mirror of
https://github.com/vcmi/vcmi.git
synced 2025-01-12 02:28:11 +02:00
Artifacts will now be handled by pointers.
Assembling & disassembling combos may be buggy, but it's already been before.
This commit is contained in:
parent
2c43707661
commit
0f314e106c
@ -17,6 +17,7 @@
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#include <boost/thread.hpp>
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#include <boost/thread/shared_mutex.hpp>
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#include "hch/CSpellHandler.h"
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#include "hch/CArtHandler.h"
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#ifdef min
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#undef min
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#endif
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@ -43,6 +43,7 @@ class CMapHeader;
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struct CGPathNode;
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struct CGPath;
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class CGGarrison;
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class CArtifact;
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struct InfoAboutTown
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{
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@ -784,7 +784,7 @@ void CKingdomInterface::CHeroItem::setHero(const CGHeroInstance * newHero)
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for (int i=0; i<artifacts.size(); i++)
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{
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artifacts[i]->type = hero->getArtAtPos(i);
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artifacts[i]->type = hero->getArtAtPos(i)->id;
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if (artifacts[i]->type<0 || artifacts[i]->type == 145 )
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artifacts[i]->hoverText = CGI->generaltexth->heroscrn[11];
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else
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@ -796,7 +796,7 @@ void CKingdomInterface::CHeroItem::setHero(const CGHeroInstance * newHero)
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for (int i=0; i<backpack.size(); i++)
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{
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backpack[i]->type = hero->getArtAtPos(19+i);
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backpack[i]->type = hero->getArtAtPos(19+i)->id;
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if (backpack[i]->type<0)
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backpack[i]->hoverText ="";
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else
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@ -847,7 +847,7 @@ void CKingdomInterface::CHeroItem::scrollArts(int move)
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backpackPos = ( backpackPos + move + hero->artifacts.size()) % hero->artifacts.size();
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for (int i=0; i<backpack.size(); i++)
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{
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backpack[i]->type = hero->getArtAtPos(19+(backpackPos + i)%hero->artifacts.size());
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backpack[i]->type = hero->getArtAtPos(19+(backpackPos + i)%hero->artifacts.size())->id;
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if (backpack[i]->type<0)
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backpack[i]->hoverText ="";
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else
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@ -912,7 +912,7 @@ void CKingdomInterface::CHeroItem::showAll(SDL_Surface * to)
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case 0://equipped arts
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for (int i = iter ; i<iter+9;i++)
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{
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int artID = hero->getArtAtPos(i);
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int artID = hero->getArtAtPos(i)->id;
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if (artID>=0)
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blitAt(graphics->artDefs->ourImages[artID].bitmap,pos.x+268+48*(i%9),pos.y+66,to);
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}
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@ -923,7 +923,7 @@ void CKingdomInterface::CHeroItem::showAll(SDL_Surface * to)
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int max = hero->artifacts.size();
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iter = std::min(8, max);
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for (size_t it = 0 ; it<iter;it++)
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blitAt(graphics->artDefs->ourImages[hero->artifacts[(it+backpackPos)%max]].bitmap,pos.x+293+48*it,pos.y+66,to);
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blitAt(graphics->artDefs->ourImages[hero->artifacts[(it+backpackPos)%max]->id].bitmap,pos.x+293+48*it,pos.y+66,to);
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break;
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}
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show(to);
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@ -113,7 +113,7 @@ public:
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void heroVisitCastle(int obj, int heroID){};
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void stopHeroVisitCastle(int obj, int heroID){};
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void giveHeroArtifact(int artid, int hid, int position){}; //pos==-1 - first free slot in backpack=0; pos==-2 - default if available or backpack
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bool removeArtifact(int artid, int hid){return false;};
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bool removeArtifact(CArtifact* art, int hid){return false;};
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void startBattleI(const CArmedInstance *army1, const CArmedInstance *army2, int3 tile, const CGHeroInstance *hero1, const CGHeroInstance *hero2, bool creatureBank = false, boost::function<void(BattleResult*)> cb = 0, const CGTownInstance *town = NULL){}; //use hero=NULL for no hero
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void startBattleI(const CArmedInstance *army1, const CArmedInstance *army2, int3 tile, boost::function<void(BattleResult*)> cb = 0, bool creatureBank = false){}; //if any of armies is hero, hero will be used
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void startBattleI(const CArmedInstance *army1, const CArmedInstance *army2, boost::function<void(BattleResult*)> cb = 0, bool creatureBank = false){}; //if any of armies is hero, hero will be used, visitable tile of second obj is place of battle
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@ -2639,7 +2639,7 @@ void CTradeWindow::CTradeableItem::clickLeft(tribool down, bool previousState)
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movedArt = CGI->arth->artifacts[id];
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aw->arts->commonInfo->srcAOH = aw->arts;
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aw->arts->commonInfo->srcArtifact = movedArt;
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aw->arts->commonInfo->srcSlotID = 19 + vstd::findPos(aw->hero->artifacts, movedArt->id);
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aw->arts->commonInfo->srcSlotID = 19 + vstd::findPos(aw->hero->artifacts, const_cast<CArtifact*>(movedArt));
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aw->arts->commonInfo->destAOH = aw->arts;
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CGI->curh->dragAndDropCursor(graphics->artDefs->ourImages[movedArt->id].bitmap);
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@ -3613,10 +3613,10 @@ void CAltarWindow::SacrificeAll()
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}
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else
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{
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for(std::map<ui16,ui32>::const_iterator i = hero->artifWorn.begin(); i != hero->artifWorn.end(); i++)
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for(std::map<ui16,CArtifact*>::const_iterator i = hero->artifWorn.begin(); i != hero->artifWorn.end(); i++)
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{
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if(i->second != 145) //ignore locks from assembled artifacts
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moveFromSlotToAltar(i->first, NULL, i->second);
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if(i->second->id != 145) //ignore locks from assembled artifacts
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moveFromSlotToAltar(i->first, NULL, i->second->id);
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}
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SacrificeBackpack();
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@ -3769,13 +3769,13 @@ void CAltarWindow::SacrificeBackpack()
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for (int i = 0; i < hero->artifacts.size(); i++)
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{
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if(vstd::contains(toOmmit, hero->artifacts[i]))
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if(vstd::contains(toOmmit, hero->artifacts[i]->id))
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{
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toOmmit -= hero->artifacts[i];
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toOmmit -= hero->artifacts[i]->id;
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continue;
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}
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putOnAltar(NULL, hero->artifacts[i]);
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putOnAltar(NULL, hero->artifacts[i]->id);
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}
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arts->scrollBackpack(0);
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calcTotalExp();
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@ -47,25 +47,31 @@ bool CArtifact::isBig () const
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return VLC->arth->isBigArtifact(id);
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}
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bool CArtifact::isModable () const
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{
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return (bool)dynamic_cast<const IModableArt *>(this);
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}
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/**
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* Checks whether the artifact fits at a given slot.
