Пример #1
0
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;
}
Пример #2
0
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;
}
Пример #3
0
void Heroes::MoveStep(Heroes & hero, s32 index_from, s32 index_to, bool newpos)
{
    if(newpos)
    {
	hero.Move2Dest(index_to);
	hero.GetPath().PopFront();

	// possible hero is die
	if(!hero.isFreeman() &&
	    index_to == hero.GetPath().GetDestinationIndex())
	{
	    hero.GetPath().Reset();
	    hero.Action(index_to);
	    hero.SetMove(false);
	}
    }
    else
    {
	hero.ApplyPenaltyMovement();
	hero.GetPath().Reset();
	hero.Action(index_to);
	hero.SetMove(false);
    }
}