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Merge pull request #181 from vcmi/feature/drawbridgeMechanics
Feature/drawbridge mechanics
This commit is contained in:
commit
c550484613
@ -108,7 +108,7 @@ BattleAction CStupidAI::activeStack( const CStack * stack )
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if(stack->type->idNumber == CreatureID::CATAPULT)
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{
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BattleAction attack;
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static const std::vector<int> wallHexes = {50, 183, 182, 130, 62, 29, 12, 95};
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static const std::vector<int> wallHexes = {50, 183, 182, 130, 78, 29, 12, 95};
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attack.destinationTile = *RandomGeneratorUtil::nextItem(wallHexes, CRandomGenerator::getDefault());
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attack.actionType = Battle::CATAPULT;
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@ -11,6 +11,9 @@ GENERAL:
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* New cheat code:
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- vcmiglaurung - gives 5000 crystal dragons into each slot
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BATTLES:
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* Drawbridge mechanics implemented (animation still missing)
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ADVETURE AI:
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* Fixed AI trying to go through underground rock
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* Fixed several cases causing AI wandering aimlessly
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@ -1012,6 +1012,14 @@ void CPlayerInterface::battleObstaclePlaced(const CObstacleInstance &obstacle)
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battleInt->obstaclePlaced(obstacle);
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}
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void CPlayerInterface::battleGateStateChanged(const EGateState state)
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{
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EVENT_HANDLER_CALLED_BY_CLIENT;
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BATTLE_EVENT_POSSIBLE_RETURN;
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battleInt->gateStateChanged(state);
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}
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void CPlayerInterface::yourTacticPhase(int distance)
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{
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THREAD_CREATED_BY_CLIENT;
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@ -220,6 +220,7 @@ public:
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void battleCatapultAttacked(const CatapultAttack & ca) override; //called when catapult makes an attack
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void battleStacksRemoved(const BattleStacksRemoved & bsr) override; //called when certain stack is completely removed from battlefield
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void battleObstaclePlaced(const CObstacleInstance &obstacle) override;
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void battleGateStateChanged(const EGateState state) override;
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void yourTacticPhase(int distance) override;
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//-------------//
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@ -658,6 +658,11 @@ void BattleObstaclePlaced::applyCl(CClient * cl)
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BATTLE_INTERFACE_CALL_IF_PRESENT_FOR_BOTH_SIDES(battleObstaclePlaced, *obstacle);
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}
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void BattleUpdateGateState::applyFirstCl(CClient * cl)
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{
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BATTLE_INTERFACE_CALL_IF_PRESENT_FOR_BOTH_SIDES(battleGateStateChanged, state);
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}
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void BattleResult::applyFirstCl( CClient *cl )
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{
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BATTLE_INTERFACE_CALL_IF_PRESENT_FOR_BOTH_SIDES(battleEnd,this);
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@ -1218,9 +1218,14 @@ void CBattleInterface::stackIsCatapulting(const CatapultAttack & ca)
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for(auto attackInfo : ca.attackedParts)
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{
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SDL_FreeSurface(siegeH->walls[attackInfo.attackedPart + 2]);
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siegeH->walls[attackInfo.attackedPart + 2] = BitmapHandler::loadBitmap(
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siegeH->getSiegeName(attackInfo.attackedPart + 2, curInt->cb->battleGetWallState(attackInfo.attackedPart)));
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int wallId = attackInfo.attackedPart + 2;
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//gate state changing handled separately
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if(wallId == SiegeHelper::GATE)
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continue;
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SDL_FreeSurface(siegeH->walls[wallId]);
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siegeH->walls[wallId] = BitmapHandler::loadBitmap(
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siegeH->getSiegeName(wallId, curInt->cb->battleGetWallState(attackInfo.attackedPart)));
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}
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}
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@ -2735,6 +2740,37 @@ void CBattleInterface::obstaclePlaced(const CObstacleInstance & oi)
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//CCS->soundh->playSound(sound);
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}
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void CBattleInterface::gateStateChanged(const EGateState state)
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{
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auto oldState = curInt->cb->battleGetGateState();
