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mirror of https://github.com/vcmi/vcmi.git synced 2024-11-24 08:32:34 +02:00

Finally working hero crossover in campaigns.

Uncovered new secrets of h3m.
This commit is contained in:
Michał W. Urbańczyk 2013-02-09 18:18:55 +00:00
parent e31f5062f9
commit 13b3d23b26
8 changed files with 75 additions and 65 deletions

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@ -317,6 +317,11 @@ void UpdateCampaignState::applyCl( CClient *cl )
cl->finishCampaign(camp);
}
void PrepareForAdvancingCampaign::applyCl(CClient *cl)
{
cl->serv->prepareForSendingHeroes();
}
void RemoveObject::applyFirstCl( CClient *cl )
{
const CGObjectInstance *o = cl->getObj(id);

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@ -1237,6 +1237,40 @@ void CGameState::init(StartInfo * si)
/*************************HEROES************************************************/
tlog4 << "\tSetting up heroes";
//Replace placeholders with heroes from previous missions
BOOST_FOREACH(auto obj, campHeroReplacements)
{
CGHeroPlaceholder *placeholder = dynamic_cast<CGHeroPlaceholder*>(&*map->objects[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];
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 = 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->heroes.push_back(heroToPlace);
map->objects[heroToPlace->id] = heroToPlace;
map->addBlockVisTiles(heroToPlace);
//const auto & travelOptions = scenarioOps->campState->getCurrentScenario().travelOptions;
}
std::set<int> hids; //hero ids to create pool
for(ui32 i=0; i<map->allowedHeroes.size(); i++) //add to hids all allowed heroes
@ -1256,71 +1290,7 @@ void CGameState::init(StartInfo * si)
hids.erase(vhi->subID);
}
BOOST_FOREACH(auto obj, campHeroReplacements)
{
CGHeroInstance * hero = new CGHeroInstance();
CGHeroInstance * oldHero = obj.first;
hero->initHero(oldHero->subID);
hero->id = obj.second;
map->objects[hero->id] = hero;
map->heroes.push_back(hero);
const auto & travelOptions = scenarioOps->campState->getCurrentScenario().travelOptions;
if (travelOptions.whatHeroKeeps & 1)
{
//giving exp
hero->exp = oldHero->exp;
}
if (travelOptions.whatHeroKeeps & 2)
{
//giving prim skills
for(int g=0; g<GameConstants::PRIMARY_SKILLS; ++g)
{
hero->getBonusLocalFirst(Selector::type(Bonus::PRIMARY_SKILL) &&
Selector::subtype(g) && Selector::sourceType(Bonus::HERO_BASE_SKILL) )->val
= oldHero->getBonusLocalFirst(Selector::type(Bonus::PRIMARY_SKILL) &&
Selector::subtype(g) && Selector::sourceType(Bonus::HERO_BASE_SKILL) )->val;
}
}
if (travelOptions.whatHeroKeeps & 4)
{
//giving sec skills
hero->secSkills = oldHero->secSkills;
}
if (travelOptions.whatHeroKeeps & 8)
{
//giving spells
hero->spells = oldHero->spells;
}
if (travelOptions.whatHeroKeeps & 16)
{
//giving artifacts
size_t totalArts = GameConstants::BACKPACK_START + oldHero->artifactsInBackpack.size();
for (size_t i=0; i<totalArts; i++ )
{
const ArtSlotInfo *info = oldHero->getSlot(static_cast<ArtifactPosition::ArtifactPosition>(i));
if (!info)
continue;
const CArtifactInstance *art = info->artifact;
if (!art)//FIXME: check spellbook and catapult behaviour
continue;
int id = art->artType->id;
assert( 8*18 > id );//number of arts that fits into h3m format
bool takeable = travelOptions.artifsKeptByHero[id / 8] & ( 1 << (id%8) );
auto slot = static_cast<ArtifactPosition::ArtifactPosition>(i);
if (takeable)
hero->setNewArtSlot(slot, const_cast<CArtifactInstance*>(oldHero->getSlot(slot)->artifact.get()), false);
}
}
//giving creatures
if(!oldHero->stacks.empty())
{
hero->stacks = oldHero->stacks;
}
}
BOOST_FOREACH(auto obj, map->objects) //prisons
{

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@ -783,7 +783,7 @@ void CGHeroInstance::initHero()
level = 1;
}
if (VLC->modh->modules.COMMANDERS)
if (VLC->modh->modules.COMMANDERS && !commander)
{
commander = new CCommanderInstance (VLC->townh->factions[type->heroClass->faction].commander);
commander->setArmyObj (castToArmyObj()); //TODO: separate function for setting commanders

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@ -273,6 +273,16 @@ void CConnection::enableSmartPointerSerializatoin()
COSer<CConnection>::smartPointerSerialization = true;
}
void CConnection::prepareForSendingHeroes()
{
loadedPointers.clear();
savedPointers.clear();
CISer<CConnection>::smartVectorMembersSerialization = false;
COSer<CConnection>::smartVectorMembersSerialization = false;
CISer<CConnection>::smartPointerSerialization = true;
COSer<CConnection>::smartPointerSerialization = true;
}
CSaveFile::CSaveFile( const std::string &fname )
{
registerTypes(*this);

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@ -1268,6 +1268,8 @@ public:
void enableStackSendingByID();
void disableSmartPointerSerialization();
void enableSmartPointerSerializatoin();
void prepareForSendingHeroes(); //disables sending vectorised, enables smart pointer serialization, clears saved/loaded ptr cache
};
DLL_LINKAGE std::ostream &operator<<(std::ostream &str, const CConnection &cpc);

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@ -572,6 +572,16 @@ struct AddQuest : public CPackForClient //121
}
};
struct PrepareForAdvancingCampaign : public CPackForClient //122
{
PrepareForAdvancingCampaign() {type = 122;}
void applyCl(CClient *cl);
template <typename Handler> void serialize(Handler &h, const int version)
{
}
};
struct RemoveObject : public CPackForClient //500
{
RemoveObject(){type = 500;};

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@ -137,6 +137,7 @@ void registerTypes2(Serializer &s)
s.template registerType<PlayerEndsGame>();
s.template registerType<RemoveBonus>();
s.template registerType<UpdateCampaignState>();
s.template registerType<PrepareForAdvancingCampaign>();
s.template registerType<RemoveObject>();
s.template registerType<TryMoveHero>();
//s.template registerType<SetGarrisons>();

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@ -5027,6 +5027,7 @@ void CGameHandler::checkLossVictory( TPlayerColor player )
InfoWindow iw;
getLossVicMessage(player, vic ? vic : loss , vic, iw);
sendAndApply(&iw);
PlayerEndsGame peg;
peg.player = player;
peg.victory = vic;
@ -5081,6 +5082,17 @@ void CGameHandler::checkLossVictory( TPlayerColor player )
}
gs->scenarioOps->campState->mapConquered(hes);
//Request clients to change connection mode
PrepareForAdvancingCampaign pfac;
sendAndApply(&pfac);
//Change connection mode
if(getPlayer(player)->human && getStartInfo()->campState)
{
BOOST_FOREACH(auto connection, conns)
connection->prepareForSendingHeroes();
}
UpdateCampaignState ucs;
ucs.camp = gs->scenarioOps->campState;
sendAndApply(&ucs);