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mirror of https://github.com/vcmi/vcmi.git synced 2024-12-26 22:57:00 +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); backgroundWithHexes = CSDL_Ext::newSurface(background->w, background->h, screen);
//preparing obstacle defs //preparing obstacle defs
std::vector<CObstacleInstance> obst = curInt->cb->battleGetAllObstacles(); auto obst = curInt->cb->battleGetAllObstacles();
for(size_t t = 0; t < obst.size(); ++t) for(size_t t = 0; t < obst.size(); ++t)
{ {
int ID = obst[t].ID; const int ID = obst[t]->ID;
std::string gfxName = obst[t].getInfo().defName; if(obst[t]->obstacleType == CObstacleInstance::USUAL)
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) 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)); 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"); quicksand = CDefHandler::giveDef("C17SPE1.DEF");
landMine = CDefHandler::giveDef("C09SPF1.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++) for (int i = 0; i < bfield.size(); i++)
{ {
@ -428,6 +431,11 @@ CBattleInterface::~CBattleInterface()
delete quicksand; delete quicksand;
delete landMine; delete landMine;
delete fireWall;
delete smallForceField[0];
delete smallForceField[1];
delete bigForceField[0];
delete bigForceField[1];
delete siegeH; delete siegeH;
@ -565,9 +573,9 @@ void CBattleInterface::show(SDL_Surface * to)
CSDL_Ext::blit8bppAlphaTo24bpp(cellBorders, NULL, to, &pos); CSDL_Ext::blit8bppAlphaTo24bpp(cellBorders, NULL, to, &pos);
} }
//Blit absolute obstacles //Blit absolute obstacles
BOOST_FOREACH(const CObstacleInstance &oi, curInt->cb->battleGetAllObstacles()) BOOST_FOREACH(auto &oi, curInt->cb->battleGetAllObstacles())
if(oi.obstacleType == CObstacleInstance::ABSOLUTE_OBSTACLE) if(oi->obstacleType == CObstacleInstance::ABSOLUTE_OBSTACLE)
blitAt(imageOfObstacle(oi), pos.x + oi.getInfo().width, pos.y + oi.getInfo().height, to); blitAt(imageOfObstacle(*oi), pos.x + oi->getInfo().width, pos.y + oi->getInfo().height, to);
} }
//printing hovered cell //printing hovered cell
for(int b=0; b<GameConstants::BFIELD_SIZE; ++b) for(int b=0; b<GameConstants::BFIELD_SIZE; ++b)
@ -597,14 +605,15 @@ void CBattleInterface::show(SDL_Surface * to)
if (defendingHeroInstance) if (defendingHeroInstance)
schoolLevel = defendingHeroInstance->getSpellSchoolLevel(&spToCast); schoolLevel = defendingHeroInstance->getSpellSchoolLevel(&spToCast);
} }
//obtaining range and printing it //obtaining range and printing it
std::set<ui16> shaded = spToCast.rangeInHexes(b, schoolLevel); auto shaded = spToCast.rangeInHexes(b, schoolLevel, curInt->cb->battleGetMySide());
for(std::set<ui16>::iterator it = shaded.begin(); it != shaded.end(); ++it) //for spells with range greater then one hex 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 x = 14 + ((shadedHex/GameConstants::BFIELD_WIDTH)%2==0 ? 22 : 0) + 44*(shadedHex%GameConstants::BFIELD_WIDTH) + pos.x;
int y = 86 + 42 * (*it/GameConstants::BFIELD_WIDTH) + pos.y; int y = 86 + 42 * (shadedHex/GameConstants::BFIELD_WIDTH) + pos.y;
SDL_Rect temp_rect = genRect(cellShade->h, cellShade->w, x, y); SDL_Rect temp_rect = genRect(cellShade->h, cellShade->w, x, y);
CSDL_Ext::blit8bppAlphaTo24bpp(cellShade, NULL, to, &temp_rect); CSDL_Ext::blit8bppAlphaTo24bpp(cellShade, NULL, to, &temp_rect);
} }
@ -640,16 +649,16 @@ void CBattleInterface::show(SDL_Surface * to)
SDL_SetClipRect(to, &pos); SDL_SetClipRect(to, &pos);
//preparing obstacles to be shown //preparing obstacles to be shown
std::vector<CObstacleInstance> obstacles = curInt->cb->battleGetAllObstacles(); auto obstacles = curInt->cb->battleGetAllObstacles();
std::multimap<BattleHex, int> hexToObstacle; std::multimap<BattleHex, int> hexToObstacle;
for(size_t b = 0; b < obstacles.size(); ++b) for(size_t b = 0; b < obstacles.size(); ++b)
{ {
const CObstacleInstance &oi = obstacles[b]; const auto &oi = obstacles[b];
if(oi.obstacleType != CObstacleInstance::ABSOLUTE_OBSTACLE) if(oi->obstacleType != CObstacleInstance::ABSOLUTE_OBSTACLE && oi->obstacleType != CObstacleInstance::MOAT)
{ {
//BattleHex position = CGI->heroh->obstacles.find(obstacles[b].ID)->second.getMaxBlocked(obstacles[b].pos); //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) if(!active)
activate(); activate();
bool changedStack = false;
//activation of next stack //activation of next stack
if(pendingAnims.size() == 0 && stackToActivate != NULL) if(pendingAnims.size() == 0 && stackToActivate != NULL)
{ {
activateStack(); activateStack();
changedStack = true;
} }
//anims ended //anims ended
animsAreDisplayed.setn(false); 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 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 = std::pair<std::multimap<BattleHex, int>::const_iterator, std::multimap<BattleHex, int>::const_iterator> obstRange =
hexToObstacle->equal_range(hex); hexToObstacle->equal_range(hex);
for(std::multimap<BattleHex, int>::const_iterator it = obstRange.first; it != obstRange.second; ++it) 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); SDL_Surface *toBlit = imageOfObstacle(curOb);
Point p = whereToBlitObstacleImage(toBlit, curOb); Point p = whereToBlitObstacleImage(toBlit, curOb);
blitAt(toBlit, p.x, p.y, to); 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) for(size_t h = 0; h < attackedInfos.size(); ++h)
{ {
++targets; ++targets;
killed += attackedInfos[h].killed; killed += attackedInfos[h].amountKilled;
damage += attackedInfos[h].dmg; damage += attackedInfos[h].dmg;
} }
if (attackedInfos.front().cloneKilled) //FIXME: cloned stack is already removed if (attackedInfos.front().cloneKilled) //FIXME: cloned stack is already removed
@ -1855,6 +1877,11 @@ void CBattleInterface::castThisSpell(int spellID)
spellSelMode = ANY_LOCATION; 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 if (spellSelMode == NO_LOCATION) //user does not have to select location
{ {
spellToCast->destinationTile = -1; spellToCast->destinationTile = -1;
@ -2282,9 +2309,11 @@ void CBattleInterface::redrawBackgroundWithHexes(const CStack * activeStack)
blitAt(background, 0, 0, backgroundWithHexes); blitAt(background, 0, 0, backgroundWithHexes);
