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mirror of https://github.com/vcmi/vcmi.git synced 2024-11-24 08:32:34 +02:00

Partially implemented #481

This commit is contained in:
DjWarmonger 2013-09-17 12:02:33 +00:00
parent 20be1631a6
commit d06b02638b
8 changed files with 123 additions and 12 deletions

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@ -712,7 +712,6 @@ void CPlayerInterface::battleStacksRemoved(const BattleStacksRemoved & bsr)
for(auto & elem : bsr.stackIDs) //for each removed stack
{
battleInt->stackRemoved(elem);
//battleInt->stackRemoved(LOCPLINT->cb->battleGetStackByID(*it));
}
}

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@ -1010,6 +1010,7 @@ void CBattleInterface::stackRemoved(int stackID)
delete creAnims[stackID];
creAnims.erase(stackID);
creDir.erase(stackID);
//FIXME: what if currently removed stack is active one (Sacrifice)?
redrawBackgroundWithHexes(activeStack);
queue->update();

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@ -145,7 +145,7 @@ private:
const CStack * mouseHoveredStack; // stack below mouse pointer, used for border animation
const CStack * stackToActivate; //when animation is playing, we should wait till the end to make the next stack active; nullptr of none
const CStack * selectedStack; //for Teleport / Sacrifice
void activateStack(); //sets activeStack to stackToActivate etc.
void activateStack(); //sets activeStack to stackToActivate etc. //FIXME: No, it's not clear at all
std::vector<BattleHex> occupyableHexes, //hexes available for active stack
attackableHexes; //hexes attackable by active stack
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()
}
}
void CGMagicSpring::setPropertyDer(ui8 what, ui32 val)
{
CGVisitableOPW::setPropertyDer (what, val); //set visitable if applicable
if (what == ObjProperty::LEFT_VISITED)
{
if (visitedTile == RIGHT)
visited = true; //both field were used, object is not available this week
else
visitedTile = LEFT;
}
else if (what == ObjProperty::RIGHT_VISITED)
{
if (visitedTile == LEFT)
visited = true;
else
visitedTile = RIGHT;
}
else if (what == ObjProperty::LEFTRIGHT_CLEAR)
visitedTile = CLEAR;
}
std::vector<int3> CGMagicSpring::getVisitableOffsets() const
{
std::vector <int3> visitableTiles;
for(int y = 0; y < 6; y++)
for (int x = 0; x < 8; x++) //starting from left
if((defInfo->visitMap[5-y] >> x) & 1)
visitableTiles.push_back (int3(x, y , 0));
return visitableTiles;
}
int3 CGMagicSpring::getVisitableOffset() const
{
//FIXME: this also shoudl stop AI from passing through already visited spring, is that ok?
auto visitableTiles = getVisitableOffsets();
if (visitableTiles.size() < 2)
{
logGlobal->warnStream() << "Warning: Magic Spring should have at least two visitable offsets!";
return int3(-1,-1,-1);
}
if (visited)
return int3(-1,-1,-1);
else
{
if (visitedTile == RIGHT)
return visitableTiles[0]; //visit teh other one now
else if (visitedTile == LEFT)
return visitableTiles[1];
else
return visitableTiles[0]; //only left one?
}
}
void CGMagicSpring::onHeroVisit(const CGHeroInstance * h) const
{
int messageID;
@ -5344,17 +5399,39 @@ void CGMagicSpring::onHeroVisit(const CGHeroInstance * h) const
else
{
messageID = 74;
cb->setManaPoints (h->id, 2 * h->manaLimit());
cb->setObjProperty (id, ObjProperty::VISITED, true);
cb->setManaPoints (h->id, 2 * h->manaLimit());//TODO: mark left or right tile visited
if (visitedTile) //visitng the second tile
cb->setObjProperty (id, ObjProperty::VISITED, true);
else
{
auto visitableTiles = getVisitableOffsets();
assert (visitableTiles.size() >= 2);
if (h->getPosition() == pos - visitableTiles[0])
cb->setObjProperty (id, ObjProperty::LEFT_VISITED, true);
else if (h->getPosition() == pos - visitableTiles[1])
cb->setObjProperty (id, ObjProperty::RIGHT_VISITED, true);
else
logGlobal->warnStream() << "Warning: hero is not on any Magic Spring visitable offsets!";
}
}
}
else
messageID = 75;
showInfoDialog(h,messageID,soundBase::GENIE);
}
void CGMagicSpring::newTurn() const
{
CGVisitableOPW::newTurn();
if (cb->getDate(Date::DAY_OF_WEEK) == 1)
{
cb->setObjProperty(id, ObjProperty::LEFTRIGHT_CLEAR, false);
}
}
const std::string & CGMagicSpring::getHoverText() const
{
//TODO: change hover text depending on hovered tile
hoverName = VLC->generaltexth->names[ID] + " " + visitedTxt(visited);
return hoverName;
}

