コード例 #1
0
ファイル: heroes_spell.cpp プロジェクト: asimonov-im/fheroes2
bool HeroesTownGate(Heroes & hero, const Castle* castle)
{
    if(castle)
    {
        Interface::Basic & I = Interface::Basic::Get();

        const s32 src = hero.GetIndex();
        const s32 dst = castle->GetIndex();

        if(!Maps::isValidAbsIndex(src) || !Maps::isValidAbsIndex(dst))
            return false;

        AGG::PlaySound(M82::KILLFADE);
        hero.GetPath().Hide();
        hero.FadeOut();

        Cursor::Get().Hide();
        hero.Move2Dest(dst);

        I.gameArea.SetCenter(hero.GetCenter());
        GameFocus::SetRedraw();
        I.Redraw();

        AGG::PlaySound(M82::KILLFADE);
        hero.GetPath().Hide();
        hero.FadeIn();

        // educate spells
        if(! Settings::Get().ExtHeroLearnSpellsWithDay()) castle->MageGuildEducateHero(hero);

        return true;
    }
    return false;
}
コード例 #2
0
int Interface::Basic::EventDigArtifact(void)
{
    Heroes* hero = GetFocusHeroes();

    if(hero)
    {
	if(hero->isShipMaster())
    	    Dialog::Message("", _("Try looking on land!!!"), Font::BIG, Dialog::OK);
	else
	if(hero->GetMaxMovePoints() <= hero->GetMovePoints())
	{
	    if(world.GetTiles(hero->GetIndex()).GoodForUltimateArtifact())
    	    {
    		AGG::PlaySound(M82::DIGSOUND);

    		hero->ResetMovePoints();

    		if(world.DiggingForUltimateArtifact(hero->GetCenter()))
    		{
        	    AGG::PlaySound(M82::TREASURE);
        	    const Artifact & ultimate = world.GetUltimateArtifact().GetArtifact();
        	    hero->PickupArtifact(ultimate);
        	    std::string msg(_("After spending many hours digging here, you have uncovered the %{artifact}"));
        	    StringReplace(msg, "%{artifact}", ultimate.GetName());
        	    Dialog::ArtifactInfo(_("Congratulations!"), msg, ultimate());

        	    // set all obelisks visited
		    Kingdom & kingdom = world.GetKingdom(hero->GetColor());
		    const MapsIndexes obelisks = Maps::GetObjectPositions(MP2::OBJ_OBELISK, true);
    
        	    for(MapsIndexes::const_iterator
			it = obelisks.begin(); it != obelisks.end(); ++it)
			if(!hero->isVisited(world.GetTiles(*it), Visit::GLOBAL))
                	hero->SetVisited(*it, Visit::GLOBAL);

    	            kingdom.PuzzleMaps().Update(kingdom.CountVisitedObjects(MP2::OBJ_OBELISK), world.CountObeliskOnMaps());
    		}
    		else
        	    Dialog::Message("", _("Nothing here. Where could it be?"), Font::BIG, Dialog::OK);

    		Cursor::Get().Hide();
    		iconsPanel.RedrawIcons(ICON_HEROES);
    		Cursor::Get().Show();
    		Display::Get().Flip();

		// check game over for ultimate artifact
		return GameOver::Result::Get().LocalCheckGameOver();
    	    }
    	    else
		Dialog::Message("", _("Try searching on clear ground."), Font::BIG, Dialog::OK);
	}
    }
    else
        Dialog::Message("", _("Digging for artifacts requires a whole day, try again tomorrow."), Font::BIG, Dialog::OK);

    return Game::CANCEL;
}
コード例 #3
0
ファイル: heroes_spell.cpp プロジェクト: asimonov-im/fheroes2
bool ActionSpellDimensionDoor(Heroes & hero)
{
    const u8 distance = Spell::CalculateDimensionDoorDistance(hero.GetPower(), hero.GetArmy().GetHitPoints());

    Interface::Basic & I = Interface::Basic::Get();
    Cursor & cursor = Cursor::Get();

    // center hero
    cursor.Hide();
    I.gameArea.SetCenter(hero.GetCenter());
    GameFocus::SetRedraw();
    I.Redraw();

    const s32 src = hero.GetIndex();
    // get destination
    const s32 dst = I.GetDimensionDoorDestination(src, distance, hero.isShipMaster());

    if(Maps::isValidAbsIndex(src) && Maps::isValidAbsIndex(dst))
    {
        AGG::PlaySound(M82::KILLFADE);
        hero.GetPath().Reset();
        hero.FadeOut();

        hero.SpellCasted(Spell::DIMENSIONDOOR);

        cursor.Hide();
        hero.Move2Dest(dst, true);

