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- catapult attacks should be identical to H3

- catapult may miss and attack another part of wall instead (this is how it works in H3)
- minor fixes
This commit is contained in:
Ivan Savenko 2013-08-06 11:20:28 +00:00
parent 6057226665
commit c81a31c74a
15 changed files with 245 additions and 121 deletions

View File

@ -38,7 +38,7 @@
"MAPS/":
[
{"type" : "dir", "path" : "/Maps"}
],
]
},
"name" : "In The Wake of Gods",

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@ -476,10 +476,9 @@ MusicEntry::~MusicEntry()
{
logGlobal->traceStream()<<"Del-ing music file "<<currentName;
if (music)
{
Mix_FreeMusic(music);
SDL_FreeRW(musicFile);
}
/*if (musicFile) // Mix_FreeMusic will also free file data? Needs checking
SDL_FreeRW(musicFile);*/
}
void MusicEntry::load(std::string musicURI)
@ -488,8 +487,13 @@ void MusicEntry::load(std::string musicURI)
{
logGlobal->traceStream()<<"Del-ing music file "<<currentName;
Mix_FreeMusic(music);
SDL_FreeRW(musicFile);
music = nullptr;
}
/*if (musicFile) // Mix_FreeMusic will also free file data? Needs checking
{
SDL_FreeRW(musicFile);
musicFile = nullptr;
}*/
currentName = musicURI;
@ -502,6 +506,7 @@ void MusicEntry::load(std::string musicURI)
if(!music)
{
SDL_FreeRW(musicFile);
musicFile = nullptr;
logGlobal->warnStream() << "Warning: Cannot open " << currentName << ": " << Mix_GetError();
return;
}

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@ -1189,16 +1189,16 @@ void CBattleInterface::stackIsCatapulting(const CatapultAttack & ca)
for(auto it = ca.attackedParts.begin(); it != ca.attackedParts.end(); ++it)
{
const CStack * stack = curInt->cb->battleGetStackByID(ca.attacker);
addNewAnim(new CShootingAnimation(this, stack, it->first.second, nullptr, true, it->second));
addNewAnim(new CShootingAnimation(this, stack, it->destinationTile, nullptr, true, it->damageDealt));
}
waitForAnims();
for(auto it = ca.attackedParts.begin(); it != ca.attackedParts.end(); ++it)
{
SDL_FreeSurface(siegeH->walls[it->first.first + 2]);
siegeH->walls[it->first.first + 2] = BitmapHandler::loadBitmap(
siegeH->getSiegeName(it->first.first + 2, curInt->cb->battleGetWallState(it->first.first)) );
SDL_FreeSurface(siegeH->walls[it->attackedPart + 2]);
siegeH->walls[it->attackedPart + 2] = BitmapHandler::loadBitmap(
siegeH->getSiegeName(it->attackedPart + 2, curInt->cb->battleGetWallState(it->attackedPart)) );
}
}
@ -2873,15 +2873,30 @@ CBattleInterface::SiegeHelper::~SiegeHelper()
}
}
std::string CBattleInterface::SiegeHelper::getSiegeName(ui16 what, ui16 additInfo) const
std::string CBattleInterface::SiegeHelper::getSiegeName(ui16 what) const
{
if(what == 2 || what == 3 || what == 8)
vstd::amin(additInfo, 2);
return getSiegeName(what, EWallState::INTACT);
}
std::string CBattleInterface::SiegeHelper::getSiegeName(ui16 what, int state) const
{
auto getImageIndex = [&]() -> int
{
switch (state)
{
case EWallState::INTACT : return 1;
case EWallState::DAMAGED : return 2;
case EWallState::DESTROYED :
if(what == 2 || what == 3 || what == 8) // towers don't have separate image here
return 2;
else
vstd::amin(additInfo, 3);
return 3;
}
return 1;
};
std::string & prefix = town->town->clientInfo.siegePrefix;
std::string addit = boost::lexical_cast<std::string>(additInfo);
std::string addit = boost::lexical_cast<std::string>(getImageIndex());
switch(what)
{

