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Revert "Merge pull request #124 from vcmi/issue/1372"
This reverts commitda01af319b
, reversing changes made to8b6b4e2e0b
.
This commit is contained in:
parent
bd12989ad6
commit
e645b46aed
@ -2163,15 +2163,7 @@ void CBattleInterface::handleHex(BattleHex myNumber, int eventType)
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break;
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break;
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case RISE_DEMONS:
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case RISE_DEMONS:
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if (shere && ourStack && !shere->alive())
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if (shere && ourStack && !shere->alive())
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{
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legalAction = true;
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if(!(shere->hasBonusOfType(Bonus::UNDEAD)
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|| shere->hasBonusOfType(Bonus::NON_LIVING)
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|| vstd::contains(shere->state, EBattleStackState::SUMMONED)
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|| vstd::contains(shere->state, EBattleStackState::CLONED)
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|| shere->hasBonusOfType(Bonus::SIEGE_WEAPON)
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))
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legalAction = true;
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}
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break;
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break;
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}
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}
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if (legalAction)
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if (legalAction)
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@ -2328,10 +2320,7 @@ void CBattleInterface::handleHex(BattleHex myNumber, int eventType)
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break;
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break;
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case RISE_DEMONS:
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case RISE_DEMONS:
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cursorType = ECursor::SPELLBOOK;
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cursorType = ECursor::SPELLBOOK;
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realizeAction = [=]
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realizeAction = [=]{ giveCommand(Battle::DAEMON_SUMMONING, myNumber, activeStack->ID); };
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{
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giveCommand(Battle::DAEMON_SUMMONING, myNumber, activeStack->ID);
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};
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break;
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break;
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case CATAPULT:
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case CATAPULT:
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cursorFrame = ECursor::COMBAT_SHOOT_CATAPULT;
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cursorFrame = ECursor::COMBAT_SHOOT_CATAPULT;
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@ -19,7 +19,6 @@
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#include "spells/CSpellHandler.h"
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#include "spells/CSpellHandler.h"
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const SlotID SlotID::COMMANDER_SLOT_PLACEHOLDER = SlotID(-2);
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const SlotID SlotID::COMMANDER_SLOT_PLACEHOLDER = SlotID(-2);
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const SlotID SlotID::SUMMONED_SLOT_PLACEHOLDER = SlotID(255);
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const PlayerColor PlayerColor::CANNOT_DETERMINE = PlayerColor(253);
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const PlayerColor PlayerColor::CANNOT_DETERMINE = PlayerColor(253);
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const PlayerColor PlayerColor::UNFLAGGABLE = PlayerColor(254);
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const PlayerColor PlayerColor::UNFLAGGABLE = PlayerColor(254);
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const PlayerColor PlayerColor::NEUTRAL = PlayerColor(255);
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const PlayerColor PlayerColor::NEUTRAL = PlayerColor(255);
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@ -216,7 +216,6 @@ class SlotID : public BaseForID<SlotID, si32>
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friend class CNonConstInfoCallback;
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friend class CNonConstInfoCallback;
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DLL_LINKAGE static const SlotID COMMANDER_SLOT_PLACEHOLDER;
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DLL_LINKAGE static const SlotID COMMANDER_SLOT_PLACEHOLDER;
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DLL_LINKAGE static const SlotID SUMMONED_SLOT_PLACEHOLDER; ///<for all summoned creatures, only during battle
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bool validSlot() const
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bool validSlot() const
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{
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{
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@ -1567,7 +1567,7 @@ DLL_LINKAGE void BattleStackAdded::applyGs(CGameState *gs)
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}
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}
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CStackBasicDescriptor csbd(creID, amount);
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CStackBasicDescriptor csbd(creID, amount);
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CStack * addedStack = gs->curB->generateNewStack(csbd, attacker, SlotID::SUMMONED_SLOT_PLACEHOLDER, pos); //TODO: netpacks?