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bool playSound = false;
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int stateId = EWallState::NONE;
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switch(state)
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{
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case EGateState::CLOSED:
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if(oldState != EGateState::BLOCKED)
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playSound = true;
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break;
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case EGateState::BLOCKED:
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if(oldState != EGateState::CLOSED)
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playSound = true;
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break;
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case EGateState::OPENED:
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playSound = true;
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stateId = EWallState::DAMAGED;
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break;
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case EGateState::DESTROYED:
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stateId = EWallState::DESTROYED;
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break;
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}
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SDL_FreeSurface(siegeH->walls[SiegeHelper::GATE]);
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if(stateId != EWallState::NONE)
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siegeH->walls[SiegeHelper::GATE] = BitmapHandler::loadBitmap(siegeH->getSiegeName(SiegeHelper::GATE, stateId));
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if(playSound)
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CCS->soundh->playSound(soundBase::DRAWBRG);
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}
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const CGHeroInstance * CBattleInterface::currentHero() const
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{
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if(attackingHeroInstance->tempOwner == curInt->playerID)
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@ -2791,11 +2827,11 @@ void CBattleInterface::requestAutofightingAIToTakeAction()
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}
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CBattleInterface::SiegeHelper::SiegeHelper(const CGTownInstance *siegeTown, const CBattleInterface * _owner)
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: owner(_owner), town(siegeTown)
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: owner(_owner), town(siegeTown)
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{
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for(int g = 0; g < ARRAY_COUNT(walls); ++g)
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{
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walls[g] = BitmapHandler::loadBitmap( getSiegeName(g) );
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walls[g] = BitmapHandler::loadBitmap(getSiegeName(g));
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}
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}
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@ -2834,75 +2870,83 @@ std::string CBattleInterface::SiegeHelper::getSiegeName(ui16 what, int state) co
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switch(what)
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{
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case 0: //background
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case SiegeHelper::BACKGROUND:
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return prefix + "BACK.BMP";
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case 1: //background wall
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case SiegeHelper::BACKGROUND_WALL:
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{
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switch(town->town->faction->index)
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{
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case 5: case 4: case 1: case 6:
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case ETownType::RAMPART:
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case ETownType::NECROPOLIS:
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case ETownType::DUNGEON:
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case ETownType::STRONGHOLD:
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return prefix + "TPW1.BMP";
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default:
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return prefix + "TPWL.BMP";
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}
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}
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case 2: //keep
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case SiegeHelper::KEEP:
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return prefix + "MAN" + addit + ".BMP";
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case 3: //bottom tower
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case SiegeHelper::BOTTOM_TOWER:
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return prefix + "TW1" + addit + ".BMP";
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case 4: //bottom wall
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case SiegeHelper::BOTTOM_WALL:
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return prefix + "WA1" + addit + ".BMP";
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case 5: //below gate
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case SiegeHelper::WALL_BELLOW_GATE:
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return prefix + "WA3" + addit + ".BMP";
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case 6: //over gate
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case SiegeHelper::WALL_OVER_GATE:
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return prefix + "WA4" + addit + ".BMP";
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case 7: //upper wall
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case SiegeHelper::UPPER_WALL:
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return prefix + "WA6" + addit + ".BMP";
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case 8: //upper tower
