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mirror of https://github.com/vcmi/vcmi.git synced 2024-12-24 22:14:36 +02:00

* Implemented Moat functionality during siege (stops movement and deals dmg)

* Mostly implemented battle spells:
 - Fire Wall
 - Force Field
 - Land Mine
 - Quicksands
This commit is contained in:
Michał W. Urbańczyk 2012-05-18 20:50:16 +00:00
parent 5435101182
commit d168f3eac2
27 changed files with 691 additions and 241 deletions

View File

@ -335,28 +335,31 @@ CBattleInterface::CBattleInterface(const CCreatureSet * army1, const CCreatureSe
backgroundWithHexes = CSDL_Ext::newSurface(background->w, background->h, screen);
//preparing obstacle defs
std::vector<CObstacleInstance> obst = curInt->cb->battleGetAllObstacles();
auto obst = curInt->cb->battleGetAllObstacles();
for(size_t t = 0; t < obst.size(); ++t)
{
int ID = obst[t].ID;
std::string gfxName = obst[t].getInfo().defName;
if(obst[t].obstacleType == CObstacleInstance::USUAL)
const int ID = obst[t]->ID;
if(obst[t]->obstacleType == CObstacleInstance::USUAL)
{
idToObstacle[ID] = CDefHandler::giveDef(gfxName);
idToObstacle[ID] = CDefHandler::giveDef(obst[t]->getInfo().defName);
for(size_t n = 0; n < idToObstacle[ID]->ourImages.size(); ++n)
{
SDL_SetColorKey(idToObstacle[ID]->ourImages[n].bitmap, SDL_SRCCOLORKEY, SDL_MapRGB(idToObstacle[ID]->ourImages[n].bitmap->format,0,255,255));
}
}
else
else if(obst[t]->obstacleType == CObstacleInstance::ABSOLUTE_OBSTACLE)
{
idToAbsoluteObstacle[ID] = BitmapHandler::loadBitmap(gfxName);
idToAbsoluteObstacle[ID] = BitmapHandler::loadBitmap(obst[t]->getInfo().defName);
}
}
quicksand = CDefHandler::giveDef("C17SPE1.DEF");
landMine = CDefHandler::giveDef("C09SPF1.DEF");
fireWall = CDefHandler::giveDef("C07SPF61");
bigForceField[0] = CDefHandler::giveDef("C15SPE10.DEF");
bigForceField[1] = CDefHandler::giveDef("C15SPE7.DEF");
smallForceField[0] = CDefHandler::giveDef("C15SPE1.DEF");
smallForceField[1] = CDefHandler::giveDef("C15SPE4.DEF");
for (int i = 0; i < bfield.size(); i++)
{
@ -428,6 +431,11 @@ CBattleInterface::~CBattleInterface()
delete quicksand;
delete landMine;
delete fireWall;
delete smallForceField[0];
delete smallForceField[1];
delete bigForceField[0];
delete bigForceField[1];
delete siegeH;
@ -565,9 +573,9 @@ void CBattleInterface::show(SDL_Surface * to)
CSDL_Ext::blit8bppAlphaTo24bpp(cellBorders, NULL, to, &pos);
}
//Blit absolute obstacles
BOOST_FOREACH(const CObstacleInstance &oi, curInt->cb->battleGetAllObstacles())
if(oi.obstacleType == CObstacleInstance::ABSOLUTE_OBSTACLE)
blitAt(imageOfObstacle(oi), pos.x + oi.getInfo().width, pos.y + oi.getInfo().height, to);
BOOST_FOREACH(auto &oi, curInt->cb->battleGetAllObstacles())
if(oi->obstacleType == CObstacleInstance::ABSOLUTE_OBSTACLE)
blitAt(imageOfObstacle(*oi), pos.x + oi->getInfo().width, pos.y + oi->getInfo().height, to);
}
//printing hovered cell
for(int b=0; b<GameConstants::BFIELD_SIZE; ++b)
@ -597,14 +605,15 @@ void CBattleInterface::show(SDL_Surface * to)
if (defendingHeroInstance)
schoolLevel = defendingHeroInstance->getSpellSchoolLevel(&spToCast);
}
//obtaining range and printing it
std::set<ui16> shaded = spToCast.rangeInHexes(b, schoolLevel);
for(std::set<ui16>::iterator it = shaded.begin(); it != shaded.end(); ++it) //for spells with range greater then one hex
auto shaded = spToCast.rangeInHexes(b, schoolLevel, curInt->cb->battleGetMySide());
BOOST_FOREACH(auto shadedHex, shaded) //for spells with range greater then one hex
{
if(settings["battle"]["mouseShadow"].Bool() && (*it % GameConstants::BFIELD_WIDTH != 0) && (*it % GameConstants::BFIELD_WIDTH != 16))
if(settings["battle"]["mouseShadow"].Bool() && (shadedHex % GameConstants::BFIELD_WIDTH != 0) && (shadedHex % GameConstants::BFIELD_WIDTH != 16))
{
int x = 14 + ((*it/GameConstants::BFIELD_WIDTH)%2==0 ? 22 : 0) + 44*(*it%GameConstants::BFIELD_WIDTH) + pos.x;
int y = 86 + 42 * (*it/GameConstants::BFIELD_WIDTH) + pos.y;
int x = 14 + ((shadedHex/GameConstants::BFIELD_WIDTH)%2==0 ? 22 : 0) + 44*(shadedHex%GameConstants::BFIELD_WIDTH) + pos.x;
int y = 86 + 42 * (shadedHex/GameConstants::BFIELD_WIDTH) + pos.y;
SDL_Rect temp_rect = genRect(cellShade->h, cellShade->w, x, y);
CSDL_Ext::blit8bppAlphaTo24bpp(cellShade, NULL, to, &temp_rect);
}
@ -640,16 +649,16 @@ void CBattleInterface::show(SDL_Surface * to)
SDL_SetClipRect(to, &pos);
//preparing obstacles to be shown
std::vector<CObstacleInstance> obstacles = curInt->cb->battleGetAllObstacles();
auto obstacles = curInt->cb->battleGetAllObstacles();
std::multimap<BattleHex, int> hexToObstacle;
for(size_t b = 0; b < obstacles.size(); ++b)
{
const CObstacleInstance &oi = obstacles[b];
if(oi.obstacleType != CObstacleInstance::ABSOLUTE_OBSTACLE)
const auto &oi = obstacles[b];
if(oi->obstacleType != CObstacleInstance::ABSOLUTE_OBSTACLE && oi->obstacleType != CObstacleInstance::MOAT)
{
//BattleHex position = CGI->heroh->obstacles.find(obstacles[b].ID)->second.getMaxBlocked(obstacles[b].pos);
hexToObstacle.insert(std::make_pair(oi.pos, b));
hexToObstacle.insert(std::make_pair(oi->pos, b));
}
}
@ -706,13 +715,26 @@ void CBattleInterface::show(SDL_Surface * to)
if(!active)
activate();
bool changedStack = false;
//activation of next stack
if(pendingAnims.size() == 0 && stackToActivate != NULL)
{
activateStack();
changedStack = true;
}
//anims ended
animsAreDisplayed.setn(false);
if(changedStack)
{
//we may have changed active interface (another side in hot-seat),
// so we can't continue drawing with old setting. So we call ourselves again and end.
SDL_SetClipRect(to, &buf); //restoring previous clip_rect
show(to);
return;
}
}
for(int b=0; b<GameConstants::BFIELD_SIZE; ++b) //showing dead stacks
@ -906,14 +928,14 @@ void CBattleInterface::showAliveStacks(std::vector<const CStack *> *aliveStacks,
}
}
void CBattleInterface::showObstacles(std::multimap<BattleHex, int> *hexToObstacle, std::vector<CObstacleInstance> &obstacles, int hex, SDL_Surface *to)
void CBattleInterface::showObstacles(std::multimap<BattleHex, int> *hexToObstacle, std::vector<shared_ptr<const CObstacleInstance> > &obstacles, int hex, SDL_Surface *to)
{
std::pair<std::multimap<BattleHex, int>::const_iterator, std::multimap<BattleHex, int>::const_iterator> obstRange =
hexToObstacle->equal_range(hex);
for(std::multimap<BattleHex, int>::const_iterator it = obstRange.first; it != obstRange.second; ++it)
{
CObstacleInstance & curOb = obstacles[it->second];
const CObstacleInstance & curOb = *obstacles[it->second];
SDL_Surface *toBlit = imageOfObstacle(curOb);
Point p = whereToBlitObstacleImage(toBlit, curOb);
blitAt(toBlit, p.x, p.y, to);
@ -1336,7 +1358,7 @@ void CBattleInterface::stacksAreAttacked(std::vector<StackAttackedInfo> attacked
for(size_t h = 0; h < attackedInfos.size(); ++h)
{
++targets;
killed += attackedInfos[h].killed;
killed += attackedInfos[h].amountKilled;
damage += attackedInfos[h].dmg;
}
if (attackedInfos.front().cloneKilled) //FIXME: cloned stack is already removed
@ -1855,6 +1877,11 @@ void CBattleInterface::castThisSpell(int spellID)
spellSelMode = ANY_LOCATION;
}
if(spellID == Spells::FIRE_WALL || spellID == Spells::FORCE_FIELD)
{
spellSelMode = FREE_LOCATION;
}
if (spellSelMode == NO_LOCATION) //user does not have to select location
{
spellToCast->destinationTile = -1;
@ -2282,9 +2309,11 @@ void CBattleInterface::redrawBackgroundWithHexes(const CStack * activeStack)
blitAt(background, 0, 0, backgroundWithHexes);
//draw absolute obstacles (cliffs and so on)
BOOST_FOREACH(const CObstacleInstance &oi, curInt->cb->battleGetAllObstacles())
if(oi.obstacleType == CObstacleInstance::ABSOLUTE_OBSTACLE)
blitAt(imageOfObstacle(oi), oi.getInfo().width, oi.getInfo().height, backgroundWithHexes);
BOOST_FOREACH(auto &oi, curInt->cb->battleGetAllObstacles())
{
if(oi->obstacleType == CObstacleInstance::ABSOLUTE_OBSTACLE/* || oi.obstacleType == CObstacleInstance::MOAT*/)
blitAt(imageOfObstacle(*oi), oi->getInfo().width, oi->getInfo().height, backgroundWithHexes);
}
if(settings["battle"]["cellBorders"].Bool())
CSDL_Ext::blit8bppAlphaTo24bpp(cellBorders, NULL, backgroundWithHexes, NULL);
@ -2307,7 +2336,7 @@ void CBattleInterface::redrawBackgroundWithHexes(const CStack * activeStack)
void CBattleInterface::printConsoleAttacked( const CStack * defender, int dmg, int killed, const CStack * attacker, bool multiple )
{
char tabh[200];
char tabh[200] = {0};
int end = 0;
if (attacker) //ignore if stacks were killed by spell
{
@ -2800,6 +2829,33 @@ void CBattleInterface::handleHex(BattleHex myNumber, int eventType)
else
notLegal = true;
break;
case FREE_LOCATION:
{
ui8 side = curInt->cb->battleGetMySide();
auto hero = curInt->cb->battleGetFightingHero(side);
assert(!creatureCasting); //we assume hero casts this spell
assert(hero);
legalAction = true;
bool hexesOutsideBattlefield = false;
auto tilesThatMustBeClear = sp->rangeInHexes(myNumber, hero->getSpellSchoolLevel(sp), side, &hexesOutsideBattlefield);
BOOST_FOREACH(BattleHex hex, tilesThatMustBeClear)
{
if(curInt->cb->battleGetStackByPos(hex) || !!curInt->cb->battleGetObstacleOnPos(hex, false)
|| !hex.isAvailable())
{
legalAction = false;
notLegal = true;
}
}
if(hexesOutsideBattlefield)
{
legalAction = false;
notLegal = true;
}
}
break;
case CATAPULT:
if (isCatapultAttackable(myNumber))
legalAction = true;
@ -2930,7 +2986,7 @@ void CBattleInterface::handleHex(BattleHex myNumber, int eventType)
break;
case ANY_LOCATION:
sp = CGI->spellh->spells[creatureCasting ? creatureSpellToCast : spellToCast->additionalInfo]; //necessary if creature has random Genie spell at same time
consoleMsg = boost::str(boost::format(CGI->generaltexth->allTexts[26]) % sp->name); //Cast %s on %s
consoleMsg = boost::str(boost::format(CGI->generaltexth->allTexts[26]) % sp->name); //Cast %s
isCastingPossible = true;
break;
case RANDOM_GENIE_SPELL: //we assume that teleport / sacrifice will never be avaliable as random spell
@ -2952,6 +3008,11 @@ void CBattleInterface::handleHex(BattleHex myNumber, int eventType)
spellToCast->selectedStack = shere->ID; //sacrificed creature is selected
isCastingPossible = true;
break;
case FREE_LOCATION:
//cursorFrame = ECursor::SPELLBOOK;
consoleMsg = boost::str(boost::format(CGI->generaltexth->allTexts[26]) % sp->name); //Cast %s
isCastingPossible = true;
break;
case HEAL:
cursorFrame = ECursor::COMBAT_HEAL;
consoleMsg = (boost::format(CGI->generaltexth->allTexts[419]) % shere->getName()).str(); //Apply first aid to the %s
@ -3006,6 +3067,10 @@ void CBattleInterface::handleHex(BattleHex myNumber, int eventType)
case SACRIFICE:
consoleMsg = CGI->generaltexth->allTexts[543]; //choose army to sacrifice
break;
case FREE_LOCATION:
cursorFrame = ECursor::COMBAT_BLOCKED;
consoleMsg = boost::str(boost::format(CGI->generaltexth->allTexts[181]) % sp->name); //No room to place %s here
break;
default:
cursorFrame = ECursor::COMBAT_BLOCKED;
break;
@ -3275,6 +3340,20 @@ SDL_Surface * CBattleInterface::imageOfObstacle(const CObstacleInstance &oi) con
return vstd::circularAt(quicksand->ourImages, frameIndex).bitmap;
case CObstacleInstance::LAND_MINE:
return vstd::circularAt(landMine->ourImages, frameIndex).bitmap;
case CObstacleInstance::FIRE_WALL:
return vstd::circularAt(fireWall->ourImages, frameIndex).bitmap;
case CObstacleInstance::FORCE_FIELD:
{
auto &forceField = dynamic_cast<const SpellCreatedObstacle &>(oi);
if(forceField.getAffectedTiles().size() > 2)
return vstd::circularAt(bigForceField[forceField.casterSide]->ourImages, frameIndex).bitmap;
else
return vstd::circularAt(smallForceField[forceField.casterSide]->ourImages, frameIndex).bitmap;
}
case CObstacleInstance::MOAT:
//moat is blitted by SiegeHelper, this shouldn't be called
assert(0);
default:
assert(0);
}
@ -3286,16 +3365,47 @@ void CBattleInterface::obstaclePlaced(const CObstacleInstance & oi)
waitForAnims();
int effectID = -1;
soundBase::soundID sound = soundBase::invalid;
std::string defname;
switch(oi.obstacleType)
{
case CObstacleInstance::QUICKSAND:
effectID = 55;
sound = soundBase::QUIKSAND;
break;
case CObstacleInstance::LAND_MINE:
effectID = 47;
sound = soundBase::LANDMINE;
break;
case CObstacleInstance::FORCE_FIELD:
{
auto &spellObstacle = dynamic_cast<const SpellCreatedObstacle&>(oi);
if(spellObstacle.casterSide)
{
if(oi.getAffectedTiles().size() < 3)
defname = "C15SPE0.DEF"; //TODO cannot find def for 2-hex force field \ appearing
else
defname = "C15SPE6.DEF";
}
else
{
if(oi.getAffectedTiles().size() < 3)
defname = "C15SPE0.DEF";
else
defname = "C15SPE9.DEF";
}
}
sound = soundBase::FORCEFLD;
break;
case CObstacleInstance::FIRE_WALL:
if(oi.getAffectedTiles().size() < 3)
effectID = 43; //small fire wall appearing
else
effectID = 44; //and the big one
sound = soundBase::fireWall;
break;
//TODO firewall, force field
default:
tlog1 << "I don't know how to animate appearing obstacle of type " << (int)oi.obstacleType << std::endl;
return;
@ -3307,12 +3417,17 @@ void CBattleInterface::obstaclePlaced(const CObstacleInstance & oi)
return;
}
std::string defname = graphics->battleACToDef[effectID].front();
if(defname.empty() && effectID >= 0)
defname = graphics->battleACToDef[effectID].front();
assert(!defname.empty());
//we assume here that effect graphics have the same size as the usual obstacle image
// -> if we know how to blit obstacle, let's blit the effect in the same place
Point whereTo = whereToBlitObstacleImage(imageOfObstacle(oi), oi);
addNewAnim(new CSpellEffectAnimation(this, defname, whereTo.x, whereTo.y));
//TODO we need to wait after playing sound till it's finished, otherwise it overlaps and sounds really bad
//CCS->soundh->playSound(sound);
}
Point CBattleInterface::whereToBlitObstacleImage(SDL_Surface *image, const CObstacleInstance &obstacle) const