        I.gameArea.SetCenter(hero.GetCenter());
        GameFocus::SetRedraw();
        I.Redraw();

        AGG::PlaySound(M82::KILLFADE);
        hero.FadeIn();

        hero.ActionNewPosition();

        return false; /* SpellCasted apply */
    }

    return false;
}
コード例 #4
0
ファイル: heroes_spell.cpp プロジェクト: asimonov-im/fheroes2
bool ActionSpellTownGate(Heroes & hero)
{
    const Kingdom & kingdom = world.GetKingdom(hero.GetColor());
    const KingdomCastles & castles = kingdom.GetCastles();
    KingdomCastles::const_iterator it;

    const Castle* castle = NULL;
    const s32 center = hero.GetIndex();
    s32 min = -1;

    // find the nearest castle
    for(it = castles.begin(); it != castles.end(); ++it) if(*it && !(*it)->GetHeroes().Guest())
        {
            const u16 min2 = Maps::GetApproximateDistance(center, (*it)->GetIndex());
            if(0 > min || min2 < min)
            {
                min = min2;
                castle = *it;
            }
        }

    Interface::Basic & I = Interface::Basic::Get();
    Cursor & cursor = Cursor::Get();

    // center hero
    cursor.Hide();
    I.gameArea.SetCenter(hero.GetCenter());
    GameFocus::SetRedraw();
    I.Redraw();

    if(!castle)
    {
        Dialog::Message("", _("No avaialble town. Spell Failed!!!"), Font::BIG, Dialog::OK);
        return false;
    }

    return HeroesTownGate(hero, castle);
}
コード例 #5
0
void Interface::Basic::MoveHeroFromArrowKeys(Heroes & hero, int direct)
{
    if(Maps::isValidDirection(hero.GetIndex(), direct))
    {
        s32 dst = Maps::GetDirectionIndex(hero.GetIndex(), direct);
        const Maps::Tiles & tile = world.GetTiles(dst);
        bool allow = false;

        switch(tile.GetObject())
        {
            case MP2::OBJN_CASTLE:
            {
                const Castle* to_castle = world.GetCastle(hero.GetCenter());
                if(to_castle)
                {
                    dst = to_castle->GetIndex();
                    allow = true;
                }
                break;
            }

            case MP2::OBJ_BOAT:
            case MP2::OBJ_CASTLE:
            case MP2::OBJ_HEROES:
            case MP2::OBJ_MONSTER:
                allow = true;
                break;

            default:
                allow = (tile.isPassable(&hero, Direction::CENTER, false) ||
                                MP2::isActionObject(tile.GetObject(), hero.isShipMaster()));
                break;
        }

        if(allow) ShowPathOrStartMoveHero(&hero, dst);
    }
}
コード例 #6
0
ファイル: ai_heroes.cpp プロジェクト: gerstrong/fheroes2plus
bool AI::HeroesGetTask(Heroes & hero)
{
    std::vector<s32> results;
    results.reserve(5);

    const Settings & conf = Settings::Get();
    AIHero & ai_hero = AIHeroes::Get(hero);
    AIKingdom & ai_kingdom = AIKingdoms::Get(hero.GetColor());

    Queue & task = ai_hero.sheduled_visit;
    IndexObjectMap & ai_objects = ai_kingdom.scans;

    const u8 objs1[] = { MP2::OBJ_ARTIFACT, MP2::OBJ_RESOURCE, MP2::OBJ_CAMPFIRE, MP2::OBJ_TREASURECHEST, 0 };
    const u8 objs2[] = { MP2::OBJ_SAWMILL, MP2::OBJ_MINES, MP2::OBJ_ALCHEMYLAB, 0 };
    const u8 objs3[] = { MP2::OBJ_CASTLE, MP2::OBJ_HEROES, MP2::OBJ_MONSTER, 0 };

    // rescan path
    hero.RescanPath();

    Castle* castle = hero.inCastle();
    // if hero in castle
    if(castle)
    {
	DEBUG(DBG_AI, DBG_TRACE, hero.GetName() << ", in castle");

	castle->RecruitAllMonster();
	hero.GetArmy().UpgradeTroops(*castle);

