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* minor cleanup

This commit is contained in:
mateuszb 2010-12-04 19:15:20 +00:00
parent ea03273c8e
commit efedb1a55a
12 changed files with 64 additions and 49 deletions

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@ -41,7 +41,7 @@ ui8 side; //who made this action: false - left, true - right player
/** /**
* Implementation of CBattleLogic class. * Implementation of CBattleLogic class.
*/ */
CBattleLogic::CBattleLogic(ICallback *cb, const CCreatureSet *army1, const CCreatureSet *army2, int3 tile, CGHeroInstance *hero1, CGHeroInstance *hero2, bool side) : CBattleLogic::CBattleLogic(ICallback *cb, const CCreatureSet *army1, const CCreatureSet *army2, int3 tile, const CGHeroInstance *hero1, const CGHeroInstance *hero2, bool side) :
m_iCurrentTurn(-2), m_iCurrentTurn(-2),
m_bIsAttacker(!side), m_bIsAttacker(!side),
m_cb(cb), m_cb(cb),

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@ -63,7 +63,7 @@ private:
int leftHitPoint_for_min; // scenario int leftHitPoint_for_min; // scenario
}; };
public: public:
CBattleLogic(ICallback *cb, const CCreatureSet *army1, const CCreatureSet *army2, int3 tile, CGHeroInstance *hero1, CGHeroInstance *hero2, bool side); CBattleLogic(ICallback *cb, const CCreatureSet *army1, const CCreatureSet *army2, int3 tile, const CGHeroInstance *hero1, const CGHeroInstance *hero2, bool side);
~CBattleLogic(); ~CBattleLogic();
void SetCurrentTurn(int turn); void SetCurrentTurn(int turn);
@ -80,8 +80,8 @@ private:
const CCreatureSet *m_army1; const CCreatureSet *m_army1;
const CCreatureSet *m_army2; const CCreatureSet *m_army2;
int3 m_tile; int3 m_tile;
CGHeroInstance *m_hero1; const CGHeroInstance *m_hero1;
CGHeroInstance *m_hero2; const CGHeroInstance *m_hero2;
bool m_side; bool m_side;
// statistics // statistics

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@ -1253,7 +1253,7 @@ void CGeniusAI::battleStacksAttacked(std::set<BattleStackAttacked>& bsa)
/** /**
* called by engine when battle starts; side=0 - left, side=1 - right * called by engine when battle starts; side=0 - left, side=1 - right
*/ */
void CGeniusAI::battleStart(const CCreatureSet *army1, const CCreatureSet *army2, int3 tile, CGHeroInstance *hero1, CGHeroInstance *hero2, bool side) void CGeniusAI::battleStart(const CCreatureSet *army1, const CCreatureSet *army2, int3 tile, const CGHeroInstance *hero1, const CGHeroInstance *hero2, bool side)
{ {
// TODO: Battle logic what... // TODO: Battle logic what...
assert(!m_battleLogic); assert(!m_battleLogic);
@ -1331,11 +1331,11 @@ void CGeniusAI::battleSpellCast(BattleSpellCast *sc)
/** /**
* called when battlefield is prepared, prior the battle beginning * called when battlefield is prepared, prior the battle beginning
*/ */
void CGeniusAI::battlefieldPrepared(int battlefieldType, // void CGeniusAI::battlefieldPrepared(int battlefieldType,
std::vector<CObstacle*> obstacles) // std::vector<CObstacle*> obstacles)
{ // {
DbgBox("CGeniusAI::battlefieldPrepared"); // DbgBox("CGeniusAI::battlefieldPrepared");
} // }
/** /**

