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https://github.com/vcmi/vcmi.git
synced 2024-11-24 08:32:34 +02:00
Mostly fixed battle animations.
Added proper ending for duel mode.
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a53ec23556
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c1bd81abdd
@ -99,7 +99,7 @@ static bool willSecondHexBlockMoreEnemyShooters(const THex &h1, const THex &h2)
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BattleAction CStupidAI::activeStack( const CStack * stack )
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{
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boost::this_thread::sleep(boost::posix_time::seconds(2));
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//boost::this_thread::sleep(boost::posix_time::seconds(2));
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print("activeStack called");
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std::vector<THex> avHexes = cb->battleGetAvailableHexes(stack, false);
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std::vector<int> dists = cb->battleGetDistances(stack);
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@ -2254,6 +2254,7 @@ void CBattleInterface::stackActivated(const CStack * stack)
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void CBattleInterface::stackMoved(const CStack * stack, THex destHex, bool endMoving, int distance)
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{
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addNewAnim(new CBattleStackMoved(this, stack, destHex, endMoving, distance));
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waitForAnims();
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}
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void CBattleInterface::stacksAreAttacked(std::vector<SStackAttackedInfo> attackedInfos)
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@ -2262,6 +2263,7 @@ void CBattleInterface::stacksAreAttacked(std::vector<SStackAttackedInfo> attacke
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{
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addNewAnim(new CDefenceAnim(attackedInfos[h], this));
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}
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waitForAnims();
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}
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void CBattleInterface::stackAttacking( const CStack * attacker, THex dest, const CStack * attacked, bool shooting )
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@ -2274,6 +2276,7 @@ void CBattleInterface::stackAttacking( const CStack * attacker, THex dest, const
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{
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addNewAnim(new CMeleeAttack(this, attacker, dest, attacked));
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}
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waitForAnims();
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}
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void CBattleInterface::newRoundFirst( int round )
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@ -2297,6 +2300,7 @@ void CBattleInterface::newRoundFirst( int round )
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if( s->hasBonusOfType(Bonus::FULL_HP_REGENERATION, 1) && s->alive() )
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displayEffect(74, s->position);
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}
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waitForAnims();
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}
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void CBattleInterface::newRound(int number)
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@ -2645,6 +2649,7 @@ void CBattleInterface::stackIsCatapulting(const CatapultAttack & ca)
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siegeH->walls[it->first.first + 2] = BitmapHandler::loadBitmap(
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siegeH->getSiegeName(it->first.first + 2, curInt->cb->battleGetWallState(it->first.first)) );
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}
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waitForAnims();
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}
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void CBattleInterface::battleFinished(const BattleResult& br)
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@ -2798,6 +2803,7 @@ void CBattleInterface::spellCast( const BattleSpellCast * sc )
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boost::algorithm::replace_first(dmgInfo, "%d", boost::lexical_cast<std::string>(sc->dmgToDisplay));
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console->addText(dmgInfo);
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}
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waitForAnims();
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}
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void CBattleInterface::battleStacksEffectsSet(const SetStackEffect & sse)
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@ -3343,6 +3349,12 @@ void CBattleInterface::startAction(const BattleAction* action)
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}
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}
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void CBattleInterface::waitForAnims()
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{
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LOCPLINT->pim->unlock();
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animsAreDisplayed.waitWhileTrue();
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LOCPLINT->pim->lock();
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}
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void CBattleHero::show(SDL_Surface *to)
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{
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@ -3891,6 +3903,11 @@ void CBattleResultWindow::show(SDL_Surface *to)
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void CBattleResultWindow::bExitf()
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{
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if(LOCPLINT->cb->getStartInfo()->mode == StartInfo::DUEL)
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{
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std::exit(0);
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}
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CPlayerInterface * intTmp = owner->curInt;
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GH.popInts(2); //first - we; second - battle interface
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intTmp->showingDialog->setn(false);
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@ -494,6 +494,7 @@ public:
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void stackRemoved(const CStack * stack); //stack disappeared from batlefiled
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void stackActivated(const CStack * stack); //active stack has been changed
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void stackMoved(const CStack * stack, THex destHex, bool endMoving, int distance); //stack with id number moved to destHex
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void waitForAnims();
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void stacksAreAttacked(std::vector<SStackAttackedInfo> attackedInfos); //called when a certain amount of stacks has been attacked
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void stackAttacking(const CStack * attacker, THex dest, const CStack * attacked, bool shooting); //called when stack with id ID is attacking something on hex dest
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void newRoundFirst( int round );
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@ -490,9 +490,9 @@ void playIntro()
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void dispose()
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{
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delete logfile;
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if (console)
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delete console;
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delete logfile;
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}
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static void setScreenRes(int w, int h, int bpp, bool fullscreen)
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@ -605,7 +605,15 @@ void StacksInjured::applyCl( CClient *cl )
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void BattleResultsApplied::applyCl( CClient *cl )
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{
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BATTLE_INTERFACE_CALL_IF_PRESENT_FOR_BOTH_SIDES(battleResultsApplied);
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INTERFACE_CALL_IF_PRESENT(player1, battleResultsApplied);
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INTERFACE_CALL_IF_PRESENT(player2, battleResultsApplied);
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INTERFACE_CALL_IF_PRESENT(254, battleResultsApplied);
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if(GS(cl)->initialOpts->mode == StartInfo::DUEL)
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{
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cl->terminate = true;
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CloseServer cs;
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*cl->serv << &cs;
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}