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CStack * addedStack = gs->curB->generateNewStack(csbd, attacker, SlotID(255), pos); //TODO: netpacks?
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if (summoned)
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if (summoned)
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addedStack->state.insert(EBattleStackState::SUMMONED);
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addedStack->state.insert(EBattleStackState::SUMMONED);
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@ -651,8 +651,8 @@ void CGameHandler::endBattle(int3 tile, const CGHeroInstance *hero1, const CGHer
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sendAndApply(&cs);
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sendAndApply(&cs);
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}
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}
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cab1.updateArmy(this);
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cab1.takeFromArmy(this);
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cab2.updateArmy(this); //take casualties after battle is deleted
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cab2.takeFromArmy(this); //take casualties after battle is deleted
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//if one hero has lost we will erase him
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//if one hero has lost we will erase him
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if(battleResult.data->winner!=0 && hero1)
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if(battleResult.data->winner!=0 && hero1)
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@ -3848,16 +3848,18 @@ bool CGameHandler::makeBattleAction( BattleAction &ba )
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//TODO: From Strategija:
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//TODO: From Strategija:
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//Summon Demon is a level 2 spell.
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//Summon Demon is a level 2 spell.
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{
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{
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StartAction start_action(ba);
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sendAndApply(&start_action);
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const CStack *summoner = gs->curB->battleGetStackByID(ba.stackNumber),
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const CStack *summoner = gs->curB->battleGetStackByID(ba.stackNumber),
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*destStack = gs->curB->battleGetStackByPos(ba.destinationTile, false);
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*destStack = gs->curB->battleGetStackByPos(ba.destinationTile, false);
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CreatureID summonedType(summoner->getBonusLocalFirst(Selector::type(Bonus::DAEMON_SUMMONING))->subtype);//in case summoner can summon more than one type of monsters... scream!
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BattleStackAdded bsa;
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BattleStackAdded bsa;
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bsa.attacker = summoner->attackerOwned;
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bsa.attacker = summoner->attackerOwned;
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bsa.creID = summonedType;
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bsa.creID = CreatureID(summoner->getBonusLocalFirst(Selector::type(Bonus::DAEMON_SUMMONING))->subtype); //in case summoner can summon more than one type of monsters... scream!
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ui64 risedHp = summoner->count * summoner->valOfBonuses(Bonus::DAEMON_SUMMONING, bsa.creID.toEnum());
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ui64 risedHp = summoner->count * summoner->valOfBonuses(Bonus::DAEMON_SUMMONING, bsa.creID.toEnum());
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ui64 targetHealth = destStack->getCreature()->MaxHealth() * destStack->baseAmount;//todo: ignore AGE effect
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ui64 targetHealth = destStack->getCreature()->MaxHealth() * destStack->baseAmount;
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ui64 canRiseHp = std::min(targetHealth, risedHp);
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ui64 canRiseHp = std::min(targetHealth, risedHp);
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ui32 canRiseAmount = canRiseHp / VLC->creh->creatures.at(bsa.creID)->MaxHealth();
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ui32 canRiseAmount = canRiseHp / VLC->creh->creatures.at(bsa.creID)->MaxHealth();
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@ -3869,9 +3871,6 @@ bool CGameHandler::makeBattleAction( BattleAction &ba )
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if (bsa.amount) //there's rare possibility single creature cannot rise desired type
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if (bsa.amount) //there's rare possibility single creature cannot rise desired type
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{
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{
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StartAction start_action(ba);
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sendAndApply(&start_action);
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BattleStacksRemoved bsr; //remove body
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BattleStacksRemoved bsr; //remove body
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bsr.stackIDs.insert(destStack->ID);
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bsr.stackIDs.insert(destStack->ID);
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sendAndApply(&bsr);
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sendAndApply(&bsr);
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@ -3883,9 +3882,9 @@ bool CGameHandler::makeBattleAction( BattleAction &ba )
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ssp.val = -1;
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ssp.val = -1;
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ssp.absolute = false;
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ssp.absolute = false;
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sendAndApply(&ssp);