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@ -97,6 +97,7 @@ class CBattleInterface : public CIntObject
MOVE_TACTICS, CHOOSE_TACTICS_STACK,
MOVE_STACK, ATTACK, WALK_AND_ATTACK, ATTACK_AND_RETURN, SHOOT, //OPEN_GATE, //we can open castle gate during siege
NO_LOCATION, ANY_LOCATION, FRIENDLY_CREATURE_SPELL, HOSTILE_CREATURE_SPELL, RISING_SPELL, ANY_CREATURE, OBSTACLE, TELEPORT, SACRIFICE, RANDOM_GENIE_SPELL,
FREE_LOCATION, //used with Force Field and Fire Wall - all tiles affected by spell must be free
CATAPULT, HEAL, RISE_DEMONS
};
private:
@ -112,8 +113,13 @@ private:
std::map< int, CDefHandler * > idToProjectile; //projectiles of creatures (creatureID, defhandler)
std::map< int, CDefHandler * > idToObstacle; //obstacles located on the battlefield
std::map< int, SDL_Surface * > idToAbsoluteObstacle; //obstacles located on the battlefield
//TODO these should be loaded only when needed (and freed then) but I believe it's rather work for resource manager,
//so I didn't implement that (having ongoing RM development)
CDefHandler *landMine;
CDefHandler *quicksand;
CDefHandler *fireWall;
CDefHandler *smallForceField[2], *bigForceField[2]; // [side]
std::map< int, bool > creDir; // <creatureID, if false reverse creature's animation>
ui8 animCount;
@ -155,7 +161,7 @@ private:
void showAliveStack(const CStack *stack, SDL_Surface * to); //helper function for function show
void showAliveStacks(std::vector<const CStack *> *aliveStacks, int hex, std::vector<const CStack *> *flyingStacks, SDL_Surface *to); // loops through all stacks at a given hex position
void showPieceOfWall(SDL_Surface * to, int hex, const std::vector<const CStack*> & stacks); //helper function for show
void showObstacles(std::multimap<BattleHex, int> *hexToObstacle, std::vector<CObstacleInstance> &obstacles, int hex, SDL_Surface *to); // show all obstacles at a given hex position
void showObstacles(std::multimap<BattleHex, int> *hexToObstacle, std::vector<shared_ptr<const CObstacleInstance> > &obstacles, int hex, SDL_Surface *to); // show all obstacles at a given hex position
SDL_Surface *imageOfObstacle(const CObstacleInstance &oi) const;
Point whereToBlitObstacleImage(SDL_Surface *image, const CObstacleInstance &obstacle) const;
void redrawBackgroundWithHexes(const CStack * activeStack);

