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* next part of thieves' guild window

This commit is contained in:
mateuszb
2010-02-01 17:51:33 +00:00
parent 94fa59cf45
commit f5a719c2da
6 changed files with 164 additions and 7 deletions

View File

@ -3089,6 +3089,107 @@ bool CGameState::checkForStandardLoss( ui8 player ) const
return !p.heroes.size() && !p.towns.size();
}
void CGameState::obtainPlayersStats(SThievesGuildInfo & tgi, int level)
{
struct HLP
{
typedef std::pair< ui8, si64 > TStat;
//converts [<player's color, value>] to vec[place] -> platers
static std::vector< std::list< ui8 > > getRank( std::vector<TStat> stats )
{
std::sort(stats.begin(), stats.end(), HLP());
//put first element
std::vector< std::list<ui8> > ret;
std::list<ui8> tmp;
tmp.push_back( stats[0].first );
ret.push_back( tmp );
//the rest of elements
for(int g=1; g<stats.size(); ++g)
{
if(stats[g].second == stats[g-1].second)
{
(ret.end()-1)->push_back( stats[g].first );
}
else
{
//create next occupied rank
std::list<ui8> tmp;
tmp.push_back(stats[g].first);
ret.push_back(tmp);
}
}
return ret;
}
bool operator()(const TStat & a, const TStat & b) const
{
return a.second > b.second;
}
};
#define FILL_FIELD(FIELD, VAL_GETTER) \
{ \
std::vector< std::pair< ui8, si64 > > stats; \
for(std::map<ui8, PlayerState>::const_iterator g = players.begin(); g != players.end(); ++g) \
{ \
if(g->second.color == 255) \
continue; \
std::pair< ui8, si64 > stat; \
stat.first = g->second.color; \
stat.second = VAL_GETTER; \
stats.push_back(stat); \
} \
tgi.FIELD = HLP::getRank(stats); \
}
for(std::map<ui8, PlayerState>::const_iterator g = players.begin(); g != players.end(); ++g)
{
if(g->second.color != 255)
tgi.playerColors.push_back(g->second.color);
}
if(level >= 1) //num of towns & num of heroes
{
//num of towns
FILL_FIELD(numOfTowns, g->second.towns.size())
//num of heroes
FILL_FIELD(numOfHeroes, g->second.heroes.size())
}
if(level >= 2) //gold
{
FILL_FIELD(gold, g->second.resources[6])
}
if(level >= 2) //wood & ore
{
FILL_FIELD(woodOre, g->second.resources[0] + g->second.resources[1])
}
if(level >= 3) //mercury, sulfur, crystal, gems
{
FILL_FIELD(woodOre, g->second.resources[2] + g->second.resources[3] + g->second.resources[4] + g->second.resources[5])
}
if(level >= 4) //obelisks found
{
//TODO
}
if(level >= 5) //artifacts
{
//TODO
}
if(level >= 6) //army strength
{
//TODO
}
if(level >= 7) //income
{
//TODO
}
#undef FILL_FIELD
}
int CGameState::lossCheck( ui8 player ) const
{
const PlayerState *p = getPlayer(player);