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@ -207,8 +207,8 @@ public:
virtual void battleNewRound(int round); //called at the beggining of each turn, round=-1 is the tactic phase, round=0 is the first "normal" turn virtual void battleNewRound(int round); //called at the beggining of each turn, round=-1 is the tactic phase, round=0 is the first "normal" turn
virtual void battleStackMoved(int ID, int dest, int distance, bool end); virtual void battleStackMoved(int ID, int dest, int distance, bool end);
virtual void battleSpellCast(BattleSpellCast *sc); virtual void battleSpellCast(BattleSpellCast *sc);
virtual void battleStart(const CCreatureSet *army1, const CCreatureSet *army2, int3 tile, CGHeroInstance *hero1, CGHeroInstance *hero2, bool side); //called by engine when battle starts; side=0 - left, side=1 - right virtual void battleStart(const CCreatureSet *army1, const CCreatureSet *army2, int3 tile, const CGHeroInstance *hero1, const CGHeroInstance *hero2, bool side); //called by engine when battle starts; side=0 - left, side=1 - right
virtual void battlefieldPrepared(int battlefieldType, std::vector<CObstacle*> obstacles); //called when battlefield is prepared, prior the battle beginning //virtual void battlefieldPrepared(int battlefieldType, std::vector<CObstacle*> obstacles); //called when battlefield is prepared, prior the battle beginning
// //
virtual void battleStackMoved(int ID, int dest, bool startMoving, bool endMoving); virtual void battleStackMoved(int ID, int dest, bool startMoving, bool endMoving);
virtual void battleStackAttacking(int ID, int dest); virtual void battleStackAttacking(int ID, int dest);

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@ -120,8 +120,8 @@ public:
virtual void battleStackMoved(int ID, int dest, int distance, bool end){}; virtual void battleStackMoved(int ID, int dest, int distance, bool end){};
virtual void battleSpellCast(BattleSpellCast *sc){}; virtual void battleSpellCast(BattleSpellCast *sc){};
virtual void battleStacksEffectsSet(SetStackEffect & sse){};//called when a specific effect is set to stacks virtual void battleStacksEffectsSet(SetStackEffect & sse){};//called when a specific effect is set to stacks
virtual void battleStart(const CCreatureSet *army1, const CCreatureSet *army2, int3 tile, CGHeroInstance *hero1, CGHeroInstance *hero2, bool side){}; //called by engine when battle starts; side=0 - left, side=1 - right virtual void battleStart(const CCreatureSet *army1, const CCreatureSet *army2, int3 tile, const CGHeroInstance *hero1, const CGHeroInstance *hero2, bool side){}; //called by engine when battle starts; side=0 - left, side=1 - right
virtual void battlefieldPrepared(int battlefieldType, std::vector<CObstacle*> obstacles){}; //called when battlefield is prepared, prior the battle beginning //virtual void battlefieldPrepared(int battlefieldType, std::vector<CObstacle*> obstacles){}; //called when battlefield is prepared, prior the battle beginning
virtual void battleStacksHealedRes(const std::vector<std::pair<ui32, ui32> > & healedStacks, bool lifeDrain, si32 lifeDrainFrom){}; //called when stacks are healed / resurrected first element of pair - stack id, second - healed hp virtual void battleStacksHealedRes(const std::vector<std::pair<ui32, ui32> > & healedStacks, bool lifeDrain, si32 lifeDrainFrom){}; //called when stacks are healed / resurrected first element of pair - stack id, second - healed hp
virtual void battleNewStackAppeared(int stackID){}; //not called at the beginning of a battle or by resurrection; called eg. when elemental is summoned virtual void battleNewStackAppeared(int stackID){}; //not called at the beginning of a battle or by resurrection; called eg. when elemental is summoned
virtual void battleObstaclesRemoved(const std::set<si32> & removedObstacles){}; //called when a certain set of obstacles is removed from batlefield; IDs of them are given virtual void battleObstaclesRemoved(const std::set<si32> & removedObstacles){}; //called when a certain set of obstacles is removed from batlefield; IDs of them are given