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@ -679,17 +679,17 @@ void CPlayerInterface::battleObstaclesRemoved(const std::set<si32> & removedObst
return;
}
for(std::set<si32>::const_iterator it = removedObstacles.begin(); it != removedObstacles.end(); ++it)
{
for(std::map< int, CDefHandler * >::iterator itBat = battleInt->idToObstacle.begin(); itBat != battleInt->idToObstacle.end(); ++itBat)
{
if(itBat->first == *it) //remove this obstacle
{
battleInt->idToObstacle.erase(itBat);
break;
}
}
}
// for(std::set<si32>::const_iterator it = removedObstacles.begin(); it != removedObstacles.end(); ++it)
// {
// for(std::map< int, CDefHandler * >::iterator itBat = battleInt->idToObstacle.begin(); itBat != battleInt->idToObstacle.end(); ++itBat)
// {
// if(itBat->first == *it) //remove this obstacle
// {
// battleInt->idToObstacle.erase(itBat);
// break;
// }
// }
// }
//update accessible hexes
battleInt->redrawBackgroundWithHexes(battleInt->activeStack);
}

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@ -610,7 +610,7 @@ void BattleTriggerEffect::applyCl(CClient * cl)
void BattleObstaclePlaced::applyCl(CClient * cl)
{
BATTLE_INTERFACE_CALL_IF_PRESENT_FOR_BOTH_SIDES(battleObstaclePlaced, obstacle);
BATTLE_INTERFACE_CALL_IF_PRESENT_FOR_BOTH_SIDES(battleObstaclePlaced, *obstacle);
}
void BattleResult::applyFirstCl( CClient *cl )

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@ -307,6 +307,7 @@
<ClInclude Include="UIFramework\CIntObjectClasses.h" />
<ClInclude Include="UIFramework\Geometries.h" />
<ClInclude Include="UIFramework\SDL_Extensions.h" />
<ClInclude Include="UIFramework\SDL_Pixels.h" />
</ItemGroup>
<ItemGroup>
<None Include="..\ChangeLog" />

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@ -232,19 +232,10 @@
<ClInclude Include="UIFramework\SDL_Extensions.h">
<Filter>Header Files</Filter>
</ClInclude>
<ClInclude Include="..\hch\CArtHandler.h">
<ClInclude Include="mapHandler.h">
<Filter>Header Files</Filter>
</ClInclude>
<ClInclude Include="..\hch\CBuildingHandler.h">
<Filter>Header Files</Filter>
</ClInclude>
<ClInclude Include="..\hch\CHeroHandler.h">
<Filter>Header Files</Filter>
</ClInclude>
<ClInclude Include="..\hch\CObjectHandler.h">
<Filter>Header Files</Filter>
</ClInclude>
<ClInclude Include="..\hch\CVideoHandler.h">
<ClInclude Include="UIFramework\SDL_Pixels.h">
<Filter>Header Files</Filter>
</ClInclude>
</ItemGroup>

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@ -1,7 +1,7 @@
#include "StdInc.h"
#include "BattleHex.h"
void BattleHex::operator+=(EDir dir)
BattleHex& BattleHex::moveInDir(EDir dir, bool hasToBeValid)
{
si16 x = getX(),
y = getY();
@ -9,27 +9,34 @@ void BattleHex::operator+=(EDir dir)
switch(dir)
{
case TOP_LEFT:
setXY(y%2 ? x-1 : x, y-1);
setXY(y%2 ? x-1 : x, y-1, hasToBeValid);
break;
case TOP_RIGHT:
setXY(y%2 ? x : x+1, y-1);
setXY(y%2 ? x : x+1, y-1, hasToBeValid);
break;
case RIGHT:
setXY(x+1, y);
setXY(x+1, y, hasToBeValid);
break;
case BOTTOM_RIGHT:
setXY(y%2 ? x : x+1, y+1);
setXY(y%2 ? x : x+1, y+1, hasToBeValid);
break;
case BOTTOM_LEFT:
setXY(y%2 ? x-1 : x, y+1);
setXY(y%2 ? x-1 : x, y+1, hasToBeValid);
break;
case LEFT:
setXY(x-1, y);
setXY(x-1, y, hasToBeValid);
break;
default:
throw std::runtime_error("Disaster: wrong direction in BattleHex::operator+=!\n");
break;
}
return *this;
}
void BattleHex::operator+=(EDir dir)
{
moveInDir(dir);
}
BattleHex BattleHex::operator+(EDir dir) const
@ -87,4 +94,4 @@ void BattleHex::checkAndPush(int tile, std::vector<BattleHex> & ret)
bool BattleHex::isAvailable() const
{
return isValid() && getX() > 0 && getX() < GameConstants::BFIELD_WIDTH-1;
}
}

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@ -58,9 +58,12 @@ struct DLL_LINKAGE BattleHex
setXY(getX(), y);
}
void setXY(si16 x, si16 y)
void setXY(si16 x, si16 y, bool hasToBeValid = true)
{
assert(x >= 0 && x < GameConstants::BFIELD_WIDTH && y >= 0 && y < GameConstants::BFIELD_HEIGHT);
if(hasToBeValid)
{
assert(x >= 0 && x < GameConstants::BFIELD_WIDTH && y >= 0 && y < GameConstants::BFIELD_HEIGHT);
}
hex = x + y * GameConstants::BFIELD_WIDTH;
}
@ -87,7 +90,8 @@ struct DLL_LINKAGE BattleHex
}
//moving to direction
void operator+=(EDir dir);
BattleHex& moveInDir(EDir dir, bool hasToBeValid = true);
void operator+=(EDir dir); //sugar for above
//generates new BattleHex moved by given dir
BattleHex operator+(EDir dir) const;