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}
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void StacksHealedOrResurrected::applyCl( CClient *cl )
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@ -906,11 +906,12 @@ void CGameState::init( StartInfo * si, ui32 checksum, int Seed )
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h->initHero(1);
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h->initObj();
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h->setCreature(0, 110, 1);
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h->setCreature(1, 69, 61);
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CGCreature *c = new CGCreature();
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c->setOwner(1);
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c->putStack(0, new CStackInstance(69, 6));
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c->putStack(1, new CStackInstance(11, 3));
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//c->putStack(1, new CStackInstance(11, 3));
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c->subID = 34;
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c->initObj();
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@ -318,6 +318,7 @@ void CGameHandler::startBattle( const CArmedInstance *armies[2], int3 tile, cons
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void CGameHandler::endBattle(int3 tile, const CGHeroInstance *hero1, const CGHeroInstance *hero2)
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{
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bool duel = gs->initialOpts->mode == StartInfo::DUEL;
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BattleResultsApplied resultsApplied;
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const CArmedInstance *bEndArmy1 = gs->curB->belligerents[0];
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@ -325,11 +326,14 @@ void CGameHandler::endBattle(int3 tile, const CGHeroInstance *hero1, const CGHer
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resultsApplied.player1 = bEndArmy1->tempOwner;
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resultsApplied.player2 = bEndArmy2->tempOwner;
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//unblock engaged players
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if(bEndArmy1->tempOwner<PLAYER_LIMIT)
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states.setFlag(bEndArmy1->tempOwner, &PlayerStatus::engagedIntoBattle, false);
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if(bEndArmy2 && bEndArmy2->tempOwner<PLAYER_LIMIT)
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states.setFlag(bEndArmy2->tempOwner, &PlayerStatus::engagedIntoBattle, false);
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if(!duel)
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{
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//unblock engaged players
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if(bEndArmy1->tempOwner<PLAYER_LIMIT)
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states.setFlag(bEndArmy1->tempOwner, &PlayerStatus::engagedIntoBattle, false);
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if(bEndArmy2 && bEndArmy2->tempOwner<PLAYER_LIMIT)
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states.setFlag(bEndArmy2->tempOwner, &PlayerStatus::engagedIntoBattle, false);
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}
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//end battle, remove all info, free memory
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giveExp(*battleResult.data);
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@ -345,25 +349,29 @@ void CGameHandler::endBattle(int3 tile, const CGHeroInstance *hero1, const CGHer
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CasualtiesAfterBattle cab1(bEndArmy1, gs->curB), cab2(bEndArmy2, gs->curB); //calculate casualties before deleting battle
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sendAndApply(battleResult.data);
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cab1.takeFromArmy(this); cab2.takeFromArmy(this); //take casualties after battle is deleted
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//if one hero has lost we will erase him
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if(battleResult.data->winner!=0 && hero1)
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if(!duel)
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{
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RemoveObject ro(hero1->id);
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sendAndApply(&ro);
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}
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if(battleResult.data->winner!=1 && hero2)
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{
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RemoveObject ro(hero2->id);
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sendAndApply(&ro);
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}
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cab1.takeFromArmy(this); cab2.takeFromArmy(this); //take casualties after battle is deleted
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//give exp
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if(battleResult.data->exp[0] && hero1)
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changePrimSkill(hero1->id,4,battleResult.data->exp[0]);
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if(battleResult.data->exp[1] && hero2)
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changePrimSkill(hero2->id,4,battleResult.data->exp[1]);
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//if one hero has lost we will erase him
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if(battleResult.data->winner!=0 && hero1)
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{
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RemoveObject ro(hero1->id);
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sendAndApply(&ro);
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}
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if(battleResult.data->winner!=1 && hero2)
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{
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RemoveObject ro(hero2->id);
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sendAndApply(&ro);
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}
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//give exp
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if(battleResult.data->exp[0] && hero1)
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changePrimSkill(hero1->id,4,battleResult.data->exp[0]);
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if(battleResult.data->exp[1] && hero2)
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changePrimSkill(hero2->id,4,battleResult.data->exp[1]);
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}
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sendAndApply(&resultsApplied);
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@ -374,6 +382,14 @@ void CGameHandler::endBattle(int3 tile, const CGHeroInstance *hero1, const CGHer
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battleEndCallback = 0;
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}
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if(duel)
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{
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CSaveFile resultFile("result.vdrst");
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resultFile << battleResult.data;
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return;
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}
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// Necromancy if applicable.
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const CGHeroInstance *winnerHero = battleResult.data->winner != 0 ? hero2 : hero1;
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const CGHeroInstance *loserHero = battleResult.data->winner != 0 ? hero1 : hero2;
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@ -645,6 +661,7 @@ CGameHandler::CGameHandler(void)
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applier = new CApplier<CBaseForGHApply>;
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registerTypes3(*applier);
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visitObjectAfterVictory = false;
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battleEndCallback = NULL;
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}
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CGameHandler::~CGameHandler(void)
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@ -1934,6 +1951,12 @@ void CGameHandler::save( const std::string &fname )
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void CGameHandler::close()
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{
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tlog0 << "We have been requested to close.\n";
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if(gs->initialOpts->mode == StartInfo::DUEL)
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{
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exit(0);
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}
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//BOOST_FOREACH(CConnection *cc, conns)
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// if(cc && cc->socket && cc->socket->is_open())
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// cc->socket->close();
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