//draw absolute obstacles (cliffs and so on) //draw absolute obstacles (cliffs and so on)
BOOST_FOREACH(const CObstacleInstance &oi, curInt->cb->battleGetAllObstacles()) BOOST_FOREACH(auto &oi, curInt->cb->battleGetAllObstacles())
if(oi.obstacleType == CObstacleInstance::ABSOLUTE_OBSTACLE) {
blitAt(imageOfObstacle(oi), oi.getInfo().width, oi.getInfo().height, backgroundWithHexes); 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()) if(settings["battle"]["cellBorders"].Bool())
CSDL_Ext::blit8bppAlphaTo24bpp(cellBorders, NULL, backgroundWithHexes, NULL); 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 ) 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; int end = 0;
if (attacker) //ignore if stacks were killed by spell if (attacker) //ignore if stacks were killed by spell
{ {
@ -2800,6 +2829,33 @@ void CBattleInterface::handleHex(BattleHex myNumber, int eventType)
else else
notLegal = true; notLegal = true;
break; 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: case CATAPULT:
if (isCatapultAttackable(myNumber)) if (isCatapultAttackable(myNumber))
legalAction = true; legalAction = true;
@ -2930,7 +2986,7 @@ void CBattleInterface::handleHex(BattleHex myNumber, int eventType)
break; break;
case ANY_LOCATION: case ANY_LOCATION:
sp = CGI->spellh->spells[creatureCasting ? creatureSpellToCast : spellToCast->additionalInfo]; //necessary if creature has random Genie spell at same time 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; isCastingPossible = true;
break; break;
case RANDOM_GENIE_SPELL: //we assume that teleport / sacrifice will never be avaliable as random spell 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 spellToCast->selectedStack = shere->ID; //sacrificed creature is selected
isCastingPossible = true; isCastingPossible = true;
break; 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: case HEAL:
cursorFrame = ECursor::COMBAT_HEAL; cursorFrame = ECursor::COMBAT_HEAL;
consoleMsg = (boost::format(CGI->generaltexth->allTexts[419]) % shere->getName()).str(); //Apply first aid to the %s 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: case SACRIFICE:
consoleMsg = CGI->generaltexth->allTexts[543]; //choose army to sacrifice consoleMsg = CGI->generaltexth->allTexts[543]; //choose army to sacrifice
break; 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: default:
cursorFrame = ECursor::COMBAT_BLOCKED; cursorFrame = ECursor::COMBAT_BLOCKED;
break; break;
@ -3275,6 +3340,20 @@ SDL_Surface * CBattleInterface::imageOfObstacle(const CObstacleInstance &oi) con
return vstd::circularAt(quicksand->ourImages, frameIndex).bitmap; return vstd::circularAt(quicksand->ourImages, frameIndex).bitmap;
case CObstacleInstance::LAND_MINE: case CObstacleInstance::LAND_MINE:
return vstd::circularAt(landMine->ourImages, frameIndex).bitmap; 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: default:
assert(0); assert(0);
} }
@ -3286,16 +3365,47 @@ void CBattleInterface::obstaclePlaced(const CObstacleInstance & oi)
waitForAnims(); waitForAnims();
int effectID = -1; int effectID = -1;
soundBase::soundID sound = soundBase::invalid;
std::string defname;
switch(oi.obstacleType) switch(oi.obstacleType)
{ {
case CObstacleInstance::QUICKSAND: case CObstacleInstance::QUICKSAND:
effectID = 55; effectID = 55;
sound = soundBase::QUIKSAND;
break; break;
case CObstacleInstance::LAND_MINE: case CObstacleInstance::LAND_MINE:
effectID = 47; 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; break;
//TODO firewall, force field
default: default:
tlog1 << "I don't know how to animate appearing obstacle of type " << (int)oi.obstacleType << std::endl; tlog1 << "I don't know how to animate appearing obstacle of type " << (int)oi.obstacleType << std::endl;
return; return;
@ -3307,12 +3417,17 @@ void CBattleInterface::obstaclePlaced(const CObstacleInstance & oi)
return; 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 //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 // -> if we know how to blit obstacle, let's blit the effect in the same place
Point whereTo = whereToBlitObstacleImage(imageOfObstacle(oi), oi); Point whereTo = whereToBlitObstacleImage(imageOfObstacle(oi), oi);
addNewAnim(new CSpellEffectAnimation(this, defname, whereTo.x, whereTo.y)); 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 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_TACTICS, CHOOSE_TACTICS_STACK,
MOVE_STACK, ATTACK, WALK_AND_ATTACK, ATTACK_AND_RETURN, SHOOT, //OPEN_GATE, //we can open castle gate during siege 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, 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 CATAPULT, HEAL, RISE_DEMONS
}; };
private: private:
@ -112,8 +113,13 @@ private:
std::map< int, CDefHandler * > idToProjectile; //projectiles of creatures (creatureID, defhandler) std::map< int, CDefHandler * > idToProjectile; //projectiles of creatures (creatureID, defhandler)
std::map< int, CDefHandler * > idToObstacle; //obstacles located on the battlefield std::map< int, CDefHandler * > idToObstacle; //obstacles located on the battlefield
std::map< int, SDL_Surface * > idToAbsoluteObstacle; //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 *landMine;
CDefHandler *quicksand; CDefHandler *quicksand;
CDefHandler *fireWall;
CDefHandler *smallForceField[2], *bigForceField[2]; // [side]
std::map< int, bool > creDir; // <creatureID, if false reverse creature's animation> std::map< int, bool > creDir; // <creatureID, if false reverse creature's animation>
ui8 animCount; ui8 animCount;
@ -155,7 +161,7 @@ private:
void showAliveStack(const CStack *stack, SDL_Surface * to); //helper function for function show 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 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 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; SDL_Surface *imageOfObstacle(const CObstacleInstance &oi) const;
Point whereToBlitObstacleImage(SDL_Surface *image, const CObstacleInstance &obstacle) const; Point whereToBlitObstacleImage(SDL_Surface *image, const CObstacleInstance &obstacle) const;
void redrawBackgroundWithHexes(const CStack * activeStack); void redrawBackgroundWithHexes(const CStack * activeStack);

