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"You have captured enemy artifact" window. All arts from commander & stacks will also be looted.

This commit is contained in:
DjWarmonger 2012-05-02 08:37:11 +00:00
parent 6f108c41df
commit bd2a0c2a2b
3 changed files with 81 additions and 29 deletions

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@ -843,11 +843,21 @@ struct RebalanceStacks : CGarrisonOperationPack //526
};
typedef si32 TArtPos;
typedef boost::variant<ConstTransitivePtr<CGHeroInstance>, ConstTransitivePtr<CStackInstance> > TArtHolder;
//struct GetArtifactSet : boost::static_visitor<>
//{
// void operator()(const ConstTransitivePtr<CGHeroInstance> &h) const {}
// void operator()(const ConstTransitivePtr<CStackInstance> &s) const {}
//};
//struct GetArtifactSetPtr : boost::static_visitor<>
//{
// ConstTransitivePtr<CGHeroInstance> operator()(const ConstTransitivePtr<CGHeroInstance> &h) const { return h;}
// ConstTransitivePtr<CStackInstance> operator()(const ConstTransitivePtr<CStackInstance> &s) const { return s;}
//};
struct ArtifactLocation
{
typedef boost::variant<ConstTransitivePtr<CGHeroInstance>, ConstTransitivePtr<CStackInstance> > TArtHolder;
//, ConstTransitivePtr<CCommanderInstance> ?
TArtHolder artHolder;
TArtPos slot;
@ -860,7 +870,6 @@ struct ArtifactLocation
template <typename T>
ArtifactLocation(const T *ArtHolder, TArtPos Slot)
{
artHolder = const_cast<T*>(ArtHolder); //we are allowed here to const cast -> change will go through one of our packages... do not abuse!
slot = Slot;
}