View File

@ -199,7 +199,13 @@ private:
~SiegeHelper(); //d-tor
//filename getters
std::string getSiegeName(ui16 what, ui16 additInfo = 1) const; //what: 0 - background, 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, 13 - moat, 14 - mlip, 15 - keep creature cover, 16 - bottom turret creature cover, 17 - upper turret creature cover; additInfo: 1 - intact, 2 - damaged, 3 - destroyed
//what: 0 - background, 1 - background wall, 2 - keep, 3 - bottom tower, 4 - bottom wall,
// 5 - below gate, 6 - over gate, 7 - upper wall, 8 - upper tower, 9 - gate,
// 10 - gate arch, 11 - bottom static 12 - upper static, 13 - moat, 14 - moat background,
// 15 - keep battlement, 16 - bottom battlement, 17 - upper battlement;
// state uses EWallState enum
std::string getSiegeName(ui16 what) const;
std::string getSiegeName(ui16 what, int state) const;
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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@ -5,7 +5,7 @@
"title" : "VCMI siege screen format",
"description" : "Format used to define town siege screen in VCMI",
"required" : [
"gate", "imagePrefix", "moat", "shooterHeight", "shooter",
"gate", "imagePrefix", "moat", "shooter",
"static", "towers", "walls"
],

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@ -379,9 +379,20 @@ BattleInfo * BattleInfo::setupBattle( int3 tile, ETerrainType terrain, BFieldTyp
//setting up siege obstacles
if (town && town->hasFort())
{
for (int b = 0; b < ARRAY_COUNT (curB->si.wallState); ++b)
for (int b = 0; b < curB->si.wallState.size(); ++b)
{
curB->si.wallState[b] = 1;
curB->si.wallState[b] = EWallState::INTACT;
}
if (!town->hasBuilt(BuildingID::CITADEL))
{
curB->si.wallState[EWallParts::KEEP] = EWallState::NONE;
}
if (!town->hasBuilt(BuildingID::CASTLE))
{
curB->si.wallState[EWallParts::UPPER_TOWER] = EWallState::NONE;
curB->si.wallState[EWallParts::BOTTOM_TOWER] = EWallState::NONE;
}
}

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@ -33,7 +33,22 @@ struct BattleStackAttacked;
//only for use in BattleInfo
struct DLL_LINKAGE SiegeInfo
{
ui8 wallState[EWallParts::PARTS_COUNT];
std::array<si8, EWallParts::PARTS_COUNT> wallState;
// return EWallState decreased by value of damage points
static EWallState::EWallState applyDamage(EWallState::EWallState state, unsigned int value)
{
if (value == 0)
return state;
switch (applyDamage(state, value - 1))
{
case EWallState::INTACT : return EWallState::DAMAGED;
case EWallState::DAMAGED : return EWallState::DESTROYED;
case EWallState::DESTROYED : return EWallState::DESTROYED;
default: return EWallState::NONE;
}
}
template <typename Handler> void serialize(Handler &h, const int version)
{