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* @param artifWorn A hero's set of worn artifacts.
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*/
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bool CArtifact::fitsAt (const std::map<ui16, ui32> &artifWorn, ui16 slotID) const
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bool CArtifact::fitsAt (const std::map<ui16, CArtifact*> &artifWorn, ui16 slotID) const
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{
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if (!vstd::contains(possibleSlots, slotID))
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return false;
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// Can't put an artifact in a locked slot.
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std::map<ui16, ui32>::const_iterator it = artifWorn.find(slotID);
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if (it != artifWorn.end() && it->second == 145)
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std::map<ui16, CArtifact*>::const_iterator it = artifWorn.find(slotID);
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if (it != artifWorn.end() && it->second->id == 145)
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return false;
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// Check if a combination artifact fits.
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// TODO: Might want a more general algorithm?
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// Assumes that misc & rings fits only in their slots, and others in only one slot and no duplicates.
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if (constituents != NULL) {
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std::map<ui16, ui32> tempArtifWorn = artifWorn;
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if (constituents != NULL)
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{
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std::map<ui16, CArtifact*> tempArtifWorn = artifWorn;
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const ui16 ringSlots[] = {6, 7};
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const ui16 miscSlots[] = {9, 10, 11, 12, 18};
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int rings = 0;
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@ -108,7 +114,7 @@ bool CArtifact::fitsAt (const std::map<ui16, ui32> &artifWorn, ui16 slotID) cons
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return true;
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}
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bool CArtifact::canBeAssembledTo (const std::map<ui16, ui32> &artifWorn, ui32 artifactID) const
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bool CArtifact::canBeAssembledTo (const std::map<ui16, CArtifact*> &artifWorn, ui32 artifactID) const
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{
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if (constituentOf == NULL || !vstd::contains(*constituentOf, artifactID))
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return false;
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@ -119,9 +125,9 @@ bool CArtifact::canBeAssembledTo (const std::map<ui16, ui32> &artifWorn, ui32 ar
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BOOST_FOREACH(ui32 constituentID, *artifact.constituents)
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{
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bool found = false;
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for (std::map<ui16, ui32>::const_iterator it = artifWorn.begin(); it != artifWorn.end(); ++it)
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for (std::map<ui16, CArtifact*>::const_iterator it = artifWorn.begin(); it != artifWorn.end(); ++it)
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{
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if (it->second == constituentID)
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if (it->second->id == constituentID)
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{
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found = true;
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break;
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@ -174,6 +180,11 @@ void CArtifact::getParents(TCNodes &out, const CBonusSystemNode *root /*= NULL*/
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}
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}
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void CScroll::Init()
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{
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bonuses.push_back (Bonus (Bonus::PERMANENT, Bonus::SPELL,0, id, spellid, Bonus::INDEPENDENT_MAX));
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}
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CArtHandler::CArtHandler()
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{
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VLC->arth = this;
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@ -185,7 +196,8 @@ CArtHandler::CArtHandler()
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CArtHandler::~CArtHandler()
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{
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for (std::vector<CArtifact*>::iterator it = artifacts.begin(); it != artifacts.end(); ++it) {
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for (std::vector<CArtifact*>::iterator it = artifacts.begin(); it != artifacts.end(); ++it)
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{
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delete (*it)->constituents;
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delete (*it)->constituentOf;
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}
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@ -718,14 +730,14 @@ void CArtHandler::clear()
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* @param artifWorn A hero's set of worn artifacts.
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* @param bonuses Optional list of bonuses to update.
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*/
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void CArtHandler::equipArtifact(std::map<ui16, ui32> &artifWorn, ui16 slotID, ui32 artifactID)
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void CArtHandler::equipArtifact(std::map<ui16, CArtifact*> &artifWorn, ui16 slotID, const CArtifact* newArtifact)
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{
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unequipArtifact(artifWorn, slotID);
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const CArtifact &artifact = *artifacts[artifactID];
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const CArtifact &artifact = *newArtifact;
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// Add artifact.
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artifWorn[slotID] = artifactID;
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artifWorn[slotID] = const_cast<CArtifact*>(newArtifact);
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// Add locks, in reverse order of being removed.
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if (artifact.constituents != NULL)
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@ -746,7 +758,7 @@ void CArtHandler::equipArtifact(std::map<ui16, ui32> &artifWorn, ui16 slotID, ui
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{
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if (!vstd::contains(artifWorn, slot))
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{
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artifWorn[slot] = 145;
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artifWorn[slot] = VLC->arth->artifacts[145]; //lock
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break;
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}
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}
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@ -761,12 +773,12 @@ void CArtHandler::equipArtifact(std::map<ui16, ui32> &artifWorn, ui16 slotID, ui
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* @param artifWorn A hero's set of worn artifacts.
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* @param bonuses Optional list of bonuses to update.
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*/
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void CArtHandler::unequipArtifact(std::map<ui16, ui32> &artifWorn, ui16 slotID)
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void CArtHandler::unequipArtifact(std::map<ui16, CArtifact*> &artifWorn, ui16 slotID)
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{
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if (!vstd::contains(artifWorn, slotID))
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return;
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const CArtifact &artifact = *artifacts[artifWorn[slotID]];
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const CArtifact &artifact = *artifWorn[slotID];
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// Remove artifact, if it's not already removed.
