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https://github.com/vcmi/vcmi.git
synced 2024-12-24 22:14:36 +02:00
* window of result of battle is shown when one of players has no live stacks
* confirm window is shown before retreat * minor improvements
This commit is contained in:
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062f59a583
commit
781340f339
@ -414,6 +414,14 @@ void CBattleInterface::bSurrenderf()
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}
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void CBattleInterface::bFleef()
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{
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CFunctionList<void()> ony = boost::bind(&CBattleInterface::activate,this);
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ony += boost::bind(&CBattleInterface::reallyFlee,this);
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LOCPLINT->showYesNoDialog(CGI->generaltexth->allTexts[28],std::vector<SComponent*>(), ony, boost::bind(&CBattleInterface::activate,this), true, false);
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}
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void CBattleInterface::reallyFlee()
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{
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giveCommand(4,0,0);
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CGI->curh->changeGraphic(0, 0);
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@ -1456,41 +1464,61 @@ CBattleReslutWindow::CBattleReslutWindow(const BattleResult &br, SDL_Rect & pos,
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CSDL_Ext::printAtMiddle(attackerName, 156, 44, GEOR16, zwykly, background);
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CSDL_Ext::printAtMiddle(defenderName, 314, 44, GEOR16, zwykly, background);
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//printing casualities
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if(br.s1.size()==0)
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for(int step = 0; step < 2; ++step)
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{
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CSDL_Ext::printAtMiddle(CGI->generaltexth->allTexts[523], 235, 360, GEOR16, zwykly, background);
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}
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else
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{
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int xPos = 235 - (br.s1.size()*32 + (br.s1.size() - 1)*10)/2; //increment by 42 with each picture
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int yPos = 344;
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for(std::set<std::pair<ui32,si32> >::const_iterator it=br.s1.begin(); it!=br.s1.end(); ++it)
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if(br.casualties[step].size()==0)
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{
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blitAt(graphics->smallImgs[it->first], xPos, yPos, background);
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std::stringstream amount;
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amount<<it->second;
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CSDL_Ext::printAtMiddle(amount.str(), xPos+16, yPos + 42, GEOR13, zwykly, background);
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xPos += 42;
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CSDL_Ext::printAtMiddle(CGI->generaltexth->allTexts[523], 235, 360 + 97*step, GEOR16, zwykly, background);
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}
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else
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{
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int xPos = 235 - (br.casualties[step].size()*32 + (br.casualties[step].size() - 1)*10)/2; //increment by 42 with each picture
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int yPos = 344 + step*97;
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for(std::set<std::pair<ui32,si32> >::const_iterator it=br.casualties[step].begin(); it!=br.casualties[step].end(); ++it)
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{
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blitAt(graphics->smallImgs[it->first], xPos, yPos, background);
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std::stringstream amount;
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amount<<it->second;
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CSDL_Ext::printAtMiddle(amount.str(), xPos+16, yPos + 42, GEOR13, zwykly, background);
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xPos += 42;
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}
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}
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}
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if(br.s2.size()==0)
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//printing result description
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bool weAreAttacker = (LOCPLINT->playerID == owner->attackingHeroInstance->tempOwner);
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switch(br.result)
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{
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CSDL_Ext::printAtMiddle(CGI->generaltexth->allTexts[523], 235, 457, GEOR16, zwykly, background);
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}
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else
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{
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int xPos = 235 - (br.s2.size()*32 + (br.s2.size() - 1)*10)/2; //increment by 42 with each picture
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int yPos = 441;
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for(std::set<std::pair<ui32,si32> >::const_iterator it=br.s2.begin(); it!=br.s2.end(); ++it)
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case 0: //normal victory
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if((br.winner == 0 && weAreAttacker) || (br.winner == 1 && !weAreAttacker)) //we've won
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{
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blitAt(graphics->smallImgs[it->first], xPos, yPos, background);
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std::stringstream amount;
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amount<<it->second;
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CSDL_Ext::printAtMiddle(amount.str(), xPos+16, yPos + 42, GEOR13, zwykly, background);
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xPos += 42;
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CSDL_Ext::printAtMiddle(CGI->generaltexth->allTexts[304], 235, 235, GEOR13, zwykly, background);
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}
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else
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{
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CSDL_Ext::printAtMiddle(CGI->generaltexth->allTexts[311], 235, 235, GEOR13, zwykly, background);
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}
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break;
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case 1: //flee
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if((br.winner == 0 && weAreAttacker) || (br.winner == 1 && !weAreAttacker)) //we've won
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{