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case SiegeHelper::UPPER_TOWER:
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return prefix + "TW2" + addit + ".BMP";
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case 9: //gate
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case SiegeHelper::GATE:
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return prefix + "DRW" + addit + ".BMP";
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case 10: //gate arch
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case SiegeHelper::GATE_ARCH:
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return prefix + "ARCH.BMP";
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case 11: //bottom static wall
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case SiegeHelper::BOTTOM_STATIC_WALL:
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return prefix + "WA2.BMP";
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case 12: //upper static wall
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case SiegeHelper::UPPER_STATIC_WALL:
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return prefix + "WA5.BMP";
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case 13: //moat
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case SiegeHelper::MOAT:
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return prefix + "MOAT.BMP";
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case 14: //mlip
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case SiegeHelper::BACKGROUND_MOAT:
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return prefix + "MLIP.BMP";
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case 15: //keep creature cover
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case SiegeHelper::KEEP_BATTLEMENT:
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return prefix + "MANC.BMP";
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case 16: //bottom turret creature cover
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case SiegeHelper::BOTTOM_BATTLEMENT:
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return prefix + "TW1C.BMP";
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case 17: //upper turret creature cover
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case SiegeHelper::UPPER_BATTLEMENT:
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return prefix + "TW2C.BMP";
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default:
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return "";
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}
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}
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/// What: 1. background wall, 2. keep, 3. bottom tower, 4. bottom wall, 5. wall below gate,
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/// 6. wall over gate, 7. upper wall, 8. upper tower, 9. gate, 10. gate arch, 11. bottom static wall, 12. upper static wall, 13. moat, 14. mlip,
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/// 15. keep turret cover, 16. lower turret cover, 17. upper turret cover
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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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auto & ci = town->town->clientInfo;
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if (what >= 1 && what <= 17)
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if (vstd::iswithin(what, 1, 17))
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{
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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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&& (what == SiegeHelper::MOAT || what == SiegeHelper::BACKGROUND_MOAT))
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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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//gate have no displayed bitmap when drawbridge is raised
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if(what == SiegeHelper::GATE)
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{
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auto gateState = owner->curInt->cb->battleGetGateState();
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if(gateState != EGateState::OPENED && gateState != EGateState::DESTROYED)
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return;
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}
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blitAt(walls[what], pos.x, pos.y, to);
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}
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}
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@ -3004,7 +3048,7 @@ void CBattleInterface::showAbsoluteObstacles(SDL_Surface * to)
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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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siegeH->printPartOfWall(to, SiegeHelper::BACKGROUND_MOAT);
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}
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void CBattleInterface::showHighlightedHexes(SDL_Surface * to)
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@ -3415,29 +3459,29 @@ BattleObjectsByHex CBattleInterface::sortObjectsByHex()
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// Sort wall parts
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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[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.hex[45].walls.push_back(12); // 12. upper static wall
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sorted.beforeAll.walls.push_back(SiegeHelper::BACKGROUND_WALL);
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sorted.hex[135].walls.push_back(SiegeHelper::KEEP);
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sorted.afterAll.walls.push_back(SiegeHelper::BOTTOM_TOWER);
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sorted.hex[182].walls.push_back(SiegeHelper::BOTTOM_WALL);
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sorted.hex[130].walls.push_back(SiegeHelper::WALL_BELLOW_GATE);
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sorted.hex[78].walls.push_back(SiegeHelper::WALL_OVER_GATE);
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sorted.hex[12].walls.push_back(SiegeHelper::UPPER_WALL);
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sorted.beforeAll.walls.push_back(SiegeHelper::UPPER_TOWER);
