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* half-working boots of levitation and angel's wings
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@ -1961,7 +1961,7 @@ void CAdvMapInt::tileHovered(const int3 &tile)
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}
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else //no objs
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{
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if(accessible)
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if(accessible && pnode->accessible != CGPathNode::FLYABLE)
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{
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if (guardingCreature) {
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CGI->curh->changeGraphic(0, 5 + turns*6);
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@ -969,6 +969,11 @@ void CPlayerInterface::heroBonusChanged( const CGHeroInstance *hero, const Bonus
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if(bonus.type == Bonus::NONE) return;
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boost::unique_lock<boost::recursive_mutex> un(*pim);
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updateInfo(hero);
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if (bonus.type == Bonus::FLYING_MOVEMENT || bonus.type == Bonus::WATER_WALKING && !gain)
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{
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//recalculate paths because hero has lost bonus influencing pathfinding
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cb->recalculatePaths();
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}
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}
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template <typename Handler> void CPlayerInterface::serializeTempl( Handler &h, const int version )
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@ -479,7 +479,7 @@ void CArtHandler::addBonuses()
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giveArtBonus(70,Bonus::LAND_MOVEMENT,+300);//Equestrian's Gloves
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giveArtBonus(71,Bonus::SEA_MOVEMENT,+1000);//Necklace of Ocean Guidance
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giveArtBonus(72,Bonus::FLYING_MOVEMENT,+1);//Angel Wings
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giveArtBonus(72,Bonus::FLYING_MOVEMENT, 0, 1);//Angel Wings
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giveArtBonus(73,Bonus::MANA_REGENERATION,+1);//Charm of Mana
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giveArtBonus(74,Bonus::MANA_REGENERATION,+2);//Talisman of Mana
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@ -503,7 +503,7 @@ void CArtHandler::addBonuses()
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giveArtBonus(88,Bonus::WATER_SPELLS,0);//Tome of Water Magic
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giveArtBonus(89,Bonus::EARTH_SPELLS,0);//Tome of Earth Magic
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giveArtBonus(90,Bonus::WATER_WALKING,0);//Boots of Levitation
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giveArtBonus(90,Bonus::WATER_WALKING, 0, 1);//Boots of Levitation
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giveArtBonus(91,Bonus::NO_SHOTING_PENALTY,0);//Golden Bow
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giveArtBonus(92,Bonus::SPELL_IMMUNITY,35);//Sphere of Permanence
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giveArtBonus(93,Bonus::NEGATE_ALL_NATURAL_IMMUNITIES,0);//Orb of Vulnerability
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@ -573,15 +573,16 @@ si32 CGHeroInstance::manaLimit() const
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bool CGHeroInstance::canWalkOnSea() const
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{
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//TODO: write it - it should check if hero is flying, or something similar
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return false;
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return hasBonusOfType(Bonus::FLYING_MOVEMENT) || hasBonusOfType(Bonus::WATER_WALKING);
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}
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int CGHeroInstance::getPrimSkillLevel(int id) const
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{
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int ret = valOfBonuses(Bonus::PRIMARY_SKILL, id);
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amax(ret, id/2); //minimal value is 0 for attack and defense and 1 for spell power and knowledge
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return ret;
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}
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ui8 CGHeroInstance::getSecSkillLevel(const int & ID) const
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{
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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<
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const TerrainTile &hlpt = map->getTile(hlp);
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if((indeterminate(onLand) || onLand == (hlpt.tertype!=8) )
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&& hlpt.tertype!=9)
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if((indeterminate(onLand) || onLand == (hlpt.tertype!=TerrainTile::water) )
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&& hlpt.tertype != TerrainTile::rock)
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{
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vec.push_back(hlp);
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}
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@ -1790,6 +1790,23 @@ int CGameState::getMovementCost(const CGHeroInstance *h, const int3 &src, const
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//get basic cost
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int ret = h->getTileCost(d,s);
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if(d.blocked)
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{
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bool freeFlying = h->getBonusesCount(Selector::typeSybtype(Bonus::FLYING_MOVEMENT, 1)) > 0;
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if(!freeFlying)
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{
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ret *= 1.4f; //40% penalty for movement over blocked tile
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}
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}
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else if (d.tertype == TerrainTile::water)
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{
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if (!h->boat && h->getBonusesCount(Selector::typeSybtype(Bonus::WATER_WALKING, 1)) > 0)
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{
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ret *= 1.4f; //40% penalty for water walking
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}
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}
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if(src.x != dest.x && src.y != dest.y) //it's diagonal move
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{
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int old = ret;
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@ -2104,6 +2121,9 @@ void CGameState::calculatePaths(const CGHeroInstance *hero, CPathsInfo &out, int
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const std::vector<std::vector<std::vector<ui8> > > &FoW = getPlayer(hero->tempOwner)->fogOfWarMap;