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@ -54,10 +54,7 @@ namespace SiegeStuffThatShouldBeMovedToHandlers // <=== TODO
return stackLeft != destLeft;
}
static EWallParts::EWallParts hexToWallPart(BattleHex hex)
{
//potentially attackable parts of wall
// -2 - indestructible walls
static const std::pair<int, EWallParts::EWallParts> attackable[] =
{
std::make_pair(50, EWallParts::KEEP),
@ -65,7 +62,7 @@ namespace SiegeStuffThatShouldBeMovedToHandlers // <=== TODO
std::make_pair(182, EWallParts::BOTTOM_WALL),
std::make_pair(130, EWallParts::BELOW_GATE),
std::make_pair(62, EWallParts::OVER_GATE),
std::make_pair(29, EWallParts::UPPER_WAL),
std::make_pair(29, EWallParts::UPPER_WALL),
std::make_pair(12, EWallParts::UPPER_TOWER),
std::make_pair(95, EWallParts::GATE),
std::make_pair(96, EWallParts::GATE),
@ -75,6 +72,8 @@ namespace SiegeStuffThatShouldBeMovedToHandlers // <=== TODO
std::make_pair(147, EWallParts::INDESTRUCTIBLE_PART)
};
static EWallParts::EWallParts hexToWallPart(BattleHex hex)
{
for(auto & elem : attackable)
{
if(elem.first == hex)
@ -83,6 +82,17 @@ namespace SiegeStuffThatShouldBeMovedToHandlers // <=== TODO
return EWallParts::INVALID; //not found!
}
static BattleHex WallPartToHex(EWallParts::EWallParts part)
{
for(auto & elem : attackable)
{
if(elem.second == part)
return elem.first;
}
return BattleHex::INVALID; //not found!
}
}
using namespace SiegeStuffThatShouldBeMovedToHandlers;
@ -410,7 +420,7 @@ ui8 CBattleInfoEssentials::battleGetWallState(int partOfWall) const
{
RETURN_IF_NOT_BATTLE(0);
if(getBattle()->siege == CGTownInstance::NONE)
return 0;
return EWallState::NONE;
assert(partOfWall >= 0 && partOfWall < EWallParts::PARTS_COUNT);
return getBattle()->si.wallState[partOfWall];
@ -1079,7 +1089,7 @@ AccessibilityInfo CBattleInfoCallback::getAccesibility() const
}
//gate -> should be before stacks
if(battleGetSiegeLevel() > 0 && battleGetWallState(EWallParts::GATE) < 3) //gate is not destroyed
if(battleGetSiegeLevel() > 0 && battleGetWallState(EWallParts::GATE) != EWallState::DESTROYED)
{
ret[95] = ret[96] = EAccessibility::GATE; //block gate's hexes
}
@ -1113,7 +1123,7 @@ AccessibilityInfo CBattleInfoCallback::getAccesibility() const
for(auto & elem : lockedIfNotDestroyed)
{
if(battleGetWallState(elem.first) < 3)
if(battleGetWallState(elem.first) != EWallState::DESTROYED)
ret[elem.second] = EAccessibility::DESTRUCTIBLE_WALL;
}
}
@ -1491,6 +1501,12 @@ si8 CBattleInfoCallback::battleHasDistancePenalty(const IBonusBearer *bonusBeare
return true;
}
BattleHex CBattleInfoCallback::wallPartToBattleHex(EWallParts::EWallParts part) const
{
RETURN_IF_NOT_BATTLE(BattleHex::INVALID);
return WallPartToHex(part);
}
EWallParts::EWallParts CBattleInfoCallback::battleHexToWallPart(BattleHex hex) const
{
RETURN_IF_NOT_BATTLE(EWallParts::INVALID);

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@ -248,6 +248,8 @@ public:
si8 battleHasDistancePenalty(const IBonusBearer *bonusBearer, BattleHex shooterPosition, BattleHex destHex ) const;
si8 battleHasWallPenalty(const CStack * stack, BattleHex destHex) const; //checks if given stack has wall penalty
si8 battleHasWallPenalty(const IBonusBearer *bonusBearer, BattleHex shooterPosition, BattleHex destHex) const; //checks if given stack has wall penalty
BattleHex wallPartToBattleHex(EWallParts::EWallParts part) const;
EWallParts::EWallParts battleHexToWallPart(BattleHex hex) const; //returns part of destructible wall / gate / keep under given hex or -1 if not found
//*** MAGIC

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@ -418,6 +418,8 @@ void CHeroHandler::loadBallistics()
bli.twoDmg = ballParser.readNumber();
bli.sum = ballParser.readNumber();
ballistics.push_back(bli);
assert(bli.noDmg + bli.oneDmg + bli.twoDmg == 100 && bli.sum == 100);
}
while (ballParser.endLine());
}

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@ -1947,7 +1947,7 @@ void CGDwelling::blockingDialogAnswered(const CGHeroInstance *hero, ui32 answer)
if(answer)
cb->startBattleI(hero, this);
}
else if(relations == PlayerRelations::SAME_PLAYER && answer)
else if(answer)
{
heroAcceptsCreatures(hero);
}

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@ -444,7 +444,7 @@ namespace EWallParts
enum EWallParts
{
INDESTRUCTIBLE_PART = -2, INVALID = -1,
KEEP = 0, BOTTOM_TOWER, BOTTOM_WALL, BELOW_GATE, OVER_GATE, UPPER_WAL, UPPER_TOWER, GATE,
KEEP = 0, BOTTOM_TOWER, BOTTOM_WALL, BELOW_GATE, OVER_GATE, UPPER_WALL, UPPER_TOWER, GATE,
PARTS_COUNT
};
}
@ -453,10 +453,12 @@ namespace EWallState
{
enum EWallState
{
NONE, //no wall
INTACT,
NONE = -1, //no wall
DESTROYED,
DAMAGED,
DESTROYED
INTACT
};
}