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artifWorn.erase(slotID);
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@ -788,7 +800,7 @@ void CArtHandler::unequipArtifact(std::map<ui16, ui32> &artifWorn, ui16 slotID)
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{
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BOOST_REVERSE_FOREACH(ui16 slot, constituent.possibleSlots)
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{
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if (vstd::contains(artifWorn, slot) && artifWorn[slot] == 145)
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if (vstd::contains(artifWorn, slot) && artifWorn[slot]->id == 145)
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{
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artifWorn.erase(slot);
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break;
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@ -17,6 +17,7 @@
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*
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*/
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class CDefHandler;
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class CArtifact;
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class DLL_EXPORT CArtifact : public CBonusSystemNode //container for artifacts
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{
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@ -26,8 +27,9 @@ public:
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const std::string &Name() const; //getter
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const std::string &Description() const; //getter
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bool isBig () const;
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bool fitsAt (const std::map<ui16, ui32> &artifWorn, ui16 slot) const;
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bool canBeAssembledTo (const std::map<ui16, ui32> &artifWorn, ui32 artifactID) const;
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bool isModable () const;
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bool fitsAt (const std::map<ui16, CArtifact*> &artifWorn, ui16 slot) const;
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bool canBeAssembledTo (const std::map<ui16, CArtifact*> &artifWorn, ui32 artifactID) const;
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void addBonusesTo (BonusList *otherBonuses) const;
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void removeBonusesFrom (BonusList *otherBonuses) const;
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int getArtClassSerial() const; //0 - treasure, 1 - minor, 2 - major, 3 - relic, 4 - spell scroll, 5 - other
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@ -61,8 +63,9 @@ public:
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class DLL_EXPORT CScroll : public CArtifact, public IModableArt // Spell Scroll
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{
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public:
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CScroll(spelltype sid){spellid = sid;};
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spelltype spellid;
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void Init(){};
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void Init();
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template <typename Handler> void serialize(Handler &h, const int version)
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{
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h & static_cast<CArtifact&>(*this);
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@ -116,8 +119,8 @@ public:
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void getAllowed(std::vector<CArtifact*> &out, int flags);
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void erasePickedArt (si32 id);
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bool isBigArtifact (ui32 artID) {return bigArtifacts.find(artID) != bigArtifacts.end();}
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void equipArtifact (std::map<ui16, ui32> &artifWorn, ui16 slotID, ui32 artifactID);
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void unequipArtifact (std::map<ui16, ui32> &artifWorn, ui16 slotID);
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void equipArtifact (std::map<ui16, CArtifact*> &artifWorn, ui16 slotID, const CArtifact* art);
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void unequipArtifact (std::map<ui16, CArtifact*> &artifWorn, ui16 slotID);
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void initAllowedArtifactsList(const std::vector<ui8> &allowed); //allowed[art_id] -> 0 if not allowed, 1 if allowed
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static int convertMachineID(int id, bool creToArt);
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CArtHandler();
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@ -523,7 +523,7 @@ void CCampaignScenario::prepareCrossoverHeroes( std::vector<CGHeroInstance *> he
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{
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BOOST_FOREACH(CGHeroInstance * cgh, crossoverHeroes)
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{
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cgh->artifacts -= g;
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cgh->artifacts -= VLC->arth->artifacts[g];
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}
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}
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}
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@ -729,27 +729,23 @@ int CGHeroInstance::maxMovePoints(bool onLand) const
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return int(base + base*modifier) + bonus;
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}
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ui32 CGHeroInstance::getArtAtPos(ui16 pos) const
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CArtifact* CGHeroInstance::getArtAtPos(ui16 pos) const
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{
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if(pos<19)
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if(vstd::contains(artifWorn,pos))
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return artifWorn.find(pos)->second;
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else
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return -1;
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return NULL;
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else
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if(pos-19 < artifacts.size())
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return artifacts[pos-19];
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else
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return -1;
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return NULL;
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}
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const CArtifact * CGHeroInstance::getArt(int pos) const
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{
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int id = getArtAtPos(pos);
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if(id>=0)
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return VLC->arth->artifacts[id];
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else
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return NULL;
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return getArtAtPos(pos);
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}
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// int CGHeroInstance::getSpellSecLevel(int spell) const
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@ -814,9 +810,9 @@ void CGHeroInstance::initHero()
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if(!vstd::contains(artifWorn, 16) && type->startingSpell >= 0) //no catapult means we haven't read pre-existant set
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{
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VLC->arth->equipArtifact(artifWorn, 17, 0); //give spellbook
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VLC->arth->equipArtifact(artifWorn, 17, VLC->arth->artifacts[0]); //give spellbook
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}
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VLC->arth->equipArtifact(artifWorn, 16, 3); //everyone has a catapult
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VLC->arth->equipArtifact(artifWorn, 16, VLC->arth->artifacts[3]); //everyone has a catapult
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if(portrait < 0 || portrait == 255)
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portrait = subID;
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@ -886,13 +882,13 @@ void CGHeroInstance::initArmy(CCreatureSet *dst /*= NULL*/)
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switch (creID)
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{
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case 145: //catapult
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VLC->arth->equipArtifact(artifWorn, 16, 3);
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VLC->arth->equipArtifact(artifWorn, 16, VLC->arth->artifacts[3]);
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break;
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default:
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VLC->arth->equipArtifact(
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artifWorn,
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9+CArtHandler::convertMachineID(creID,true),
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CArtHandler::convertMachineID(creID,true));
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VLC->arth->artifacts[CArtHandler::convertMachineID(creID,true)]);
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break;
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}
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}
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@ -1421,8 +1417,8 @@ si32 CGHeroInstance::manaRegain() const
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si32 CGHeroInstance::getArtPos(int aid) const
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{
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for(std::map<ui16,ui32>::const_iterator i = artifWorn.begin(); i != artifWorn.end(); i++)
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if(i->second == aid)
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for(std::map<ui16,CArtifact*>::const_iterator i = artifWorn.begin(); i != artifWorn.end(); i++)
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if(i->second->id == aid)
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return i->first;
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return -1;
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}
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@ -1431,33 +1427,34 @@ si32 CGHeroInstance::getArtPos(int aid) const
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* Places an artifact in hero's backpack. If it's a big artifact equips it
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* or discards it if it cannot be equipped.