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

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@ -610,7 +610,7 @@ void BattleTriggerEffect::applyCl(CClient * cl)
void BattleObstaclePlaced::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 ) void BattleResult::applyFirstCl( CClient *cl )

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

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

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

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

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@ -151,13 +151,12 @@ void BattleInfo::getAccessibilityMap(bool *accessibility, bool twoHex, bool atta
} }
} }
//obstacles //obstacles
for(ui32 b=0; b<obstacles.size(); ++b) BOOST_FOREACH(const auto &obstacle, obstacles)
{ {
std::vector<BattleHex> blocked = obstacles[b].getBlocked(); BOOST_FOREACH(BattleHex hex, obstacle->getBlockedTiles())
for(ui32 c=0; c<blocked.size(); ++c)
{ {
if(blocked[c] >=0 && blocked[c] < GameConstants::BFIELD_SIZE) assert(hex.isValid());
accessibility[blocked[c]] = false; 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 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 //inits
for(int b=0; b<GameConstants::BFIELD_SIZE; ++b) 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<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*/ 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) 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 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(st)
{ {
if (s->id == 76) //Death Cloud //TODO: fireball and fire immunity 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 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) if(st)
attackedCres.insert(st); attackedCres.insert(st);
} }
@ -1594,7 +1594,7 @@ struct RangeGenerator
boost::function<int()> myRand; 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; CMP_stack cmpst;
BattleInfo *curB = new BattleInfo; BattleInfo *curB = new BattleInfo;
@ -1607,7 +1607,7 @@ BattleInfo * BattleInfo::setupBattle( int3 tile, int terrain, int terType, const
std::vector<CStack*> & stacks = (curB->stacks); std::vector<CStack*> & stacks = (curB->stacks);
curB->tile = tile; curB->tile = tile;
curB->battlefieldType = terType; curB->battlefieldType = battlefieldType;
curB->belligerents[0] = const_cast<CArmedInstance*>(armies[0]); curB->belligerents[0] = const_cast<CArmedInstance*>(armies[0]);
curB->belligerents[1] = const_cast<CArmedInstance*>(armies[1]); curB->belligerents[1] = const_cast<CArmedInstance*>(armies[1]);
curB->heroes[0] = const_cast<CGHeroInstance*>(heroes[0]); 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->town = town;
curB->siege = town->fortLevel(); curB->siege = town->fortLevel();
curB->terrainType = VLC->heroh->nativeTerrains[town->town->typeID];
} }
else else
{ {
curB->town = NULL; curB->town = NULL;
curB->siege = 0; curB->siege = 0;
curB->terrainType = terrain;
} }
//reading battleStartpos //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); stack = curB->generateNewStack(CStackBasicDescriptor(149, 1), false, 255, -3);
stacks.push_back(stack); 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); 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.srand(tile);
r.rand(1,8); //battle sound ID to play... can't do anything with it here r.rand(1,8); //battle sound ID to play... can't do anything with it here
int tilesToBlock = r.rand(5,12); int tilesToBlock = r.rand(5,12);
const int specialBattlefield = battlefieldTypeToBI(terType); const int specialBattlefield = battlefieldTypeToBI(battlefieldType);
std::vector<BattleHex> blockedTiles; std::vector<BattleHex> blockedTiles;
auto appropriateAbsoluteObstacle = [&](int id) 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 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 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 try
{ {
CObstacleInstance coi; auto obstPtr = make_shared<CObstacleInstance>();
coi.obstacleType = CObstacleInstance::ABSOLUTE_OBSTACLE; obstPtr->obstacleType = CObstacleInstance::ABSOLUTE_OBSTACLE;
coi.ID = obidgen.getSuchNumber(appropriateAbsoluteObstacle); obstPtr->ID = obidgen.getSuchNumber(appropriateAbsoluteObstacle);
coi.uniqueID = curB->obstacles.size(); obstPtr->uniqueID = curB->obstacles.size();
curB->obstacles.push_back(coi); curB->obstacles.push_back(obstPtr);
BOOST_FOREACH(BattleHex blocked, coi.getBlocked()) BOOST_FOREACH(BattleHex blocked, obstPtr->getBlockedTiles())