	// recruit army
	if(hero.Modes(AI::HEROES_HUNTER))
		hero.GetArmy().JoinStrongestFromArmy(castle->GetArmy());
	else
	if(hero.Modes(AI::HEROES_SCOUTER))
		hero.GetArmy().KeepOnlyWeakestTroops(castle->GetArmy());

	DEBUG(DBG_AI, DBG_TRACE, hero.GetName() << ", " << hero.GetArmy().String());
    }

    // patrol task
    if(hero.Modes(Heroes::PATROL))
    {
	DEBUG(DBG_AI, DBG_TRACE, hero.GetName() << ", is patrol mode");

	// goto patrol center
	if(hero.GetCenterPatrol() != hero.GetCenter() &&
	   hero.GetPath().Calculate(Maps::GetIndexFromAbsPoint(hero.GetCenterPatrol())))
		return true;

	// scan enemy hero
	if(hero.GetSquarePatrol())
	{
	    const Maps::Indexes & results = Maps::ScanAroundObject(Maps::GetIndexFromAbsPoint(hero.GetCenterPatrol()),
									hero.GetSquarePatrol(), MP2::OBJ_HEROES);
	    for(MapsIndexes::const_iterator
		it = results.begin(); it != results.end(); ++it)
	    {
		const Heroes* enemy = world.GetTiles(*it).GetHeroes();
		if(enemy && ! enemy->isFriends(hero.GetColor()))
		{
		    if(hero.GetPath().Calculate(enemy->GetIndex()))
		    {
			DEBUG(DBG_AI, DBG_TRACE, hero.GetName() << ", find enemy");
			return true;
		    }
		}
	    }
	}

	// can pickup objects
	if(conf.ExtHeroPatrolAllowPickup())
	{
	    const Maps::Indexes & results = Maps::ScanAroundObjects(hero.GetIndex(),
								    hero.GetSquarePatrol(), objs1);
	    for(MapsIndexes::const_iterator
		it = results.begin(); it != results.end(); ++it)
    		if(AI::HeroesValidObject(hero, *it) &&
		    hero.GetPath().Calculate(*it))
	    {
		ai_objects.erase(*it);

		DEBUG(DBG_AI, DBG_TRACE, hero.GetName() << ": find object: " <<
			MP2::StringObject(world.GetTiles(*it).GetObject()) << "(" << *it << ")");
		return true;
	    }
	}

	// random move
	/*
	// disable move: https://sourceforge.net/tracker/?func=detail&aid=3157397&group_id=96859&atid=616180
	{
	    Maps::ScanAroundObject(hero.GetIndex(), hero.GetSquarePatrol(), MP2::OBJ_ZERO);
	    if(results.size())
	    {
		std::random_shuffle(results.begin(), results.end());
		std::vector<s32>::const_iterator it = results.begin();
		for(; it != results.end(); ++it)
		    if(world.GetTiles(*it).isPassable(&hero, Direction::CENTER, true) &&
			hero.GetPath().Calculate(*it))
		{
		    DEBUG(DBG_AI, Color::String(hero.GetColor()) <<
			", Patrol " << hero.GetName() << ": move: " << *it);
		    return;
		}
	    }
	}
	*/

	hero.SetModes(AI::HEROES_STUPID);
	return false;
    }

    if(ai_hero.fix_loop > 3)
    {
	DEBUG(DBG_AI, DBG_TRACE, hero.GetName() << ": loop");
	hero.SetModes(hero.Modes(AI::HEROES_WAITING) ? AI::HEROES_STUPID : AI::HEROES_WAITING);
	return false;
    }

    // primary target
    if(Maps::isValidAbsIndex(ai_hero.primary_target))
    {
	if(hero.GetIndex() == ai_hero.primary_target)
	{
	    ai_hero.primary_target = -1;
	    hero.GetPath().Reset();
	    DEBUG(DBG_AI, DBG_TRACE, hero.GetName() << ", reset path");
	}
	else
	{
	    DEBUG(DBG_AI, DBG_TRACE, hero.GetName() << ", primary target: " <<
		    ai_hero.primary_target << ", " << MP2::StringObject(world.GetTiles(ai_hero.primary_target).GetObject()));

	    const Castle* castle = NULL;

	    if(NULL != (castle = world.GetCastle(Maps::GetPoint(ai_hero.primary_target))) &&
		NULL != castle->GetHeroes().Guest() && castle->isFriends(hero.GetColor()))
	    {
		hero.SetModes(AI::HEROES_WAITING);
		DEBUG(DBG_AI, DBG_TRACE, hero.GetName() << ", castle busy..");
	    }

