo();
}
}
else if (cn == "switchCreWin" )
else if (cn == "set")
{
Settings window = settings.write["general"]["classicCreatureWindow"];
window->Bool() = !window->Bool();
std::string what, value;
readed >> what;
Settings conf = settings.write["session"][what];
readed >> value;
if (value == "on")
conf->Bool() = true;
else if (value == "off")
conf->Bool() = false;
}
else if(cn == "sinfo")
{

View File

@ -566,7 +566,6 @@ ComponentResolved::~ComponentResolved()
void ComponentResolved::showAll(SDL_Surface *to)
{
tlog0 << "Blitting at "<< pos.x << " " << pos.y << "\n";
int fontHeight;
if (graphics->fontsTrueType[FONT_SMALL])
fontHeight = TTF_FontHeight(graphics->fontsTrueType[FONT_SMALL]);

View File

@ -99,7 +99,7 @@ void CMapHandler::prepareFOWDefs()
graphics->FoWpartialHide = CDefHandler::giveDef("TSHRE.DEF");
//adding necessary rotations
static const int missRot [] = {22, 15, 2, 13, 12, 16, 18, 17, 20, 19, 7, 24, 26, 25, 30, 32, 27, 28};
static const int missRot [] = {22, 15, 2, 13, 12, 16, 28, 17, 20, 19, 7, 24, 26, 25, 30, 32, 27};
Cimage nw;
for(int g=0; g<ARRAY_COUNT(missRot); ++g)
@ -753,9 +753,9 @@ void CMapHandler::terrainRect( int3 top_tile, ui8 anim, const std::vector< std::
}
// borders printed
#ifdef MARK_GRID_POSITIONS
// print grid
// TODO: This option should be activated by the console.
if (settings["session"]["showGrid"].Bool())
{
srx = srx_init;
for (int bx = 0; bx < dx; bx++, srx+=32)
@ -787,9 +787,8 @@ void CMapHandler::terrainRect( int3 top_tile, ui8 anim, const std::vector< std::
CSDL_Ext::SDL_PutPixelWithoutRefresh(extSurf,sr.x,sr.y+i,color.x,color.y,color.z);
}
}
}
// grid
#endif
//applying sepia / gray effect
if(puzzleMode)
@ -803,27 +802,45 @@ void CMapHandler::terrainRect( int3 top_tile, ui8 anim, const std::vector< std::
std::pair<SDL_Surface *, bool> CMapHandler::getVisBitmap( const int3 & pos, const std::vector< std::vector< std::vector<ui8> > > & visibilityMap ) const
{
static const int visBitmaps[256] = {-1, 34, -1, 4, 22, 22, 4, 4, 36, 36, 38, 38, 47, 47, 38, 38, 3, 25, 12, 12, 3, 25, 12, 12,
9, 9, 6, 6, 9, 9, 6, 6, 35, 34, 4, 4, 22, 22, 4, 4, 36, 36, 38, 38, 47, 47, 38, 38, 26, 49, 28, 28, 26, 49, 28,
28, 9, 9, 6, 6, 9, 9, 6, 6, -3, 0, -3, 4, 0, 0, 4, 4, 37, 37, 7, 7, 50, 50, 7, 7, 13, 27, 44, 44, 13, 27, 44,
44, 8,8, 10, 10, 8, 8, 10, 10, 0, 0, 4, 4, 0, 0, 4, 4, 37, 37, 7, 7, 50, 50, 7, 7, 13, 27, 44, 44, 13, 27, 44,
44, 8, 8, 10, 10, 8, 8, 10, 10, 15, 15, 4, 4, 22, 22, 4, 4, 46, 46, 51, 51, 32, 32, 51, 51, 2, 25, 12, 12, 2,
25, 12, 12, 9, 9, 6, 6, 9, 9, 6, 6, 15, 15, 4, 4, 22, 22, 4, 4, 46, 46, 51, 51, 32, 32, 51, 51, 26, 49, 28, 28,