blockedTiles.push_back(blocked); 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 &) catch(RangeGenerator::ExhaustedPossibilities &)
{ {
@ -1861,13 +1870,13 @@ BattleInfo * BattleInfo::setupBattle( int3 tile, int terrain, int terType, const
RangeGenerator posgenerator(18, 168, ourRand); RangeGenerator posgenerator(18, 168, ourRand);
CObstacleInstance oi; auto obstPtr = make_shared<CObstacleInstance>();
oi.ID = obid; obstPtr->ID = obid;
oi.pos = posgenerator.getSuchNumber(validPosition); obstPtr->pos = posgenerator.getSuchNumber(validPosition);
oi.uniqueID = curB->obstacles.size(); obstPtr->uniqueID = curB->obstacles.size();
curB->obstacles.push_back(oi); curB->obstacles.push_back(obstPtr);
BOOST_FOREACH(BattleHex blocked, oi.getBlocked()) BOOST_FOREACH(BattleHex blocked, obstPtr->getBlockedTiles())
blockedTiles.push_back(blocked); blockedTiles.push_back(blocked);
tilesToBlock -= obi.blockedTiles.size(); tilesToBlock -= obi.blockedTiles.size();
} }
@ -1883,7 +1892,7 @@ BattleInfo * BattleInfo::setupBattle( int3 tile, int terrain, int terType, const
//giving terrain overalay premies //giving terrain overalay premies
int bonusSubtype = -1; int bonusSubtype = -1;
switch(terType) switch(battlefieldType)
{ {
case 9: //magic plains case 9: //magic plains
{ {
@ -1941,10 +1950,7 @@ BattleInfo * BattleInfo::setupBattle( int3 tile, int terrain, int terType, const
//overlay premies given //overlay premies given
//native terrain bonuses //native terrain bonuses
if(town) //during siege always take premies for native terrain of faction auto nativeTerrain = make_shared<CreatureNativeTerrainLimiter>(curB->terrainType);
terrain = VLC->heroh->nativeTerrains[town->town->typeID];
auto nativeTerrain = make_shared<CreatureNativeTerrainLimiter>(terrain);
curB->addNewBonus(makeFeature(Bonus::STACKS_SPEED, Bonus::ONE_BATTLE, 0, 1, Bonus::TERRAIN_NATIVE)->addLimiter(nativeTerrain)); 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::ATTACK, 1, Bonus::TERRAIN_NATIVE)->addLimiter(nativeTerrain));
curB->addNewBonus(makeFeature(Bonus::PRIMARY_SKILL, Bonus::ONE_BATTLE, PrimarySkill::DEFENSE, 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) if(moreGeneralProblem != ESpellCastProblem::OK)
return moreGeneralProblem; 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; return ESpellCastProblem::NO_APPROPRIATE_TARGET;
}
//get dead stack if we cast resurrection or animate dead //get dead stack if we cast resurrection or animate dead
@ -2547,16 +2561,13 @@ int BattleInfo::getIdForNewStack() const
return 0; return 0;
} }
bool BattleInfo::isObstacleOnTile(BattleHex tile) const shared_ptr<CObstacleInstance> BattleInfo::getObstacleOnTile(BattleHex tile) const
{ {
std::set<BattleHex> coveredHexes; BOOST_FOREACH(auto &obs, obstacles)
BOOST_FOREACH(const CObstacleInstance &obs, obstacles) if(vstd::contains(obs->getAffectedTiles(), tile))
{ return obs;
std::vector<BattleHex> blocked = obs.getBlocked();
for(size_t w = 0; w < blocked.size(); ++w) return NULL;
coveredHexes.insert(blocked[w]);
}
return vstd::contains(coveredHexes, tile);
} }
const CStack * BattleInfo::getStackIf(boost::function<bool(const CStack*)> pred) const const CStack * BattleInfo::getStackIf(boost::function<bool(const CStack*)> pred) const
@ -2582,20 +2593,35 @@ int BattleInfo::battlefieldTypeToBI(int bfieldType)
return BattlefieldBI::NONE; return BattlefieldBI::NONE;
} }
std::set<BattleHex> BattleInfo::getQuicksands(bool whichSidePerspective) const std::set<BattleHex> BattleInfo::getStoppers(bool whichSidePerspective) const
{ {
std::set<BattleHex> ret; std::set<BattleHex> ret;
BOOST_FOREACH(const CObstacleInstance &oi, obstacles) BOOST_FOREACH(auto &oi, obstacles)
{ {
if(oi.obstacleType == CObstacleInstance::QUICKSAND if(isObstacleVisibleForSide(*oi, whichSidePerspective))
&& oi.visibleForSide(whichSidePerspective)) //quicksands are visible to the caster or if owned unit stepped into that partcular patch
{ {
range::copy(oi.getAffectedTiles(), std::inserter(ret, ret.begin())); range::copy(oi->getStoppingTile(), std::inserter(ret, ret.begin()));
} }
} }
return ret; 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) CStack::CStack(const CStackInstance *Base, int O, int I, bool AO, int S)
: base(Base), ID(I), owner(O), slot(S), attackerOwned(AO), : base(Base), ID(I), owner(O), slot(S), attackerOwned(AO),
counterAttacks(1) counterAttacks(1)

