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* New files for lib: CBattleCallback.cpp and CBattleCallback.h

* Updated MSVC project files
* Filesystem: My version of .SND archive does not have \0 after WAV extension. Fixed (though hardcoded 3-char extension length).
* New bonus types: BLOCK_MAGIC_ABOVE for blocking casting spells above given level and BLOCK_ALL_MAGIC for blocking all magic.
* Heavy rewrite of battle callbacks. Fixed some minor bugs. Code reusage between lib/client/server (removed proxy calls). Better access control and support for various perspectives.
* Fixed #1031
* Fixed Orb of Inhibition and Recanter's Cloak (they were incorrectly implemented). Fixed #97.
* Fleeing hero won't lose artifacts. Spellbook won't be captured. Fixed #980.
* Fixed crash when attacking stack dies before counterattack (ie. because of Fire Shield)
* Server does some basic checks if action requests during battle are valid
* Minor stuff.
This commit is contained in:
Michał W. Urbańczyk
2012-08-26 09:07:48 +00:00
parent 2dd9d943c9
commit d390113c23
39 changed files with 3069 additions and 2386 deletions

View File

@ -1252,16 +1252,35 @@ void CBattleInterface::bSpellf()
CCS->curh->changeGraphic(0,0);
if ( myTurn && curInt->cb->battleCanCastSpell())
if(!myTurn)
return;
auto myHero = currentHero();
ESpellCastProblem::ESpellCastProblem spellCastProblem;
if (curInt->cb->battleCanCastSpell(&spellCastProblem))
{
const CGHeroInstance * chi = NULL;
if(attackingHeroInstance->tempOwner == curInt->playerID)
chi = attackingHeroInstance;
else
chi = defendingHeroInstance;
CSpellWindow * spellWindow = new CSpellWindow(genRect(595, 620, (screen->w - 620)/2, (screen->h - 595)/2), chi, curInt);
CSpellWindow * spellWindow = new CSpellWindow(genRect(595, 620, (screen->w - 620)/2, (screen->h - 595)/2), myHero, curInt);
GH.pushInt(spellWindow);
}
else if(spellCastProblem == ESpellCastProblem::MAGIC_IS_BLOCKED)
{
//Handle Orb of Inhibition-like effects -> we want to display dialog with info, why casting is impossible
auto blockingBonus = currentHero()->getBonus(Selector::type(Bonus::BLOCK_ALL_MAGIC));
if(!blockingBonus)
return;;
if(blockingBonus->source == Bonus::ARTIFACT)
{
const int artID = blockingBonus->sid;
//If we have artifact, put name of our hero. Otherwise assume it's the enemy.
//TODO check who *really* is source of bonus
std::string heroName = myHero->hasArt(artID) ? myHero->name : enemyHero().name;
//%s wields the %s, an ancient artifact which creates a p dead to all magic.
LOCPLINT->showInfoDialog(boost::str(boost::format(CGI->generaltexth->allTexts[683])
% heroName % CGI->arth->artifacts[artID]->Name()));
}
}
}
void CBattleInterface::bWaitf()
@ -1495,11 +1514,11 @@ bool CBattleInterface::isCatapultAttackable(BattleHex hex) const
if(!siegeH || tacticsMode)
return false;
int wallUnder = curInt->cb->battleGetWallUnderHex(hex);
int wallUnder = curInt->cb->battleHexToWallPart(hex);
if(wallUnder == -1)
return false;
return curInt->cb->battleGetWallState(wallUnder) < 3;
return curInt->cb->battleGetWallState(wallUnder) < EWallState::DESTROYED;
}
const CGHeroInstance * CBattleInterface::getActiveHero()
@ -1985,7 +2004,9 @@ void CBattleInterface::activateStack()
bWait->block(vstd::contains(s->state, EBattleStackState::WAITING)); //block waiting button if stack has been already waiting
//block cast spell button if hero doesn't have a spellbook
bSpell->block(!curInt->cb->battleCanCastSpell());
ESpellCastProblem::ESpellCastProblem spellcastingProblem;
bool canCastSpells = curInt->cb->battleCanCastSpell(&spellcastingProblem);
bSpell->block(!canCastSpells && spellcastingProblem != ESpellCastProblem::MAGIC_IS_BLOCKED); //if magic is blocked, we leave button active, so the message can be displayed (cf bug #97)
bSurrender->block((curInt == attackerInt ? defendingHeroInstance : attackingHeroInstance) == NULL);
bFlee->block(!curInt->cb->battleCanFlee());
bSurrender->block(curInt->cb->battleGetSurrenderCost() < 0);
@ -3484,6 +3505,25 @@ Point CBattleInterface::whereToBlitObstacleImage(SDL_Surface *image, const CObst
return r.topLeft();
}
const CGHeroInstance * CBattleInterface::currentHero() const
{
if(attackingHeroInstance->tempOwner == curInt->playerID)
return attackingHeroInstance;
else
return defendingHeroInstance;
}
InfoAboutHero CBattleInterface::enemyHero() const
{
InfoAboutHero ret;
if(attackingHeroInstance->tempOwner == curInt->playerID)
curInt->cb->getHeroInfo(defendingHeroInstance, ret);
else
curInt->cb->getHeroInfo(attackingHeroInstance, ret);
return ret;
}
std::string CBattleInterface::SiegeHelper::townTypeInfixes[GameConstants::F_NUMBER] = {"CS", "RM", "TW", "IN", "NC", "DN", "ST", "FR", "EL"};
CBattleInterface::SiegeHelper::SiegeHelper(const CGTownInstance *siegeTown, const CBattleInterface * _owner)