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sendAndApply(&ssp);
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sendAndApply(&end_action);
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}
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}
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sendAndApply(&end_action);
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break;
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break;
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}
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}
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case Battle::MONSTER_SPELL:
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case Battle::MONSTER_SPELL:
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@ -5805,8 +5804,7 @@ void CGameHandler::duelFinished()
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return;
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return;
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}
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}
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CasualtiesAfterBattle::CasualtiesAfterBattle(const CArmedInstance * _army, BattleInfo *bat):
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CasualtiesAfterBattle::CasualtiesAfterBattle(const CArmedInstance *army, BattleInfo *bat)
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army(_army)
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{
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{
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heroWithDeadCommander = ObjectInstanceID();
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heroWithDeadCommander = ObjectInstanceID();
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@ -5814,44 +5812,6 @@ CasualtiesAfterBattle::CasualtiesAfterBattle(const CArmedInstance * _army, Battl
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if(color == PlayerColor::UNFLAGGABLE)
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if(color == PlayerColor::UNFLAGGABLE)
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color = PlayerColor::NEUTRAL;
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color = PlayerColor::NEUTRAL;
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auto killStack = [&, this](const SlotID slot, const CStackInstance * instance)
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{
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StackLocation sl(army, slot);
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newStackCounts.push_back(TStackAndItsNewCount(sl, 0));
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if(nullptr == instance)
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return;
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auto c = dynamic_cast <const CCommanderInstance *>(instance);
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if (c) //switch commander status to dead
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{
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auto h = dynamic_cast <const CGHeroInstance *>(army);
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if (h && h->commander == c)
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heroWithDeadCommander = army->id; //TODO: unify commander handling
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}
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};
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//1. Find removed stacks.
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for(const auto & slotInfo : army->stacks)
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{
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const SlotID slot = slotInfo.first;
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const CStackInstance * instance = slotInfo.second;
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if(nullptr != instance)//just in case
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{
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bool found = false;
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for(const CStack * sta : bat->stacks)
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{
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if(sta->base == instance)
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{
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found = true;
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break;
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}
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}
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//stack in this slot was removed == it is dead
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if(!found)
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killStack(slot, instance);
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}
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}
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for(CStack *st : bat->stacks)
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for(CStack *st : bat->stacks)
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{
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{
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if(vstd::contains(st->state, EBattleStackState::SUMMONED)) //don't take into account summoned stacks
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if(vstd::contains(st->state, EBattleStackState::SUMMONED)) //don't take into account summoned stacks
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@ -5862,7 +5822,7 @@ CasualtiesAfterBattle::CasualtiesAfterBattle(const CArmedInstance * _army, Battl
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//FIXME: this info is also used in BattleInfo::calculateCasualties, refactor
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//FIXME: this info is also used in BattleInfo::calculateCasualties, refactor
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st->count = std::max (0, st->count - st->resurrected);
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st->count = std::max (0, st->count - st->resurrected);
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if (!st->count && !st->base) //we can imagine stacks of war machines that are not spawned by artifacts?
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if (!st->count && !st->base) //we can imagine stacks of war mahcines that are not spawned by artifacts?
