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mirror of https://github.com/vcmi/vcmi.git synced 2024-12-24 22:14:36 +02:00

- Fixed bug when starting random map with 1 player - Refactoring - Fixed compile bug - Heroes can be selected in map selection screen(RMG map) - Main town gen

This commit is contained in:
beegee1 2013-01-20 14:43:58 +00:00
parent 5b919d88eb
commit 1cab54b87a
8 changed files with 45 additions and 24 deletions

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@ -394,6 +394,11 @@ namespace vstd
{
return std::unique_ptr<T>(new T(std::forward<Arg1>(arg1), std::forward<Arg2>(arg2)));
}
template<typename T, typename Arg1, typename Arg2, typename Arg3>
std::unique_ptr<T> make_unique(Arg1 &&arg1, Arg2 &&arg2, Arg3 &&arg3)
{
return std::unique_ptr<T>(new T(std::forward<Arg1>(arg1), std::forward<Arg2>(arg2), std::forward<Arg3>(arg3)));
}
template <typename Container>
typename Container::const_reference circularAt(const Container &r, size_t index)

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@ -1844,6 +1844,8 @@ void RandomMapTab::updateMapInfo()
player.canHumanPlay = true;
}
player.team = i;
player.hasMainTown = true;
player.generateHeroAtMainTown = true;
mapInfo.mapHeader->players.push_back(player);
}

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@ -54,7 +54,11 @@ rett * createAny(std::string dllname, std::string methodName)
else if(!getName || !getAI)
{
tlog1 << dllname << " does not export method " << methodName << std::endl;
#ifdef _WIN32
FreeLibrary(dll);
#else
dlclose(dll);
#endif
throw std::runtime_error("Cannot find method " + methodName);
}

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@ -898,21 +898,27 @@ void CGameState::init(StartInfo * si)
map = mapGen.generate().release();
// Update starting options
for(auto it = scenarioOps->playerInfos.begin(); it != scenarioOps->playerInfos.end();)
for(int i = 0; i < map->players.size(); ++i)
{
PlayerSettings & pSettings = it->second;
if(!(map->players[pSettings.color].canHumanPlay || map->players[pSettings.color].canComputerPlay))
const PlayerInfo & pInfo = map->players[i];
if(pInfo.canComputerPlay || pInfo.canHumanPlay)
{
scenarioOps->playerInfos.erase(it++);
PlayerSettings & pSettings = scenarioOps->playerInfos[i];
pSettings.compOnly = !pInfo.canHumanPlay;
pSettings.team = pInfo.team;
pSettings.castle = pInfo.defaultCastle();
if(pSettings.playerID == PlayerSettings::PLAYER_AI && pSettings.name.empty())
{
pSettings.name = VLC->generaltexth->allTexts[468];
}
pSettings.color = i;
}
else
{
pSettings.compOnly = !(map->players[pSettings.color].canHumanPlay);
pSettings.team = map->players[pSettings.color].team;
pSettings.castle = map->players[pSettings.color].defaultCastle();
++it;
scenarioOps->playerInfos.erase(i);
}
}
}
else
{

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@ -111,7 +111,7 @@ std::unique_ptr<CMap> CMapLoaderH3M::loadMap()
std::unique_ptr<CMapHeader> CMapLoaderH3M::loadMapHeader()
{
// Read header
mapHeader = std::unique_ptr<CMapHeader>(new CMapHeader);
mapHeader = make_unique<CMapHeader>();
readHeader();
return std::move(mapHeader);

