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Further victory conditions supported:

Transport artifact
Find artifact
Gather army
Gather resource
Build city
This commit is contained in:
Michał W. Urbańczyk 2010-01-30 12:46:15 +00:00
parent 5279e2e9fc
commit 6803d08c6c
6 changed files with 60 additions and 12 deletions

View File

@ -190,7 +190,8 @@ void CClient::endGame()
{
tlog0 << "\n\nEnding current game!" << std::endl;
GH.curInt = NULL;
GH.topInt()->deactivate();
if(GH.topInt())
GH.topInt()->deactivate();
GH.listInt.clear();
GH.objsToBlit.clear();

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@ -1242,7 +1242,7 @@ bool CGHeroInstance::hasArt( ui32 aid ) const
if(i->second == aid)
return true;
return true;
return false;
}
void CGDwelling::initObj()

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@ -2961,7 +2961,7 @@ int CGameState::victoryCheck( ui8 player ) const
{
const CArmedInstance *ai = NULL;
if(map->objects[i]
&& map->objects[i]->tempOwner //object controlled by player
&& map->objects[i]->tempOwner == player //object controlled by player
&& (ai = dynamic_cast<const CArmedInstance*>(map->objects[i]))) //contains army
{
for(TSlots::const_iterator i=ai->army.slots.begin(); i!=ai->army.slots.end(); ++i) //iterate through army
@ -2982,11 +2982,11 @@ int CGameState::victoryCheck( ui8 player ) const
break;
case buildCity:
for(size_t i = 0; i < map->towns.size(); i++)
if(map->towns[i]->pos == map->victoryCondition.pos
&& map->towns[i]->tempOwner == player
&& map->towns[i]->hallLevel() >= map->victoryCondition.ID)
{
const CGTownInstance *t = static_cast<const CGTownInstance *>(map->victoryCondition.obj);
if(t->tempOwner == player && t->fortLevel()-1 >= map->victoryCondition.ID && t->hallLevel()-1 >= map->victoryCondition.count)
return 1;
}
break;
case buildGrail:
@ -3041,7 +3041,14 @@ int CGameState::victoryCheck( ui8 player ) const
return 1;
break;
case transportItem:
//TODO
{
const CGTownInstance *t = static_cast<const CGTownInstance *>(map->victoryCondition.obj);
if(t->visitingHero && t->visitingHero->hasArt(map->victoryCondition.ID)
|| t->garrisonHero && t->garrisonHero->hasArt(map->victoryCondition.ID))
{
return 1;
}
}
break;
}
}

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@ -157,8 +157,8 @@ struct DLL_EXPORT CVictoryCondition
ui8 allowNormalVictory, appliesToAI;
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)
ui32 ID; //artifact ID (0); monster ID (1); resource ID (2); needed fort level in upgraded town (3); artifact ID (8)
ui32 count; //needed count for creatures (1) / resource (2); upgraded town hall level (3);
si32 ID; //artifact ID (0); monster ID (1); resource ID (2); needed fort level in upgraded town (3); artifact ID (8)
si32 count; //needed count for creatures (1) / resource (2); upgraded town hall level (3);
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)
vc.tid = obj;
vc.flags |= 1;
sendAndApply(&vc);
vistiCastleObjects (getTown(obj), getHero(heroID));
const CGHeroInstance *h = getHero(heroID);
vistiCastleObjects (getTown(obj), h);
giveSpells (getTown(obj), getHero(heroID));
if(gs->map->victoryCondition.condition == transportItem)
checkLossVictory(h->tempOwner); //transported artifact?
}
void CGameHandler::vistiCastleObjects (const CGTownInstance *t, const CGHeroInstance *h)
@ -1879,6 +1883,34 @@ void CGameHandler::sendAndApply( CPackForClient * info )
sendToAllClients(info);
}
void CGameHandler::sendAndApply( SetGarrisons * info )
{
sendAndApply((CPackForClient*)info);
if(gs->map->victoryCondition.condition == gatherTroop)
for(std::map<ui32,CCreatureSet>::const_iterator i = info->garrs.begin(); i != info->garrs.end(); i++)
checkLossVictory(getObj(i->first)->tempOwner);
}
void CGameHandler::sendAndApply( SetResource * info )
{
sendAndApply((CPackForClient*)info);
if(gs->map->victoryCondition.condition == gatherResource)
checkLossVictory(info->player);
}
void CGameHandler::sendAndApply( SetResources * info )
{
sendAndApply((CPackForClient*)info);
if(gs->map->victoryCondition.condition == gatherResource)
checkLossVictory(info->player);
}
void CGameHandler::sendAndApply( NewStructures * info )
{
sendAndApply((CPackForClient*)info);
if(gs->map->victoryCondition.condition == buildCity)
checkLossVictory(getTown(info->tid)->tempOwner);
}
void CGameHandler::save( const std::string &fname )
{
{
@ -3506,7 +3538,7 @@ void CGameHandler::getLossVicMessage( ui8 player, bool standard, bool victory, I
{
case artifact:
out.text.addTxt(MetaString::GENERAL_TXT, 280); //Congratulations! You have found the %s, and can claim victory!
out.text.addReplacement(MetaString::ART_NAMES,gs->map->victoryCondition.obj->subID); //artifact name
out.text.addReplacement(MetaString::ART_NAMES,gs->map->victoryCondition.ID); //artifact name
break;
case gatherTroop:
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;
struct BattleStackAttacked;
struct CPack;
struct Query;
struct SetGarrisons;
struct SetResource;
struct SetResources;
struct NewStructures;
class CGHeroInstance;
extern std::map<ui32, CFunctionList<void(ui32)> > callbacks; //question id => callback functions - for selection dialogs
extern boost::mutex gsm;
@ -185,6 +189,10 @@ public:
void ask(Query * sel, ui8 player, const CFunctionList<void(ui32)> &callback);
void sendToAllClients(CPackForClient * info);
void sendAndApply(CPackForClient * info);
void sendAndApply(SetGarrisons * info);
void sendAndApply(SetResource * info);
void sendAndApply(SetResources * info);
void sendAndApply(NewStructures * info);
void run(bool resume);
void newTurn();