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Partially implemented #481
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20be1631a6
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@ -712,7 +712,6 @@ void CPlayerInterface::battleStacksRemoved(const BattleStacksRemoved & bsr)
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for(auto & elem : bsr.stackIDs) //for each removed stack
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{
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battleInt->stackRemoved(elem);
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//battleInt->stackRemoved(LOCPLINT->cb->battleGetStackByID(*it));
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}
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}
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@ -1010,6 +1010,7 @@ void CBattleInterface::stackRemoved(int stackID)
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delete creAnims[stackID];
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creAnims.erase(stackID);
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creDir.erase(stackID);
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//FIXME: what if currently removed stack is active one (Sacrifice)?
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redrawBackgroundWithHexes(activeStack);
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queue->update();
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@ -145,7 +145,7 @@ private:
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const CStack * mouseHoveredStack; // stack below mouse pointer, used for border animation
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const CStack * stackToActivate; //when animation is playing, we should wait till the end to make the next stack active; nullptr of none
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const CStack * selectedStack; //for Teleport / Sacrifice
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void activateStack(); //sets activeStack to stackToActivate etc.
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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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@ -5333,6 +5333,61 @@ void CGBonusingObject::initObj()
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}
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}
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void CGMagicSpring::setPropertyDer(ui8 what, ui32 val)
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{
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CGVisitableOPW::setPropertyDer (what, val); //set visitable if applicable
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if (what == ObjProperty::LEFT_VISITED)
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{
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if (visitedTile == RIGHT)
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visited = true; //both field were used, object is not available this week
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else
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visitedTile = LEFT;
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}
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else if (what == ObjProperty::RIGHT_VISITED)
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{
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if (visitedTile == LEFT)
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visited = true;
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else
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visitedTile = RIGHT;
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}
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else if (what == ObjProperty::LEFTRIGHT_CLEAR)
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visitedTile = CLEAR;
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}
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std::vector<int3> CGMagicSpring::getVisitableOffsets() const
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{
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std::vector <int3> visitableTiles;
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for(int y = 0; y < 6; y++)
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for (int x = 0; x < 8; x++) //starting from left
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if((defInfo->visitMap[5-y] >> x) & 1)
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visitableTiles.push_back (int3(x, y , 0));
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return visitableTiles;
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}
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int3 CGMagicSpring::getVisitableOffset() const
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{
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//FIXME: this also shoudl stop AI from passing through already visited spring, is that ok?
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auto visitableTiles = getVisitableOffsets();
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if (visitableTiles.size() < 2)
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{
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logGlobal->warnStream() << "Warning: Magic Spring should have at least two visitable offsets!";
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return int3(-1,-1,-1);
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}
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if (visited)
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return int3(-1,-1,-1);
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else
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{
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if (visitedTile == RIGHT)
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return visitableTiles[0]; //visit teh other one now
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else if (visitedTile == LEFT)
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return visitableTiles[1];
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else
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return visitableTiles[0]; //only left one?
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}
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}
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void CGMagicSpring::onHeroVisit(const CGHeroInstance * h) const
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{
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int messageID;
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@ -5344,17 +5399,39 @@ void CGMagicSpring::onHeroVisit(const CGHeroInstance * h) const
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else
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{
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messageID = 74;
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cb->setManaPoints (h->id, 2 * h->manaLimit());
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cb->setObjProperty (id, ObjProperty::VISITED, true);
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cb->setManaPoints (h->id, 2 * h->manaLimit());//TODO: mark left or right tile visited
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if (visitedTile) //visitng the second tile
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cb->setObjProperty (id, ObjProperty::VISITED, true);
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else
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{
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auto visitableTiles = getVisitableOffsets();
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assert (visitableTiles.size() >= 2);
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if (h->getPosition() == pos - visitableTiles[0])
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cb->setObjProperty (id, ObjProperty::LEFT_VISITED, true);
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else if (h->getPosition() == pos - visitableTiles[1])
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cb->setObjProperty (id, ObjProperty::RIGHT_VISITED, true);
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else
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logGlobal->warnStream() << "Warning: hero is not on any Magic Spring visitable offsets!";
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}
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}
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}
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else
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messageID = 75;
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showInfoDialog(h,messageID,soundBase::GENIE);
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}
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void CGMagicSpring::newTurn() const
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{
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CGVisitableOPW::newTurn();
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if (cb->getDate(Date::DAY_OF_WEEK) == 1)
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{
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cb->setObjProperty(id, ObjProperty::LEFTRIGHT_CLEAR, false);
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}
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}
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const std::string & CGMagicSpring::getHoverText() const
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{
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//TODO: change hover text depending on hovered tile