	    // make path
	    if(ai_hero.primary_target != hero.GetPath().GetDestinationIndex() &&
		!hero.GetPath().Calculate(ai_hero.primary_target))
	    {
		DEBUG(DBG_AI, DBG_TRACE, hero.GetName() << ", path unknown, primary target reset");
		ai_hero.primary_target = -1;
	    }
	}

	if(hero.GetPath().isValid()) return true;
    }

    // scan heroes and castle
    const Maps::Indexes & enemies = Maps::ScanAroundObjects(hero.GetIndex(), hero.GetScoute(), objs3);

    for(MapsIndexes::const_iterator
	it = enemies.begin(); it != enemies.end(); ++it)
	if(AIHeroesPriorityObject(hero, *it) &&
		hero.GetPath().Calculate(*it))
    {
	DEBUG(DBG_AI, DBG_TRACE, hero.GetName() << ", set primary target: " <<
	MP2::StringObject(world.GetTiles(*it).GetObject()) << "(" << *it << ")");

	ai_hero.primary_target = *it;
	return true;
    }

    // check destination
    if(hero.GetPath().isValid())
    {
	if(! AI::HeroesValidObject(hero, hero.GetPath().GetDestinationIndex()))
	    hero.GetPath().Reset();
	else
	if(hero.GetPath().size() < 5)
	{
	    DEBUG(DBG_AI, DBG_TRACE, hero.GetName() << ", continue short");
	    ai_hero.fix_loop++;
	    return true;
	}
    }

    // scan 2x2 pickup objects
    Maps::Indexes pickups = Maps::ScanAroundObjects(hero.GetIndex(), 2, objs1);
    // scan 3x3 capture objects
    const Maps::Indexes & captures = Maps::ScanAroundObjects(hero.GetIndex(), 3, objs2);
    if(captures.size()) pickups.insert(pickups.end(), captures.begin(), captures.end());

    if(pickups.size())
    {
	hero.GetPath().Reset();

	for(MapsIndexes::const_iterator
	    it = pickups.begin(); it != pickups.end(); ++it)
    	    if(AI::HeroesValidObject(hero, *it))
	{
	    task.push_front(*it);

	    DEBUG(DBG_AI, DBG_TRACE, hero.GetName() << ", find object: " <<
		MP2::StringObject(world.GetTiles(*it).GetObject()) << "(" << *it << ")");
	}
    }

    if(hero.GetPath().isValid())
    {
	DEBUG(DBG_AI, DBG_TRACE, hero.GetName() << ", continue");
        ai_hero.fix_loop++;
	return true;
    }

    if(task.empty())
    {
	// get task from kingdom
	DEBUG(DBG_AI, DBG_TRACE, hero.GetName() << ", empty task");
	AIHeroesAddedTask(hero);
    }
    else
    // remove invalid task
	task.remove_if(std::not1(std::bind1st(std::ptr_fun(&AIHeroesValidObject2), &hero)));

    // random shuffle
    if(1 < task.size() && Rand::Get(1))
    {
	Queue::iterator it1, it2;
	it2 = it1 = task.begin();
	++it2;

    	std::swap(*it1, *it2);
    }

    // find passable index
    while(task.size())
    {
	const s32 & index = task.front();

	DEBUG(DBG_AI, DBG_TRACE, hero.GetName() << ", look for: " << MP2::StringObject(world.GetTiles(index).GetObject()) << "(" << index << ")");
	if(hero.GetPath().Calculate(index)) break;

	DEBUG(DBG_AI, DBG_TRACE, hero.GetName() << " say: unable get object: " << index << ", remove task...");
	task.pop_front();
    }

    // success
    if(task.size())
    {
	const s32 & index = task.front();
	DEBUG(DBG_AI, DBG_TRACE, hero.GetName() << " go to: " << index);

	ai_objects.erase(index);
	task.pop_front();

	DEBUG(DBG_AI, DBG_TRACE, hero.GetName() << ", route: " << hero.GetPath().String());
	return true;
    }
    else
    if(hero.Modes(AI::HEROES_WAITING))
    {
	hero.GetPath().Reset();
	DEBUG(DBG_AI, DBG_TRACE, hero.GetName() << " say: unknown task., help my please..");

	hero.ResetModes(AI::HEROES_WAITING);
	hero.SetModes(AI::HEROES_STUPID);
    }
    else
    {
	DEBUG(DBG_AI, DBG_TRACE, hero.GetName() << " say: waiting...");
	hero.SetModes(AI::HEROES_WAITING);
    }

    return false;
}