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mirror of https://github.com/vcmi/vcmi.git synced 2024-12-24 22:14:36 +02:00

Mostly fixed battle animations.

Added proper ending for duel mode.
This commit is contained in:
Michał W. Urbańczyk 2011-01-08 19:38:42 +00:00
parent a53ec23556
commit c1bd81abdd
7 changed files with 75 additions and 25 deletions

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@ -99,7 +99,7 @@ static bool willSecondHexBlockMoreEnemyShooters(const THex &h1, const THex &h2)
BattleAction CStupidAI::activeStack( const CStack * stack )
{
boost::this_thread::sleep(boost::posix_time::seconds(2));
//boost::this_thread::sleep(boost::posix_time::seconds(2));
print("activeStack called");
std::vector<THex> avHexes = cb->battleGetAvailableHexes(stack, false);
std::vector<int> dists = cb->battleGetDistances(stack);

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@ -2254,6 +2254,7 @@ void CBattleInterface::stackActivated(const CStack * stack)
void CBattleInterface::stackMoved(const CStack * stack, THex destHex, bool endMoving, int distance)
{
addNewAnim(new CBattleStackMoved(this, stack, destHex, endMoving, distance));
waitForAnims();
}
void CBattleInterface::stacksAreAttacked(std::vector<SStackAttackedInfo> attackedInfos)
@ -2262,6 +2263,7 @@ void CBattleInterface::stacksAreAttacked(std::vector<SStackAttackedInfo> attacke
{
addNewAnim(new CDefenceAnim(attackedInfos[h], this));
}
waitForAnims();
}
void CBattleInterface::stackAttacking( const CStack * attacker, THex dest, const CStack * attacked, bool shooting )
@ -2274,6 +2276,7 @@ void CBattleInterface::stackAttacking( const CStack * attacker, THex dest, const
{
addNewAnim(new CMeleeAttack(this, attacker, dest, attacked));
}
waitForAnims();
}
void CBattleInterface::newRoundFirst( int round )
@ -2297,6 +2300,7 @@ void CBattleInterface::newRoundFirst( int round )
if( s->hasBonusOfType(Bonus::FULL_HP_REGENERATION, 1) && s->alive() )
displayEffect(74, s->position);
}
waitForAnims();
}
void CBattleInterface::newRound(int number)
@ -2645,6 +2649,7 @@ void CBattleInterface::stackIsCatapulting(const CatapultAttack & ca)
siegeH->walls[it->first.first + 2] = BitmapHandler::loadBitmap(
siegeH->getSiegeName(it->first.first + 2, curInt->cb->battleGetWallState(it->first.first)) );
}
waitForAnims();
}
void CBattleInterface::battleFinished(const BattleResult& br)
@ -2798,6 +2803,7 @@ void CBattleInterface::spellCast( const BattleSpellCast * sc )
boost::algorithm::replace_first(dmgInfo, "%d", boost::lexical_cast<std::string>(sc->dmgToDisplay));
console->addText(dmgInfo);
}
waitForAnims();
}
void CBattleInterface::battleStacksEffectsSet(const SetStackEffect & sse)
@ -3343,6 +3349,12 @@ void CBattleInterface::startAction(const BattleAction* action)
}
}
void CBattleInterface::waitForAnims()
{
LOCPLINT->pim->unlock();
animsAreDisplayed.waitWhileTrue();
LOCPLINT->pim->lock();
}
void CBattleHero::show(SDL_Surface *to)
{
@ -3891,6 +3903,11 @@ void CBattleResultWindow::show(SDL_Surface *to)
void CBattleResultWindow::bExitf()
{
if(LOCPLINT->cb->getStartInfo()->mode == StartInfo::DUEL)
{
std::exit(0);
}
CPlayerInterface * intTmp = owner->curInt;
GH.popInts(2); //first - we; second - battle interface
intTmp->showingDialog->setn(false);

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@ -494,6 +494,7 @@ public:
void stackRemoved(const CStack * stack); //stack disappeared from batlefiled
void stackActivated(const CStack * stack); //active stack has been changed
void stackMoved(const CStack * stack, THex destHex, bool endMoving, int distance); //stack with id number moved to destHex
void waitForAnims();
void stacksAreAttacked(std::vector<SStackAttackedInfo> attackedInfos); //called when a certain amount of stacks has been attacked
void stackAttacking(const CStack * attacker, THex dest, const CStack * attacked, bool shooting); //called when stack with id ID is attacking something on hex dest
void newRoundFirst( int round );

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@ -490,9 +490,9 @@ void playIntro()
void dispose()
{
delete logfile;
if (console)
delete console;
delete logfile;
}
static void setScreenRes(int w, int h, int bpp, bool fullscreen)

