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I don't have time this week to finish and test Creature Banks, so I submit what have been made so far.

This commit is contained in:
DjWarmonger
2009-09-01 14:36:48 +00:00
parent 1fd156e79d
commit 749d54f686
3 changed files with 16 additions and 11 deletions

View File

@@ -1517,7 +1517,7 @@ void CGTownInstance::onHeroVisit(const CGHeroInstance * h) const
}
}
for (std::vector<CGTownBuilding*>::const_iterator i = bonusingBuildings.begin(); i != bonusingBuildings.end(); i++)
(*i)->onHeroVisit (h);
(*i)->onHeroVisit (h); //does not work
cb->heroVisitCastle(id, h->id);
}
@@ -3810,7 +3810,7 @@ void CBank::initObj()
}
void CBank::reset(ui16 var1, ui16 var2) //prevents desync
{
int chance = 0;
ui8 chance = 0;
for (ui8 i = 0; i < VLC->objh->banksInfo[index].size(); i++)
{
if (var1 < (chance += VLC->objh->banksInfo[index][i].chance))
@@ -4020,9 +4020,12 @@ void CBank::endBattle (const CGHeroInstance *h, const BattleResult *result) cons
iw.player = h->getOwner();
//grant resources
for (int it = 0; it < bc->resources.size(); it++)
{
iw.components.push_back (Component (Component::RESOURCE, it, bc->resources[it], 0));
cb->giveResource (h->getOwner(), it, bc->resources[it]);
{
if (bc->resources[it] != 0)
{
iw.components.push_back (Component (Component::RESOURCE, it, bc->resources[it], 0));
cb->giveResource (h->getOwner(), it, bc->resources[it]);
}
}
//grant artifacts
for (std::vector<ui32>::const_iterator it = artifacts.begin(); it != artifacts.end(); it++)
@@ -4031,6 +4034,7 @@ void CBank::endBattle (const CGHeroInstance *h, const BattleResult *result) cons
iw.text.addReplacement (MetaString::ART_NAMES, *it);
cb->giveHeroArtifact (*it, h->id ,-2);
}
cb->showInfoDialog(&iw);
//grant creatures
CCreatureSet ourArmy;
for (std::vector< std::pair <ui16, ui32> >::const_iterator it = bc->creatures.begin(); it != bc->creatures.end(); it++)
@@ -4038,8 +4042,8 @@ void CBank::endBattle (const CGHeroInstance *h, const BattleResult *result) cons
int slot = ourArmy.getSlotFor (it->second);
ourArmy.slots[slot] = *it; //assuming we're not going to add multiple stacks of same creature
}
cb->giveCreatures (id, cb->getHero (cb->getSelectedHero()), &ourArmy);
cb->setObjProperty (id, 15, 0); //bc = NULL
cb->giveCreatures (id, cb->getHero (h->getOwner()), &ourArmy);
cb->setObjProperty (id, 15, 0); //bc = NULL
}
else
cb->setObjProperty (id, 14, ran()); //reset

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@@ -849,8 +849,8 @@ public:
}
};
class DLL_EXPORT CGOnceVisitable
: public CPlayersVisited //wagon, corpse, lean to, warriors tomb
class DLL_EXPORT CGOnceVisitable : public CPlayersVisited
///wagon, corpse, lean to, warriors tomb
{
public:
ui8 artOrRes; //0 - nothing; 1 - artifact; 2 - resource
@@ -948,8 +948,7 @@ struct BankConfig
template <typename Handler> void serialize(Handler &h, const int version)
{
h & level & chance & upgradeChance & guards & combatValue & resources & creatures & artifacts
& value & rewardDifficulty & easiest;
h & level & chance & upgradeChance & guards & combatValue & resources & creatures & artifacts & value & rewardDifficulty & easiest;
}
};

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@@ -1486,6 +1486,8 @@ void CGameHandler::giveResource(int player, int which, int val)
}
void CGameHandler::giveCreatures (int objid, const CGHeroInstance * h, CCreatureSet *creatures)
{
if (creatures->slots.size() <= 0)
return;
CCreatureSet heroArmy = h->army;
while(creatures)
{