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synced 2025-03-21 21:17:49 +02:00
Version bump 0.92c. Fixed #1268. Split a few mehods from CGameState::init.
This commit is contained in:
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9f5d1ba623
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11bcc48cc3
@ -445,62 +445,61 @@ CGHeroInstance * CGameState::HeroesPool::pickHeroFor(bool native, PlayerColor pl
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return ret;
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}
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//void CGameState::apply(CPack * pack)
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//{
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// while(!mx->try_lock())
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// boost::this_thread::sleep(boost::posix_time::milliseconds(50)); //give other threads time to finish
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// //applyNL(pack);
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// mx->unlock();
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//}
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int CGameState::pickHero(PlayerColor owner)
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{
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int h=-1;
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const PlayerSettings &ps = scenarioOps->getIthPlayersSettings(owner);
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if(!map->getHero(h = ps.hero) && h>=0) //we haven't used selected hero
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return h;
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if(!isUsedHero(HeroTypeID(ps.hero)) && ps.hero >= 0) //we haven't used selected hero
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return ps.hero;
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if(scenarioOps->mode == StartInfo::CAMPAIGN)
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{
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auto bonus = scenarioOps->campState->getBonusForCurrentMap();
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if(bonus.is_initialized() && bonus->type == CScenarioTravel::STravelBonus::HERO && owner == PlayerColor(bonus->info1))
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if(bonus && bonus->type == CScenarioTravel::STravelBonus::HERO && owner == PlayerColor(bonus->info1))
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{
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if(bonus->info2 != 0xffff && !map->getHero(bonus->info2)) //not random and not taken
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//TODO what if hero chosen as bonus is placed in the prison on map
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if(bonus->info2 != 0xffff && !isUsedHero(HeroTypeID(bonus->info2))) //not random and not taken
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{
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return bonus->info2;
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}
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}
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}
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//list of heroes for this faction
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std::vector<si32> factionHeroes;
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factionHeroes.reserve(GameConstants::HEROES_PER_TYPE*2);
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//list of heroes for this faction and others
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std::vector<HeroTypeID> factionHeroes, otherHeroes;
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size_t firstHero = ps.castle*GameConstants::HEROES_PER_TYPE*2;
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size_t lastHero = std::min(firstHero + GameConstants::HEROES_PER_TYPE*2, VLC->heroh->heroes.size());
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const size_t firstHero = ps.castle*GameConstants::HEROES_PER_TYPE*2;
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const size_t lastHero = std::min(firstHero + GameConstants::HEROES_PER_TYPE*2, VLC->heroh->heroes.size()) - 1;
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const auto heroesToConsider = getUnusedAllowedHeroes();
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BOOST_FOREACH(auto hid, heroesToConsider)
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{
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if(vstd::iswithin(hid.getNum(), firstHero, lastHero))
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factionHeroes.push_back(hid);
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else
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otherHeroes.push_back(hid);
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}
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//generate list of heroes
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for (si32 i=firstHero; i<lastHero; i++)
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factionHeroes.push_back(i);
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// we need random order to select hero
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std::random_shuffle(factionHeroes.begin(), factionHeroes.end(), [](size_t range)
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boost::random_shuffle(factionHeroes, [](size_t range)
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{
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return ran() % range;
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});
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for (size_t i=0; i<factionHeroes.size(); i++)
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{
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if (!map->getHero(factionHeroes[i]))
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return factionHeroes[i];
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}
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if(factionHeroes.size())
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return factionHeroes.front().getNum();
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logGlobal->warnStream() << "Warning: cannot find free hero - trying to get first available...";
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for(int j=0; j<VLC->heroh->heroes.size(); j++)
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if(!map->getHero(j))
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return j;
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logGlobal->warnStream() << "Cannot find free hero of appropriate faction for player " << owner << " - trying to get first available...";
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if(otherHeroes.size())
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return otherHeroes.front().getNum();
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assert(0); //currrent code can't handle this situation
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logGlobal->errorStream() << "No free allowed heroes!";
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auto notAllowedHeroesButStillBetterThanCrash = getUnusedAllowedHeroes(true);
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if(notAllowedHeroesButStillBetterThanCrash.size())
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return notAllowedHeroesButStillBetterThanCrash.begin()->getNum();
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logGlobal->errorStream() << "No free heroes at all!";
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assert(0); //current code can't handle this situation
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return -1; // no available heroes at all
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}
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@ -1028,21 +1027,30 @@ void CGameState::init(StartInfo * si)
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players.insert(ins);
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}
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/*************************replace hero placeholders*****************************/
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if (scenarioOps->campState)
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{
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logGlobal->debugStream() << "\tReplacing hero placeholders";
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std::vector<std::pair<CGHeroInstance*, ObjectInstanceID> > campHeroReplacements = campaignHeroesToReplace();