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sorted.hex[94].walls.push_back(SiegeHelper::GATE);
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sorted.hex[112].walls.push_back(SiegeHelper::GATE_ARCH);
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sorted.hex[165].walls.push_back(SiegeHelper::BOTTOM_STATIC_WALL);
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sorted.hex[45].walls.push_back(SiegeHelper::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(15); // 15. keep turret cover
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sorted.beforeAll.walls.push_back(SiegeHelper::MOAT);
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//sorted.beforeAll.walls.push_back(SiegeHelper::BACKGROUND_MOAT); // blit as absolute obstacle
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sorted.hex[135].walls.push_back(SiegeHelper::KEEP_BATTLEMENT);
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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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sorted.afterAll.walls.push_back(SiegeHelper::BOTTOM_BATTLEMENT);
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sorted.beforeAll.walls.push_back(SiegeHelper::UPPER_BATTLEMENT);
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}
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}
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return sorted;
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@ -148,7 +148,7 @@ private:
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void activateStack(); //sets activeStack to stackToActivate etc. //FIXME: No, it's not clear at all
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std::vector<BattleHex> occupyableHexes, //hexes available for active stack
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attackableHexes; //hexes attackable by active stack
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bool stackCountOutsideHexes[GameConstants::BFIELD_SIZE]; // hexes that when in front of a unit cause it's amount box to move back
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bool stackCountOutsideHexes[GameConstants::BFIELD_SIZE]; // hexes that when in front of a unit cause it's amount box to move back
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BattleHex previouslyHoveredHex; //number of hex that was hovered by the cursor a while ago
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BattleHex currentlyHoveredHex; //number of hex that is supposed to be hovered (for a while it may be inappropriately set, but will be renewed soon)
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int attackingHex; //hex from which the stack would perform attack with current cursor
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@ -198,16 +198,32 @@ private:
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SiegeHelper(const CGTownInstance * siegeTown, const CBattleInterface * _owner); //c-tor
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~SiegeHelper(); //d-tor
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//filename getters
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//what: 0 - background, 1 - background wall, 2 - keep, 3 - bottom tower, 4 - bottom wall,
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// 5 - below gate, 6 - over gate, 7 - upper wall, 8 - upper tower, 9 - gate,
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// 10 - gate arch, 11 - bottom static 12 - upper static, 13 - moat, 14 - moat background,
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// 15 - keep battlement, 16 - bottom battlement, 17 - upper battlement;
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// state uses EWallState enum
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std::string getSiegeName(ui16 what) const;
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std::string getSiegeName(ui16 what, int state) const;
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std::string getSiegeName(ui16 what, int state) const; // state uses EWallState enum
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void printPartOfWall(SDL_Surface * to, int what);//what: 1 - background wall, 2 - keep, 3 - bottom tower, 4 - bottom wall, 5 - below gate, 6 - over gate, 7 - upper wall, 8 - uppert tower, 9 - gate, 10 - gate arch, 11 - bottom static wall, 12 - upper static wall, 15 - keep creature cover, 16 - bottom turret creature cover, 17 - upper turret creature cover
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void printPartOfWall(SDL_Surface * to, int what);
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enum EWallVisual
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{
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BACKGROUND = 0,
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BACKGROUND_WALL = 1,
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KEEP,
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BOTTOM_TOWER,
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BOTTOM_WALL,
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WALL_BELLOW_GATE,
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WALL_OVER_GATE,
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UPPER_WALL,
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UPPER_TOWER,
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GATE,
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GATE_ARCH,
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BOTTOM_STATIC_WALL,
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UPPER_STATIC_WALL,
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MOAT,
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BACKGROUND_MOAT,
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KEEP_BATTLEMENT,
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BOTTOM_BATTLEMENT,
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UPPER_BATTLEMENT
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};
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friend class CBattleInterface;
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} * siegeH;
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@ -341,6 +357,8 @@ public:
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BattleHex fromWhichHexAttack(BattleHex myNumber);
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void obstaclePlaced(const CObstacleInstance & oi);
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void gateStateChanged(const EGateState state);
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const CGHeroInstance * currentHero() const;
