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Made CreatureSet serializable and using creature id. Stack moving, swapping, merging, splitting.

This commit is contained in:
Michał W. Urbańczyk
2008-07-31 13:21:42 +00:00
parent 28d5c184a9
commit 5c5c80933b
15 changed files with 235 additions and 170 deletions

View File

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