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CSDL_Ext::printAtMiddle(CGI->generaltexth->allTexts[303], 235, 235, GEOR13, zwykly, background);
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}
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else
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{
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CSDL_Ext::printAtMiddle(CGI->generaltexth->allTexts[310], 235, 235, GEOR13, zwykly, background);
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}
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break;
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case 2: //surrender
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if((br.winner == 0 && weAreAttacker) || (br.winner == 1 && !weAreAttacker)) //we've won
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{
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CSDL_Ext::printAtMiddle(CGI->generaltexth->allTexts[302], 235, 235, GEOR13, zwykly, background);
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}
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else
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{
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CSDL_Ext::printAtMiddle(CGI->generaltexth->allTexts[309], 235, 235, GEOR13, zwykly, background);
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}
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break;
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}
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}
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CBattleReslutWindow::~CBattleReslutWindow()
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@ -147,6 +147,7 @@ public:
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void bOptionsf();
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void bSurrenderf();
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void bFleef();
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void reallyFlee(); //performs fleeing without asking player
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void bAutofightf();
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void bSpellf();
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void bWaitf();
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@ -376,7 +376,7 @@ struct BattleResult : public CPack<BattleResult>//3003
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{
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ui8 result; //0 - normal victory; 1 - escape; 2 - surrender
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ui8 winner; //0 - attacker, 1 - defender, [2 - draw (should be possible?)]
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std::set<std::pair<ui32,si32> > s1, s2; //first => casualties of attackers - set of pairs crid<>number
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std::set<std::pair<ui32,si32> > casualties[2]; //first => casualties of attackers - set of pairs crid<>number
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ui32 exp[2]; //exp for attacker and defender
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std::set<ui32> artifacts; //artifacts taken from loser to winner
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@ -385,7 +385,7 @@ struct BattleResult : public CPack<BattleResult>//3003
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BattleResult(){type = 3003;};
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template <typename Handler> void serialize(Handler &h, const int version)
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{
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h & result & winner & s1 & s2 & exp & artifacts;
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h & result & winner & casualties[0] & casualties[1] & exp & artifacts;
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}
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};
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@ -279,6 +279,25 @@ void CGameHandler::startBattle(CCreatureSet army1, CCreatureSet army2, int3 tile
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battleMadeAction.cond.wait(lock);
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battleMadeAction.data = false;
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}
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//checking winning condition
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bool hasStack[2]; //hasStack[0] - true if attacker has a living stack; defender similarily
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hasStack[0] = hasStack[1] = false;
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for(int b = 0; b<stacks.size(); ++b)
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{
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if(stacks[b]->alive)
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{
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hasStack[1-stacks[b]->attackerOwned] = true;
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}
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}
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if(!hasStack[0] || !hasStack[1]) //somebody has won
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{
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BattleResult *br = new BattleResult;
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br->result = 0;
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br->winner = hasStack[1]; //fleeing side loses
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br->casualties[0] = gs->curB->cas[0]; //setting casualities
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br->casualties[1] = gs->curB->cas[1]; //as above - second side ;]
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battleResult.set(br);
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}
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}
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//unblock engaged players
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@ -319,6 +338,7 @@ void prepareAttack(BattleAttack &bat, CStack *att, CStack *def)
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{
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bat.bsa.newAmount = 0;
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bat.bsa.flags |= 1;
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bat.bsa.killedAmount = def->amount; //we cannot kill more creatures than we have
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}
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else
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{
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@ -867,8 +887,8 @@ upgend:
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BattleResult *br = new BattleResult;
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br->result = 1;
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br->winner = !ba.side; //fleeing side loses
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br->s1 = gs->curB->cas[0]; //setting casualities
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br->s2 = gs->curB->cas[1]; //as above - second side ;]
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br->casualties[0] = gs->curB->cas[0]; //setting casualities
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br->casualties[1] = gs->curB->cas[1]; //as above - second side ;]
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battleResult.set(br);
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break;
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}
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