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//Replace placeholders with heroes from previous missions
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logGlobal->debugStream() << "\tSetting up heroes";
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placeCampaignHeroes(campHeroReplacements);
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}
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/*********give starting hero****************************************/
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logGlobal->debugStream() << "\tGiving starting hero";
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{
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bool campaignGiveHero = false;
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if(scenarioOps->campState)
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{
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auto bonus = scenarioOps->campState->getBonusForCurrentMap();
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if(bonus.is_initialized())
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if(auto bonus = scenarioOps->campState->getBonusForCurrentMap())
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{
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campaignGiveHero = scenarioOps->mode == StartInfo::CAMPAIGN &&
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bonus.get().type == CScenarioTravel::STravelBonus::HERO;
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}
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}
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for(auto it = scenarioOps->playerInfos.begin(); it != scenarioOps->playerInfos.end(); ++it)
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{
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const PlayerInfo &p = map->players[it->first.getNum()];
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@ -1067,99 +1075,6 @@ void CGameState::init(StartInfo * si)
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}
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}
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/*************************replace hero placeholders*****************************/
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logGlobal->debugStream() << "\tReplacing hero placeholders";
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std::vector<std::pair<CGHeroInstance*, ObjectInstanceID> > campHeroReplacements; //instance, id in vector
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if (scenarioOps->campState)
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{
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auto replaceHero = [&](ObjectInstanceID objId, CGHeroInstance * ghi)
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{
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campHeroReplacements.push_back(std::make_pair(ghi, objId));
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// ghi->tempOwner = getHumanPlayerInfo()[0]->color;
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// ghi->id = objId;
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// gs->map->objects[objId] = ghi;
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// gs->map->heroes.push_back(ghi);
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};
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auto campaign = scenarioOps->campState;
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auto bonus = campaign->getBonusForCurrentMap();
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if(bonus.is_initialized())
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{
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std::vector<CGHeroInstance*> Xheroes;
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if (bonus->type == CScenarioTravel::STravelBonus::PLAYER_PREV_SCENARIO)
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{
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Xheroes = campaign->camp->scenarios[bonus->info2].crossoverHeroes;
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}
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//selecting heroes by type
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for(int g=0; g<map->objects.size(); ++g)
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{
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const ObjectInstanceID gid = ObjectInstanceID(g);
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CGObjectInstance * obj = map->objects[g];
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if (obj->ID != Obj::HERO_PLACEHOLDER)
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{
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continue;
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}
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CGHeroPlaceholder * hp = static_cast<CGHeroPlaceholder*>(obj);
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if(hp->subID != 0xFF) //select by type
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{
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bool found = false;
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BOOST_FOREACH(auto ghi, Xheroes)
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{
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if (ghi->subID == hp->subID)
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{
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found = true;
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replaceHero(gid, ghi);
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Xheroes -= ghi;
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break;
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}
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}
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if (!found)
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{
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CGHeroInstance * nh = new CGHeroInstance();
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nh->initHero(HeroTypeID(hp->subID));
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replaceHero(gid, nh);
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}
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}
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}
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//selecting heroes by power
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std::sort(Xheroes.begin(), Xheroes.end(), [](const CGHeroInstance * a, const CGHeroInstance * b)
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{
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return a->getHeroStrength() > b->getHeroStrength();
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}); //sort, descending strength
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for(int g=0; g<map->objects.size(); ++g)
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{
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const ObjectInstanceID gid = ObjectInstanceID(g);
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CGObjectInstance * obj = map->objects[g];
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if (obj->ID != Obj::HERO_PLACEHOLDER)
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{
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continue;
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}
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CGHeroPlaceholder * hp = static_cast<CGHeroPlaceholder*>(obj);
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if (hp->subID == 0xFF) //select by power
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{
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if(Xheroes.size() > hp->power - 1)
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replaceHero(gid, Xheroes[hp->power - 1]);
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else
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{
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logGlobal->warnStream() << "Warning, no hero to replace!";
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map->removeBlockVisTiles(hp, true);
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delete hp;
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map->objects[g] = NULL;
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}
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//we don't have to remove hero from Xheroes because it would destroy the order and duplicates shouldn't happen
