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synced 2025-11-06 09:09:40 +02:00
Made CreatureSet serializable and using creature id. Stack moving, swapping, merging, splitting.
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@@ -136,11 +136,11 @@ void CCallback::recruitCreatures(const CGObjectInstance *obj, int ID, int amount
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//recruit
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int slot = -1; //slot ID
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std::pair<int,std::pair<CCreature*,int> > parb;
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std::pair<si32,std::pair<ui32,si32> > parb;
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for(int i=0;i<7;i++) //TODO: if there is already stack of same creatures it should be used always
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{
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if((!t->army.slots[i].first) || (t->army.slots[i].first->idNumber == ID)) //slot is free or there is saem creature
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if(((!t->army.slots[i].first) && (!t->army.slots[i].second)) || (t->army.slots[i].first == ID)) //slot is free or there is saem creature
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{
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slot = i;
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break;
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@@ -160,7 +160,7 @@ void CCallback::recruitCreatures(const CGObjectInstance *obj, int ID, int amount
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}
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else //create new stack in the garrison
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{
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t->army.slots[slot].first = &CGI->creh->creatures[ID];
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t->army.slots[slot].first = ID;
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t->army.slots[slot].second = amount;
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}
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cl->playerint[player]->garrisonChanged(obj);
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@@ -194,7 +194,7 @@ void CCallback::endTurn()
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UpgradeInfo CCallback::getUpgradeInfo(const CArmedInstance *obj, int stackPos)
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{
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UpgradeInfo ret;
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CCreature *base = ((CArmedInstance*)obj)->army.slots[stackPos].first;
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CCreature *base = &CGI->creh->creatures[((CArmedInstance *)obj)->army.slots[stackPos].first];
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if((obj->ID == 98) || ((obj->ID == 34) && static_cast<const CGHeroInstance*>(obj)->visitedTown))
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{
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CGTownInstance * t;
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@@ -404,79 +404,29 @@ const CCreatureSet* CCallback::getGarrison(const CGObjectInstance *obj)
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int CCallback::swapCreatures(const CGObjectInstance *s1, const CGObjectInstance *s2, int p1, int p2)
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{
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CCreatureSet *S1 = const_cast<CCreatureSet*>(getGarrison(s1)), *S2 = const_cast<CCreatureSet*>(getGarrison(s2));
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if (false)
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{
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//TODO: check if we are allowed to swap these creatures
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if(s1->tempOwner != player || s2->tempOwner != player)
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return -1;
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}
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CCreature * pom = S2->slots[p2].first;
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S2->slots[p2].first = S1->slots[p1].first;
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S1->slots[p1].first = pom;
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int pom2 = S2->slots[p2].second;
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S2->slots[p2].second = S1->slots[p1].second;
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S1->slots[p1].second = pom2;
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if(!S1->slots[p1].first)
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S1->slots.erase(p1);
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if(!S2->slots[p2].first)
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S2->slots.erase(p2);
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if(s1->tempOwner<PLAYER_LIMIT)
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cl->playerint[s1->tempOwner]->garrisonChanged(s1);
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if((s2->tempOwner<PLAYER_LIMIT) && (s2 != s1))
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cl->playerint[s2->tempOwner]->garrisonChanged(s2);
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*cl->serv << ui16(502) << ui8(1) << s1->id << ui8(p1) << s2->id << ui8(p2);
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return 0;
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}
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int CCallback::mergeStacks(const CGObjectInstance *s1, const CGObjectInstance *s2, int p1, int p2)
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{
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CCreatureSet *S1 = const_cast<CCreatureSet*>(getGarrison(s1)), *S2 = const_cast<CCreatureSet*>(getGarrison(s2));
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if ((S1->slots[p1].first != S2->slots[p2].first) && (true /*we are allowed to*/))
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if ((s1->tempOwner!= player || s2->tempOwner!=player))
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{
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return -1;
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}
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S2->slots[p2].second += S1->slots[p1].second;
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S1->slots[p1].first = NULL;
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S1->slots[p1].second = 0;
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S1->slots.erase(p1);
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if(s1->tempOwner<PLAYER_LIMIT)
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cl->playerint[s1->tempOwner]->garrisonChanged(s1);
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if((s2->tempOwner<PLAYER_LIMIT) && (s2 != s1))
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cl->playerint[s2->tempOwner]->garrisonChanged(s2);
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*cl->serv << ui16(502) << ui8(2) << s1->id << ui8(p1) << s2->id << ui8(p2);
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return 0;
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}
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int CCallback::splitStack(const CGObjectInstance *s1, const CGObjectInstance *s2, int p1, int p2, int val)
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{
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if(!val)
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return -1;
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CCreatureSet *S1 = const_cast<CCreatureSet*>(getGarrison(s1)), *S2 = const_cast<CCreatureSet*>(getGarrison(s2));
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if ((S1->slots[p1].second<val) && (true /*we are allowed to*/))
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if (s1->tempOwner!= player || s2->tempOwner!=player || (!val))
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{
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return -1;
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}
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S2->slots[p2].first = S1->slots[p1].first;
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S2->slots[p2].second = val;
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S1->slots[p1].second -= val;
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if(!S1->slots[p1].second) //if we've moved all creatures
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S1->slots.erase(p1);
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if(s1->tempOwner<PLAYER_LIMIT)
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{
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cl->playerint[s1->tempOwner]->garrisonChanged(s1);
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}
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if((s2->tempOwner<PLAYER_LIMIT) && (s2 != s1))
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{
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cl->playerint[s2->tempOwner]->garrisonChanged(s2);
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}
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*cl->serv << ui16(502) << ui8(3) << s1->id << ui8(p1) << s2->id << ui8(p2) << si32(val);
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return 0;
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}
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