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@ -59,12 +59,14 @@ struct DLL_LINKAGE BattleInfo : public CBonusSystemNode
CGHeroInstance* heroes[2]; CGHeroInstance* heroes[2];
CArmedInstance *belligerents[2]; //may be same as heroes CArmedInstance *belligerents[2]; //may be same as heroes
std::vector<CStack*> stacks; 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 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 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 si16 enchanterCounter[2]; //tends to pass through 0, so sign is needed
SiegeInfo si; 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 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) 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) template <typename Handler> void serialize(Handler &h, const int version)
{ {
h & sides & round & activeStack & selectedStack & siege & town & tile & stacks & belligerents & obstacles h & sides & round & activeStack & selectedStack & siege & town & tile & stacks & belligerents & obstacles
& castSpells & si & battlefieldType; & castSpells & si & battlefieldType & terrainType;
h & heroes; h & heroes;
h & usedSpellsHistory & enchanterCounter; h & usedSpellsHistory & enchanterCounter;
h & tacticsSide & tacticDistance; 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) 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 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 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) 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> 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 localInit();
void localInitStack(CStack * s); 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; bool isInTacticRange( BattleHex dest ) const;
int getSurrenderingCost(int player) const; int getSurrenderingCost(int player) const;
bool hasNativeStack(ui8 side) const;
int theOtherPlayer(int player) const; int theOtherPlayer(int player) const;
ui8 whatSide(int player) const; ui8 whatSide(int player) const;

View File

@ -5,6 +5,7 @@
#include "../lib/VCMI_Lib.h" #include "../lib/VCMI_Lib.h"
#include "../lib/CGameState.h" #include "../lib/CGameState.h"
#include "../lib/JsonNode.h" #include "../lib/JsonNode.h"
#include "CHeroHandler.h"
using namespace boost::assign; using namespace boost::assign;
extern CLodHandler * bitmaph; extern CLodHandler * bitmaph;
@ -144,6 +145,15 @@ std::string CCreature::nodeName() const
return "\"" + namePl + "\""; 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() int readNumber(int & befi, int & i, int andame, std::string & buf) //helper function for void CCreatureHandler::loadCreatures() and loadUnitAnimInfo()
{ {
befi=i; befi=i;

