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@@ -455,55 +455,53 @@ void CGameHandler::endBattle(int3 tile, const CGHeroInstance *hero1, const CGHer
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}
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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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- // BOOST_FOREACH (auto art, loserHero->artifactsWorn)
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- // {
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- // if (art.second.artifact)
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- // {
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- // MoveArtifact ma; //TODO: put into a function?
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- // ma.src = ArtifactLocation (loserHero, 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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- // BOOST_FOREACH (auto art, loserHero->artifactsInBackpack)
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- // {
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- // if (art.artifact)
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- // {
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- // MoveArtifact ma;
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- // ma.src = ArtifactLocation (loserHero, loserHero->getArtPos (art.artifact->artType->id, false)); //I smell trouble?
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- // ma.dst = ArtifactLocation (winnerHero, art.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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- // BOOST_FOREACH (auto art, loserHero->commander->artifactsWorn)
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- // {
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- // if (art.second.artifact)
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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 (ConstTransitivePtr <CStackInstance> (loserHero->commander), 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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- // }
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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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+ 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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+ BOOST_FOREACH (auto artSlot, artifactsWorn)
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+ {
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+ MoveArtifact ma; //TODO: put into a function?
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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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+ 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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+ 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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+ 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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+ }
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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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if (necroSlot != -1)
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{
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