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bool flying = hero->hasBonusOfType(Bonus::FLYING_MOVEMENT);
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bool waterWalk = hero->hasBonusOfType(Bonus::WATER_WALKING);
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//graph initialization
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CGPathNode ***graph = out.nodes;
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for(size_t i=0; i < out.sizes.x; ++i)
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@ -2115,7 +2135,11 @@ void CGameState::calculatePaths(const CGHeroInstance *hero, CPathsInfo &out, int
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const TerrainTile *tinfo = &map->terrain[i][j][k];
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CGPathNode &node = graph[i][j][k];
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node.accessible = (tinfo->blocked ? CGPathNode::BLOCKED : CGPathNode::ACCESSIBLE);
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node.accessible = (tinfo->blocked ? CGPathNode::FLYABLE : CGPathNode::ACCESSIBLE);
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if(!flying && node.accessible == CGPathNode::FLYABLE)
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{
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node.accessible = CGPathNode::BLOCKED;
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}
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node.turns = 0xff;
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node.moveRemains = 0;
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node.coord.x = i;
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@ -2124,9 +2148,20 @@ void CGameState::calculatePaths(const CGHeroInstance *hero, CPathsInfo &out, int
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node.land = tinfo->tertype != TerrainTile::water;
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node.theNodeBefore = NULL;
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if((onLand || indeterminate(onLand)) && !node.land)//it's sea and we cannot walk on sea
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{
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if (waterWalk || flying)
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{
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node.accessible = CGPathNode::FLYABLE;
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}
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else
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{
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node.accessible = CGPathNode::BLOCKED;
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}
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}
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if ( tinfo->tertype == TerrainTile::rock//it's rock
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|| onLand && !node.land //it's sea and we cannot walk on sea
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|| !onLand && node.land //it's land and we cannot walk on land
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|| !onLand && node.land //it's land and we cannot walk on land (complementary condition is handled above)
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|| !FoW[i][j][k] //tile is covered by the FoW
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)
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{
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@ -2185,7 +2220,7 @@ void CGameState::calculatePaths(const CGHeroInstance *hero, CPathsInfo &out, int
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std::queue<CGPathNode*> mq;
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mq.push(&graph[src.x][src.y][src.z]);
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ui32 curDist = 0xffffffff; //total cost of path - init with max possible val
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//ui32 curDist = 0xffffffff; //total cost of path - init with max possible val
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std::vector<int3> neighbours;
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neighbours.reserve(8);
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@ -2248,7 +2283,7 @@ void CGameState::calculatePaths(const CGHeroInstance *hero, CPathsInfo &out, int
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const bool guardedNeighbor = guardingCreaturePosition(dp.coord) != int3(-1, -1, -1);
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const bool positionIsGuard = guardingCreaturePosition(cp->coord) == cp->coord;
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if (dp.accessible == CGPathNode::ACCESSIBLE
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if (dp.accessible == CGPathNode::ACCESSIBLE || dp.accessible == CGPathNode::FLYABLE
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|| (guardedNeighbor && !positionIsGuard)) // Can step into a hostile tile once.
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{
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mq.push(&dp);
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@ -3651,13 +3686,33 @@ bool CPathsInfo::getPath( const int3 &dst, CGPath &out )
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{
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out.nodes.clear();
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const CGPathNode *curnode = &nodes[dst.x][dst.y][dst.z];
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if(!curnode->theNodeBefore)
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if(!curnode->theNodeBefore || curnode->accessible == CGPathNode::FLYABLE)
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return false;
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//we'll transform number of turns to conform the rule that hero cannot stop on blocked tile
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bool transition01 = false;
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while(curnode)
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{
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out.nodes.push_back(*curnode);
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CGPathNode cpn = *curnode;
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if(transition01)
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{
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if (curnode->accessible == CGPathNode::ACCESSIBLE)
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{
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transition01 = false;
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}
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else if (curnode->accessible == CGPathNode::FLYABLE)
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{
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cpn.turns = 1;
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}
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}
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if(curnode->turns == 1 && curnode->theNodeBefore->turns == 0)
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{
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transition01 = true;
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}
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curnode = curnode->theNodeBefore;
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out.nodes.push_back(cpn);
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}
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return true;
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}
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@ -306,7 +306,8 @@ struct CGPathNode