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*/
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void CGHeroInstance::giveArtifact (ui32 aid)
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void CGHeroInstance::giveArtifact (ui32 aid) //use only for fixed artifacts
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{
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const CArtifact &artifact = *VLC->arth->artifacts[aid];
|
||||
CArtifact * const artifact = VLC->arth->artifacts[aid]; //pointer to constant object
|
||||
|
||||
if (artifact.isBig())
|
||||
if (artifact->isBig())
|
||||
{
|
||||
for (std::vector<ui16>::const_iterator it = artifact.possibleSlots.begin(); it != artifact.possibleSlots.end(); ++it)
|
||||
for (std::vector<ui16>::const_iterator it = artifact->possibleSlots.begin(); it != artifact->possibleSlots.end(); ++it)
|
||||
{
|
||||
if (!vstd::contains(artifWorn, *it))
|
||||
{
|
||||
VLC->arth->equipArtifact(artifWorn, *it, aid);
|
||||
VLC->arth->equipArtifact(artifWorn, *it, artifact);
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
artifacts.push_back(aid);
|
||||
artifacts.push_back(artifact);
|
||||
}
|
||||
}
|
||||
|
||||
bool CGHeroInstance::hasArt( ui32 aid ) const
|
||||
{
|
||||
if(vstd::contains(artifacts, aid))
|
||||
for(std::vector<CArtifact*>::const_iterator i = artifacts.begin(); i != artifacts.end(); i++)
|
||||
if((*i)->id == aid)
|
||||
return true;
|
||||
for(std::map<ui16,ui32>::const_iterator i = artifWorn.begin(); i != artifWorn.end(); i++)
|
||||
if(i->second == aid)
|
||||
for(std::map<ui16,CArtifact*>::const_iterator i = artifWorn.begin(); i != artifWorn.end(); i++)
|
||||
if(i->second->id == aid)
|
||||
return true;
|
||||
|
||||
return false;
|
||||
@ -1500,8 +1497,8 @@ void CGHeroInstance::getParents(TCNodes &out, const CBonusSystemNode *root /*= N
|
||||
out.insert(visitedTown);
|
||||
}
|
||||
|
||||
for (std::map<ui16,ui32>::const_iterator i = artifWorn.begin(); i != artifWorn.end(); i++)
|
||||
out.insert(VLC->arth->artifacts[i->second]);
|
||||
for (std::map<ui16,CArtifact*>::const_iterator i = artifWorn.begin(); i != artifWorn.end(); i++)
|
||||
out.insert(i->second);
|
||||
|
||||
out.insert(&speciality);
|
||||
}
|
||||
@ -3634,6 +3631,8 @@ void CGArtifact::pick(const CGHeroInstance * h) const
|
||||
{
|
||||
if(ID == 5) //Artifact
|
||||
{
|
||||
if (VLC->arth->artifacts[subID]->isModable()) //TODO: create new instance, initialize it
|
||||
{}
|
||||
cb->giveHeroArtifact(subID,h->id,-2);
|
||||
}
|
||||
else if(ID == 93) // Spell scroll
|
||||
@ -4373,7 +4372,7 @@ void CGSeerHut::finishQuest (const CGHeroInstance * h, ui32 accept) const
|
||||
case CQuest::MISSION_ART:
|
||||
for (std::vector<ui16>::const_iterator it = m5arts.begin(); it != m5arts.end(); ++it)
|
||||
{
|
||||
cb->removeArtifact(*it, h->id);
|
||||
cb->removeArtifact(VLC->arth->artifacts[*it], h->id);
|
||||
}
|
||||
break;
|
||||
case CQuest::MISSION_ARMY:
|
||||
|
@ -266,8 +266,8 @@ public:
|
||||
ui8 inTownGarrison; // if hero is in town garrison
|
||||
const CGTownInstance * visitedTown; //set if hero is visiting town or in the town garrison
|
||||
const CGBoat *boat; //set to CGBoat when sailing
|
||||
std::vector<ui32> artifacts; //hero's artifacts from bag
|
||||
std::map<ui16,ui32> artifWorn; //map<position,artifact_id>; positions: 0 - head; 1 - shoulders; 2 - neck; 3 - right hand; 4 - left hand; 5 - torso; 6 - right ring; 7 - left ring; 8 - feet; 9 - misc1; 10 - misc2; 11 - misc3; 12 - misc4; 13 - mach1; 14 - mach2; 15 - mach3; 16 - mach4; 17 - spellbook; 18 - misc5
|
||||
std::vector<CArtifact*> artifacts; //hero's artifacts from bag
|
||||
std::map<ui16, CArtifact*> artifWorn; //map<position,artifact_id>; positions: 0 - head; 1 - shoulders; 2 - neck; 3 - right hand; 4 - left hand; 5 - torso; 6 - right ring; 7 - left ring; 8 - feet; 9 - misc1; 10 - misc2; 11 - misc3; 12 - misc4; 13 - mach1; 14 - mach2; 15 - mach3; 16 - mach4; 17 - spellbook; 18 - misc5
|
||||
std::set<ui32> spells; //known spells (spell IDs)
|
||||
|
||||
struct DLL_EXPORT Patrol
|
||||
@ -337,7 +337,7 @@ public:
|
||||
|
||||
int maxMovePoints(bool onLand) const;
|
||||
|
||||
ui32 getArtAtPos(ui16 pos) const; //-1 - no artifact
|
||||
CArtifact* getArtAtPos(ui16 pos) const; //NULL - no artifact
|
||||
const CArtifact * getArt(int pos) const;
|
||||
si32 getArtPos(int aid) const; //looks for equipped artifact with given ID and returns its slot ID or -1 if none(if more than one such artifact lower ID is returned)
|
||||
bool hasArt(ui32 aid) const; //checks if hero possess artifact of given id (either in backack or worn)
|
||||
|
@ -1938,7 +1938,7 @@ void CGameState::init( StartInfo * si, ui32 checksum, int Seed )
|
||||
CGHeroInstance *hero = k->second.heroes[0];
|
||||
std::vector<ui16>::iterator slot = vstd::findFirstNot (hero->artifWorn, toGive->possibleSlots);
|
||||
if(slot != toGive->possibleSlots.end())
|
||||
VLC->arth->equipArtifact(hero->artifWorn, *slot, toGive->id);
|
||||
VLC->arth->equipArtifact(hero->artifWorn, *slot, toGive);
|
||||
else
|
||||
hero->giveArtifact(toGive->id);
|
||||
}
|
||||
|
@ -93,7 +93,7 @@ public:
|
||||
virtual void heroVisitCastle(int obj, int heroID)=0;
|
||||
virtual void stopHeroVisitCastle(int obj, int heroID)=0;
|
||||
virtual void giveHeroArtifact(int artid, int hid, int position)=0; //pos==-1 - first free slot in backpack=0; pos==-2 - default if available or backpack
|
||||
virtual bool removeArtifact(int artid, int hid) = 0;
|
||||
virtual bool removeArtifact(CArtifact* art, int hid) = 0;
|
||||
virtual void startBattleI(const CArmedInstance *army1, const CArmedInstance *army2, int3 tile, const CGHeroInstance *hero1, const CGHeroInstance *hero2, bool creatureBank = false, boost::function<void(BattleResult*)> cb = 0, const CGTownInstance *town = NULL)=0; //use hero=NULL for no hero
|
||||