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}
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}
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}
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}
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/******************RESOURCES****************************************************/
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logGlobal->debugStream() << "\tSetting up resources";
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const JsonNode config(ResourceID("config/startres.json"));
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@ -1183,7 +1098,7 @@ void CGameState::init(StartInfo * si)
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if (scenarioOps->mode == StartInfo::CAMPAIGN)
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{
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auto chosenBonus = scenarioOps->campState->getBonusForCurrentMap();
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if(chosenBonus.is_initialized() && chosenBonus->type == CScenarioTravel::STravelBonus::RESOURCE)
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if(chosenBonus && chosenBonus->type == CScenarioTravel::STravelBonus::RESOURCE)
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{
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std::vector<const PlayerSettings *> people = getHumanPlayerInfo(); //players we will give resource bonus
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BOOST_FOREACH(const PlayerSettings *ps, people)
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@ -1214,48 +1129,7 @@ void CGameState::init(StartInfo * si)
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}
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/*************************HEROES************************************************/
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logGlobal->debugStream() << "\tSetting up heroes";
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//Replace placeholders with heroes from previous missions
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BOOST_FOREACH(auto obj, campHeroReplacements)
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{
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CGHeroPlaceholder *placeholder = dynamic_cast<CGHeroPlaceholder*>(getObjInstance(obj.second));
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CGHeroInstance *heroToPlace = obj.first;
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heroToPlace->id = obj.second;
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heroToPlace->tempOwner = placeholder->tempOwner;
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heroToPlace->pos = placeholder->pos;
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heroToPlace->type = VLC->heroh->heroes[heroToPlace->type->ID.getNum()]; //TODO is this reasonable? either old type can be still used or it can be deleted?
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BOOST_FOREACH(auto &&i, heroToPlace->stacks)
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i.second->type = VLC->creh->creatures[i.second->getCreatureID()];
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auto fixArtifact = [&](CArtifactInstance * art)
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{
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art->artType = VLC->arth->artifacts[art->artType->id];
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gs->map->artInstances.push_back(art);
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art->id = ArtifactInstanceID(gs->map->artInstances.size() - 1);
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};
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BOOST_FOREACH(auto &&i, heroToPlace->artifactsWorn)
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fixArtifact(i.second.artifact);
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BOOST_FOREACH(auto &&i, heroToPlace->artifactsInBackpack)
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fixArtifact(i.artifact);
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map->heroesOnMap.push_back(heroToPlace);
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map->objects[heroToPlace->id.getNum()] = heroToPlace;
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map->addBlockVisTiles(heroToPlace);
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//const auto & travelOptions = scenarioOps->campState->getCurrentScenario().travelOptions;
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}
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std::set<HeroTypeID> heroesToCreate; //ids of heroes to be created and put into the pool
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for(ui32 i=0; i<map->allowedHeroes.size(); i++) //add to hids all allowed heroes
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if(map->allowedHeroes[i])
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heroesToCreate.insert(HeroTypeID(i));
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/*************************HEROES INIT / POOL************************************************/
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BOOST_FOREACH(auto hero, map->heroesOnMap) //heroes instances initialization
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{
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if (hero->getOwner() == PlayerColor::UNFLAGGABLE)
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@ -1266,20 +1140,16 @@ void CGameState::init(StartInfo * si)
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hero->initHero();
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getPlayer(hero->getOwner())->heroes.push_back(hero);
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heroesToCreate.erase(hero->type->ID);
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map->allHeroes[hero->type->ID.getNum()] = hero;
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}
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BOOST_FOREACH(auto obj, map->objects) //prisons
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{
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if(obj && obj->ID == Obj::PRISON)
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{
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heroesToCreate.erase(HeroTypeID(obj->subID));
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map->allHeroes[obj->subID] = dynamic_cast<CGHeroInstance*>(obj.get());
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}
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}
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std::set<HeroTypeID> heroesToCreate = getUnusedAllowedHeroes(); //ids of heroes to be created and put into the pool
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BOOST_FOREACH(auto ph, map->predefinedHeroes)
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{
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if(!vstd::contains(heroesToCreate, HeroTypeID(ph->subID)))
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@ -1311,7 +1181,7 @@ void CGameState::init(StartInfo * si)
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if (scenarioOps->mode == StartInfo::CAMPAIGN) //give campaign bonuses for specific / best hero
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{
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auto chosenBonus = scenarioOps->campState->getBonusForCurrentMap();
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if (chosenBonus.is_initialized() && chosenBonus->isBonusForHero() && chosenBonus->info1 != 0xFFFE) //exclude generated heroes
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if (chosenBonus && chosenBonus->isBonusForHero() && chosenBonus->info1 != 0xFFFE) //exclude generated heroes
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{
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//find human player
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PlayerColor humanPlayer=PlayerColor::NEUTRAL;
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@ -1435,7 +1305,7 @@ void CGameState::init(StartInfo * si)
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{
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auto chosenBonus = scenarioOps->campState->getBonusForCurrentMap();
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if (chosenBonus.is_initialized() && chosenBonus->type == CScenarioTravel::STravelBonus::BUILDING)
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if (chosenBonus && chosenBonus->type == CScenarioTravel::STravelBonus::BUILDING)
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{
