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* fixed remaining parts of #760

* it's possible to switch active creature during tacts phase by clicking on stack
* a few minor fixes after handleHex rewrite
This commit is contained in:
Michał W. Urbańczyk 2012-04-02 23:23:14 +00:00
parent 584b761d37
commit c61f536d8b
6 changed files with 52 additions and 27 deletions

View File

@ -221,7 +221,7 @@ CBattleInterface::CBattleInterface(const CCreatureSet * army1, const CCreatureSe
console->pos.h = 38;
if(tacticsMode)
{
btactNext = new CAdventureMapButton(std::string(), std::string(), boost::bind(&CBattleInterface::bTacticNextStack,this), 213 + pos.x, 560 + pos.y, "icm011.def", SDLK_SPACE);
btactNext = new CAdventureMapButton(std::string(), std::string(), boost::bind(&CBattleInterface::bTacticNextStack,this, (CStack*)NULL), 213 + pos.x, 560 + pos.y, "icm011.def", SDLK_SPACE);
btactEnd = new CAdventureMapButton(std::string(), std::string(), boost::bind(&CBattleInterface::bEndTacticPhase,this), 419 + pos.x, 560 + pos.y, "icm012.def", SDLK_RETURN);
bDefence->block(true);
bWait->block(true);
@ -1364,17 +1364,22 @@ void CBattleInterface::newRound(int number)
}
void CBattleInterface::giveCommand(ui8 action, BattleHex tile, ui32 stack, si32 additional)
void CBattleInterface::giveCommand(ui8 action, BattleHex tile, ui32 stackID, si32 additional)
{
if(!curInt->cb->battleGetStackByID(stack) && action != 1 && action != 4 && action != 5)
const CStack *stack = curInt->cb->battleGetStackByID(stackID);
if(!stack && action != BattleAction::HERO_SPELL && action != BattleAction::RETREAT && action != BattleAction::SURRENDER)
{
return;
}
if(stack && stack != activeStack)
tlog3 << "Warning: giving an order to a non-active stack?\n";
BattleAction * ba = new BattleAction(); //is deleted in CPlayerInterface::activeStack()
ba->side = defendingHeroInstance ? (curInt->playerID == defendingHeroInstance->tempOwner) : false;
ba->actionType = action;
ba->destinationTile = tile;
ba->stackNumber = stack;
ba->stackNumber = stackID;
ba->additionalInfo = additional;
//some basic validations
@ -1391,6 +1396,7 @@ void CBattleInterface::giveCommand(ui8 action, BattleHex tile, ui32 stack, si32
if(!tacticsMode)
{
tlog5 << "Setting command for " << (stack ? stack->nodeName() : "hero") << std::endl;
myTurn = false;
activeStack = NULL;
givenCommand->setn(ba);
@ -1399,7 +1405,8 @@ void CBattleInterface::giveCommand(ui8 action, BattleHex tile, ui32 stack, si32
{
curInt->cb->battleMakeTacticAction(ba);
vstd::clear_pointer(ba);
bTacticNextStack();
activeStack = NULL;
//next stack will be activated when action ends
}
}
@ -1415,7 +1422,7 @@ bool CBattleInterface::isTileAttackable(const BattleHex & number) const
bool CBattleInterface::isCatapultAttackable(BattleHex hex) const
{
if(!siegeH)
if(!siegeH || tacticsMode)
return false;
int wallUnder = curInt->cb->battleGetWallUnderHex(hex);
@ -2298,6 +2305,7 @@ void CBattleInterface::projectileShowHelper(SDL_Surface * to)
void CBattleInterface::endAction(const BattleAction* action)
{
const CStack * stack = curInt->cb->battleGetStackByID(action->stackNumber);
//if((action->actionType==2 || (action->actionType==6 && action->destinationTile!=cb->battleGetPos(action->stackNumber)))) //activating interface when move is finished
// {
// activate();
@ -2311,7 +2319,6 @@ void CBattleInterface::endAction(const BattleAction* action)
}
if(action->actionType == BattleAction::WALK && creAnims[action->stackNumber]->getType() != 2) //walk or walk & attack
{
const CStack * stack = curInt->cb->battleGetStackByID(action->stackNumber);
pendingAnims.push_back(std::make_pair(new CMovementEndAnimation(this, stack, action->destinationTile), false));
}
if(action->actionType == BattleAction::CATAPULT) //catapult
@ -2335,8 +2342,10 @@ void CBattleInterface::endAction(const BattleAction* action)
queue->update();
if(tacticsMode //we have activated next stack after sending request that has been just realized -> blockmap due to movement has changed
|| action->actionType == BattleAction::HERO_SPELL)
if(tacticsMode) //stack ended movement in tactics phase -> select the next one
bTacticNextStack(stack);
if( action->actionType == BattleAction::HERO_SPELL) //we have activated next stack after sending request that has been just realized -> blockmap due to movement has changed
redrawBackgroundWithHexes(activeStack);
}
@ -2475,6 +2484,7 @@ void CBattleInterface::waitForAnims()
void CBattleInterface::bEndTacticPhase()
{
activeStack = NULL;
btactEnd->block(true);
tacticsMode = false;
}
@ -2484,15 +2494,17 @@ static bool immobile(const CStack *s)
return !s->Speed(0, true); //should bound stacks be immobile?
}
void CBattleInterface::bTacticNextStack()
void CBattleInterface::bTacticNextStack(const CStack *current /*= NULL*/)
{
if(!current)
current = activeStack;
//no switching stacks when the current one is moving
if(animsAreDisplayed.get())
return;
waitForAnims();
TStacks stacksOfMine = tacticianInterface->cb->battleGetStacks(CBattleCallback::ONLY_MINE);
stacksOfMine.erase(std::remove_if(stacksOfMine.begin(), stacksOfMine.end(), &immobile), stacksOfMine.end());
TStacks::iterator it = vstd::find(stacksOfMine, activeStack);
TStacks::iterator it = vstd::find(stacksOfMine, current);
if(it != stacksOfMine.end() && ++it != stacksOfMine.end())
stackActivated(*it);
else
@ -2605,7 +2617,7 @@ void CBattleInterface::handleHex(BattleHex myNumber, int eventType)
else
isCastingPossible = (curInt->cb->battleCanCastThisSpell(sp, myNumber) == ESpellCastProblem::OK);
}
else if(shere)
else if(shere && shere->alive())
{
//needed for genie, otherwise covered by battleCan*CastThisSpell
if(spellSelMode == HOSTILE_CREATURE && shere->owner == sactive->owner
@ -2694,7 +2706,12 @@ pastCastingSpells:
{
if (shere->alive())
{
if(sactive->hasBonusOfType(Bonus::HEALER) && shere->canBeHealed()) //heal
if(tacticsMode) //select stack in tactics mdoe
{
consoleMsg = (boost::format(CGI->generaltexth->allTexts[481]) % shere->getName()).str(); //Select %s
realizeAction = [=]{ stackActivated(shere); };
}
else if(sactive->hasBonusOfType(Bonus::HEALER) && shere->canBeHealed()) //heal
{
cursorFrame = ECursor::COMBAT_HEAL;
consoleMsg = (boost::format(CGI->generaltexth->allTexts[419]) % shere->getName()).str(); //Apply first aid to the %s
@ -2717,9 +2734,9 @@ pastCastingSpells:
{
hoveredStackAnim->playOnce(CCreatureAnim::MOUSEON);
lastMouseHoveredStackAnimationTime = curTime;
mouseHoveredStack = shere->ID;
noStackIsHovered = false;
}
noStackIsHovered = false;
mouseHoveredStack = shere->ID;
} //end of alive
else if (sactive->hasBonusOfType(Bonus::DAEMON_SUMMONING) && sactive->casts)
{