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@ -1665,14 +1665,24 @@ struct ObstaclesRemoved : public CPackForClient //3014
struct CatapultAttack : public CPackForClient //3015
{
struct AttackInfo
{
si16 destinationTile;
ui8 attackedPart;
ui8 damageDealt;
template <typename Handler> void serialize(Handler &h, const int version)
{
h & destinationTile & attackedPart & damageDealt;
}
};
CatapultAttack(){type = 3015;}
DLL_LINKAGE void applyGs(CGameState *gs);
void applyCl(CClient *cl);
std::set< std::pair< std::pair< ui8, si16 >, ui8> > attackedParts; // < <attackedPartOfWall, attacked hex >, damageDealt>
//attackedPartOfWall; //[0] - keep, [1] - bottom tower, [2] - bottom wall, [3] - below gate, [4] - over gate, [5] - upper wall, [6] - uppert tower, [7] - gate;
//damageDealt;
std::vector< AttackInfo > attackedParts;
int attacker; //if -1, then a spell caused this

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@ -246,7 +246,10 @@ DLL_LINKAGE void GiveBonus::applyGs( CGameState *gs )
&& gs->map->objects[bonus.sid]->ID == Obj::EVENT) //it's morale/luck bonus from an event without description
{
descr = VLC->generaltexth->arraytxt[bonus.val > 0 ? 110 : 109]; //+/-%d Temporary until next battle"
// Some of(?) versions of H3 use %s here instead of %d. Try to replace both of them
boost::replace_first(descr,"%d",boost::lexical_cast<std::string>(std::abs(bonus.val)));
boost::replace_first(descr,"%s",boost::lexical_cast<std::string>(std::abs(bonus.val)));
}
else
{
@ -1471,8 +1474,8 @@ DLL_LINKAGE void CatapultAttack::applyGs( CGameState *gs )
{
for(const auto &it :attackedParts)
{
gs->curB->si.wallState[it.first.first] =
std::min( gs->curB->si.wallState[it.first.first] + it.second, 3 );
gs->curB->si.wallState[it.attackedPart] =
SiegeInfo::applyDamage(EWallState::EWallState(gs->curB->si.wallState[it.attackedPart]), it.damageDealt);
}
}
}