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@ -151,13 +151,12 @@ void BattleInfo::getAccessibilityMap(bool *accessibility, bool twoHex, bool atta
}
}
//obstacles
for(ui32 b=0; b<obstacles.size(); ++b)
BOOST_FOREACH(const auto &obstacle, obstacles)
{
std::vector<BattleHex> blocked = obstacles[b].getBlocked();
for(ui32 c=0; c<blocked.size(); ++c)
BOOST_FOREACH(BattleHex hex, obstacle->getBlockedTiles())
{
if(blocked[c] >=0 && blocked[c] < GameConstants::BFIELD_SIZE)
accessibility[blocked[c]] = false;
assert(hex.isValid());
accessibility[hex] = false;
}
}
@ -229,7 +228,7 @@ bool BattleInfo::isAccessible(BattleHex hex, bool * accessibility, bool twoHex,
void BattleInfo::makeBFS(BattleHex start, bool *accessibility, BattleHex *predecessor, int *dists, bool twoHex, bool attackerOwned, bool flying, bool fillPredecessors) const //both pointers must point to the at least 187-elements int arrays
{
std::set<BattleHex> quicksands = getQuicksands(!attackerOwned);
std::set<BattleHex> quicksands = getStoppers(!attackerOwned);
//inits
for(int b=0; b<GameConstants::BFIELD_SIZE; ++b)
@ -761,10 +760,11 @@ void BattleInfo::calculateCasualties( std::map<ui32,si32> *casualties ) const
std::set<CStack*> BattleInfo::getAttackedCreatures(const CSpell * s, int skillLevel, ui8 attackerOwner, BattleHex destinationTile )
{
std::set<ui16> attackedHexes = s->rangeInHexes(destinationTile, skillLevel);
std::set<CStack*> attackedCres; /*std::set to exclude multiple occurrences of two hex creatures*/
bool onlyAlive = s->id != 38 && s->id != 39; //when casting resurrection or animate dead we should be allow to select dead stack
const ui8 attackerSide = sides[1] == attackerOwner;
const auto attackedHexes = s->rangeInHexes(destinationTile, skillLevel, attackerSide);
const bool onlyAlive = s->id != 38 && s->id != 39; //when casting resurrection or animate dead we should be allow to select dead stack
if(s->id == Spells::DEATH_RIPPLE || s->id == Spells::DESTROY_UNDEAD || s->id == Spells::ARMAGEDDON)
{
@ -782,9 +782,9 @@ std::set<CStack*> BattleInfo::getAttackedCreatures(const CSpell * s, int skillLe
}
else if (s->range[skillLevel].size() > 1) //custom many-hex range
{
for(std::set<ui16>::iterator it = attackedHexes.begin(); it != attackedHexes.end(); ++it)
BOOST_FOREACH(BattleHex hex, attackedHexes)
{
CStack * st = getStackT(*it, onlyAlive);
CStack * st = getStackT(hex, onlyAlive);
if(st)
{
if (s->id == 76) //Death Cloud //TODO: fireball and fire immunity
@ -830,9 +830,9 @@ std::set<CStack*> BattleInfo::getAttackedCreatures(const CSpell * s, int skillLe
}
else //custom range from attackedHexes
{
for(std::set<ui16>::iterator it = attackedHexes.begin(); it != attackedHexes.end(); ++it)
BOOST_FOREACH(BattleHex hex, attackedHexes)
{
CStack * st = getStackT(*it, onlyAlive);
CStack * st = getStackT(hex, onlyAlive);
if(st)
attackedCres.insert(st);
}
@ -1594,7 +1594,7 @@ struct RangeGenerator
boost::function<int()> myRand;
};
BattleInfo * BattleInfo::setupBattle( int3 tile, int terrain, int terType, const CArmedInstance *armies[2], const CGHeroInstance * heroes[2], bool creatureBank, const CGTownInstance *town )
BattleInfo * BattleInfo::setupBattle( int3 tile, int terrain, int battlefieldType, const CArmedInstance *armies[2], const CGHeroInstance * heroes[2], bool creatureBank, const CGTownInstance *town )
{
CMP_stack cmpst;
BattleInfo *curB = new BattleInfo;
@ -1607,7 +1607,7 @@ BattleInfo * BattleInfo::setupBattle( int3 tile, int terrain, int terType, const
std::vector<CStack*> & stacks = (curB->stacks);
curB->tile = tile;
curB->battlefieldType = terType;
curB->battlefieldType = battlefieldType;
curB->belligerents[0] = const_cast<CArmedInstance*>(armies[0]);
curB->belligerents[1] = const_cast<CArmedInstance*>(armies[1]);
curB->heroes[0] = const_cast<CGHeroInstance*>(heroes[0]);
@ -1620,11 +1620,13 @@ BattleInfo * BattleInfo::setupBattle( int3 tile, int terrain, int terType, const
{
curB->town = town;
curB->siege = town->fortLevel();
curB->terrainType = VLC->heroh->nativeTerrains[town->town->typeID];
}
else
{
curB->town = NULL;
curB->siege = 0;
curB->terrainType = terrain;
}
//reading battleStartpos
@ -1770,6 +1772,13 @@ BattleInfo * BattleInfo::setupBattle( int3 tile, int terrain, int terType, const
stack = curB->generateNewStack(CStackBasicDescriptor(149, 1), false, 255, -3);
stacks.push_back(stack);
}
//moat
auto moat = make_shared<MoatObstacle>();
moat->ID = curB->town->subID;
moat->obstacleType = CObstacleInstance::MOAT;
moat->uniqueID = curB->obstacles.size();
curB->obstacles.push_back(moat);
}
std::stable_sort(stacks.begin(),stacks.end(),cmpst);
@ -1793,17 +1802,17 @@ BattleInfo * BattleInfo::setupBattle( int3 tile, int terrain, int terType, const
r.srand(tile);
r.rand(1,8); //battle sound ID to play... can't do anything with it here
int tilesToBlock = r.rand(5,12);
const int specialBattlefield = battlefieldTypeToBI(terType);
const int specialBattlefield = battlefieldTypeToBI(battlefieldType);
std::vector<BattleHex> blockedTiles;
auto appropriateAbsoluteObstacle = [&](int id)
{
return VLC->heroh->absoluteObstacles[id].isAppropriate(terrain, specialBattlefield);
return VLC->heroh->absoluteObstacles[id].isAppropriate(curB->terrainType, specialBattlefield);
};
auto appropriateUsualObstacle = [&](int id) -> bool
{
return VLC->heroh->obstacles[id].isAppropriate(terrain, specialBattlefield);
return VLC->heroh->obstacles[id].isAppropriate(curB->terrainType, specialBattlefield);
};
if(r.rand(1,100) <= 40) //put cliff-like obstacle
@ -1812,15 +1821,15 @@ BattleInfo * BattleInfo::setupBattle( int3 tile, int terrain, int terType, const
try
{
CObstacleInstance coi;
coi.obstacleType = CObstacleInstance::ABSOLUTE_OBSTACLE;
coi.ID = obidgen.getSuchNumber(appropriateAbsoluteObstacle);
coi.uniqueID = curB->obstacles.size();
curB->obstacles.push_back(coi);
auto obstPtr = make_shared<CObstacleInstance>();
obstPtr->obstacleType = CObstacleInstance::ABSOLUTE_OBSTACLE;
obstPtr->ID = obidgen.getSuchNumber(appropriateAbsoluteObstacle);
obstPtr->uniqueID = curB->obstacles.size();
curB->obstacles.push_back(obstPtr);
BOOST_FOREACH(BattleHex blocked, coi.getBlocked())
BOOST_FOREACH(BattleHex blocked, obstPtr->getBlockedTiles())
blockedTiles.push_back(blocked);
tilesToBlock -= VLC->heroh->absoluteObstacles[coi.ID].blockedTiles.size() / 2;
tilesToBlock -= VLC->heroh->absoluteObstacles[obstPtr->ID].blockedTiles.size() / 2;
}
catch(RangeGenerator::ExhaustedPossibilities &)
{
@ -1861,13 +1870,13 @@ BattleInfo * BattleInfo::setupBattle( int3 tile, int terrain, int terType, const
RangeGenerator posgenerator(18, 168, ourRand);
CObstacleInstance oi;
oi.ID = obid;
oi.pos = posgenerator.getSuchNumber(validPosition);
oi.uniqueID = curB->obstacles.size();
curB->obstacles.push_back(oi);
auto obstPtr = make_shared<CObstacleInstance>();
obstPtr->ID = obid;
obstPtr->pos = posgenerator.getSuchNumber(validPosition);
obstPtr->uniqueID = curB->obstacles.size();
curB->obstacles.push_back(obstPtr);
BOOST_FOREACH(BattleHex blocked, oi.getBlocked())
BOOST_FOREACH(BattleHex blocked, obstPtr->getBlockedTiles())
blockedTiles.push_back(blocked);
tilesToBlock -= obi.blockedTiles.size();
}
@ -1883,7 +1892,7 @@ BattleInfo * BattleInfo::setupBattle( int3 tile, int terrain, int terType, const
//giving terrain overalay premies
int bonusSubtype = -1;
switch(terType)
switch(battlefieldType)
{
case 9: //magic plains
{
@ -1941,10 +1950,7 @@ BattleInfo * BattleInfo::setupBattle( int3 tile, int terrain, int terType, const
//overlay premies given
//native terrain bonuses
if(town) //during siege always take premies for native terrain of faction
terrain = VLC->heroh->nativeTerrains[town->town->typeID];
auto nativeTerrain = make_shared<CreatureNativeTerrainLimiter>(terrain);
auto nativeTerrain = make_shared<CreatureNativeTerrainLimiter>(curB->terrainType);
curB->addNewBonus(makeFeature(Bonus::STACKS_SPEED, Bonus::ONE_BATTLE, 0, 1, Bonus::TERRAIN_NATIVE)->addLimiter(nativeTerrain));
curB->addNewBonus(makeFeature(Bonus::PRIMARY_SKILL, Bonus::ONE_BATTLE, PrimarySkill::ATTACK, 1, Bonus::TERRAIN_NATIVE)->addLimiter(nativeTerrain));
curB->addNewBonus(makeFeature(Bonus::PRIMARY_SKILL, Bonus::ONE_BATTLE, PrimarySkill::DEFENSE, 1, Bonus::TERRAIN_NATIVE)->addLimiter(nativeTerrain));
@ -2133,8 +2139,16 @@ ESpellCastProblem::ESpellCastProblem BattleInfo::battleCanCastThisSpellHere( int
if(moreGeneralProblem != ESpellCastProblem::OK)
return moreGeneralProblem;
if(spell->getTargetType() == CSpell::OBSTACLE && !isObstacleOnTile(dest))
if(spell->getTargetType() == CSpell::OBSTACLE)
{
//isObstacleOnTile(dest)
//
//
//TODO
//assert that it's remove obstacle
//rules whether we can remove spell-created obstacle
return ESpellCastProblem::NO_APPROPRIATE_TARGET;
}
//get dead stack if we cast resurrection or animate dead
@ -2547,16 +2561,13 @@ int BattleInfo::getIdForNewStack() const
return 0;
}
bool BattleInfo::isObstacleOnTile(BattleHex tile) const
shared_ptr<CObstacleInstance> BattleInfo::getObstacleOnTile(BattleHex tile) const
{
std::set<BattleHex> coveredHexes;
BOOST_FOREACH(const CObstacleInstance &obs, obstacles)
{
std::vector<BattleHex> blocked = obs.getBlocked();
for(size_t w = 0; w < blocked.size(); ++w)
coveredHexes.insert(blocked[w]);
}
return vstd::contains(coveredHexes, tile);
BOOST_FOREACH(auto &obs, obstacles)
if(vstd::contains(obs->getAffectedTiles(), tile))
return obs;
return NULL;
}
const CStack * BattleInfo::getStackIf(boost::function<bool(const CStack*)> pred) const
@ -2582,20 +2593,35 @@ int BattleInfo::battlefieldTypeToBI(int bfieldType)
return BattlefieldBI::NONE;
}
std::set<BattleHex> BattleInfo::getQuicksands(bool whichSidePerspective) const
std::set<BattleHex> BattleInfo::getStoppers(bool whichSidePerspective) const
{
std::set<BattleHex> ret;
BOOST_FOREACH(const CObstacleInstance &oi, obstacles)
BOOST_FOREACH(auto &oi, obstacles)
{
if(oi.obstacleType == CObstacleInstance::QUICKSAND
&& oi.visibleForSide(whichSidePerspective)) //quicksands are visible to the caster or if owned unit stepped into that partcular patch
if(isObstacleVisibleForSide(*oi, whichSidePerspective))
{
range::copy(oi.getAffectedTiles(), std::inserter(ret, ret.begin()));
range::copy(oi->getStoppingTile(), std::inserter(ret, ret.begin()));
}
}
return ret;
}
bool BattleInfo::hasNativeStack(ui8 side) const
{
BOOST_FOREACH(const CStack *s, stacks)
{
if(s->attackerOwned == !side && s->getCreature()->isItNativeTerrain(terrainType))
return true;
}
return false;
}
bool BattleInfo::isObstacleVisibleForSide(const CObstacleInstance & coi, ui8 side) const
{
return coi.visibleForSide(side, hasNativeStack(side));
}
CStack::CStack(const CStackInstance *Base, int O, int I, bool AO, int S)
: base(Base), ID(I), owner(O), slot(S), attackerOwned(AO),
counterAttacks(1)

