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https://github.com/vcmi/vcmi.git
synced 2025-04-15 11:46:56 +02:00
7 days without castle loss condition. Minor fixes.
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parent
172b3b0158
commit
49e56e3749
@ -152,7 +152,7 @@ void RemoveObject::applyFirstCl( CClient *cl )
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void RemoveObject::applyCl( CClient *cl )
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{
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if(cl->pathInfo->hero)
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if(cl->pathInfo->hero && cl->pathInfo->hero->id != id)
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GS(cl)->calculatePaths(cl->pathInfo->hero, *cl->pathInfo);
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}
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@ -217,6 +217,9 @@ void MetaString::getLocalString(const std::pair<ui8,ui32> &txt, std::string &dst
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case SEC_SKILL_NAME:
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vec = &VLC->generaltexth->skillName;
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break;
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case COLOR:
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vec = &VLC->generaltexth->capColors;
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break;
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}
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dst = (*vec)[ser];
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}
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@ -3224,6 +3227,9 @@ int CGameState::lossCheck( ui8 player ) const
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}
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}
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if(!p->towns.size() && p->daysWithoutCastle >= 7)
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return 2;
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return false;
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}
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@ -73,7 +73,7 @@ private:
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enum EMessage {TEXACT_STRING, TLOCAL_STRING, TNUMBER, TREPLACE_ESTRING, TREPLACE_LSTRING, TREPLACE_NUMBER};
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public:
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enum {GENERAL_TXT=1, XTRAINFO_TXT, OBJ_NAMES, RES_NAMES, ART_NAMES, ARRAY_TXT, CRE_PL_NAMES, CREGENS, MINE_NAMES,
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MINE_EVNTS, ADVOB_TXT, ART_EVNTS, SPELL_NAME, SEC_SKILL_NAME, CRE_SING_NAMES, CREGENS4};
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MINE_EVNTS, ADVOB_TXT, ART_EVNTS, SPELL_NAME, SEC_SKILL_NAME, CRE_SING_NAMES, CREGENS4, COLOR};
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std::vector<ui8> message; //vector of EMessage
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@ -631,7 +631,7 @@ struct NewTurn : public CPackForClient //101
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struct Component : public CPack //2002 helper for object scrips informations
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{
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enum {PRIM_SKILL, SEC_SKILL, RESOURCE, CREATURE, ARTIFACT, EXPERIENCE, SPELL, MORALE=8, LUCK, HERO};
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enum {PRIM_SKILL, SEC_SKILL, RESOURCE, CREATURE, ARTIFACT, EXPERIENCE, SPELL, MORALE=8, LUCK, HERO, FLAG};
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ui16 id, subtype; //id uses ^^^ enums, when id==EXPPERIENCE subtype==0 means exp points and subtype==1 levels)
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si32 val; // + give; - take
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si16 when; // 0 - now; +x - within x days; -x - per x days
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@ -575,6 +575,15 @@ DLL_EXPORT void NewTurn::applyGs( CGameState *gs )
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if(gs->getDate(1) == 7) //new week
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BOOST_FOREACH(CGHeroInstance *h, gs->map->heroes)
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h->bonuses.remove_if(HeroBonus::OneWeek);
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//count days without town
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for( std::map<ui8, PlayerState>::iterator i=gs->players.begin() ; i!=gs->players.end();i++)
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{
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if(i->second.towns.size() || gs->day == 1)
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i->second.daysWithoutCastle = 0;
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else
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i->second.daysWithoutCastle++;
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}
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}
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DLL_EXPORT void SetObjectProperty::applyGs( CGameState *gs )
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@ -912,6 +912,38 @@ void CGameHandler::newTurn()
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gs->map->objects[i]->newTurn();
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winLoseHandle(0xff);
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//warn players without town
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if(gs->day)
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{
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for (std::map<ui8, PlayerState>::iterator i=gs->players.begin() ; i!=gs->players.end();i++)
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{
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if(i->second.status || i->second.towns.size() || i->second.color >= PLAYER_LIMIT)
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continue;
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InfoWindow iw;
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iw.player = i->first;
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iw.components.push_back(Component(Component::FLAG,i->first,0,0));
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if(!i->second.daysWithoutCastle)
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{
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iw.text.addTxt(MetaString::GENERAL_TXT,6); //%s, you have lost your last town. If you do not conquer another town in the next week, you will be eliminated.
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iw.text.addReplacement(MetaString::COLOR, i->first);
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}
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else if(i->second.daysWithoutCastle == 6)
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{
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iw.text.addTxt(MetaString::ARRAY_TXT,129); //%s, this is your last day to capture a town or you will be banished from this land.
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iw.text.addReplacement(MetaString::COLOR, i->first);
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}
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else
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{
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iw.text.addTxt(MetaString::ARRAY_TXT,128); //%s, you only have %d days left to capture a town or you will be banished from this land.