virtual void startBattleI(const CArmedInstance *army1, const CArmedInstance *army2, int3 tile, boost::function<void(BattleResult*)> cb = 0, bool creatureBank = false)=0; //if any of armies is hero, hero will be used
|
||||
virtual void startBattleI(const CArmedInstance *army1, const CArmedInstance *army2, boost::function<void(BattleResult*)> cb = 0, bool creatureBank = false)=0; //if any of armies is hero, hero will be used, visitable tile of second obj is place of battle
|
||||
|
@ -599,18 +599,18 @@ struct SetHeroArtifacts : public CPackForClient //509
|
||||
SetHeroArtifacts(){type = 509;};
|
||||
void applyCl(CClient *cl);
|
||||
DLL_EXPORT void applyGs(CGameState *gs);
|
||||
DLL_EXPORT void setArtAtPos(ui16 pos, int art);
|
||||
DLL_EXPORT void setArtAtPos(ui16 pos, const CArtifact* art);
|
||||
|
||||
si32 hid;
|
||||
std::vector<ui32> artifacts; //hero's artifacts from bag
|
||||
std::map<ui16,ui32> artifWorn; //map<position,artifact_id>; positions: 0 - head; 1 - shoulders; 2 - neck; 3 - right hand; 4 - left hand; 5 - torso; 6 - right ring; 7 - left ring; 8 - feet; 9 - misc1; 10 - misc2; 11 - misc3; 12 - misc4; 13 - mach1; 14 - mach2; 15 - mach3; 16 - mach4; 17 - spellbook; 18 - misc5
|
||||
std::vector<CArtifact*> artifacts; //hero's artifacts from bag
|
||||
std::map<ui16,CArtifact*> artifWorn; //map<position,artifact_id>; positions: 0 - head; 1 - shoulders; 2 - neck; 3 - right hand; 4 - left hand; 5 - torso; 6 - right ring; 7 - left ring; 8 - feet; 9 - misc1; 10 - misc2; 11 - misc3; 12 - misc4; 13 - mach1; 14 - mach2; 15 - mach3; 16 - mach4; 17 - spellbook; 18 - misc5
|
||||
|
||||
template <typename Handler> void serialize(Handler &h, const int version)
|
||||
{
|
||||
h & hid & artifacts & artifWorn;
|
||||
}
|
||||
|
||||
std::vector<ui32> equiped, unequiped; //used locally
|
||||
std::vector<CArtifact*> equiped, unequiped; //used locally
|
||||
BonusList gained, lost; //used locally as hlp when applying
|
||||
};
|
||||
|
||||
|
@ -451,11 +451,11 @@ DLL_EXPORT void SetHeroesInTown::applyGs( CGameState *gs )
|
||||
DLL_EXPORT void SetHeroArtifacts::applyGs( CGameState *gs )
|
||||
{
|
||||
CGHeroInstance *h = gs->getHero(hid);
|
||||
for(std::map<ui16,ui32>::const_iterator i = h->artifWorn.begin(); i != h->artifWorn.end(); i++)
|
||||
for(std::map<ui16,CArtifact*>::const_iterator i = h->artifWorn.begin(); i != h->artifWorn.end(); i++)
|
||||
if(!vstd::contains(artifWorn,i->first) || artifWorn[i->first] != i->second)
|
||||
unequiped.push_back(i->second);
|
||||
|
||||
for(std::map<ui16,ui32>::const_iterator i = artifWorn.begin(); i != artifWorn.end(); i++)
|
||||
for(std::map<ui16,CArtifact*>::const_iterator i = artifWorn.begin(); i != artifWorn.end(); i++)
|
||||
if(!vstd::contains(h->artifWorn,i->first) || h->artifWorn[i->first] != i->second)
|
||||
equiped.push_back(i->second);
|
||||
|
||||
@ -464,7 +464,7 @@ DLL_EXPORT void SetHeroArtifacts::applyGs( CGameState *gs )
|
||||
h->artifWorn = artifWorn;
|
||||
}
|
||||
|
||||
DLL_EXPORT void SetHeroArtifacts::setArtAtPos(ui16 pos, int art)
|
||||
DLL_EXPORT void SetHeroArtifacts::setArtAtPos(ui16 pos, const CArtifact* art)
|
||||
{
|
||||
if(art < 0)
|
||||
{
|
||||
@ -477,14 +477,14 @@ DLL_EXPORT void SetHeroArtifacts::setArtAtPos(ui16 pos, int art)
|
||||
{
|
||||
if (pos < 19)
|
||||
{
|
||||
VLC->arth->equipArtifact(artifWorn, pos, (ui32) art);
|
||||
VLC->arth->equipArtifact(artifWorn, pos, art);
|
||||
}
|
||||
else // Goes into the backpack.
|
||||
{
|
||||
if(pos - 19 < artifacts.size())
|
||||
artifacts.insert(artifacts.begin() + (pos - 19), art);
|
||||
artifacts.insert(artifacts.begin() + (pos - 19), const_cast<CArtifact*>(art));
|
||||
else
|
||||
artifacts.push_back(art);
|
||||
artifacts.push_back(const_cast<CArtifact*>(art));
|
||||
}
|
||||
}
|
||||
}
|
||||
|
16
lib/map.cpp
16
lib/map.cpp
@ -858,27 +858,27 @@ void Mapa::loadHero( CGObjectInstance * &nobj, const unsigned char * bufor, int
|
||||
{
|
||||
int id = readNormalNr(bufor,i, artidlen); i+=artidlen;
|
||||
if(id != artmask)
|
||||
VLC->arth->equipArtifact(nhi->artifWorn, pom, id);
|
||||
VLC->arth->equipArtifact(nhi->artifWorn, pom, VLC->arth->artifacts[id]);
|
||||
}
|
||||
//misc5 art //17
|
||||
if(version>=SoD)
|
||||
{
|
||||
int id = readNormalNr(bufor,i, artidlen); i+=artidlen;
|
||||
if(id!=artmask)
|
||||
VLC->arth->equipArtifact(nhi->artifWorn, 16, id);
|
||||
VLC->arth->equipArtifact(nhi->artifWorn, 16, VLC->arth->artifacts[id]);
|
||||
else
|
||||
VLC->arth->equipArtifact(nhi->artifWorn, 16, 3); //catapult by default
|
||||
VLC->arth->equipArtifact(nhi->artifWorn, 16, VLC->arth->artifacts[3]); //catapult by default
|
||||
}
|
||||
//spellbook
|
||||
int id = readNormalNr(bufor,i, artidlen); i+=artidlen;
|
||||
if(id!=artmask)
|
||||
VLC->arth->equipArtifact(nhi->artifWorn, 17, id);
|
||||
VLC->arth->equipArtifact(nhi->artifWorn, 17, VLC->arth->artifacts[id]);
|
||||
//19 //???what is that? gap in file or what? - it's probably fifth slot..
|
||||
if(version>RoE)
|
||||
{
|
||||
id = readNormalNr(bufor,i, artidlen); i+=artidlen;
|
||||
if(id!=artmask)
|
||||
VLC->arth->equipArtifact(nhi->artifWorn, 18, id);
|
||||
VLC->arth->equipArtifact(nhi->artifWorn, 18, VLC->arth->artifacts[id]);
|
||||
}
|
||||
else
|
||||
i+=1;
|
||||
@ -1102,7 +1102,7 @@ void Mapa::readPredefinedHeroes( const unsigned char * bufor, int &i)
|
||||
{
|
||||
int id = readNormalNr(bufor,i, artidlen); i+=artidlen;
|
||||
if(id!=artmask)
|
||||
VLC->arth->equipArtifact(cgh->artifWorn, pom, id);
|
||||
VLC->arth->equipArtifact(cgh->artifWorn, pom, VLC->arth->artifacts[id]);
|
||||
}
|
||||
//misc5 art //17
|
||||
if(version>=SoD)
|
||||
@ -1115,13 +1115,13 @@ void Mapa::readPredefinedHeroes( const unsigned char * bufor, int &i)
|
||||
//spellbook
|
||||
int id = readNormalNr(bufor,i, artidlen); i+=artidlen;
|
||||
if(id!=artmask)
|
||||
VLC->arth->equipArtifact(cgh->artifWorn, 17, id);
|
||||
VLC->arth->equipArtifact(cgh->artifWorn, 17, VLC->arth->artifacts[id]);
|
||||
//19 //???what is that? gap in file or what? - it's probably fifth slot..