View File

@ -59,12 +59,14 @@ struct DLL_LINKAGE BattleInfo : public CBonusSystemNode
CGHeroInstance* heroes[2];
CArmedInstance *belligerents[2]; //may be same as heroes
std::vector<CStack*> stacks;
std::vector<CObstacleInstance> obstacles;
std::vector<shared_ptr<CObstacleInstance> > obstacles;
ui8 castSpells[2]; //how many spells each side has cast this turn [0] - attacker, [1] - defender
std::vector<const CSpell *> usedSpellsHistory[2]; //each time hero casts spell, it's inserted here -> eagle eye skill
si16 enchanterCounter[2]; //tends to pass through 0, so sign is needed
SiegeInfo si;
si32 battlefieldType;
si32 battlefieldType; //like !!BA:B
ui8 terrainType; //used for some stack nativity checks (not the bonus limiters though that have their own copy)
ui8 tacticsSide; //which side is requested to play tactics phase
ui8 tacticDistance; //how many hexes we can go forward (1 = only hexes adjacent to margin line)
@ -72,7 +74,7 @@ struct DLL_LINKAGE BattleInfo : public CBonusSystemNode
template <typename Handler> void serialize(Handler &h, const int version)
{
h & sides & round & activeStack & selectedStack & siege & town & tile & stacks & belligerents & obstacles
& castSpells & si & battlefieldType;
& castSpells & si & battlefieldType & terrainType;
h & heroes;
h & usedSpellsHistory & enchanterCounter;
h & tacticsSide & tacticDistance;
@ -99,9 +101,9 @@ struct DLL_LINKAGE BattleInfo : public CBonusSystemNode
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 isObstacleVisibleForSide(const CObstacleInstance &obstacle, ui8 side) const;
bool isObstacleOnTile(BattleHex tile) const;
shared_ptr<CObstacleInstance> getObstacleOnTile(BattleHex tile) const;
bool isStackBlocked(const CStack * stack) const; //returns true if there is neighboring enemy stack
std::set<BattleHex> getQuicksands(bool whichSidePerspective) const;
std::set<BattleHex> getStoppers(bool whichSidePerspective) const;
ui32 calculateDmg(const CStack* attacker, const CStack* defender, const CGHeroInstance * attackerHero, const CGHeroInstance * defendingHero, bool shooting, ui8 charge, bool lucky, bool deathBlow, bool ballistaDoubleDmg); //charge - number of hexes travelled before attack (for champion's jousting)
TDmgRange calculateDmgRange(const CStack* attacker, const CStack* defender, TQuantity attackerCount, TQuantity defenderCount, const CGHeroInstance * attackerHero, const CGHeroInstance * defendingHero, bool shooting, ui8 charge, bool lucky, bool deathBlow, bool ballistaDoubleDmg) const; //charge - number of hexes travelled before attack (for champion's jousting); returns pair <min dmg, max dmg>
@ -151,9 +153,10 @@ struct DLL_LINKAGE BattleInfo : public CBonusSystemNode
void localInit();
void localInitStack(CStack * s);
static BattleInfo * setupBattle( int3 tile, int terrain, int terType, const CArmedInstance *armies[2], const CGHeroInstance * heroes[2], bool creatureBank, const CGTownInstance *town );
static BattleInfo * setupBattle( int3 tile, int terrain, int battlefieldType, const CArmedInstance *armies[2], const CGHeroInstance * heroes[2], bool creatureBank, const CGTownInstance *town );
bool isInTacticRange( BattleHex dest ) const;
int getSurrenderingCost(int player) const;
bool hasNativeStack(ui8 side) const;
int theOtherPlayer(int player) const;
ui8 whatSide(int player) const;

View File

@ -5,6 +5,7 @@
#include "../lib/VCMI_Lib.h"
#include "../lib/CGameState.h"
#include "../lib/JsonNode.h"
#include "CHeroHandler.h"
using namespace boost::assign;
extern CLodHandler * bitmaph;
@ -144,6 +145,15 @@ std::string CCreature::nodeName() const
return "\"" + namePl + "\"";
}
bool CCreature::isItNativeTerrain(int terrain) const
{
if(!vstd::iswithin(faction, 0, 9))
return false;
//not good handler dependency
return VLC->heroh->nativeTerrains[faction] == terrain;
}
int readNumber(int & befi, int & i, int andame, std::string & buf) //helper function for void CCreatureHandler::loadCreatures() and loadUnitAnimInfo()
{
befi=i;

View File

@ -46,6 +46,7 @@ public:
int troopCountLocationOffset, attackClimaxFrame;
///end of anim info
bool isItNativeTerrain(int terrain) const;
bool isDoubleWide() const; //returns true if unit is double wide on battlefield
bool isFlying() const; //returns true if it is a flying unit
bool isShooting() const; //returns true if unit can shoot

View File

@ -119,6 +119,7 @@ void CHeroHandler::loadObstacles()
const JsonNode config(GameConstants::DATA_DIR + "/config/obstacles.json");
loadObstacles(config["obstacles"], false, obstacles);
loadObstacles(config["absoluteObstacles"], true, absoluteObstacles);
//loadObstacles(config["moats"], true, moats);
}
void CHeroHandler::loadPuzzleInfo()

View File

@ -141,6 +141,7 @@ public:
std::map<int, CObstacleInfo> obstacles; //info about obstacles that may be placed on battlefield
std::map<int, CObstacleInfo> absoluteObstacles; //info about obstacles that may be placed on battlefield
std::vector<int> nativeTerrains; //info about native terrains of different factions
void loadObstacles(); //loads info about obstacles
@ -160,7 +161,8 @@ public:
template <typename Handler> void serialize(Handler &h, const int version)
{
h & heroClasses & heroes & expPerLevel & ballistics & obstacles & absoluteObstacles & nativeTerrains & puzzleInfo;
h & heroClasses & heroes & expPerLevel & ballistics & nativeTerrains & puzzleInfo;
h & obstacles & absoluteObstacles;
if(!h.saving)
{
//restore class pointers

View File

@ -2,14 +2,16 @@
#include "CObstacleInstance.h"
#include "CHeroHandler.h"
#include "VCMI_Lib.h"
#include "CSpellHandler.h"
CObstacleInstance::CObstacleInstance()
{
obstacleType = USUAL;
casterSide = -1;
spellLevel = -1;
turnsRemaining = -1;
visibleForAnotherSide = -1;
}
CObstacleInstance::~CObstacleInstance()
{
}
const CObstacleInfo & CObstacleInstance::getInfo() const
@ -20,22 +22,25 @@ const CObstacleInfo & CObstacleInstance::getInfo() const
return VLC->heroh->absoluteObstacles[ID];
case USUAL:
return VLC->heroh->obstacles[ID];
case MOAT:
assert(0);
default:
assert(0);
}
}
std::vector<BattleHex> CObstacleInstance::getBlocked() const
std::vector<BattleHex> CObstacleInstance::getBlockedTiles() const
{
switch(obstacleType)
{
case ABSOLUTE_OBSTACLE:
case USUAL:
return getInfo().getBlocked(pos);
//TODO Force Field
}
if(blocksTiles())
return getAffectedTiles();
return std::vector<BattleHex>();
}
std::vector<BattleHex> CObstacleInstance::getStoppingTile() const
{
if(stopsMovement())
return getAffectedTiles();
return std::vector<BattleHex>();
}
@ -43,31 +48,91 @@ std::vector<BattleHex> CObstacleInstance::getAffectedTiles() const
{
switch(obstacleType)
{
case QUICKSAND:
case LAND_MINE:
return std::vector<BattleHex>(1, pos);
//TODO Fire Wall
case ABSOLUTE_OBSTACLE:
case USUAL:
return getInfo().getBlocked(pos);
default:
assert(0);
}
return std::vector<BattleHex>();
}
bool CObstacleInstance::spellGenerated() const
{
if(obstacleType == USUAL || obstacleType == ABSOLUTE_OBSTACLE)
return false;
// bool CObstacleInstance::spellGenerated() const
// {
// if(obstacleType == USUAL || obstacleType == ABSOLUTE_OBSTACLE)
// return false;
//
// return true;
// }
bool CObstacleInstance::visibleForSide(ui8 side, bool hasNativeStack) const
{
//by default obstacle is visible for everyone
return true;
}
bool CObstacleInstance::visibleForSide(ui8 side) const
bool CObstacleInstance::stopsMovement() const
{
return obstacleType == QUICKSAND || obstacleType == MOAT;
}
bool CObstacleInstance::blocksTiles() const
{
return obstacleType == USUAL || obstacleType == ABSOLUTE_OBSTACLE || obstacleType == FORCE_FIELD;
}
SpellCreatedObstacle::SpellCreatedObstacle()
{
casterSide = -1;
spellLevel = -1;
casterSpellPower = -1;
turnsRemaining = -1;
visibleForAnotherSide = -1;
}
bool SpellCreatedObstacle::visibleForSide(ui8 side, bool hasNativeStack) const
{
switch(obstacleType)
{
case ABSOLUTE_OBSTACLE:
case USUAL:
case FIRE_WALL:
case FORCE_FIELD:
//these are always visible
return true;
default:
case QUICKSAND:
case LAND_MINE:
//we hide mines and not discovered quicksands
return casterSide == side || visibleForAnotherSide;
//quicksands are visible to the caster or if owned unit stepped into that particular patch
//additionally if side has a native unit, mines/quicksands will be visible
return casterSide == side || visibleForAnotherSide || hasNativeStack;
default:
assert(0);
}
}
std::vector<BattleHex> SpellCreatedObstacle::getAffectedTiles() const
{
switch(obstacleType)
{
case QUICKSAND:
case LAND_MINE:
case FIRE_WALL:
return std::vector<BattleHex>(1, pos);
case FORCE_FIELD:
return VLC->spellh->spells[Spells::FORCE_FIELD]->rangeInHexes(pos, spellLevel, casterSide);
//TODO Fire Wall
default:
assert(0);
}
}
void SpellCreatedObstacle::battleTurnPassed()
{
if(turnsRemaining > 0)
turnsRemaining--;
}
std::vector<BattleHex> MoatObstacle::getAffectedTiles() const
{
//rrr... need initializer lists
static const BattleHex moatHexes[] = {11, 28, 44, 61, 77, 111, 129, 146, 164, 181};
return std::vector<BattleHex>(std::begin(moatHexes), std::end(moatHexes));
}

