Переглянути джерело

* animation of catapult
* stacks won't be reversed when attacked by turrets

mateuszb 16 роки тому
батько
коміт
9a1669b926

+ 41 - 4
client/CBattleInterface.cpp

@@ -295,6 +295,9 @@ bool CBattleStackAnimation::isToReverseHlp(int hexFrom, int hexTo, bool curDir)
 
 bool CBattleStackAnimation::isToReverse(int hexFrom, int hexTo, bool curDir, bool toDoubleWide, bool toDir)
 {
+	if(hexTo < 0) //turret
+		return false;
+
 	if(toDoubleWide)
 	{
 		return isToReverseHlp(hexFrom, hexTo, curDir) &&
@@ -946,7 +949,16 @@ bool CShootingAnim::init()
 	spi.spin = CGI->creh->idToProjectileSpin[spi.creID];
 
 	Point xycoord = CBattleHex::getXYUnitAnim(shooter->position, true, shooter, owner);
-	Point destcoord = CBattleHex::getXYUnitAnim(dest, false, attackedStack, owner); 
+	Point destcoord;
+	if(attackedStack)
+	{
+		destcoord = CBattleHex::getXYUnitAnim(dest, false, attackedStack, owner); 
+	}
+	else //catapult attack
+	{
+		destcoord.x = -160 + 22 * ( ((dest/BFIELD_WIDTH) + 1)%2 ) + 44 * (dest % BFIELD_WIDTH);
+		destcoord.y = -139 + 42 * (dest/BFIELD_WIDTH);
+	}
 	destcoord.x += 250; destcoord.y += 210; //TODO: find a better place to shoot
 
 	if(projectileAngle > straightAngle) //upper shot
@@ -983,7 +995,11 @@ bool CShootingAnim::init()
 	owner->projectiles.push_back(spi);
 
 	//attack aniamtion
-	IDby = attackedStack->ID;
+	if(attackedStack)
+		IDby = attackedStack->ID;
+	else
+		IDby = -1;
+
 	posShiftDueToDist = 0;
 	shooting = true;
 
@@ -1017,9 +1033,15 @@ void CShootingAnim::endAnim()
 	delete this;
 }
 
-CShootingAnim::CShootingAnim(CBattleInterface * _owner, int attacker, int _dest)
-: CBattleAttack(_owner, attacker, _dest)
+CShootingAnim::CShootingAnim(CBattleInterface * _owner, int attacker, int _dest, bool _catapult, int _catapultDmg)
+: CBattleAttack(_owner, attacker, _dest), catapultDamage(_catapultDmg), catapult(_catapult)
 {
+	if(catapult) //catapult attack
+	{
+		owner->addNewAnim( new CSpellEffectAnim(owner, "SGEXPL.DEF",
+			-130 + 22 * ( ((dest/BFIELD_WIDTH) + 1)%2 ) + 44 * (dest % BFIELD_WIDTH),
+			-50 + 42 * (dest/BFIELD_WIDTH) ));
+	}
 }
 
 ////////////////////////
@@ -2441,6 +2463,18 @@ void CBattleInterface::stackIsShooting(int ID, int dest)
 	addNewAnim(new CShootingAnim(this, ID, dest));
 }
 
+void CBattleInterface::stackIsCatapulting(const CatapultAttack & ca)
+{
+	for(std::set< std::pair< std::pair< ui8, si16 >, ui8> >::const_iterator it = ca.attackedParts.begin(); it != ca.attackedParts.end(); ++it)
+	{
+		addNewAnim(new CShootingAnim(this, ca.attacker, it->first.second, true, it->second));
+
+		SDL_FreeSurface(siegeH->walls[it->first.first + 2]);
+		siegeH->walls[it->first.first + 2] = BitmapHandler::loadBitmap(
+			siegeH->getSiegeName(it->first.first + 2, LOCPLINT->cb->battleGetWallState(it->first.first)) );
+	}
+}
+
 void CBattleInterface::battleFinished(const BattleResult& br)
 {
 	bresult = &br;
@@ -2960,6 +2994,9 @@ void CBattleInterface::endAction(const BattleAction* action)
 	{
 		pendingAnims.push_back(std::make_pair(new CBattleMoveEnd(this, action->stackNumber, action->destinationTile), false));
 	}
+	if(action->actionType == 9) //catapult
+	{
+	}
 }
 
 void CBattleInterface::hideQueue()

+ 8 - 2
client/CBattleInterface.h

@@ -29,6 +29,7 @@ template <typename T> struct CondSh;
 struct SetStackEffect;;
 struct BattleAction;
 class CGTownInstance;
+struct CatapultAttack;
 
 class CBattleInterface;
 
@@ -187,6 +188,7 @@ public:
 
 	bool checkInitialConditions();
 
+
 	CBattleAttack(CBattleInterface * _owner, int _stackID, int _dest);
 };
 
@@ -202,12 +204,15 @@ public:
 
 class CShootingAnim : public CBattleAttack
 {
+private:
+	int catapultDamage;
+	bool catapult;
 public:
 	bool init();
 	void nextFrame();
 	void endAnim();
 
-	CShootingAnim(CBattleInterface * _owner, int attacker, int _dest);
+	CShootingAnim(CBattleInterface * _owner, int attacker, int _dest, bool _catapult = false, int _catapultDmg = 0); //last param only for catapult attacks
 };
 