|
||||
if(version>RoE)
|
||||
{
|
||||
id = readNormalNr(bufor,i, artidlen); i+=artidlen;
|
||||
if(id!=artmask)
|
||||
VLC->arth->equipArtifact(cgh->artifWorn, 18, id);
|
||||
VLC->arth->equipArtifact(cgh->artifWorn, 18, VLC->arth->artifacts[id]);
|
||||
}
|
||||
else
|
||||
i+=1;
|
||||
|
@ -2221,7 +2221,7 @@ void CGameHandler::stopHeroVisitCastle(int obj, int heroID)
|
||||
void CGameHandler::giveHeroArtifact(int artid, int hid, int position) //pos==-1 - first free slot in backpack
|
||||
{
|
||||
const CGHeroInstance* h = getHero(hid);
|
||||
const CArtifact &art = *VLC->arth->artifacts[artid];
|
||||
CArtifact * const art = VLC->arth->artifacts[artid];
|
||||
|
||||
SetHeroArtifacts sha;
|
||||
sha.hid = hid;
|
||||
@ -2233,38 +2233,38 @@ void CGameHandler::giveHeroArtifact(int artid, int hid, int position) //pos==-1
|
||||
if(position == -2)
|
||||
{
|
||||
int i;
|
||||
for(i=0; i<art.possibleSlots.size(); i++) //try to put artifact into first available slot
|
||||
for(i=0; i<art->possibleSlots.size(); i++) //try to put artifact into first available slot
|
||||
{
|
||||
if( !vstd::contains(sha.artifWorn,art.possibleSlots[i]) )
|
||||
if( !vstd::contains(sha.artifWorn, art->possibleSlots[i]) )
|
||||
{
|
||||
//we've found a free suitable slot
|
||||
VLC->arth->equipArtifact(sha.artifWorn, art.possibleSlots[i], artid);
|
||||
VLC->arth->equipArtifact(sha.artifWorn, art->possibleSlots[i], VLC->arth->artifacts[artid]);
|
||||
break;
|
||||
}
|
||||
}
|
||||
if(i == art.possibleSlots.size() && !art.isBig()) //if haven't find proper slot, use backpack or discard big artifact
|
||||
sha.artifacts.push_back(artid);
|
||||
if(i == art->possibleSlots.size() && !art->isBig()) //if haven't find proper slot, use backpack or discard big artifact
|
||||
sha.artifacts.push_back(art);
|
||||
}
|
||||
else if (!art.isBig()) //should be -1 => put artifact into backpack
|
||||
else if (!art->isBig()) //should be -1 => put artifact into backpack
|
||||
{
|
||||
sha.artifacts.push_back(artid);
|
||||
sha.artifacts.push_back(art);
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
if(!vstd::contains(sha.artifWorn,ui16(position)))
|
||||
{
|
||||
VLC->arth->equipArtifact(sha.artifWorn, position, artid);
|
||||
VLC->arth->equipArtifact(sha.artifWorn, position, art);
|
||||
}
|
||||
else if (!art.isBig())
|
||||
else if (!art->isBig())
|
||||
{
|
||||
sha.artifacts.push_back(artid);
|
||||
sha.artifacts.push_back(art);
|
||||
}
|
||||
}
|
||||
|
||||
sendAndApply(&sha);
|
||||
}
|
||||
bool CGameHandler::removeArtifact(int artid, int hid)
|
||||
bool CGameHandler::removeArtifact(CArtifact* art, int hid)
|
||||
{
|
||||
const CGHeroInstance* h = getHero(hid);
|
||||
|
||||
@ -2273,15 +2273,15 @@ bool CGameHandler::removeArtifact(int artid, int hid)
|
||||
sha.artifacts = h->artifacts;
|
||||
sha.artifWorn = h->artifWorn;
|
||||
|
||||
std::vector<ui32>::iterator it;
|
||||
if ((it = std::find(sha.artifacts.begin(), sha.artifacts.end(), artid)) != sha.artifacts.end()) //it is in backpack
|
||||
std::vector<CArtifact*>::iterator it;
|
||||
if ((it = std::find(sha.artifacts.begin(), sha.artifacts.end(), art)) != sha.artifacts.end()) //it is in backpack
|
||||
sha.artifacts.erase(it);
|
||||
else //worn
|
||||
{
|
||||
std::map<ui16,ui32>::iterator itr;
|
||||
std::map<ui16,CArtifact*>::iterator itr;
|
||||
for (itr = sha.artifWorn.begin(); itr != sha.artifWorn.end(); ++itr)
|
||||
{
|
||||
if (itr->second == artid)
|
||||
if (itr->second == art)
|
||||
{
|
||||
VLC->arth->unequipArtifact(sha.artifWorn, itr->first);
|
||||
break;
|
||||
@ -2756,7 +2756,7 @@ bool CGameHandler::buildStructure( si32 tid, si32 bid, bool force /*=false*/ )
|
||||
return false;
|
||||
}
|
||||
|
||||
removeArtifact(2, t->visitingHero->id);
|
||||
removeArtifact(VLC->arth->artifacts[2], t->visitingHero->id);
|
||||
}
|
||||
|
||||
NewStructures ns;
|
||||
@ -3148,7 +3148,7 @@ bool CGameHandler::swapArtifacts(si32 srcHeroID, si32 destHeroID, ui16 srcSlot,
|
||||
// Combinational artifacts needs to be removed first so they don't get denied movement because of their own locks.
|
||||
if (srcHeroID == destHeroID && srcSlot < 19 && destSlot < 19)
|
||||
{
|
||||
sha.setArtAtPos(srcSlot, -1);
|
||||
sha.setArtAtPos(srcSlot, NULL);
|
||||
if (!vstd::contains(sha.artifWorn, destSlot))
|
||||
destArtifact = NULL;
|
||||
}
|
||||
@ -3182,14 +3182,14 @@ bool CGameHandler::swapArtifacts(si32 srcHeroID, si32 destHeroID, ui16 srcSlot,
|
||||
|
||||
// If dest does not fit in src, put it in dest's backpack instead.