View File

@ -5,35 +5,68 @@ struct CObstacleInfo;
struct DLL_LINKAGE CObstacleInstance
{
BattleHex pos; //position on battlefield, typically left bottom corner
ui8 obstacleType; //if true, then position is meaningless
si32 uniqueID;
si32 ID; //ID of obstacle (defines type of it)
BattleHex pos; //position on battlefield
enum EObstacleType
{
//ABSOLUTE needs an underscore because it's a Win
USUAL, ABSOLUTE_OBSTACLE, QUICKSAND, LAND_MINE, FORCE_FIELD, FIRE_WALL
USUAL, ABSOLUTE_OBSTACLE, QUICKSAND, LAND_MINE, FORCE_FIELD, FIRE_WALL, MOAT
};
ui8 obstacleType; //if true, then position is meaningless
//used only for spell-created obtsacles
si8 turnsRemaining;
si8 spellLevel;
si8 casterSide; //0 - obstacle created by attacker; 1 - by defender
si8 visibleForAnotherSide;
//used only for spell-created obstacles
CObstacleInstance();
bool spellGenerated() const;
virtual ~CObstacleInstance();
//bool spellGenerated() const;
const CObstacleInfo &getInfo() const; //allowed only when not generated by spell (usual or absolute)
std::vector<BattleHex> getBlocked() const;
std::vector<BattleHex> getAffectedTiles() const; //to be used with quicksands / fire walls /land mines
std::vector<BattleHex> getBlockedTiles() const;
std::vector<BattleHex> getStoppingTile() const; //hexes that will stop stack move
//The two functions below describe how the obstacle affects affected tiles
//additional effects (like hurting stack or disappearing) are hardcoded for appropriate obstacleTypes
bool blocksTiles() const;
bool stopsMovement() const; //if unit stepping onto obstacle, can't continue movement (in general, doesn't checks for the side)
bool visibleForSide(ui8 side) const; //0 attacker
virtual std::vector<BattleHex> getAffectedTiles() const;
virtual bool visibleForSide(ui8 side, bool hasNativeStack) const; //0 attacker
virtual void battleTurnPassed(){};
template <typename Handler> void serialize(Handler &h, const int version)
{
h & ID & pos & obstacleType & uniqueID;
h & turnsRemaining & spellLevel & casterSide & visibleForAnotherSide;
}
};
};
struct DLL_LINKAGE MoatObstacle : CObstacleInstance
{
virtual std::vector<BattleHex> getAffectedTiles() const OVERRIDE; //for special effects (not blocking)
};
struct DLL_LINKAGE SpellCreatedObstacle : CObstacleInstance
{
si8 turnsRemaining;
si8 casterSpellPower;
si8 spellLevel;
si8 casterSide; //0 - obstacle created by attacker; 1 - by defender
si8 visibleForAnotherSide;
SpellCreatedObstacle();
virtual std::vector<BattleHex> getAffectedTiles() const OVERRIDE; //for special effects (not blocking)
virtual bool visibleForSide(ui8 side, bool hasNativeStack) const OVERRIDE; //0 attacker
virtual void battleTurnPassed() OVERRIDE;
template <typename Handler> void serialize(Handler &h, const int version)
{
h & static_cast<CObstacleInstance&>(*this);
h & turnsRemaining & casterSpellPower & spellLevel & casterSide & visibleForAnotherSide;
}
};

View File

@ -7,6 +7,7 @@
#include "../lib/JsonNode.h"
#include <cctype>
#include "GameConstants.h"
#include "BattleHex.h"
extern CLodHandler *bitmaph;
@ -127,9 +128,44 @@ CSpellHandler::CSpellHandler()
{
VLC->spellh = this;
}
std::set<ui16> CSpell::rangeInHexes(unsigned int centralHex, ui8 schoolLvl ) const
std::vector<BattleHex> CSpell::rangeInHexes(BattleHex centralHex, ui8 schoolLvl, ui8 side, bool *outDroppedHexes) const
{
std::set<ui16> ret;
std::vector<BattleHex> ret;
if(id == Spells::FIRE_WALL || id == Spells::FORCE_FIELD)
{
//Special case - shape of obstacle depends on caster's side
//TODO make it possible through spell_info config
BattleHex::EDir firstStep, secondStep;
if(side)
{
firstStep = BattleHex::TOP_LEFT;
secondStep = BattleHex::TOP_RIGHT;
}
else
{
firstStep = BattleHex::TOP_RIGHT;
secondStep = BattleHex::TOP_LEFT;
}
//Adds hex to the ret if it's valid. Otherwise sets output arg flag if given.
auto addIfValid = [&](BattleHex hex)
{
if(hex.isValid())
ret.push_back(hex);
else if(outDroppedHexes)
*outDroppedHexes = true;
};
ret.push_back(centralHex);
addIfValid(centralHex.moveInDir(firstStep, false));
if(schoolLvl >= 2) //advanced versions of fire wall / force field cotnains of 3 hexes
addIfValid(centralHex.moveInDir(firstStep, false).moveInDir(secondStep, false));
return ret;
}
std::string rng = range[schoolLvl] + ','; //copy + artificial comma for easier handling
@ -174,7 +210,7 @@ std::set<ui16> CSpell::rangeInHexes(unsigned int centralHex, ui8 schoolLvl ) con
//adding abtained hexes
for(std::set<ui16>::iterator it = curLayer.begin(); it != curLayer.end(); ++it)
{
ret.insert(*it);
ret.push_back(*it);
}
}
@ -187,6 +223,8 @@ std::set<ui16> CSpell::rangeInHexes(unsigned int centralHex, ui8 schoolLvl ) con
}
}
//remove duplicates (TODO check if actually needed)
range::unique(ret);
return ret;
}

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@ -14,6 +14,8 @@
*
*/
struct BattleHex;
class DLL_LINKAGE CSpell
{
public:
@ -38,7 +40,7 @@ public:
bool creatureAbility; //if true, only creatures can use this spell
si8 positiveness; //1 if spell is positive for influenced stacks, 0 if it is indifferent, -1 if it's negative
std::vector<std::string> range; //description of spell's range in SRSL by magic school level
std::set<ui16> rangeInHexes(unsigned int centralHex, ui8 schoolLvl ) const; //convert range to specific hexes
std::vector<BattleHex> rangeInHexes(BattleHex centralHex, ui8 schoolLvl, ui8 side, bool *outDroppedHexes = NULL ) const; //convert range to specific hexes; last optional out parameter is set to true, if spell would cover unavailable hexes (that are not included in ret)
si16 mainEffectAnim; //main spell effect animation, in AC format (or -1 when none)
ETargetType getTargetType() const;

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@ -1300,7 +1300,7 @@ CreatureNativeTerrainLimiter::CreatureNativeTerrainLimiter()
int CreatureNativeTerrainLimiter::limit(const BonusLimitationContext &context) const
{
const CCreature *c = retrieveCreature(&context.node);
return !c || !vstd::iswithin(c->faction, 0, 9) || VLC->heroh->nativeTerrains[c->faction] != terrainType; //drop bonus for non-creatures or non-native residents
return !c || !c->isItNativeTerrain(terrainType); //drop bonus for non-creatures or non-native residents
//TODO neutral creatues
}

