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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.
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@@ -1517,7 +1517,7 @@ void CGTownInstance::onHeroVisit(const CGHeroInstance * h) const
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}
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}
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for (std::vector<CGTownBuilding*>::const_iterator i = bonusingBuildings.begin(); i != bonusingBuildings.end(); i++)
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(*i)->onHeroVisit (h);
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(*i)->onHeroVisit (h); //does not work
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cb->heroVisitCastle(id, h->id);
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}
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@@ -3810,7 +3810,7 @@ void CBank::initObj()
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}
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void CBank::reset(ui16 var1, ui16 var2) //prevents desync
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{
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int chance = 0;
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ui8 chance = 0;
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for (ui8 i = 0; i < VLC->objh->banksInfo[index].size(); i++)
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{
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if (var1 < (chance += VLC->objh->banksInfo[index][i].chance))
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@@ -4020,9 +4020,12 @@ void CBank::endBattle (const CGHeroInstance *h, const BattleResult *result) cons
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iw.player = h->getOwner();
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//grant resources
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for (int it = 0; it < bc->resources.size(); it++)
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{
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iw.components.push_back (Component (Component::RESOURCE, it, bc->resources[it], 0));
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cb->giveResource (h->getOwner(), it, bc->resources[it]);
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{
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if (bc->resources[it] != 0)
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{
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iw.components.push_back (Component (Component::RESOURCE, it, bc->resources[it], 0));
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cb->giveResource (h->getOwner(), it, bc->resources[it]);
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}
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}
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//grant artifacts
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for (std::vector<ui32>::const_iterator it = artifacts.begin(); it != artifacts.end(); it++)
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@@ -4031,6 +4034,7 @@ void CBank::endBattle (const CGHeroInstance *h, const BattleResult *result) cons
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iw.text.addReplacement (MetaString::ART_NAMES, *it);
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cb->giveHeroArtifact (*it, h->id ,-2);
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}
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cb->showInfoDialog(&iw);
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//grant creatures
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CCreatureSet ourArmy;
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for (std::vector< std::pair <ui16, ui32> >::const_iterator it = bc->creatures.begin(); it != bc->creatures.end(); it++)
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@@ -4038,8 +4042,8 @@ void CBank::endBattle (const CGHeroInstance *h, const BattleResult *result) cons
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int slot = ourArmy.getSlotFor (it->second);
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ourArmy.slots[slot] = *it; //assuming we're not going to add multiple stacks of same creature
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}
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cb->giveCreatures (id, cb->getHero (cb->getSelectedHero()), &ourArmy);
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cb->setObjProperty (id, 15, 0); //bc = NULL
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cb->giveCreatures (id, cb->getHero (h->getOwner()), &ourArmy);
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cb->setObjProperty (id, 15, 0); //bc = NULL
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}
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else
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cb->setObjProperty (id, 14, ran()); //reset
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@@ -849,8 +849,8 @@ public:
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}
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};
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class DLL_EXPORT CGOnceVisitable
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: public CPlayersVisited //wagon, corpse, lean to, warriors tomb
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class DLL_EXPORT CGOnceVisitable : public CPlayersVisited
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///wagon, corpse, lean to, warriors tomb
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{
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public:
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ui8 artOrRes; //0 - nothing; 1 - artifact; 2 - resource
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@@ -948,8 +948,7 @@ struct BankConfig
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template <typename Handler> void serialize(Handler &h, const int version)
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{
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h & level & chance & upgradeChance & guards & combatValue & resources & creatures & artifacts
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& value & rewardDifficulty & easiest;
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h & level & chance & upgradeChance & guards & combatValue & resources & creatures & artifacts & value & rewardDifficulty & easiest;
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}
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};
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@@ -1486,6 +1486,8 @@ void CGameHandler::giveResource(int player, int which, int val)
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}
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void CGameHandler::giveCreatures (int objid, const CGHeroInstance * h, CCreatureSet *creatures)
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{
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if (creatures->slots.size() <= 0)
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return;
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CCreatureSet heroArmy = h->army;
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while(creatures)
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{
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