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InfoAboutHero enemyHero() const;
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|
@ -327,6 +327,8 @@ BattleInfo * BattleInfo::setupBattle( int3 tile, ETerrainType terrain, BFieldTyp
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//setting up siege obstacles
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if (town && town->hasFort())
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{
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curB->si.gateState = EGateState::CLOSED;
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for (int b = 0; b < curB->si.wallState.size(); ++b)
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{
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curB->si.wallState[b] = EWallState::INTACT;
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|
@ -33,6 +33,7 @@ class CRandomGenerator;
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struct DLL_LINKAGE SiegeInfo
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{
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std::array<si8, EWallPart::PARTS_COUNT> wallState;
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EGateState gateState;
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// return EWallState decreased by value of damage points
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static EWallState::EWallState applyDamage(EWallState::EWallState state, unsigned int value)
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@ -51,7 +52,7 @@ struct DLL_LINKAGE SiegeInfo
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template <typename Handler> void serialize(Handler &h, const int version)
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{
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h & wallState;
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h & wallState & gateState;
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}
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};
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|
@ -62,13 +62,13 @@ namespace SiegeStuffThatShouldBeMovedToHandlers // <=== TODO
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std::make_pair(183, EWallPart::BOTTOM_TOWER),
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std::make_pair(182, EWallPart::BOTTOM_WALL),
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std::make_pair(130, EWallPart::BELOW_GATE),
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std::make_pair(62, EWallPart::OVER_GATE),
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std::make_pair(78, EWallPart::OVER_GATE),
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std::make_pair(29, EWallPart::UPPER_WALL),
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std::make_pair(12, EWallPart::UPPER_TOWER),
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std::make_pair(95, EWallPart::INDESTRUCTIBLE_PART_OF_GATE),
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std::make_pair(96, EWallPart::GATE),
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std::make_pair(45, EWallPart::INDESTRUCTIBLE_PART),
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std::make_pair(78, EWallPart::INDESTRUCTIBLE_PART),
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std::make_pair(62, EWallPart::INDESTRUCTIBLE_PART),
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std::make_pair(112, EWallPart::INDESTRUCTIBLE_PART),
|
||||
std::make_pair(147, EWallPart::INDESTRUCTIBLE_PART)
|
||||
};
|
||||
@ -442,6 +442,15 @@ si8 CBattleInfoEssentials::battleGetWallState(int partOfWall) const
|
||||
return getBattle()->si.wallState[partOfWall];
|
||||
}
|
||||
|
||||
EGateState CBattleInfoEssentials::battleGetGateState() const
|
||||
{
|
||||
RETURN_IF_NOT_BATTLE(EGateState::NONE);
|
||||
if(getBattle()->town == nullptr || getBattle()->town->fortLevel() == CGTownInstance::NONE)
|
||||
return EGateState::NONE;
|
||||
|
||||
return getBattle()->si.gateState;
|
||||
}
|
||||
|
||||
si8 CBattleInfoCallback::battleHasWallPenalty( const CStack * stack, BattleHex destHex ) const
|
||||
{
|
||||
return battleHasWallPenalty(stack, stack->position, destHex);
|
||||
@ -1134,9 +1143,20 @@ AccessibilityInfo CBattleInfoCallback::getAccesibility() const
|
||||
}
|
||||
|
||||
//gate -> should be before stacks
|
||||
if(battleGetSiegeLevel() > 0 && battleGetWallState(EWallPart::GATE) != EWallState::DESTROYED)
|
||||
if(battleGetSiegeLevel() > 0)
|
||||
{
|
||||
ret[95] = ret[96] = EAccessibility::GATE; //block gate's hexes
|
||||
EAccessibility::EAccessibility accessability = EAccessibility::ACCESSIBLE;
|
||||
switch(battleGetGateState())
|
||||
{
|
||||
case EGateState::CLOSED:
|
||||
accessability = EAccessibility::GATE;
|
||||
break;
|
||||
|
||||
case EGateState::BLOCKED:
|
||||
accessability = EAccessibility::UNAVAILABLE;
|
||||
break;
|
||||
}
|
||||
ret[ESiegeHex::GATE_OUTER] = ret[ESiegeHex::GATE_INNER] = accessability;
|
||||
}
|
||||
|
||||
//tiles occupied by standing stacks
|
||||
@ -1157,14 +1177,19 @@ AccessibilityInfo CBattleInfoCallback::getAccesibility() const
|
||||
//walls
|
||||
if(battleGetSiegeLevel() > 0)
|
||||
{
|
||||
static const int permanentlyLocked[] = {12, 45, 78, 112, 147, 165};
|
||||
static const int permanentlyLocked[] = {12, 45, 62, 112, 147, 165};
|
||||
for(auto hex : permanentlyLocked)
|
||||
ret[hex] = EAccessibility::UNAVAILABLE;
|
||||
|
||||
//TODO likely duplicated logic
|
||||
static const std::pair<int, BattleHex> lockedIfNotDestroyed[] = //(which part of wall, which hex is blocked if this part of wall is not destroyed
|
||||
{std::make_pair(2, BattleHex(182)), std::make_pair(3, BattleHex(130)),
|
||||
std::make_pair(4, BattleHex(62)), std::make_pair(5, BattleHex(29))};
|
||||
static const std::pair<int, BattleHex> lockedIfNotDestroyed[] =
|
||||
{
|
||||
//which part of wall, which hex is blocked if this part of wall is not destroyed
|
||||
std::make_pair(2, BattleHex(ESiegeHex::DESTRUCTIBLE_WALL_4)),
|
||||
std::make_pair(3, BattleHex(ESiegeHex::DESTRUCTIBLE_WALL_3)),
|
||||
std::make_pair(4, BattleHex(ESiegeHex::DESTRUCTIBLE_WALL_2)),
|
||||
std::make_pair(5, BattleHex(ESiegeHex::DESTRUCTIBLE_WALL_1))
|
||||
};
|
||||
|
||||
for(auto & elem : lockedIfNotDestroyed)
|
||||
{
|
||||
|
@ -199,6 +199,7 @@ public:
|
||||
// for determining state of a part of the wall; format: parameter [0] - keep, [1] - bottom tower, [2] - bottom wall,
|
||||