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iw.text.addReplacement(MetaString::COLOR, i->first);
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iw.text.addReplacement(7 - i->second.daysWithoutCastle);
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}
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sendAndApply(&iw);
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}
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}
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}
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void CGameHandler::run(bool resume)
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{
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@ -1583,10 +1615,18 @@ bool CGameHandler::moveHero( si32 hid, int3 dst, ui8 instant, ui8 asker /*= 255*
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}
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void CGameHandler::setOwner(int objid, ui8 owner)
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{
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ui8 oldOwner = getOwner(objid);
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SetObjectProperty sop(objid,1,owner);
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sendAndApply(&sop);
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winLoseHandle(1<<owner);
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winLoseHandle(1<<owner | 1<<oldOwner);
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if(owner < PLAYER_LIMIT && getTown(objid) && !gs->getPlayer(owner)->towns.size()) //player lost last town
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{
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InfoWindow iw;
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iw.player = oldOwner;
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iw.text.addTxt(MetaString::GENERAL_TXT, 6); //%s, you have lost your last town. If you do not conquer another town in the next week, you will be eliminated.
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sendAndApply(&iw);
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}
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}
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void CGameHandler::setHoverName(int objid, MetaString* name)
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{
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@ -2877,7 +2917,7 @@ bool CGameHandler::makeBattleAction( BattleAction &ba )
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break;
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}
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}
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if(ba.stackNumber == gs->curB->activeStack)
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if(ba.stackNumber == gs->curB->activeStack || battleResult.get()) //active stack has moved or battle has finished
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battleMadeAction.setn(true);
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return ok;
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}
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@ -3522,7 +3562,7 @@ void CGameHandler::checkLossVictory( ui8 player )
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return;
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InfoWindow iw;
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getLossVicMessage(player, vic ? vic < 0 : loss < 0, vic, iw);
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getLossVicMessage(player, vic ? vic : loss , vic, iw);
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sendAndApply(&iw);
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PlayerEndsGame peg;
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@ -3530,7 +3570,7 @@ void CGameHandler::checkLossVictory( ui8 player )
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peg.victory = vic;
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sendAndApply(&peg);
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if(vic) //one player won -> all enemies lost //TODO: allies
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if(vic > 0) //one player won -> all enemies lost //TODO: allies
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{
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iw.text.localStrings.front().second++; //message about losing because enemy won first is just after victory message
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@ -3549,18 +3589,25 @@ void CGameHandler::checkLossVictory( ui8 player )
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}
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else //player lost -> all his objects become unflagged (neutral)
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{
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for (std::vector<CGObjectInstance*>::const_iterator i = gs->map->objects.begin(); i != gs->map->objects.end(); i++)
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std::vector<CGHeroInstance*> hlp = p->heroes;
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for (std::vector<CGHeroInstance*>::const_iterator i = hlp.begin(); i != hlp.end(); i++) //eliminate heroes
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removeObject((*i)->id);
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for (std::vector<CGObjectInstance*>::const_iterator i = gs->map->objects.begin(); i != gs->map->objects.end(); i++) //unflag objs
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{
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if(*i && (*i)->tempOwner == player)
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setOwner((**i).id,NEUTRAL_PLAYER);
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}
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//eliminating one player may cause victory of anoother:
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winLoseHandle(ALL_PLAYERS & ~(1<<player));
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}
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if(vic)
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end2 = true;
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}
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void CGameHandler::getLossVicMessage( ui8 player, bool standard, bool victory, InfoWindow &out ) const
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void CGameHandler::getLossVicMessage( ui8 player, ui8 standard, bool victory, InfoWindow &out ) const
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{
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const PlayerState *p = gs->getPlayer(player);
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// if(!p->human)
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@ -3570,7 +3617,7 @@ void CGameHandler::getLossVicMessage( ui8 player, bool standard, bool victory, I
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if(victory)
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{
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if(!standard) //not std loss
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if(standard < 0) //not std loss
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{
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switch(gs->map->victoryCondition.condition)
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{
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@ -3626,12 +3673,12 @@ void CGameHandler::getLossVicMessage( ui8 player, bool standard, bool victory, I
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}
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else
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{
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out.text.addTxt(MetaString::GENERAL_TXT, 659); //Congratulations! You have reached your destination, precious cargo intact, and can claim victory!
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}
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}
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else
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{
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if(!standard) //not std loss
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if(standard < 0) //not std loss
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{
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switch(gs->map->lossCondition.typeOfLossCon)
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{
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@ -3656,6 +3703,12 @@ void CGameHandler::getLossVicMessage( ui8 player, bool standard, bool victory, I
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break;
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}
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}
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else if(standard == 2)
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{
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out.text.addTxt(MetaString::GENERAL_TXT, 7);//%s, your heroes abandon you, and you are banished from this land.
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out.text.addReplacement(MetaString::COLOR, player);
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out.components.push_back(Component(Component::FLAG,player,0,0));
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}
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else //lost all towns and heroes
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{
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out.text.addTxt(MetaString::GENERAL_TXT, 660); //All your forces have been defeated, and you are banished from this land!
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@ -91,7 +91,7 @@ public:
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void startBattle(const CArmedInstance *army1, const CArmedInstance *army2, int3 tile, const CGHeroInstance *hero1, const CGHeroInstance *hero2, bool creatureBank, boost::function<void(BattleResult*)> cb, const CGTownInstance *town = NULL); //use hero=NULL for no hero
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void checkLossVictory(ui8 player);
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void winLoseHandle(ui8 players=255); //players: bit field - colours of players to be checked; default: all
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void getLossVicMessage(ui8 player, bool standard, bool victory, InfoWindow &out) const;
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void getLossVicMessage(ui8 player, ui8 standard, bool victory, InfoWindow &out) const;
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////used only in endBattle - don't touch elsewhere
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boost::function<void(BattleResult*)> * battleEndCallback;
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