|
||||
if (srcHeroID == destHeroID) // To avoid stumbling on own locks, remove artifact first.
|
||||
sha.setArtAtPos(destSlot, -1);
|
||||
sha.setArtAtPos(destSlot, NULL);
|
||||
const bool destFits = !destArtifact || srcSlot >= 19 || destSlot >= 19 || destArtifact->fitsAt(sha.artifWorn, srcSlot);
|
||||
if (srcHeroID == destHeroID && destArtifact)
|
||||
sha.setArtAtPos(destSlot, destArtifact->id);
|
||||
sha.setArtAtPos(destSlot, destArtifact);
|
||||
|
||||
sha.setArtAtPos(srcSlot, -1);
|
||||
sha.setArtAtPos(srcSlot, NULL);
|
||||
if (destSlot < 19 && (destArtifact || srcSlot < 19) && destFits)
|
||||
sha.setArtAtPos(srcSlot, destArtifact ? destArtifact->id : -1);
|
||||
sha.setArtAtPos(srcSlot, destArtifact ? destArtifact : NULL);
|
||||
|
||||
// Internal hero artifact arrangement.
|
||||
if(srcHero == destHero)
|
||||
@ -3207,7 +3207,7 @@ bool CGameHandler::swapArtifacts(si32 srcHeroID, si32 destHeroID, ui16 srcSlot,
|
||||
sha2.hid = destHeroID;
|
||||
sha2.artifacts = destHero->artifacts;
|
||||
sha2.artifWorn = destHero->artifWorn;
|
||||
sha2.setArtAtPos(destSlot, srcArtifact ? srcArtifact->id : -1);
|
||||
sha2.setArtAtPos(destSlot, srcArtifact ? srcArtifact : NULL);
|
||||
if (!destFits)
|
||||
sha2.setArtAtPos(sha2.artifacts.size() + 19, destHero->getArtAtPos(destSlot));
|
||||
sendAndApply(&sha2);
|
||||
@ -3239,20 +3239,24 @@ bool CGameHandler::assembleArtifacts (si32 heroID, ui16 artifactSlot, bool assem
|
||||
sha.artifacts = hero->artifacts;
|
||||
sha.artifWorn = hero->artifWorn;
|
||||
|
||||
if (assemble) {
|
||||
if (VLC->arth->artifacts.size() < assembleTo) {
|
||||
if (assemble)
|
||||
{
|
||||
if (VLC->arth->artifacts.size() < assembleTo)
|
||||
{
|
||||
complain("Illegal artifact to assemble to.");
|
||||
return false;
|
||||
}
|
||||
|
||||
if (!destArtifact->canBeAssembledTo(hero->artifWorn, assembleTo)) {
|
||||
if (!destArtifact->canBeAssembledTo(hero->artifWorn, assembleTo))
|
||||
{
|
||||
complain("Artifact cannot be assembled.");
|
||||
return false;
|
||||
}
|
||||
|
||||
const CArtifact &artifact = *VLC->arth->artifacts[assembleTo];
|
||||
|
||||
if (artifact.constituents == NULL) {
|
||||
if (artifact.constituents == NULL)
|
||||
{
|
||||
complain("Not a combinational artifact.");
|
||||
return false;
|
||||
}
|
||||
@ -3261,32 +3265,43 @@ bool CGameHandler::assembleArtifacts (si32 heroID, ui16 artifactSlot, bool assem
|
||||
bool destConsumed = false; // Determines which constituent that will be counted for together with the artifact.
|
||||
const bool destSpecific = vstd::contains(artifact.possibleSlots, artifactSlot); // Prefer the chosen slot as the location for the assembled artifact.
|
||||
|
||||
BOOST_FOREACH(ui32 constituentID, *artifact.constituents) {
|
||||
if (destSpecific && constituentID == destArtifact->id) {
|
||||
sha.artifWorn[artifactSlot] = assembleTo;
|
||||
BOOST_FOREACH(ui32 constituentID, *artifact.constituents)
|
||||
{
|
||||
if (destSpecific && constituentID == destArtifact->id)
|
||||
{
|
||||
sha.artifWorn[artifactSlot] = VLC->arth->artifacts[assembleTo];
|
||||
destConsumed = true;
|
||||
continue;
|
||||
}
|
||||
|
||||
bool found = false;
|
||||
for (std::map<ui16, ui32>::iterator it = sha.artifWorn.begin(); it != sha.artifWorn.end(); ++it) {
|
||||
if (it->second == constituentID) { // Found possible constituent to substitute.
|
||||
if (destSpecific && !destConsumed && it->second == destArtifact->id) {
|
||||
for (std::map<ui16, CArtifact*>::iterator it = sha.artifWorn.begin(); it != sha.artifWorn.end(); ++it)
|
||||
{
|
||||
if (it->second->id == constituentID)
|
||||
{ // Found possible constituent to substitute.
|
||||
if (destSpecific && !destConsumed && it->second->id == destArtifact->id)
|
||||
{
|
||||
// Find the specified destination for assembled artifact.
|
||||
if (it->first == artifactSlot) {
|
||||
it->second = assembleTo;
|
||||
if (it->first == artifactSlot)
|
||||
{
|
||||
it->second = VLC->arth->artifacts[assembleTo];
|
||||
destConsumed = true;
|
||||
|
||||
found = true;
|
||||
break;
|
||||
}
|
||||
} else {
|
||||
}
|
||||
else
|
||||
{
|
||||
// Either put the assembled artifact in a fitting spot, or put a lock.
|
||||
if (!destSpecific && !destConsumed && vstd::contains(artifact.possibleSlots, it->first)) {
|
||||
it->second = assembleTo;
|
||||
if (!destSpecific && !destConsumed && vstd::contains(artifact.possibleSlots, it->first))
|
||||
{
|
||||
it->second = VLC->arth->artifacts[assembleTo];
|
||||
destConsumed = true;
|
||||
} else {
|
||||
it->second = 145;
|
||||
}
|
||||
else
|
||||
{
|
||||
it->second = VLC->arth->artifacts[145];
|
||||
}
|
||||
|
||||
found = true;
|
||||
@ -3299,19 +3314,27 @@ bool CGameHandler::assembleArtifacts (si32 heroID, ui16 artifactSlot, bool assem
|
||||
return false;
|
||||
}
|
||||
}
|
||||
} else {
|
||||
}
|
||||
else
|
||||
{
|
||||
// Perform disassembly.
|
||||
bool destConsumed = false; // Determines which constituent that will be counted for together with the artifact.