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@ -2819,7 +2819,7 @@ void CBattleInterface::battleStacksEffectsSet(const SetStackEffect & sse)
void CBattleInterface::castThisSpell(int spellID) void CBattleInterface::castThisSpell(int spellID)
{ {
BattleAction * ba = new BattleAction; BattleAction * ba = new BattleAction;
ba->actionType = 1; ba->actionType = BattleAction::HERO_SPELL;
ba->additionalInfo = spellID; //spell number ba->additionalInfo = spellID; //spell number
ba->destinationTile = -1; ba->destinationTile = -1;
ba->stackNumber = (attackingHeroInstance->tempOwner == curInt->playerID) ? -1 : -2; ba->stackNumber = (attackingHeroInstance->tempOwner == curInt->playerID) ? -1 : -2;
@ -3009,7 +3009,7 @@ void CBattleInterface::showAliveStack(int ID, const std::map<int, CStack> & stac
if(curStack.count > 0 //don't print if stack is not alive if(curStack.count > 0 //don't print if stack is not alive
&& (!curInt->curAction && (!curInt->curAction
|| (curInt->curAction->stackNumber != ID //don't print if stack is currently taking an action || (curInt->curAction->stackNumber != ID //don't print if stack is currently taking an action
&& (curInt->curAction->actionType != 6 || curStack.position != curInt->curAction->additionalInfo) //nor if it's an object of attack && (curInt->curAction->actionType != BattleAction::WALK_AND_ATTACK || curStack.position != curInt->curAction->additionalInfo) //nor if it's an object of attack
&& (curInt->curAction->destinationTile != curStack.position) //nor if it's on destination tile for current action && (curInt->curAction->destinationTile != curStack.position) //nor if it's on destination tile for current action
) )
) )
@ -3227,18 +3227,18 @@ void CBattleInterface::endAction(const BattleAction* action)
// { // {
// activate(); // activate();
// } // }
if(action->actionType == 1) if(action->actionType == BattleAction::HERO_SPELL)
{ {
if(action->side) if(action->side)
defendingHero->setPhase(0); defendingHero->setPhase(0);
else else
attackingHero->setPhase(0); attackingHero->setPhase(0);
} }
if(action->actionType == 2 && creAnims[action->stackNumber]->getType() != 2) //walk or walk & attack if(action->actionType == BattleAction::WALK && creAnims[action->stackNumber]->getType() != 2) //walk or walk & attack
{ {
pendingAnims.push_back(std::make_pair(new CBattleMoveEnd(this, action->stackNumber, action->destinationTile), false)); pendingAnims.push_back(std::make_pair(new CBattleMoveEnd(this, action->stackNumber, action->destinationTile), false));
} }
if(action->actionType == 9) //catapult if(action->actionType == BattleAction::CATAPULT) //catapult
{ {
} }
queue->update(); queue->update();
@ -3280,11 +3280,11 @@ void CBattleInterface::startAction(const BattleAction* action)
} }
else else
{ {
assert(action->actionType == 1); //only cast spell is valid action without acting stack number assert(action->actionType == BattleAction::HERO_SPELL); //only cast spell is valid action without acting stack number
} }
if(action->actionType == 2 if(action->actionType == BattleAction::WALK
|| (action->actionType == 6 && action->destinationTile != stack->position)) || (action->actionType == BattleAction::WALK_AND_ATTACK && action->destinationTile != stack->position))
{ {
moveStarted = true; moveStarted = true;
if(creAnims[action->stackNumber]->framesInGroup(20)) if(creAnims[action->stackNumber]->framesInGroup(20))
@ -3298,7 +3298,7 @@ void CBattleInterface::startAction(const BattleAction* action)
char txt[400]; char txt[400];
if(action->actionType == 1) //when hero casts spell if(action->actionType == BattleAction::HERO_SPELL) //when hero casts spell
{ {
if(action->side) if(action->side)
defendingHero->setPhase(4); defendingHero->setPhase(4);
@ -3339,7 +3339,7 @@ void CBattleInterface::startAction(const BattleAction* action)
} }
//displaying heal animation //displaying heal animation
if (action->actionType == 12) if (action->actionType == BattleAction::STACK_HEAL)
{ {
displayEffect(50, action->destinationTile); displayEffect(50, action->destinationTile);
} }

