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Fix 2139 captured spell scroll descriptions
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@@ -471,7 +471,7 @@ void CGameHandler::endBattle(int3 tile, const CGHeroInstance *hero1, const CGHer
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const CArmedInstance *bEndArmy2 = gs->curB->sides.at(1).armyObject;
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const BattleResult::EResult result = battleResult.get()->result;
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auto findBattleQuery = [this] () -> std::shared_ptr<CBattleQuery>
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auto findBattleQuery = [this]() -> std::shared_ptr<CBattleQuery>
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{
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for(auto &q : queries.allQueries())
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{
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@@ -526,66 +526,70 @@ void CGameHandler::endBattle(int3 tile, const CGHeroInstance *hero1, const CGHer
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}
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std::vector<ui32> arts; //display them in window
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std::vector<const CArtifactInstance *> arts; //display them in window
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if (result == BattleResult::NORMAL && finishingBattle->winnerHero)
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if(result == BattleResult::NORMAL && finishingBattle->winnerHero)
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{
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if (finishingBattle->loserHero)
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auto sendMoveArtifact = [&](const CArtifactInstance *art, MoveArtifact *ma)
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{
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auto artifactsWorn = finishingBattle->loserHero->artifactsWorn; //TODO: wrap it into a function, somehow (boost::variant -_-)
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arts.push_back(art);
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ma->dst = ArtifactLocation(finishingBattle->winnerHero, art->firstAvailableSlot(finishingBattle->winnerHero));
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sendAndApply(ma);
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};
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if(finishingBattle->loserHero)
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{
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//TODO: wrap it into a function, somehow (boost::variant -_-)
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auto artifactsWorn = finishingBattle->loserHero->artifactsWorn;
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for (auto artSlot : artifactsWorn)
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{
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MoveArtifact ma;
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ma.src = ArtifactLocation (finishingBattle->loserHero, artSlot.first);
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ma.src = ArtifactLocation(finishingBattle->loserHero, artSlot.first);
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const CArtifactInstance * art = ma.src.getArt();
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if (art && !art->artType->isBig() && art->artType->id != ArtifactID::SPELLBOOK) // don't move war machines or locked arts (spellbook)
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if(art && !art->artType->isBig() &&
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art->artType->id != ArtifactID::SPELLBOOK)
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// don't move war machines or locked arts (spellbook)
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{
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arts.push_back (art->artType->id);
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ma.dst = ArtifactLocation (finishingBattle->winnerHero, art->firstAvailableSlot(finishingBattle->winnerHero));
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sendAndApply(&ma);
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sendMoveArtifact(art, &ma);
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}
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}
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while (!finishingBattle->loserHero->artifactsInBackpack.empty())
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while(!finishingBattle->loserHero->artifactsInBackpack.empty())
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{
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//we assume that no big artifacts can be found
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MoveArtifact ma;
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ma.src = ArtifactLocation (finishingBattle->loserHero,
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ma.src = ArtifactLocation(finishingBattle->loserHero,
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ArtifactPosition(GameConstants::BACKPACK_START)); //backpack automatically shifts arts to beginning
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const CArtifactInstance * art = ma.src.getArt();
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arts.push_back (art->artType->id);
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ma.dst = ArtifactLocation (finishingBattle->winnerHero, art->firstAvailableSlot(finishingBattle->winnerHero));
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sendAndApply(&ma);
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if(art->artType->id != ArtifactID::GRAIL) //grail may not be won
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{
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sendMoveArtifact(art, &ma);
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}
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}
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if (finishingBattle->loserHero->commander) //TODO: what if commanders belong to no hero?
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if(finishingBattle->loserHero->commander) //TODO: what if commanders belong to no hero?
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{
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artifactsWorn = finishingBattle->loserHero->commander->artifactsWorn;
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for (auto artSlot : artifactsWorn)
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for(auto artSlot : artifactsWorn)
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{
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MoveArtifact ma;
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ma.src = ArtifactLocation (finishingBattle->loserHero->commander.get(), artSlot.first);
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ma.src = ArtifactLocation(finishingBattle->loserHero->commander.get(), artSlot.first);
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const CArtifactInstance * art = ma.src.getArt();
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if (art && !art->artType->isBig())
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{
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arts.push_back (art->artType->id);
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ma.dst = ArtifactLocation (finishingBattle->winnerHero, art->firstAvailableSlot(finishingBattle->winnerHero));
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sendAndApply(&ma);
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sendMoveArtifact(art, &ma);
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}
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}
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}
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}
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for (auto armySlot : gs->curB->battleGetArmyObject(!battleResult.data->winner)->stacks)
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for(auto armySlot : gs->curB->battleGetArmyObject(!battleResult.data->winner)->stacks)
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{
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auto artifactsWorn = armySlot.second->artifactsWorn;
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for (auto artSlot : artifactsWorn)
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{
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MoveArtifact ma;
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ma.src = ArtifactLocation (armySlot.second, artSlot.first);
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ma.src = ArtifactLocation(armySlot.second, artSlot.first);
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const CArtifactInstance * art = ma.src.getArt();
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if (art && !art->artType->isBig())
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{
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arts.push_back (art->artType->id);
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ma.dst = ArtifactLocation (finishingBattle->winnerHero, art->firstAvailableSlot(finishingBattle->winnerHero));
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sendAndApply(&ma);
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sendMoveArtifact(art, &ma);
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}
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}
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}
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@@ -593,23 +597,25 @@ void CGameHandler::endBattle(int3 tile, const CGHeroInstance *hero1, const CGHer
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sendAndApply(battleResult.data); //after this point casualties objects are destroyed
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if (arts.size()) //display loot
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if(arts.size()) //display loot
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{
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InfoWindow iw;
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iw.player = finishingBattle->winnerHero->tempOwner;
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iw.text.addTxt (MetaString::GENERAL_TXT, 30); //You have captured enemy artifact
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for (auto id : arts) //TODO; separate function to display loot for various ojects?
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for(auto art : arts) //TODO; separate function to display loot for various ojects?
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{
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iw.components.push_back (Component (Component::ARTIFACT, id, 0, 0));
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iw.components.push_back(Component(
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Component::ARTIFACT, art->artType->id,
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art->artType->id == ArtifactID::SPELL_SCROLL? art->getGivenSpellID() : 0, 0));
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if(iw.components.size() >= 14)
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{
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sendAndApply(&iw);
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iw.components.clear();
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}
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}
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if (iw.components.size())
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if(iw.components.size())
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{
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sendAndApply(&iw);
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}
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