View File

@ -605,7 +605,15 @@ void StacksInjured::applyCl( CClient *cl )
void BattleResultsApplied::applyCl( CClient *cl )
{
BATTLE_INTERFACE_CALL_IF_PRESENT_FOR_BOTH_SIDES(battleResultsApplied);
INTERFACE_CALL_IF_PRESENT(player1, battleResultsApplied);
INTERFACE_CALL_IF_PRESENT(player2, battleResultsApplied);
INTERFACE_CALL_IF_PRESENT(254, battleResultsApplied);
if(GS(cl)->initialOpts->mode == StartInfo::DUEL)
{
cl->terminate = true;
CloseServer cs;
*cl->serv << &cs;
}
}
void StacksHealedOrResurrected::applyCl( CClient *cl )

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@ -906,11 +906,12 @@ void CGameState::init( StartInfo * si, ui32 checksum, int Seed )
h->initHero(1);
h->initObj();
h->setCreature(0, 110, 1);
h->setCreature(1, 69, 61);
CGCreature *c = new CGCreature();
c->setOwner(1);
c->putStack(0, new CStackInstance(69, 6));
c->putStack(1, new CStackInstance(11, 3));
//c->putStack(1, new CStackInstance(11, 3));
c->subID = 34;
c->initObj();

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@ -318,6 +318,7 @@ void CGameHandler::startBattle( const CArmedInstance *armies[2], int3 tile, cons
void CGameHandler::endBattle(int3 tile, const CGHeroInstance *hero1, const CGHeroInstance *hero2)
{
bool duel = gs->initialOpts->mode == StartInfo::DUEL;
BattleResultsApplied resultsApplied;
const CArmedInstance *bEndArmy1 = gs->curB->belligerents[0];
@ -325,11 +326,14 @@ void CGameHandler::endBattle(int3 tile, const CGHeroInstance *hero1, const CGHer
resultsApplied.player1 = bEndArmy1->tempOwner;
resultsApplied.player2 = bEndArmy2->tempOwner;
//unblock engaged players
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);
if(!duel)
{
//unblock engaged players
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);
}
//end battle, remove all info, free memory
giveExp(*battleResult.data);
@ -345,25 +349,29 @@ void CGameHandler::endBattle(int3 tile, const CGHeroInstance *hero1, const CGHer
CasualtiesAfterBattle cab1(bEndArmy1, gs->curB), cab2(bEndArmy2, gs->curB); //calculate casualties before deleting battle
sendAndApply(battleResult.data);
cab1.takeFromArmy(this); cab2.takeFromArmy(this); //take casualties after battle is deleted
//if one hero has lost we will erase him
if(battleResult.data->winner!=0 && hero1)
if(!duel)
{
RemoveObject ro(hero1->id);
sendAndApply(&ro);
}
if(battleResult.data->winner!=1 && hero2)
{
RemoveObject ro(hero2->id);
sendAndApply(&ro);
}
cab1.takeFromArmy(this); cab2.takeFromArmy(this); //take casualties after battle is deleted
//give exp
if(battleResult.data->exp[0] && hero1)
changePrimSkill(hero1->id,4,battleResult.data->exp[0]);
if(battleResult.data->exp[1] && hero2)
changePrimSkill(hero2->id,4,battleResult.data->exp[1]);
//if one hero has lost we will erase him
if(battleResult.data->winner!=0 && hero1)
{
RemoveObject ro(hero1->id);
sendAndApply(&ro);
}
if(battleResult.data->winner!=1 && hero2)
{
RemoveObject ro(hero2->id);
sendAndApply(&ro);
}
//give exp
if(battleResult.data->exp[0] && hero1)
changePrimSkill(hero1->id,4,battleResult.data->exp[0]);
if(battleResult.data->exp[1] && hero2)
changePrimSkill(hero2->id,4,battleResult.data->exp[1]);
}
sendAndApply(&resultsApplied);
@ -374,6 +382,14 @@ void CGameHandler::endBattle(int3 tile, const CGHeroInstance *hero1, const CGHer
battleEndCallback = 0;
}
if(duel)
{
CSaveFile resultFile("result.vdrst");
resultFile << battleResult.data;
return;
}
// Necromancy if applicable.
const CGHeroInstance *winnerHero = battleResult.data->winner != 0 ? hero2 : hero1;
const CGHeroInstance *loserHero = battleResult.data->winner != 0 ? hero1 : hero2;
@ -645,6 +661,7 @@ CGameHandler::CGameHandler(void)
applier = new CApplier<CBaseForGHApply>;
registerTypes3(*applier);
visitObjectAfterVictory = false;
battleEndCallback = NULL;
}
CGameHandler::~CGameHandler(void)
@ -1934,6 +1951,12 @@ void CGameHandler::save( const std::string &fname )
void CGameHandler::close()
{
tlog0 << "We have been requested to close.\n";
if(gs->initialOpts->mode == StartInfo::DUEL)
{
exit(0);
}
//BOOST_FOREACH(CConnection *cc, conns)
// if(cc && cc->socket && cc->socket->is_open())
// cc->socket->close();