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@ -3513,71 +3513,109 @@ bool CGameHandler::makeBattleAction( BattleAction &ba )
}
case Battle::CATAPULT:
{
auto getCatapultHitChance = [&](EWallParts::EWallParts part, const CHeroHandler::SBallisticsLevelInfo & sbi) -> int
{
switch(part)
{
case EWallParts::GATE:
return sbi.gate;
case EWallParts::KEEP:
return sbi.keep;
case EWallParts::BOTTOM_TOWER:
case EWallParts::UPPER_TOWER:
return sbi.tower;
case EWallParts::BOTTOM_WALL:
case EWallParts::BELOW_GATE:
case EWallParts::OVER_GATE:
case EWallParts::UPPER_WALL:
return sbi.wall;
default:
return 0;
}
};
StartAction start_action(ba);
sendAndApply(&start_action);
const CGHeroInstance * attackingHero = gs->curB->battleGetFightingHero(ba.side);
CHeroHandler::SBallisticsLevelInfo sbi = VLC->heroh->ballistics[attackingHero->getSecSkillLevel(SecondarySkill::BALLISTICS)];
EWallParts::EWallParts attackedPart = gs->curB->battleHexToWallPart(ba.destinationTile);
if(attackedPart < 0)
EWallParts::EWallParts desiredTarget = gs->curB->battleHexToWallPart(ba.destinationTile);
if(desiredTarget < 0)
{
complain("catapult tried to attack non-catapultable hex!");
break;
}
int wallInitHP = gs->curB->si.wallState[attackedPart];
int dmgAlreadyDealt = 0; //in successive iterations damage is dealt but not yet subtracted from wall's HPs
//in successive iterations damage is dealt but not yet subtracted from wall's HPs
auto currentHP = gs->curB->si.wallState;
if (currentHP[desiredTarget] != EWallState::DESTROYED &&
currentHP[desiredTarget] != EWallState::NONE)
desiredTarget = EWallParts::INVALID;
for(int g=0; g<sbi.shots; ++g)
{
if(wallInitHP + dmgAlreadyDealt == 3) //it's not destroyed
continue;
bool hitSuccessfull = false;
EWallParts::EWallParts attackedPart = desiredTarget;
do // catapult has chance to attack desired target. Othervice - attacks randomly
{
if(currentHP[attackedPart] != EWallState::DESTROYED && // this part can be hit
currentHP[attackedPart] != EWallState::NONE &&
rand()%100 < getCatapultHitChance(attackedPart, sbi))//hit is successful
{
hitSuccessfull = true;
}
else // select new target
{
std::vector<EWallParts::EWallParts> allowedTargets;
for (size_t i=0; i< currentHP.size(); i++)
{
if (currentHP[i] != EWallState::DESTROYED &&
currentHP[i] != EWallState::NONE)
allowedTargets.push_back(EWallParts::EWallParts(i));
}
if (allowedTargets.empty())
break;
attackedPart = allowedTargets[rand()%allowedTargets.size()];
}
}
while (!hitSuccessfull);
if (!hitSuccessfull) // break triggered - no target to shoot at
break;
CatapultAttack ca; //package for clients
std::pair< std::pair< ui8, si16 >, ui8> attack; //<< attackedPart , destination tile >, damageDealt >
attack.first.first = attackedPart;
attack.first.second = ba.destinationTile;
attack.second = 0;
CatapultAttack::AttackInfo attack;
attack.attackedPart = attackedPart;
attack.destinationTile = ba.destinationTile;
attack.damageDealt = 0;
int chanceForHit = 0;
int dmgChance[] = { sbi.noDmg, sbi.oneDmg, sbi.twoDmg }; //dmgChance[i] - chance for doing i dmg when hit is successful
switch(attackedPart)
{
case EWallParts::KEEP:
chanceForHit = sbi.keep;
break;
case EWallParts::BOTTOM_TOWER:
case EWallParts::UPPER_TOWER:
chanceForHit = sbi.tower;
break;
case EWallParts::BOTTOM_WALL:
case EWallParts::BELOW_GATE:
case EWallParts::OVER_GATE:
case EWallParts::UPPER_WAL:
chanceForHit = sbi.wall;
break;
case EWallParts::GATE:
chanceForHit = sbi.gate;
break;
}
if(rand()%100 <= chanceForHit) //hit is successful
{
int dmgRand = rand()%100;
//accumulating dmgChance
dmgChance[1] += dmgChance[0];
dmgChance[2] += dmgChance[1];
//calculating dealt damage
for(int v = 0; v < ARRAY_COUNT(dmgChance); ++v)
for(int damage = 0; damage < ARRAY_COUNT(dmgChance); ++damage)
{
if(dmgRand <= dmgChance[v])
if(dmgRand <= dmgChance[damage])
{
attack.second = std::min(3 - dmgAlreadyDealt - wallInitHP, v);
dmgAlreadyDealt += attack.second;
currentHP[attackedPart] = SiegeInfo::applyDamage(EWallState::EWallState(currentHP[attackedPart]), damage);
attack.damageDealt = damage;
break;
}
}
// attacked tile may have changed - update destination
attack.destinationTile = gs->curB->wallPartToBattleHex(EWallParts::EWallParts(attack.attackedPart));
logGlobal->traceStream() << "Catapult attacks " << (int)attack.attackedPart
<< " dealing " << (int)attack.damageDealt << " damage";
//removing creatures in turrets / keep if one is destroyed
if(attack.second > 0 && (attackedPart == EWallParts::KEEP ||
if(attack.damageDealt > 0 && (attackedPart == EWallParts::KEEP ||
attackedPart == EWallParts::BOTTOM_TOWER || attackedPart == EWallParts::UPPER_TOWER))
{
int posRemove = -1;
@ -3606,9 +3644,8 @@ bool CGameHandler::makeBattleAction( BattleAction &ba )
sendAndApply(&bsr);
}
}
ca.attacker = ba.stackNumber;
ca.attackedParts.insert(attack);
ca.attackedParts.push_back(attack);
sendAndApply(&ca);
}