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* fixed all problems in engine with wide creatures (I hope) (except problem with range of flying wide creatures)
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2496cb4aa5
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@ -1134,41 +1134,16 @@ void CBattleInterface::stackMoved(int number, int destHex, bool endMoving, int d
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SDL_framerateDelay(LOCPLINT->mainFPSmng);
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}
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//unit moved
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if(endMoving) //animation of ending move
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if(endMoving)
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{
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if(creAnims[number]->framesInGroup(21)!=0) // some units don't have this animation (ie. halberdier)
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{
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if (movedStack->creature->sounds.endMoving) {
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CGI->soundh->playSound(movedStack->creature->sounds.endMoving);
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handleEndOfMove(number, destHex);
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}
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creAnims[number]->setType(21);
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//for(int i=0; i<creAnims[number]->framesInGroup(21)*getAnimSpeedMultiplier()-1; ++i)
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while(!creAnims[number]->onLastFrameInGroup())
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{
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show(screen);
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CSDL_Ext::update(screen);
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SDL_framerateDelay(LOCPLINT->mainFPSmng);
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}
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}
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creAnims[number]->setType(2); //resetting to default
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CGI->curh->show();
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CGI->soundh->stopSound(moveSh);
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}
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CStack curs = *LOCPLINT->cb->battleGetStackByID(number);
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if(endMoving) //resetting to default
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{
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if(creDir[number] != (curs.owner == attackingHeroInstance->tempOwner))
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reverseCreature(number, destHex, twoTiles);
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}
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std::pair <int, int> coords = CBattleHex::getXYUnitAnim(destHex, creDir[number], curs.creature);
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std::pair <int, int> coords = CBattleHex::getXYUnitAnim(destHex, creDir[number], movedStack->creature);
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creAnims[number]->pos.x = coords.first;
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if(!endMoving && twoTiles && (curs.owner == attackingHeroInstance->tempOwner) && (creDir[number] != (curs.owner == attackingHeroInstance->tempOwner))) //big attacker creature is reversed
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if(!endMoving && twoTiles && (movedStack->owner == attackingHeroInstance->tempOwner) && (creDir[number] != (movedStack->owner == attackingHeroInstance->tempOwner))) //big attacker creature is reversed
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creAnims[number]->pos.x -= 44;
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else if(!endMoving && twoTiles && (curs.owner != attackingHeroInstance->tempOwner) && (creDir[number] != (curs.owner == attackingHeroInstance->tempOwner))) //big defender creature is reversed
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else if(!endMoving && twoTiles && (movedStack->owner != attackingHeroInstance->tempOwner) && (creDir[number] != (movedStack->owner == attackingHeroInstance->tempOwner))) //big defender creature is reversed
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creAnims[number]->pos.x += 44;
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creAnims[number]->pos.y = coords.second;
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}
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@ -1474,6 +1449,34 @@ bool CBattleInterface::isTileAttackable(const int & number) const
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return false;
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}
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void CBattleInterface::handleEndOfMove(int stackNumber, int destinationTile)
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{
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CStack * movedStack = LOCPLINT->cb->battleGetStackByID(stackNumber);
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if(creAnims[stackNumber]->framesInGroup(21)!=0) // some units don't have this animation (ie. halberdier)
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{
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if (movedStack->creature->sounds.endMoving)
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{
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CGI->soundh->playSound(movedStack->creature->sounds.endMoving);
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}
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creAnims[stackNumber]->setType(21);
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//for(int i=0; i<creAnims[number]->framesInGroup(21)*getAnimSpeedMultiplier()-1; ++i)
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while(!creAnims[stackNumber]->onLastFrameInGroup())
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{
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show(screen);
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CSDL_Ext::update(screen);
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SDL_framerateDelay(LOCPLINT->mainFPSmng);
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}
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}
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creAnims[stackNumber]->setType(2); //resetting to default
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CGI->curh->show();
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CGI->soundh->stopSound(moveSh);
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if(creDir[stackNumber] != (movedStack->owner == attackingHeroInstance->tempOwner))
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reverseCreature(stackNumber, destinationTile, movedStack->creature->isDoubleWide());
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}
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void CBattleInterface::hexLclicked(int whichOne)