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{
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{
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auto warMachine = VLC->arth->creatureToMachineID(st->type->idNumber);
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auto warMachine = VLC->arth->creatureToMachineID(st->type->idNumber);
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if (warMachine != ArtifactID::NONE)
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if (warMachine != ArtifactID::NONE)
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@ -5873,31 +5833,28 @@ CasualtiesAfterBattle::CasualtiesAfterBattle(const CArmedInstance * _army, Battl
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}
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}
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}
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}
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if(army->slotEmpty(st->slot))
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if(!army->slotEmpty(st->slot) && st->count < army->getStackCount(st->slot))
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{
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{
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if(st->slot == SlotID::SUMMONED_SLOT_PLACEHOLDER && !vstd::contains(st->state, EBattleStackState::SUMMONED) && st->alive() && st->count > 0)
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StackLocation sl(army, st->slot);
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{
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if(st->alive())
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//this stack was permanently summoned
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newStackCounts.push_back(std::pair<StackLocation, int>(sl, st->count));
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const CreatureID summonedType = st->type->idNumber;
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else
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summoned[summonedType] += st->count;
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newStackCounts.push_back(std::pair<StackLocation, int>(sl, 0));
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}
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}
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}
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else
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if (st->base && !st->count)
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{
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{
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if(st->count == 0 || !st->alive())
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auto c = dynamic_cast <const CCommanderInstance *>(st->base);
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if (c) //switch commander status to dead
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{
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{
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killStack(st->slot, st->base);
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auto h = dynamic_cast <const CGHeroInstance *>(army);
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}
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if (h && h->commander == c)
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else if(st->count < army->getStackCount(st->slot))
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heroWithDeadCommander = army->id; //TODO: unify commander handling
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{
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StackLocation sl(army, st->slot);
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newStackCounts.push_back(TStackAndItsNewCount(sl, st->count));
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}
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}
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}
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}
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}
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}
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}
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}
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void CasualtiesAfterBattle::updateArmy(CGameHandler *gh)
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void CasualtiesAfterBattle::takeFromArmy(CGameHandler *gh)
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{
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{
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for(TStackAndItsNewCount &ncount : newStackCounts)
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for(TStackAndItsNewCount &ncount : newStackCounts)
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{
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{
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@ -5906,21 +5863,6 @@ void CasualtiesAfterBattle::updateArmy(CGameHandler *gh)
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else
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else
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gh->eraseStack(ncount.first, true);
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gh->eraseStack(ncount.first, true);
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}
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}
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for(auto summoned_iter : summoned)
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{
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SlotID slot = army->getSlotFor(summoned_iter.first);
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if(slot.validSlot())
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{
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StackLocation location(army, slot);
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gh->addToSlot(location, summoned_iter.first.toCreature(), summoned_iter.second);
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}
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else
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{
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//even if it will be possible to summon anything permanently it should be checked for free slot
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//necromancy is handled separately
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gh->complain("No free slot to put summoned creature");
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}
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}
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for (auto al : removedWarMachines)
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for (auto al : removedWarMachines)
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{
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{
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gh->removeArtifact(al);
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gh->removeArtifact(al);
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@ -71,16 +71,13 @@ public:
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struct CasualtiesAfterBattle
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struct CasualtiesAfterBattle
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{
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{
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typedef std::pair<StackLocation, int> TStackAndItsNewCount;
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typedef std::pair<StackLocation, int> TStackAndItsNewCount;
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typedef std::map<CreatureID, TQuantity> TSummoned;
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enum {ERASE = -1};
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enum {ERASE = -1};
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const CArmedInstance * army;
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std::vector<TStackAndItsNewCount> newStackCounts;
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std::vector<TStackAndItsNewCount> newStackCounts;
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std::vector<ArtifactLocation> removedWarMachines;
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std::vector<ArtifactLocation> removedWarMachines;
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TSummoned summoned;
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ObjectInstanceID heroWithDeadCommander; //TODO: unify stack loactions
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ObjectInstanceID heroWithDeadCommander; //TODO: unify stack locations
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CasualtiesAfterBattle(const CArmedInstance * _army, BattleInfo *bat);
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CasualtiesAfterBattle(const CArmedInstance *army, BattleInfo *bat);
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void updateArmy(CGameHandler *gh);
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void takeFromArmy(CGameHandler *gh);
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};
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};
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class CGameHandler : public IGameCallback, CBattleInfoCallback
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class CGameHandler : public IGameCallback, CBattleInfoCallback
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