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

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

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

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@ -2,14 +2,16 @@
#include "CObstacleInstance.h" #include "CObstacleInstance.h"
#include "CHeroHandler.h" #include "CHeroHandler.h"
#include "VCMI_Lib.h" #include "VCMI_Lib.h"
#include "CSpellHandler.h"
CObstacleInstance::CObstacleInstance() CObstacleInstance::CObstacleInstance()
{ {
obstacleType = USUAL; obstacleType = USUAL;
casterSide = -1; }
spellLevel = -1;
turnsRemaining = -1; CObstacleInstance::~CObstacleInstance()
visibleForAnotherSide = -1; {
} }
const CObstacleInfo & CObstacleInstance::getInfo() const const CObstacleInfo & CObstacleInstance::getInfo() const
@ -20,22 +22,25 @@ const CObstacleInfo & CObstacleInstance::getInfo() const
return VLC->heroh->absoluteObstacles[ID]; return VLC->heroh->absoluteObstacles[ID];
case USUAL: case USUAL:
return VLC->heroh->obstacles[ID]; return VLC->heroh->obstacles[ID];
case MOAT:
assert(0);
default: default:
assert(0); assert(0);
} }
} }
std::vector<BattleHex> CObstacleInstance::getBlocked() const std::vector<BattleHex> CObstacleInstance::getBlockedTiles() const
{ {
switch(obstacleType) if(blocksTiles())
{ return getAffectedTiles();
case ABSOLUTE_OBSTACLE: return std::vector<BattleHex>();
case USUAL:
return getInfo().getBlocked(pos);
//TODO Force Field
} }
std::vector<BattleHex> CObstacleInstance::getStoppingTile() const
{
if(stopsMovement())
return getAffectedTiles();
return std::vector<BattleHex>(); return std::vector<BattleHex>();
} }
@ -43,31 +48,91 @@ std::vector<BattleHex> CObstacleInstance::getAffectedTiles() const
{ {
switch(obstacleType) switch(obstacleType)
{ {
case QUICKSAND: case ABSOLUTE_OBSTACLE:
case LAND_MINE: case USUAL:
return std::vector<BattleHex>(1, pos); return getInfo().getBlocked(pos);
//TODO Fire Wall default:
assert(0);
} }
return std::vector<BattleHex>();
} }
bool CObstacleInstance::spellGenerated() const // bool CObstacleInstance::spellGenerated() const
// {
// if(obstacleType == USUAL || obstacleType == ABSOLUTE_OBSTACLE)
// return false;
//
// return true;
// }
bool CObstacleInstance::visibleForSide(ui8 side, bool hasNativeStack) const
{ {
if(obstacleType == USUAL || obstacleType == ABSOLUTE_OBSTACLE) //by default obstacle is visible for everyone
return false;
return true; 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) switch(obstacleType)
{ {
case ABSOLUTE_OBSTACLE: case FIRE_WALL:
case USUAL: case FORCE_FIELD:
//these are always visible
return true; return true;
default: case QUICKSAND:
case LAND_MINE:
//we hide mines and not discovered quicksands //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));
}

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@ -5,35 +5,68 @@ struct CObstacleInfo;
struct DLL_LINKAGE CObstacleInstance struct DLL_LINKAGE CObstacleInstance
{ {
BattleHex pos; //position on battlefield, typically left bottom corner
ui8 obstacleType; //if true, then position is meaningless
si32 uniqueID; si32 uniqueID;
si32 ID; //ID of obstacle (defines type of it) si32 ID; //ID of obstacle (defines type of it)
BattleHex pos; //position on battlefield
enum EObstacleType enum EObstacleType
{ {
//ABSOLUTE needs an underscore because it's a Win //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 //used only for spell-created obstacles
si8 turnsRemaining;
si8 spellLevel;
si8 casterSide; //0 - obstacle created by attacker; 1 - by defender
si8 visibleForAnotherSide;
CObstacleInstance(); CObstacleInstance();
bool spellGenerated() const; virtual ~CObstacleInstance();
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
bool visibleForSide(ui8 side) const; //0 attacker //bool spellGenerated() const;
const CObstacleInfo &getInfo() const; //allowed only when not generated by spell (usual or absolute)
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)
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) template <typename Handler> void serialize(Handler &h, const int version)
{ {
h & ID & pos & obstacleType & uniqueID; 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;
} }
}; };

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@ -7,6 +7,7 @@
#include "../lib/JsonNode.h" #include "../lib/JsonNode.h"
#include <cctype> #include <cctype>
#include "GameConstants.h" #include "GameConstants.h"
#include "BattleHex.h"
extern CLodHandler *bitmaph; extern CLodHandler *bitmaph;
@ -127,9 +128,44 @@ CSpellHandler::CSpellHandler()
{ {
VLC->spellh = this; 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 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 //adding abtained hexes
for(std::set<ui16>::iterator it = curLayer.begin(); it != curLayer.end(); ++it) 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; return ret;
} }

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@ -14,6 +14,8 @@
* *
*/ */
struct BattleHex;
class DLL_LINKAGE CSpell class DLL_LINKAGE CSpell
{ {
public: public:
@ -38,7 +40,7 @@ public:
bool creatureAbility; //if true, only creatures can use this spell 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 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::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) si16 mainEffectAnim; //main spell effect animation, in AC format (or -1 when none)
ETargetType getTargetType() const; ETargetType getTargetType() const;

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@ -1300,7 +1300,7 @@ CreatureNativeTerrainLimiter::CreatureNativeTerrainLimiter()
int CreatureNativeTerrainLimiter::limit(const BonusLimitationContext &context) const int CreatureNativeTerrainLimiter::limit(const BonusLimitationContext &context) const
{ {
const CCreature *c = retrieveCreature(&context.node); 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 //TODO neutral creatues
} }