View File

@ -142,7 +142,7 @@ private:
std::list<ProjectileInfo> projectiles; //projectiles flying on battlefield
void projectileShowHelper(SDL_Surface * to); //prints projectiles present on the battlefield
void giveCommand(ui8 action, BattleHex tile, ui32 stack, si32 additional=-1);
void giveCommand(ui8 action, BattleHex tile, ui32 stackID, si32 additional=-1);
bool isTileAttackable(const BattleHex & number) const; //returns true if tile 'number' is neighboring any tile from active stack's range or is one of these tiles
bool isCatapultAttackable(BattleHex hex) const; //returns true if given tile can be attacked by catapult
@ -210,7 +210,7 @@ public:
void bDefencef();
void bConsoleUpf();
void bConsoleDownf();
void bTacticNextStack();
void bTacticNextStack(const CStack *current = NULL);
void bEndTacticPhase();
//end of button handle funcs
//napisz tu klase odpowiadajaca za wyswietlanie bitwy i obsluge uzytkownika, polecenia ma przekazywac callbackiem

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@ -729,8 +729,10 @@ void CPlayerInterface::actionFinished(const BattleAction* action)
BattleAction CPlayerInterface::activeStack(const CStack * stack) //called when it's turn of that stack
{
tlog5 << "Awaiting command for " << stack->nodeName() << std::endl;
CBattleInterface *b = battleInt;
assert(!b->givenCommand->get()); //command buffer must be clean (we don't want to use old command)
{
boost::unique_lock<boost::recursive_mutex> un(*pim);
b->stackActivated(stack);
@ -751,6 +753,7 @@ BattleAction CPlayerInterface::activeStack(const CStack * stack) //called when i
b->givenCommand->data = NULL;
//return command
tlog5 << "Giving command for " << stack->nodeName() << std::endl;
return ret;
}