// [3] - below gate, [4] - over gate, [5] - upper wall, [6] - uppert tower, [7] - gate; returned value: 1 - intact, 2 - damaged, 3 - destroyed; 0 - no battle
|
||||
si8 battleGetWallState(int partOfWall) const;
|
||||
EGateState battleGetGateState() const;
|
||||
|
||||
//helpers
|
||||
///returns all stacks, alive or dead or undead or mechanical :)
|
||||
|
@ -513,6 +513,29 @@ namespace EWallState
|
||||
};
|
||||
}
|
||||
|
||||
enum class EGateState : ui8
|
||||
{
|
||||
NONE,
|
||||
CLOSED,
|
||||
BLOCKED, //dead or alive stack blocking from outside
|
||||
OPENED,
|
||||
DESTROYED
|
||||
};
|
||||
|
||||
namespace ESiegeHex
|
||||
{
|
||||
enum ESiegeHex : si16
|
||||
{
|
||||
DESTRUCTIBLE_WALL_1 = 29,
|
||||
DESTRUCTIBLE_WALL_2 = 78,
|
||||
DESTRUCTIBLE_WALL_3 = 130,
|
||||
DESTRUCTIBLE_WALL_4 = 182,
|
||||
GATE_BRIDGE = 94,
|
||||
GATE_OUTER = 95,
|
||||
GATE_INNER = 96
|
||||
};
|
||||
}
|
||||
|
||||
namespace ETileType
|
||||
{
|
||||
enum ETileType
|
||||
|
@ -69,6 +69,7 @@ public:
|
||||
virtual void battleCatapultAttacked(const CatapultAttack & ca){}; //called when catapult makes an attack
|
||||
virtual void battleStacksRemoved(const BattleStacksRemoved & bsr){}; //called when certain stack is completely removed from battlefield
|
||||
virtual void battleObstaclePlaced(const CObstacleInstance &obstacle){};
|
||||
virtual void battleGateStateChanged(const EGateState state){};
|
||||
};
|
||||
|
||||
class DLL_LINKAGE IGameEventsReceiver
|
||||
|
@ -1689,6 +1689,21 @@ struct BattleObstaclePlaced : public CPackForClient //3020
|
||||
}
|
||||
};
|
||||
|
||||
struct BattleUpdateGateState : public CPackForClient//3021
|
||||
{
|
||||
BattleUpdateGateState(){type = 3021;};
|
||||
|
||||
void applyFirstCl(CClient *cl);
|
||||
|
||||
DLL_LINKAGE void applyGs(CGameState *gs);
|
||||
|
||||
EGateState state;
|
||||
template <typename Handler> void serialize(Handler &h, const int version)
|
||||
{
|
||||
h & state;
|
||||
}
|
||||
};
|
||||
|
||||
|
||||
struct ShowInInfobox : public CPackForClient //107
|
||||
{
|
||||
|
@ -1225,6 +1225,12 @@ DLL_LINKAGE void BattleObstaclePlaced::applyGs( CGameState *gs )
|
||||
gs->curB->obstacles.push_back(obstacle);
|
||||
}
|
||||
|
||||
DLL_LINKAGE void BattleUpdateGateState::applyGs(CGameState *gs)
|
||||
{
|
||||
if(gs->curB)
|
||||
gs->curB->si.gateState = state;
|
||||
}
|
||||
|
||||
void BattleResult::applyGs( CGameState *gs )
|
||||
{
|
||||
for (CStack *s : gs->curB->stacks)
|
||||
|
@ -270,6 +270,7 @@ void registerTypesClientPacks2(Serializer &s)
|
||||
s.template registerType<CPackForClient, SetStackEffect>();
|
||||
s.template registerType<CPackForClient, BattleTriggerEffect>();
|
||||
s.template registerType<CPackForClient, BattleObstaclePlaced>();
|
||||
s.template registerType<CPackForClient, BattleUpdateGateState>();
|
||||
s.template registerType<CPackForClient, BattleSetStackProperty>();
|
||||
s.template registerType<CPackForClient, StacksInjured>();
|
||||
s.template registerType<CPackForClient, BattleResultsApplied>();
|
||||
|
@ -1005,7 +1005,8 @@ int CGameHandler::moveStack(int stack, BattleHex dest)
|
||||
assert(gs->curB->isInTacticRange(dest));
|
||||
}
|
||||
|
||||
if(curStack->position == dest)
|
||||
auto start = curStack->position;
|
||||
if(start == dest)
|
||||
return 0;
|
||||
|
||||
//initing necessary tables
|
||||
@ -1032,16 +1033,60 @@ int CGameHandler::moveStack(int stack, BattleHex dest)
|
||||
return 0;
|
||||
}
|
||||
|
||||
std::pair< std::vector<BattleHex>, int > path = gs->curB->getPath(curStack->position, dest, curStack);
|
||||
bool canUseGate = false;
|
||||
auto dbState = gs->curB->si.gateState;
|
||||
if(battleGetSiegeLevel() > 0 && !curStack->attackerOwned &&
|
||||
dbState != EGateState::DESTROYED &&
|
||||
dbState != EGateState::BLOCKED)
|
||||
{
|
||||
canUseGate = true;
|
||||
}
|
||||
|
||||
std::pair< std::vector<BattleHex>, int > path = gs->curB->getPath(start, dest, curStack);
|
||||
|
||||
ret = path.second;
|
||||
|
||||
int creSpeed = gs->curB->tacticDistance ? GameConstants::BFIELD_SIZE : curStack->Speed();
|
||||
|
||||
auto isGateDrawbridgeHex = [&](BattleHex hex) -> bool
|
||||
{
|
||||
if(gs->curB->town->subID == ETownType::FORTRESS && hex == ESiegeHex::GATE_BRIDGE)
|
||||
return true;
|
||||
if(hex == ESiegeHex::GATE_OUTER)
|
||||
return true;
|
||||
if(hex == ESiegeHex::GATE_INNER)
|
||||
return true;
|
||||
|
||||
return false;
|
||||
};
|
||||
|
||||
auto occupyGateDrawbridgeHex = [&](BattleHex hex) -> bool
|
||||
{
|
||||
if(isGateDrawbridgeHex(hex))
|
||||
return true;
|
||||
|
||||
if(curStack->doubleWide())
|
||||
{
|
||||
BattleHex otherHex = curStack->occupiedHex(hex);
|
||||
if(otherHex.isValid() && isGateDrawbridgeHex(otherHex))
|
||||
return true;
|
||||
}
|
||||
|
||||
return false;
|
||||
};
|
||||
|
||||
if(curStack->hasBonusOfType(Bonus::FLYING))
|
||||
{
|
||||
if(path.second <= creSpeed && path.first.size() > 0)
|
||||
{
|
||||
if(canUseGate && dbState != EGateState::OPENED &&
|
||||
occupyGateDrawbridgeHex(dest))
|
||||
{
|
||||
BattleUpdateGateState db;
|
||||
db.state = EGateState::OPENED;
|
||||
sendAndApply(&db);
|
||||
}
|
||||
|
||||
//inform clients about move
|
||||
BattleStackMoved sm;
|
||||
sm.stack = curStack->ID;
|
||||
@ -1059,6 +1104,72 @@ int CGameHandler::moveStack(int stack, BattleHex dest)
|
||||
std::vector<BattleHex> tiles;
|
||||
const int tilesToMove = std::max((int)(path.first.size() - creSpeed), 0);
|
||||
int v = path.first.size()-1;
|
||||
path.first.push_back(start);
|
||||
|
||||
// check if gate need to be open or closed at some point
|
||||
BattleHex openGateAtHex, gateMayCloseAtHex;
|
||||
if(canUseGate)
|
||||
{
|
||||
for(int i = path.first.size()-1; i >= 0; i--)
|
||||
{
|
||||
auto needOpenGates = [&](BattleHex hex) -> bool
|
||||
{
|
||||
if(gs->curB->town->subID == ETownType::FORTRESS && hex == ESiegeHex::GATE_BRIDGE)
|
||||
return true;
|
||||
if(hex == ESiegeHex::GATE_BRIDGE && i-1 >= 0 && path.first[i-1] == ESiegeHex::GATE_OUTER)
|
||||
return true;
|
||||
else if(hex == ESiegeHex::GATE_OUTER || hex == ESiegeHex::GATE_INNER)
|
||||
return true;
|
||||
|
||||
return false;
|
||||
};
|
||||
|
||||
auto hex = path.first[i];
|
||||
if(!openGateAtHex.isValid() && dbState != EGateState::OPENED)
|
||||
{
|
||||
if(needOpenGates(hex))
|
||||
openGateAtHex = path.first[i+1];
|
||||
|
||||
//TODO we need find batter way to handle double-wide stacks
|
||||
//currently if only second occupied stack part is standing on gate / bridge hex then stack will start to wait for bridge to lower before it's needed. Though this is just a visual bug.
