diff --git a/client/BattleInterface/CBattleInterface.cpp b/client/BattleInterface/CBattleInterface.cpp index a90d437d8..3bab57b2f 100644 --- a/client/BattleInterface/CBattleInterface.cpp +++ b/client/BattleInterface/CBattleInterface.cpp @@ -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 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; bgetSpellSchoolLevel(&spToCast); } + //obtaining range and printing it - std::set shaded = spToCast.rangeInHexes(b, schoolLevel); - for(std::set::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 obstacles = curInt->cb->battleGetAllObstacles(); + auto obstacles = curInt->cb->battleGetAllObstacles(); std::multimap 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 *aliveStacks, } } -void CBattleInterface::showObstacles(std::multimap *hexToObstacle, std::vector &obstacles, int hex, SDL_Surface *to) +void CBattleInterface::showObstacles(std::multimap *hexToObstacle, std::vector > &obstacles, int hex, SDL_Surface *to) { std::pair::const_iterator, std::multimap::const_iterator> obstRange = hexToObstacle->equal_range(hex); for(std::multimap::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 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(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(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 diff --git a/client/BattleInterface/CBattleInterface.h b/client/BattleInterface/CBattleInterface.h index aa60c9033..478676466 100644 --- a/client/BattleInterface/CBattleInterface.h +++ b/client/BattleInterface/CBattleInterface.h @@ -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; // ui8 animCount; @@ -155,7 +161,7 @@ private: void showAliveStack(const CStack *stack, SDL_Surface * to); //helper function for function show void showAliveStacks(std::vector *aliveStacks, int hex, std::vector *flyingStacks, SDL_Surface *to); // loops through all stacks at a given hex position void showPieceOfWall(SDL_Surface * to, int hex, const std::vector & stacks); //helper function for show - void showObstacles(std::multimap *hexToObstacle, std::vector &obstacles, int hex, SDL_Surface *to); // show all obstacles at a given hex position + void showObstacles(std::multimap *hexToObstacle, std::vector > &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); diff --git a/client/CPlayerInterface.cpp b/client/CPlayerInterface.cpp index f9c8fbb37..947e78b3c 100644 --- a/client/CPlayerInterface.cpp +++ b/client/CPlayerInterface.cpp @@ -679,17 +679,17 @@ void CPlayerInterface::battleObstaclesRemoved(const std::set & removedObst return; } - for(std::set::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::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); } diff --git a/client/NetPacksClient.cpp b/client/NetPacksClient.cpp index 34c37494e..69d2734b7 100644 --- a/client/NetPacksClient.cpp +++ b/client/NetPacksClient.cpp @@ -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 ) diff --git a/client/VCMI_client.vcxproj b/client/VCMI_client.vcxproj index 3756f06f2..a06f8fe7a 100644 --- a/client/VCMI_client.vcxproj +++ b/client/VCMI_client.vcxproj @@ -307,6 +307,7 @@ + diff --git a/client/VCMI_client.vcxproj.filters b/client/VCMI_client.vcxproj.filters index 0ff7da605..ae08943c6 100644 --- a/client/VCMI_client.vcxproj.filters +++ b/client/VCMI_client.vcxproj.filters @@ -232,19 +232,10 @@ Header Files - + Header Files - - Header Files - - - Header Files - - - Header Files - - + Header Files diff --git a/lib/BattleHex.cpp b/lib/BattleHex.cpp index bffbda6d5..b823c052c 100644 --- a/lib/BattleHex.cpp +++ b/lib/BattleHex.cpp @@ -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 & ret) bool BattleHex::isAvailable() const { return isValid() && getX() > 0 && getX() < GameConstants::BFIELD_WIDTH-1; -} \ No newline at end of file +} diff --git a/lib/BattleHex.h b/lib/BattleHex.h index ab854df0c..ae2dfb76e 100644 --- a/lib/BattleHex.h +++ b/lib/BattleHex.h @@ -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; diff --git a/lib/BattleState.cpp b/lib/BattleState.cpp index 646a63c4d..483864318 100644 --- a/lib/BattleState.cpp +++ b/lib/BattleState.cpp @@ -151,13 +151,12 @@ void BattleInfo::getAccessibilityMap(bool *accessibility, bool twoHex, bool atta } } //obstacles - for(ui32 b=0; b blocked = obstacles[b].getBlocked(); - for(ui32 c=0; cgetBlockedTiles()) { - 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 quicksands = getQuicksands(!attackerOwned); + std::set quicksands = getStoppers(!attackerOwned); //inits for(int b=0; b *casualties ) const std::set BattleInfo::getAttackedCreatures(const CSpell * s, int skillLevel, ui8 attackerOwner, BattleHex destinationTile ) { - std::set attackedHexes = s->rangeInHexes(destinationTile, skillLevel); std::set 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 BattleInfo::getAttackedCreatures(const CSpell * s, int skillLe } else if (s->range[skillLevel].size() > 1) //custom many-hex range { - for(std::set::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 BattleInfo::getAttackedCreatures(const CSpell * s, int skillLe } else //custom range from attackedHexes { - for(std::set::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 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 & stacks = (curB->stacks); curB->tile = tile; - curB->battlefieldType = terType; + curB->battlefieldType = battlefieldType; curB->belligerents[0] = const_cast(armies[0]); curB->belligerents[1] = const_cast(armies[1]); curB->heroes[0] = const_cast(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(); + 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 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(); + 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(); + 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(terrain); + auto nativeTerrain = make_shared(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 BattleInfo::getObstacleOnTile(BattleHex tile) const { - std::set coveredHexes; - BOOST_FOREACH(const CObstacleInstance &obs, obstacles) - { - std::vector 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 pred) const @@ -2582,20 +2593,35 @@ int BattleInfo::battlefieldTypeToBI(int bfieldType) return BattlefieldBI::NONE; } -std::set BattleInfo::getQuicksands(bool whichSidePerspective) const +std::set BattleInfo::getStoppers(bool whichSidePerspective) const { std::set 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) diff --git a/lib/BattleState.h b/lib/BattleState.h index c6c8db16f..0e9a07d3f 100644 --- a/lib/BattleState.h +++ b/lib/BattleState.h @@ -59,12 +59,14 @@ struct DLL_LINKAGE BattleInfo : public CBonusSystemNode CGHeroInstance* heroes[2]; CArmedInstance *belligerents[2]; //may be same as heroes std::vector stacks; - std::vector obstacles; + std::vector > obstacles; ui8 castSpells[2]; //how many spells each side has cast this turn [0] - attacker, [1] - defender std::vector 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 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 getAccessibility(const CStack * stack, bool addOccupiable, std::vector * 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 getObstacleOnTile(BattleHex tile) const; bool isStackBlocked(const CStack * stack) const; //returns true if there is neighboring enemy stack - std::set getQuicksands(bool whichSidePerspective) const; + std::set 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 @@ -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; diff --git a/lib/CCreatureHandler.cpp b/lib/CCreatureHandler.cpp index d90b240bb..20a0dd8cc 100644 --- a/lib/CCreatureHandler.cpp +++ b/lib/CCreatureHandler.cpp @@ -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; diff --git a/lib/CCreatureHandler.h b/lib/CCreatureHandler.h index aafee093c..c20bf31b1 100644 --- a/lib/CCreatureHandler.h +++ b/lib/CCreatureHandler.h @@ -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 diff --git a/lib/CHeroHandler.cpp b/lib/CHeroHandler.cpp index 3b186a4c8..8b8062e1d 100644 --- a/lib/CHeroHandler.cpp +++ b/lib/CHeroHandler.cpp @@ -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() diff --git a/lib/CHeroHandler.h b/lib/CHeroHandler.h index 104b15b2f..efe28c699 100644 --- a/lib/CHeroHandler.h +++ b/lib/CHeroHandler.h @@ -141,6 +141,7 @@ public: std::map obstacles; //info about obstacles that may be placed on battlefield std::map absoluteObstacles; //info about obstacles that may be placed