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for (int g=0; g<map->towns.size(); ++g)
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{
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@ -2635,6 +2505,166 @@ void CGameState::giveHeroArtifact(CGHeroInstance *h, ArtifactID aid)
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ai->putAt(ArtifactLocation(h, ai->firstAvailableSlot(h)));
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}
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std::set<HeroTypeID> CGameState::getUnusedAllowedHeroes(bool alsoIncludeNotAllowed /*= false*/) const
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{
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std::set<HeroTypeID> ret;
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for(int i = 0; i < map->allowedHeroes.size(); i++)
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if(map->allowedHeroes[i] || alsoIncludeNotAllowed)
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ret.insert(HeroTypeID(i));
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BOOST_FOREACH(auto hero, map->heroesOnMap) //heroes instances initialization
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{
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if(hero->type)
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ret -= hero->type->ID;
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else
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ret -= HeroTypeID(hero->subID);
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}
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BOOST_FOREACH(auto obj, map->objects) //prisons
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if(obj && obj->ID == Obj::PRISON)
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ret -= HeroTypeID(obj->subID);
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return ret;
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}
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std::vector<std::pair<CGHeroInstance*, ObjectInstanceID> > CGameState::campaignHeroesToReplace()
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{
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std::vector<std::pair<CGHeroInstance*, ObjectInstanceID> > ret;
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auto replaceHero = [&](ObjectInstanceID objId, CGHeroInstance * ghi)
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{
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ret.push_back(std::make_pair(ghi, objId));
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// ghi->tempOwner = getHumanPlayerInfo()[0]->color;
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// ghi->id = objId;
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// gs->map->objects[objId] = ghi;
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// gs->map->heroes.push_back(ghi);
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};
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auto campaign = scenarioOps->campState;
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if(auto bonus = campaign->getBonusForCurrentMap())
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{
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std::vector<CGHeroInstance*> Xheroes;
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if (bonus->type == CScenarioTravel::STravelBonus::PLAYER_PREV_SCENARIO)
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{
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Xheroes = campaign->camp->scenarios[bonus->info2].crossoverHeroes;
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}
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//selecting heroes by type
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for(int g=0; g<map->objects.size(); ++g)
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{
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const ObjectInstanceID gid = ObjectInstanceID(g);
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CGObjectInstance * obj = map->objects[g];
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if (obj->ID != Obj::HERO_PLACEHOLDER)
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{
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continue;
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}
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CGHeroPlaceholder * hp = static_cast<CGHeroPlaceholder*>(obj);
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if(hp->subID != 0xFF) //select by type
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{
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bool found = false;
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BOOST_FOREACH(auto ghi, Xheroes)
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{
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if (ghi->subID == hp->subID)
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{
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found = true;
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replaceHero(gid, ghi);
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Xheroes -= ghi;
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break;
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}
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}
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if (!found)
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{
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CGHeroInstance * nh = new CGHeroInstance();
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nh->initHero(HeroTypeID(hp->subID));
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replaceHero(gid, nh);
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}
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}
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}
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//selecting heroes by power
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std::sort(Xheroes.begin(), Xheroes.end(), [](const CGHeroInstance * a, const CGHeroInstance * b)
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{
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return a->getHeroStrength() > b->getHeroStrength();
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}); //sort, descending strength
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for(int g=0; g<map->objects.size(); ++g)
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{
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const ObjectInstanceID gid = ObjectInstanceID(g);
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CGObjectInstance * obj = map->objects[g];
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if (obj->ID != Obj::HERO_PLACEHOLDER)
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{
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continue;
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}
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CGHeroPlaceholder * hp = static_cast<CGHeroPlaceholder*>(obj);
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if (hp->subID == 0xFF) //select by power
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{
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if(Xheroes.size() > hp->power - 1)
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replaceHero(gid, Xheroes[hp->power - 1]);
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else
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{
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logGlobal->warnStream() << "Warning, no hero to replace!";
|
||||
map->removeBlockVisTiles(hp, true);
|
||||
delete hp;
|
||||
map->objects[g] = NULL;
|
||||
}
|
||||
//we don't have to remove hero from Xheroes because it would destroy the order and duplicates shouldn't happen
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
return ret;
|
||||
}
|
||||
|
||||
void CGameState::placeCampaignHeroes(const std::vector<std::pair<CGHeroInstance*, ObjectInstanceID> > &campHeroReplacements)
|
||||
{
|
||||
BOOST_FOREACH(auto obj, campHeroReplacements)
|
||||
{
|
||||
CGHeroPlaceholder *placeholder = dynamic_cast<CGHeroPlaceholder*>(getObjInstance(obj.second));
|
||||
|
||||
CGHeroInstance *heroToPlace = obj.first;
|
||||
heroToPlace->id = obj.second;
|
||||
heroToPlace->tempOwner = placeholder->tempOwner;
|
||||
heroToPlace->pos = placeholder->pos;
|
||||
heroToPlace->type = VLC->heroh->heroes[heroToPlace->type->ID.getNum()]; //TODO is this reasonable? either old type can be still used or it can be deleted?