 //end of battle animation handlers
@@ -415,7 +420,7 @@ private:
 
 		void printPartOfWall(SDL_Surface * to, int what);//what: 1 - background wall, 2 - keep, 3 - bottom tower, 4 - bottom wall, 5 - below gate, 6 - over gate, 7 - upper wall, 8 - uppert tower, 9 - gate, 10 - gate arch, 11 - bottom static wall, 12 - upper static wall, 15 - keep creature cover, 16 - bottom turret creature cover, 17 - upper turret creature cover
 
-		friend class CPlayerInterface;
+		friend class CBattleInterface;
 	} * siegeH;
 public:
 	std::list<std::pair<CBattleAnimation *, bool> > pendingAnims; //currently displayed animations <anim, initialized>
@@ -475,6 +480,7 @@ public:
 	void newRound(int number); //caled when round is ended; number is the number of round
 	void hexLclicked(int whichOne); //hex only call-in
 	void stackIsShooting(int ID, int dest); //called when stack with id ID is shooting to hex dest
+	void stackIsCatapulting(const CatapultAttack & ca); //called when a stack is attacking walls
 	void battleFinished(const BattleResult& br); //called when battle is finished - battleresult window should be printed
 	const BattleResult * bresult; //result of a battle; if non-zero then display when all animations end
 	void displayBattleFinished(); //displays battle result

+ 1 - 6
client/CPlayerInterface.cpp

@@ -998,12 +998,7 @@ void CPlayerInterface::battleObstaclesRemoved(const std::set<si32> & removedObst
 
 void CPlayerInterface::battleCatapultAttacked(const CatapultAttack & ca)
 {
-	for(std::set< std::pair<ui8, ui8> >::const_iterator it = ca.attackedParts.begin(); it != ca.attackedParts.end(); ++it)
-	{
-		SDL_FreeSurface(battleInt->siegeH->walls[it->first + 2]);
-		battleInt->siegeH->walls[it->first + 2] = BitmapHandler::loadBitmap(
-			battleInt->siegeH->getSiegeName(it->first + 2, cb->battleGetWallState(it->first)) );
-	}
+	battleInt->stackIsCatapulting(ca);
 }
 
 void CPlayerInterface::battleStacksRemoved(const BattleStacksRemoved & bsr)

+ 1 - 1
config/cr_shots.txt

@@ -28,7 +28,7 @@
 136 SMBALX.DEF 0
 137 PLCBOWX.DEF 0
 138 PHALF.DEF 1
-145 SMBALX.DEF 0
+145 SMCATX.DEF 1
 146 SMBALX.DEF 0
 152 SMBALX.DEF 0
 169 SMBALX.DEF 0

+ 3 - 3
lib/NetPacks.h

@@ -1028,15 +1028,15 @@ struct CatapultAttack : public CPackForClient //3015
 	DLL_EXPORT void applyGs(CGameState *gs);
 	void applyCl(CClient *cl);
 
-	std::set< std::pair<ui8, ui8> > attackedParts; // <attackedPartOfWall, damageDealt>
+	std::set< std::pair< std::pair< ui8, si16 >, ui8> > attackedParts; // < <attackedPartOfWall, attacked hex >, damageDealt>
 	//attackedPartOfWall; //[0] - keep, [1] - bottom tower, [2] - bottom wall, [3] - below gate, [4] - over gate, [5] - upper wall, [6] - uppert tower, [7] - gate;
 	//damageDealt;
 
-	bool byCatapult; //if true, by catapult, if false - by something else (ie. spell)
+	int attacker; //if -1, then a spell caused this
 
 	template <typename Handler> void serialize(Handler &h, const int version)
 	{
-		h & attackedParts & byCatapult;
+		h & attackedParts & attacker;
 	}
 };
 

+ 3 - 3
lib/NetPacksLib.cpp

@@ -1088,10 +1088,10 @@ DLL_EXPORT void CatapultAttack::applyGs( CGameState *gs )
 {
 	if(gs->curB && gs->curB->siege != 0) //if there is a battle and it's a siege
 	{
-		for(std::set< std::pair<ui8, ui8> >::const_iterator it = attackedParts.begin(); it != attackedParts.end(); ++it)
+		for(std::set< std::pair< std::pair< ui8, si16 >, ui8> >::const_iterator it = attackedParts.begin(); it != attackedParts.end(); ++it)
 		{
-			gs->curB->si.wallState[it->first] = 
-				std::min( gs->curB->si.wallState[it->first] + it->second, 3 );
+			gs->curB->si.wallState[it->first.first] = 
+				std::min( gs->curB->si.wallState[it->first.first] + it->second, 3 );
 		}
 	}
 }

+ 4 - 3
server/CGameHandler.cpp

@@ -2602,8 +2602,9 @@ bool CGameHandler::makeBattleAction( BattleAction &ba )
 					continue;
 				
 				CatapultAttack ca; //package for clients
-				std::pair<ui8, ui8> attack;
-				attack.first = attackedPart;
+				std::pair< std::pair< ui8, si16 >, ui8> attack;
+				attack.first.first = attackedPart;
+				attack.first.second = ba.destinationTile;
 				attack.second = 0;
 
 				int chanceForHit = 0;
@@ -2672,7 +2673,7 @@ bool CGameHandler::makeBattleAction( BattleAction &ba )
 						sendAndApply(&bsr);
 					}
 				}
-				ca.byCatapult = true;
+				ca.attacker = ba.stackNumber;
 				ca.attackedParts.insert(attack);
 
 				sendAndApply(&ca);