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@ -205,15 +205,15 @@ int CBattleInfoCallback::battleGetBattlefieldType()
// return -1;
// }
std::vector<CObstacleInstance> CBattleInfoCallback::battleGetAllObstacles()
std::vector<shared_ptr<const CObstacleInstance> > CBattleInfoCallback::battleGetAllObstacles()
{
//boost::shared_lock<boost::shared_mutex> lock(*gs->mx);
std::vector<CObstacleInstance> ret;
std::vector<shared_ptr<const CObstacleInstance> > ret;
if(gs->curB)
{
BOOST_FOREACH(const CObstacleInstance &oi, gs->curB->obstacles)
BOOST_FOREACH(auto oi, gs->curB->obstacles)
{
if(player < 0 || oi.visibleForSide(battleGetMySide()))
if(player < 0 || gs->curB->isObstacleVisibleForSide(*oi, battleGetMySide()))
ret.push_back(oi);
}
}
@ -409,27 +409,48 @@ const CGHeroInstance * CBattleInfoCallback::battleGetFightingHero(ui8 side) cons
if(!gs->curB)
return 0;
//TODO: this method should not exist... you shouldn't be able to get info about enemy hero
return gs->curB->heroes[side];
}
unique_ptr<CObstacleInstance> CBattleInfoCallback::battleGetObstacleOnPos(BattleHex tile, bool onlyBlocking /*= true*/)
shared_ptr<const CObstacleInstance> CBattleInfoCallback::battleGetObstacleOnPos(BattleHex tile, bool onlyBlocking /*= true*/)
{
if(!gs->curB)
return NULL;
BOOST_FOREACH(const CObstacleInstance &obs, battleGetAllObstacles())
auto ptr = gs->curB->obstacles.front();
shared_ptr<const CObstacleInstance> nastala = ptr;
BOOST_FOREACH(auto &obs, battleGetAllObstacles())
{
if(vstd::contains(obs.getBlocked(), tile)
|| (!onlyBlocking && vstd::contains(obs.getAffectedTiles(), tile)))
if(vstd::contains(obs->getBlockedTiles(), tile)
|| (!onlyBlocking && vstd::contains(obs->getAffectedTiles(), tile)))
{
return make_unique<CObstacleInstance>(obs);
return obs;
}
}
return NULL;
}
int CBattleInfoCallback::battleGetMoatDmg()
{
if(!gs->curB || !gs->curB->town)
return 0;
//TODO move to config file
static const int dmgs[] = {70, 70, -1,
90, 70, 90,
70, 90, 70};
if(gs->curB->town->subID < ARRAY_COUNT(dmgs))
return dmgs[gs->curB->town->subID];
return 0;
}
CGameState *const CPrivilagedInfoCallback::gameState ()
{
return gs;

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@ -96,8 +96,8 @@ public:
//battle
int battleGetBattlefieldType(); // 1. sand/shore 2. sand/mesas 3. dirt/birches 4. dirt/hills 5. dirt/pines 6. grass/hills 7. grass/pines 8. lava 9. magic plains 10. snow/mountains 11. snow/trees 12. subterranean 13. swamp/trees 14. fiery fields 15. rock lands 16. magic clouds 17. lucid pools 18. holy ground 19. clover field 20. evil fog 21. "favourable winds" text on magic plains background 22. cursed ground 23. rough 24. ship to ship 25. ship
//int battleGetObstaclesAtTile(BattleHex tile); //returns bitfield
unique_ptr<CObstacleInstance> battleGetObstacleOnPos(BattleHex tile, bool onlyBlocking = true);
std::vector<CObstacleInstance> battleGetAllObstacles(); //returns all obstacles on the battlefield
shared_ptr<const CObstacleInstance> battleGetObstacleOnPos(BattleHex tile, bool onlyBlocking = true);
std::vector<shared_ptr<const CObstacleInstance> > battleGetAllObstacles(); //returns all obstacles on the battlefield
const CStack * battleGetStackByID(int ID, bool onlyAlive = true); //returns stack info by given ID
const CStack * battleGetStackByPos(BattleHex pos, bool onlyAlive = true); //returns stack info by given pos
BattleHex battleGetPos(int stack); //returns position (tile ID) of stack
@ -130,6 +130,7 @@ public:
si8 battleCanTeleportTo(const CStack * stack, BattleHex destHex, int telportLevel); //checks if teleportation of given stack to given position can take place
si8 battleGetTacticDist(); //returns tactic distance for calling player or 0 if player is not in tactic phase
ui8 battleGetMySide(); //return side of player in battle (attacker/defender)
int battleGetMoatDmg(); //what dmg unit will suffer if ending turn in the moat
//convenience methods using the ones above
TStacks battleGetAllStacks() //returns all stacks, alive or dead or undead or mechanical :)

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@ -1655,7 +1655,7 @@ struct BattleObstaclePlaced : public CPackForClient //3020
DLL_LINKAGE void applyGs(CGameState *gs); //effect
void applyCl(CClient *cl); //play animations & stuff
CObstacleInstance obstacle;
shared_ptr<CObstacleInstance> obstacle;
template <typename Handler> void serialize(Handler &h, const int version)
{

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@ -963,6 +963,9 @@ DLL_LINKAGE void BattleNextRound::applyGs( CGameState *gs )
// new turn effects
s->battleTurnPassed();
}
BOOST_FOREACH(auto &obst, gs->curB->obstacles)
obst->battleTurnPassed();
}
DLL_LINKAGE void BattleSetActiveStack::applyGs( CGameState *gs )
@ -1061,13 +1064,15 @@ void BattleStackMoved::applyGs( CGameState *gs )
BattleHex dest = tilesToMove.back();
//if unit ended movement on quicksands that were created by enemy, that quicksand patch becomes visible for owner
BOOST_FOREACH(CObstacleInstance &oi, gs->curB->obstacles)
BOOST_FOREACH(auto &oi, gs->curB->obstacles)
{
if(oi.obstacleType == CObstacleInstance::QUICKSAND
&& vstd::contains(oi.getAffectedTiles(), tilesToMove.back())
&& oi.casterSide != !s->attackerOwned)
if(oi->obstacleType == CObstacleInstance::QUICKSAND
&& vstd::contains(oi->getAffectedTiles(), tilesToMove.back()))
{
oi.visibleForAnotherSide = true;
SpellCreatedObstacle *sands = dynamic_cast<SpellCreatedObstacle*>(oi.get());
assert(sands);
if(sands->casterSide != !s->attackerOwned)
sands->visibleForAnotherSide = true;
}
}
s->position = dest;
@ -1365,7 +1370,7 @@ DLL_LINKAGE void ObstaclesRemoved::applyGs( CGameState *gs )
{
for(int i=0; i<gs->curB->obstacles.size(); ++i)
{
if(gs->curB->obstacles[i].uniqueID == *it) //remove this obstacle
if(gs->curB->obstacles[i]->uniqueID == *it) //remove this obstacle
{
gs->curB->obstacles.erase(gs->curB->obstacles.begin() + i);
break;

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@ -95,6 +95,11 @@ void registerTypes1(Serializer &s)
s.template registerType<BattleInfo>();
s.template registerType<CArtifactInstance>();
s.template registerType<CCombinedArtifactInstance>();
s.template registerType<CObstacleInstance>();
s.template registerType<MoatObstacle>();
s.template registerType<SpellCreatedObstacle>();
//s.template registerType<CCreatureArtifactInstance>();
//s.template registerType<ArtSlotInfo>();
//s.template registerType<ArtifactLocation>();