|
||||
if(curStack->doubleWide())
|
||||
{
|
||||
BattleHex otherHex = curStack->occupiedHex(hex);
|
||||
if(otherHex.isValid() && needOpenGates(otherHex))
|
||||
openGateAtHex = path.first[i+2];
|
||||
}
|
||||
|
||||
//gate may be opened and then closed during stack movement, but not other way around
|
||||
if(openGateAtHex.isValid())
|
||||
dbState = EGateState::OPENED;
|
||||
}
|
||||
|
||||
if(!gateMayCloseAtHex.isValid() && dbState != EGateState::CLOSED)
|
||||
{
|
||||
if(hex == ESiegeHex::GATE_INNER && i-1 >= 0 && path.first[i-1] != ESiegeHex::GATE_OUTER)
|
||||
{
|
||||
gateMayCloseAtHex = path.first[i-1];
|
||||
}
|
||||
if(gs->curB->town->subID == ETownType::FORTRESS)
|
||||
{
|
||||
if(hex == ESiegeHex::GATE_BRIDGE && i-1 >= 0 && path.first[i-1] != ESiegeHex::GATE_OUTER)
|
||||
{
|
||||
gateMayCloseAtHex = path.first[i-1];
|
||||
}
|
||||
else if(hex == ESiegeHex::GATE_OUTER && i-1 >= 0 &&
|
||||
path.first[i-1] != ESiegeHex::GATE_INNER &&
|
||||
path.first[i-1] != ESiegeHex::GATE_BRIDGE)
|
||||
{
|
||||
gateMayCloseAtHex = path.first[i-1];
|
||||
}
|
||||
}
|
||||
else if(hex == ESiegeHex::GATE_OUTER && i-1 >= 0 && path.first[i-1] != ESiegeHex::GATE_INNER)
|
||||
{
|
||||
gateMayCloseAtHex = path.first[i-1];
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
bool stackIsMoving = true;
|
||||
|
||||
@ -1070,22 +1181,35 @@ int CGameHandler::moveStack(int stack, BattleHex dest)
|
||||
break;
|
||||
}
|
||||
|
||||
for(bool obstacleHit = false; (!obstacleHit) && (v >= tilesToMove); --v)
|
||||
bool gateStateChanging = false;
|
||||
//special handling for opening gate on from starting hex
|
||||
if(openGateAtHex.isValid() && openGateAtHex == start)
|
||||
gateStateChanging = true;
|
||||
else
|
||||
{
|
||||
BattleHex hex = path.first[v];
|
||||
tiles.push_back(hex);
|
||||
|
||||
//if we walked onto something, finalize this portion of stack movement check into obstacle
|
||||
if((obstacle = battleGetObstacleOnPos(hex, false)))
|
||||
obstacleHit = true;
|
||||
|
||||
if(curStack->doubleWide())
|
||||
for(bool obstacleHit = false; (!obstacleHit) && (!gateStateChanging) && (v >= tilesToMove); --v)
|
||||
{
|
||||
BattleHex otherHex = curStack->occupiedHex(hex);
|
||||
BattleHex hex = path.first[v];
|
||||
tiles.push_back(hex);
|
||||
|
||||
//two hex creature hit obstacle by backside
|
||||
if(otherHex.isValid() && ((obstacle2 = battleGetObstacleOnPos(otherHex, false))))
|
||||
if((openGateAtHex.isValid() && openGateAtHex == hex) ||
|
||||
(gateMayCloseAtHex.isValid() && gateMayCloseAtHex == hex))
|
||||
{
|
||||
gateStateChanging = true;
|
||||
}
|
||||
|
||||
//if we walked onto something, finalize this portion of stack movement check into obstacle
|
||||
if((obstacle = battleGetObstacleOnPos(hex, false)))
|
||||
obstacleHit = true;
|
||||
|
||||
if(curStack->doubleWide())
|
||||
{
|
||||
BattleHex otherHex = curStack->occupiedHex(hex);
|
||||
|
||||
//two hex creature hit obstacle by backside
|
||||
if(otherHex.isValid() && ((obstacle2 = battleGetObstacleOnPos(otherHex, false))))
|
||||
obstacleHit = true;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@ -1121,6 +1245,26 @@ int CGameHandler::moveStack(int stack, BattleHex dest)
|
||||
processObstacle(obstacle);
|
||||
if(curStack->alive())
|
||||
processObstacle(obstacle2);
|
||||
|
||||
if(gateStateChanging)
|
||||
{
|
||||
if(curStack->position == openGateAtHex)
|
||||
{
|
||||
openGateAtHex = BattleHex();
|
||||
//only open gate if stack is still alive
|
||||
if(curStack->alive())
|
||||
{
|
||||
BattleUpdateGateState db;
|
||||
db.state = EGateState::OPENED;
|
||||
sendAndApply(&db);
|
||||
}
|
||||
}
|
||||
else if(curStack->position == gateMayCloseAtHex)
|
||||
{
|
||||
gateMayCloseAtHex = BattleHex();
|
||||
updateGateState();
|
||||
}
|
||||
}
|
||||
}
|
||||
else
|
||||
//movement finished normally: we reached destination
|
||||
@ -1731,8 +1875,13 @@ void CGameHandler::setupBattle( int3 tile, const CArmedInstance *armies[2], cons
|
||||
sendAndApply(&bs);
|
||||
}
|
||||
|
||||
void CGameHandler::checkForBattleEnd()
|