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@ -29,11 +29,11 @@ std::unique_ptr<CMap> CMapGenerator::generate()
//TODO select a template based on the map gen options or adapt it if necessary
map = std::unique_ptr<CMap>(new CMap());
map = make_unique<CMap>();
addHeaderInfo();
terViewPatternConfig = std::unique_ptr<CTerrainViewPatternConfig>(new CTerrainViewPatternConfig());
mapMgr = std::unique_ptr<CMapEditManager>(new CMapEditManager(terViewPatternConfig.get(), map.get(), randomSeed));
terViewPatternConfig = make_unique<CTerrainViewPatternConfig>();
mapMgr = make_unique<CMapEditManager>(terViewPatternConfig.get(), map.get(), randomSeed);
genTerrain();
genTowns();
@ -44,7 +44,7 @@ void CMapGenerator::validateOptions() const
{
int playersCnt = 0;
int compOnlyPlayersCnt = 0;
BOOST_FOREACH(const tPlayersMap::value_type & pair, players)
BOOST_FOREACH(const auto & pair, players)
{
if(pair.second.getPlayerType() == CPlayerSettings::COMP_ONLY)
{
@ -94,7 +94,7 @@ void CMapGenerator::validateOptions() const
throw std::runtime_error("1 human player is required at least");
}
BOOST_FOREACH(const tPlayersMap::value_type & pair, players)
BOOST_FOREACH(const auto & pair, players)
{
if(pair.first != pair.second.getColor())
{
@ -212,7 +212,7 @@ std::string CMapGenerator::getMapDescription() const
ss << static_cast<int>(mapGenOptions.getCompOnlyPlayersCnt()) << ", water " << waterContentStr[mapGenOptions.getWaterContent()];
ss << ", monster " << monsterStrengthStr[mapGenOptions.getMonsterStrength()] << ", second expansion map";
BOOST_FOREACH(const tPlayersMap::value_type & pair, players)
BOOST_FOREACH(const auto & pair, players)
{
const CPlayerSettings & pSettings = pair.second;
if(pSettings.getPlayerType() == CPlayerSettings::HUMAN)
@ -265,7 +265,7 @@ void CMapGenerator::addPlayerInfo()
}
// Team numbers are assigned randomly to every player
BOOST_FOREACH(const tPlayersMap::value_type & pair, players)
BOOST_FOREACH(const auto & pair, players)
{
const CPlayerSettings & pSettings = pair.second;
PlayerInfo player;
@ -287,7 +287,7 @@ void CMapGenerator::addPlayerInfo()
int CMapGenerator::countHumanPlayers() const
{
return static_cast<int>(std::count_if(players.begin(), players.end(), [](const std::pair<TPlayerColor, CPlayerSettings> & pair)
return static_cast<int>(boost::count_if(players, [](const std::pair<TPlayerColor, CPlayerSettings> & pair)
{
return pair.second.getPlayerType() == CMapGenerator::CPlayerSettings::HUMAN;
}));
@ -319,8 +319,14 @@ void CMapGenerator::genTowns()
town->builtBuildings.insert(EBuilding::FORT);
town->builtBuildings.insert(-50);
mapMgr->insertObject(town, townPos[side].x, townPos[side].y + (pos / 2) * 5, false);
map->players[owner].allowedFactions.clear();
map->players[owner].allowedFactions.insert(townTypes[side]);
// Update player info
PlayerInfo & pInfo = map->players[owner];
pInfo.allowedFactions.clear();
pInfo.allowedFactions.insert(townTypes[side]);
pInfo.hasMainTown = true;
pInfo.posOfMainTown = town->pos - int3(2, 0, 0);
pInfo.generateHeroAtMainTown = true;
}
}
@ -340,7 +346,7 @@ TPlayerColor CMapGenerator::getNextPlayerColor() const
{
for(TPlayerColor i = 0; i < GameConstants::PLAYER_LIMIT; ++i)
{
if(players.find(i) == players.end())
if(!players.count(i))
{
return i;
}

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@ -193,7 +193,4 @@ private:
/** The random gen player settings. */
std::map<TPlayerColor, CPlayerSettings> players;
/** Typedef of the players map, so that boost foreach can be used. */
typedef std::map<TPlayerColor, CPlayerSettings> tPlayersMap;
};

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@ -59,7 +59,8 @@ struct PlayerSettings
h & compOnly;
}
PlayerSettings() : bonus(RANDOM), castle(NONE), heroPortrait(RANDOM), compOnly(false)
PlayerSettings() : bonus(RANDOM), castle(NONE), hero(RANDOM), heroPortrait(RANDOM),
color(0), handicap(0), team(0), playerID(PLAYER_AI), compOnly(false)
{
}