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hoverName = VLC->generaltexth->names[ID] + " " + visitedTxt(visited);
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return hoverName;
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}
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@ -193,8 +193,8 @@ public:
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void setOwner(PlayerColor ow);
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int getWidth() const; //returns width of object graphic in tiles
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int getHeight() const; //returns height of object graphic in tiles
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bool visitableAt(int x, int y) const; //returns true if object is visitable at location (x, y) form left top tile of image (x, y in tiles)
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int3 getVisitableOffset() const; //returns (x,y,0) offset to first visitable tile from bottom right obj tile (0,0,0) (h3m pos)
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virtual bool visitableAt(int x, int y) const; //returns true if object is visitable at location (x, y) form left top tile of image (x, y in tiles)
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virtual int3 getVisitableOffset() const; //returns (x,y,0) offset to first visitable tile from bottom right obj tile (0,0,0) (h3m pos)
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int3 visitablePos() const;
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bool blockingAt(int x, int y) const; //returns true if object is blocking location (x, y) form left top tile of image (x, y in tiles)
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bool coveringAt(int x, int y) const; //returns true if object covers with picture location (x, y) form left top tile of maximal possible image (8 x 6 tiles) (x, y in tiles)
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@ -1036,7 +1036,7 @@ public:
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bool wasVisited(PlayerColor player) const;
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void onHeroVisit(const CGHeroInstance * h) const override;
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void newTurn() const override;
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virtual void newTurn() const override;
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template <typename Handler> void serialize(Handler &h, const int version)
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{
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@ -1079,14 +1079,24 @@ public:
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class DLL_LINKAGE CGMagicSpring : public CGVisitableOPW
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{///unfortunately, this one is quite different than others
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enum EVisitedEntrance
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{
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CLEAR = 0, LEFT = 1, RIGHT
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};
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public:
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EVisitedEntrance visitedTile; //only one entrance was visited - there are two
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std::vector<int3> getVisitableOffsets() const;
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int3 getVisitableOffset() const override;
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void setPropertyDer(ui8 what, ui32 val) override;
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void newTurn() const override;
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void onHeroVisit(const CGHeroInstance * h) const override;
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const std::string & getHoverText() const override;
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template <typename Handler> void serialize(Handler &h, const int version)
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{
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h & static_cast<CGObjectInstance&>(*this);
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h & visited;
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h & visitedTile & visited;
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}
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};
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@ -27,7 +27,7 @@
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#include "mapping/CCampaignHandler.h" //for CCampaignState
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#include "rmg/CMapGenerator.h" // for CMapGenOptions
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const ui32 version = 742;
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const ui32 version = 743;
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class CConnection;
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class CGObjectInstance;
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@ -1190,7 +1190,10 @@ namespace ObjProperty
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//creature-bank specific
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BANK_DAYCOUNTER, BANK_CLEAR_ARTIFACTS, BANK_ADD_ARTIFACT, BANK_MULTIPLIER, BANK_CONFIG_PRESET,
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BANK_CLEAR_CONFIG, BANK_INIT_ARMY, BANK_RESET
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BANK_CLEAR_CONFIG, BANK_INIT_ARMY, BANK_RESET,
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//magic spring
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LEFT_VISITED, RIGHT_VISITED, LEFTRIGHT_CLEAR
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};
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}
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@ -4236,6 +4236,27 @@ void CGameHandler::handleSpellCasting( SpellID spellID, int spellLvl, BattleHex
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sendAndApply(&shr);
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if (spellID == SpellID::SACRIFICE) //remove victim
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{
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if (selectedStack == gs->curB->activeStack)
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//set another active stack than the one removed, or bad things will happen
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//TODO: make that part of BattleStacksRemoved? what about client update?
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{
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//makeStackDoNothing(gs->curB->getStack (selectedStack));
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BattleSetActiveStack sas;
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//std::vector<const CStack *> hlp;
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//battleGetStackQueue(hlp, 1, selectedStack); //next after this one
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//if(hlp.size())
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//{
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// sas.stack = hlp[0]->ID;
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//}
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//else
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// complain ("No new stack to activate!");
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sas.stack = gs->curB->getNextStack()->ID; //why the hell next stack has same ID as current?
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sendAndApply(&sas);
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}
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BattleStacksRemoved bsr;
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bsr.stackIDs.insert (selectedStack); //somehow it works for teleport?
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sendAndApply(&bsr);
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@ -4491,7 +4512,7 @@ bool CGameHandler::makeCustomAction( BattleAction &ba )
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ECastingMode::HERO_CASTING, nullptr, ba.selectedStack);
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sendAndApply(&end_action);
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if( !gs->curB->battleGetStackByID(gs->curB->activeStack, false)->alive() )
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if( !gs->curB->battleGetStackByID(gs->curB->activeStack, true))
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{
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battleMadeAction.setn(true);
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}
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@ -6052,7 +6073,7 @@ void CGameHandler::runBattle()
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sendAndApply(&sas);
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boost::unique_lock<boost::mutex> lock(battleMadeAction.mx);
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battleMadeAction.data = false;
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while (next->alive() &&
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while (next->alive() && //next is invalid after sacrificing current stack :?
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(!battleMadeAction.data && !battleResult.get())) //active stack hasn't made its action and battle is still going
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battleMadeAction.cond.wait(lock);
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}
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