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regression fixed
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@ -4005,36 +4005,45 @@ bool CGameHandler::bulkMoveArtifacts(ObjectInstanceID srcHero, ObjectInstanceID
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auto & slotsSrcDst = ma.artsPack0;
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auto & slotsDstSrc = ma.artsPack1;
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// Temporary fitting set for artifacts. Used to select available slots before sending data.
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CArtifactFittingSet artFittingSet(pdstHero->bearerType());
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auto moveArtifact = [this, &artFittingSet](const CArtifactInstance * artifact,
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ArtifactPosition srcSlot, const CGHeroInstance * dstHero,
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std::vector<BulkMoveArtifacts::LinkedSlots> & slots) -> void
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{
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assert(artifact);
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auto dstSlot = ArtifactUtils::getArtifactDstPosition(artifact, &artFittingSet);
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artFittingSet.putArtifact(dstSlot, static_cast<ConstTransitivePtr<CArtifactInstance>>(artifact));
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slots.push_back(BulkMoveArtifacts::LinkedSlots(srcSlot, dstSlot));
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if(ArtifactUtils::checkSpellbookIsNeeded(dstHero, artifact->artType->getId(), dstSlot))
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giveHeroNewArtifact(dstHero, VLC->arth->objects[ArtifactID::SPELLBOOK], ArtifactPosition::SPELLBOOK);
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};
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if(swap)
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{
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auto moveArtsWorn = [this](const CGHeroInstance * srcHero, const CGHeroInstance * dstHero,
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auto moveArtsWorn = [moveArtifact](const CGHeroInstance * srcHero, const CGHeroInstance * dstHero,
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std::vector<BulkMoveArtifacts::LinkedSlots> & slots) -> void
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{
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for(auto & artifact : srcHero->artifactsWorn)
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{
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if(artifact.second.locked)
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continue;
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if(!ArtifactUtils::isArtRemovable(artifact))
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continue;
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slots.push_back(BulkMoveArtifacts::LinkedSlots(artifact.first, artifact.first));
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auto art = artifact.second.getArt();
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assert(art);
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if(ArtifactUtils::checkSpellbookIsNeeded(dstHero, art->artType->getId(), artifact.first))
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giveHeroNewArtifact(dstHero, VLC->arth->objects[ArtifactID::SPELLBOOK], ArtifactPosition::SPELLBOOK);
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if(ArtifactUtils::isArtRemovable(artifact))
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moveArtifact(artifact.second.getArt(), artifact.first, dstHero, slots);
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}
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};
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auto moveArtsInBackpack = [](const CGHeroInstance * pHero,
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auto moveArtsInBackpack = [](const CArtifactSet * artSet,
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std::vector<BulkMoveArtifacts::LinkedSlots> & slots) -> void
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{
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for(auto & slotInfo : pHero->artifactsInBackpack)
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for(auto & slotInfo : artSet->artifactsInBackpack)
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{
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auto slot = pHero->getArtPos(slotInfo.artifact);
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auto slot = artSet->getArtPos(slotInfo.artifact);
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slots.push_back(BulkMoveArtifacts::LinkedSlots(slot, slot));
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}
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};
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// Move over artifacts that are worn srcHero -> dstHero
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moveArtsWorn(psrcHero, pdstHero, slotsSrcDst);
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artFittingSet.artifactsWorn.clear();
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// Move over artifacts that are worn dstHero -> srcHero
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moveArtsWorn(pdstHero, psrcHero, slotsDstSrc);
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// Move over artifacts that are in backpack srcHero -> dstHero
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@ -4044,35 +4053,22 @@ bool CGameHandler::bulkMoveArtifacts(ObjectInstanceID srcHero, ObjectInstanceID
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}
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else
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{
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// Temporary fitting set for artifacts. Used to select available slots before sending data.
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CArtifactFittingSet artFittingSet(pdstHero->bearerType());
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artFittingSet.artifactsInBackpack = pdstHero->artifactsInBackpack;
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artFittingSet.artifactsWorn = pdstHero->artifactsWorn;
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auto moveArtifact = [this, &artFittingSet, &slotsSrcDst](const CArtifactInstance * artifact,
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ArtifactPosition srcSlot, const CGHeroInstance * pdstHero) -> void
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{
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assert(artifact);
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auto dstSlot = ArtifactUtils::getArtifactDstPosition(artifact, &artFittingSet, pdstHero->bearerType());
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artFittingSet.putArtifact(dstSlot, static_cast<ConstTransitivePtr<CArtifactInstance>>(artifact));
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slotsSrcDst.push_back(BulkMoveArtifacts::LinkedSlots(srcSlot, dstSlot));
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if(ArtifactUtils::checkSpellbookIsNeeded(pdstHero, artifact->artType->getId(), dstSlot))
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giveHeroNewArtifact(pdstHero, VLC->arth->objects[ArtifactID::SPELLBOOK], ArtifactPosition::SPELLBOOK);
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};
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// Move over artifacts that are worn
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for(auto & artInfo : psrcHero->artifactsWorn)
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{
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if(ArtifactUtils::isArtRemovable(artInfo))
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{
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moveArtifact(psrcHero->getArt(artInfo.first), artInfo.first, pdstHero);
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moveArtifact(psrcHero->getArt(artInfo.first), artInfo.first, pdstHero, slotsSrcDst);
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}
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}
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// Move over artifacts that are in backpack
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for(auto & slotInfo : psrcHero->artifactsInBackpack)
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{
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moveArtifact(psrcHero->getArt(psrcHero->getArtPos(slotInfo.artifact)), psrcHero->getArtPos(slotInfo.artifact), pdstHero);
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moveArtifact(psrcHero->getArt(psrcHero->getArtPos(slotInfo.artifact)),
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psrcHero->getArtPos(slotInfo.artifact), pdstHero, slotsSrcDst);
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}
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}
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sendAndApply(&ma);
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