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Further victory conditions supported:
Transport artifact Find artifact Gather army Gather resource Build city
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@ -190,7 +190,8 @@ void CClient::endGame()
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{
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tlog0 << "\n\nEnding current game!" << std::endl;
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GH.curInt = NULL;
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GH.topInt()->deactivate();
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if(GH.topInt())
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GH.topInt()->deactivate();
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GH.listInt.clear();
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GH.objsToBlit.clear();
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@ -1242,7 +1242,7 @@ bool CGHeroInstance::hasArt( ui32 aid ) const
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if(i->second == aid)
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return true;
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return true;
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return false;
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}
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void CGDwelling::initObj()
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@ -2961,7 +2961,7 @@ int CGameState::victoryCheck( ui8 player ) const
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{
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const CArmedInstance *ai = NULL;
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if(map->objects[i]
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&& map->objects[i]->tempOwner //object controlled by player
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&& map->objects[i]->tempOwner == player //object controlled by player
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&& (ai = dynamic_cast<const CArmedInstance*>(map->objects[i]))) //contains army
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{
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for(TSlots::const_iterator i=ai->army.slots.begin(); i!=ai->army.slots.end(); ++i) //iterate through army
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@ -2982,11 +2982,11 @@ int CGameState::victoryCheck( ui8 player ) const
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break;
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case buildCity:
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for(size_t i = 0; i < map->towns.size(); i++)
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if(map->towns[i]->pos == map->victoryCondition.pos
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&& map->towns[i]->tempOwner == player
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&& map->towns[i]->hallLevel() >= map->victoryCondition.ID)
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{
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const CGTownInstance *t = static_cast<const CGTownInstance *>(map->victoryCondition.obj);
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if(t->tempOwner == player && t->fortLevel()-1 >= map->victoryCondition.ID && t->hallLevel()-1 >= map->victoryCondition.count)
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return 1;
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}
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break;
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case buildGrail:
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@ -3041,7 +3041,14 @@ int CGameState::victoryCheck( ui8 player ) const
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return 1;
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break;
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case transportItem:
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//TODO
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{
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const CGTownInstance *t = static_cast<const CGTownInstance *>(map->victoryCondition.obj);
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if(t->visitingHero && t->visitingHero->hasArt(map->victoryCondition.ID)
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|| t->garrisonHero && t->garrisonHero->hasArt(map->victoryCondition.ID))
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{
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return 1;
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}
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}
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break;
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}
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}
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@ -157,8 +157,8 @@ struct DLL_EXPORT CVictoryCondition
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ui8 allowNormalVictory, appliesToAI;
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int3 pos; //pos of city to upgrade (3); pos of town to build grail, {-1,-1,-1} if not relevant (4); hero pos (5); town pos(6); monster pos (7); destination pos(8)
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ui32 ID; //artifact ID (0); monster ID (1); resource ID (2); needed fort level in upgraded town (3); artifact ID (8)
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ui32 count; //needed count for creatures (1) / resource (2); upgraded town hall level (3);
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si32 ID; //artifact ID (0); monster ID (1); resource ID (2); needed fort level in upgraded town (3); artifact ID (8)
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si32 count; //needed count for creatures (1) / resource (2); upgraded town hall level (3);
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const CGObjectInstance *obj; //object of specific monster / city / hero instance (NULL if not used); set during map parsing
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@ -1666,8 +1666,12 @@ void CGameHandler::heroVisitCastle(int obj, int heroID)
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vc.tid = obj;
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vc.flags |= 1;
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sendAndApply(&vc);
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vistiCastleObjects (getTown(obj), getHero(heroID));
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const CGHeroInstance *h = getHero(heroID);
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vistiCastleObjects (getTown(obj), h);
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giveSpells (getTown(obj), getHero(heroID));
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if(gs->map->victoryCondition.condition == transportItem)
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checkLossVictory(h->tempOwner); //transported artifact?
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}
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void CGameHandler::vistiCastleObjects (const CGTownInstance *t, const CGHeroInstance *h)
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@ -1879,6 +1883,34 @@ void CGameHandler::sendAndApply( CPackForClient * info )
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sendToAllClients(info);
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}
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void CGameHandler::sendAndApply( SetGarrisons * info )
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{
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sendAndApply((CPackForClient*)info);
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if(gs->map->victoryCondition.condition == gatherTroop)
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for(std::map<ui32,CCreatureSet>::const_iterator i = info->garrs.begin(); i != info->garrs.end(); i++)
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checkLossVictory(getObj(i->first)->tempOwner);
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}
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void CGameHandler::sendAndApply( SetResource * info )
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{
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sendAndApply((CPackForClient*)info);
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if(gs->map->victoryCondition.condition == gatherResource)
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checkLossVictory(info->player);
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}
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void CGameHandler::sendAndApply( SetResources * info )
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{
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sendAndApply((CPackForClient*)info);
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if(gs->map->victoryCondition.condition == gatherResource)
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checkLossVictory(info->player);
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}
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void CGameHandler::sendAndApply( NewStructures * info )
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{
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sendAndApply((CPackForClient*)info);
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if(gs->map->victoryCondition.condition == buildCity)
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checkLossVictory(getTown(info->tid)->tempOwner);
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}
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void CGameHandler::save( const std::string &fname )
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{
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{
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@ -3506,7 +3538,7 @@ void CGameHandler::getLossVicMessage( ui8 player, bool standard, bool victory, I
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{
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case artifact:
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out.text.addTxt(MetaString::GENERAL_TXT, 280); //Congratulations! You have found the %s, and can claim victory!
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out.text.addReplacement(MetaString::ART_NAMES,gs->map->victoryCondition.obj->subID); //artifact name
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out.text.addReplacement(MetaString::ART_NAMES,gs->map->victoryCondition.ID); //artifact name
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break;
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case gatherTroop:
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out.text.addTxt(MetaString::GENERAL_TXT, 276); //Congratulations! You have over %d %s in your armies. Your enemies have no choice but to bow down before your power!
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@ -31,6 +31,10 @@ struct BattleAttack;
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struct BattleStackAttacked;
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struct CPack;
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struct Query;
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struct SetGarrisons;
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struct SetResource;
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struct SetResources;
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struct NewStructures;
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class CGHeroInstance;
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extern std::map<ui32, CFunctionList<void(ui32)> > callbacks; //question id => callback functions - for selection dialogs
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extern boost::mutex gsm;
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@ -185,6 +189,10 @@ public:
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void ask(Query * sel, ui8 player, const CFunctionList<void(ui32)> &callback);
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void sendToAllClients(CPackForClient * info);
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void sendAndApply(CPackForClient * info);
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void sendAndApply(SetGarrisons * info);
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void sendAndApply(SetResource * info);
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void sendAndApply(SetResources * info);
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void sendAndApply(NewStructures * info);
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void run(bool resume);
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void newTurn();
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