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@ -997,7 +997,7 @@ int CGameHandler::moveStack(int stack, BattleHex dest)
{
// send one package with the creature path information
unique_ptr<CObstacleInstance> obstacle = NULL; //obstacle that interrupted movement
shared_ptr<const CObstacleInstance> obstacle = NULL; //obstacle that interrupted movement
std::vector<BattleHex> tiles;
int tilesToMove = std::max((int)(path.first.size() - creSpeed), 0);
int v = path.first.size()-1;
@ -1008,18 +1008,16 @@ startWalking:
BattleHex hex = path.first[v];
tiles.push_back(hex);
//if there are quicksands, we stop
if(obstacle = battleGetObstacleOnPos(hex, false))
{
if(!obstacle->obstacleType == CObstacleInstance::LAND_MINE || obstacle->casterSide != !curStack->attackerOwned) //if it's mine, make boom only if enemy planted it
break;
else
obstacle = NULL;
//we walked onto something, so we finalize this portion of stack movement check into obstacle
break;
}
}
if (tiles.size() > 0)
{
//commit movement
BattleStackMoved sm;
sm.stack = curStack->ID;
sm.distance = path.second;
@ -1028,34 +1026,30 @@ startWalking:
sendAndApply(&sm);
}
if(obstacle && obstacle->obstacleType == CObstacleInstance::LAND_MINE)
//we don't handle obstacle at the destination tile -> it's handled separately in the if at the end
if(obstacle && curStack->position != dest)
{
//TODO make POOF and deal dmg
BattleStackAttacked bsa;
bsa.flags |= BattleStackAttacked::EFFECT;
bsa.effect = 82;
bsa.damageAmount = 50; //TODO TODO TODO
bsa.stackAttacked = curStack->ID;
bsa.attackerID = -1;
curStack->prepareAttacked(bsa);
//sendAndApply(&bsa);
StacksInjured si;
si.stacks.push_back(bsa);
sendAndApply(&si);
ObstaclesRemoved obsRem;
obsRem.obstacles.insert(obstacle->uniqueID);
sendAndApply(&obsRem);
handleDamageFromObstacle(*obstacle, curStack);
//if stack didn't die in explosion, continue movement
if(curStack->alive())
if(!obstacle->stopsMovement() && curStack->alive())
{
obstacle = NULL;
tiles.clear();
v--;
goto startWalking; //TODO it's so evil
}
}
}
//handling obstacle on the final field (separate, because it affects both flying and walking stacks)
if(curStack->alive())
{
if(auto theLastObstacle = battleGetObstacleOnPos(curStack->position, false))
{
handleDamageFromObstacle(*theLastObstacle, curStack);
}
}
return ret;
}
@ -3295,6 +3289,12 @@ bool CGameHandler::makeBattleAction( BattleAction &ba )
CStack *curStack = gs->curB->getStack(ba.stackNumber),
*stackAtEnd = gs->curB->getStackT(ba.additionalInfo);
if(!curStack || !stackAtEnd)
{
sendAndApply(&end_action);
break;
}
if(curStack->position != ba.destinationTile //we wasn't able to reach destination tile
&& !(curStack->doubleWide()
&& ( curStack->position == ba.destinationTile + (curStack->attackerOwned ? +1 : -1 ) )
@ -3790,6 +3790,55 @@ void CGameHandler::handleSpellCasting( int spellID, int spellLvl, BattleHex dest
{
const CSpell *spell = VLC->spellh->spells[spellID];
//Helper local function that creates obstacle on given position. Obstacle type is inferred from spell type.
//It creates, sends and applies needed package.
auto placeObstacle = [&](BattleHex pos)
{
static int obstacleIdToGive = gs->curB->obstacles.size()
? (gs->curB->obstacles.back()->uniqueID+1)
: 0;
auto obstacle = make_shared<SpellCreatedObstacle>();
switch(spellID) // :/
{
case Spells::QUICKSAND:
obstacle->obstacleType = CObstacleInstance::QUICKSAND;
obstacle->turnsRemaining = -1;
obstacle->visibleForAnotherSide = false;
break;
case Spells::LAND_MINE:
obstacle->obstacleType = CObstacleInstance::LAND_MINE;
obstacle->turnsRemaining = -1;
obstacle->visibleForAnotherSide = false;
break;
case Spells::FIRE_WALL:
obstacle->obstacleType = CObstacleInstance::FIRE_WALL;
obstacle->turnsRemaining = 2;
obstacle->visibleForAnotherSide = true;
break;
case Spells::FORCE_FIELD:
obstacle->obstacleType = CObstacleInstance::FORCE_FIELD;
obstacle->turnsRemaining = 2;
obstacle->visibleForAnotherSide = true;
break;
default:
//this function cannot be used with spells that do not create obstacles
assert(0);
}
obstacle->pos = pos;
obstacle->casterSide = casterSide;
obstacle->ID = spellID;
obstacle->spellLevel = spellLvl;
obstacle->casterSpellPower = usedSpellPower;
obstacle->uniqueID = obstacleIdToGive++;
BattleObstaclePlaced bop;
bop.obstacle = obstacle;
sendAndApply(&bop);
};
BattleSpellCast sc;
sc.side = casterSide;
sc.id = spellID;
@ -3869,12 +3918,6 @@ void CGameHandler::handleSpellCasting( int spellID, int spellLvl, BattleHex dest
case Spells::QUICKSAND:
case Spells::LAND_MINE:
{
const int baseUniqueID = gs->curB->obstacles.size()
? (gs->curB->obstacles.back().uniqueID+1)
: 0;
std::vector<BattleHex> availableTiles;
for(int i = 0; i < GameConstants::BFIELD_SIZE; i += 1)
{
@ -3885,31 +3928,25 @@ void CGameHandler::handleSpellCasting( int spellID, int spellLvl, BattleHex dest
range::random_shuffle(availableTiles);
const int patchesForSkill[] = {4, 4, 6, 8};
int patchesToPut = patchesForSkill[spellLvl];
vstd::amin(patchesToPut, availableTiles.size());
const int patchesToPut = std::min<int>(patchesForSkill[spellLvl], availableTiles.size());
//land mines or quicksand patches are handled as spell created obstacles
for (int i = 0; i < patchesToPut; i++)
{
CObstacleInstance coi;
coi.pos = availableTiles[i];
coi.casterSide = casterSide;
coi.obstacleType = (spellID == Spells::QUICKSAND)
? CObstacleInstance::QUICKSAND
: CObstacleInstance::LAND_MINE;
coi.ID = spellID;
coi.spellLevel = spellLvl;
coi.turnsRemaining = -1;
coi.uniqueID = baseUniqueID + i;
coi.visibleForAnotherSide = false;
BattleObstaclePlaced bop;
bop.obstacle = coi;
sendAndApply(&bop);
}
placeObstacle(availableTiles[i]);
}
break;
case Spells::FORCE_FIELD:
placeObstacle(destination);
break;
case Spells::FIRE_WALL:
{
//fire wall is build from multiple obstacles - one fire piece for each affected hex
auto affectedHexes = spell->rangeInHexes(destination, spellLvl, casterSide);
BOOST_FOREACH(BattleHex hex, affectedHexes)
placeObstacle(hex);
}
break;
//damage spells
case Spells::MAGIC_ARROW:
case Spells::ICE_BOLT:
@ -4213,10 +4250,10 @@ void CGameHandler::handleSpellCasting( int spellID, int spellLvl, BattleHex dest
case Spells::REMOVE_OBSTACLE:
{
ObstaclesRemoved obr;
BOOST_FOREACH(const CObstacleInstance &obstacle, battleGetAllObstacles())
BOOST_FOREACH(auto &obstacle, battleGetAllObstacles())
{
if(vstd::contains(obstacle.getBlocked(), destination))
obr.obstacles.insert(obstacle.uniqueID);
if(vstd::contains(obstacle->getBlockedTiles(), destination))
obr.obstacles.insert(obstacle->uniqueID);
}
if(!obr.obstacles.empty())
@ -4491,6 +4528,65 @@ void CGameHandler::stackTurnTrigger(const CStack * st)
}
}
void CGameHandler::handleDamageFromObstacle(const CObstacleInstance &obstacle, CStack * curStack)
{
//we want to determine following vars depending on obstacle type
int damage = -1;
int effect = -1;
bool oneTimeObstacle = false;
//helper info
const SpellCreatedObstacle *spellObstacle = dynamic_cast<const SpellCreatedObstacle*>(&obstacle); //not nice but we may need spell params
const ui8 side = !curStack->attackerOwned;
const CGHeroInstance *hero = gs->curB->heroes[side];
if(obstacle.obstacleType == CObstacleInstance::MOAT)
{
damage = battleGetMoatDmg();
}
else if(obstacle.obstacleType == CObstacleInstance::LAND_MINE)
{
//You don't get hit by a Mine you can see.
if(gs->curB->isObstacleVisibleForSide(obstacle, side))
return;
oneTimeObstacle = true;
effect = 82; //makes
damage = gs->curB->calculateSpellDmg(VLC->spellh->spells[Spells::LAND_MINE], hero, curStack,
spellObstacle->spellLevel, spellObstacle->casterSpellPower);
//TODO even if obstacle wasn't created by hero (Tower "moat") it should deal dmg as if casted by hero,
//if it is bigger than default dmg. Or is it just irrelevant H3 implementation quirk
}
else if(obstacle.obstacleType == CObstacleInstance::FIRE_WALL)
{
damage = gs->curB->calculateSpellDmg(VLC->spellh->spells[Spells::FIRE_WALL], hero, curStack,
spellObstacle->spellLevel, spellObstacle->casterSpellPower);
}
else
{
//no other obstacle does damage to stack
return;
}
BattleStackAttacked bsa;
if(effect >= 0)
{
bsa.flags |= BattleStackAttacked::EFFECT;
bsa.effect = effect; //makes POOF
}
bsa.damageAmount = damage;
bsa.stackAttacked = curStack->ID;
bsa.attackerID = -1;
curStack->prepareAttacked(bsa);
StacksInjured si;
si.stacks.push_back(bsa);
sendAndApply(&si);
if(oneTimeObstacle)
removeObstacle(obstacle);
}
void CGameHandler::handleTimeEvents()
{
gs->map->events.sort(evntCmp);
@ -5633,6 +5729,14 @@ void CGameHandler::runBattle()
while(!battleResult.get()) //till the end of the battle ;]
{
NEW_ROUND;
auto obstacles = gs->curB->obstacles; //we copy container, because we're going to modify it
BOOST_FOREACH(auto &obstPtr, obstacles)
{
if(const SpellCreatedObstacle *sco = dynamic_cast<const SpellCreatedObstacle *>(obstPtr.get()))
if(sco->turnsRemaining == 0)
removeObstacle(*obstPtr);
}
std::vector<CStack*> & stacks = (gs->curB->stacks);
const BattleInfo & curB = *gs->curB;
@ -5957,6 +6061,13 @@ bool CGameHandler::isBlockedByQueries(const CPack *pack, int packType, ui8 playe
return true; //block package
}
void CGameHandler::removeObstacle(const CObstacleInstance &obstacle)
{
ObstaclesRemoved obsRem;
obsRem.obstacles.insert(obstacle.uniqueID);
sendAndApply(&obsRem);
}
CasualtiesAfterBattle::CasualtiesAfterBattle(const CArmedInstance *army, BattleInfo *bat)
{
int color = army->tempOwner;

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@ -199,6 +199,8 @@ public:
int usedSpellPower, ECastingMode::ECastingMode mode, const CStack * stack, si32 selectedStack = -1);
bool makeCustomAction(BattleAction &ba);
void stackTurnTrigger(const CStack * stack);
void handleDamageFromObstacle(const CObstacleInstance &obstacle, CStack * curStack); //checks if obstacle is land mine and handles possible consequences
void removeObstacle(const CObstacleInstance &obstacle);
bool queryReply( ui32 qid, ui32 answer, ui8 player );
bool hireHero( const CGObjectInstance *obj, ui8 hid, ui8 player );
bool buildBoat( ui32 objid );

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@ -63,7 +63,7 @@
<PropertyGroup Label="UserMacros" />
<PropertyGroup>
<_ProjectFileVersion>10.0.30128.1</_ProjectFileVersion>
<OutDir Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">..\..</OutDir>
<OutDir Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">..\</OutDir>
<OutDir Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">$(SolutionDir)</OutDir>
<IntDir Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">$(Configuration)\</IntDir>
<IntDir Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">$(Configuration)\</IntDir>