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- fixed several bugs with siege graphics, including #1389
- removed "shooterHeight" property - seems to be same in all towns.
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@ -995,7 +995,7 @@ void CBattleInterface::newStack(const CStack * stack)
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coords.x = siegeH->town->town->clientInfo.siegePositions[posID].x + this->pos.x;
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coords.y = siegeH->town->town->clientInfo.siegePositions[posID].y + this->pos.y;
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}
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creAnims[stack->ID]->pos.h = siegeH->town->town->clientInfo.siegeShooterCropHeight;
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creAnims[stack->ID]->pos.h = 225;
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}
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else
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{
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@ -2945,13 +2945,18 @@ std::string CBattleInterface::SiegeHelper::getSiegeName(ui16 what, ui16 additInf
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void CBattleInterface::SiegeHelper::printPartOfWall(SDL_Surface * to, int what)
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{
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Point pos = Point(-1, -1);
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auto & ci = owner->siegeH->town->town->clientInfo;
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if (what >= 1 && what <= 17)
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{
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pos.x = owner->siegeH->town->town->clientInfo.siegePositions[what].x + owner->pos.x;
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pos.y = owner->siegeH->town->town->clientInfo.siegePositions[what].y + owner->pos.y;
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pos.x = ci.siegePositions[what].x + owner->pos.x;
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pos.y = ci.siegePositions[what].y + owner->pos.y;
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}
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if (town->town->faction->index == ETownType::TOWER
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&& (what == 13 || what == 14))
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return; // no moat in Tower. TODO: remove hardcode somehow?
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if(pos.x != -1)
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{
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blitAt(walls[what], pos.x, pos.y, to);
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@ -3054,6 +3059,8 @@ void CBattleInterface::showAbsoluteObstacles(SDL_Surface * to)
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if(oi->obstacleType == CObstacleInstance::ABSOLUTE_OBSTACLE)
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blitAt(getObstacleImage(*oi), pos.x + oi->getInfo().width, pos.y + oi->getInfo().height, to);
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if (siegeH && siegeH->town->hasBuilt(BuildingID::CITADEL))
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siegeH->printPartOfWall(to, 14); // show moat background
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}
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void CBattleInterface::showHighlightedHexes(SDL_Surface * to)
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@ -3463,22 +3470,28 @@ BattleObjectsByHex CBattleInterface::sortObjectsByHex()
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if (siegeH)
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{
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sorted.beforeAll.walls.push_back(1); // 1. background wall
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sorted.hex[135].walls.push_back(2); // 2. keep
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sorted.afterAll.walls.push_back(3); // 3. bottom tower
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sorted.hex[182].walls.push_back(4); // 4. bottom wall
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sorted.hex[130].walls.push_back(5); // 5. wall below gate,
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sorted.hex[62].walls.push_back(6); // 6. wall over gate
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sorted.hex[12].walls.push_back(7); // 7. upper wall
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sorted.beforeAll.walls.push_back(8); // 8. upper tower
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//sorted.hex[94].walls.push_back(9); // 9. gate // Not implemented it seems
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//sorted.hex[94].walls.push_back(9); // 9. gate // Not implemented it seems
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sorted.hex[112].walls.push_back(10); // 10. gate arch
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sorted.hex[165].walls.push_back(11); // 11. bottom static wall
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sorted.beforeAll.walls.push_back(12); // 12. upper static wall
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sorted.beforeAll.walls.push_back(13); // 13. moat
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sorted.beforeAll.walls.push_back(14); // 14. mlip
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sorted.hex[135].walls.push_back(15); // 15. keep turret cover
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sorted.afterAll.walls.push_back(16); // 16. lower turret cover
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sorted.beforeAll.walls.push_back(17); // 17. upper turret cover
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sorted.hex[45].walls.push_back(12); // 12. upper static wall
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if (siegeH && siegeH->town->hasBuilt(BuildingID::CITADEL))
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{
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sorted.beforeAll.walls.push_back(13); // 13. moat
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//sorted.beforeAll.walls.push_back(14); // 14. mlip (moat background terrain), blit as absolute obstacle
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sorted.hex[135].walls.push_back(2); // 2. keep
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sorted.hex[135].walls.push_back(15); // 15. keep turret cover
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}
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if (siegeH && siegeH->town->hasBuilt(BuildingID::CASTLE))
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{
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sorted.afterAll.walls.push_back(16); // 16. lower turret cover
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sorted.beforeAll.walls.push_back(17); // 17. upper turret cover
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}
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}
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return sorted;
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}
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