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@ -537,7 +537,7 @@ void CPlayerInterface::buildChanged(const CGTownInstance *town, int buildingID,
} }
} }
void CPlayerInterface::battleStart(const CCreatureSet *army1, const CCreatureSet *army2, int3 tile, CGHeroInstance *hero1, CGHeroInstance *hero2, bool side) void CPlayerInterface::battleStart(const CCreatureSet *army1, const CCreatureSet *army2, int3 tile, const CGHeroInstance *hero1, const CGHeroInstance *hero2, bool side)
{ {
if(LOCPLINT != this) if(LOCPLINT != this)
{ //another local interface should do this { //another local interface should do this
@ -552,9 +552,6 @@ void CPlayerInterface::battleStart(const CCreatureSet *army1, const CCreatureSet
GH.pushInt(battleInt); GH.pushInt(battleInt);
} }
void CPlayerInterface::battlefieldPrepared(int battlefieldType, std::vector<CObstacle*> obstacles) //called when battlefield is prepared, prior the battle beginning
{
}
void CPlayerInterface::battleStacksHealedRes(const std::vector<std::pair<ui32, ui32> > & healedStacks, bool lifeDrain, si32 lifeDrainFrom) void CPlayerInterface::battleStacksHealedRes(const std::vector<std::pair<ui32, ui32> > & healedStacks, bool lifeDrain, si32 lifeDrainFrom)
{ {

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@ -212,8 +212,7 @@ public:
void battleSpellCast(BattleSpellCast *sc); void battleSpellCast(BattleSpellCast *sc);
void battleStacksEffectsSet(SetStackEffect & sse); //called when a specific effect is set to stacks void battleStacksEffectsSet(SetStackEffect & sse); //called when a specific effect is set to stacks
void battleStacksAttacked(std::vector<BattleStackAttacked> & bsa); void battleStacksAttacked(std::vector<BattleStackAttacked> & bsa);
void battleStart(const CCreatureSet *army1, const CCreatureSet *army2, int3 tile, CGHeroInstance *hero1, CGHeroInstance *hero2, bool side); //called by engine when battle starts; side=0 - left, side=1 - right void battleStart(const CCreatureSet *army1, const CCreatureSet *army2, int3 tile, const CGHeroInstance *hero1, const CGHeroInstance *hero2, bool side); //called by engine when battle starts; side=0 - left, side=1 - right
void battlefieldPrepared(int battlefieldType, std::vector<CObstacle*> obstacles); //called when battlefield is prepared, prior the battle beginning
void battleStacksHealedRes(const std::vector<std::pair<ui32, ui32> > & healedStacks, bool lifeDrain, si32 lifeDrainFrom); //called when stacks are healed / resurrected void battleStacksHealedRes(const std::vector<std::pair<ui32, ui32> > & healedStacks, bool lifeDrain, si32 lifeDrainFrom); //called when stacks are healed / resurrected
void battleNewStackAppeared(int stackID); //not called at the beginning of a battle or by resurrection; called eg. when elemental is summoned void battleNewStackAppeared(int stackID); //not called at the beginning of a battle or by resurrection; called eg. when elemental is summoned
void battleObstaclesRemoved(const std::set<si32> & removedObstacles); //called when a certain set of obstacles is removed from batlefield; IDs of them are given void battleObstaclesRemoved(const std::set<si32> & removedObstacles); //called when a certain set of obstacles is removed from batlefield; IDs of them are given

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@ -15,6 +15,10 @@ struct BattleAction
{ {
ui8 side; //who made this action: false - left, true - right player ui8 side; //who made this action: false - left, true - right player
ui32 stackNumber;//stack ID, -1 left hero, -2 right hero, ui32 stackNumber;//stack ID, -1 left hero, -2 right hero,
enum ActionType
{
NO_ACTION = 0, HERO_SPELL, WALK, DEFEND, RETREAT, SURRENDER, WALK_AND_ATTACK, SHOOT, WAIT, CATAPULT, MONSTER_SPELL, BAD_MORALE, STACK_HEAL
};
ui8 actionType; // 0 = No action; 1 = Hero cast a spell 2 = Walk 3 = Defend 4 = Retreat from the battle ui8 actionType; // 0 = No action; 1 = Hero cast a spell 2 = Walk 3 = Defend 4 = Retreat from the battle
//5 = Surrender 6 = Walk and Attack 7 = Shoot 8 = Wait 9 = Catapult //5 = Surrender 6 = Walk and Attack 7 = Shoot 8 = Wait 9 = Catapult
//10 = Monster casts a spell (i.e. Faerie Dragons) 11 - Bad morale freeze 12 - stacks heals another stack //10 = Monster casts a spell (i.e. Faerie Dragons) 11 - Bad morale freeze 12 - stacks heals another stack

