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- Hopefully fixed possibleActions for every case

- better algorithm for looting artifacts, yet buggy
This commit is contained in:
DjWarmonger
2012-05-01 13:56:32 +00:00
parent f767216b2e
commit 5d311fb3ed
2 changed files with 49 additions and 49 deletions

View File

@ -1387,6 +1387,8 @@ void CBattleInterface::newRound(int number)
void CBattleInterface::giveCommand(ui8 action, BattleHex tile, ui32 stackID, si32 additional, si32 selected)
{
possibleActions.clear(); //no checks allowed before action is resolved
const CStack *stack = curInt->cb->battleGetStackByID(stackID);
if(!stack && action != BattleAction::HERO_SPELL && action != BattleAction::RETREAT && action != BattleAction::SURRENDER)
{

View File

@ -455,44 +455,42 @@ void CGameHandler::endBattle(int3 tile, const CGHeroInstance *hero1, const CGHer
}
//TODO: check if hero surrended / fled
//TODO: display loot in window
//if (result < BattleResult::SURRENDER && winnerHero)
//{
// if (loserHero)
// {
// BOOST_FOREACH (auto art, loserHero->artifactsWorn)
// {
// if (art.second.artifact)
// {
// MoveArtifact ma; //TODO: put into a function?
// ma.src = ArtifactLocation (loserHero, art.first);
// ma.dst = ArtifactLocation (winnerHero, art.second.artifact->firstAvailableSlot(winnerHero));
// sendAndApply(&ma);
// }
// }
// BOOST_FOREACH (auto art, loserHero->artifactsInBackpack)
// {
// if (art.artifact)
// {
// MoveArtifact ma;
// ma.src = ArtifactLocation (loserHero, loserHero->getArtPos (art.artifact->artType->id, false)); //I smell trouble?
// ma.dst = ArtifactLocation (winnerHero, art.artifact->firstAvailableSlot(winnerHero));
// sendAndApply(&ma);
// }
// }
if (result < BattleResult::SURRENDER && winnerHero)
{
if (loserHero)
{
auto artifactsWorn = loserHero->artifactsWorn;
BOOST_FOREACH (auto artSlot, artifactsWorn)
{
MoveArtifact ma; //TODO: put into a function?
ma.src = ArtifactLocation (loserHero, artSlot.first);
const CArtifactInstance * art = ma.src.getArt();
if (art && !art->artType->isBig()) // don't move war machines or locked arts (spellbook)
{
ma.dst = ArtifactLocation (winnerHero, art->firstAvailableSlot(winnerHero));
sendAndApply(&ma);
}
}
while (!loserHero->artifactsInBackpack.empty())
{
//we assume that no big artifatcs cna be found
MoveArtifact ma;
ma.src = ArtifactLocation (loserHero, GameConstants::BACKPACK_START); //backpack automatically shifts arts to beginning
const CArtifactInstance * art = ma.src.getArt();
ma.dst = ArtifactLocation (winnerHero, art->firstAvailableSlot(winnerHero));
sendAndApply(&ma);
}
//if (loserHero->commander) //TODO: what if commanders belong to no hero?
//{
// BOOST_FOREACH (auto art, loserHero->commander->artifactsWorn)
// {
// if (art.second.artifact)
// {
// MoveArtifact ma; //FIXME: boost::variant vs pointer casting is bad solution
// ma.src = ArtifactLocation (ConstTransitivePtr <CStackInstance> (loserHero->commander), art.first);
// ma.src = ArtifactLocation (loserHero->commander.get(), art.first);
// ma.dst = ArtifactLocation (winnerHero, art.second.artifact->firstAvailableSlot(winnerHero));
// sendAndApply(&ma);
// }
//}
// }
// }
}
//BOOST_FOREACH (auto armySlot, gs->curB->belligerents[loser]->stacks)
//{
// MoveArtifact ma;
@ -503,7 +501,7 @@ void CGameHandler::endBattle(int3 tile, const CGHeroInstance *hero1, const CGHer
// sendAndApply(&ma);
// }
//}
//}
}
if (necroSlot != -1)
{