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@ -384,60 +384,95 @@ void CGameHandler::endBattle(int3 tile, const CGHeroInstance *hero1, const CGHer
ConstTransitivePtr <CGHeroInstance> winnerHero = battleResult.data->winner != 0 ? hero2 : hero1;
ConstTransitivePtr <CGHeroInstance> loserHero = battleResult.data->winner != 0 ? hero1 : hero2;
std::vector<ui32> arts; //display them in window
//TODO: check if hero surrended / fled
//TODO: display loot in window
if (result < BattleResult::SURRENDER && winnerHero)
{
if (loserHero)
{
auto artifactsWorn = loserHero->artifactsWorn;
auto artifactsWorn = loserHero->artifactsWorn; //TODO: wrap it into a function, somehow (boost::variant -_-)
BOOST_FOREACH (auto artSlot, artifactsWorn)
{
MoveArtifact ma; //TODO: put into a function?
MoveArtifact ma;
ma.src = ArtifactLocation (loserHero, artSlot.first);
const CArtifactInstance * art = ma.src.getArt();
if (art && !art->artType->isBig()) // don't move war machines or locked arts (spellbook)
{
arts.push_back (art->artType->id);
ma.dst = ArtifactLocation (winnerHero, art->firstAvailableSlot(winnerHero));
sendAndApply(&ma);
}
}
while (!loserHero->artifactsInBackpack.empty())
{
//we assume that no big artifatcs cna be found
//we assume that no big artifacts can be found
MoveArtifact ma;
ma.src = ArtifactLocation (loserHero, GameConstants::BACKPACK_START); //backpack automatically shifts arts to beginning
const CArtifactInstance * art = ma.src.getArt();
arts.push_back (art->artType->id);
ma.dst = ArtifactLocation (winnerHero, art->firstAvailableSlot(winnerHero));
sendAndApply(&ma);
}
//if (loserHero->commander) //TODO: what if commanders belong to no hero?
//{
// BOOST_FOREACH (auto art, loserHero->commander->artifactsWorn)
// {
// MoveArtifact ma; //FIXME: boost::variant vs pointer casting is bad solution
// ma.src = ArtifactLocation (loserHero->commander.get(), art.first);
// ma.dst = ArtifactLocation (winnerHero, art.second.artifact->firstAvailableSlot(winnerHero));
// sendAndApply(&ma);
// }
//}
if (loserHero->commander) //TODO: what if commanders belong to no hero?
{
artifactsWorn = loserHero->commander->artifactsWorn;
BOOST_FOREACH (auto artSlot, artifactsWorn)
{
MoveArtifact ma;
ma.src = ArtifactLocation (loserHero->commander.get(), artSlot.first);
const CArtifactInstance * art = ma.src.getArt();
if (art && !art->artType->isBig())
{
arts.push_back (art->artType->id);
ma.dst = ArtifactLocation (winnerHero, art->firstAvailableSlot(winnerHero));
sendAndApply(&ma);
}
}
}
}
BOOST_FOREACH (auto armySlot, gs->curB->belligerents[!battleResult.data->winner]->stacks)
{
auto artifactsWorn = armySlot.second->artifactsWorn;
BOOST_FOREACH (auto artSlot, artifactsWorn)
{
MoveArtifact ma;
ma.src = ArtifactLocation (armySlot.second, artSlot.first);
const CArtifactInstance * art = ma.src.getArt();
if (art && !art->artType->isBig())
{
arts.push_back (art->artType->id);
ma.dst = ArtifactLocation (winnerHero, art->firstAvailableSlot(winnerHero));
sendAndApply(&ma);
}
}
}
//BOOST_FOREACH (auto armySlot, gs->curB->belligerents[loser]->stacks)
//{
// MoveArtifact ma;
// ma.src = ArtifactLocation (armySlot.second, (ArtifactPosition::CREATURE_SLOT));
// {
// if (CArtifactInstance * art = ma.src.getArt())
// ma.dst = ArtifactLocation (winnerHero, art->firstAvailableSlot(winnerHero));
// sendAndApply(&ma);
// }
//}
}
sendAndApply(battleResult.data); //after this point casualties objects are destroyed
if (arts.size()) //display loot
{
InfoWindow iw;
iw.player = winnerHero->tempOwner;
iw.text.addTxt (MetaString::GENERAL_TXT, 30); //You have captured enemy artifact
BOOST_FOREACH (auto id, arts) //TODO; separate function to display loot for various ojects?
{
iw.components.push_back (Component (Component::ARTIFACT, id, 0, 0));
if(iw.components.size() >= 14)
{
sendAndApply(&iw);
iw.components.clear();
iw.text.addTxt (MetaString::GENERAL_TXT, 30); //repeat
}
}
if (iw.components.size())
{
sendAndApply(&iw);
}
}
//Eagle Eye secondary skill handling
if(cs.spells.size())
{
@ -547,7 +582,6 @@ void CGameHandler::endBattle(int3 tile, const CGHeroInstance *hero1, const CGHer
sendAndApply(&sah);
}
}
void CGameHandler::afterBattleCallback() //object interaction after leveling up is done
{
if(battleEndCallback && *battleEndCallback)
@ -2752,6 +2786,14 @@ bool CGameHandler::sellArtifact(const IMarket *m, const CGHeroInstance *h, int a
return true;
}
//void CGameHandler::lootArtifacts (TArtHolder source, TArtHolder dest, std::vector<ui32> &arts)
//{
// //const CGHeroInstance * h1 = dynamic_cast<CGHeroInstance *> source;
// //auto s = boost::apply_visitor(GetArtifactSetPtr(), source);
// {
// }
//}
bool CGameHandler::buySecSkill( const IMarket *m, const CGHeroInstance *h, int skill)
{
if (!h)

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@ -210,6 +210,7 @@ public:
bool buyArtifact( ui32 hid, si32 aid ); //for blacksmith and mage guild only -> buying for gold in common buildings
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
bool sellArtifact( const IMarket *m, const CGHeroInstance *h, int aid, int rid); //for artifact merchant selling
//void lootArtifacts (TArtHolder source, TArtHolder dest, std::vector<ui32> &arts); //after battle - move al arts to winer
bool buySecSkill( const IMarket *m, const CGHeroInstance *h, int skill);
bool garrisonSwap(si32 tid);
bool upgradeCreature( ui32 objid, ui8 pos, ui32 upgID );