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ACCESSIBLE=1, //tile can be entered and passed
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VISITABLE, //tile can be entered as the last tile in path
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BLOCKVIS, //visitable from neighbouring tile but not passable
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BLOCKED //tile can't be entered nor visited
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BLOCKED, //tile can't be entered nor visited
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FLYABLE //if hero flies, he can pass this tile
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};
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ui8 accessible; //the enum above
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@ -50,14 +50,14 @@ namespace PrimarySkill
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BONUS_NAME(SECONDARY_SKILL_PREMY) /*%*/ \
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BONUS_NAME(SURRENDER_DISCOUNT) /*%*/ \
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BONUS_NAME(STACKS_SPEED) /*additional info - percent of speed bonus applied after direct bonuses; >0 - added, <0 - substracted to this part*/ \
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BONUS_NAME(FLYING_MOVEMENT) \
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BONUS_NAME(FLYING_MOVEMENT) /*subtype 1 - without penalty, 2 - with penalty*/ \
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BONUS_NAME(SPELL_DURATION) \
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BONUS_NAME(AIR_SPELL_DMG_PREMY) \
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BONUS_NAME(EARTH_SPELL_DMG_PREMY) \
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BONUS_NAME(FIRE_SPELL_DMG_PREMY) \
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BONUS_NAME(WATER_SPELL_DMG_PREMY) \
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BONUS_NAME(BLOCK_SPELLS_ABOVE_LEVEL) \
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BONUS_NAME(WATER_WALKING) \
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BONUS_NAME(WATER_WALKING) /*subtype 1 - without penalty, 2 - with penalty*/ \
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BONUS_NAME(NO_SHOTING_PENALTY) \
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BONUS_NAME(DISPEL_IMMUNITY) \
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BONUS_NAME(NEGATE_ALL_NATURAL_IMMUNITIES) \
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@ -1591,7 +1591,7 @@ bool CGameHandler::moveHero( si32 hid, int3 dst, ui8 instant, ui8 asker /*= 255*
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}
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TerrainTile t = gs->map->terrain[hmpos.x][hmpos.y][hmpos.z];
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int cost = gs->getMovementCost(h,h->getPosition(false),CGHeroInstance::convertPosition(dst,false),h->movement);
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int cost = gs->getMovementCost(h, h->getPosition(false), CGHeroInstance::convertPosition(dst,false),h->movement);
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//result structure for start - movement failed, no move points used
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TryMoveHero tmh;
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@ -1605,7 +1605,7 @@ bool CGameHandler::moveHero( si32 hid, int3 dst, ui8 instant, ui8 asker /*= 255*
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//it's a rock or blocked and not visitable tile
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//OR hero is on land and dest is water and (there is not present only one object - boat)
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if((t.tertype == TerrainTile::rock || (t.blocked && !t.visitable))
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if((t.tertype == TerrainTile::rock || (t.blocked && !t.visitable && !h->hasBonusOfType(Bonus::FLYING_MOVEMENT) ))
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&& complain("Cannot move hero, destination tile is blocked!")
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|| (!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)
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&& complain("Cannot move hero, destination tile is on water!")
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@ -1647,7 +1647,7 @@ bool CGameHandler::moveHero( si32 hid, int3 dst, ui8 instant, ui8 asker /*= 255*
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//checks for standard movement
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if(!instant)
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{
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if( distance(h->pos,dst) >= 1.5 && complain("Tiles are not neighbouring!")
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if( distance(h->pos,dst) >= 1.5 && complain("Tiles are not neighboring!")
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|| h->movement < cost && h->movement < 100 && complain("Not enough move points!"))
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{
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sendAndApply(&tmh);
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@ -4455,12 +4455,30 @@ bool CGameHandler::castSpell(const CGHeroInstance *h, int spellID, const int3 &p
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sendAndApply(&tmh);
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}
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break;
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case FLY: //Fly
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{
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int subtype = schoolLevel >= 2 ? 1 : 2; //adv or expert
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GiveBonus gb;
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gb.id = h->id;
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gb.bonus = Bonus(Bonus::ONE_DAY, Bonus::FLYING_MOVEMENT, Bonus::CASTED_SPELL, 0, Spells::FLY, subtype);
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sendAndApply(&gb);
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}
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break;
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case WATER_WALK: //Water Walk
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{
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int subtype = schoolLevel >= 2 ? 1 : 2; //adv or expert
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GiveBonus gb;
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gb.id = h->id;
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gb.bonus = Bonus(Bonus::ONE_DAY, Bonus::WATER_WALKING, Bonus::CASTED_SPELL, 0, Spells::FLY, subtype);
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sendAndApply(&gb);
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}
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break;
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case VISIONS: //Visions
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case VIEW_EARTH: //View Earth
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case DISGUISE: //Disguise
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case VIEW_AIR: //View Air
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case FLY: //Fly
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case WATER_WALK: //Water Walk
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case TOWN_PORTAL: //Town Portal
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default:
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COMPLAIN_RET("This spell is not implemented yet!");
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