on battlefield + std::vector nativeTerrains; //info about native terrains of different factions void loadObstacles(); //loads info about obstacles @@ -160,7 +161,8 @@ public: template 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 diff --git a/lib/CObstacleInstance.cpp b/lib/CObstacleInstance.cpp index ba9129ef5..726963c04 100644 --- a/lib/CObstacleInstance.cpp +++ b/lib/CObstacleInstance.cpp @@ -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 CObstacleInstance::getBlocked() const +std::vector CObstacleInstance::getBlockedTiles() const { - switch(obstacleType) - { - case ABSOLUTE_OBSTACLE: - case USUAL: - return getInfo().getBlocked(pos); - //TODO Force Field - } + if(blocksTiles()) + return getAffectedTiles(); + return std::vector(); +} +std::vector CObstacleInstance::getStoppingTile() const +{ + if(stopsMovement()) + return getAffectedTiles(); return std::vector(); } @@ -43,31 +48,91 @@ std::vector CObstacleInstance::getAffectedTiles() const { switch(obstacleType) { - case QUICKSAND: - case LAND_MINE: - return std::vector(1, pos); - //TODO Fire Wall + case ABSOLUTE_OBSTACLE: + case USUAL: + return getInfo().getBlocked(pos); + default: + assert(0); } - return std::vector(); } -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 SpellCreatedObstacle::getAffectedTiles() const +{ + switch(obstacleType) + { + case QUICKSAND: + case LAND_MINE: + case FIRE_WALL: + return std::vector(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 MoatObstacle::getAffectedTiles() const +{ + //rrr... need initializer lists + static const BattleHex moatHexes[] = {11, 28, 44, 61, 77, 111, 129, 146, 164, 181}; + return std::vector(std::begin(moatHexes), std::end(moatHexes)); +} \ No newline at end of file diff --git a/lib/CObstacleInstance.h b/lib/CObstacleInstance.h index b06fbe670..b995737ec 100644 --- a/lib/CObstacleInstance.h +++ b/lib/CObstacleInstance.h @@ -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 getBlocked() const; - std::vector getAffectedTiles() const; //to be used with quicksands / fire walls /land mines + + std::vector getBlockedTiles() const; + std::vector 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 getAffectedTiles() const; + virtual bool visibleForSide(ui8 side, bool hasNativeStack) const; //0 attacker + + virtual void battleTurnPassed(){}; template void serialize(Handler &h, const int version) { h & ID & pos & obstacleType & uniqueID; - h & turnsRemaining & spellLevel & casterSide & visibleForAnotherSide; } -}; \ No newline at end of file +}; + +struct DLL_LINKAGE MoatObstacle : CObstacleInstance +{ + virtual std::vector 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 getAffectedTiles() const OVERRIDE; //for special effects (not blocking) + virtual bool visibleForSide(ui8 side, bool hasNativeStack) const OVERRIDE; //0 attacker + + virtual void battleTurnPassed() OVERRIDE; + + template void serialize(Handler &h, const int version) + { + h & static_cast(*this); + h & turnsRemaining & casterSpellPower & spellLevel & casterSide & visibleForAnotherSide; + } +}; diff --git a/lib/CSpellHandler.cpp b/lib/CSpellHandler.cpp index 2d364b4e4..396dfab3d 100644 --- a/lib/CSpellHandler.cpp +++ b/lib/CSpellHandler.cpp @@ -7,6 +7,7 @@ #include "../lib/JsonNode.h" #include #include "GameConstants.h" +#include "BattleHex.h" extern CLodHandler *bitmaph; @@ -127,9 +128,44 @@ CSpellHandler::CSpellHandler() { VLC->spellh = this; } -std::set CSpell::rangeInHexes(unsigned int centralHex, ui8 schoolLvl ) const +std::vector CSpell::rangeInHexes(BattleHex centralHex, ui8 schoolLvl, ui8 side, bool *outDroppedHexes) const { - std::set ret; + std::vector 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 CSpell::rangeInHexes(unsigned int centralHex, ui8 schoolLvl ) con //adding abtained hexes for(std::set::iterator it = curLayer.begin(); it != curLayer.end(); ++it) { - ret.insert(*it); + ret.push_back(*it); } } @@ -187,6 +223,8 @@ std::set CSpell::rangeInHexes(unsigned int centralHex, ui8 schoolLvl ) con } } + //remove duplicates (TODO check if actually needed) + range::unique(ret); return ret; } diff --git a/lib/CSpellHandler.h b/lib/CSpellHandler.h index 5d8f9cc5c..70097666f 100644 --- a/lib/CSpellHandler.h +++ b/lib/CSpellHandler.h @@ -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 range; //description of spell's range in SRSL by magic school level - std::set rangeInHexes(unsigned int centralHex, ui8 schoolLvl ) const; //convert range to specific hexes + std::vector 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; diff --git a/lib/HeroBonus.cpp b/lib/HeroBonus.cpp index e269282c6..ab9a3bce0 100644 --- a/lib/HeroBonus.cpp +++ b/lib/HeroBonus.cpp @@ -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 } diff --git a/lib/IGameCallback.cpp b/lib/IGameCallback.cpp index 028f6b56b..a91a7a3b1 100644 --- a/lib/IGameCallback.cpp +++ b/lib/IGameCallback.cpp @@ -205,15 +205,15 @@ int CBattleInfoCallback::battleGetBattlefieldType() // return -1; // } -std::vector CBattleInfoCallback::battleGetAllObstacles() +std::vector > CBattleInfoCallback::battleGetAllObstacles() { //boost::shared_lock lock(*gs->mx); - std::vector ret; + std::vector > 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 CBattleInfoCallback::battleGetObstacleOnPos(BattleHex tile, bool onlyBlocking /*= true*/) +shared_ptr 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 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(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; diff --git a/lib/IGameCallback.h b/lib/IGameCallback.h index 39555ad83..ecbc452e9 100644 --- a/lib/IGameCallback.h +++ b/lib/IGameCallback.h @@ -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 battleGetObstacleOnPos(BattleHex tile, bool onlyBlocking = true); - std::vector battleGetAllObstacles(); //returns all obstacles on the battlefield + shared_ptr battleGetObstacleOnPos(BattleHex tile, bool onlyBlocking = true); + std::vector > 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 :) diff --git a/lib/NetPacks.h b/lib/NetPacks.h index fcd41ffc2..eb59a3b26 100644 --- a/lib/NetPacks.h +++ b/lib/NetPacks.h @@ -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 obstacle; template void serialize(Handler &h, const int version) { diff --git a/lib/NetPacksLib.cpp b/lib/NetPacksLib.cpp index 8236ad882..bb29f6d3e 100644 --- a/lib/NetPacksLib.cpp +++ b/lib/NetPacksLib.cpp @@ -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(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; icurB->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; diff --git a/lib/RegisterTypes.h b/lib/RegisterTypes.h index ed753c90e..af40ff684 100644 --- a/lib/RegisterTypes.h +++ b/lib/RegisterTypes.h @@ -95,6 +95,11 @@ void registerTypes1(Serializer &s) s.template registerType(); s.template registerType(); s.template registerType(); + + s.template registerType(); + s.template registerType(); + s.template registerType(); + //s.template registerType(); //s.template registerType(); //s.template registerType(); diff --git a/server/CGameHandler.cpp b/server/CGameHandler.cpp index 000a55364..83d575d6f 100644 --- a/server/CGameHandler.cpp +++ b/server/CGameHandler.cpp @@ -997,7 +997,7 @@ int CGameHandler::moveStack(int stack, BattleHex dest) { // send one package with the creature path information - unique_ptr obstacle = NULL; //obstacle that interrupted movement + shared_ptr obstacle = NULL; //obstacle that interrupted movement std::vector 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(); + 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 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(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(&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(obstPtr.get())) + if(sco->turnsRemaining == 0) + removeObstacle(*obstPtr); + } + std::vector & 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; diff --git a/server/CGameHandler.h b/server/CGameHandler.h index cd793d0ec..048317d43 100644 --- a/server/CGameHandler.h +++ b/server/CGameHandler.h @@ -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 ); diff --git a/server/VCMI_server.vcxproj b/server/VCMI_server.vcxproj index 3838b7823..bf431f80d 100644 --- a/server/VCMI_server.vcxproj +++ b/server/VCMI_server.vcxproj @@ -63,7 +63,7 @@ <_ProjectFileVersion>10.0.30128.1 - ..\.. + ..\ $(SolutionDir) $(Configuration)\ $(Configuration)\