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* half-working boots of levitation and angel's wings

This commit is contained in:
mateuszb 2010-05-15 15:00:19 +00:00
parent 70fa697f8b
commit edd31ef41b
8 changed files with 102 additions and 22 deletions

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@ -1961,7 +1961,7 @@ void CAdvMapInt::tileHovered(const int3 &tile)
} }
else //no objs else //no objs
{ {
if(accessible) if(accessible && pnode->accessible != CGPathNode::FLYABLE)
{ {
if (guardingCreature) { if (guardingCreature) {
CGI->curh->changeGraphic(0, 5 + turns*6); CGI->curh->changeGraphic(0, 5 + turns*6);

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@ -969,6 +969,11 @@ void CPlayerInterface::heroBonusChanged( const CGHeroInstance *hero, const Bonus
if(bonus.type == Bonus::NONE) return; if(bonus.type == Bonus::NONE) return;
boost::unique_lock<boost::recursive_mutex> un(*pim); boost::unique_lock<boost::recursive_mutex> un(*pim);
updateInfo(hero); updateInfo(hero);
if (bonus.type == Bonus::FLYING_MOVEMENT || bonus.type == Bonus::WATER_WALKING && !gain)
{
//recalculate paths because hero has lost bonus influencing pathfinding
cb->recalculatePaths();
}
} }
template <typename Handler> void CPlayerInterface::serializeTempl( Handler &h, const int version ) template <typename Handler> void CPlayerInterface::serializeTempl( Handler &h, const int version )

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@ -479,7 +479,7 @@ void CArtHandler::addBonuses()
giveArtBonus(70,Bonus::LAND_MOVEMENT,+300);//Equestrian's Gloves giveArtBonus(70,Bonus::LAND_MOVEMENT,+300);//Equestrian's Gloves
giveArtBonus(71,Bonus::SEA_MOVEMENT,+1000);//Necklace of Ocean Guidance giveArtBonus(71,Bonus::SEA_MOVEMENT,+1000);//Necklace of Ocean Guidance
giveArtBonus(72,Bonus::FLYING_MOVEMENT,+1);//Angel Wings giveArtBonus(72,Bonus::FLYING_MOVEMENT, 0, 1);//Angel Wings
giveArtBonus(73,Bonus::MANA_REGENERATION,+1);//Charm of Mana giveArtBonus(73,Bonus::MANA_REGENERATION,+1);//Charm of Mana
giveArtBonus(74,Bonus::MANA_REGENERATION,+2);//Talisman of Mana giveArtBonus(74,Bonus::MANA_REGENERATION,+2);//Talisman of Mana
@ -503,7 +503,7 @@ void CArtHandler::addBonuses()
giveArtBonus(88,Bonus::WATER_SPELLS,0);//Tome of Water Magic giveArtBonus(88,Bonus::WATER_SPELLS,0);//Tome of Water Magic
giveArtBonus(89,Bonus::EARTH_SPELLS,0);//Tome of Earth Magic giveArtBonus(89,Bonus::EARTH_SPELLS,0);//Tome of Earth Magic
giveArtBonus(90,Bonus::WATER_WALKING,0);//Boots of Levitation giveArtBonus(90,Bonus::WATER_WALKING, 0, 1);//Boots of Levitation
giveArtBonus(91,Bonus::NO_SHOTING_PENALTY,0);//Golden Bow giveArtBonus(91,Bonus::NO_SHOTING_PENALTY,0);//Golden Bow
giveArtBonus(92,Bonus::SPELL_IMMUNITY,35);//Sphere of Permanence giveArtBonus(92,Bonus::SPELL_IMMUNITY,35);//Sphere of Permanence
giveArtBonus(93,Bonus::NEGATE_ALL_NATURAL_IMMUNITIES,0);//Orb of Vulnerability giveArtBonus(93,Bonus::NEGATE_ALL_NATURAL_IMMUNITIES,0);//Orb of Vulnerability

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@ -573,15 +573,16 @@ si32 CGHeroInstance::manaLimit() const
bool CGHeroInstance::canWalkOnSea() const bool CGHeroInstance::canWalkOnSea() const
{ {
//TODO: write it - it should check if hero is flying, or something similar return hasBonusOfType(Bonus::FLYING_MOVEMENT) || hasBonusOfType(Bonus::WATER_WALKING);
return false;
} }
int CGHeroInstance::getPrimSkillLevel(int id) const int CGHeroInstance::getPrimSkillLevel(int id) const
{ {
int ret = valOfBonuses(Bonus::PRIMARY_SKILL, id); int ret = valOfBonuses(Bonus::PRIMARY_SKILL, id);
amax(ret, id/2); //minimal value is 0 for attack and defense and 1 for spell power and knowledge amax(ret, id/2); //minimal value is 0 for attack and defense and 1 for spell power and knowledge
return ret; return ret;
} }
ui8 CGHeroInstance::getSecSkillLevel(const int & ID) const ui8 CGHeroInstance::getSecSkillLevel(const int & ID) const
{ {
for(size_t i=0; i < secSkills.size(); ++i) for(size_t i=0; i < secSkills.size(); ++i)