|
||||
|
||||
BOOST_FOREACH(auto &&i, heroToPlace->stacks)
|
||||
i.second->type = VLC->creh->creatures[i.second->getCreatureID()];
|
||||
|
||||
auto fixArtifact = [&](CArtifactInstance * art)
|
||||
{
|
||||
art->artType = VLC->arth->artifacts[art->artType->id];
|
||||
gs->map->artInstances.push_back(art);
|
||||
art->id = ArtifactInstanceID(gs->map->artInstances.size() - 1);
|
||||
};
|
||||
|
||||
BOOST_FOREACH(auto &&i, heroToPlace->artifactsWorn)
|
||||
fixArtifact(i.second.artifact);
|
||||
BOOST_FOREACH(auto &&i, heroToPlace->artifactsInBackpack)
|
||||
fixArtifact(i.artifact);
|
||||
|
||||
map->heroesOnMap.push_back(heroToPlace);
|
||||
map->objects[heroToPlace->id.getNum()] = heroToPlace;
|
||||
map->addBlockVisTiles(heroToPlace);
|
||||
|
||||
//const auto & travelOptions = scenarioOps->campState->getCurrentScenario().travelOptions;
|
||||
}
|
||||
}
|
||||
|
||||
bool CGameState::isUsedHero(HeroTypeID hid) const
|
||||
{
|
||||
BOOST_FOREACH(auto hero, map->heroesOnMap) //heroes instances initialization
|
||||
if(hero->subID == hid.getNum())
|
||||
return true;
|
||||
|
||||
BOOST_FOREACH(auto obj, map->objects) //prisons
|
||||
if(obj && obj->ID == Obj::PRISON && obj->subID == hid.getNum())
|
||||
return true;
|
||||
|
||||
return false;
|
||||
}
|
||||
|
||||
CGPathNode::CGPathNode()
|
||||
:coord(-1,-1,-1)
|
||||
{
|
||||
|
@ -385,6 +385,10 @@ public:
|
||||
|
||||
void init(StartInfo * si);
|
||||
|
||||
bool isUsedHero(HeroTypeID hid) const; //looks in heroes and prisons
|
||||
void placeCampaignHeroes(const std::vector<std::pair<CGHeroInstance*, ObjectInstanceID> > &campHeroReplacements);
|
||||
std::vector<std::pair<CGHeroInstance*, ObjectInstanceID> > campaignHeroesToReplace(); //returns heroes and placeholders in where heroes will be put; may remove some placeholders
|
||||
std::set<HeroTypeID> getUnusedAllowedHeroes(bool alsoIncludeNotAllowed = false) const;
|
||||
void initDuel();
|
||||
void randomizeObject(CGObjectInstance *cur);
|
||||
std::pair<Obj,int> pickObject(CGObjectInstance *obj); //chooses type of object to be randomized, returns <type, subtype>
|
||||
|
@ -14,7 +14,7 @@
|
||||
|
||||
namespace GameConstants
|
||||
{
|
||||
const std::string VCMI_VERSION = "VCMI 0.92b";
|
||||
const std::string VCMI_VERSION = "VCMI 0.92c";
|
||||
|
||||
const int BFIELD_WIDTH = 17;
|
||||
const int BFIELD_HEIGHT = 11;
|
||||
|
Loading…
x
Reference in New Issue
Block a user