|
||||
BOOST_FOREACH(ui32 constituentID, *destArtifact->constituents) {
|
||||
BOOST_FOREACH(ui32 constituentID, *destArtifact->constituents)
|
||||
{
|
||||
const CArtifact &constituent = *VLC->arth->artifacts[constituentID];
|
||||
|
||||
if (!destConsumed && vstd::contains(constituent.possibleSlots, artifactSlot)) {
|
||||
sha.artifWorn[artifactSlot] = constituentID;
|
||||
if (!destConsumed && vstd::contains(constituent.possibleSlots, artifactSlot))
|
||||
{
|
||||
sha.artifWorn[artifactSlot] = VLC->arth->artifacts[constituentID];
|
||||
destConsumed = true;
|
||||
} else {
|
||||
BOOST_REVERSE_FOREACH(ui16 slotID, constituent.possibleSlots) {
|
||||
if (vstd::contains(sha.artifWorn, slotID) && sha.artifWorn[slotID] == 145) {
|
||||
sha.artifWorn[slotID] = constituentID;
|
||||
}
|
||||
else
|
||||
{
|
||||
BOOST_REVERSE_FOREACH(ui16 slotID, constituent.possibleSlots)
|
||||
{
|
||||
if (vstd::contains(sha.artifWorn, slotID) && sha.artifWorn[slotID]->id == 145)
|
||||
{
|
||||
sha.artifWorn[slotID]->id = constituentID;
|
||||
break;
|
||||
}
|
||||
}
|
||||
@ -4045,9 +4068,9 @@ void CGameHandler::playerMessage( ui8 player, const std::string &message )
|
||||
sha.hid = hero->id;
|
||||
sha.artifacts = hero->artifacts;
|
||||
sha.artifWorn = hero->artifWorn;
|
||||
VLC->arth->equipArtifact(sha.artifWorn, 13, 4);
|
||||
VLC->arth->equipArtifact(sha.artifWorn, 14, 5);
|
||||
VLC->arth->equipArtifact(sha.artifWorn, 15, 6);
|
||||
VLC->arth->equipArtifact(sha.artifWorn, 13, VLC->arth->artifacts[4]);
|
||||
VLC->arth->equipArtifact(sha.artifWorn, 14, VLC->arth->artifacts[5]);
|
||||
VLC->arth->equipArtifact(sha.artifWorn, 15, VLC->arth->artifacts[6]);
|
||||
sendAndApply(&sha);
|
||||
}
|
||||
else if(message == "vcminahar") //1000000 movement points
|
||||
@ -4104,10 +4127,10 @@ void CGameHandler::playerMessage( ui8 player, const std::string &message )
|
||||
sha.hid = hero->id;
|
||||
sha.artifacts = hero->artifacts;
|
||||
sha.artifWorn = hero->artifWorn;
|
||||
sha.artifacts.push_back(2); //grail
|
||||
sha.artifacts.push_back(VLC->arth->artifacts[2]); //grail
|
||||
for (int g=7; g<=140; ++g)
|
||||
{
|
||||
sha.artifacts.push_back(g);
|
||||
sha.artifacts.push_back(VLC->arth->artifacts[g]);
|
||||
}
|
||||
sendAndApply(&sha);
|
||||
}
|
||||
@ -5228,13 +5251,13 @@ bool CGameHandler::sacrificeCreatures(const IMarket *market, const CGHeroInstanc
|
||||
return true;
|
||||
}
|
||||
|
||||
bool CGameHandler::sacrificeArtifact(const IMarket * m, const CGHeroInstance * hero, ui32 artID)
|
||||
bool CGameHandler::sacrificeArtifact(const IMarket * m, const CGHeroInstance * hero, CArtifact* art)
|
||||
{
|
||||
if(!removeArtifact(artID, hero->id))
|
||||
if(!removeArtifact(art, hero->id))
|
||||
COMPLAIN_RET("Cannot find artifact to sacrifice!");
|
||||
|
||||
int dmp, expToGive;
|
||||
m->getOffer(artID, 0, dmp, expToGive, ARTIFACT_EXP);
|
||||
m->getOffer(art->id, 0, dmp, expToGive, ARTIFACT_EXP);
|
||||
changePrimSkill(hero->id, 4, expToGive);
|
||||
return true;
|
||||
}
|
||||
|
@ -144,7 +144,7 @@ public:
|
||||
void stopHeroVisitCastle(int obj, int heroID);
|
||||
void giveHeroArtifact(int artid, int hid, int position); //pos==-1 - first free slot in backpack; pos==-2 - default if available or backpack
|
||||
void moveArtifact(int hid, int oldPosition, int destPos);
|
||||
bool removeArtifact(int artid, int hid);
|
||||
bool removeArtifact(CArtifact* art, int hid);
|
||||
void startBattleI(const CArmedInstance *army1, const CArmedInstance *army2, int3 tile, const CGHeroInstance *hero1, const CGHeroInstance *hero2, bool creatureBank = false, boost::function<void(BattleResult*)> cb = 0, const CGTownInstance *town = NULL); //use hero=NULL for no hero
|
||||
void startBattleI(const CArmedInstance *army1, const CArmedInstance *army2, int3 tile, boost::function<void(BattleResult*)> cb = 0, bool creatureBank = false); //if any of armies is hero, hero will be used
|
||||
void startBattleI(const CArmedInstance *army1, const CArmedInstance *army2, boost::function<void(BattleResult*)> cb = 0, bool creatureBank = false); //if any of armies is hero, hero will be used, visitable tile of second obj is place of battle//void startBattleI(int heroID, CCreatureSet army, int3 tile, boost::function<void(BattleResult*)> cb); //for hero<=>neutral army
|
||||
@ -222,7 +222,7 @@ public:
|
||||
void run(bool resume, const StartInfo *si = NULL);
|
||||
void newTurn();
|
||||
void handleAfterAttackCasting( const BattleAttack & bat );
|
||||
bool sacrificeArtifact(const IMarket * m, const CGHeroInstance * hero, ui32 artID);
|
||||
bool sacrificeArtifact(const IMarket * m, const CGHeroInstance * hero, CArtifact* art);
|
||||
friend class CVCMIServer;
|
||||
friend class CScriptCallback;
|
||||
};
|
||||
|
@ -164,7 +164,7 @@ bool TradeOnMarketplace::applyGh( CGameHandler *gh )
|
||||
case CREATURE_EXP:
|
||||
return gh->sacrificeCreatures(m, hero, r1, val);
|
||||
case ARTIFACT_EXP:
|
||||
return gh->sacrificeArtifact(m, hero, r1);
|
||||
return gh->sacrificeArtifact(m, hero, hero->getArtAtPos(r1));
|
||||
default:
|
||||
COMPLAIN_AND_RETURN("Unknown exchange mode!");
|
||||
}
|
||||
|
Loading…
Reference in New Issue
Block a user