||||
void CGameHandler::checkBattleStateChanges()
|
||||
{
|
||||
//check if drawbridge state need to be changes
|
||||
if(battleGetSiegeLevel() > 0)
|
||||
updateGateState();
|
||||
|
||||
//check if battle ended
|
||||
if(auto result = battleIsFinished())
|
||||
{
|
||||
setBattleResult(BattleResult::NORMAL, *result);
|
||||
@ -3466,6 +3615,39 @@ bool CGameHandler::queryReply(QueryID qid, ui32 answer, PlayerColor player)
|
||||
|
||||
static EndAction end_action;
|
||||
|
||||
void CGameHandler::updateGateState()
|
||||
{
|
||||
BattleUpdateGateState db;
|
||||
db.state = gs->curB->si.gateState;
|
||||
if(gs->curB->si.wallState[EWallPart::GATE] == EWallState::DESTROYED)
|
||||
{
|
||||
db.state = EGateState::DESTROYED;
|
||||
}
|
||||
else if(db.state == EGateState::OPENED)
|
||||
{
|
||||
if(!gs->curB->battleGetStackByPos(BattleHex(ESiegeHex::GATE_OUTER), false) &&
|
||||
!gs->curB->battleGetStackByPos(BattleHex(ESiegeHex::GATE_INNER), false))
|
||||
{
|
||||
if(gs->curB->town->subID == ETownType::FORTRESS)
|
||||
{
|
||||
if(!gs->curB->battleGetStackByPos(BattleHex(ESiegeHex::GATE_BRIDGE), false))
|
||||
db.state = EGateState::CLOSED;
|
||||
}
|
||||
else if(gs->curB->battleGetStackByPos(BattleHex(ESiegeHex::GATE_BRIDGE)))
|
||||
db.state = EGateState::BLOCKED;
|
||||
else
|
||||
db.state = EGateState::CLOSED;
|
||||
}
|
||||
}
|
||||
else if(gs->curB->battleGetStackByPos(BattleHex(ESiegeHex::GATE_BRIDGE), false))
|
||||
db.state = EGateState::BLOCKED;
|
||||
else
|
||||
db.state = EGateState::CLOSED;
|
||||
|
||||
if(db.state != gs->curB->si.gateState)
|
||||
sendAndApply(&db);
|
||||
}
|
||||
|
||||
bool CGameHandler::makeBattleAction( BattleAction &ba )
|
||||
{
|
||||
bool ok = true;
|
||||
@ -4218,7 +4400,7 @@ bool CGameHandler::makeCustomAction( BattleAction &ba )
|
||||
{
|
||||
battleMadeAction.setn(true);
|
||||
}
|
||||
checkForBattleEnd();
|
||||
checkBattleStateChanges();
|
||||
if(battleResult.get())
|
||||
{
|
||||
battleMadeAction.setn(true);
|
||||
@ -5605,7 +5787,7 @@ void CGameHandler::runBattle()
|
||||
break;
|
||||
}
|
||||
//we're after action, all results applied
|
||||
checkForBattleEnd(); //check if this action ended the battle
|
||||
checkBattleStateChanges(); //check if this action ended the battle
|
||||
|
||||
if(next != nullptr)
|
||||
{
|
||||
@ -5657,7 +5839,7 @@ bool CGameHandler::makeAutomaticAction(const CStack *stack, BattleAction &ba)
|
||||
sendAndApply(&bsa);
|
||||
|
||||
bool ret = makeBattleAction(ba);
|
||||
checkForBattleEnd();
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checkBattleStateChanges();
|
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return ret;
|
||||
}
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||||
|
||||
|
@ -115,7 +115,7 @@ public:
|
||||
void endBattle(int3 tile, const CGHeroInstance *hero1, const CGHeroInstance *hero2); //ends battle
|
||||
void prepareAttack(BattleAttack &bat, const CStack *att, const CStack *def, int distance, int targetHex); //distance - number of hexes travelled before attacking
|
||||
void applyBattleEffects(BattleAttack &bat, const CStack *att, const CStack *def, int distance, bool secondary); //damage, drain life & fire shield
|
||||
void checkForBattleEnd();
|
||||
void checkBattleStateChanges();
|
||||
void setupBattle(int3 tile, const CArmedInstance *armies[2], const CGHeroInstance *heroes[2], bool creatureBank, const CGTownInstance *town);
|
||||
void setBattleResult(BattleResult::EResult resultType, int victoriusSide);
|
||||
void duelFinished();
|
||||
@ -203,6 +203,7 @@ public:
|
||||
PlayerColor getPlayerAt(CConnection *c) const;
|
||||
|
||||
void playerMessage( PlayerColor player, const std::string &message, ObjectInstanceID currObj);
|
||||
void updateGateState();
|
||||
bool makeBattleAction(BattleAction &ba);
|
||||
bool makeAutomaticAction(const CStack *stack, BattleAction &ba); //used when action is taken by stack without volition of player (eg. unguided catapult attack)
|
||||
bool makeCustomAction(BattleAction &ba);
|
||||
|
Loading…
Reference in New Issue
Block a user