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"You have captured enemy artifact" window. All arts from commander & stacks will also be looted.
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@ -843,11 +843,21 @@ struct RebalanceStacks : CGarrisonOperationPack //526
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};
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typedef si32 TArtPos;
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typedef boost::variant<ConstTransitivePtr<CGHeroInstance>, ConstTransitivePtr<CStackInstance> > TArtHolder;
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//struct GetArtifactSet : boost::static_visitor<>
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//{
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// void operator()(const ConstTransitivePtr<CGHeroInstance> &h) const {}
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// void operator()(const ConstTransitivePtr<CStackInstance> &s) const {}
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//};
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//struct GetArtifactSetPtr : boost::static_visitor<>
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//{
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// ConstTransitivePtr<CGHeroInstance> operator()(const ConstTransitivePtr<CGHeroInstance> &h) const { return h;}
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// ConstTransitivePtr<CStackInstance> operator()(const ConstTransitivePtr<CStackInstance> &s) const { return s;}
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//};
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struct ArtifactLocation
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{
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typedef boost::variant<ConstTransitivePtr<CGHeroInstance>, ConstTransitivePtr<CStackInstance> > TArtHolder;
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//, ConstTransitivePtr<CCommanderInstance> ?
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TArtHolder artHolder;
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TArtPos slot;
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@ -860,7 +870,6 @@ struct ArtifactLocation
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template <typename T>
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ArtifactLocation(const T *ArtHolder, TArtPos Slot)
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{
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artHolder = const_cast<T*>(ArtHolder); //we are allowed here to const cast -> change will go through one of our packages... do not abuse!
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slot = Slot;
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}
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@ -384,60 +384,95 @@ void CGameHandler::endBattle(int3 tile, const CGHeroInstance *hero1, const CGHer
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ConstTransitivePtr <CGHeroInstance> winnerHero = battleResult.data->winner != 0 ? hero2 : hero1;
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ConstTransitivePtr <CGHeroInstance> loserHero = battleResult.data->winner != 0 ? hero1 : hero2;
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std::vector<ui32> arts; //display them in window
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//TODO: check if hero surrended / fled
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//TODO: display loot in window
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if (result < BattleResult::SURRENDER && winnerHero)
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{
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if (loserHero)
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{
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auto artifactsWorn = loserHero->artifactsWorn;
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auto artifactsWorn = loserHero->artifactsWorn; //TODO: wrap it into a function, somehow (boost::variant -_-)
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BOOST_FOREACH (auto artSlot, artifactsWorn)
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{
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MoveArtifact ma; //TODO: put into a function?
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MoveArtifact ma;
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ma.src = ArtifactLocation (loserHero, artSlot.first);
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const CArtifactInstance * art = ma.src.getArt();
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if (art && !art->artType->isBig()) // 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 (winnerHero, art->firstAvailableSlot(winnerHero));
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sendAndApply(&ma);
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}
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}
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while (!loserHero->artifactsInBackpack.empty())
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{
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//we assume that no big artifatcs cna be found
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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 (loserHero, 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 (winnerHero, art->firstAvailableSlot(winnerHero));
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sendAndApply(&ma);
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}
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//if (loserHero->commander) //TODO: what if commanders belong to no hero?
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//{
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// BOOST_FOREACH (auto art, loserHero->commander->artifactsWorn)
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// {
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// MoveArtifact ma; //FIXME: boost::variant vs pointer casting is bad solution
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// ma.src = ArtifactLocation (loserHero->commander.get(), art.first);
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// ma.dst = ArtifactLocation (winnerHero, art.second.artifact->firstAvailableSlot(winnerHero));
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// sendAndApply(&ma);
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// }
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//}
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if (loserHero->commander) //TODO: what if commanders belong to no hero?
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{
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artifactsWorn = loserHero->commander->artifactsWorn;
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BOOST_FOREACH (auto artSlot, artifactsWorn)
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{
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MoveArtifact ma;
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ma.src = ArtifactLocation (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 (winnerHero, art->firstAvailableSlot(winnerHero));
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sendAndApply(&ma);
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}
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}
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}
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}
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BOOST_FOREACH (auto armySlot, gs->curB->belligerents[!battleResult.data->winner]->stacks)
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{
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auto artifactsWorn = armySlot.second->artifactsWorn;
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BOOST_FOREACH (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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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 (winnerHero, art->firstAvailableSlot(winnerHero));
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sendAndApply(&ma);
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}
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}
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}
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//BOOST_FOREACH (auto armySlot, gs->curB->belligerents[loser]->stacks)
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//{
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// MoveArtifact ma;
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// ma.src = ArtifactLocation (armySlot.second, (ArtifactPosition::CREATURE_SLOT));
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// {
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// if (CArtifactInstance * art = ma.src.getArt())
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// ma.dst = ArtifactLocation (winnerHero, art->firstAvailableSlot(winnerHero));
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// sendAndApply(&ma);
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// }
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//}
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}
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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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{
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InfoWindow iw;
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iw.player = winnerHero->tempOwner;
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iw.text.addTxt (MetaString::GENERAL_TXT, 30); //You have captured enemy artifact
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BOOST_FOREACH (auto id, 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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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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iw.text.addTxt (MetaString::GENERAL_TXT, 30); //repeat
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}
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}
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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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}
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//Eagle Eye secondary skill handling
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if(cs.spells.size())
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{
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@ -547,7 +582,6 @@ void CGameHandler::endBattle(int3 tile, const CGHeroInstance *hero1, const CGHer
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sendAndApply(&sah);
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}
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}
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void CGameHandler::afterBattleCallback() //object interaction after leveling up is done
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{
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if(battleEndCallback && *battleEndCallback)
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@ -2752,6 +2786,14 @@ bool CGameHandler::sellArtifact(const IMarket *m, const CGHeroInstance *h, int a
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return true;
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}
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//void CGameHandler::lootArtifacts (TArtHolder source, TArtHolder dest, std::vector<ui32> &arts)
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//{
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// //const CGHeroInstance * h1 = dynamic_cast<CGHeroInstance *> source;
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// //auto s = boost::apply_visitor(GetArtifactSetPtr(), source);
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// {
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// }
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//}
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bool CGameHandler::buySecSkill( const IMarket *m, const CGHeroInstance *h, int skill)
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{
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if (!h)
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@ -210,6 +210,7 @@ public:
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bool buyArtifact( ui32 hid, si32 aid ); //for blacksmith and mage guild only -> buying for gold in common buildings
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bool buyArtifact( const IMarket *m, const CGHeroInstance *h, int rid, int aid); //for artifact merchant and black market -> buying for any resource in special building / advobject
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bool sellArtifact( const IMarket *m, const CGHeroInstance *h, int aid, int rid); //for artifact merchant selling
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//void lootArtifacts (TArtHolder source, TArtHolder dest, std::vector<ui32> &arts); //after battle - move al arts to winer
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bool buySecSkill( const IMarket *m, const CGHeroInstance *h, int skill);
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bool garrisonSwap(si32 tid);
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bool upgradeCreature( ui32 objid, ui8 pos, ui32 upgID );
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