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@ -205,15 +205,15 @@ int CBattleInfoCallback::battleGetBattlefieldType()
// return -1; // return -1;
// } // }
std::vector<CObstacleInstance> CBattleInfoCallback::battleGetAllObstacles() std::vector<shared_ptr<const CObstacleInstance> > CBattleInfoCallback::battleGetAllObstacles()
{ {
//boost::shared_lock<boost::shared_mutex> lock(*gs->mx); //boost::shared_lock<boost::shared_mutex> lock(*gs->mx);
std::vector<CObstacleInstance> ret; std::vector<shared_ptr<const CObstacleInstance> > ret;
if(gs->curB) 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); ret.push_back(oi);
} }
} }
@ -409,27 +409,48 @@ const CGHeroInstance * CBattleInfoCallback::battleGetFightingHero(ui8 side) cons
if(!gs->curB) if(!gs->curB)
return 0; return 0;
//TODO: this method should not exist... you shouldn't be able to get info about enemy hero
return gs->curB->heroes[side]; 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) if(!gs->curB)
return NULL; 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) if(vstd::contains(obs->getBlockedTiles(), tile)
|| (!onlyBlocking && vstd::contains(obs.getAffectedTiles(), tile))) || (!onlyBlocking && vstd::contains(obs->getAffectedTiles(), tile)))
{ {
return make_unique<CObstacleInstance>(obs); return obs;
} }
} }
return NULL; 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 () CGameState *const CPrivilagedInfoCallback::gameState ()
{ {
return gs; return gs;

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@ -96,8 +96,8 @@ public:
//battle //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 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 //int battleGetObstaclesAtTile(BattleHex tile); //returns bitfield
unique_ptr<CObstacleInstance> battleGetObstacleOnPos(BattleHex tile, bool onlyBlocking = true); shared_ptr<const CObstacleInstance> battleGetObstacleOnPos(BattleHex tile, bool onlyBlocking = true);
std::vector<CObstacleInstance> battleGetAllObstacles(); //returns all obstacles on the battlefield 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 * 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 const CStack * battleGetStackByPos(BattleHex pos, bool onlyAlive = true); //returns stack info by given pos
BattleHex battleGetPos(int stack); //returns position (tile ID) of stack 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 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 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) 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 //convenience methods using the ones above
TStacks battleGetAllStacks() //returns all stacks, alive or dead or undead or mechanical :) 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 DLL_LINKAGE void applyGs(CGameState *gs); //effect
void applyCl(CClient *cl); //play animations & stuff void applyCl(CClient *cl); //play animations & stuff
CObstacleInstance obstacle; shared_ptr<CObstacleInstance> obstacle;
template <typename Handler> void serialize(Handler &h, const int version) 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 // new turn effects
s->battleTurnPassed(); s->battleTurnPassed();
} }
BOOST_FOREACH(auto &obst, gs->curB->obstacles)
obst->battleTurnPassed();
} }
DLL_LINKAGE void BattleSetActiveStack::applyGs( CGameState *gs ) DLL_LINKAGE void BattleSetActiveStack::applyGs( CGameState *gs )
@ -1061,13 +1064,15 @@ void BattleStackMoved::applyGs( CGameState *gs )
BattleHex dest = tilesToMove.back(); BattleHex dest = tilesToMove.back();
//if unit ended movement on quicksands that were created by enemy, that quicksand patch becomes visible for owner //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 if(oi->obstacleType == CObstacleInstance::QUICKSAND
&& vstd::contains(oi.getAffectedTiles(), tilesToMove.back()) && vstd::contains(oi->getAffectedTiles(), tilesToMove.back()))
&& oi.casterSide != !s->attackerOwned)
{ {
oi.visibleForAnotherSide = true; SpellCreatedObstacle *sands = dynamic_cast<SpellCreatedObstacle*>(oi.get());
assert(sands);
if(sands->casterSide != !s->attackerOwned)
sands->visibleForAnotherSide = true;
} }
} }
s->position = dest; s->position = dest;
@ -1365,7 +1370,7 @@ DLL_LINKAGE void ObstaclesRemoved::applyGs( CGameState *gs )
{ {
for(int i=0; i<gs->curB->obstacles.size(); ++i) 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); gs->curB->obstacles.erase(gs->curB->obstacles.begin() + i);
break; break;