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@ -265,7 +265,7 @@ void BattleInfo::makeBFS(BattleHex start, bool *accessibility, BattleHex *predec
}
};
std::vector<BattleHex> BattleInfo::getAccessibility( const CStack * stack, bool addOccupiable, std::vector<BattleHex> * attackable ) const
std::vector<BattleHex> BattleInfo::getAccessibility( const CStack * stack, bool addOccupiable, std::vector<BattleHex> * attackable /*= NULL*/, bool forPassingBy /*= false*/ ) const
{
std::vector<BattleHex> ret;
bool ac[GameConstants::BFIELD_SIZE];
@ -314,7 +314,11 @@ std::vector<BattleHex> BattleInfo::getAccessibility( const CStack * stack, bool
{
bool rangeFits;
if (tacticDistance)
rangeFits = isInTacticRange(i);
{
rangeFits = pr[i] >= 0; //reachable in terms of obstacles
if(!forPassingBy) //only if we're passing through, we may step out of the tactic range -> otherwise check range
rangeFits = rangeFits && isInTacticRange(i);
}
else
rangeFits = dist[i] <= stack->Speed(0, true); //we can reach the stack
@ -1965,9 +1969,9 @@ ESpellCastProblem::ESpellCastProblem BattleInfo::battleCanCastThisSpellHere( int
if(spell->id == Spells::ANIMATE_DEAD && !stackUnder->hasBonusOfType(Bonus::UNDEAD))
return ESpellCastProblem::NO_APPROPRIATE_TARGET;
}
if(spell->getTargetType() == CSpell::CREATURE || spell->getTargetType() == CSpell::CREATURE_EXPERT_MASSIVE)
else if(spell->getTargetType() == CSpell::CREATURE || spell->getTargetType() == CSpell::CREATURE_EXPERT_MASSIVE)
{
if(!stackUnder)
if(!stackUnder || !stackUnder->alive())
return ESpellCastProblem::NO_APPROPRIATE_TARGET;
if(spell->isNegative() && stackUnder->owner == player)
return ESpellCastProblem::NO_APPROPRIATE_TARGET;

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@ -94,7 +94,7 @@ struct DLL_LINKAGE BattleInfo : public CBonusSystemNode
int getAvaliableHex(TCreature creID, bool attackerOwned, int initialPos = -1) const; //find place for summon / clone effects
void makeBFS(BattleHex start, bool*accessibility, BattleHex *predecessor, int *dists, bool twoHex, bool attackerOwned, bool flying, bool fillPredecessors) const; //*accessibility must be prepared bool[187] array; last two pointers must point to the at least 187-elements int arrays - there is written result
std::pair< std::vector<BattleHex>, int > getPath(BattleHex start, BattleHex dest, bool*accessibility, bool flyingCreature, bool twoHex, bool attackerOwned); //returned value: pair<path, length>; length may be different than number of elements in path since flying vreatures jump between distant hexes
std::vector<BattleHex> getAccessibility(const CStack * stack, bool addOccupiable, std::vector<BattleHex> * attackable = NULL) const; //returns vector of accessible tiles (taking into account the creature range)
std::vector<BattleHex> getAccessibility(const CStack * stack, bool addOccupiable, std::vector<BattleHex> * attackable = NULL, bool forPassingBy = false) const; //returns vector of accessible tiles (taking into account the creature range)
bool isObstacleOnTile(BattleHex tile) const;
bool isStackBlocked(const CStack * stack) const; //returns true if there is neighboring enemy stack

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@ -705,7 +705,7 @@ int CGameHandler::moveStack(int stack, BattleHex dest)
//initing necessary tables
bool accessibility[GameConstants::BFIELD_SIZE];
std::vector<BattleHex> accessible = gs->curB->getAccessibility(curStack, false);
std::vector<BattleHex> accessible = gs->curB->getAccessibility(curStack, false, NULL, true);
for(int b=0; b<GameConstants::BFIELD_SIZE; ++b)
{
accessibility[b] = false;
@ -734,7 +734,7 @@ int CGameHandler::moveStack(int stack, BattleHex dest)
return 0;
bool accessibilityWithOccupyable[GameConstants::BFIELD_SIZE];
std::vector<BattleHex> accOc = gs->curB->getAccessibility(curStack, true);
std::vector<BattleHex> accOc = gs->curB->getAccessibility(curStack, true, NULL, true);
for(int b=0; b<GameConstants::BFIELD_SIZE; ++b)
{
accessibilityWithOccupyable[b] = false;
@ -5486,6 +5486,7 @@ void CGameHandler::runBattle()
}
else
{
tlog5 << "Activating " << next->nodeName() << std::endl;
BattleSetActiveStack sas;
sas.stack = next->ID;
sendAndApply(&sas);