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@ -1771,8 +1771,8 @@ void CGameState::getNeighbours( const TerrainTile &srct, int3 tile, std::vector<
const TerrainTile &hlpt = map->getTile(hlp); const TerrainTile &hlpt = map->getTile(hlp);
if((indeterminate(onLand) || onLand == (hlpt.tertype!=8) ) if((indeterminate(onLand) || onLand == (hlpt.tertype!=TerrainTile::water) )
&& hlpt.tertype!=9) && hlpt.tertype != TerrainTile::rock)
{ {
vec.push_back(hlp); vec.push_back(hlp);
} }
@ -1790,6 +1790,23 @@ int CGameState::getMovementCost(const CGHeroInstance *h, const int3 &src, const
//get basic cost //get basic cost
int ret = h->getTileCost(d,s); int ret = h->getTileCost(d,s);
if(d.blocked)
{
bool freeFlying = h->getBonusesCount(Selector::typeSybtype(Bonus::FLYING_MOVEMENT, 1)) > 0;
if(!freeFlying)
{
ret *= 1.4f; //40% penalty for movement over blocked tile
}
}
else if (d.tertype == TerrainTile::water)
{
if (!h->boat && h->getBonusesCount(Selector::typeSybtype(Bonus::WATER_WALKING, 1)) > 0)
{
ret *= 1.4f; //40% penalty for water walking
}
}
if(src.x != dest.x && src.y != dest.y) //it's diagonal move if(src.x != dest.x && src.y != dest.y) //it's diagonal move
{ {
int old = ret; int old = ret;
@ -2104,6 +2121,9 @@ void CGameState::calculatePaths(const CGHeroInstance *hero, CPathsInfo &out, int
const std::vector<std::vector<std::vector<ui8> > > &FoW = getPlayer(hero->tempOwner)->fogOfWarMap; const std::vector<std::vector<std::vector<ui8> > > &FoW = getPlayer(hero->tempOwner)->fogOfWarMap;
bool flying = hero->hasBonusOfType(Bonus::FLYING_MOVEMENT);
bool waterWalk = hero->hasBonusOfType(Bonus::WATER_WALKING);
//graph initialization //graph initialization
CGPathNode ***graph = out.nodes; CGPathNode ***graph = out.nodes;
for(size_t i=0; i < out.sizes.x; ++i) for(size_t i=0; i < out.sizes.x; ++i)
@ -2115,7 +2135,11 @@ void CGameState::calculatePaths(const CGHeroInstance *hero, CPathsInfo &out, int
const TerrainTile *tinfo = &map->terrain[i][j][k]; const TerrainTile *tinfo = &map->terrain[i][j][k];
CGPathNode &node = graph[i][j][k]; CGPathNode &node = graph[i][j][k];
node.accessible = (tinfo->blocked ? CGPathNode::BLOCKED : CGPathNode::ACCESSIBLE); node.accessible = (tinfo->blocked ? CGPathNode::FLYABLE : CGPathNode::ACCESSIBLE);
if(!flying && node.accessible == CGPathNode::FLYABLE)
{
node.accessible = CGPathNode::BLOCKED;
}
node.turns = 0xff; node.turns = 0xff;
node.moveRemains = 0; node.moveRemains = 0;
node.coord.x = i; node.coord.x = i;
@ -2124,9 +2148,20 @@ void CGameState::calculatePaths(const CGHeroInstance *hero, CPathsInfo &out, int
node.land = tinfo->tertype != TerrainTile::water; node.land = tinfo->tertype != TerrainTile::water;
node.theNodeBefore = NULL; node.theNodeBefore = NULL;
if((onLand || indeterminate(onLand)) && !node.land)//it's sea and we cannot walk on sea
{
if (waterWalk || flying)
{
node.accessible = CGPathNode::FLYABLE;
}
else
{
node.accessible = CGPathNode::BLOCKED;
}
}
if ( tinfo->tertype == TerrainTile::rock//it's rock if ( tinfo->tertype == TerrainTile::rock//it's rock
|| onLand && !node.land //it's sea and we cannot walk on sea || !onLand && node.land //it's land and we cannot walk on land (complementary condition is handled above)
|| !onLand && node.land //it's land and we cannot walk on land
|| !FoW[i][j][k] //tile is covered by the FoW || !FoW[i][j][k] //tile is covered by the FoW
) )
{ {
@ -2185,7 +2220,7 @@ void CGameState::calculatePaths(const CGHeroInstance *hero, CPathsInfo &out, int
std::queue<CGPathNode*> mq; std::queue<CGPathNode*> mq;
mq.push(&graph[src.x][src.y][src.z]); mq.push(&graph[src.x][src.y][src.z]);
ui32 curDist = 0xffffffff; //total cost of path - init with max possible val //ui32 curDist = 0xffffffff; //total cost of path - init with max possible val
std::vector<int3> neighbours; std::vector<int3> neighbours;
neighbours.reserve(8); neighbours.reserve(8);
@ -2248,7 +2283,7 @@ void CGameState::calculatePaths(const CGHeroInstance *hero, CPathsInfo &out, int
const bool guardedNeighbor = guardingCreaturePosition(dp.coord) != int3(-1, -1, -1); const bool guardedNeighbor = guardingCreaturePosition(dp.coord) != int3(-1, -1, -1);
const bool positionIsGuard = guardingCreaturePosition(cp->coord) == cp->coord; const bool positionIsGuard = guardingCreaturePosition(cp->coord) == cp->coord;
if (dp.accessible == CGPathNode::ACCESSIBLE if (dp.accessible == CGPathNode::ACCESSIBLE || dp.accessible == CGPathNode::FLYABLE
|| (guardedNeighbor && !positionIsGuard)) // Can step into a hostile tile once. || (guardedNeighbor && !positionIsGuard)) // Can step into a hostile tile once.
{ {
mq.push(&dp); mq.push(&dp);
@ -3651,13 +3686,33 @@ bool CPathsInfo::getPath( const int3 &dst, CGPath &out )
{ {
out.nodes.clear(); out.nodes.clear();
const CGPathNode *curnode = &nodes[dst.x][dst.y][dst.z]; const CGPathNode *curnode = &nodes[dst.x][dst.y][dst.z];
if(!curnode->theNodeBefore) if(!curnode->theNodeBefore || curnode->accessible == CGPathNode::FLYABLE)
return false; return false;
//we'll transform number of turns to conform the rule that hero cannot stop on blocked tile
bool transition01 = false;
while(curnode) while(curnode)
{ {
out.nodes.push_back(*curnode); CGPathNode cpn = *curnode;
if(transition01)
{
if (curnode->accessible == CGPathNode::ACCESSIBLE)
{
transition01 = false;
}
else if (curnode->accessible == CGPathNode::FLYABLE)
{
cpn.turns = 1;
}
}
if(curnode->turns == 1 && curnode->theNodeBefore->turns == 0)
{
transition01 = true;
}
curnode = curnode->theNodeBefore; curnode = curnode->theNodeBefore;
out.nodes.push_back(cpn);
} }
return true; return true;
} }