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{
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if((whichOne%BFIELD_WIDTH)!=0 && (whichOne%BFIELD_WIDTH)!=(BFIELD_WIDTH-1)) //if player is trying to attack enemey unit or move creature stack
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@ -215,6 +215,8 @@ private:
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void giveCommand(ui8 action, ui16 tile, ui32 stack, si32 additional=-1);
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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
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void handleEndOfMove(int stackNumber, int destinationTile); //helper function
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struct SBattleEffect
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{
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int x, y; //position on the screen
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@ -1240,6 +1240,10 @@ void CPlayerInterface::actionFinished(const BattleAction* action)
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else
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battleInt->attackingHero->setPhase(0);
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}
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if(action->actionType == 6 || action->actionType == 2 && battleInt->creAnims[action->stackNumber]->getType() != 2) //walk or walk & attack
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{
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battleInt->handleEndOfMove(action->stackNumber, action->destinationTile);
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}
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}
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BattleAction CPlayerInterface::activeStack(int stackID) //called when it's turn of that stack
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@ -479,6 +479,11 @@ std::pair< std::vector<int>, int > BattleInfo::getPath(int start, int dest, bool
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makeBFS(start, accessibility, predecessor, dist, twoHex, attackerOwned);
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}
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if(predecessor[dest] == -1) //cannot reach destination
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{
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return std::make_pair(std::vector<int>(), 0);
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}
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//making the Path
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std::vector<int> path;
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int curElem = dest;
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@ -570,10 +570,21 @@ void CGameHandler::moveStack(int stack, int dest)
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if((stackAtEnd && stackAtEnd!=curStack && stackAtEnd->alive()) || !accessibility[dest])
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return;
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bool accessibilityWithOccupyable[BFIELD_SIZE];
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std::vector<int> accOc = gs->curB->getAccessibility(curStack->ID, true);
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for(int b=0; b<BFIELD_SIZE; ++b)
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{
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accessibilityWithOccupyable[b] = false;
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}
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for(int g=0; g<accOc.size(); ++g)
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{
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accessibilityWithOccupyable[accOc[g]] = true;
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}
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//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
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// return false;
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std::pair< std::vector<int>, int > path = gs->curB->getPath(curStack->position, dest, accessibility, curStack->creature->isFlying(), curStack->creature->isDoubleWide(), curStack->attackerOwned);
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std::pair< std::vector<int>, int > path = gs->curB->getPath(curStack->position, dest, accessibilityWithOccupyable, curStack->creature->isFlying(), curStack->creature->isDoubleWide(), curStack->attackerOwned);
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if(curStack->creature->isFlying())
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{
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if(path.second <= curStack->Speed() && path.first.size() > 0)
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@ -2306,8 +2317,12 @@ bool CGameHandler::makeBattleAction( BattleAction &ba )
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if(curStack->position != ba.destinationTile) //we wasn't able to reach destination tile
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{
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tlog3<<"We cannot move this stack to its destination "<<curStack->creature->namePl<<std::endl;
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std::string problem = "We cannot move this stack to its destination " + curStack->creature->namePl;
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tlog3 << problem << std::endl;
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complain(problem);
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ok = false;
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sendAndApply(&EndAction());
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break;
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}
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if(curStack->ID == stackAtEnd->ID) //we should just move, it will be handled by following check
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@ -2317,8 +2332,13 @@ bool CGameHandler::makeBattleAction( BattleAction &ba )
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if(!stackAtEnd)
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{
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tlog3 << "There is no stack on " << ba.additionalInfo << " tile (no attack)!";
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std::ostringstream problem;
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problem << "There is no stack on " << ba.additionalInfo << " tile (no attack)!";
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std::string probl = problem.str();
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tlog3 << probl << std::endl;
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complain(probl);
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ok = false;
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sendAndApply(&EndAction());
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break;
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}
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