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@ -95,6 +95,11 @@ void registerTypes1(Serializer &s)
s.template registerType<BattleInfo>(); s.template registerType<BattleInfo>();
s.template registerType<CArtifactInstance>(); s.template registerType<CArtifactInstance>();
s.template registerType<CCombinedArtifactInstance>(); s.template registerType<CCombinedArtifactInstance>();
s.template registerType<CObstacleInstance>();
s.template registerType<MoatObstacle>();
s.template registerType<SpellCreatedObstacle>();
//s.template registerType<CCreatureArtifactInstance>(); //s.template registerType<CCreatureArtifactInstance>();
//s.template registerType<ArtSlotInfo>(); //s.template registerType<ArtSlotInfo>();
//s.template registerType<ArtifactLocation>(); //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 // 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; std::vector<BattleHex> tiles;
int tilesToMove = std::max((int)(path.first.size() - creSpeed), 0); int tilesToMove = std::max((int)(path.first.size() - creSpeed), 0);
int v = path.first.size()-1; int v = path.first.size()-1;
@ -1008,18 +1008,16 @@ startWalking:
BattleHex hex = path.first[v]; BattleHex hex = path.first[v];
tiles.push_back(hex); tiles.push_back(hex);
//if there are quicksands, we stop
if(obstacle = battleGetObstacleOnPos(hex, false)) 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 //we walked onto something, so we finalize this portion of stack movement check into obstacle
break; break;
else
obstacle = NULL;
} }
} }
if (tiles.size() > 0) if (tiles.size() > 0)
{ {
//commit movement
BattleStackMoved sm; BattleStackMoved sm;
sm.stack = curStack->ID; sm.stack = curStack->ID;
sm.distance = path.second; sm.distance = path.second;
@ -1028,34 +1026,30 @@ startWalking:
sendAndApply(&sm); 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 handleDamageFromObstacle(*obstacle, curStack);
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);
//if stack didn't die in explosion, continue movement //if stack didn't die in explosion, continue movement
if(curStack->alive()) if(!obstacle->stopsMovement() && curStack->alive())
{ {
obstacle = NULL;
tiles.clear(); tiles.clear();
v--;
goto startWalking; //TODO it's so evil 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; return ret;
} }
@ -3295,6 +3289,12 @@ bool CGameHandler::makeBattleAction( BattleAction &ba )
CStack *curStack = gs->curB->getStack(ba.stackNumber), CStack *curStack = gs->curB->getStack(ba.stackNumber),
*stackAtEnd = gs->curB->getStackT(ba.additionalInfo); *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 if(curStack->position != ba.destinationTile //we wasn't able to reach destination tile
&& !(curStack->doubleWide() && !(curStack->doubleWide()
&& ( curStack->position == ba.destinationTile + (curStack->attackerOwned ? +1 : -1 ) ) && ( 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]; 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; BattleSpellCast sc;
sc.side = casterSide; sc.side = casterSide;
sc.id = spellID; sc.id = spellID;
@ -3869,12 +3918,6 @@ void CGameHandler::handleSpellCasting( int spellID, int spellLvl, BattleHex dest
case Spells::QUICKSAND: case Spells::QUICKSAND:
case Spells::LAND_MINE: case Spells::LAND_MINE:
{ {
const int baseUniqueID = gs->curB->obstacles.size()
? (gs->curB->obstacles.back().uniqueID+1)
: 0;
std::vector<BattleHex> availableTiles; std::vector<BattleHex> availableTiles;
for(int i = 0; i < GameConstants::BFIELD_SIZE; i += 1) 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); range::random_shuffle(availableTiles);
const int patchesForSkill[] = {4, 4, 6, 8}; const int patchesForSkill[] = {4, 4, 6, 8};
int patchesToPut = patchesForSkill[spellLvl]; const int patchesToPut = std::min<int>(patchesForSkill[spellLvl], availableTiles.size());
vstd::amin(patchesToPut, availableTiles.size());
//land mines or quicksand patches are handled as spell created obstacles
for (int i = 0; i < patchesToPut; i++) for (int i = 0; i < patchesToPut; i++)
{ placeObstacle(availableTiles[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);
}
} }
break; 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 //damage spells
case Spells::MAGIC_ARROW: case Spells::MAGIC_ARROW:
case Spells::ICE_BOLT: case Spells::ICE_BOLT:
@ -4213,10 +4250,10 @@ void CGameHandler::handleSpellCasting( int spellID, int spellLvl, BattleHex dest
case Spells::REMOVE_OBSTACLE: case Spells::REMOVE_OBSTACLE:
{ {
ObstaclesRemoved obr; ObstaclesRemoved obr;
BOOST_FOREACH(const CObstacleInstance &obstacle, battleGetAllObstacles()) BOOST_FOREACH(auto &obstacle, battleGetAllObstacles())
{ {
if(vstd::contains(obstacle.getBlocked(), destination)) if(vstd::contains(obstacle->getBlockedTiles(), destination))
obr.obstacles.insert(obstacle.uniqueID); obr.obstacles.insert(obstacle->uniqueID);
} }
if(!obr.obstacles.empty()) 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() void CGameHandler::handleTimeEvents()
{ {
gs->map->events.sort(evntCmp); gs->map->events.sort(evntCmp);
@ -5633,6 +5729,14 @@ void CGameHandler::runBattle()
while(!battleResult.get()) //till the end of the battle ;] while(!battleResult.get()) //till the end of the battle ;]
{ {
NEW_ROUND; 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); std::vector<CStack*> & stacks = (gs->curB->stacks);
const BattleInfo & curB = *gs->curB; const BattleInfo & curB = *gs->curB;
@ -5957,6 +6061,13 @@ bool CGameHandler::isBlockedByQueries(const CPack *pack, int packType, ui8 playe
return true; //block package 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) CasualtiesAfterBattle::CasualtiesAfterBattle(const CArmedInstance *army, BattleInfo *bat)
{ {
int color = army->tempOwner; int color = army->tempOwner;

View File

@ -199,6 +199,8 @@ public:
int usedSpellPower, ECastingMode::ECastingMode mode, const CStack * stack, si32 selectedStack = -1); int usedSpellPower, ECastingMode::ECastingMode mode, const CStack * stack, si32 selectedStack = -1);
bool makeCustomAction(BattleAction &ba); bool makeCustomAction(BattleAction &ba);
void stackTurnTrigger(const CStack * stack); 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 queryReply( ui32 qid, ui32 answer, ui8 player );
bool hireHero( const CGObjectInstance *obj, ui8 hid, ui8 player ); bool hireHero( const CGObjectInstance *obj, ui8 hid, ui8 player );
bool buildBoat( ui32 objid ); bool buildBoat( ui32 objid );

View File

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