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@ -306,7 +306,8 @@ struct CGPathNode
ACCESSIBLE=1, //tile can be entered and passed ACCESSIBLE=1, //tile can be entered and passed
VISITABLE, //tile can be entered as the last tile in path VISITABLE, //tile can be entered as the last tile in path
BLOCKVIS, //visitable from neighbouring tile but not passable BLOCKVIS, //visitable from neighbouring tile but not passable
BLOCKED //tile can't be entered nor visited BLOCKED, //tile can't be entered nor visited
FLYABLE //if hero flies, he can pass this tile
}; };
ui8 accessible; //the enum above ui8 accessible; //the enum above

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@ -50,14 +50,14 @@ namespace PrimarySkill
BONUS_NAME(SECONDARY_SKILL_PREMY) /*%*/ \ BONUS_NAME(SECONDARY_SKILL_PREMY) /*%*/ \
BONUS_NAME(SURRENDER_DISCOUNT) /*%*/ \ BONUS_NAME(SURRENDER_DISCOUNT) /*%*/ \
BONUS_NAME(STACKS_SPEED) /*additional info - percent of speed bonus applied after direct bonuses; >0 - added, <0 - substracted to this part*/ \ BONUS_NAME(STACKS_SPEED) /*additional info - percent of speed bonus applied after direct bonuses; >0 - added, <0 - substracted to this part*/ \
BONUS_NAME(FLYING_MOVEMENT) \ BONUS_NAME(FLYING_MOVEMENT) /*subtype 1 - without penalty, 2 - with penalty*/ \
BONUS_NAME(SPELL_DURATION) \ BONUS_NAME(SPELL_DURATION) \
BONUS_NAME(AIR_SPELL_DMG_PREMY) \ BONUS_NAME(AIR_SPELL_DMG_PREMY) \
BONUS_NAME(EARTH_SPELL_DMG_PREMY) \ BONUS_NAME(EARTH_SPELL_DMG_PREMY) \
BONUS_NAME(FIRE_SPELL_DMG_PREMY) \ BONUS_NAME(FIRE_SPELL_DMG_PREMY) \
BONUS_NAME(WATER_SPELL_DMG_PREMY) \ BONUS_NAME(WATER_SPELL_DMG_PREMY) \
BONUS_NAME(BLOCK_SPELLS_ABOVE_LEVEL) \ BONUS_NAME(BLOCK_SPELLS_ABOVE_LEVEL) \
BONUS_NAME(WATER_WALKING) \ BONUS_NAME(WATER_WALKING) /*subtype 1 - without penalty, 2 - with penalty*/ \
BONUS_NAME(NO_SHOTING_PENALTY) \ BONUS_NAME(NO_SHOTING_PENALTY) \
BONUS_NAME(DISPEL_IMMUNITY) \ BONUS_NAME(DISPEL_IMMUNITY) \
BONUS_NAME(NEGATE_ALL_NATURAL_IMMUNITIES) \ BONUS_NAME(NEGATE_ALL_NATURAL_IMMUNITIES) \

