1
0
mirror of https://github.com/vcmi/vcmi.git synced 2024-12-24 22:14:36 +02:00

* fixed all problems in engine with wide creatures (I hope) (except problem with range of flying wide creatures)

This commit is contained in:
mateuszb 2009-08-03 14:29:29 +00:00
parent 2496cb4aa5
commit f582bfde49
5 changed files with 67 additions and 33 deletions

View File

@ -1134,41 +1134,16 @@ void CBattleInterface::stackMoved(int number, int destHex, bool endMoving, int d
SDL_framerateDelay(LOCPLINT->mainFPSmng);
}
//unit moved
if(endMoving) //animation of ending move
if(endMoving)
{
if(creAnims[number]->framesInGroup(21)!=0) // some units don't have this animation (ie. halberdier)
{
if (movedStack->creature->sounds.endMoving) {
CGI->soundh->playSound(movedStack->creature->sounds.endMoving);
}
creAnims[number]->setType(21);
//for(int i=0; i<creAnims[number]->framesInGroup(21)*getAnimSpeedMultiplier()-1; ++i)
while(!creAnims[number]->onLastFrameInGroup())
{
show(screen);
CSDL_Ext::update(screen);
SDL_framerateDelay(LOCPLINT->mainFPSmng);
}
}
creAnims[number]->setType(2); //resetting to default
CGI->curh->show();
CGI->soundh->stopSound(moveSh);
handleEndOfMove(number, destHex);
}
CStack curs = *LOCPLINT->cb->battleGetStackByID(number);
if(endMoving) //resetting to default
{
if(creDir[number] != (curs.owner == attackingHeroInstance->tempOwner))
reverseCreature(number, destHex, twoTiles);
}
std::pair <int, int> coords = CBattleHex::getXYUnitAnim(destHex, creDir[number], curs.creature);
std::pair <int, int> coords = CBattleHex::getXYUnitAnim(destHex, creDir[number], movedStack->creature);
creAnims[number]->pos.x = coords.first;
if(!endMoving && twoTiles && (curs.owner == attackingHeroInstance->tempOwner) && (creDir[number] != (curs.owner == attackingHeroInstance->tempOwner))) //big attacker creature is reversed
if(!endMoving && twoTiles && (movedStack->owner == attackingHeroInstance->tempOwner) && (creDir[number] != (movedStack->owner == attackingHeroInstance->tempOwner))) //big attacker creature is reversed
creAnims[number]->pos.x -= 44;
else if(!endMoving && twoTiles && (curs.owner != attackingHeroInstance->tempOwner) && (creDir[number] != (curs.owner == attackingHeroInstance->tempOwner))) //big defender creature is reversed
else if(!endMoving && twoTiles && (movedStack->owner != attackingHeroInstance->tempOwner) && (creDir[number] != (movedStack->owner == attackingHeroInstance->tempOwner))) //big defender creature is reversed
creAnims[number]->pos.x += 44;
creAnims[number]->pos.y = coords.second;
}
@ -1474,6 +1449,34 @@ bool CBattleInterface::isTileAttackable(const int & number) const
return false;
}
void CBattleInterface::handleEndOfMove(int stackNumber, int destinationTile)
{
CStack * movedStack = LOCPLINT->cb->battleGetStackByID(stackNumber);
if(creAnims[stackNumber]->framesInGroup(21)!=0) // some units don't have this animation (ie. halberdier)
{
if (movedStack->creature->sounds.endMoving)
{
CGI->soundh->playSound(movedStack->creature->sounds.endMoving);
}
creAnims[stackNumber]->setType(21);
//for(int i=0; i<creAnims[number]->framesInGroup(21)*getAnimSpeedMultiplier()-1; ++i)
while(!creAnims[stackNumber]->onLastFrameInGroup())
{
show(screen);
CSDL_Ext::update(screen);
SDL_framerateDelay(LOCPLINT->mainFPSmng);
}
}
creAnims[stackNumber]->setType(2); //resetting to default
CGI->curh->show();
CGI->soundh->stopSound(moveSh);
if(creDir[stackNumber] != (movedStack->owner == attackingHeroInstance->tempOwner))
reverseCreature(stackNumber, destinationTile, movedStack->creature->isDoubleWide());
}
void CBattleInterface::hexLclicked(int whichOne)
{
if((whichOne%BFIELD_WIDTH)!=0 && (whichOne%BFIELD_WIDTH)!=(BFIELD_WIDTH-1)) //if player is trying to attack enemey unit or move creature stack