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@ -901,18 +901,20 @@ DLL_EXPORT void StartAction::applyGs( CGameState *gs )
{ {
CStack *st = gs->curB->getStack(ba.stackNumber); CStack *st = gs->curB->getStack(ba.stackNumber);
if(ba.actionType != 1) //don't check for stack if it's custom action by hero if(ba.actionType != BattleAction::HERO_SPELL) //don't check for stack if it's custom action by hero
assert(st); assert(st);
switch(ba.actionType) switch(ba.actionType)
{ {
case 3: case BattleAction::DEFEND:
st->state.insert(DEFENDING); st->state.insert(DEFENDING);
break; break;
case 8: case BattleAction::WAIT:
st->state.insert(WAITING); st->state.insert(WAITING);
return; return;
case 0: case 2: case 6: case 7: case 9: case 10: case 11: case 12: case BattleAction::NO_ACTION: case BattleAction::WALK: case BattleAction::WALK_AND_ATTACK:
case BattleAction::SHOOT: case BattleAction::CATAPULT: case BattleAction::MONSTER_SPELL:
case BattleAction::BAD_MORALE: case BattleAction::STACK_HEAL:
st->state.insert(MOVED); st->state.insert(MOVED);
break; break;
} }

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@ -347,16 +347,15 @@ void CGameHandler::startBattle(const CArmedInstance *army1, const CArmedInstance
setupBattle(curB, tile, army1, army2, hero1, hero2, creatureBank, town); //initializes stacks, places creatures on battlefield, blocks and informs player interfaces setupBattle(curB, tile, army1, army2, hero1, hero2, creatureBank, town); //initializes stacks, places creatures on battlefield, blocks and informs player interfaces
} }
NEW_ROUND;
//TODO: pre-tactic stuff, call scripts etc. //TODO: pre-tactic stuff, call scripts etc.
//tactic round //tactic round
{ {
NEW_ROUND;
if( (hero1 && hero1->getSecSkillLevel(19)>0) || if( (hero1 && hero1->getSecSkillLevel(19)>0) ||
( hero2 && hero2->getSecSkillLevel(19)>0) )//someone has tactics ( hero2 && hero2->getSecSkillLevel(19)>0) )//someone has tactics
{ {
//TODO: tactic round (round -1) //TODO: tactic round (round -1)
NEW_ROUND;
} }
} }
@ -402,7 +401,7 @@ void CGameHandler::startBattle(const CArmedInstance *army1, const CArmedInstance
{ {
//unit loses its turn - empty freeze action //unit loses its turn - empty freeze action
BattleAction ba; BattleAction ba;
ba.actionType = 11; ba.actionType = BattleAction::BAD_MORALE;
ba.additionalInfo = 1; ba.additionalInfo = 1;
ba.side = !next->attackerOwned; ba.side = !next->attackerOwned;
ba.stackNumber = next->ID; ba.stackNumber = next->ID;
@ -419,7 +418,7 @@ void CGameHandler::startBattle(const CArmedInstance *army1, const CArmedInstance
if(attackInfo.first != NULL) if(attackInfo.first != NULL)
{ {
BattleAction attack; BattleAction attack;
attack.actionType = 6; attack.actionType = BattleAction::WALK_AND_ATTACK;
attack.side = !next->attackerOwned; attack.side = !next->attackerOwned;
attack.stackNumber = next->ID; attack.stackNumber = next->ID;
@ -430,6 +429,10 @@ void CGameHandler::startBattle(const CArmedInstance *army1, const CArmedInstance
checkForBattleEnd(stacks); checkForBattleEnd(stacks);
} }
else
{
makeStackDoNothing(next);
}
continue; continue;
} }
@ -439,7 +442,7 @@ void CGameHandler::startBattle(const CArmedInstance *army1, const CArmedInstance