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@ -193,8 +193,8 @@ public:
void setOwner(PlayerColor ow);
int getWidth() const; //returns width of object graphic in tiles
int getHeight() const; //returns height of object graphic in tiles
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)
int3 getVisitableOffset() const; //returns (x,y,0) offset to first visitable tile from bottom right obj tile (0,0,0) (h3m pos)
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)
virtual int3 getVisitableOffset() const; //returns (x,y,0) offset to first visitable tile from bottom right obj tile (0,0,0) (h3m pos)
int3 visitablePos() const;
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)
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)
@ -1036,7 +1036,7 @@ public:
bool wasVisited(PlayerColor player) const;
void onHeroVisit(const CGHeroInstance * h) const override;
void newTurn() const override;
virtual void newTurn() const override;
template <typename Handler> void serialize(Handler &h, const int version)
{
@ -1079,14 +1079,24 @@ public:
class DLL_LINKAGE CGMagicSpring : public CGVisitableOPW
{///unfortunately, this one is quite different than others
enum EVisitedEntrance
{
CLEAR = 0, LEFT = 1, RIGHT
};
public:
EVisitedEntrance visitedTile; //only one entrance was visited - there are two
std::vector<int3> getVisitableOffsets() const;
int3 getVisitableOffset() const override;
void setPropertyDer(ui8 what, ui32 val) override;
void newTurn() const override;
void onHeroVisit(const CGHeroInstance * h) const override;
const std::string & getHoverText() const override;
template <typename Handler> void serialize(Handler &h, const int version)
{
h & static_cast<CGObjectInstance&>(*this);
h & visited;
h & visitedTile & visited;
}
};

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@ -27,7 +27,7 @@
#include "mapping/CCampaignHandler.h" //for CCampaignState
#include "rmg/CMapGenerator.h" // for CMapGenOptions
const ui32 version = 742;
const ui32 version = 743;
class CConnection;
class CGObjectInstance;

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@ -1190,7 +1190,10 @@ namespace ObjProperty
//creature-bank specific
BANK_DAYCOUNTER, BANK_CLEAR_ARTIFACTS, BANK_ADD_ARTIFACT, BANK_MULTIPLIER, BANK_CONFIG_PRESET,
BANK_CLEAR_CONFIG, BANK_INIT_ARMY, BANK_RESET
BANK_CLEAR_CONFIG, BANK_INIT_ARMY, BANK_RESET,
//magic spring
LEFT_VISITED, RIGHT_VISITED, LEFTRIGHT_CLEAR
};
}

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@ -4236,6 +4236,27 @@ void CGameHandler::handleSpellCasting( SpellID spellID, int spellLvl, BattleHex
sendAndApply(&shr);
if (spellID == SpellID::SACRIFICE) //remove victim
{
if (selectedStack == gs->curB->activeStack)
//set another active stack than the one removed, or bad things will happen
//TODO: make that part of BattleStacksRemoved? what about client update?
{
//makeStackDoNothing(gs->curB->getStack (selectedStack));
BattleSetActiveStack sas;
//std::vector<const CStack *> hlp;
//battleGetStackQueue(hlp, 1, selectedStack); //next after this one
//if(hlp.size())
//{
// sas.stack = hlp[0]->ID;
//}
//else
// complain ("No new stack to activate!");
sas.stack = gs->curB->getNextStack()->ID; //why the hell next stack has same ID as current?
sendAndApply(&sas);
}
BattleStacksRemoved bsr;
bsr.stackIDs.insert (selectedStack); //somehow it works for teleport?
sendAndApply(&bsr);
@ -4491,7 +4512,7 @@ bool CGameHandler::makeCustomAction( BattleAction &ba )
ECastingMode::HERO_CASTING, nullptr, ba.selectedStack);
sendAndApply(&end_action);
if( !gs->curB->battleGetStackByID(gs->curB->activeStack, false)->alive() )
if( !gs->curB->battleGetStackByID(gs->curB->activeStack, true))
{
battleMadeAction.setn(true);
}
@ -6052,7 +6073,7 @@ void CGameHandler::runBattle()
sendAndApply(&sas);
boost::unique_lock<boost::mutex> lock(battleMadeAction.mx);
battleMadeAction.data = false;
while (next->alive() &&
while (next->alive() && //next is invalid after sacrificing current stack :?
(!battleMadeAction.data && !battleResult.get())) //active stack hasn't made its action and battle is still going
battleMadeAction.cond.wait(lock);
}