26, 49, 28, 28, 9, 9, 6, 6, 9, 9, 6, 6, 0, 0, 4, 4, 0, 0, 4, 4, 37, 37, 7, 7, 50, 50, 7, 7, 13, 27, 44, 44, 13,
27, 44, 44, 8, 8, 10, 10, 8, 8, 10, 10, 0, 0, 4, 4, 0, 0, 4, 4, 37, 37, 7, 7, 50, 50, 7, 7, 13, 27, 44, 44, 13,
27, 44, 44, 8, 8, 10, 10, 8, 8, 10, 10};
//NOTE: some images have unused in VCMI pair (same blockmap but a bit different look)
// 0-1, 2-3, 4-5, 11-13, 13-14
static const int visBitmaps[256] = {
-1, 34, 4, 4, 22, 23, 4, 4, 36, 36, 38, 38, 47, 47, 38, 38, //16
3, 25, 12, 12, 3, 25, 12, 12, 9, 9, 6, 6, 9, 9, 6, 6, //32
35, 39, 48, 48, 41, 43, 48, 48, 36, 36, 38, 38, 47, 47, 38, 38, //48
26, 49, 28, 28, 26, 49, 28, 28, 9, 9, 6, 6, 9, 9, 6, 6, //64
0, 45, 29, 29, 24, 33, 29, 29, 37, 37, 7, 7, 50, 50, 7, 7, //80
13, 27, 44, 44, 13, 27, 44, 44, 8, 8, 10, 10, 8, 8, 10, 10, //96
0, 45, 29, 29, 24, 33, 29, 29, 37, 37, 7, 7, 50, 50, 7, 7, //112
13, 27, 44, 44, 13, 27, 44, 44, 8, 8, 10, 10, 8, 8, 10, 10, //128
15, 17, 30, 30, 16, 19, 30, 30, 46, 46, 40, 40, 32, 32, 40, 40, //144
2, 25, 12, 12, 2, 25, 12, 12, 9, 9, 6, 6, 9, 9, 6, 6, //160
18, 42, 31, 31, 20, 21, 31, 31, 46, 46, 40, 40, 32, 32, 40, 40, //176
26, 49, 28, 28, 26, 49, 28, 28, 9, 9, 6, 6, 9, 9, 6, 6, //192
0, 45, 29, 29, 24, 33, 29, 29, 37, 37, 7, 7, 50, 50, 7, 7, //208
13, 27, 44, 44, 13, 27, 44, 44, 8, 8, 10, 10, 8, 8, 10, 10, //224
0, 45, 29, 29, 24, 33, 29, 29, 37, 37, 7, 7, 50, 50, 7, 7, //240
13, 27, 44, 44, 13, 27, 44, 44, 8, 8, 10, 10, 8, 8, 10, 10 //256
};
auto getTile = [&](int dx, int dy)
{
if ( dx + pos.x < 0 || dx + pos.x >= sizes.x
|| dy + pos.y < 0 || dy + pos.y >= sizes.y)
return false;
return bool(visibilityMap[dx+pos.x][dy+pos.y][pos.z]);
};
//is tile visible. arrangement: (like num keyboard)
bool d7 = (pos.x>0 && pos.y>0) ? visibilityMap[pos.x-1][pos.y-1][pos.z] : 0, //789
d8 = (pos.y>0) ? visibilityMap[pos.x][pos.y-1][pos.z] : 0, //456
d9 = (pos.y>0 && pos.x<sizes.x-1) ? visibilityMap[pos.x+1][pos.y-1][pos.z] : 0, //123
d4 = (pos.x>0) ? visibilityMap[pos.x-1][pos.y][pos.z] : 0,
//d5 = visibilityMap[pos.x][y][pos.z], //TODO use me - OMFG
d6 = (pos.x<sizes.x-1) ? visibilityMap[pos.x+1][pos.y][pos.z] : 0,
d1 = (pos.x>0 && pos.y<sizes.y-1) ? visibilityMap[pos.x-1][pos.y+1][pos.z] : 0,
d2 = (pos.y<sizes.y-1) ? visibilityMap[pos.x][pos.y+1][pos.z] : 0,
d3 = (pos.x<sizes.x-1 && pos.y<sizes.y-1) ? visibilityMap[pos.x+1][pos.y+1][pos.z] : 0;
bool d7 = getTile(-1, -1), //789
d8 = getTile( 0, -1), //456
d9 = getTile(+1, -1), //123
d4 = getTile(-1, 0),
d6 = getTile(+1, 0),
d1 = getTile(-1, +1),
d2 = getTile( 0, +1),
d3 = getTile(+1, +1);
int retBitmapID = visBitmaps[d1 + d2 * 2 + d3 * 4 + d4 * 8 + d6 * 16 + d7 * 32 + d8 * 64 + d9 * 128]; // >=0 -> partial hide, <0 - full hide
if (retBitmapID < 0)