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Several fixes for Whirlpool and stack removal.

Sea Captain's Hat is also supported.
This commit is contained in:
DjWarmonger 2010-06-25 08:19:39 +00:00
parent e2fd2bbe04
commit 08da1692cf
2 changed files with 20 additions and 14 deletions

View File

@ -2869,19 +2869,21 @@ void CGTeleport::onHeroVisit( const CGHeroInstance * h ) const
if (!h->hasBonusOfType(Bonus::WHIRLPOOL_PROTECTION))
{
CCreatureSet army = h->getArmy();
int targetstack = army.Slots().size()-1;
for(TSlots::const_reverse_iterator i = army.Slots().rbegin(); i != army.Slots().rend(); i++)
{
if (army.getPower(targetstack) > army.getPower(i->first))
if (army.Slots().size() > 1 || army.Slots().begin()->second.count > 1)
{ //we can't remove last unit
int targetstack = army.Slots().begin()->first; //slot numbers may vary
for(TSlots::const_reverse_iterator i = army.Slots().rbegin(); i != army.Slots().rend(); i++)
{
targetstack = (i->first);
if (army.getPower(targetstack) > army.getPower(i->first))
{
targetstack = (i->first);
}
}
}
CCreatureSet ourArmy;
ourArmy.addStack (targetstack, army.getStack(targetstack));
TQuantity tq = (TQuantity)((double)(ourArmy.getAmount(targetstack))*0.3);
if (tq) //casualties > 0
{
CCreatureSet ourArmy;
ourArmy.addStack (targetstack, army.getStack(targetstack));
TQuantity tq = (double)(ourArmy.getAmount(targetstack))*0.5;
amax (tq, 1);
ourArmy.setStackCount (targetstack, tq);
InfoWindow iw;
iw.player = h->tempOwner;
@ -2928,7 +2930,10 @@ void CGTeleport::onHeroVisit( const CGHeroInstance * h ) const
tlog2 << "Cannot find exit... (obj at " << pos << ") :( \n";
return;
}
cb->moveHero (h->id,CGHeroInstance::convertPosition(cb->getObj(destinationid)->pos,true) - getVisitableOffset(), true);
if (ID == 111)
cb->moveHero (h->id,CGHeroInstance::convertPosition(cb->getObj(destinationid)->pos,true) + (h->pos - pos) - int3(1,0,0), true);
else
cb->moveHero (h->id,CGHeroInstance::convertPosition(cb->getObj(destinationid)->pos,true) - getVisitableOffset(), true);
}
void CGTeleport::initObj()

View File

@ -1893,14 +1893,15 @@ void CGameHandler::takeCreatures (int objid, TSlots creatures) //probably we cou
return;
const CArmedInstance* obj = static_cast<const CArmedInstance*>(getObj(objid));
CCreatureSet newArmy = obj->getArmy();
while (creatures.size() > 0)
while (creatures.size())
{
int slot = newArmy.getSlotFor(creatures.begin()->second.type->idNumber);
if (slot < 0)
break;
newArmy.slots[slot].type = creatures.begin()->second.type;
newArmy.slots[slot].count -= creatures.begin()->second.count;
if (newArmy.getStack(slot).count < 1)
newArmy.eraseStack(slot);
creatures.erase (creatures.begin());
}
SetGarrisons sg;