|| (next->type->idNumber == 146 && (!curOwner || curOwner->getSecSkillLevel(20) == 0))) //ballista, hero has no artillery || (next->type->idNumber == 146 && (!curOwner || curOwner->getSecSkillLevel(20) == 0))) //ballista, hero has no artillery
{ {
BattleAction attack; BattleAction attack;
attack.actionType = 7; attack.actionType = BattleAction::SHOOT;
attack.side = !next->attackerOwned; attack.side = !next->attackerOwned;
attack.stackNumber = next->ID; attack.stackNumber = next->ID;
@ -464,7 +467,7 @@ void CGameHandler::startBattle(const CArmedInstance *army1, const CArmedInstance
static const int wallHexes[] = {50, 183, 182, 130, 62, 29, 12, 95}; static const int wallHexes[] = {50, 183, 182, 130, 62, 29, 12, 95};
attack.destinationTile = wallHexes[ rand()%ARRAY_COUNT(wallHexes) ]; attack.destinationTile = wallHexes[ rand()%ARRAY_COUNT(wallHexes) ];
attack.actionType = 9; attack.actionType = BattleAction::CATAPULT;
attack.additionalInfo = 0; attack.additionalInfo = 0;
attack.side = !next->attackerOwned; attack.side = !next->attackerOwned;
attack.stackNumber = next->ID; attack.stackNumber = next->ID;
@ -490,21 +493,15 @@ void CGameHandler::startBattle(const CArmedInstance *army1, const CArmedInstance
if(possibleStacks.size() == 0) if(possibleStacks.size() == 0)
{ {
//nothing to heal //nothing to heal
BattleAction doNothing; makeStackDoNothing(next);
doNothing.actionType = 0;
doNothing.additionalInfo = 0;
doNothing.destinationTile = -1;
doNothing.side = !next->attackerOwned;
doNothing.stackNumber = next->ID;
sendAndApply(&StartAction(doNothing));
sendAndApply(&EndAction());
continue; continue;
} }
else else
{ {
//heal random creature //heal random creature
const CStack * toBeHealed = possibleStacks[ rand()%possibleStacks.size() ]; const CStack * toBeHealed = possibleStacks[ rand()%possibleStacks.size() ];
heal.actionType = 12; heal.actionType = BattleAction::STACK_HEAL;
heal.additionalInfo = 0; heal.additionalInfo = 0;
heal.destinationTile = toBeHealed->position; heal.destinationTile = toBeHealed->position;
heal.side = !next->attackerOwned; heal.side = !next->attackerOwned;
@ -5317,3 +5314,15 @@ bool CGameHandler::sacrificeArtifact(const IMarket * m, const CGHeroInstance * h
changePrimSkill(hero->id, 4, expToGive); changePrimSkill(hero->id, 4, expToGive);
return true; return true;
} }
void CGameHandler::makeStackDoNothing(const CStack * next)
{
BattleAction doNothing;
doNothing.actionType = 0;
doNothing.additionalInfo = 0;
doNothing.destinationTile = -1;
doNothing.side = !next->attackerOwned;
doNothing.stackNumber = next->ID;
sendAndApply(&StartAction(doNothing));
sendAndApply(&EndAction());
}

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@ -76,6 +76,8 @@ public:
class CGameHandler : public IGameCallback class CGameHandler : public IGameCallback
{ {
private:
void makeStackDoNothing(const CStack * next);
public: public:
CVCMIServer *s; CVCMIServer *s;
std::map<int,CConnection*> connections; //player color -> connection to client with interface of that player std::map<int,CConnection*> connections; //player color -> connection to client with interface of that player
@ -229,3 +231,5 @@ public:
}; };
#endif // __CGAMEHANDLER_H__ #endif // __CGAMEHANDLER_H__
void makeStackDoNothing();