View File

@ -215,6 +215,8 @@ private:
void giveCommand(ui8 action, ui16 tile, ui32 stack, si32 additional=-1);
bool isTileAttackable(const int & number) const; //returns true if tile 'number' is neighbouring any tile from active stack's range or is one of these tiles
void handleEndOfMove(int stackNumber, int destinationTile); //helper function
struct SBattleEffect
{
int x, y; //position on the screen

View File

@ -1240,6 +1240,10 @@ void CPlayerInterface::actionFinished(const BattleAction* action)
else
battleInt->attackingHero->setPhase(0);
}
if(action->actionType == 6 || action->actionType == 2 && battleInt->creAnims[action->stackNumber]->getType() != 2) //walk or walk & attack
{
battleInt->handleEndOfMove(action->stackNumber, action->destinationTile);
}
}
BattleAction CPlayerInterface::activeStack(int stackID) //called when it's turn of that stack

View File

@ -478,6 +478,11 @@ std::pair< std::vector<int>, int > BattleInfo::getPath(int start, int dest, bool
{
makeBFS(start, accessibility, predecessor, dist, twoHex, attackerOwned);
}
if(predecessor[dest] == -1) //cannot reach destination
{
return std::make_pair(std::vector<int>(), 0);
}
//making the Path
std::vector<int> path;

View File

@ -570,10 +570,21 @@ void CGameHandler::moveStack(int stack, int dest)
if((stackAtEnd && stackAtEnd!=curStack && stackAtEnd->alive()) || !accessibility[dest])
return;
bool accessibilityWithOccupyable[BFIELD_SIZE];
std::vector<int> accOc = gs->curB->getAccessibility(curStack->ID, true);
for(int b=0; b<BFIELD_SIZE; ++b)
{
accessibilityWithOccupyable[b] = false;
}
for(int g=0; g<accOc.size(); ++g)
{
accessibilityWithOccupyable[accOc[g]] = true;
}
//if(dists[dest] > curStack->creature->speed && !(stackAtEnd && dists[dest] == curStack->creature->speed+1)) //we can attack a stack if we can go to adjacent hex
// return false;
std::pair< std::vector<int>, int > path = gs->curB->getPath(curStack->position, dest, accessibility, curStack->creature->isFlying(), curStack->creature->isDoubleWide(), curStack->attackerOwned);
std::pair< std::vector<int>, int > path = gs->curB->getPath(curStack->position, dest, accessibilityWithOccupyable, curStack->creature->isFlying(), curStack->creature->isDoubleWide(), curStack->attackerOwned);
if(curStack->creature->isFlying())
{
if(path.second <= curStack->Speed() && path.first.size() > 0)
@ -2306,8 +2317,12 @@ bool CGameHandler::makeBattleAction( BattleAction &ba )
if(curStack->position != ba.destinationTile) //we wasn't able to reach destination tile
{
tlog3<<"We cannot move this stack to its destination "<<curStack->creature->namePl<<std::endl;
std::string problem = "We cannot move this stack to its destination " + curStack->creature->namePl;
tlog3 << problem << std::endl;
complain(problem);
ok = false;
sendAndApply(&EndAction());
break;
}
if(curStack->ID == stackAtEnd->ID) //we should just move, it will be handled by following check
@ -2317,8 +2332,13 @@ bool CGameHandler::makeBattleAction( BattleAction &ba )
if(!stackAtEnd)
{
tlog3 << "There is no stack on " << ba.additionalInfo << " tile (no attack)!";
std::ostringstream problem;
problem << "There is no stack on " << ba.additionalInfo << " tile (no attack)!";
std::string probl = problem.str();
tlog3 << probl << std::endl;
complain(probl);
ok = false;
sendAndApply(&EndAction());
break;
}