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@ -1605,7 +1605,7 @@ bool CGameHandler::moveHero( si32 hid, int3 dst, ui8 instant, ui8 asker /*= 255*
//it's a rock or blocked and not visitable tile //it's a rock or blocked and not visitable tile
//OR hero is on land and dest is water and (there is not present only one object - boat) //OR hero is on land and dest is water and (there is not present only one object - boat)
if((t.tertype == TerrainTile::rock || (t.blocked && !t.visitable)) if((t.tertype == TerrainTile::rock || (t.blocked && !t.visitable && !h->hasBonusOfType(Bonus::FLYING_MOVEMENT) ))
&& complain("Cannot move hero, destination tile is blocked!") && complain("Cannot move hero, destination tile is blocked!")
|| (!h->boat && !h->canWalkOnSea() && t.tertype == TerrainTile::water && (t.visitableObjects.size() != 1 || (t.visitableObjects.front()->ID != 8 && t.visitableObjects.front()->ID != HEROI_TYPE))) //hero is not on boat/water walking and dst water tile doesn't contain boat/hero (objs visitable from land) || (!h->boat && !h->canWalkOnSea() && t.tertype == TerrainTile::water && (t.visitableObjects.size() != 1 || (t.visitableObjects.front()->ID != 8 && t.visitableObjects.front()->ID != HEROI_TYPE))) //hero is not on boat/water walking and dst water tile doesn't contain boat/hero (objs visitable from land)
&& complain("Cannot move hero, destination tile is on water!") && complain("Cannot move hero, destination tile is on water!")
@ -1647,7 +1647,7 @@ bool CGameHandler::moveHero( si32 hid, int3 dst, ui8 instant, ui8 asker /*= 255*
//checks for standard movement //checks for standard movement
if(!instant) if(!instant)
{ {
if( distance(h->pos,dst) >= 1.5 && complain("Tiles are not neighbouring!") if( distance(h->pos,dst) >= 1.5 && complain("Tiles are not neighboring!")
|| h->movement < cost && h->movement < 100 && complain("Not enough move points!")) || h->movement < cost && h->movement < 100 && complain("Not enough move points!"))
{ {
sendAndApply(&tmh); sendAndApply(&tmh);
@ -4455,12 +4455,30 @@ bool CGameHandler::castSpell(const CGHeroInstance *h, int spellID, const int3 &p
sendAndApply(&tmh); sendAndApply(&tmh);
} }
break; break;
case FLY: //Fly
{
int subtype = schoolLevel >= 2 ? 1 : 2; //adv or expert
GiveBonus gb;
gb.id = h->id;
gb.bonus = Bonus(Bonus::ONE_DAY, Bonus::FLYING_MOVEMENT, Bonus::CASTED_SPELL, 0, Spells::FLY, subtype);
sendAndApply(&gb);
}
break;
case WATER_WALK: //Water Walk
{
int subtype = schoolLevel >= 2 ? 1 : 2; //adv or expert
GiveBonus gb;
gb.id = h->id;
gb.bonus = Bonus(Bonus::ONE_DAY, Bonus::WATER_WALKING, Bonus::CASTED_SPELL, 0, Spells::FLY, subtype);
sendAndApply(&gb);
}
break;
case VISIONS: //Visions case VISIONS: //Visions
case VIEW_EARTH: //View Earth case VIEW_EARTH: //View Earth
case DISGUISE: //Disguise case DISGUISE: //Disguise
case VIEW_AIR: //View Air case VIEW_AIR: //View Air
case FLY: //Fly
case WATER_WALK: //Water Walk
case TOWN_PORTAL: //Town Portal case TOWN_PORTAL: //Town Portal
default: default:
COMPLAIN_RET("This spell is not implemented yet!"); COMPLAIN_RET("This spell is not implemented yet!");